Help Me Design a Magic Set!

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KrazyCaley

28 December 2009

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While you are straining your brain over the most recent deck challenge, perhaps you'd like to add in your two cents on the following series of five cards I have designed for a custom-built Magic set. The five cards are all Planeswalkers and I need your help to balance them. I've got down the basic idea of what I want each Planeswalker to do, but where I need help is in perhaps tweaking the abilities or adjusting the variables like the mana cost of the planeswalker, starting loyalty, and ability loyalty effect.

Please note that I don't care if these cards are balanced by the standards of the game in general; I only want them to be balanced with each other.

So here are the five:

1- Green Rampy Dude

Costs 2GG

Starting Loyalty of 4

+1: Add two mana in any combination of colors to your mana pool.

-2: Sac a permanent. You gain double its converted mana cost in life. You may add its CMC to your mana pool.

-6: For every creature you control, put a token into play that is a copy of that creature.

2- Red Mid-range Beatdown Dude

Costs 2RR

Starting loyalty of 3

+1: Next creature spell you play this turn costs 1 less to play.

-2: Target creature you control is unblockable and indestructible until end of turn.

-6: Draw seven, then play any number of creatures from your hand without paying their mana cost.

3- White Damage-preventor Dude

Costs 2WW

Starting loyalty of 5

+1: Prevent all damage that target permanent would deal until the beginning of your next upkeep.

-5: Prevent all damage that would be dealt to you or creatures you control until the end of your next turn.

-12: You win the game

4- Black All-Purpose Dude

Costs 3BB

Starting loyalty of 4.

+2: Cast Doom Blade

-4: Target player discards three at random.

-11: Play any number of non-land cards from a target graveyard without paying their mana costs.

5- Blue Incredibly-Annoying Dude

Costs 2UU

Starting loyalty of 6

+1: Target permanent gains "At the beginning of your upkeep, pay 1 or sac this."

-X: Counter target spell with CMC equal to X. Ability may be used once each turn, and may be used at instant speed.

-10: For the rest of the game, you may pay UU to counter any target spell.

Thoughts, oh wise TappedOut community?

Darkness1835 says... #1

black dude's ultimatum seems a little cheap. maybe it should be only up to 5 spells? just a thought. and why dont you answer your email!!

December 29, 2009 2:29 a.m.

Namemattersnot says... #2

::Green Rampy Dude:: I like this guy, A LOT! His + ability is almost exactly like Garruk's, but without activating things like Wake Thrasher .

For his second ability I would word it: "-X: Sac a permanent with CMC equal to X. You gain XX life. You may add mana equal to that card's casting cost to your mana pool." The difference between CMC and casting cost is that casting cost gives you colors, while CMC is colorless.

For the last ability I would be tempted to make it a -7 or even -8 because it could mean a LOT of creatures. If not, I would suggest that you up the mana cost.

::Red Mid-Range Beatdown Dude:: This guy feels very blue. Cheaper spells, unblockable, drawing 7(!!!!!) cards and playing them for free!!! I would complete revise this.

2RR Loyalty: 3 (+1: Deal 2 damage to target creature or player.) (-2: Untap target creature you control. You have another attack phase this turn.) (-7: For the rest of the game, creatures you control have double strike and haste.)

::White Damage-preventor Dude:: The prevention here actually seems a bit much, but I don't know what the rest of your set is like maybe it works perfect.

I do think that the ultimate is way too much. If Elspeth's is huge, then straight up winning is too big. Maybe something like: "-12: For the rest of the game, whenever you cast a spell you may gain life equal to its CMC."

::Black All-purpose Dude:: For the + ability; do you need to have Doom Blade in your hand to do it, or does it have the same effect as Doom Blade? If you were trying to do something like Nissa Revane 's then I would put it: "+2: Search your library for a card named Doom Blade and cast it without paying its mana cost. As it resolves put it on the bottom of your library."

I think that the ultimate here is good, but maybe needs a little work. I'm not sure what I would do.

::Blue Incredibly-Annoying Dude:: I like the first ability of this guy. It's very thematic.

The second is good enough that I would always use it unless I had to build up more counters. In some ways its better then the ultimate, mainly because you don't have to pay mana for it.

As for the ultimate, a constant Counterspell is AWESOME!! I think that it is maybe too powerful, again, I don't know what I would do differently.

December 29, 2009 4:32 a.m.

l0ki says... #3

I agree with Namemattersnot on many accounts.

The red guy should focus on damage, haste and combat-related abilities.

The white guy is good, but again, straight up game winning is OP.

