Whitewalker - 5WW
+1: Put a 5/5 white Baneslayer Angel creature token with flying, first strike, lifelink, protection from Demons and from Dragons onto the battlefield.
-1: Destroy all creatures.
-4: Your life total becomes 100.
2
I scrapped my old idea. I think I'll keep that attacking ability and put it on a green walker in the future.
This new white walker has some color-pie flavored abilities.
This card is in a set where over half the creatures have activated abilities. I really want to give players some tool for getting around picky activation costs.
Tantric Meditation 2G
Enchantment
You may spend any color of mana to pay the activation costs of abilities of creatures.
or
Tantric MeditationG
Instant
Until end of turn, you may spend any color of mana to pay the activation costs of abilities of creatures.
or
Tantric Meditation1G
Sorcery
Until end of turn, you may spend any color of mana to pay the activation costs of abilities of creatures.
Draw a card.
or maybe
Tantric Monk 1G
Creature - Human Monk Druid ,T: Add two mana in any combination of colors to your mana pool. Use this mana only to activate the abilities of creatures.
2/2
Which one do you like best? Can you think of something better?
My 5 walkers are all people who've helped playtest my set. The red walker really is a one dimensional player. The green walker is a girl who loves elf decks. I made the blue one after myself because I can do the ultimate in just a few seconds. In some cases, their abilities are based off cards they like to play (baneslayers, hex, etc).
The white walker is still in the redesign phase. He said he wanted his walker to be stupidly powerful yet expensive. So far, it's looking like this.
Whitewalker - 5WW
+1: get a baneslayer token
-1: day of judgement
-4: win the game with style
2
The first ability could allow you to exile the card or cast it, so if it is no good, you just get rid of it. How about just letting you draw an extra card? it wouldn't be too bad.
Yeah, 'you may cast or exile that card' might work.
The last ability is terrible. Yes, the effect is good, but the time it would consume is enormous. Tournaments would be hell.
Before, this ability was 'search for 7 cards and put them on top'. Maybe I should bring back that wording. Another idea I had was adding 'end the turn' to that ability, so the other guy could have a turn while you're hunting.
I don't like it at all. The second ability is just like the first with a bit more of damage and toughness. Overall, it doesn't seem very engaging and the ultimate is extremely boring. I would redesign from scratch.
The second ability has evasion. This card was designed around someone who loves using hellsparks, hellsthunders, and player-damaging burn spells. I'm thinking of having the ultimate do damage to a player equal to double your current land count, but 20 damage seems cleaner.
Giving trample to a bunch of 2/2's doesn't feel great... how about giving it "-X - Put a X/X token onto the battlefield.", make the first ability give trample and indestructibility to target creature (it could add +2), and make the ultimate let you draw cards equal to the highest power among creatures you control.
The theme of the original is about having many creatures (made for someone who likes elf decks), and this is the other way entirely. Your design seems solid though.
I am not a huge fan of big costed PWs... besides, exiling lands is not too white. I would make this less of a ham, reduce the cost, the abilities, etc.
The idea of this was it was a baneslayer planeswalker. I changed what it exiles. I want to bring this down to 3WW, but I'll probably need to scrap/change the third ability.
I've remade the white walker. Please comment/critique!
BlueWalker - 2UU
+1: Reveal the top card of your Library. You may cast that card.
-1: Look at a card at random in target opponent's hand. You may cast that card.
-6: You may rearrange your Library. 3
BlackWalker - 4BB
+1: Target creature gains flying until end of turn. Flip BlackWalker.
+1: Return target creature card from your graveyard to your hand.
BlackWalker (Flipped)
+0: Each opponent sacrifices two permanents. Flip BlackWalker.
-6: Destroy 6 target creatures. 5
RedWalker - 4RR
+1: Put a 3/1 red Hellspark creature token onto the Battlefield. It has Haste, Trample, and "At the beginning of the end step, sacrifice Hellspark."
-2: Put a 4/4 red Hell's Thunder creature token onto the Battlefield. It has Haste, Flying, and "At the beginning of the end step, sacrifice Hell's Thunder."
-7: RedWalker deals 20 damage to target player. 5
GreenWalker - 3GG
+1: Creatures you control gain Trample and Vigilance until end of turn.
