My understanding is that Clerics do not have a good commander. Well, here she is (I hope). The idea is that she teaches her followers to slaughter the nonbelievers (the weak ones), which is shown in her eminence ability. It works great on X/1's and X/2's, but has diminishing returns (8 life to take down an X/4 is a bad rate). After much loss of life (pun intended), she recognises that the stronger ones are a useful addition to the order, and promptly comes down to indoctrinate them (the cast trigger). Considering that these are powerful abilities, I have tried to balance the p/t as best as I can.
Eminence is looking to compensate for the downsides of the tribe they're supposed to help. Like most iconic creature types, the biggest problem with Angels and Demons is that they are really expensive. As cost reduction had already been done by the dragon deck, I tackled the same problem using two different methods:
Habriel, the Angel commander, lets you take your beating in the early game, but quickly helps you recover once you start playing your big angels.
Bolrach, the Demon commander, lets you cycle your expensive Demons in the early game to help you find removal so you can survive until you have enough mana to cast your big demons.
EDITED: Habriel has been toned down Bolrach has been corrected (used to look at Demon spells in the hand instead of cards.)
@ningyounk that angel commander is broken...oloro only gains you two life doesnt have flying or haste and cost six cmc...and it’s bottom ability is a little much...idk I just think it is pretty broken...
@Faiths_Guide Thanks! (How did you find it?? Google Image was of no use to me, there were just too many random pages using this illustration.)
@DoctorFro I did hesitate between several versions of the Angel commander, it's difficult to get it to do something without making it broken. The main problem with Oloro is that he gives you life every turn consistently without any kind of restriction. Habriel asks you to play an Angel to gain some life, which shouldn't start before turn 4 or 5, so they're pretty different powerwise. It may be broken though, yes ^^ I'll see what I can do to make it less potent
EDIT: I toned it down with the following modifications: - The Eminence ability now only gains you 2 life instead of an amount depending of the Angel's toughness. - The last ability now only deals 2 damage instead of an amount depending on the Angel's power. It also now includes the new errata about the planeswalker damage redirection that will become the new standard with Dominaria. - Habriel now costs only 4 mana instead of 6, to help you curve into your most common 5, 6 and 7-mana Angels. - Habriel's stats have been reduced accordingly at 3/4.
Comments
It does mean every creature, haste or not, defender or not, your turn or not.
If I could find Treefolk artwork I'd love to. It's just hard to search for.
(See what I did?)
Doesn't necessarily make a ton of sense on its own, but is included in a larger set of creatures that make new laws and care when they're broken, e.g.
EDIT: Card fixed.
My understanding is that Clerics do not have a good commander. Well, here she is (I hope). The idea is that she teaches her followers to slaughter the nonbelievers (the weak ones), which is shown in her eminence ability. It works great on X/1's and X/2's, but has diminishing returns (8 life to take down an X/4 is a bad rate). After much loss of life (pun intended), she recognises that the stronger ones are a useful addition to the order, and promptly comes down to indoctrinate them (the cast trigger). Considering that these are powerful abilities, I have tried to balance the p/t as best as I can.
Eminence is looking to compensate for the downsides of the tribe they're supposed to help. Like most iconic creature types, the biggest problem with Angels and Demons is that they are really expensive. As cost reduction had already been done by the dragon deck, I tackled the same problem using two different methods:
Habriel, the Angel commander, lets you take your beating in the early game, but quickly helps you recover once you start playing your big angels.
Bolrach, the Demon commander, lets you cycle your expensive Demons in the early game to help you find removal so you can survive until you have enough mana to cast your big demons.
EDITED: Habriel has been toned down Bolrach has been corrected (used to look at Demon spells in the hand instead of cards.)
Angel artwork by Thitipon Dicruen.
@DoctorFro I did hesitate between several versions of the Angel commander, it's difficult to get it to do something without making it broken. The main problem with Oloro is that he gives you life every turn consistently without any kind of restriction. Habriel asks you to play an Angel to gain some life, which shouldn't start before turn 4 or 5, so they're pretty different powerwise. It may be broken though, yes ^^ I'll see what I can do to make it less potent
EDIT: I toned it down with the following modifications:
- The Eminence ability now only gains you 2 life instead of an amount depending of the Angel's toughness.
- The last ability now only deals 2 damage instead of an amount depending on the Angel's power. It also now includes the new errata about the planeswalker damage redirection that will become the new standard with Dominaria.
- Habriel now costs only 4 mana instead of 6, to help you curve into your most common 5, 6 and 7-mana Angels.
- Habriel's stats have been reduced accordingly at 3/4.
Surfed through those random pages and translated a foreign one.