For the blue guy, the instant speed ability is interesting, but it seems to rewrite the rules regarding Planeswalkers. I understand it's hard to work spell countering into a sorcery speed ability, and that's why i'd focus more on the bouncing and drawing aspects of blue for that ability, because the ultimate ability is a counter spell orientated one. And the first ability should have a limit, like you can only target a permanent once with this ability. Giving that permanent an "Age Counter" or something. (:

December 29, 2009 7:39 a.m.

Sp00k says... #4

Green Rampy dude.. can be broken.. GWU dump a Mirror-Sigil Sergeant , Time Warp .. then his copy ability.......

Otherwise i like, all of em.

December 29, 2009 9:13 a.m.

Darkness1835 says... #5

for the white dude, he should start at a lower cost to make it harder to actually play his game winning ability, and i think that his "no combat damage" ability should be a bit cheaper.

December 29, 2009 2:22 p.m.

KrazyCaley says... #6

Good feedback, guys.

As to Doom Blade- no, it's not a card-search effect or anything, it would just read "Destroy target non-black creature."

Also, I WILL check my e-mail. I always forget to check that one.

December 29, 2009 2:45 p.m.

ChaosandKellee says... #7

Maybe the counter ability could be like +1 counter the next spell your opponent casts.. that way its sorcery and counters a spell

with the red guy... I find it to be blue also

the white guy is fine except the ultimate.... maybe -12 if you have 40 or more life you win the game..

green dude is good but i agree with namemattersnot on -2 ability where it should say casting cost

black guy is great.... but needs more elaboration on the +2

December 29, 2009 3 p.m.

squire1 says... #8

This should be your next challenge after the undecks. You should have everyone design cards and try to put together a full set that would be fun

December 29, 2009 3:25 p.m.

Namemattersnot says... #9

I've already built one. I've even come up with some really fun abilities.

December 29, 2009 3:57 p.m.

KrazyCaley says... #10

Spoiler alert- THIS WAS MY PLAN ALL ALONG HAHAHAHAHAHAHA!

Seriously, I think we should design a communal set. It would be awesome.

-C

December 29, 2009 5:26 p.m.

KrazyCaley says... #11

@Chaos - I think +1- "Counter the next spell target opponent plays" would be severely overpowered. Even at -1 that ability would be too much.

What do you all think of this as an Ockham's Razor solution to the countering problem?

"-X: Put X null counters on CardName. You may remove Y counters from CardName at any time to counter a spell with casting cost equal to Y."

December 29, 2009 5:48 p.m.

TAMA says... #12

I almost have completed my own standard so I would love to contribute and throw in some of my own ideas to a communal magic set. Also I t'has pictures.

I wrote an epic speel it dissapeared.

::Green Dude::

-2 is Broken used in conjunction with Clockspinning and Doubling Season and white dude is fourth turn win.

::Red Dude::

Is blue, change his unblockable and indestructible to trample and haste. Also change the Red guys last ability to Wheel of Fortune .

::White Chick::

Her two minus abilities are OP change to -13 Target player loses the game and -5 " " until the beginning of your next upkeep.

::Black Thing::

+2 is broken change to something more limiting.

::Blue Dog::

-X change to counter the next spell target player casts unless he or she pays X or something along those lines. Is less broken and solves the sorcery problem.

-10 should be -11.

December 29, 2009 6:26 p.m.

The null counters sounds fun... but the way Tama put it is good too.

December 29, 2009 6:41 p.m.

squire1 says... #14

I love the idea. After I actually accomplish some writing on my thesis I will post my undeck. I think a communal set would be cool. I have a card that I have been dying to make. Sorry to spoil the surprise.

December 29, 2009 8:10 p.m.

squire1 says... #15

white guy should be more like -10 for the rest of the game during your upkeep search your library for an angel and put it into play.

green guy is too fast

love blue guy as is

black dude +2 for Doom Blade is too good bordering on broken

red dude I agree with TAMA

December 29, 2009 8:19 p.m.

Hmm, okay, here's my opinion.

Green Ramp: Seems a bit overpowered for it's cost. It think either a casting cost of 5 or maybe 6 or a lower starting loyalty, such as 2, would make it more balanced.

Red Midrange: This really seems more blue oriented than red. Perhaps a cost of 2UR or 1UUR instead?

White Damage: Should cost 4WW or 3WW in my opinion. Even Elspeth only started at 4 for her cost. The ultimate is kind of ridiculous, though I suppose the new WWK Jace's is for that cost, too. I think the ultimate should be -13 thru -15, since, unlike the new Jace's ability, which still doesn't GUARANTEE a win, this ultimate does.

