A New Undisputed Alpha?
Custom Cards forum
Posted on Sept. 15, 2016, 1:24 a.m. by Wizno
I think that the recent spoiling of Ulrich of the Krallenhorde Flip left players wanting a little more from our first werewolf commander. So I have been working on a design for a new legendary werewolf that may be more what the people wanted. This is my first custom card design and post so any feedback from the card to the formatting is appreciated!
Primus of the Ulvenwald
4RG
Legendary Human Werewolf
3/2
First Strike
Whenever this creature enters the battlefield or transforms into Primus of the Ulvenwald, create two 2/2 green wolf tokens.
At the beginning of each upkeep, if no spells were cast last turn, transform Primus of the Ulvenwald.
Primus, Lord of the Howlpacks
Legendary Werewolf
5/4
Double Strike, Trample
Other Werewolf and Wolf creatures you control get +1/+1
Whenever this creatures transforms into Primus, Lord of the Howlpacks, you may put a Werewolf creature you control from your hand onto the battlefield. If you do, you may transform it. It gains haste until the end of turn.
3RG: Transform Primus, Lord of the Howlpacks.
I wanted to design a card that has the feel of a classic Innistrad werewolf but offers a bit more as an alpha wolf. The front half of Primus is designed to be aggressive and provides some additional power in the form of tokens. I like the idea that even in his human form, Primus has a pack supporting him.
The flip-side of the card offers much more power in several ways. Obviously Primus himself gets a stats boost and grows quite powerful with double strike and trample. Furthermore, he offers the classic "lord" ability that we wanted from Ulrich. Lastly, his secondary ability allows for an aggressive closer as another powerful werewolf can ETB and swing out with Primus. The phrasing of this ability was critical as it is not a casted creatures which allows for other werewolves to flip next turn.
Finally, the transform mechanic on the back is different than the usual mechanic as I felt an alpha status werewolf should have more control over their transformation. It also offers the incentive to go wide if that's the preferred strategy.
Let me know what you think. I would love to hear your feedback as I feel there is certainly a better way to design a legendary werewolf that synergizes with the tribe as a whole.
This is much closer to what we've all been waiting for... you've got a good head.
The 5 for it's activated ability is perfect. It encourages use when top-decking but playing from the hand otherwise.
Might I suggest giving both sides of the card a CMC? This allows you to call either/or from the command zone. Both sides share the same commander tax since they are the same "card" but this guy is the "Primus" right? If he's so powerful he should be able to decide what form he wants to take.
That would let you make it clear how Powerful he is among were-wolves without having too much text.
And for any Nay-Sayers on that idea let me say this: You can tell which side is the front because only the front has a Rarity Symbol. For typical constructed the back cannot be cast but for Commander there is an exception because a Commander only has to be a legendary creature.
September 15, 2016 1:55 a.m. Edited.
My suggestion for a werewolf legend? Get your playergroup to errata ALL existing planeswalkers to lose their current flip text. Create a commander with this ability:
The full moon shines on odd numbered turns. This ability is in effect regardless of the zone CARD NAME is in.
Then add the following flip text to all werewolves:
When the full moon shines, transform CARD NAME.
and
When the full moon doesn't shine, transform CARD NAME.
This would give your wolves more predictable flips. You'd also have to create new werewolves that are good on both sides but do very distinct things.
September 15, 2016 10:30 a.m.
How about just making a legendary version of the Immerwolf?
Change type to Legendary Werewolf Avatar, or Legendary Werewolf Spirit. Change intimidate in the rules text to menace. You could give it an extra point of power, or just leave the rest of the stats alone.
You could think of it as representing the original force, or progenitor of the werewolves.
enpc says... #2
Thematically it's ok, however you're going to run into a few issues.
The first is that you have a lot of abilities going on. On both sides of the card. 3 abilities on one side and 5 on the other, that's a lot. I get that the abilities that control it flipping are required, however you just have too much going on here. Even cards like Arlinn Kord Flip or Huntmaster of the Fells Flip don't have that much.
I also think that you'd be better off making the front face have the transform ability. Thematically it fits more that an Alpha would be able to hulk out when he needed to and then calm down afterwards than the other way around.
I also think that going from just having first strike to having both double strike AND trample is a bit much. Remember, if you play him and then your opponent has nothing you just got 10 damage for 6 mana. Plus the additional 6 damage from the wolves. And the other werewolf you just slammed down. That's hella good.
September 15, 2016 1:47 a.m. Edited.