Second go at hero powers to replace commanders to be more like Hearthstone
This time, i want to fulfill all colors as if they were unique HS classes, rather than shoehorning all 10 HS classes. I want the card to define the class, and be adjusted to be fair in an MTG setting, not HS.
Each Hero Power is meant to be able to be played when the player is all out of gas. Drawing cards in unique flavors gives the player something proactive to spend their 2 mana on that keeps the game rolling instead of risking land stallouts like in normal magic, and I made sure all the cards were the same rarity and colorless/1-pip cost to promote equality between the classes. I also made sure none of them were overly complicated or involved shuffling the deck. These are meant to be quick actions that don't take up a lot of time during a player's turn. Just obvious value if your mana curve allows it. The idea is for these hero powers to eliminate land flooding AND land screw in each of the color's unique flavor... white being unable to do so being in-flavor.
We also don't include Rares/Mythics because you don't see as much power creep issues, the game can be played like more vanilla Magic, and I think people want that
Standard, but instead of a 60 card deck with a 4 copy limit, its a 40 card deck with a 2 copy limit (16 lands, 24 nonlands)
Can only play with commons and uncommons (this is a price restriction and keeps the format from looking too similar to Standard)
You start each game with a hero power that uses the same color identity restriction and commander tax as EDH (not apart of the 40 card deck size)
No side decking (similar to Hearthstone)