Auras of the Dragonlords
Custom Cards forum
Posted on June 23, 2019, 4:55 p.m. by DemonDragonJ
The cycle of dragon auras ( Dragon Scales , Dragon Fangs , and so forth) is an interesting cycle, but is unlikely to be reprinted at any time in the near future, so I have decided to make my own cycle of auras representing aspects of dragons.
Since Tarkir has a large focus on dragons, I chose to have these auras focus on the aspects of dragons that each clan reveres, and I chose the tri-colored clans over the dual-colored clans, because they are more popular and three colors allow me to put more effects on the cards.
Claws of the Dragonlord Show
Since the Temur clan focuses on ferocity and power, this aura is very straightforward. I gave it flash so that it can be used as a combat trick, and I was contemplating giving it a triggered ability akin to that of Trygon Predator , but I then decided that it was already sufficiently powerful.
Eyes of the Dragonlord Show
This aura represents the Jeskai clan's focus on knowledge and self-awareness (which is why it grants a creature vigilance); I originally did not give it the scrying ability, but I then decided that the aura was not sufficiently powerful, otherwise. I could have given it additional abilities, but I wish to avoid any overlap between these auras, whenever possible.
Fangs of the Dragonlord Show
This aura represents the cruelty and ruthlessness of the Sultai clan, as reflected in both of its abilities. I was contemplating giving it flash, but I decided that it would be too powerful with that ability.
Scales of the Dragonlord Show
This aura represents the strength and endurance of the Abzan clan, so its abilities are purely defensive, rather than offensive. I was considering having the aura allow the creature to block additional creatures, but I feel that it is very nice as it currently is. Should it increase the enchanted creature's power as well as its toughness?
Wings of the Dragonlord Show
The Mardu clan focuses on speed and swiftness, so this aura grants a creatures three abilities associated with those concepts. Also, since members of the Mardu/Kolaghan clan are often associated with lightning, this aura grants the creature a triggered ability to strike at additional targets whenever it deals combat damage to a player.
Also, these auras can return to the battlefield from a graveyard, as with the auras that inspired me to make them, but I gave that ability greater flexibility (notice that the auras do not need to attach to the creature that caused their ability to trigger).
What does everyone else say about these cards? Are they impressive?
I always like the idea of the dragon auras and I’m glad you’re giving them a modern take. The tricky thing about designing around them is that you need to make sure they are balanced not only for their mana cost but also for the ability to bring them back whenever the trigger is met (currently whenever a dragon enters). The original cycle did this by making them all 2 drops with only mildly useful effects. the effects were a bit over costed when played for their cost but weren’t game breaking when being returned for free. I would also note that dragons entering is a much easier thing to trigger than a six drop entering. I will probably not be focusing too much on how strong they are for their mana costs as the all of them can be gotten for free from the graveyard. All of that said I thing the old dragon cycle was fairly weak and I don’t have much of an issue with improving them as magic has had its fair share of power creep.
Starting from the top we have the claws. It having flash so you can use it in combat is pretty interesting. I see the menace part being redundant as I’d expect it would often be flashed onto a creature after blocks on something like a 4/4 to get in some massive damage. If you ever cast this spell before blockers then the opponent will likely already want to block with more than one creature. this enchantment is also one of the most terrifying to bring back as it grants a power boost, trample, and double strike. All of which are incredibly strong and very synergistic. I don’t think it’s a good idea to have all 3 of those abilities on the same card.
Next up is eyes. I actually like this one and don’t have any problems with it and i think you did a good job.
Fangs is probably the weakest. a small power boost isn’t bad really but it seems a little out of place. I see this card as being mainly used on another creature as opposed to the dragon the triggers it’s return. I think this one should be a 3 drop. You could change the discard to be a “reveals hand, choose a non-creature non land card, that player discards that card” type of effect.
Scales is quite good with hexproof attached to a decent stat boost. I think the vigilance might be a little too good and would have preferred trample. I think it’s also better to reduce these cards in general for the sake of keeping them balance when free. So it’d be my preference to reduce the stat buff to a +1/+3 and lower the cost by 1.
Wings is a bit odd to me. At 4 mana it will be hard to cast this and a good creature worth enchanting in the same turn. So the haste feels useless when thinking about casting this card. When thinking about bringing it back the flying seems useless as just about all dragons have flying and if you put it on a creature other than the dragon then the haste won’t be relevant. It just seems like none of use cases for this card ever get to properly utilize all of its effects. The second effect is very strong. This card in your grave essentially says your opponent needs to hold up removal otherwise you could play a dragon at any time to swing in with haste and kill one of their creatures to boot.
One thing I’d think you’d want to decide before changing anything about this card is how you intend them to be designed. Do you want these cards to mainly be used to empower dragons with the added utility of being able to be put on other creatures is the need arises? Do you mainly want to use these as a power up to the servants of the dragon lords to support their masters but able to enchant the dragons when no other targets are available/suitable? Or did you want to make these cards versatile in their application and intended to fit either situation with ease? As of right now claws and eyes appear to be for the first scenario. Fangs for the second. With scales and wings representing the third. In principle none of these philosophies is bad or wrong. It just determines how you want them used. But I would strongly suggest that they all fit the same philosophy.
June 23, 2019 5:49 p.m.
DemonDragonJ says... #4
Last_Laugh, I could remove the power increase from claws of the dragonlord, since I like all three abilities.
aholder7, some of your changes shall be easier to implement than others, so I shall make the easier changes, first, as seen, below:
Claws of the Dragonlord Show
I removed the power increase and decreased the mana cost by .
Fangs of the Dragonlord Show
I feel that this aura would be too powerful if the controller of the enchanted creature could choose which card the damaged player discarded, so I instead reduced its mana cost.
Scales of the Dragonlord Show
I reduced both the mana cost and the power/toughness increase of this card, so it now is merely a slightly more powerful version of Dragon Scales .
I still am not certain about how I can improve wings of the dragonlord; perhaps I can decrease its mana cost and then have its triggered ability tap a creature that the defending player controls?
June 24, 2019 9:50 p.m.
DemonDragonJ says... #5
I have made some further changes to several of these auras, as seen, below.
Scales of the Dragonlord Show
I decided that a converted mana cost of 3 was sufficient for this aura, since it offers only hexproof beyond what Dragon Scales offers.
Wings of the Dragonlord Show
I removed the triggered ability from this aura, gave it flash, and also reduced its mana cost, so that it can now be cast earlier and can also be used as a combat trick, since I know that the Mardu are fond of combat tricks.
Now, how are they?
Last_Laugh says... #2
Flying on the mardu one is probably not needed if it's usually going on dragons... just sayin'. Maybe menace instead?
Doublestrike and trample is probably plenty for the temur one honestly... that one is pushed.
June 23, 2019 5:43 p.m.