Emeric, Arcane Trickster2UR
Planeswalker - Emeric (M)
[+1] Switch target creature's power and toughness until end of turn.
[-2] Draw a card, then deal damage to target creature or player equal to the number of cards you've drawn this turn.
[-6]You get an emblem with “Whenever an opponent draws a card,you may deal 1 damage to that opponent."
{3}
Round 1: Drink,Drank, Drunk
Mizzet Twister 3UR
Sorcery (R)
Put two tokens onto the battlefield that's a copy of target creature you control. Exile those tokens at the beginning of the next end step. "Mana infused liquors, a hint of dragons fire, all flash fermented in Mizzium stills. It's so strong, you'll see triple."
-Emeric,Arcane Trickster
Round 2: She's A Killer Queen
Narada, Poison-Web Siren1BG
Planeswalker-Narada (M)
[+1] Put a 1/1 black Spider creature token with deathtouch onto the battlefield.
[-2] Target player sacrifices a creature, they gain life equal to it's toughness.
[-6] You get an emblem with “Whenever an opponent casts a creature spell, put a -1/-1 counter on each other creature they control.”
[3]
Link:
The first and third abilities directly benefit from your round 1 entry. Cool. The first ability might be really strong in the right deck especially if you're creating multicolor tokens. The ultimate is definitely cool and flashy and should win you the game outright, but doesn't seem unrealistic.
Koopa:
Pretty simple execution of a "flashback matters" 'walker. I like it. The ultimate is indeed powerful, but will probably take a long time to get off. I just wish there was more interaction between this and your entry round outside of "round 0 makes mana for round 2 to use."
Icarael:
Your first ability seems really strong. Even if it is a one-shot effect, there are a lot of creatures out there that could make this really strong. Your second ability seems really underwhelming. It probably could just be a static minus cost and still have each opponent mill for the returned card's CMC. As far as interaction with your entry goes, there could be more going on. Your entry wants you to discard instants and sorceries. However, this entry only cares about creatures in yards. It's highly unlikely that anyone would play them in the same deck.
Profani:
Ooh, I like this guy a lot. His "ultimate" just feels more like another option instead of a game-ending huge effect. And he cares about instants and sorceries. And he benefits from your entry round's first ability. Coolio.
Random_Nation:
Hmm, interesting. Typically Spider tokens will have a bigger toughness and reach, but i guess 1/1 deathtouch is fine. Although making them 1/2 would have boosted the interaction with your entry round. I like the ultimate here too. The interaction between the two 'walkers you've designed is basically a "mini combo" to minimize your opponent's life gain if you try to make them sacrifice a creature. Narrow. Incredibly narrow, but it's there I suppose.
U// Sedris and the Traitor Kings U// G Seshiro, the Appointed G B// Vaevictus Asmadi - "I'm 'exy and I know it" B// W// Treva, The Renewerer W// B/ Rakdos, Lord of Grouphate B/ W//// Cromat the Charmer W////
Marr965 - I think your Planeswalkers first abilities synergise really well, and overall I rather like both of them, and their emblems have the chance of working well together to break through an enemies defensive line. themghtymonarch - They do synergise, and combining their ults seem like a really good way to permantly get rid of some big creatures or important combo pieces from a players field. Even beyond that they work great together, but not sure how well they would work apart. Vertain - This is probably the most unique synergy I have seen in a long while, but I do love it. Turn lands to creatures, fight with them, if they die, use Avalanchers minus ability, I like it. AEthermage - When I first looked at the pair, they didn't seem that good, but after looking over both a bit more, I have discovered the genius between them, you could very easily dominate the game through careful field control with the two. And the Mass Haste and power boost seems very nice when combined with the mass exile ability, best part about that is when they return to play, their loyalty counters would reset and you could do it again in a few turns, absolutely brilliant. swishh - Both work brilliantly together and I rather like them both, and on top of that, they could work just as well separately. Only complaint I can think of is that straight up normal discard in Red is pretty much unheard of, but that's a pretty small complaint. queensauce - I rather like both your entry Planeswalker and your Round 0 Planeswalker, but I don't really see the synergy between them too much. NotoriousLynx - N/A to my knowledge, if I am wrong, I am sorry. jwanders - N/A to my knowledge, if I am wrong, I am sorry.
GickyTimmick:
Your planeswalkers definitely have different color identities, and you managed to synergize each ability with its parallel right down the line. It is my opinion that Mephlis is too powerful, though. A three-mana planeswalker starting with 4 loyalty is scary enough already without him having a +2 that takes out your opponents' creatures. The -3 is fine, and definitely goes well with Grimick's -3, but the wording is awkward, since we haven't been presented with other loyalty abilities with additional costs. It should say "Sacrifice a permanent. If you do, Mephlis..."
The ultimate is awesome. I love it. Gerrard's Mom: Hosting. Von Kriplespac: No entry. Cypher28:
I'm not really a fan of this design. The -2 is all right, but the +1 is awkward for only letting you discard from the cards that Valetti drew. It means you have to keep those cards separate, and I wish it just drew and then discarded. The ultimate is odd, but fitting. I wish that it was only the second part, since the "No maximun hand size" bit feels like it's infringing on Tamiyo's territory. It should probably be worded like Howling Mine: "At the beginning of your draw step, you may draw an additional card from your graveyard."
It took my a moment to see it, but I suppose that Valetti and Cormyr do go together: Valetti fills up your hand and lets you reuse cards from your graveyard, making it more likely that you'll win after hitting Cormy's ultimate. It's too bad that Valetti's tokens don't help Cormyr build up any loyalty at all. Erimety:
Anoran Morgana seems very strong. The first ability is basically a fusion of Jace, the Mind Sculptor's first two abilities, and it feels quite blue, though it does make sense as black. The second ability is frightening, but it's probably at an acceptable power level. The ultimate is just cruel. It's not even fun for anybody, which makes me not a fan. Ninja Caterpie:
The only synergy Lecia has with Sanuro is her -2, right? Well, I suppose her +1 makes his last ability more likely to kill something, as does her -X. Okay, I see it.
I wish that Lecia's first ability referred to creatures entering the battlefield rather than being cast, but otherwise I like it. Second ability is okay. Third ability is okay. ced395: All of the abilities have obvious synergy going straight down the line. Nice. Saying "before your next turn" in the first ability is odd, and I don't think it's proper Magic terminology. I also can't think of how to word it properly without changing the functionality.
The second ability does way too much. I'm not saying it's too powerful, just that the three abilities are bizarrely unrelated. I would choose one, or perhaps two, and cut the others.
