Raiden the Heaven's WrathURR Legendary Creature — Elemental Avatar
Trample, haste, shroud
Whenever a nontoken creature you control dies on the turn it entered the battlefield, you may put a creature token onto the battlefield that's a copy of it at the beginning of your next upkeep.
At the end of turn, sacrifice Raiden the Heaven's Wrath.
6/1
- Ball Legend -
I don't think much needs to be explained here. Was inspired by the recent musings over archtypes with Pulse of Spring. I originally thought to cost this 1RRR, but then thought this cost was neater as a contemporary to Lightning Skelemental.
Things I love about this is that you can cast more than one. The original offers instant potential with lesserraiders, while the token copy of itself that it creates catches next turn plays on greaterones.
The fact that this sacrifices itself makes this a little harder to cost. I feel like it needs to be 1URR, but the only way to know would be some form of playtesting.
The fact that it copies itself is where the real power, so that's what would need to be experimented with. Normally I'd say the ability was to strong, but limiting it to creatures that just came into play makes it significantly harder to use. This will be strongest with Evoke creatures or anything with an ETB if you can get out a sac outlet. Hexproof probably isn't necessary, but it doesn't do a lot either.
Rules wise, there aren't any glaring issues. Its needs some minor retemplating to fit the syntax of how abilities are worded/ordered, but nothing that changes functionality.
Raiden the Heaven's Wrath URR
Legendary Creature — Elemental Avatar
Trample, haste, hexproof
Whenever a nontoken creature you control dies, if it entered the battlefield this turn, create a creature token that's a copy of that creature at the beginning of your next upkeep.
At the end of turn, sacrifice Raiden the Heaven's Wrath.
6/1
(NOTE: abilities don't "put a XXX token onto the battlefield" anymore. They just "create a XXX token". Efficient wording saves space on cards.)
Aside of the possibility that the price might need to be tweaked, this seems like a good design for a reasonable and interesting card.
Efficient is subjective to the quality of [coherence] and [force majeure].
"Create" is very bland, and strips away the [force majeure] fantasy elements.
Anytime you see me using traditional wording—this is why. To preserve proper coherence or force majeure fantasy.
Here's my consideration:
If this costs even one more mana, it becomes lack-luster. You're already in a two-card combo utility, in the three mana range, for this to begin having potential. All of which otherwise currently, until [Uncounterable Ball], are subject to counter and removal.
There are two-card combo that's directly win you the game. This one, that breads interactivity, isn't going to break anything.
I did want to give this [can't be countered] but I felt like the hexproof was more imminent.
"Create" is now correct. If you do not use it you are doing it wrong.
You would be missing the point that I don't feel like "battlefield" was an advent that stripped the game of coherence or force majeure fantasy, but possibly added to it. I honestly feel like it was a brute advent, that forced a rather strong stretch of the imagination. Love is a battlefield though.
Furthermore, I was questioning exchanging the hexproof for shroud. That way, you can't target it with any buffs, and I feel that does subtly help to balance the design further.
So after further review, I have to say it's very hard to argue for me that this needs to cost any more.
In commander alone, I would probably suggest or want to cost this at 2URR.
However, from the outside it can be countered, discarded. From the inside, it can be halted entirely with First strike (which is in black, white, and red). Green creatures can absorb like 4 of the damage on average. You can't give it double strike or anything else easily now that it had shroud.
It just seems balanced around the scale with all things considered.
So after further review, I have to say it's very hard to argue for me that this needs to cost any more.
In commander alone, I would probably suggest or want to cost this at 2URR.
However, from the outside it can be countered, discarded. From the inside, it can be halted entirely with First strike (which is in black, white, and red). Green creatures can absorb like 4 of the damage on average. You can't give it double strike or anything else easily now that it had shroud.
It just seems balanced around the scale with all things considered.
I'm... wait, what? So you admit that this card should cost more for the purpose of Commander but you want this card to be played elsewhere so you want to deliberately make this card underpriced in commander? The goal of card creation is to make cards that are balanced in all formats where it would be legal. If you want to make a card that is good in certain formats and that makes it too powerful in others... that is simply not a good card.
If I make a strong common with modern in mind and it would completely break pauper, that is a bad card design.
If I make a decent card draw engine for a standard set and it hyper-accelerates storm or dredge in modern, it is a bad card design.
If I design a card for legacy and it ends up becoming an auto-include in every commander deck, that is a bad card design.
So after further review, I have to say it's very hard to argue for me that this needs to cost any more.
In commander alone, I would probably suggest or want to cost this at 2URR.
However, from the outside it can be countered, discarded. From the inside, it can be halted entirely with First strike (which is in black, white, and red). Green creatures can absorb like 4 of the damage on average. You can't give it double strike or anything else easily now that it had shroud.
It just seems balanced around the scale with all things considered.
Please don't bump your own threads where you were the last reply, especially when you can just edit your prior post.
I didn't even mention protection, but that's certainly another inside factor.
I think it's balanced.
I... I don’t think you understand math... or how this card works.
Nobilis adds +2 damage per attacking 6/1. Again, +2 per attacker.
Furnace of Rath adds +6 damage per attacking 6/1. This is bigger than +2.
Shared animosity would require multiple attackers to get a bonus and the fact that this card focuses on a “sacrifice at end of turn” means that you are unlikely to build up a big army.
