These uncommons are designed for a prospective tribal Commander set with UB Rogues, RW Warriors, WBG Elves, and GUR Elementals.
Lightwood Vigil2W
Creature — Elf Warrior
Vigilance
Each other creature you control that's an Elf or a Warrior gets +1/+1 and has vigilance.
2/2
This was the easiest of the cycle to design. Elves and Warriors both appreciate a wide aggro strategy, and Vigilance allows Elves to serve double duty as utility creatures.
Icy Infiltrator2U
Creature — Elemental Rogue
Each creature you control that's an Elemental or a Rogue has "When this creature enters the battlefield under your control, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step."
2/2
At first, I went for a mist Elemental Rogue with an evasion theme, but I liked the idea of an ice Elemental Rogue that taps creatures down.
Nightwood Enforcer2B
Creature — Elf Rogue
Each creature you control that's an Elf or a Rogue gets +1/+1 and has menace.
2/2
I tried a few approaches, such as life draining or discard as punishers, but ultimately I liked the idea of paralleling the Lightwood Vigil with a similar lord effect.
Pyre Avenger2R
Creature — Elemental Warrior
Whenever an Elemental or Warrior creature you control dies, ~ deals 1 damage to each opponent.
3/1
This went through a decent number of changes. I considered a ETB pinger or even some manner of rummaging effect, but death triggers felt more novel, not to mention fitting for the two tribes most likely to get themselves killed in this cycle.
Kindred Cultivators2G
Creature — Elemental Elf
Whenever an Elemental or Elf creature enters the battlefield under your control, put a +1/+1 counter on target creature you control.
2/2
This was a tricky one, as you don't see many Elemental Elves. However, what if the creature in question was in fact a pair of creatures, an Elemental and an Elf, bonded by a common love of growth?
Marauder's Sack2
Artifact — Equipment
Whenever equipped creature attacks, create a Treasure token.
Whenever a Rogue or Warrior creature enters the battlefield under your control, you may attach ~ to it.
Equip 1
This was the trickiest, as the Rogue and Warrior decks don't share any colors and thus would need to use a colorless card as their overlap. I considered a Changeling, but that felt lazy. An artifact, an Equipment in particular, would fit with their respective deck builds, both of which feature a decent number of Equipment and other artifacts. At first it was a Swiftfoot Boots variant with the tribal auto-equip effect, but I liked the idea of giving both tribes access to Treasure for ramp.
Private Mod Note
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MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
I suggest using the clarified wordings though i. e. vigilance plus "Each other creatures that is <foo> <has benefit>" for static abilities.
I don't know why the blue creature's ability is not a triggered ability (but a static ability granting triggered abilities), when the red and green are. The clarified wording for triggered abilities is "When ~ or another creature that is <foo> <does the thing>, <effect>"
Private Mod Note
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Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Icy Infiltrator2U
Creature — Elemental Rogue
Whenever an Elemental or Rogue creature you control enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
2/2
But I wonder: Should these instead be a cycle of Changelings with Lieutenant? Or even better, a cycle of Changelings that care about creatures sharing a creature type with your commander.
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
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Lightwood Vigil 2W
Creature — Elf Warrior
Vigilance
Each other creature you control that's an Elf or a Warrior gets +1/+1 and has vigilance.
2/2
This was the easiest of the cycle to design. Elves and Warriors both appreciate a wide aggro strategy, and Vigilance allows Elves to serve double duty as utility creatures.
Icy Infiltrator 2U
Creature — Elemental Rogue
Each creature you control that's an Elemental or a Rogue has "When this creature enters the battlefield under your control, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step."
2/2
At first, I went for a mist Elemental Rogue with an evasion theme, but I liked the idea of an ice Elemental Rogue that taps creatures down.
Nightwood Enforcer 2B
Creature — Elf Rogue
Each creature you control that's an Elf or a Rogue gets +1/+1 and has menace.
2/2
I tried a few approaches, such as life draining or discard as punishers, but ultimately I liked the idea of paralleling the Lightwood Vigil with a similar lord effect.
Pyre Avenger 2R
Creature — Elemental Warrior
Whenever an Elemental or Warrior creature you control dies, ~ deals 1 damage to each opponent.
3/1
This went through a decent number of changes. I considered a ETB pinger or even some manner of rummaging effect, but death triggers felt more novel, not to mention fitting for the two tribes most likely to get themselves killed in this cycle.
Kindred Cultivators 2G
Creature — Elemental Elf
Whenever an Elemental or Elf creature enters the battlefield under your control, put a +1/+1 counter on target creature you control.
2/2
This was a tricky one, as you don't see many Elemental Elves. However, what if the creature in question was in fact a pair of creatures, an Elemental and an Elf, bonded by a common love of growth?
Marauder's Sack 2
Artifact — Equipment
Whenever equipped creature attacks, create a Treasure token.
Whenever a Rogue or Warrior creature enters the battlefield under your control, you may attach ~ to it.
Equip 1
This was the trickiest, as the Rogue and Warrior decks don't share any colors and thus would need to use a colorless card as their overlap. I considered a Changeling, but that felt lazy. An artifact, an Equipment in particular, would fit with their respective deck builds, both of which feature a decent number of Equipment and other artifacts. At first it was a Swiftfoot Boots variant with the tribal auto-equip effect, but I liked the idea of giving both tribes access to Treasure for ramp.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
I suggest using the clarified wordings though i. e. vigilance plus "Each other creatures that is <foo> <has benefit>" for static abilities.
I don't know why the blue creature's ability is not a triggered ability (but a static ability granting triggered abilities), when the red and green are. The clarified wording for triggered abilities is "When ~ or another creature that is <foo> <does the thing>, <effect>"
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Icy Infiltrator 2U
Creature — Elemental Rogue
Whenever an Elemental or Rogue creature you control enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
2/2
But I wonder: Should these instead be a cycle of Changelings with Lieutenant? Or even better, a cycle of Changelings that care about creatures sharing a creature type with your commander.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.