-X: Put X 2/2 green Elf Warrior tokens onto the Battlefield.
-5: Draw a card for each creature you control. 4
Whitewalker - 5WW
+1: Put a 5/5 white Baneslayer Angel creature token with flying, first strike, lifelink, protection from Demons and from Dragons onto the battlefield.
-1: Destroy all creatures.
-4: Your life total becomes 100.
2
Old Versions:
WhiteWalker - 3WWW
+2 Choose a card type. Each player sacrifices a permanent of that type.
+1 Until end of turn, WhiteWalker becomes a 5/X Angel creature with flying, first strike, and lifelink that's still a planeswalker where X is his loyalty.
-3 Exile target creature, artifact, or enchantment. 5
WhiteWalker - 3WWW
+2 Choose a card type. Each player sacrifices a permanent of that type.
+1 Until end of turn, WhiteWalker becomes a 5/X Angel creature with flying, first strike, and lifelink that's still a planeswalker where X is his loyalty.
-3 Exile target nonplaneswalker permanent. 5
Blue's -1 ability is weak. What if they cast that card in response to you being able to? It baffles the mind. Any suggestions here are welcome.
Black starts on the side with the two +1 abilities but only one flips him. It's proven to be interesting in playtesting thus far.
Red's ultimate might be a bit cheesy.
Green's -X ability might be the most imbalanced out of all of these. I've tried -2 to put out 2 2/2 but that didn't feel as interesting.
White doesn't attack anymore, but I love his ridiculous abilities. They're all so white flavored...
Time Distort 6UU
Instant
Split Second
End the Turn.
Take an extra turn after this one.
I'm not using Split Second in my set; I want people to be able to react to this if they can. I have a cycle of cards at 4BBBB etc mana cost, and even have a cycle of cards at UUUU etc. Picky mana costs are a theme of the set.
XXB is not too bad for making opponents sacrifice creatures. You would need at least 4B to make it card advantage, and even then your opponent can sac two saprolings.
There won't be any saprolings in the environment this card will get played, but there are a couple ways of recurring creatures or getting tokens. I think I nerfed it due to my 3 player game tests. Haven't tested it enough in 1v1 to see if its actually OP at XXB instead of XXBB. I do like XXB's cost way more though.
However, Time Stretch costs 2 more and this is functionally equivalent and maybe even strictly better. So ultimately I think it's undercosted even with quadruple blue.
Ending the turn gives you a few other perks, like the ability to counter spells and cut off combat phases, but yeah, taking two turns could be more powerful.
The Blob. Yeah, this is scary. Reminiscent of Wild Mongrel but costs mana to activate, which is hugely important. Overall I gues I'd say it's fair but it kind of seems unfun since if you have an answer to it your opponent will just lose due to emptying his hand, and if you don't you'll just lose due to it being ridiculously big ridiculously fast.
I think the blob leads to memorable and ridiculous situations at the cost of someones fun in some games. Fortunately, my set's cube will only have 1, so seeing it on turn 1 is as unlikely as it is dangerous.
Time Distort 4UUUU
Instant
End the turn.
Take an extra turn after this one.
Summon Murderbirds XXBB
Sorcery
Each opponent sacrifices X creatures.
Lemon Fire (old design) RR
Instant
Lemon Fire deals 2 damage to each creature that was dealt damage this turn.
Lemon Fire (redesigned) RR
Instant
Lemon Fire deals 1 damage to target creature or player, then deals 2 damage to each creature that was dealt damage this turn.
The Blob G
Creature - Ooze G, Discard a card: Put a +1/+1 counter on The Blob.
1/1
Call to Destiny XXW
Sorcery
Search your library for X creatures that cost X or less, reveal them, and put them into your hand. Shuffle your library.
Time Distort seems sufficiently powerful. 'End the turn' is a ridiculously strong effect, but you have to be sitting on a ton of mana.
Summon Murderbirds used to cost XXB, but it seemed ridiculously powerful. It still seems very strong.
Lemon Fire seems terrible and needs help. Maybe it should only cost R.
The Blob sometimes leads to funny situations. I've seen someone do an all-in blob rush when they 1 dropped it. Does this wreck games too much?
