Wingman (Custom Cube Cards)
Custom Cards forum
Posted on Sept. 19, 2015, 10:25 a.m. by Egann
I'm making a cube where each player may have a custom planeswalker-like card (not necessarily a lore planeswalker) which they can play like a commander from the command zone. Remember Top Gun? Every player gets to draft their own Goose. There will be 16 in the final cube (5 mono-colored, 10 guilds, 1 colorless, all written off an ability template of 3 "creature" ability and 3 loyalty abilities).
Here's an example I'd like feedback on;
Avacyn, Summoner's Aegis 3WW
Wingman--Avacyn
Flying (Creatues without flying or reach cannot attack this wingman)
+1: Avacyn becomes a 3/3 Angel with flying until your next turn. Prevent all damage dealt to her.
-2: You gain flying.
-7: Two permanents you control gain indestructible.
Traction X+1
4 starting loyalty
(Traction X+1: Whenever this wingman leaves the battlefield, return it to the command zone instead with X+1 traction counters on it, where X is the number of times this wingman has left the battlefield. During your upkeep, remove a traction counter. You cannot cast this spell while it has a traction counter on it.)
Traction replaces the EDH "commanders cost 2 more each time" casting rule.
Thoughts?
Sorry. I meant "You gain flying until your next turn," which would have the same meaning it does for the wingman's ability; an attacking creature needs to have reach or flying to attack the player while the player has flying. It's basically a one-turn stall against most ground decks with some flavor baked into it.
Think of it in terms of how the ability would physically work; Avacyn has flying as a core ability, so if you make her into a walker, it doesn't make sense for her to ever get attacked by a 1/1 token on the ground. Not unless she chooses to fight on the ground, anyway.
The -2 ability, then, represents her physically carrying you. Ground creatures can't attack you that turn because you're not on the ground, but Avacyn is now focused on defending you and not defending herself.
The same thing is true with Traction. The wingman is basically in infirmary for a few turns recovering from injuries, and therefore not available on the battlefield. I toyed with using suspend instead, but opted against it for two reasons; I wanted players to have to spend resources and recast the wingman like commanders, but I also wanted it to be clear that there's nothing you can do to speed up traction besides possibly an extra turn. While they're not likely to go into the cube, there are definitely a few cards out there which can speed up suspend. I didn't want players new to the cube to make sub-optimal draft choices assuming they'd see a card like Jhoira's Timebug.
If there's a card which lets you remove counters from cards in the command zone, I don't know of it.
September 19, 2015 7:49 p.m.
DERPLINGSUPREME says... #5
dude....
please justwrite it down you lazzy fuck....
"Creatures without flying or reach cannot attack you until the end of your next turn"
THERE.
also, you said "I dont know of a card that lets you remove counters from the command zone". its exactly like treating things with suspend. command zone is just alternate exile
DERPLINGSUPREME says... #2
it looks interesting, but it doesnt seem like itd make much sense involviung certain rules, but I'll leave that to the others. my main concern is are the traction counters interctable when they're in the command zone?
also "you gain flying"?
September 19, 2015 11:21 a.m.