Last week I gave you this picture of an angel. You gave me a bunch of cards and not one of them featured the word Angel or even Creature on the type line! The winner’s today were delayed because of car trouble which still isn’t completely resolved, but enough of that. The winners!
@blackdeckwins
A unique green draw card with huge potential upside, this last minute entry really managed to steal the day. I’m still kind of falling in love over here. Congrats on the bonus point!
@conorace
So this card managed to check my reading comprehension but now that I am awake and able to read properly I see a cool pseudo Ghostly Prison or something along those lines. It doesn’t prevent attacks and blocks, but most creatures won’t have the power to do anything useful. But there are other avenues open (especially with green and white) to get around this with pump effects. You’ll receive one bonus point!
@tonric
Maybe it’s because I learned to play Magic with a group of four friends, or because one of my first “real” board game experiences was Diplomacy, but multiplayer politics have always drawn me. Cast at an opportune point in a game, this relatively simple card can change the course of the game. That’s good for a bonus point!
Happy Turkey Day all you US folks! Happy Thursday rest of the world! I’ve been lazy/overwhelmed with other stuff this week so I’ve got a cornucopia of designs to share with you today. Let’s get right to it!
@ozthearistocrat
A flavorful enchantment that gets better with equipment. Refers to Sigarda and her new position as head angel of Innistrad.
I love this unique interaction of caring about equipment on an aura. I’m not certain but I think with double strike this could be an uncommon build around card, And this definitely isn’t a creature, satisfying this week’s challenge.
Two points!
@ubervores
Well I couldn’t call it ponder, and meditation didn’t feel right so here we are with Lost in Thought. So when I saw this art I immediately thought enchantment (you can imagine my excitement when I realized that fit nicely with the bonus challenge.) So the flavor here is supposed to be that the angel has stumbled upon this lost artifact by the lake and is letting her mind wander to consider how it’s come to rest there. I wanted to capture the feeling of sitting with your feet in the water daydreaming you think up a whole lot of stuff but you don’t do anything (hence the not casting of spells) and generally someone else puts you back to reality (hence the get hit lose it clause).
I thought the drawback was an interesting potential way to balance out the number of cards drawn and I like making it an aura to give it some flexibility. I was thinking of making it a blessing because I like the curses of innistrad but it didn’t seem quite blessing enough and it definitely wasn’t a curse.
I think something’s missing here and I assume it close to “At the beginning of enchanted player’s upkeep, that player draws a card.” If so this is certainly a unique design with multiple things it can do. I’d be really concerned about this though in a mill deck--three mana so my opponent can’t cast spells (is maybe drawing more than normal) and I’m not going to deal damage to them anyway. Due to the presence of noncombat decks I think this needs a CMC of about 5.
Thanks! Two points!
@morbidlyqueerious
I’m actually kinda proud of this design because it’s lenticular. On the one hand, it rewards you for not attacking with creatures and instead leaving them behind to block, which really sells the idea of White being peaceful. On the other, White is the color with vigilance, and I can imagine a player discovering that combo and getting extra value. White is also a color with token creation and hordes of small creatures, so they get more value out of this than other creatures.
Those are absolutely some cool things to keep in mind with a card like this. Generally cards like this are worded “At the beginning of your upkeep” so you get the untap step first. Given how this works, it might be better to change this to an end of turn effect so it doesn’t get confused with other upkeep triggers and so it retains the functionality of forcing you to choose whether or not to attack or keep creatures up. I’m uncertain on costing for this but imagine it’s close, if just a little high (2W might be fine).
Two points!
@conorace
No comments
I’m honestly not sure what the goal of this card is. Creatures with justice counters have 0 power. Alright, if I can force those counters on my opponents’ creatures then we’re going somewhere. But that first ability has a “may” clause that lets everyone choose whether or not to put such a counter on one of their creatures. Why would anyone do that?
Please let me know if I’m missing something big here. This does meet the challenge for the week! Two points!
@outerspace-messiah
This started as rewarding you for each creature that didn’t attack on your turn instead of having to tap them. However, I found not only does tapping them prevent durdling (which leads to a slow game), but it also provides a flavorful way to show something resting, as resting creatures won’t be watching out for things to block.
I love this space people are tapping into of forcing players to choose between attacking with their creatures or getting some other value from them. This particular card can fall right into curve and get immediate results with a board presence you’ve already built up. It won’t do anything for you if you’re behind, but this sort of wording gets around summoning sickness so it can still have an impact pretty soon. Personally I can’t imagine choosing the 2 life over pumping a creature all that often, but I’ve also certainly had games where that would save me where my 1/1 being a 2/2 would accomplish nothing.
Two points!
@amtgplayer
Just a very controlling planeswalker that hates even the idea of creature combat.
Alright, planeswalkers are inherently a lot to take in, so I’m going to go through this step by step.
1. 4 CMC in 3 colors and it enters with 4 loyalty. Base line, ignoring that planeswalker development concerned depend heavily upon the environment they are in (which is why the latest Tamiyo was Bant, because there were so many planeswalkers in the environment), I think it’s good for another loyalty counter or two to start.
2. That first ability is, to be blunt, not something I want to pay 4 mana for. Certainly not with the life gain on it so if I am locking out my opponent’s biggest threat I’m also building up their life total to possibly insurmountable levels. The best use of that is probably to trade the attack of a big creature of my own for life gain but that’s mostly a bad tactic.
3. The -4 is powerful and interesting. Obviously best used on utility creatures. I am willing to pay 4 mana to remove my opponent’s biggest threat and maybe get some additional utility. I believe this ability is doing the bulk of the work for this walker and I’d only really consider using the +1 the turn before doing this if I think Herre will be on the board for a turn. And then only because of the potential to use her to steal a second creature in a few turns. I really think that first ability needs to be rehashed.
4. The ult is worthwhile and unique. All three abilities are flavorful and scream “FOG!” Personally I look at Herre and see something that is potentially quite frustrating to play against, but also balanced really well to the point that I think she’s still quite fair.
For my money this is a solid draft of a planeswalker, an incredibly difficult thing to design. There’s a reason Wizards often assigns a team of people to tackle these but you’ve done a commendable job!