What do you guys think of this? Is it too far out of the Azorius colour pie? Is it undercosted? Do you guys think it does what I wanted it to do? Any feedback is much appreciated!
I'll be making a cycle of these guys, just trying to test what the different guilds can do. I think it'll be a fun little experiment, especially if this is anything to go off of.
@NokiSkaur Hexproof is a very annoying mechanic, and there are many ways to put +1/+1 counters on creatures in magic. How about.. --------------- Kaela, Stonesmith Visionary {3}{w}{u}
Flash
When Kaela, Stonesmith Visionary enters the battlefield, you may put two +1/+1 counters on target creature. If you don't, draw a card.
Creatures with two or more +1/+1 counters on them have hexproof.
Partner
[2/3] --------------- *It's a small thing, but partner is always put on the bottom of the text box.
@Hinges Banding is WotC's mistake and I don't think it's good idea to build a set around that mechanic. I think the dungeon mechanic should be changed.. also I think the card is very powerful. --------------- Mana cost-{3}{r}{r} Defender, shroud, dungeon (If a creature would deal damage to you, its controller may assign that damage to this creature instead.) {1}{r}, {t}: Create a 4/1 red Demon creature token. Put a dungeon counter on Diabolic Pit. Then if it has five or more dungeon counters on it, create two 4/1 red Demon creature tokens. [3/5] --------------- But I have another idea.. --------------- Land - Dungeon Dungeon 5 (This land enters the battlefield with five dungeon counters on it. If a creature would deal damage to you, its controller may remove that many dungeon counters from this land instead.) {t}: Add {c}. {3}{r}{r}, {t}: Create a 4/1 red Demon creature token. Put a dungeon counter on Diabolic Pit. Then if it has seven or more dungeon counters on it, create two 4/1 red Demon creature tokens. ---------------
P.S Partner is a keyword mechanic - "Partner (You can have two commanders if both have partner.)"
The overall design of this set: -Naya: focusing on defense and some big creatures. The main color is White Green with a small focus on Red. -Sultai: focusing on very big and costly Witch creatures. The main color is Black Green with a small focus on Blue. -Esper: focusing on control and late game advantage. Every creatures here is extremely fragile and you need use them carefully. The main color is White Blue with a small focus on Black. -Mardu: focusing on Haste and aggro-midrange. The main color is White Red with a small focus on Black. -Grixis: focusing on control with some element of aggro. The main color is Black Blue Red. -Other Card: the other card include mostly colorless and token cards. They are mainly the support for other colors.
Note: Witch have very high stat and costly but they don't have much special abilities. Meanwhile, Magical Girl are very costly and low stat but they have many special abilities to compensate for that.
Any suggestions? I like the concept, but I don't really like how it turned out.
On a related note, I'm coming back from a looong break from smithing, so I'm a little rusty. Any comment on this, or any of my cards is very appreciated
It was a great idea for a card. The second ability should require you to tap it. also, you shouldn't use the double-may in the first ability. You should make it so that one of the 2 options is mandatory.
@Gelectrode WotC has defined a standard in the set Unstable for this kind of effect. ----- Spend this mana only to cast spells that refer to destroying artifacts, creatures, and/or lands. -----
@SpiritDragon I felt the tap ability seemed weird, especially as it does nothing for you.
Aside from that, there are a few changes I'd make. ----- Flying
Whenever a Dragon you control deals combat damage to an opponent, you may sacrifice a creature. If you do, Threndal deals damage equal to the sacrificed creature's power to target creature that player controls.
"The audience loves it when they get included in the fight!" -----
I purposefully did not make it combat damage and made the ability be able to trigger on yourself, but other than that thanks for the feedback, I'll make those changes
@SpiritDragon The nonstat benefits part means it grants the enchantment or artifact its buffs that would normally be applied to the attached creature for example. (Think Auras!)
Whereas the wrapping means the following. ----- To wrap a permanent as a creature type, it becomes a creature of that creature type in addition to its other types with base power and toughness each equal to its converted mana cost, except it's no longer an Aura while wrapped. (If no creature type is mentioned, it's a Gift instead.)
The permanent's abilities remain active as normal alongside all other aspects of the card. Unless stated otherwise.
If a wrapped permanent would become attached, unwrap that permanent. -----
Comments
Bonded Similar has been updated again.
Nice mechanic, @Gelectrode! Might he be a little complex at common?
What do you guys think of this? Is it too far out of the Azorius colour pie? Is it undercosted? Do you guys think it does what I wanted it to do? Any feedback is much appreciated!
I'll be making a cycle of these guys, just trying to test what the different guilds can do. I think it'll be a fun little experiment, especially if this is anything to go off of.