The ultimate is fine, and it deserves the low-ish loyalty cost, since it's not very powerful compared to some other planeswalker ultimates (though it would still be very annoying to play against.) avatarz: No entry.
Kila, Pain's Mistress3RR
Planeswalker - Kila (M)
+1: Put a 3/1 red Elemental creature token with haste on the battlefield. Sacrifice it at end of turn.
-X: Kila, Pain's Mistress deals X damage to each creature and each player.
-6: Kila, Pain's Mistress deals damage to target player and each creature he or she controls equal to your life total.
<3>
The first ability synergizes nicely with your signup walker, but the second ability not so much. The last ability also seems out-of-pie a little bit. As a stand-alone card however, I think that this is a great example of a well-designed red walker. My biggest complaint is that its starting loyalty isn't high enough to sustain a -X ability, you could easily have made it start off 5 and have the last ability be -8.
+1: Bast Unbound deals damage to target player equal to the total number of cards discarded this turn.
-1: Target player discards two cards at random.
-9: Search your library for any number of instant or sorcery cards and cast them without paying their mana costs. Then shuffle your library.
(3)
This is an interesting card. The first ability seems like it would be almost useless without your signup walker on the field, and even then it would become less useful as the game goes on anyways because of hands emptying out. This is in conflict with the last ability, which obviously calls for some amount of build-up. The second ability is very very powerful and is what justifies the rarity and mana cost, I feel like this card would be played just for the second ability. Overall I'd say its pretty good.
Team CosmopolitanFenor, Avalanchemancer4R
Planeswalker - Fenor {M}
[+2] Target land becomes a 3/3 elemental creature. It is still a land. (This effect lasts indefinitely) [-3] Fenor, Avalanchemancer deals X damage to target creature, where X is the number of land cards in your graveyard. [-8] You get an emblem with “Lands you control get +6/+0 and are indestructible as long as they are creatures.” [5]
First of all, the second ability is jank. Other than that I find this guy to be quite nice, and it synergizes well with your signup walker. My biggest complaint is probably that it reaches its ultimate too fast. Still a decent entry.
Original Post: Nedeema Marnassa2RG
Planeswalker--Nedeema (MR)
+1: Name a card. Target player reveals his or her hand. If the named card is revealed, Nedeema Marnassa deals 2 damage to that player.
-3:Exile target instant or sorcery card in a graveyard. Put a copy of that spell on the stack.
-9:Exile all graveyards. Put a 1/1 green Saproling creature token onto the battlefield for every card exiled this way.
{4}
First of all, I would like to point out that this is the only non-mono red entry in your entire team this round. Also, this card is great. It synergizes powerfully with your signup walker in every way possible and isn't too bad on its own. My biggest complaint would be that it takes four colors to run both this and your signup walker in the same deck to get their synergies going.
Lyra, Erratic Passionmage 2RR
Planeswalker - Lyra
[+1]: Put a card from your hand on top of your library, then reveal it. Lyra, Erratic Passionmage deals damage to target creature or player equal to the converted mana cost of the revealed card.
[-3]: Return a creature you control to your hand. If you do, put a creature card from your hand into play. It gains haste until end of turn. Sacrifice it at the beginning of the next end step.
[-5]: You get an emblem with "Creatures you control get +2/+0 and have haste".
{3}
Hmm this is interesting. The +1 ability is terribad but you only have to do it twice to get an insane emblem. Also, the second ability is pretty crazy. Overall I feel like this is a solid walker, but it should have costed more, like CMC 5 or 6.
Tricia Falkenrath2R
Planeswalker - Tricia [M]
/+1\: Discard a card. ~ deals damage to target creature or player equal to the converted mana cost of that card.
\-3/: Destroy target creature. You gain an amount of life equal to the toughness of that creature.
\-5/: You gain an emblem with "Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature."
[2]
Great synergy, and a terrific standalone walker. I feel that its a bit undercosted but who cares.
Leo Trimes, Bringer of Justice3RW
Plansewalker - Trimes (M)
[+2]: Put a 1/2 red and white Soldier creature token with double strike onto the battlefield.
[-2]: Creatures you control gain lifelink until end of turn.
[-8]: You get an emblem with, "Whenever you gain life, this emblem deals that much damage to target creature or player"
<4>
Cassario, the Sky Weaver2UU
Plansewalker - Cassario {MR}
[+1]: Target creature you control gains flying. (this effect does not end at end of turn)
[-2]: Search your Library for a creature card with flying, reveal it, put it into your hand, then shuffle your library.
[-5]: You get an emblem with, "Creatures you control with flying get +1/+1"
<3>
I hope this goes over better then my previous one, but I think they synergize pretty well... Make a token, give it flying x 3, make 2 emblems, next turn, you basically have three 2/3 double strikers with flying that you can give all life link.... oh, and if they hit, that would be a grand total of... 8 life gain and 16 damage.
I am going to shut up now.
I think the Walker's ability is backward. His first ability gives something permaflying, which is cool, but Levitation is a 4CMC enchantment that does the same thing and it at least can be removed. I think +1 permaflying is too strong, maybe make that the -2 ability, or change it to an EOT effect. Conversely, the final emblem is too weak. The new enchantment from Avacyn does the same thing for 1U. If I can do that, I would expect more from a 4CMC walker's final ability. It's going to take until turn 7 to do something I could have played turn 2, and that's if I want to sacrifice my walker to do it. If I'm saving the walker, I'm waiting until turn 8. As for the synergy, I realize they work together in the creatures department, but they actually don't have much to do with each other. Really, the synergy only happens if you are giving those tokens flying. If that doesn't happen, they don't work together at all. There's no reverse synergy either, like you don't have an ability on your second walker that is influenced by your first one.
Pecara, Goblin's Hope1RR
Planeswalker - Pecara (MR)
<+1>: Target creature you control with power 2 or less is unblockable this turn.
<+1>: Put a 1/1 red Goblin creature token with haste onto the battlefield.
<-2>: You gain an emblem with "Whenever a creature you control attacks, it gets +1/+0 until end of turn."
<-5>: Pecara, Goblin's Hope deals 5 damage to each creature an opponent controls.
[2]
Firetapped Tonic3
Artifact (U) X, Sacrifice Firetapped Tonic: For each R used to activate this ability, add RR to your mana pool. Pyromancers never drink anything that doesn't burn.
Ecrol the Wise2GG
Planeswaker - Ecrol (MR)
<+1>: Until end of turn, whenever target creature deals combat damage to a player, draw a card.