Door of destiny is technically an option (though note that it triggers on casting and that the tokens will not add counters) but it would be incredibly slow.
Remember that I am specifically speaking about commander, where 21 commander damage knocks someone out (making damage doublers even more effective) and sulfuric vortex can be ignored for ten turn cycles in some metas.
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Legendary Creature — Elemental Avatar
Trample, haste, shroud
Whenever a nontoken creature you control dies on the turn it entered the battlefield, you may put a creature token onto the battlefield that's a copy of it at the beginning of your next upkeep.
At the end of turn, sacrifice Raiden the Heaven's Wrath.
6/1
- Ball Legend -
I don't think much needs to be explained here. Was inspired by the recent musings over archtypes with Pulse of Spring. I originally thought to cost this 1RRR, but then thought this cost was neater as a contemporary to Lightning Skelemental.
Things I love about this is that you can cast more than one. The original offers instant potential with lesser raiders, while the token copy of itself that it creates catches next turn plays on greater ones.
The fact that it copies itself is where the real power, so that's what would need to be experimented with. Normally I'd say the ability was to strong, but limiting it to creatures that just came into play makes it significantly harder to use. This will be strongest with Evoke creatures or anything with an ETB if you can get out a sac outlet. Hexproof probably isn't necessary, but it doesn't do a lot either.
Rules wise, there aren't any glaring issues. Its needs some minor retemplating to fit the syntax of how abilities are worded/ordered, but nothing that changes functionality.
Raiden the Heaven's Wrath URR
Legendary Creature — Elemental Avatar
Trample, haste, hexproof
Whenever a nontoken creature you control dies, if it entered the battlefield this turn, create a creature token that's a copy of that creature at the beginning of your next upkeep.
At the end of turn, sacrifice Raiden the Heaven's Wrath.
6/1
(NOTE: abilities don't "put a XXX token onto the battlefield" anymore. They just "create a XXX token". Efficient wording saves space on cards.)
Aside of the possibility that the price might need to be tweaked, this seems like a good design for a reasonable and interesting card.
"Create" is very bland, and strips away the [force majeure] fantasy elements.
Anytime you see me using traditional wording—this is why. To preserve proper coherence or force majeure fantasy.
Here's my consideration:
If this costs even one more mana, it becomes lack-luster. You're already in a two-card combo utility, in the three mana range, for this to begin having potential. All of which otherwise currently, until [Uncounterable Ball], are subject to counter and removal.
There are two-card combo that's directly win you the game. This one, that breads interactivity, isn't going to break anything.
I did want to give this [can't be countered] but I felt like the hexproof was more imminent.
"Create" is now correct. If you do not use it you are doing it wrong.
You would be missing the point that I don't feel like "battlefield" was an advent that stripped the game of coherence or force majeure fantasy, but possibly added to it. I honestly feel like it was a brute advent, that forced a rather strong stretch of the imagination. Love is a battlefield though.
Furthermore, I was questioning exchanging the hexproof for shroud. That way, you can't target it with any buffs, and I feel that does subtly help to balance the design further.
In commander alone, I would probably suggest or want to cost this at 2URR.
However, from the outside it can be countered, discarded. From the inside, it can be halted entirely with First strike (which is in black, white, and red). Green creatures can absorb like 4 of the damage on average. You can't give it double strike or anything else easily now that it had shroud.
It just seems balanced around the scale with all things considered.
I'm... wait, what? So you admit that this card should cost more for the purpose of Commander but you want this card to be played elsewhere so you want to deliberately make this card underpriced in commander? The goal of card creation is to make cards that are balanced in all formats where it would be legal. If you want to make a card that is good in certain formats and that makes it too powerful in others... that is simply not a good card.
If I make a strong common with modern in mind and it would completely break pauper, that is a bad card design.
If I make a decent card draw engine for a standard set and it hyper-accelerates storm or dredge in modern, it is a bad card design.
If I design a card for legacy and it ends up becoming an auto-include in every commander deck, that is a bad card design.
Further, regarding the difficulty of giving doublestrike with shroud... that is not even an issue in commander, where most aggro-focused decks will still be doubling their damage using nontargeted effects like...
Savage Beating
Berserkers' Onslaught
Rage Reflection
Furnace of Rath
Dictate of the Twin Gods
Gratuitous Violence
Fiendish Duo
Fiery Emancipation
Please don't bump your own threads where you were the last reply, especially when you can just edit your prior post.
Sulfuric Vortex Howling Mine burn is way faster still.
I didn't even mention protection, but that's certainly another inside factor.
I think it's balanced.
I... I don’t think you understand math... or how this card works.
Nobilis adds +2 damage per attacking 6/1. Again, +2 per attacker.
Furnace of Rath adds +6 damage per attacking 6/1. This is bigger than +2.
Shared animosity would require multiple attackers to get a bonus and the fact that this card focuses on a “sacrifice at end of turn” means that you are unlikely to build up a big army.
Door of destiny is technically an option (though note that it triggers on casting and that the tokens will not add counters) but it would be incredibly slow.
Remember that I am specifically speaking about commander, where 21 commander damage knocks someone out (making damage doublers even more effective) and sulfuric vortex can be ignored for ten turn cycles in some metas.