Quote from"Saproling" seems to be a generic term for small plant/fungus creatures rather than a specific species.
Indeed what a Saproling is varies from plane to plane - sometimes even within a plane; on Ravnica in the old days Saprolings differed from guild to guild; Selesnya Saprolings are small creatures consisting of vines wrapped around crystals (as can be seen in the artwork) - the vines are based on plants which is why the Selesnyan Saprolings use seeds and pollen; Golgari Saprolings with the guilds focus on lightless subterranean rotfarms are classical fungal beings; Simic Saprolings are open to interpretation, though they are cyan/green-blue globules and seem to consist entirely of their trademark Cytoplast.
Guildless Saprolings could follow either style guide or none at all.
Remember: A Saproling doesn't need to be fungal. If anything its root tells us more about the fact that it likes death and decay. It can be (and sometimes is) a plant and apparently sometimes part gem.
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Now you don't only seem to have a problem with Saprolings being not depicted fungal enough, but with Saprolings depicted too much like a Fungus. For example the "earthstars" are not there for there own sake. Those are the Saprolings that Vitaspore Thallid tosses around. Look at the mechanic and art and tell me that "every now and then it throws a new creature onto the field" isn't what the Thallid mechanic is actually reads like.
You can see similar depictions of Saprolings on Thallid cards again and again e. g. a big "white" Thallid in front of a few smaller "green" Saprolings on Pallid Mycoderm; maybe now you also understand the boring palette of colors: When an artist gets told to paint a "green" Fungus it will end up being green more often than not.
So what?
All I say is that we already have enough graveyard centered mechanic ideas; since Valheim is combat-oriented it is neutral towards library or graveyard and I suggest we use this chance to make the new mechanic not be based as much on the graveyard as so many other proposed mechanics for the other shards were.
That won't change the fact that the mechanic will still support the mechanical theme of its shard - which is neither library nor graveyard -, but prevent it from clashing witgh the mechanical identity of other shards (since none - not even the color combination you suggested - has been associated with a "library-theme").
Ripple, btw, appeared in all colrs - I see no reason to not put a ripple-like mechanic that is based on creatures attacking into a combat-oriented shard.
If you disagree with making Valheim a library-based shard, find me a person who suggested such an idea and we can be against them together.
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I also would prefer "speed" to "running".
I would prefer "~ becomes a" or "turn ~ into a" to "transform ~ into a".
Using flavor text can only improve that idea.
Everytime something is out of mine to be exact.
Twice as many chump blockers. No redundancy with first strike. No redundancy with double strike. Multiple triggers "Whenever *foo* attacks".
Not that I think that's justification enough.
I could live with this working from anywhere but the graveyard - the graveyard is already a pretty heavy focus of other shards. Here you have the chance to use the library instead - maybe like ripple?
Ongoing Scheme
Abandon this Scheme: Target player loses life equal to the life you have lost this turn. Then that player sacrifices a permanent for each permanent put into your graveyard this turn.
Next: Necropotence
Scheme
When you set this scheme in motion, destroy all creatures that have attacked you since your previous turn.
Next: The Dead Shall Feast
Ongoing Scheme
If your life total would be reduced to 0 or less, it becomes equal to the lowest life total among your opponents and abandon this scheme.
Next: An Offer That Cannot Be Refused
So am I supposed to know all your custom made cards ever made on this forum to take part in this game? If this isn't about custom cards, then this thread doesn't belong into this forum - you should probably ask a moderator to move it here.
If it has to do with custom cards though... color me confused as to how you expect this to ever work out.
I disagree. While every aspect served a clear purpose when it was introduced into the ability, you clearly stopped reconsidering the parts and their necessity.
Is this necessary? When earlier introduced the +N/-N served the very specific purpose of limiting the nummber of times you can attack (by reducing the toughness of the creature). In the current version the number of attacks is specifically set and no longer related to p/t. Since the ability is very complex considering to remove this aspect of the ability not only makes it less complicated, but adds the benefit of being able to be put onto 1-toughness creatures, i. e. lower cmc.
This is correct, and my point is that since you are forced to use this wording you should remove any other complexity of the ability to an minimum.
Additionally, this may or may not become less necessary once you fix another problem (s. b.).
You know what also would help? Considering setting N to 2/1 generally - attacking twice already gives you an tactical option that, e. g. with exalted/lifelink/double strike may matter greatly, as we have seen.
A change possibly also helps to prevent situations in which you have each warbound creature attack individually in succession to harvest exalted triggers, if you do it correctly, i. e. limiting the number of additional combat phases rather than the number of attacks.
Another problem (as promised above): Why is it warbound creatures are restricted in the number of times they can attack each turn, while creatures without the ability may attack each combat? Seems unintuitive.
Shouldn't it also force you to discard a card if you have exactly N cards in your graveyard and make you reveal the top ln N cards of your planar deck during turns your opponent started with an odd life total?
If you want to make this keyword work, make it slim!
Enchantment
At the beginning of your upkeep, put a 1/1 white Kor creature token onto the battlefield for each enchantment you control.
Next: Dwarven Catapult, High Tide, Spore Cloud
Creature - Dwarf Advisor
Whenever a creature with power 2 or less enters the battlefield under your control, it deals damage equal to its power to target creature.
1/1
Tribal Instant - Ferret
Target creature gains haste and shroud until end of turn. It can't be blocked except by creatures with defender or flying this turn.
Next: Fish
Creature - Merfolk Rogue
~ can't be blocked by creatures with power less than the number of cards in your hand.
Whenever ~ deals combat damage to an opponent, if that player has more cards in hand than you, you may draw a card.
1/1
Next:
Creature - Surrakar Shaman
Initimidate
Whenever ~ deals combat damage to a player, that player discards a card at random.
Pay 1 life: Target permanent becomes colorless until end of turn.
3/3
Next:
Creature - Human Advisor
When ~ enters the battlefield, scry X, where X is the number of Swamps you control. Then draw a card.
2/2