<-2>: Reveal the top three cards of your library. You may put each creature or land card revealed this way into your hand and the rest into your graveyard.
<-6>: You gain and emblem with "Whenever a creature you control attacks, you may search your library for a card that shares a name with it and put it onto the battlefield tapped and attacking."
[4]
I like this card. It fits green very well and for the most part, it's fairly costed with it's abilities. My only issue is that the emblem is powerful for -6. It's an ability that I don't mind my walker dying to get, so it's only two turns away to get. I'd like to see the final ability sit at -7 or -8, but that's the only thing I can really complain about. The synergy with your first walker is alright too. They are loosely tied together, your first want's dudes to attack and your second wants to reward them for attacking. The second ability on your walker is also great for a goblin player, but has a chance at putting other walkers in your yard, so there's a little bump in the synergy there.
She's... not designed to play well with others, but here goes anyway. Figured I may as well make it plenty similar:
Matark, Summoner's Aide1GGU
[+1] Put a +1/+1 counter on each creature that entered the battlefield this turn.
[-2] Each player chooses a creature he or she controls and returns it to his or her hand.
[-7] You get an emblem with "Whenever you cast a spell, put X 1/1 green Ooze creature tokens onto the battlefield, where X is that spell's converted mana cost."
{5}
First, there's no link to your last walker, so I'm afraid I'm going to throw synergy out the window for you. As for the walker, I think it's nice, but the first and second ability should be switched IMO. Otherwise the first ability makes the emblem a bit OP. At least with the second ability you would be making more tokens rather than bigger tokens if you bounced a non-token dude. Or you can bounce your token to bounce your opponent's big dude, which is an awesome trade for you. I guess it just depends on which way your walker want's to lean, blue or green. Speaking of which, I know the blue is in the cost, but the only hint of blue in the card is the whole second ability. In a multicolor walker, I want to see one ability of one color, another with the other and a combo of those colors in the final ability. The final ability is all green to me.
EDIT: OK, so you have another walker, my bad for looking over it. The synergy is somewhere in the middle. The +1/+1 counters help to buff any incoming Gobbies from the first walker, but I feel like the ability was also there to help prevent some of the damage you would do to your own creatures with the first walkers first ability. Sadly, the counters don't help that much, but it's better than nothing. I still like the ability to make tokens, then return them to your hand in order to bounce your Opponents fatties. That's the strongest synergy you have. I like the final ability synergy, even though it feels like two strong independent abilities that just happen to work well together. I think that's why I like it, because they aren't obviously designed to work together, but when they both hit the table, some serious shenanigans are about to go down. I would have liked to see their ability costs be different, but that's really minor irritation than actual problem. Even though your first walker doesn't play well with others, I think you did a pretty good job building your synergy.
Relena, Protector of the Fields :2mana::symw::symg:
Planeswalker — Aria {M}
[+1]: Until your next turn, prevent the next 3 damage that would be dealt to target creature or player. [-3]: Put two 3/3 elephant tokens onto the battlefield. [-7]: You get an emblem with "Creatures you control have Absorb 3."
This walker is nice. I like the second ability, mostly because it's costed properly. Making two 3/3's is a big deal, so you don't want it happening a whole lot. Your first ability should specify when in your next turn, like the beginning of your next upkeep. The emblem is really nice too. Synergy is good, with damage being dealt left and right by your first walker. I also like the not so obvious synergy that your first walker is really a support character, there's no way he's going to be solely responsible for you winning the game. This rounds walker fills that gap with the aggro elephants, giving some main character/support character flavor to the walker's synergy. Good card.
Ioka, the Wandering Wind1WU
Planeswalker - Ioka (M)
[+1] Put a 1/1 white and blue Dove creature token onto the battlefield.
[-2] Target creature gains lifelink and is unblockable until end of turn.
[-6] For each creature on the battlefield, you may put a token into play that is a copy of that creature.
{3}
Round 0: Hyman, the Devourer2RR
Planeswalker - Hyman (M)
[0] Sacrifice any number of nonland permanents. Put a loyalty counter on Hyman for each permanent sacrificed this way.
[-X] Target creature you control gets +X/+0 until end of turn and must attack this turn if able.
[-6] After the first postcombat main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn.
{4}
Round 1: Invigorating Shanty1R
Instant (U)
Target creature gets +2/+0 and double strike until end of turn. It doesn't untap during its controller's next untap step. "Sometimes the hangover is worth it. Still feels like hell though."
-Hyman the Devourer
Pretty simple design. The final ability of the walker is something I think Green does more often, like Parallel Lives, but blue has been known to make some copytokens before. Not sure why the Dove's that are made with the first ability don't have flying. It's pretty balanced though. I think the thing I most like is the synergy. Each ability for each walker really matched up with each other. The first abilities are "Make a dude" and "Sac a dude for more loyality". Second abilities are "bonuses for attacking" and "pump with forced attack". Last abilities are "More dudes" and "more attack steps". Once again, I'm not really sure about the "more dudes" last ability on your blue/white walker, but it's still pretty well balanced.
EDIT: Upon further review, I noticed that the final ability on your walker for the round is way too powerful. I was flying through my reviews earlier and I guess it slipped by me, but I went back to edit some things and double check my rulings and noticed that your walker's ultimate copy's everything on the field, tokens and opponents creatures included. It's also worded vaguely. We know that copys of those creatures enter the battlefield, but under whose control? These details matter, just like the doves without flying.
Drake, Gladitorial Expert 1WRB
Planeswalker - Drake (MR)
+1: Target creature gains intimidate until end of turn.
-2: Destroy target creature that was dealt damage this turn.
-6: Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
(3)
Legionare Special 1RW
Sorcery (U)
Rebound
Target creature gains +1/+0 and intimidate until end of turn. When this spell rebounds, that creature must attack that turn if able.
Selina, Fury Instigator 1RB
Planeswalker - Selina
+2: Deal 2 damage to target creature. It attacks on it’s controller’s next turn if able.
-3:Gain control of target creature. Untap that creature. It gains haste until end of turn. Sacrifice it at the beginning of next end step.
-7: Each player sacrifices all untapped creatures they control.