I have been trying to make a Dungeon card:
Hexproof is a very annoying mechanic, and there are many ways to put +1/+1 counters on creatures in magic. How about..
---------------
Kaela, Stonesmith Visionary {3}{w}{u}
Flash
When Kaela, Stonesmith Visionary enters the battlefield, you may put two +1/+1 counters on target creature. If you don't, draw a card.
Creatures with two or more +1/+1 counters on them have hexproof.
Partner
[2/3]
---------------
*It's a small thing, but partner is always put on the bottom of the text box.
@Hinges
Banding is WotC's mistake and I don't think it's good idea to build a set around that mechanic. I think the dungeon mechanic should be changed.. also I think the card is very powerful.
---------------
Mana cost-{3}{r}{r}
Defender, shroud, dungeon (If a creature would deal damage to you, its controller may assign that damage to this creature instead.)
{1}{r}, {t}: Create a 4/1 red Demon creature token. Put a dungeon counter on Diabolic Pit. Then if it has five or more dungeon counters on it, create two 4/1 red Demon creature tokens.
[3/5]
---------------
But I have another idea..
---------------
Land - Dungeon
Dungeon 5 (This land enters the battlefield with five dungeon counters on it. If a creature would deal damage to you, its controller may remove that many dungeon counters from this land instead.)
{t}: Add {c}.
{3}{r}{r}, {t}: Create a 4/1 red Demon creature token. Put a dungeon counter on Diabolic Pit. Then if it has seven or more dungeon counters on it, create two 4/1 red Demon creature tokens.
---------------
P.S Partner is a keyword mechanic - "Partner (You can have two commanders if both have partner.)"
Is the wording confusing? Does balance seem ok?
Do you have better name idea and/or art?
Any feedback is much appreciated.
The overall design of this set:
-Naya: focusing on defense and some big creatures. The main color is White Green with a small focus on Red.
-Sultai: focusing on very big and costly Witch creatures. The main color is Black Green with a small focus on Blue.
-Esper: focusing on control and late game advantage. Every creatures here is extremely fragile and you need use them carefully. The main color is White Blue with a small focus on Black.
-Mardu: focusing on Haste and aggro-midrange. The main color is White Red with a small focus on Black.
-Grixis: focusing on control with some element of aggro. The main color is Black Blue Red.
-Other Card: the other card include mostly colorless and token cards. They are mainly the support for other colors.
Note: Witch have very high stat and costly but they don't have much special abilities. Meanwhile, Magical Girl are very costly and low stat but they have many special abilities to compensate for that.
https://mtgcardsmith.com/user/OrikoMikuni
I wish Banding could be fixed so I can make Dungeons for Bands to attack.
Part of this set.
Any suggestions? I like the concept, but I don't really like how it turned out.
On a related note, I'm coming back from a looong break from smithing, so I'm a little rusty. Any comment on this, or any of my cards is very appreciated
The second ability should require you to tap it.
also, you shouldn't use the double-may in the first ability. You should make it so that one of the 2 options is mandatory.
Could someone give me their opinion?
https://mtgcardsmith.com/view/cyddrirth-gladiators-mount
Thoughts?
https://mtgcardsmith.com/view/overgrown-rotfarm
Opinions on my flip card?
https://mtgcardsmith.com/view/victor-lord-of-seeds
https://mtgcardsmith.com/view/victor-hale-sparkless
WotC has defined a standard in the set Unstable for this kind of effect.
-----
Spend this mana only to cast spells that refer to destroying artifacts, creatures, and/or lands.
-----
https://mtgcardsmith.com/view/threndal-gladiators-mount
Will post some feedback shortly.
I felt the tap ability seemed weird, especially as it does nothing for you.
Aside from that, there are a few changes I'd make.
-----
Flying
Whenever a Dragon you control deals combat damage to an opponent, you may sacrifice a creature. If you do, Threndal deals damage equal to the sacrificed creature's power to target creature that player controls.
"The audience loves it when they get included in the fight!"
-----
https://mtgcardsmith.com/view/threndal-gladiators-mount-1
Any thoughts on this commander card? (Will update this comment if I make any changes)
The nonstat benefits part means it grants the enchantment or artifact its buffs that would normally be applied to the attached creature for example. (Think Auras!)
Whereas the wrapping means the following.
-----
To wrap a permanent as a creature type, it becomes a creature of that creature type in addition to its other types with base power and toughness each equal to its converted mana cost, except it's no longer an Aura while wrapped. (If no creature type is mentioned, it's a Gift instead.)
The permanent's abilities remain active as normal alongside all other aspects of the card. Unless stated otherwise.
If a wrapped permanent would become attached, unwrap that permanent.
-----
Too queer for my taste :P
Thoughts?
https://mtgcardsmith.com/view/afterthought