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  • posted a message on Commander legends speculation


    We SUPER need Gix. I'd be happy with a Belbe too.

    My guess for the second spoiled art was a new Latulla, Keldon Overseer (SUPER deep cut, right?!) but the video explains that it is a planeswalker. My next guess was Jeska, and after looking up the art of the pre-planeswalker version I am 100% sure it is her.


    The second art is 100% Jeska. She's got both of the weapons you can see in Jeska, Warrior Adept exactly, and she has similar barbs around her face and similar clothes. Jeska was also a planeswalker between the events of Scourge (when Karona gets killed and splits back into Jeska/Akroma/Zagorka, and Jeska's spark keeps her alive and ignites her into a walker) and Future Sight (where she gives her life to seal the final major rift caused by Karona and start the great mending).
    Posted in: Speculation
  • posted a message on [Deck] Black Belcher Helm Combo
    Seems very interesting. Some considerations:

    1) Lion's Eye Diamond. Often used to get the necessary mana to manage playing and activating Belcher in a single turn, and also opens you up for
    2) Tutors. Infernal Tutor works great with LED, but Dark Petition is likely worth considering as well. It's trivial to turn it into a de facto 2 mana tutor, which can really help you connect your pieces.
    3) If you've got tutors, a single Tendrils of Agony becomes a powerful alternate out.
    4) Ill-Gotten Gains. It's a powerful mid-combo tool against non-blue decks and even against the blue ones when you've got Leyline out.
    Posted in: Developing (Legacy)
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from wtwlf123 »


    I was of the opposite opinion. The one that was useable in combat looks significantly better.


    That's certainly true, but the W vs WW made me lean towards the latter. Make the flash one 3W and it'd be a slam dunk.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from BlackWaltz3 »
    Gratzi. Learn new things designing every day. Thoughts on the cards themselves?


    They're alright. I'm not sure WW for an in-combat flash Anthem makes the cut. W for an anthem post-combat when you've attacked with three dudes is considerably better.

    Quote from BlackWaltz3 »
    Cinder, Volcanic Mage 5R
    Legendary Creature - Human Wizard (M)
    Protection from Instants and Sorceries
    Cinder, Volcanic Mage costs 1 less for each 1 noncombat damage dealt to opponents this turn.
    Whenever a Mountain enters the battlefield under your control you may search your library for an instant or sorcery with a converted mana cost of 3 or less and put it into your hand. Shuffle your library afterwards.
    3/3
    Notes: Idea here was to create the 2nd good red 6 drop for cube (Currently it is just Inferno Titan). Cinder works exceptionally well with burn and also provides some support for lands matter. He also has a nice splashable cost/cost reduction ability to make him viable in multiple builds.


    Pro instants and sorceries does not seem particularly red. I'm also not sure if it counts as a six drop if you're regularly going to be casting it for ~4-5. That search ability seems pretty absurd and also not particularly red.

    Flashfires 2R
    Instant (R)
    Kicker 2R (You may pay an additional 2R as you cast this spell.)
    Flashfires deals 2 damage to each creature. If the kicker was paid, Flashfires deals 4 damage to each creature and non-red Planeswalker instead.

    Notes: Wanted to make a playable pyroclasm variant. So here we have Pyroclasm that can be kicked to become a burn pseudo-wrath that also doesn't hit red PW's!


    I like the design of the card, it feels overall fairly balanced. Note that Flashfires is already a card.

    Sufuric Servant 1RR
    Creature - Elemental (R)
    At the beginning of each players’ upkeep Sulfuric Servant deals 2 damage to that player.
    Players can’t gain life.
    2/4

    Note: I know this effect is generally worse on a body, but Sulfric Vortex is pretty powerful and 4 toughness gives this staying power.


    Seems very good. Probably would have to be a 2/3.

    Avatar of Existence 1GGG
    Creature- Avatar (M)
    Avatar of Existence has power and toughness equal to the number of lands you control.
    When Avatar of Existence enters the battlefield return target permanent from your graveyard to your hand.
    If you control another creature Avatar of Existence gains trample. If you control an artifact or enchantment, Avatar of Existence gains hexproof. If you control a Planeswalker, Avatar of Existence gains vigilance.
    (*/*)
    Notes: I started with an Eternal Witness like recursion ability, but then I got hooked on the idea of a creature that really cares about card types, but in keeping with green I wanted it to just care about permanent card types. I think I tied in each card type to the avatar in a smart way. Lands affect P/T, another creature gives it Trample, Artifacts/Enchantments grant hexproof, and with a PW it can play offense and defense.