3
First, I like that you made a walker without an Emblem. Emblem's are cool, but I think too many of us are starting to rely on them. That being said, I think the wording on your walker could be a little more clear. The first ability should read "That creature attacks during it's controller's next attack step." The final ability should either be strengthened or cost less IMO. If your opponent is all about their attacking, then they won't be sacrificing anything, and when they see this guy on the table, they are going to make sure and tap their dudes every chance they get. I don't want to kill off my planeswalker to kill only one creature of my opponents, especially when it could potentially kill a bunch of my dudes. I think cheapening it makes it better, maybe -5. As for synergy, these guys are too closely related. The only synergy that's really there is the "2 dmg must attack" and "Destroy creature that was dealt damage". The steal creature abilities are redundant. Lastly, your new walker shares 2/3 colors with your original walker. The challenge was to make a walker that's a dance partner and also different colors.
Verdict: 1st: Emocakes 2nd: Jimmy Groove 3rd: Socrates
Jimmy Groove - mmm, tasty. This card makes me leap with joy, it eats, sleeps, and breaths green, green , and green. Finally someone worthy to kick garruk's pelt. There are just a few problems i have with it, I feel like the second ability should put the cards back into the deck, not the graveyard. Second, the first ability just feels... off, it blends with your first planeswalker flawlessly, but the ability doesnt feel right. Mechanically the first ability fits the general style of the second two if you were to look at a chart of ability relationships, but it just feels slightly off to me, i cant place my finger on it.
Prophylaxis - Didnt post?
Socrates - Ok, let me start by saying that i like your card as a stand alone. I do not like how all the costs of the card and you first planeswalker were mirrored, it feels gimmicky. Second, it feels like your card was specifically designed for your planes walker and only your planes walker and at the same time they occupy the same cmc in two other colors so it would be difficult to cast them in the same deck, this problem is exacerbated when the strategy used to effectively cast these to is contradictory to the deck that they belong in. I feel like you should have made your card one color, green. So, if i take the card by itself and ignore how it fits with you first planes walker, i am 100% percent in love with the plus ability and the ultimate. However, I loath the the second ability. The reason why is that on turn four if i play this card the effectivness of the first ability is limited by the fact that few if any creatures will or did come into play, so i want to use the second ability. The problem is that the second ability is situationally helpful and can actually hurt you more than it helps you if you try to use it. A planeswalker needs an ability that you would always want to use even if its not very helpful and this guy doesnt have that.
Emocakes - This card and your planeswalker fit together like a strange jagged puzzle pieces, which isnt a bad thing. I think the cost and color of your card are a little off two 3/3 at 4 drop and then some is a bit much for me. Also i dont like how the first and last abilities are white and the second ability is completely green, there is no green white ability which i feel is almost an obligation for a multicolored planeswalker, im not saying that it is a requirement, just that you need a good effective reason for not doing it. Also the last ability feels like a week version of elspeths instead of its own unique ability and the fact that it uses absorb is a big negative not a positive.
Arcel - I like this, not love like. It works great with your first planeswalker, but they together dont really fit the primary strategy of red white and blue, but its not exactlly not what those colors do either. ( the way these work together feels more green white red, except for the whole flying thing.) I dont like his ultimate and i think his three abilities work too well together almost cooky cutter and planeswalker shouldn't feel that way. Overall great work.
Atogaholic - Im going to step aside and say that your first planeswalker possed many problems for your current round assignment, his abilities are parasitic against himself and because he has almost no use outside of helping you attack your opponent, it pigeon holed you., so im going of the idea that the first cards was a wizards printed card and you were trying to complement it. The obvios color choice to work with your first planeswalker would have been black or green, i like that you tried to not go with the obvious choice, but the obvious choice isnt always bad, would have given you trample and death touch. I see how you tried to use blue white to complement you guy, but even taken as a stand alone there are problems. First, why does my dove not have flying and why is it a dove and not a bird. The second ability is interesting but it feels clunky and i dont like how it doesnt protect but is pure agression in many ways the ability could have gone on a black blue planeswalker. The last ability feels like a mix of the blue and white duplication cards and the green duplication cards, and i dont like the idea of a card puting a token copy of tokens and normal monsters in play that isnt targeted it feels out of place. Overall, I think you could have made a better version of this card in green.
Silence_dais - Your card falls within you first planeswalkers color identity, if you want me to tell you what i think about it pm me.
Flabort - didnt post?
Top 3:
Door number one: Jimmy Groove Door number two:Arcel Door number three:Socrates
( Everybody was making me think about green today)
( If anyone thinks ive gone crazy or just missed someons post please pm me.)
First, there's no link to your last walker, so I'm afraid I'm going to throw synergy out the window for you.
My last walker is the first thing in my post for this round, quoted from last time, sooo... I mean, you finished your critiques and I won't ask you to redo them, but this just rubbed me the wrong way and I couldn't not respond.
My last walker is the first thing in my post for this round, quoted from last time, sooo... I mean, you finished your critiques and I won't ask you to redo them, but this just rubbed me the wrong way and I couldn't not respond.
Ah, dude, my bad, I forgot to check for quotes. Everyone else had them in spoilers or links, so when I didn't see one I just didn't think to check. I'll reedit my rankings and comments, my bad dude. I was going to do it anyway if Proph or Flabort happened to make it in here before judging closed.
EDIT: Fixed. I had already critiqued the card by itself, so critiquing the synergy wasn't hard at all.
Ah, dude, my bad, I forgot to check for quotes. Everyone else had them in spoilers or links, so when I didn't see one I just didn't think to check. I'll reedit my rankings and comments, my bad dude. I was going to do it anyway if Proph or Flabort happened to make it in here before judging closed.
Thank you. I do appreciate it. I hope my earlier post didn't come across too mean.
Also, I reserve the rest of this post for top 3 at least, and critiques if I can get to them.
Marr965: The +1 ability feels overpowered alone, even forgetting your signup walker. It shouldn't hit players. The second effect is in no way red at all. The ultimate is super underwhelming and doesn't go with either of the other abilities. Overall, kind of a poorly-costed jumble. I'm just not seeing it, here.
themghtymonarch: This is somewhat good, though it's unfortunate that the only green part is the saprolings while the rest feels RU to me. Decent synergy. I don't have much to say, but this will likely top-3 for me.
Vertain: This guy is much more interesting on his own than as a synergistic pair with your signup card. I like it as a standalone card, but not in the pair, and there's not much more I have to say. Both caring about lands doesn't necessarily make them play well together.
