@twighlight8 Unlike the Licid, it has no way to be gotten rid of by your opponent. So it would lock their commander out of the game which WotC has been trying to avoid.
@FaithsGuide,@twighlight8 Here's how Ride Off Into The Sunset works, super technically. Suppose your commander is on the battlefield. I cast Ride enchanting your commander. It enters the battlefield, but Ride sends it to the command zone. Normally the Aura would unattach, however, a commander card in the command zone is still a legal target (similarly to Animate Dead). Ride is still on the battlefield, even though it's enchanting a card in a different zone (like Spellweaver Volute). Therefore, if you cast Naturalize on Ride, it dies as normal. You can then cast your commander. If Ride is enchanting your commander in your command zone, it plays almost exactly like Nevermore.
Alright, I've got twenty cards for the cube! First, let's start with some general housekeeping: And throw in some additional ways to spice up drafting and ensure everyone can play their drafted decks. Then we can throw in some planeswalker commanders. And then finish out the three color combinations to keep things balanced.
@Arceus8523 thank you so much! Love them all. The only one I'm slightly concerned about is Ultimate Agreement. I'm worried it would be too easy for players to assemble combos between legends, considering there are 100 in the cube. However, it seems really fun so I don't want to pass up the chance. Could you maybe constrain the number slightly? Because I just know someone would decide they wanted 25 commanders...
@S1A_L8R unfortunately there are some minor wording issues on your cards. However, a lot of them seem like interesting concepts, so perhaps we could work to correct them? Or I could get your permission to make MSE versions (crediting you of course).
Either works, and that's what makes him so interesting, in my opinion. It's a commander that can be built around in a variety of ways, but it's up to the players to figure out how to abuse them.
As for Ultimate agreement, I was weary about it, but I want it to go to cube testing as-is, mainly because I think the starting hand drawback mitigates the strength of having multiple commanders. The strength of the card is proportional to how many 1-2 CMC commanders there are, really, since one of the problems with a smaller starting hand size is that the player will see less lands on average.
Can anyone shed any light on what 4-colour archetypes there are? I know the basic ideas altruism, chaos, growth etc but wondering if anyone has any concrete knowledge.
@twighlight8 That's perfectally fine, these were just some that I've made over the past year. If you wanna tweak them go ahead, just show me ahead of time k?
@Arceus8523 please could you elaborate on that since we're gonna need at least the 5 four colour combinations and obviously I don't want to break the colour pie... although it can be tempting.
Alright I've drafted up some four-color designs. I'm going to let the designs speak for themselves here, but if you have questions about them, I'm here to answer those questions!
@Bigballa2211 thanks! Vince is awesome, but just for simplicity silver-bordered cards are not gonna be in this particular set... Sorryyy. Out of the ones you submitted, the Cloaked Murderer is IN!
@Faiths_Guide thanks again for your continued support! That Rift Hiss is awesome... the only one that didn't make it was Riddlerpillar. To my surprise, MSE doesn't support the Adventure frame. At least we'll know for the future. However, flip cards, fuse cards, sagas, and aftermath cards are good to go.
Comments
Unlike the Licid, it has no way to be gotten rid of by your opponent. So it would lock their commander out of the game which WotC has been trying to avoid.
https://mtgcardsmith.com/view/cloudshaper-elf
https://mtgcardsmith.com/view/kyrrosa-child-of-morozko
https://mtgcardsmith.com/view/battle-of-the-bands
https://mtgcardsmith.com/view/rot-wood-guardian
https://mtgcardsmith.com/view/ekko-of-the-forgotten-worlds
https://mtgcardsmith.com/view/compost-cycle
https://mtgcardsmith.com/view/volcanic-cove-1
First, let's start with some general housekeeping:
And throw in some additional ways to spice up drafting and ensure everyone can play their drafted decks.
Then we can throw in some planeswalker commanders.
And then finish out the three color combinations to keep things balanced.
https://mtgcardsmith.com/view/sol-monolith
https://mtgcardsmith.com/view/tree-of-manifestation
https://mtgcardsmith.com/view/mysterious-ruins
https://mtgcardsmith.com/view/crystal-caverns-3
The only one I'm slightly concerned about is Ultimate Agreement. I'm worried it would be too easy for players to assemble combos between legends, considering there are 100 in the cube.
However, it seems really fun so I don't want to pass up the chance. Could you maybe constrain the number slightly? Because I just know someone would decide they wanted 25 commanders...
Either works, and that's what makes him so interesting, in my opinion. It's a commander that can be built around in a variety of ways, but it's up to the players to figure out how to abuse them.
As for Ultimate agreement, I was weary about it, but I want it to go to cube testing as-is, mainly because I think the starting hand drawback mitigates the strength of having multiple commanders. The strength of the card is proportional to how many 1-2 CMC commanders there are, really, since one of the problems with a smaller starting hand size is that the player will see less lands on average.
Oh, I get it now. I'm not sure if it's more complex or less complex. XD
Four-color isn't about what colors are there, it's about what color is missing.
@S1A_L8R thanks a million, will do!
https://mtgcardsmith.com/view/lonesome-one-1
https://mtgcardsmith.com/view/persistent-infantry
https://mtgcardsmith.com/view/kane-and-anta
https://mtgcardsmith.com/view/bushido-armour
https://mtgcardsmith.com/view/fort-in-the-tree
Alright I've drafted up some four-color designs. I'm going to let the designs speak for themselves here, but if you have questions about them, I'm here to answer those questions!
@Arceus8523 thanks, that's really helpful. Did you say you already had a custom cube?
I'm still working on it, but I do ^^
https://mtgcardsmith.com/view/masked-wanderer-1
https://mtgcardsmith.com/view/fiend-slayer-2
https://mtgcardsmith.com/view/cloaked-murderer
https://mtgcardsmith.com/view/vince-the-invincible
A few more cards for your leisurely perusal:
https://mtgcardsmith.com/view/rift-hiss
https://mtgcardsmith.com/view/recollecting-skullvault
https://mtgcardsmith.com/view/disguised-strider
https://mtgcardsmith.com/view/heatstoke-rascal
https://mtgcardsmith.com/view/caspan-lauded-protector
https://mtgcardsmith.com/view/daybreak-cockatrice
https://mtgcardsmith.com/view/riddlerpillar
https://mtgcardsmith.com/view/aazmod-burning-patron
https://mtgcardsmith.com/view/surly-general
https://mtgcardsmith.com/view/harm-preventer
@Faiths_Guide thanks again for your continued support! That Rift Hiss is awesome... the only one that didn't make it was Riddlerpillar. To my surprise, MSE doesn't support the Adventure frame. At least we'll know for the future. However, flip cards, fuse cards, sagas, and aftermath cards are good to go.
Oh wow! Cool, good to know