    Needs to be "target permanent card" and not just target permanent. I think this probably does a little too much overall for the cost. The artifact/enchantment clause seems weird as green rarely cares about those things.

    Magus of Evolution 2GG
    Creature - Centaur Wizard (R)
    XXG, tap symbol , Sacrifice another creature you control: Search your library for a creature with converted mana cost equal to the sacrificed creature’s converted mana cost plus X or less and put it onto the battlefield. Then shuffle your library.
    3/4
    Notes: Always have a softspot for Eldritch Evolution though it just wasn't quite good enough. I'm thinking maybe a creature variant tied to a decent body would get us there. Fun thing is you can have X = 0 to just pay G to replace a creature you control for another of the same cost from your library or you can use the X to turn your Thragtusk into an Elsh Norn!


    I think XX is a bit too punishing. I feel like I'd rarely do it for more than 1 because the cost would be too prohibitive.

    Primal Instigator 1GG
    Creature - Bear Shaman (R)
    When Primal Instigator enters the battlefield put a +1/+1 counter on target creature you control. That creature fights target creature an opponent controls.
    Dash 3RG (You may cast this spell for its dash cost. If you do, it gains haste, and it’s returned from the battlefield to its owner’s hand at the beginning of the next end step.)
    2/2
    Notes: We need more bears in cube! Note the fight isn't optional here so that is one tradeoff for the awesome power of this card. Great Blink potential and that Dash means that paired with a beatstick this card can be repeated removal!


    I think 1GG for a 3/3 that fights on ETB is probably a little too good to see print, and this also adds a bunch of other stuff.

    Arcane Combatant U/R mana
    Creature - Wierd Wizard Warrior (R)
    Prowess
    When you cast your second instant or sorcery in a turn you may pay R and/or U. If R was paid Arcane Combatant gains double strike. If U was paid Arcane Combatant gains “Whenever this creature deals combat damage to an opponent, draw a card.” (Do both if both R and U were paid.)
    1/1

    Notes: All the Izzet flavor! Wierd Wizzard Warrior! It pumps with instant and sorceries, but it especially rewards playing two in the same turn. If you can do that and have mana to spare Arcane Combatant has the potential to be a 3/3 Double Strike that draws you 2 cards! Having to pay the additional mana in addition to casting two spells is intentional to be a check on the power level of the card, but Izzet has plenty of cheap spells to make clearing this hurdle more than doable.


    I think this probably needs to be two separate triggred abilities, which probably also makes this a touch too complex. Very interesting design though.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    That's correct. Reducers that reduce colored costs like Edgewalker need to specify that they can't reduce colorless, but not vise versa.
    Posted in: The Cube Forum
  • posted a message on Rotting Regisaur
    Bloodghast, Gravecrawler, Vengevine, Reanimation spells, etc.
    Posted in: Magic General
  • posted a message on Yarok, the Desecrated and Necromancy
    Quote from WizardMN »
    Necromancy will trigger twice since it is a permanent entering the battlefield. Each trigger will resolve separately. The first trigger resolves and brings back the target and Necromancy attaches to it.

    Then, the second trigger returns the second target and attaches to the new creature. Since Necromancy says "When Necromancy leaves the battlefield, that creature's controller sacrifices it" and it hasn't left the field yet, the first won't be sacrificed.

    You will end up with both creatures until Necromancy leaves the field.

    Of course, there is always the caveat that new rules will change how this works.


    New rules should not change how this works, given that you can already recreate this scenario with Strionic Resonator. There's no reason WotC would have to change how doubling up an ETB with a linked trigger works.
    Posted in: Rumored Card Rulings
  • posted a message on Mist Syndicate naga question
    You can probably get away with this at FNM, but I would caution you a few things:

    1) Having cards that are not in your deck in your deckbox can be construed as an attempt to cheat and can earn you penalties up to and including disqualification. Make sure that if you are using actual cards as tokens, they are stored in a separate area.
    2) Make sure that the card is extremely clearly not part of your deck (i.e. put it in a different sleeve and make significant sharpie alterations to it) so that it does not get shuffled into your library at the end of the game, because again this can earn you a penalty if your deck ends up different from what it started as.
    Posted in: Magic Rulings
  • posted a message on [M20] "Wakeroot" Elemental
    Seems like a pretty gross wincon in Green Commander decks, where it goes infinite with Gaea's Cradle/Growing Rites of Itlamoc with 5+ creatures or Nykthos, Shrine to Nyx with 8+ devotion to green, giving you infinite mana and making all your lands 5/5 hasters.
    Posted in: The Rumor Mill
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from AvalonAurora »
    Sudden Inspiration 2UU
    Instant
    Scry 3, then draw two cards.
    During your next upkeep, scry 1.