BLack All Purpose: Hmm, not too bad. I think the 1st ability should only be a +1 instead of +2. Also, the ultimate should have the used cards removed from game after use at the very least.

Blue Annoying: I like the first ability, though I don't support instant speed on PLaneswalkers. Perhaps something more like "-X: Until your next upkeep, counter target spell with converted mana cost X or less".

The ultimate is interesting, but I'm not sue how I feel about it.

December 29, 2009 8:47 p.m.

Illiad says... #17

Red planewalker is all around underpowered, first ability can't be useful at all the first turn hes out, and paying 4 for a destroyable 1 mana ramp towards creatures only is pretty fail.

His second ability also carries a redundancy, seeing as the only way an opponent will usually destroy an unblockable creature is with a spell, theyll just kill it in response to your planeswalkers ability, trample+doublestrike, now THAT would be interesting and more in line with Red, and make this planewalker an actual threat.

His last ability seems relatively balanced.

Blue planewalker is rediculously OP, all of his abilities are downright nuts.

December 30, 2009 1:25 a.m.

KrazyCaley says... #18

taking notes

Red planeswalker- Is clearly too blue. Must revise entirely.

Blue planeswalker- Seems about right. Most people think he's great, a few think he's overpowered (and certainly he is at instant speed), but there are some good modifications being suggested.

Black- The +2 ability seems to be generally considered a bit too strong. What do we think of changing it to Terror rather than Doom Blade ? Is that too wimpy a modification? Maybe Wretched Banquet only, the lowest power among your opponents' creatures?

White- A few comments here and there, but no real consensus on anything on this guy. The ultimate seems to be the main concern. I still think it's about right; it takes SEVEN turns to get that sucker ready to fire off; even Elspeth only takes four.

Green- The main concern seems to be that he's breakable with other cards, which is true enough, but not terribly concerning. Putting him at 3GG would seem to defeat the purpose of a ramp planeswalker, though. Maybe back to the drawing board with this one? I do like the idea of making him add the mana cost rather than the CMC so you can get the proper colors out of the sac.

Keep it coming.

December 30, 2009 7:23 a.m.

Illiad says... #19

I think I'm going to rehighlight why the blue planewalker is brokenly OP, cause I think some control lovers are looking over it.

The +1 makes him effectively "Target player sacrafices a land on each of your turns" the ability also doesn't carry any limit or out, eventually leading your opponent into sacking everything but their lands, and being perma tapped out while you autowin.

The -x counter on your opponent's turn (or apparently your turn if you haven't used his +1 yet) is also ridiculous because this means you will never need his final. With starting loyalty 6 you can counter any spell to destroy your Blue Planeswalker while landtaxing the crap out of your opponent, this would be the only planewalker in the game that would result in an instant scoop if played turn 4 if your opponent doesn't already have an answer on the board.

His -10 ability would never ever be used. Completely unneeded with such a strong first and second ability, even if the -10 also ends the game on resolution.

December 30, 2009 12:13 p.m.

@Illiad, would you be able to use both abilities in the same round? I've been working under that assumption that you can only activate a planeswalker once per round. If it would work that way, then the blue guy definitely needs to not have an instant speed ability.

@KrazyCaley, I think that the main problem people are having with the Black PW is the confusion about what you mean by "cast Doom Blade ". If you write it like it is supposed to be written, I think most of teh issues would be cleared up. On the note of changing it though, maybe make it "+1: Target creature gets -2/-2 until end of turn." I think that I actually like that better in some ways. It gives you the choice between making their big guy smaller or killing their little guy.

December 30, 2009 2:14 p.m.

squire1 says... #21

@ Namemattersnot I like the ability that you suggested for the black PW

December 30, 2009 2:29 p.m.

KrazyCaley says... #22

All right, I'm going to throw this out for the B Planeswalker's first ability:

"+2: Destroy target creature if it has the lowest power or is tied for the lowest power among creatures your opponents control."

How do we like that? I also like Name's -2/-2 idea.

@Illiad Yeah, I originally wrote it as "non-land permanent," but then avoided it for whatever reason. So how about non-land permanent for that ability?

December 30, 2009 6:43 p.m.

TAMA says... #23

The White guy as I pointed out can be game by turn four. Here is the full play.

1st turn: Forest, Birds of Paradise

2nd turn: Land, Greenweaver Druid

3rd turn: Plains, Green Planeswalker use -2 ability to bring and the Druid to play a Doublin Season.

4th turn: White Planeswalker use Clockspinning on the White guy and activate his ultimate.

This is one of many ways you can do it by fourth turn.