Call to Destiny is untested. It seems hilariously powerful if you have the mana, but I'd imagine that it often nets you a pair of 2cc cards. Is a trio of 3cc cards for 7 mana OP?
Woah, huge thanks. In my head, it only triggered on combat damage. Yeah, forgot that the ability could trigger itself. Reworded it a bit.
These cost 5 mana. There are cards that interact with the number of colored symbols on a card, there's chroma, and there's cards that like things without colorless mana in their cost. All stuff from the block they're in, which is why they aren't just colorless.
These cards each have 2 tri-colored costs. The casting cost of each is 5.
Duke Nukem BRG(B/R/G)(B/R/G)
Legendary Creature - Human Badass
Whenever Duke Nukem enters the battlefield, deals combat damage, or is dealt combat damage, he deals 2 damage to target target creature or player. "You’re an inspiration for birth control."
3/5
Domo-Kun RGW(R/G/W)(R/G/W)
Legendary Creature - Domo
Domo-Kun has +0/+4 if you control another white creature.
Domo-Kun has +4/+0 if you control another red creature.
Domo-Kun has trample if you control another green creature.
3/3
Cthulhu UBR(U/B/R)(U/B/R)
Creature - Cthulhu Avatar
When Cthulhu enters the battlefield, discard any number of cards. For each card discarded this way, put two +1/+1 counters on Cthulhu.
At the end of your turn, each player puts the top card of his or her library into his or her graveyard for each +1/+1 counter on Cthulu. "ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn"
3/3
Demonbane Angel GWU(G/W/U)(G/W/U)
Creature - Angel
Flying, protection from demons
Demonbane Angel costs G less to play if you control at least three creatures.
Demonbane Angel costs W less to play if you control an enchantment.
Demonbane Angel costs U less to play if you control an artifact.
4/4
WUB(W/U/B)(W/U/B)
?/?
These cards are in a set where casting cost matters.
Hmm... I think "Creatures without flying or reach get -10/-0 until end of turn." would be a bit too strong of a combat trick.
Idea for Fractal Wings remake:
Fractal Wings UUU
Sorcery
All creatures you control gain flying until your next upkeep.
Creatures without flying or reach can't attack you until your next upkeep.
or...
Fractal Wings UUU
Enchantment
At the start of your upkeep, sacrifice Fractal Wings.
All creatures you control gain flying.
Creatures without flying or reach can't attack you.
Yeah the cats could get out of hand, especially if there were multiples. They're practically 1cc land destruction. What if I made their tap ability cost U to use?
Fractal Wings UUU
Instant
All creatures you control gain flying until end of turn.
Creatures without flying or reach can't attack you this turn.
Magic Candy 1UU
Sorcery
Draw a card for each color among creatures in play.
Elephird 1U
Creature - Elephant Bird Mutant
Flying U, Sacrifice Elephird: Draw a card.
1/1
Itty Bitty Kitty Committee U
Creature - Cat Advisor
Tap: Counter target spell unless its controller pays 1.
0/1
I'm having troubles getting the wording for Fractal Wings right. I want it so you're able to use it after someone declares themselves an attacker so you can avoid the hit.
+1: Put a 5/5 white Baneslayer Angel creature token with flying, first strike, lifelink, protection from Demons and from Dragons onto the battlefield.
-1: Destroy all creatures.
-4: Your life total becomes 100.
2
I scrapped my old idea. I think I'll keep that attacking ability and put it on a green walker in the future.
This new white walker has some color-pie flavored abilities.
Tantric Meditation 2G
Enchantment
You may spend any color of mana to pay the activation costs of abilities of creatures.
or
Tantric MeditationG
Instant
Until end of turn, you may spend any color of mana to pay the activation costs of abilities of creatures.
or
Tantric Meditation1G
Sorcery
Until end of turn, you may spend any color of mana to pay the activation costs of abilities of creatures.
Draw a card.
or maybe
Tantric Monk 1G
Creature - Human Monk Druid
,T: Add two mana in any combination of colors to your mana pool. Use this mana only to activate the abilities of creatures.
2/2
Which one do you like best? Can you think of something better?
My 5 walkers are all people who've helped playtest my set. The red walker really is a one dimensional player. The green walker is a girl who loves elf decks. I made the blue one after myself because I can do the ultimate in just a few seconds. In some cases, their abilities are based off cards they like to play (baneslayers, hex, etc).
