I've really been struggling with my second card because I really like the idea of charms as being uncommons so I want to make a card that each effect is worth an uncommon level without being too much one sided that people only choose one really strong mode. Unfortunately, I think I've failed because I'm pretty sure people would just use the first mode for instant mana ramp, but I think the other two give some viable options. I hope you like it:
@RohanDragoon It's actually really hard to choose one, I would probably end up using all of them. But do you realize how insanely powerful the last choice is?
@IanLowenthal Yes. It was a very sad attempt to balance the first ability, however it could be a huge problem. I think my biggest challenge is that I don't see charms as being worthy of rare or mythic, however the fact that it's four mana of four different colors actually gives it quite a bit of power. But honestly this could be a rare or mythic
@RohanDragoon Any card with that many colors should be rare at least anyway, I think. That way beginners aren't as likely to open it and wonder how to make a deck with it. (I am.)
More self explanatory then my last entry, flavor wise the Lifegiving mages are more attuned with multiple colors and can shift mana easier than other mages into multiple forms of being and elemental use.
@Emeraldragon17 Only your first entry is valid. It must function exactly like a traditional charm: Three options and one choice. So stipulates the rules of the challenge (page 1).
Incandescent Charm: Mode 1 - Go searching for cards of a bunch of different types, should make most all colors happy! Mode 2 - This is the "Ink-Treader" homage you're all waiting for! Putting it on an instant is super strong but only lasts a turn; use wisely. Mode 3 - Gain life and perform a double loot with a card to boot!
Lastly, this is a commander card (one of the two formats we were asked to balance within). Every option here can be extremely useful in that format, and should not cause tilting (most of the time). Also, I'm very fond of the art
Witch's Charm (Banishment Charm? Ousting Charm?): Mode 1 - Exile something, gain a little life, cantrip. (reasonable for 4-color rare) Mode 2 - Exile an artifact, make you a copy, discard drawback for balance. (reasonable for 4-color rare) Mode 3 - Counter spell, get three +1/+1 counters, life-loss drawback. (reasonable for 4-color rare)
Lastly, I've tried to incorporate all colors in each mode in some fashion. Mode 1 - Orzhov exiling, Green lifegain, Blue draw. Mode 2 - Selesnya (mostly green...) exile, Blue copy, Black discard. Mode 3 - Azorius exile spell, Green counters, Black life-loss.
Also a commander card where balance and usefulness is concerned.
Comments
http://mtgcardsmith.com/view/siege-charm
http://mtgcardsmith.com/view/lifeless-charm?list=user
I tried to make them having effects that covered all four colors, but were obviously devoid of effects that the missing color would have.
http://mtgcardsmith.com/view/rebirth-charm
and
http://mtgcardsmith.com/view/quasar-charm?list=user
All art by Hubble
http://mtgcardsmith.com/view/eramors-charm
Feedback is appreciated.
Switched out Dordax's Charm for Eramor's Charm in my entries.
http://mtgcardsmith.com/view/charm-of-militance
Yes. It was a very sad attempt to balance the first ability, however it could be a huge problem. I think my biggest challenge is that I don't see charms as being worthy of rare or mythic, however the fact that it's four mana of four different colors actually gives it quite a bit of power. But honestly this could be a rare or mythic
http://mtgcardsmith.com/view/yore-charm?list=user
(i may have broken the card maker a tiny bit by trying to use bullets (•). oops)
http://mtgcardsmith.com/view/witchdoctors-charm
Please go to the card and comment which of the two you think should be cut to make room for this.
This one - http://mtgcardsmith.com/view/requisite-charm
Or this one - http://mtgcardsmith.com/view/incandescent-charm
I thought I'd also post an example charm I made in case anyone was curious:
I'm unsure if any one ability is too broken, but I think I balanced it pretty well. As usual, most of my cards are walls of text.
More self explanatory then my last entry, flavor wise the Lifegiving mages are more attuned with multiple colors and can shift mana easier than other mages into multiple forms of being and elemental use.
Only your first entry is valid. It must function exactly like a traditional charm: Three options and one choice.
So stipulates the rules of the challenge (page 1).
Incandescent Charm:
Mode 1 - Go searching for cards of a bunch of different types, should make most all colors happy!
Mode 2 - This is the "Ink-Treader" homage you're all waiting for! Putting it on an instant is super strong but only lasts a turn; use wisely.
Mode 3 - Gain life and perform a double loot with a card to boot!
Lastly, this is a commander card (one of the two formats we were asked to balance within). Every option here can be extremely useful in that format, and should not cause tilting (most of the time). Also, I'm very fond of the art
Witch's Charm (Banishment Charm? Ousting Charm?):
Mode 1 - Exile something, gain a little life, cantrip. (reasonable for 4-color rare)
Mode 2 - Exile an artifact, make you a copy, discard drawback for balance. (reasonable for 4-color rare)
Mode 3 - Counter spell, get three +1/+1 counters, life-loss drawback. (reasonable for 4-color rare)
Lastly, I've tried to incorporate all colors in each mode in some fashion.
Mode 1 - Orzhov exiling, Green lifegain, Blue draw.
Mode 2 - Selesnya (mostly green...) exile, Blue copy, Black discard.
Mode 3 - Azorius exile spell, Green counters, Black life-loss.
Also a commander card where balance and usefulness is concerned.
Good Luck to All the Entrants!