AEthermage: Another potentially superpowered + ability. This + any eldrazi legend = 2-turn win. Again, should not hit players. The middle ability I like for its synergy and just alone. Sadly, underwhelming ultimate. Synergy is fine, but not enough to redeem the flaws of this.
swishh: So unless you can protect this for a loooooong tiime, you're using it almost exclusively for its middle ability, which is pretty powerful, especially in mono-red. That said, the color-intensiveness of this walker for a + ability that might never get to do much of anything is disappointing. I see the synergy, but this walker just feels like a big miss for its mana cost.
queensauce: The synergy of the first ability with your old walker is good, but the lact of synergy of Kila's 2nd and 3rd abilities is frustrating, as is the lack of synergy between Mortifax's middle ability and Kila's ultimate. Also, Kila does not feel like it has a unifying principle.
TOP THREE:
1. Vertain
2. themghtymonarch
3. queensauce
Good synergy with your entry planeswalker. The emblem ability is a little convoluted, though.
The synergy is good, but its utility is pretty low. Its 'finale' ability is also pretty weak/non-existent.
The synergy with your entry planeswalker is there, but it all feels artificial and lacking on the elegance side.
The synergy between these planeswalkers is second to the fact that their abilities, especially the finales, are very powerful - they have synergy with everything. Omniscience has just been made a card; it shouldn't be a planeswalker ability too.
This is what a BG planeswalker would probably look like. I don't know if its necessary to put that ability on an emblem, but it works. Not much synergy between the planeswalkers, though.
Komachi - Couldn't find submission. If there is one, point it out to me and I'll update.
void_nothing - Couldn't find submission. If there is one, point it out to me and I'll update.
ANThroplasm - Couldn't find submission. If there is one, point it out to me and I'll update.
Link - Well balanced for a 5-cost walker, and it does have great synergy with your previous walker. I have only 2 minor concerns. The first is that a couple of the abilities are kind of meh without your other walker. The second is that the [-2] ability is perhaps a bit too explosive. Even without any of the other things going on it basically adds 5+ mana.
Koopa - This card is amazing. The power level is really high but it seems easy enough to stop because it has small amounts of loyalty counters. Sadly it has basically no synergy with your other walker. Your original one is all about adding G to your pool and your new one is about instants/sorceries (which is very UR). Also the ultimates of each really don't work at all together.
Icarael - It works well(ish) with your other walker and I really like the first ability. The second ability reminds me of Geth, Lord of the Vault and is fair for the cost. The last ability is kind of clunky because it's the only Yawgmoth's Will that exiles only the stuff you played from the yard. Also this card wants there to be creatures being put into yard whereas your other walker wants it to all be instants/sorceries.
Profani - Flavourful, and synergistic. It starts out small enough that using any of the minus abilities gets you an advantage at the cost of the walker dying. I also have a soft-spot for self-mill things because they allow you to do so many different things.
Random_Nation - Seems a bit overpowered to me. The ability to protect itself is the greatest asset for a planeswalker and this protects itself multiple ways, all while generating card advantage. Deathtouch on the tokens AND being a 3 cost walker pushes it over the top. It seems like a mix between Liliana of the Veil and Garruk, the Veil-Cursed without the downsides of either. It also doesn't have any synergy with your original walker.
Critiques response/explanation/too much time on my hands.
So the biggest complaint to my card in the critiques thus far is that they don't see the synergy, and I'll admit it's not as obvious as other entries this round but it is there. So i broke down both planeswalkers and what they do, as well as what they do together in order to shed some light. if you don't care about the card breakdowns skip to the last spoiler
Much like the flavor for this round the two planeswalkers I have are all about tempo.
Narada slows things down:
[+1] Put a 1/1 black Spider creature token with deathtouch onto the battlefield. Small yes but effective, good as either an early blocker to ward of attacks or as a attacker with the added threat of being able to kill that which it touches.
[-2] Target player sacrifices a creature, they gain life equal to it's toughness. Player got an early heavy hitter on the field? Well fear not because if you’ve been cleaning out the smaller creatures with your deathtouch spiders, they sacrifice it, sure they gain a little life, but with those spiders still raring to go on your turn you can make up the difference back. Or if you;ve been hit by some major burn sacrifice your own creatures to beef up your life and keep you in the game.
[-6] You get an emblem with “Whenever an opponent casts a creature spell, put a -1/-1 counter on each other creature they control.” Now your opponent each turn is force to choose between playing a creature that will either weaken or kill their other creatures or let their turn pass and wait for a better opportunity. Meanwhile if they do play creatures it creatures their small creatures die,and their medium creatures get weaker.
Emeric speeds things up:
[+1] Switch target creature's power and toughness until end of turn. Living up to his name this little trick can be used to either buff up your own creatures for some extra power(switching out their higher toughness for weaker power) or weaken opponents creatures to pick them off easier.
[-2] Draw a card, then deal damage to target creature or player equal to the number of cards you've drawn this turn. A fun little number that allows you to draw a card and deal two damage to a creature or player, more if you throw a few draw card instants before hand, and best of all seeing as it’s a planeswalker ability it’s counter-free damage you can take to the bank.
[-6] You get an emblem with “Whenever an opponent draws a card,you may deal 1 damage to that opponent."
Every time an opponent draws a card you can ping them for 1 damage. Small in scale in the long run, but it turn every draw card you have in your hand into a burn card as well.
But as we all know
It takes Two to Tango:
Now lets see how things work if you have both of these two in play, let’s say for maximum what-if coverage that you've also got their emblems but haven’t blown them up to do it.
Your turn:
a) you can use Emeric’s +1 and Narada’s -2 to get an opponents creature out of your hair, and rob them of its juicy toughness.
b) Use Emerics -2 to lob some free damage if they’ve got enough blockers to stymie an attack and get some more cards
c) Swing with however many 1/1 deathtouch spiders you’ve produced at this point and score some major damage or clear up the field a little bit. Make more with narada’s +1
Opponents turn:
They draw, they take damage
They play a creature all their others get weaker/they can be made to sacrifice it if it’s their only creature next turn.
Creatures they attack with can be blocked by deathtouch spiders (assumingyou didn’t all-out-swing previously)
…and if they do nothing, their hand gets bigger and eventually they are forced to discard.
Repeat.
In conclusion:
Initially I had other versions of narada that had more obvious synergy (having a discard effect to go with Emeric’s draw effect) but that seemed to easy and instead I went with a planeswalker that could handle herself and only got better with my signup planeswalker thrown in the mix.
Together these two form a whirlwind of death and control, and it get’s worse if you add in some draw spells, land ramp, or even some proliferate and infect into the mix. These two are great apart and deadly together, you just have to dig a little deeper to see how it works. Hopefully that cleared up any misunderstanding in how they synergize.