    3U used to draw you two card at instant speed. That's gotten pushed a bit, with Glimmer of Genius. I think this is probably too much like Foresee but at instant speed which probably means it needs to cost more than 2UU. I think Scry 3 draw 2 for 2UU would be fine, or Scry 2 Draw 2, then upkeep scry 1, though I don't like the memory issues of the latter.

    Warden's Law W
    Instant
    Choose one-
    * Your opponent's can't cast spells this turn.
    * Target creature gains protection from the color of your choice or from colorless until end of turn.


    Interesting, it's a split Silence and Stave Off. You can usually get a slight bonus attached to Stave at one mana (see Emerge Unscathed, Blessed Breath, Gods' Willing) so that's probably fine, especially as Silence isn't a great card in Cube. But I'm not sure this actually makes the cut in Cube unless you've got like a STRONG Storm theme in need of maindeckable counters.

    Aura Magnet 2W
    Enchantment
    Flash
    When Aura Magnet enters the battlefield, you may reveal cards from the top of your library until you reveal an aura enchantment card, put that card into your hand, then put the rest on the bottom of your library in a random order.
    Permanents you control that are the targets of aura spells you control have hexproof. (aura spells you control are aura spells you are casting that are on the stack)
    Whenever an aura you own would enter your graveyard from the battlefield, you may pay W, if you do, put it into your hand instead.


    This seems wacky and weird. Some thoughts
    You can just say "aura", as all auras are enchantments
    This does a lot, but I'm not sure it's actually good enough for Cube because there are so few playable Auras.
    I'm not sure why this has flash? I mean, I guess you can flash it in in response to a removal spell on a guy you're trying to enchant?
    You don't need to specify "aura you own" as other player's cards can never go to your graveyard. You also need to either drop "instead" (as this is currently worded as a trigger and not a replacement effect) or change it to "If an aura you control would go to the graveyard from the battlefield". But given that it asks for a cost to be paid, it's better to leave it as a trigger IMO.

    Hopeful Destiny 2WWW
    Enchantment - Aura
    Flash
    When you cast Hopeful Destiny, gain 4 life, and prevent the next 5 damage to you this turn, then scry 1, then draw a card.
    Enchant Creature.
    Hexproof, Indestructible.
    Enchanted creature has +1/+2, hexproof, vigilance, first strike, and lifelink.
    If Hopeful Destiny would enter the graveyard or exile zone from the stack or battlefield, it's owner may shuffle it into their library instead.


    This also does a lot of things. The combination of Scry and Draw feels very unwhite.
    I don't think this needs to be hexproof and indestructible as there's not a ton of aura removal that isn't just killing the dude it's on, and the dude's already hexproof.
    Referencing the stack is pretty verboten. Why not just give this the Darksteel Colossus clause and shuffle in from anywhere?

    Eyes of Oblivion 2BBB
    Instant
    Once Eyes of Oblivion is cast, if either of the permanents targeted by it aren't exiled by it this turn, the controller(s) of those permanents at the time Eyes of Oblivion was cast lose 5 life for each of them that wasn't exiled by Eyes of Oblivion at the beginning of the next end step.
    Exile two target creatures.


    I get what you're trying to do here, but this is seriously making my brain hurt. The wording is extremely awkward and I could never see them printing this as-is. The best way I can think to word this to maybe almost work would be:

    "Choose two target creatures controlled by target player. Exile them. For each creature that was not exiled this way, that player loses 5 life". Throwing in a third target means this doesn't fizzle if both creatures are sac'd, and as long as we're talking 1v1 Cube the functionality remains.

    Avalanche Racer 2RR
    Creature - Elemental
    Menance, Trample, Haste, Double Strike
    Avalanche Racer attacks each turn if able.
    If Avalanche Racer attacks alone, it gets +X/+0, where X is half the number of other creatures you control, rounded down.
    When Avalanche Racer dies, if it was the target of a spell or ability an opponent controlled this turn, or damaged by a creature an opponent controlled this turn, that player's lands don't untap during their next untap step.
    1/5


    We've also got word soup going on here. Four keywords is a LOT for a four mana dude with six points of stats, especially when several of those keywords are extremely high value like doublestrike and haste. It's also got a pseudo Exalted thing going on, which doesn't seem to make a lot of sense?
    Also the death trigger can probably just be simplified to when it dies, target player's lands don't untap next turn. Or just drop this, WotC seems to have decided that red getting land freeze isn't really working out which is why we haven't seen it since Amonkhet.
    I feel like this could probably lose Doublestrike and the "half" part of its attack trigger, just make it get +1/+0 for each other creature you control when it attacks alone. Though the whole attacking alone thing doesn't feel very Red either. I dunno, this card just seems like a mess, honestly.

