I really like the idea of Chandra's Aura, but why should it have protection from red? I think it would be more flavorful if it had protection from white and blue, because those are the enemy colors of Red. Plus, Chandra hates order and control, right?
I agree. That makes sense philosophically and I don't see a reason it couldn't be designed that way but here's what I was thinking when I was tinkering with the card:
Chandra's a pyromancer, and this spell essentially engulfs her in flame, protecting her from harm. From a literal standpoint, it wouldn't do much good to defend yourself by throwing more fire at her - she's already on fire!
Something about a burn spell dealing damage to Chandra didn't sit well with me, so I gave the enchantment a pro-red ability.
Also, nice card! I like the idea of messing with your opponents, but would that be more of a blue-green card?
Guys, what do you think about a "Color-matter" mechanic? think about converge, that makes cards better the more colors you use to cast the spell, but it has to be with specific colors like this:
So, if i'm playing monored, the instant gives +2/+0. a nice effect. the end. but if i'm playing RG or RB, the spell is pumped up. even better. And, finally, if i'm playing a Jund deck, the spell reaches full power.
All cards are really great and the Sphinx is something i would love to have on a real deck (i'm a huge fan of mechanics that make reuse of cards instead of just dumping them. RECYCLING!). i don't think i have much to say, they abilities really show the colors identity you chose for them.
Did you create the mechanic Preserve? Because the name sounds more like a green/white mechanic than a blue/white one, maybe something like safeguard or protect? if you're going to make this a bant mechanic ignore this part. It's not a really big deal tho.
@TioInfernape First of all thank you for the kind words, they are greatly appreciated.
As for Preserve, yes it is a selfmade mechanic. I had also already thought about whether or not UW would be fitting colors, but ultimately I stuck with it. The mechanic was mainly inspired by "Fog Bank" in regards to the damage reduction effect, and I felt that that kinda was the blue part of the ability. The white part on the other hand I think is pretty obvious, considering she is an angel and that one of whites main themes is protection and peace. Also, as I did a bit of research for the card I looked through the Gatherer for similar effects, and although there were some from other colors, the majority was in fact blue or white.
I am about to enter the final No. 1 Cardsmith Challenge for planeswalkers, but I would like feedback on a possible entry. Can I please have advice for Relden?
@Gelectrode It's not that there's anything wrong with it - it just doesn't have this kinda 'flair' the winning card needs to have. It's not very original or very interesting...
Seems like an ok card to me, and as for the flavor Id say it is a full hit. Although the abilities are symetrical, the +1 at least isn't that disadvantegous, and once you get the ultimate going the 0 acctually even denies your opponent from attacking you.
There however lays the main "weakness" in the card in my opinion, namely getting to the point where you can activate the ultimate. What I am pointing to here is the low starting loyalty. If you look at it optimally, it would take 4 turns to activate the ultimate (including that it would die as a result). This is of course if you were to only use the +1 every turn, and that it wouldn't be attacked. Planeswalkers however are typically prime targets for attack, so Id say the probabillity for for that happening is slim. This is not directly a problem for this card, but rather for most low-cost planeswalkers.
The "solution" Id suggest would be to maybe change the starting loyalty a bit, and/or buffing up the other abilities. Not neccesarily to the point of that it would become to overpowered for its low mana cost, and not neccesarily to change the 4 turn ultimate ratio thing either, just to assure that it maybe survives a bit longer or such. In the end it is your card, just some advice I would give from my side.
Comments
http://mtgcardsmith.com/view/traveling-companion
(He's brand new to the site BTW.)
http://mtgcardsmith.com/view/cookie-11
cute mtg festive card. Is it good or too op?
Legendary Aura (mostly for flavor purposes since I tied it to Chandra).
I really like the idea of Chandra's Aura, but why should it have protection from red? I think it would be more flavorful if it had protection from white and blue, because those are the enemy colors of Red. Plus, Chandra hates order and control, right?