Disclaimer: of course while this makes sense to me, not everybody plays the same way, so if you've seen this and still think there's no synergy and I'm just talking out my ass...so it goes...you can't win em all.
Drunken Recall:
Signup: The Regular Crowd
Emeric, Arcane Trickster 2UR
Planeswalker - Emeric (M)
[+1] Switch target creature's power and toughness until end of turn.
[-2] Draw a card, then deal damage to target creature or player equal to the number of cards you've drawn this turn.
[-6]You get an emblem with “Whenever an opponent draws a card,you may deal 1 damage to that opponent."
{3}
Round 1: Drink,Drank, Drunk
Mizzet Twister 3UR
Sorcery (R)
Put two tokens onto the battlefield that's a copy of target creature you control. Exile those tokens at the beginning of the next end step.
"Mana infused liquors, a hint of dragons fire, all flash fermented in Mizzium stills. It's so strong, you'll see triple."
-Emeric,Arcane Trickster
Round 2: She's A Killer Queen
Narada, Poison-Web Siren 1BG
Planeswalker-Narada (M)
[+1] Put a 1/1 black Spider creature token with deathtouch onto the battlefield.
[-2] Target player sacrifices a creature, they gain life equal to it's toughness.
[-6] You get an emblem with “Whenever an opponent casts a creature spell, put a -1/-1 counter on each other creature they control.”
[3]
The Anabyn
Stay Hungry My Friends....
2. themghtymonarch
3. Vertain
There was once [The Pack], but no more.
Komachi:
none!
void_nothing:
none!
ANThroplasm:
none!
Link:
The first and third abilities directly benefit from your round 1 entry. Cool. The first ability might be really strong in the right deck especially if you're creating multicolor tokens. The ultimate is definitely cool and flashy and should win you the game outright, but doesn't seem unrealistic.
Koopa:
Pretty simple execution of a "flashback matters" 'walker. I like it. The ultimate is indeed powerful, but will probably take a long time to get off. I just wish there was more interaction between this and your entry round outside of "round 0 makes mana for round 2 to use."
Icarael:
Your first ability seems really strong. Even if it is a one-shot effect, there are a lot of creatures out there that could make this really strong. Your second ability seems really underwhelming. It probably could just be a static minus cost and still have each opponent mill for the returned card's CMC. As far as interaction with your entry goes, there could be more going on. Your entry wants you to discard instants and sorceries. However, this entry only cares about creatures in yards. It's highly unlikely that anyone would play them in the same deck.
Profani:
Ooh, I like this guy a lot. His "ultimate" just feels more like another option instead of a game-ending huge effect. And he cares about instants and sorceries. And he benefits from your entry round's first ability. Coolio.
Random_Nation:
Hmm, interesting. Typically Spider tokens will have a bigger toughness and reach, but i guess 1/1 deathtouch is fine. Although making them 1/2 would have boosted the interaction with your entry round. I like the ultimate here too. The interaction between the two 'walkers you've designed is basically a "mini combo" to minimize your opponent's life gain if you try to make them sacrifice a creature. Narrow. Incredibly narrow, but it's there I suppose.
1. Profani
2. Link
3. Koopa
Custom Race: Guaroga
G Seshiro, the Appointed G
B// Vaevictus Asmadi - "I'm 'exy and I know it" B//
W// Treva, The Renewerer W//
B/ Rakdos, Lord of Grouphate B/
W//// Cromat the Charmer W////
Marr965 - I think your Planeswalkers first abilities synergise really well, and overall I rather like both of them, and their emblems have the chance of working well together to break through an enemies defensive line.
themghtymonarch - They do synergise, and combining their ults seem like a really good way to permantly get rid of some big creatures or important combo pieces from a players field. Even beyond that they work great together, but not sure how well they would work apart.
Vertain - This is probably the most unique synergy I have seen in a long while, but I do love it. Turn lands to creatures, fight with them, if they die, use Avalanchers minus ability, I like it.
AEthermage - When I first looked at the pair, they didn't seem that good, but after looking over both a bit more, I have discovered the genius between them, you could very easily dominate the game through careful field control with the two. And the Mass Haste and power boost seems very nice when combined with the mass exile ability, best part about that is when they return to play, their loyalty counters would reset and you could do it again in a few turns, absolutely brilliant.
swishh - Both work brilliantly together and I rather like them both, and on top of that, they could work just as well separately. Only complaint I can think of is that straight up normal discard in Red is pretty much unheard of, but that's a pretty small complaint.
queensauce - I rather like both your entry Planeswalker and your Round 0 Planeswalker, but I don't really see the synergy between them too much.
NotoriousLynx - N/A to my knowledge, if I am wrong, I am sorry.
jwanders - N/A to my knowledge, if I am wrong, I am sorry.
2)themghtymonarch
1)AEthermage
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
GickyTimmick:
Your planeswalkers definitely have different color identities, and you managed to synergize each ability with its parallel right down the line. It is my opinion that Mephlis is too powerful, though. A three-mana planeswalker starting with 4 loyalty is scary enough already without him having a +2 that takes out your opponents' creatures. The -3 is fine, and definitely goes well with Grimick's -3, but the wording is awkward, since we haven't been presented with other loyalty abilities with additional costs. It should say "Sacrifice a permanent. If you do, Mephlis..."
The ultimate is awesome. I love it.
Gerrard's Mom: Hosting.
Von Kriplespac: No entry.
Cypher28:
I'm not really a fan of this design. The -2 is all right, but the +1 is awkward for only letting you discard from the cards that Valetti drew. It means you have to keep those cards separate, and I wish it just drew and then discarded. The ultimate is odd, but fitting. I wish that it was only the second part, since the "No maximun hand size" bit feels like it's infringing on Tamiyo's territory. It should probably be worded like Howling Mine: "At the beginning of your draw step, you may draw an additional card from your graveyard."
It took my a moment to see it, but I suppose that Valetti and Cormyr do go together: Valetti fills up your hand and lets you reuse cards from your graveyard, making it more likely that you'll win after hitting Cormy's ultimate. It's too bad that Valetti's tokens don't help Cormyr build up any loyalty at all.
Erimety:
Anoran Morgana seems very strong. The first ability is basically a fusion of Jace, the Mind Sculptor's first two abilities, and it feels quite blue, though it does make sense as black. The second ability is frightening, but it's probably at an acceptable power level. The ultimate is just cruel. It's not even fun for anybody, which makes me not a fan.
Ninja Caterpie:
The only synergy Lecia has with Sanuro is her -2, right? Well, I suppose her +1 makes his last ability more likely to kill something, as does her -X. Okay, I see it.