    Mysteries of the Glimmering Dew 1G
    Instant
    Mysteries of the Glimmering Dew can't be countered.
    Choose one -
    * Target permanent you control gets hexproof and indestructible until end of turn. If it is a creature, it gets +1/+1 until end of turn.
    * Target creature you control gets +1/+2 and reach until end of turn. Untap it and put a +1/+1 counter on it.
    * The next creature card you would cast this turn may be cast as though it had flash and can't be countered. That creature enters the battlefield with a +1/+1 counter on it and has hexproof until end of turn.


    This is an interesting mix of abilities. It's a removal blanker meets a combat trick meets a Savage Summoning. I feel like the middle mode is fairly redundant with the top mode, since the top mode is already a fairly effective combat trick? Two modes on this seems less wordy than three as well (since this isn't framed as a Charm). Maybe just make the first and third modes kind of mirrored and buff the first a little?

    Choose one -
    * Untap target creature you control and put a +1/+1 counter on it. It gains hexproof and indestructible until end of turn
    * The next creature card you cast this turn can be cast as though it had flash. That spell can't be countered. That creature enters the battlefield with an additional +1/+1 counter on it and has hexproof and indestructible until end of turn.

    Quote from BlackWaltz3 »
    Wanted to make a pushed looter blue 1 drop that I think most people would cube and might be printable.

    Seafloor Looter U
    Creature - Merfolk (R)
    Multikicker 1U (You may pay an additional 1U any number of times as you cast this spell.)
    When Seafloor Looter enters the battlefield draw a card plus an additional card for each time Seafloor Looter was kicked, then discard a card.
    Seafloor Looter enters the battlefield with a +1/+1 counter for each time it was kicked
    1/1

    Notes: So the idea is if played on turn 1 this guy will loot as an ETB. If played kicked once it is a Catalog strapped to a bear for 1UU and if kicked twice it is Sift and a 3/3 for 2UUU. If this is too good a couple ideas could be for this to begin as a 2 drop for 1U, it could begin as a 0/1 or if you want to get really spicy it could begin as a 1/0.


    So I think you pinpointed your own problem here. An ETB 1/1 looter is already slightly pushed for 1 mana given that it's stronger than Hapless Researcher, and Vodalian Merchant is a 1/2 ETB looter for 2 mana.
    Catalog is already a 3 mana spell. It's an instant, not a sorcery, but stapling it to a bear is a LOT of value. A cantripping bear with a drawback costs 3 (Phyrexian Rager) and a straight cantripping bear is 4 (Nimble Innovator). This mode is already stronger than straight cantripping since you're drawing two and discarding one, which is about a Two mana Effect.
    Sift is 4 mana as a sorcery, meaning a single mana over that you're getting a 3/3.
    And the flexibility of all of these modes in one is just too good.

    Honestly, just:

    Dude U
    Creature
    Multikicker 1U
    Draw a card, plus an additional card for each time Dude was kicked, then discard a card for each card drawn this way
    1/1

    is already pushed and probably very good.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    I'm also not sure why you're limiting it to just double against creatures and planeswalkers. If the idea is to have a build-around weenie-buffer, why not go whole hog and make it hit faces too? On that note, if the idea is buff weenies and hate on fat dudes, why not just make it a straight-up Retribution of the Meek on ETB? Kill fat things around Hexproof and it hits all of them, but also punishes you for playing fatties yourself.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from BlackWaltz3 »
    Cards I might like for weaker slots in cube - White Edition (White 2CC and 6CC creatures).

    Stoneforge Metallurgist 1W
    Creature - Kor Artificer (R)
    When Stoneforge Metallurgist enters the battlefield create an equipment called Stoneforge Dagger it has “Equipped creature gets +2/+1 and Equip 0.
    When either of Stoneforge Metallurgist or Stoneforge Dagger leave the battlefield, sacrifice the other.
    1/2

    Notes: A bit high risk, high reward. She provides equipment you can use immediately and can swing for 3 by herself, but killing either the creature or the artifact is a 2 for 1.