The white walker is still in the redesign phase. He said he wanted his walker to be stupidly powerful yet expensive. So far, it's looking like this.
Whitewalker - 5WW
+1: get a baneslayer token
-1: day of judgement
-4: win the game with style
2
Yeah, 'you may cast or exile that card' might work.
Before, this ability was 'search for 7 cards and put them on top'. Maybe I should bring back that wording. Another idea I had was adding 'end the turn' to that ability, so the other guy could have a turn while you're hunting.
Heheheheh.
The second ability has evasion. This card was designed around someone who loves using hellsparks, hellsthunders, and player-damaging burn spells. I'm thinking of having the ultimate do damage to a player equal to double your current land count, but 20 damage seems cleaner.
The theme of the original is about having many creatures (made for someone who likes elf decks), and this is the other way entirely. Your design seems solid though.
The idea of this was it was a baneslayer planeswalker. I changed what it exiles. I want to bring this down to 3WW, but I'll probably need to scrap/change the third ability.
BlueWalker - 2UU
+1: Reveal the top card of your Library. You may cast that card.
-1: Look at a card at random in target opponent's hand. You may cast that card.
-6: You may rearrange your Library.
3
BlackWalker - 4BB
+1: Target creature gains flying until end of turn. Flip BlackWalker.
+1: Return target creature card from your graveyard to your hand.
BlackWalker (Flipped)
+0: Each opponent sacrifices two permanents. Flip BlackWalker.
-6: Destroy 6 target creatures.
5
RedWalker - 4RR
+1: Put a 3/1 red Hellspark creature token onto the Battlefield. It has Haste, Trample, and "At the beginning of the end step, sacrifice Hellspark."
-2: Put a 4/4 red Hell's Thunder creature token onto the Battlefield. It has Haste, Flying, and "At the beginning of the end step, sacrifice Hell's Thunder."
-7: RedWalker deals 20 damage to target player.
5
GreenWalker - 3GG
+1: Creatures you control gain Trample and Vigilance until end of turn.
-X: Put X 2/2 green Elf Warrior tokens onto the Battlefield.
-5: Draw a card for each creature you control.
4
Whitewalker - 5WW
+1: Put a 5/5 white Baneslayer Angel creature token with flying, first strike, lifelink, protection from Demons and from Dragons onto the battlefield.
-1: Destroy all creatures.
-4: Your life total becomes 100.
2
Old Versions:
WhiteWalker - 3WWW
+2 Choose a card type. Each player sacrifices a permanent of that type.
+1 Until end of turn, WhiteWalker becomes a 5/X Angel creature with flying, first strike, and lifelink that's still a planeswalker where X is his loyalty.
-3 Exile target creature, artifact, or enchantment.
5
WhiteWalker - 3WWW
+2 Choose a card type. Each player sacrifices a permanent of that type.
+1 Until end of turn, WhiteWalker becomes a 5/X Angel creature with flying, first strike, and lifelink that's still a planeswalker where X is his loyalty.
-3 Exile target nonplaneswalker permanent.
5
Blue's -1 ability is weak. What if they cast that card in response to you being able to? It baffles the mind. Any suggestions here are welcome.
Black starts on the side with the two +1 abilities but only one flips him. It's proven to be interesting in playtesting thus far.
Red's ultimate might be a bit cheesy.
Green's -X ability might be the most imbalanced out of all of these. I've tried -2 to put out 2 2/2 but that didn't feel as interesting.
White doesn't attack anymore, but I love his ridiculous abilities. They're all so white flavored...
I'm not using Split Second in my set; I want people to be able to react to this if they can. I have a cycle of cards at 4BBBB etc mana cost, and even have a cycle of cards at UUUU etc. Picky mana costs are a theme of the set.
There won't be any saprolings in the environment this card will get played, but there are a couple ways of recurring creatures or getting tokens. I think I nerfed it due to my 3 player game tests. Haven't tested it enough in 1v1 to see if its actually OP at XXB instead of XXBB. I do like XXB's cost way more though.
Ending the turn gives you a few other perks, like the ability to counter spells and cut off combat phases, but yeah, taking two turns could be more powerful.