Here is my card:
http://mtgcardsmith.com/view/infectious-experiment
I agree. That makes sense philosophically and I don't see a reason it couldn't be designed that way but here's what I was thinking when I was tinkering with the card:
Chandra's a pyromancer, and this spell essentially engulfs her in flame, protecting her from harm. From a literal standpoint, it wouldn't do much good to defend yourself by throwing more fire at her - she's already on fire!
Something about a burn spell dealing damage to Chandra didn't sit well with me, so I gave the enchantment a pro-red ability.
Also, nice card! I like the idea of messing with your opponents, but would that be more of a blue-green card?
I debated a while about shifting it to blue/green, but there have been cards like Permeating Mass, so I kept it to mono-green.
http://mtgcardsmith.com/view/collector-of-sparks
http://mtgcardsmith.com/user/notkarpov/sets/17071
http://mtgcardsmith.com/view/dragoza-fire-wake
http://mtgcardsmith.com/view/spark-blast
http://mtgcardsmith.com/view/hungry-instincts
So, if i'm playing monored, the instant gives +2/+0. a nice effect. the end.
but if i'm playing RG or RB, the spell is pumped up. even better.
And, finally, if i'm playing a Jund deck, the spell reaches full power.
here it is an example of a creature
http://mtgcardsmith.com/view/guardian-of-the-rainbow-1
i can cast it with 5 mana of the same color, but it will be better the more colors i have on board.
Balance apart, i think its interesting, what about you?
- http://mtgcardsmith.com/view/sphinx-of-lost-paths?list=user
- http://mtgcardsmith.com/view/oracle-of-char?list=user
- http://mtgcardsmith.com/view/veren-sesteen?list=user
Cheers
All cards are really great and the Sphinx is something i would love to have on a real deck (i'm a huge fan of mechanics that make reuse of cards instead of just dumping them. RECYCLING!). i don't think i have much to say, they abilities really show the colors identity you chose for them.
Did you create the mechanic Preserve? Because the name sounds more like a green/white mechanic than a blue/white one, maybe something like safeguard or protect? if you're going to make this a bant mechanic ignore this part. It's not a really big deal tho.
First of all thank you for the kind words, they are greatly appreciated.
As for Preserve, yes it is a selfmade mechanic. I had also already thought about whether or not UW would be fitting colors, but ultimately I stuck with it. The mechanic was mainly inspired by "Fog Bank" in regards to the damage reduction effect, and I felt that that kinda was the blue part of the ability. The white part on the other hand I think is pretty obvious, considering she is an angel and that one of whites main themes is protection and peace. Also, as I did a bit of research for the card I looked through the Gatherer for similar effects, and although there were some from other colors, the majority was in fact blue or white.
It's not that there's anything wrong with it - it just doesn't have this kinda 'flair' the winning card needs to have. It's not very original or very interesting...
Seems like an ok card to me, and as for the flavor Id say it is a full hit. Although the abilities are symetrical, the +1 at least isn't that disadvantegous, and once you get the ultimate going the 0 acctually even denies your opponent from attacking you.
There however lays the main "weakness" in the card in my opinion, namely getting to the point where you can activate the ultimate. What I am pointing to here is the low starting loyalty. If you look at it optimally, it would take 4 turns to activate the ultimate (including that it would die as a result). This is of course if you were to only use the +1 every turn, and that it wouldn't be attacked. Planeswalkers however are typically prime targets for attack, so Id say the probabillity for for that happening is slim. This is not directly a problem for this card, but rather for most low-cost planeswalkers.
The "solution" Id suggest would be to maybe change the starting loyalty a bit, and/or buffing up the other abilities. Not neccesarily to the point of that it would become to overpowered for its low mana cost, and not neccesarily to change the 4 turn ultimate ratio thing either, just to assure that it maybe survives a bit longer or such. In the end it is your card, just some advice I would give from my side.
And so I end my thesis on this one card. Cheers