December 30, 2009 8:39 p.m.

@TAMA, What you have here is valid, but its 7 cards not including the land. To pull this off you would have to have a really good starting hand, and draw everything else. A combo over 3 cards is hard to pull off, one of seven would nearly impossible, especially if you want it on turn 4.

@KrazyCaley, I think that your suggestion for the black PW's first ability is alright...but having to kill their weakest guy is, well weak. Just look at Wretched Banquet , does this card see tournament play? Is this card considered one of the great removal spells? NO. The only way a card like this is good is if you can guarantee what you are killing.

If the ability read "+2: Destroy the creature with the lowest power target player controls. If there are multiple options, choose one.", then is would be good. It would kill Wall of Denial . It might actually bee too good like this, maybe if your opponent chose when it was a tie.

December 30, 2009 10:11 p.m.

TAMA says... #25

@Namemattersnot I never intended as a reliable fourth turn win it was a possible fourth turn win. The point was the White Planeswalker is to broken.

December 30, 2009 11 p.m.

KrazyCaley says... #26

@Namemattersnot

That would be a guaranteed hit, indeed. I actually use Wretched Banquet in tournament play regularly, but it works for me in the deck because the entire deck is more or less designed to maintain a tidy, creature-less board, and Wretched Banquet essentially just becomes a kill spell in such circumstances; see Nicol Bolas, Inc. But I do admit that I am the only person I know who uses the card in serious play, and that it is probably a weak ability for a Planeswalker.

So on your idea, do you want to DESTROY the creature w/ lowest power target creature controls, or that player sacrifices it? Also, should we let the victim player choose or the Planeswalker's player? Anyone else have an opinion?

@Tama- Yeah, it's breakable, but so are many cards. I remember the buzz about Lotus Cobra that involved panicked talk of a third turn Violent Ultimatum , but as noted, it takes a lot of luck to pull that off. Not to say that Lotus Cobra is a bad card, just that it didn't ruin the format.

December 31, 2009 7 a.m.

KrazyCaley says... #27

@Name-

I think I JUST had a good idea. How about this- We use your -2/-2 ability, but instead of "until end of turn," the target creature gets two -1/-1 counters?

December 31, 2009 7:02 a.m.

That deck seems pretty good. I always liked Grixis, but could never quite build a deck I was happy with.

As for the ability, I like it! Wither is still one of my favorite abilities. I would make sure that it is only a +1 though. -1/-1 counters can be pretty powerful, and you don't want to brake your PW.

December 31, 2009 1:47 p.m.

squire1 says... #29

@ KC- that would be really cool ability if it was 2 -1/-1 counters on target creatures,I would even make it a Contagion type situation. how is this:

[+1]: pay 1 life: place 2 -2/-1 counters distributed any way you choose among two target creatures

January 1, 2010 12:56 p.m.

Darkness1835 says... #30

not to diminish your break-free mindset which is really cool, but NO planeswalker before has had any other cost for his effects then removal or adding or loyalty counters. so i think we should try to keep it as close to WotC "guidelines" as possible. so how about [+1]: put 2 -1/-1 counters distributed any way among any number of creatures your opponent controls.

January 1, 2010 2:34 p.m.

pembroke_2004 says... #31

For a +1 you can disfigure any number of your opponent's creatures forever? Or am I reading this wrong? Or do you mean put 2 -1/-1 counters total not on each creature? Maybe the wording needs some clearing up?

January 3, 2010 8:08 p.m.

honeymomo says... #32

Hm I think the planeswalkers have to be more thought out. (now this is all in my opinion)

For starts, Green's 2nd ability is too OP, you need to cut "You may add its CMC to your mana pool" and then it should be better.

For white you might as well change up the costs to make something indestructible because I don't see any moves like the ones he currently has coming up on any cards (I know you're just trying to design your own and I know Elspeth does this).

Black is alright I just don't see anyone making it to 11 without tricks, esp in standard, sealed or draft.

For Blue I do like the +1 ability and I could easily see Wizards incorporating this for a blue control planeswalker, however the -X I don't think is a good design because it wouldn't happen. Planeswalkers don't work this way.

I wouldn't use any of these as proxies in any decks :S... Just enjoy playing the game instead of making new cards.

This isn't to make you upset I just put in my $0.02!!~* Making cards up is fun but for actual design I do like Wizards to just do their thing.

January 9, 2010 12:11 p.m.

Darkness1835 says... #33

basically put 2 -1/-1 counters total on any creatures (up to 2, becuase only 2 counters and sent out)

January 11, 2010 6:51 p.m.

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