I wish that Lecia's first ability referred to creatures entering the battlefield rather than being cast, but otherwise I like it. Second ability is okay. Third ability is okay.
ced395: All of the abilities have obvious synergy going straight down the line. Nice. Saying "before your next turn" in the first ability is odd, and I don't think it's proper Magic terminology. I also can't think of how to word it properly without changing the functionality.
The second ability does way too much. I'm not saying it's too powerful, just that the three abilities are bizarrely unrelated. I would choose one, or perhaps two, and cut the others.
The ultimate is fine, and it deserves the low-ish loyalty cost, since it's not very powerful compared to some other planeswalker ultimates (though it would still be very annoying to play against.)
avatarz: No entry.
1. Ninja Caterpie
2. Erimety
3. Cypher28
The first ability synergizes nicely with your signup walker, but the second ability not so much. The last ability also seems out-of-pie a little bit. As a stand-alone card however, I think that this is a great example of a well-designed red walker. My biggest complaint is that its starting loyalty isn't high enough to sustain a -X ability, you could easily have made it start off 5 and have the last ability be -8.
This is an interesting card. The first ability seems like it would be almost useless without your signup walker on the field, and even then it would become less useful as the game goes on anyways because of hands emptying out. This is in conflict with the last ability, which obviously calls for some amount of build-up. The second ability is very very powerful and is what justifies the rarity and mana cost, I feel like this card would be played just for the second ability. Overall I'd say its pretty good.
First of all, the second ability is jank. Other than that I find this guy to be quite nice, and it synergizes well with your signup walker. My biggest complaint is probably that it reaches its ultimate too fast. Still a decent entry.
First of all, I would like to point out that this is the only non-mono red entry in your entire team this round. Also, this card is great. It synergizes powerfully with your signup walker in every way possible and isn't too bad on its own. My biggest complaint would be that it takes four colors to run both this and your signup walker in the same deck to get their synergies going.
Hmm this is interesting. The +1 ability is terribad but you only have to do it twice to get an insane emblem. Also, the second ability is pretty crazy. Overall I feel like this is a solid walker, but it should have costed more, like CMC 5 or 6.
Great synergy, and a terrific standalone walker. I feel that its a bit undercosted but who cares.
Top3:
2. Marr965
3. Vetrain
I think the Walker's ability is backward. His first ability gives something permaflying, which is cool, but Levitation is a 4CMC enchantment that does the same thing and it at least can be removed. I think +1 permaflying is too strong, maybe make that the -2 ability, or change it to an EOT effect. Conversely, the final emblem is too weak. The new enchantment from Avacyn does the same thing for 1U. If I can do that, I would expect more from a 4CMC walker's final ability. It's going to take until turn 7 to do something I could have played turn 2, and that's if I want to sacrifice my walker to do it. If I'm saving the walker, I'm waiting until turn 8. As for the synergy, I realize they work together in the creatures department, but they actually don't have much to do with each other. Really, the synergy only happens if you are giving those tokens flying. If that doesn't happen, they don't work together at all. There's no reverse synergy either, like you don't have an ability on your second walker that is influenced by your first one.
I like this card. It fits green very well and for the most part, it's fairly costed with it's abilities. My only issue is that the emblem is powerful for -6. It's an ability that I don't mind my walker dying to get, so it's only two turns away to get. I'd like to see the final ability sit at -7 or -8, but that's the only thing I can really complain about. The synergy with your first walker is alright too. They are loosely tied together, your first want's dudes to attack and your second wants to reward them for attacking. The second ability on your walker is also great for a goblin player, but has a chance at putting other walkers in your yard, so there's a little bump in the synergy there.
First, there's no link to your last walker, so I'm afraid I'm going to throw synergy out the window for you. As for the walker, I think it's nice, but the first and second ability should be switched IMO. Otherwise the first ability makes the emblem a bit OP. At least with the second ability you would be making more tokens rather than bigger tokens if you bounced a non-token dude. Or you can bounce your token to bounce your opponent's big dude, which is an awesome trade for you. I guess it just depends on which way your walker want's to lean, blue or green. Speaking of which, I know the blue is in the cost, but the only hint of blue in the card is the whole second ability. In a multicolor walker, I want to see one ability of one color, another with the other and a combo of those colors in the final ability. The final ability is all green to me.
EDIT: OK, so you have another walker, my bad for looking over it. The synergy is somewhere in the middle. The +1/+1 counters help to buff any incoming Gobbies from the first walker, but I feel like the ability was also there to help prevent some of the damage you would do to your own creatures with the first walkers first ability. Sadly, the counters don't help that much, but it's better than nothing. I still like the ability to make tokens, then return them to your hand in order to bounce your Opponents fatties. That's the strongest synergy you have. I like the final ability synergy, even though it feels like two strong independent abilities that just happen to work well together. I think that's why I like it, because they aren't obviously designed to work together, but when they both hit the table, some serious shenanigans are about to go down. I would have liked to see their ability costs be different, but that's really minor irritation than actual problem. Even though your first walker doesn't play well with others, I think you did a pretty good job building your synergy.
This walker is nice. I like the second ability, mostly because it's costed properly. Making two 3/3's is a big deal, so you don't want it happening a whole lot. Your first ability should specify when in your next turn, like the beginning of your next upkeep. The emblem is really nice too. Synergy is good, with damage being dealt left and right by your first walker. I also like the not so obvious synergy that your first walker is really a support character, there's no way he's going to be solely responsible for you winning the game. This rounds walker fills that gap with the aggro elephants, giving some main character/support character flavor to the walker's synergy. Good card.
Pretty simple design. The final ability of the walker is something I think Green does more often, like Parallel Lives, but blue has been known to make some copytokens before. Not sure why the Dove's that are made with the first ability don't have flying. It's pretty balanced though. I think the thing I most like is the synergy. Each ability for each walker really matched up with each other. The first abilities are "Make a dude" and "Sac a dude for more loyality". Second abilities are "bonuses for attacking" and "pump with forced attack". Last abilities are "More dudes" and "more attack steps". Once again, I'm not really sure about the "more dudes" last ability on your blue/white walker, but it's still pretty well balanced.
EDIT: Upon further review, I noticed that the final ability on your walker for the round is way too powerful. I was flying through my reviews earlier and I guess it slipped by me, but I went back to edit some things and double check my rulings and noticed that your walker's ultimate copy's everything on the field, tokens and opponents creatures included. It's also worded vaguely. We know that copys of those creatures enter the battlefield, but under whose control? These details matter, just like the doves without flying.