I think the blob leads to memorable and ridiculous situations at the cost of someones fun in some games. Fortunately, my set's cube will only have 1, so seeing it on turn 1 is as unlikely as it is dangerous.
Lemon Fire RR
Instant
Lemon Fire deals 1 damage to target creature or player, then deals 2 damage to each creature that was dealt damage this turn.
Instant
End the turn.
Take an extra turn after this one.
Summon Murderbirds XXBB
Sorcery
Each opponent sacrifices X creatures.
Lemon Fire (old design) RR
Instant
Lemon Fire deals 2 damage to each creature that was dealt damage this turn.
Lemon Fire (redesigned) RR
Instant
Lemon Fire deals 1 damage to target creature or player, then deals 2 damage to each creature that was dealt damage this turn.
The Blob G
Creature - Ooze
G, Discard a card: Put a +1/+1 counter on The Blob.
1/1
Call to Destiny XXW
Sorcery
Search your library for X creatures that cost X or less, reveal them, and put them into your hand. Shuffle your library.
Time Distort seems sufficiently powerful. 'End the turn' is a ridiculously strong effect, but you have to be sitting on a ton of mana.
Summon Murderbirds used to cost XXB, but it seemed ridiculously powerful. It still seems very strong.
Lemon Fire seems terrible and needs help. Maybe it should only cost R.
The Blob sometimes leads to funny situations. I've seen someone do an all-in blob rush when they 1 dropped it. Does this wreck games too much?
Call to Destiny is untested. It seems hilariously powerful if you have the mana, but I'd imagine that it often nets you a pair of 2cc cards. Is a trio of 3cc cards for 7 mana OP?
These cost 5 mana. There are cards that interact with the number of colored symbols on a card, there's chroma, and there's cards that like things without colorless mana in their cost. All stuff from the block they're in, which is why they aren't just colorless.
Duke Nukem BRG(B/R/G)(B/R/G)
Legendary Creature - Human Badass
Whenever Duke Nukem enters the battlefield, deals combat damage, or is dealt combat damage, he deals 2 damage to target target creature or player.
"You’re an inspiration for birth control."
3/5
Domo-Kun RGW(R/G/W)(R/G/W)
Legendary Creature - Domo
Domo-Kun has +0/+4 if you control another white creature.
Domo-Kun has +4/+0 if you control another red creature.
Domo-Kun has trample if you control another green creature.
3/3
Cthulhu UBR(U/B/R)(U/B/R)
Creature - Cthulhu Avatar
When Cthulhu enters the battlefield, discard any number of cards. For each card discarded this way, put two +1/+1 counters on Cthulhu.
At the end of your turn, each player puts the top card of his or her library into his or her graveyard for each +1/+1 counter on Cthulu.
"ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn"
3/3
Demonbane Angel GWU(G/W/U)(G/W/U)
Creature - Angel
Flying, protection from demons
Demonbane Angel costs G less to play if you control at least three creatures.
Demonbane Angel costs W less to play if you control an enchantment.
Demonbane Angel costs U less to play if you control an artifact.
4/4
WUB(W/U/B)(W/U/B)
?/?
These cards are in a set where casting cost matters.
Feedback?
Idea for Fractal Wings remake:
Fractal Wings UUU
Sorcery
All creatures you control gain flying until your next upkeep.
Creatures without flying or reach can't attack you until your next upkeep.
or...
Fractal Wings UUU
Enchantment
At the start of your upkeep, sacrifice Fractal Wings.
All creatures you control gain flying.
Creatures without flying or reach can't attack you.
Yeah the cats could get out of hand, especially if there were multiples. They're practically 1cc land destruction. What if I made their tap ability cost U to use?
Instant
All creatures you control gain flying until end of turn.
Creatures without flying or reach can't attack you this turn.
Magic Candy 1UU
Sorcery
Draw a card for each color among creatures in play.
Elephird 1U
Creature - Elephant Bird Mutant
Flying
U, Sacrifice Elephird: Draw a card.
1/1
Itty Bitty Kitty Committee U
Creature - Cat Advisor
Tap: Counter target spell unless its controller pays 1.
0/1
I'm having troubles getting the wording for Fractal Wings right. I want it so you're able to use it after someone declares themselves an attacker so you can avoid the hit.
Comments on these?