    Note this isn't a two for one if it gets killed, since you only spent one card on it to start with. I feel like this is probably a bit pushed. On its own, it's a 1C 3/3, and it can also make any evasive dude even more powerful (for free) and keep your midrange creatures beating theirs at no additional cost. I'd say the equipment should probably have an equip cost.

    Thraben Detective 1W
    Creature - Human (R)
    Vigilance
    At the end of each of your turns if one or more creature tokens were created under your control, investigate. (Create a colorless Clue artifact token with “2, Sacrifice this artifact: Draw a card.”)
    2/1

    Notes: Lot of people already run Thraben Inspector. I wanted to amp it up a bit and make clue tokens from creature tokens.


    The fact that it only investigates on creature token creation (and only one per spell regardless of how many tokens are made) makes this seem pretty limited. Maybe move vigilance to first strike so it's a bit stronger on its own?

    Angelic Aspirationist 1W
    Creature - Human Monk (M)
    Level up 1W 2/2
    Level 1-2 Flying 3/3
    Level 3+ Angelic Aspirationist is an Angel.
    Flying, First Strike, Lifelink 5/5

    Notes: Build a Baneslayer Angel!


    It's definitely interesting, but I'm not sure it'd make the cut. Two mana for a vanilla 2/2 is bad, four mana for a 3/3 flying is bad, and it requires eight total mana to turn into a Baneslayer. I would definitely like it better as a one-drop 2/1, so even in the failback case it's a playable card.

    General Adrianna Vallore 4WW
    Legendary Creature - Human Knight (M)
    Vigilance, Lifelink, Protection from Red
    General Adrianna Vallore gets +1/+1 for each other Knight or Soldier you control.
    At the beginning of each players’ end step create a 1/1 white Soldier with lifelink.
    Whenever a soldier you control dies create a 2/2 white Knight with vigilance.
    3/3

    Notes: I wanted a Legendary Captain of the Watch variant. I chose Adrianna for a few reasons. Pro Red is important for this kind of card and as her former iteration is also red I can justify it a bit here. Her storyline involves her trying to rebuild the ranks to take the throne back. Also for more female representation in Magic!


    That seems like an awful lot going on for just six mana. Three relevant abilities plus a scalable body is strong, getting a token every turn is *really* good - reminds me of Tendershoot Dryad but with a much more relevant body. And the fact that every token is really *two* tokens is really strong. I think you probably have to leave of that last ability.

    Sword of Serra 3WWW
    Creature - Angel (M)
    Flying, Vigilance
    As Sword of Serra enters the battlefield, choose a color. Sword of Serra has protection from the chosen color.
    7/6

    Notes: Voice of All's effect is a lot more intimidating on a massive threat.


    I like this a lot! It's an efficient body and it dodges their best removal color (and their best flier color).

    Blinkcrafter 5W
    Creature - Human Wizard (M)
    At the beginning of your end step, you may exile any number of nonland permanents you control, then return them to the battlefield under their owner’s control.
    Whenever a spell or ability targets Blinkcrafter, exile it, and then return it to the battlefield under your control.
    2/2

    Notes: I'm not actually sure if this is printable or not, but I wanted to make a splashable and resilient blink archetype staple.


    It's nutty but I also like it. It does basically nothing on its own, but it can provide some pretty crazy value if you build around it.

    Lord of the Meek 4WW
    Creature - Bird Knight (M)
    Flying, First Strike
    When Lord of the Meek enters the battlefield you may exile a creature an opponent controls with power 4 or greater.
    If a creature you control with power 3 or less would deal damage to a creature or planeswalker and opponent controls it deals double that damage to that creature or planeswalker instead.
    3/3

    Notes: Lord of the Beak! Er...Meek. I wanted a way to add relevance to Whites smaller creatures in the late game and punish players for their Baneslayer type creatures. So Lord of the Meek is an evasive threat that deals double damage to enemy creatures and PW's and grants that effect to your other small white creatures! Not enough? How about a free reprisal that ignores hexproof?


    Exiling a creature without targeting seems weird. The damage doubling also seems kinda awkward too - maybe just make it give them double strike?
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    The problem with Hybrid cards is, unless you build your cube with specific Hybrid slots (which is hard to do since not every pair has great options), you basically have to put them into the multicolor section, which is generally much tighter than the monocolored sections.

    Murderous Intent is cool, but probably doesn't make the cut. Is it too much to give the dude Indestructible as well? Targeted indestructible (as a replacement for reanimate) is another black/green overlap. The name isn't particularly green though. Maybe something like Deadly Instinct or Predatory Instincts?

    Spark of the Forest is a bit more pushed. 4 power haste for 4 is already solid, and the fact that this refunds minimum one mana makes it even better. It's really easy to cast this into a 3 or even another 4 drop, which is a pretty brutal tempo swing on a 3C dude. I'd say maybe shave a point of toughness? Otherwise I could see this as a 2RG card - harder to play in a wide range of decks, but guarantees two mana out of it.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from BlackWaltz3 »
    Twintomaton is not Wurmcoil Engine good, but Wurmcoil is insane. I've seen how busted this ability can be with Karn and the shells that run him and I think 5 mana is probably just too efficient for this. With one artifact this is 6 power. With 3 artifacts--which is going to be more common-this is 10 power.

    As always, thank you for your wording assist! I hope you are coming to wherever we go after this because I need your wording help. You're the Bernie Taupin to my Elton John...lol. Godo does let you pick your equipment but is also incredibly vulnerable between the turn you cast him and the turn you play the equip on him. Also, the decks that run this are probably only going to run equip targets that work well with this. Not going to see too many skullclamps on here. Smile

    Yeah, I thought that The Wanderer might make a good blink archetype walker so I decided to name her. The Custom Card Creation Forum had a field day with this...oh well. Truth is nobody knows enough about this character yet to say what it should look like or what iterations it could feasibly take on. Wanted to note that Elia is only a creature until EOT. It can be attacked. It is just the noncombat damage clause that sticks until next turn--she cant be burned. I think the -2 can be really powerful against certain archetypes and since it only limits your opponent it gives you the ability to resolve powerful 4/5 drop Angels/Hero/Etc. that they can't answer with their own large creature threats.


    I'm definitely going to be in the next iteration of MTGS, I'm one of the admins who's been running the place for years.

    Wanderer definitely feels more reasonable with the creaturing until EOT. Seems weird that there's different durations on that and the burn protection, though.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from BlackWaltz3 »
    Twintomaton 6
    Artifact Creature - Construct (R)
    This creature gets +1/+1 for each artifact you control.
    “When Twintomaton enters the battlefield, create a 0/0 colorless Construct artifact creature token with “This creature gets +1/+1 for each artifact you control.”
    0/0

    It's interesting, but I'm worried at six mana that it's a bit underpowered compared to options like Wurmcoil Engine. You could maybe get away with 5.

    Balan, Leonin Captain 4WW
    Legendary Creature - Cat Knight (M)
    When Balan Leonin Captain enters the battlefield reveal cards from your library until you reveal an equipment card. Attach that equipment to Balan, Leonin Captain and put the revealed cards on the bottom of your library in a random order.
    As long as Balan, Leonin Captain is equipped it is indestructible.
    3/3


    Wording needs some adjustment. "until you reveal an equipment card. Put that card onto the battlefield, then attach it to Balan. Put the other cards revealed this way on the bottom of your library in a random order.

    This card seems fine. Seems like, on average, it grabs a Sword, giving you a 5/5 indestructible with two protections and some bonus abilities. That's strong, but I'm not sure it beats out the value and flexibility of Sun Titan or Elspeth, Sun's Champion for the white six drop slot. Probably makes it into larger cubes though. Reminds me a bit of Godo, Bandit Warlord - it gives you the equip for free and indestructible, but Godo lets you pick and choose which equipment you grab and can double up triggers for stuff like Swords and Jitte.

    Elia, the Wanderer 2W
    Legendary Planeswalker - Elia (M)
    At the beginning of your end step you may exile another non-land permanent you control and then return it to the battlefield.
    +1: Elia becomes a 3/1 white Elemental creature with flying until end of turn. Prevent all noncombat damage that would be dealt to it until your next turn.
    -2: Opponents can’t cast creature spells with a converted cost of 4 or greater on their next turn.
    (4)


    Is this intended to be the identity-reveal of The Wanderer? If not, I'd suggest swapping the name for something else, like "the Journeyer" or "the Traveler".

    I'm not sure how I feel about that +1. The fact that it stops being a planeswalker (since you aren't retaining previous types) means that any time you +1 this, it can't be attacked. Of course, as a 3/1, if you block anything with it, it dies, but this is basically a more cost-flexible Flickerwisp that flickers every turn.

    The -2 seems pretty low-impact though.
    Posted in: The Cube Forum
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