First, I like that you made a walker without an Emblem. Emblem's are cool, but I think too many of us are starting to rely on them. That being said, I think the wording on your walker could be a little more clear. The first ability should read "That creature attacks during it's controller's next attack step." The final ability should either be strengthened or cost less IMO. If your opponent is all about their attacking, then they won't be sacrificing anything, and when they see this guy on the table, they are going to make sure and tap their dudes every chance they get. I don't want to kill off my planeswalker to kill only one creature of my opponents, especially when it could potentially kill a bunch of my dudes. I think cheapening it makes it better, maybe -5. As for synergy, these guys are too closely related. The only synergy that's really there is the "2 dmg must attack" and "Destroy creature that was dealt damage". The steal creature abilities are redundant. Lastly, your new walker shares 2/3 colors with your original walker. The challenge was to make a walker that's a dance partner and also different colors.
Verdict: 1st: Emocakes 2nd: Jimmy Groove 3rd: Socrates
Prophylaxis - Didnt post?
Socrates - Ok, let me start by saying that i like your card as a stand alone. I do not like how all the costs of the card and you first planeswalker were mirrored, it feels gimmicky. Second, it feels like your card was specifically designed for your planes walker and only your planes walker and at the same time they occupy the same cmc in two other colors so it would be difficult to cast them in the same deck, this problem is exacerbated when the strategy used to effectively cast these to is contradictory to the deck that they belong in. I feel like you should have made your card one color, green. So, if i take the card by itself and ignore how it fits with you first planes walker, i am 100% percent in love with the plus ability and the ultimate. However, I loath the the second ability. The reason why is that on turn four if i play this card the effectivness of the first ability is limited by the fact that few if any creatures will or did come into play, so i want to use the second ability. The problem is that the second ability is situationally helpful and can actually hurt you more than it helps you if you try to use it. A planeswalker needs an ability that you would always want to use even if its not very helpful and this guy doesnt have that.
Emocakes - This card and your planeswalker fit together like a strange jagged puzzle pieces, which isnt a bad thing. I think the cost and color of your card are a little off two 3/3 at 4 drop and then some is a bit much for me. Also i dont like how the first and last abilities are white and the second ability is completely green, there is no green white ability which i feel is almost an obligation for a multicolored planeswalker, im not saying that it is a requirement, just that you need a good effective reason for not doing it. Also the last ability feels like a week version of elspeths instead of its own unique ability and the fact that it uses absorb is a big negative not a positive.
Arcel - I like this, not love like. It works great with your first planeswalker, but they together dont really fit the primary strategy of red white and blue, but its not exactlly not what those colors do either. ( the way these work together feels more green white red, except for the whole flying thing.) I dont like his ultimate and i think his three abilities work too well together almost cooky cutter and planeswalker shouldn't feel that way. Overall great work.
Atogaholic - Im going to step aside and say that your first planeswalker possed many problems for your current round assignment, his abilities are parasitic against himself and because he has almost no use outside of helping you attack your opponent, it pigeon holed you., so im going of the idea that the first cards was a wizards printed card and you were trying to complement it. The obvios color choice to work with your first planeswalker would have been black or green, i like that you tried to not go with the obvious choice, but the obvious choice isnt always bad, would have given you trample and death touch. I see how you tried to use blue white to complement you guy, but even taken as a stand alone there are problems. First, why does my dove not have flying and why is it a dove and not a bird. The second ability is interesting but it feels clunky and i dont like how it doesnt protect but is pure agression in many ways the ability could have gone on a black blue planeswalker. The last ability feels like a mix of the blue and white duplication cards and the green duplication cards, and i dont like the idea of a card puting a token copy of tokens and normal monsters in play that isnt targeted it feels out of place. Overall, I think you could have made a better version of this card in green.
Silence_dais - Your card falls within you first planeswalkers color identity, if you want me to tell you what i think about it pm me.
Flabort - didnt post?
Top 3:
Door number one: Jimmy Groove
Door number two:Arcel
Door number three:Socrates
( Everybody was making me think about green today)
( If anyone thinks ive gone crazy or just missed someons post please pm me.)
My last walker is the first thing in my post for this round, quoted from last time, sooo... I mean, you finished your critiques and I won't ask you to redo them, but this just rubbed me the wrong way and I couldn't not respond.
Ah, dude, my bad, I forgot to check for quotes. Everyone else had them in spoilers or links, so when I didn't see one I just didn't think to check. I'll reedit my rankings and comments, my bad dude. I was going to do it anyway if Proph or Flabort happened to make it in here before judging closed.
EDIT: Fixed. I had already critiqued the card by itself, so critiquing the synergy wasn't hard at all.
Thank you. I do appreciate it. I hope my earlier post didn't come across too mean.
Also, I reserve the rest of this post for top 3 at least, and critiques if I can get to them.
Marr965: The +1 ability feels overpowered alone, even forgetting your signup walker. It shouldn't hit players. The second effect is in no way red at all. The ultimate is super underwhelming and doesn't go with either of the other abilities. Overall, kind of a poorly-costed jumble. I'm just not seeing it, here.
themghtymonarch: This is somewhat good, though it's unfortunate that the only green part is the saprolings while the rest feels RU to me. Decent synergy. I don't have much to say, but this will likely top-3 for me.
Vertain: This guy is much more interesting on his own than as a synergistic pair with your signup card. I like it as a standalone card, but not in the pair, and there's not much more I have to say. Both caring about lands doesn't necessarily make them play well together.
AEthermage: Another potentially superpowered + ability. This + any eldrazi legend = 2-turn win. Again, should not hit players. The middle ability I like for its synergy and just alone. Sadly, underwhelming ultimate. Synergy is fine, but not enough to redeem the flaws of this.
swishh: So unless you can protect this for a loooooong tiime, you're using it almost exclusively for its middle ability, which is pretty powerful, especially in mono-red. That said, the color-intensiveness of this walker for a + ability that might never get to do much of anything is disappointing. I see the synergy, but this walker just feels like a big miss for its mana cost.
queensauce: The synergy of the first ability with your old walker is good, but the lact of synergy of Kila's 2nd and 3rd abilities is frustrating, as is the lack of synergy between Mortifax's middle ability and Kila's ultimate. Also, Kila does not feel like it has a unifying principle.
TOP THREE:
1. Vertain
2. themghtymonarch
3. queensauce
No no, you have a right to be upset a bit. I had a similar situation round 1 I think, I just let him know about it and it's all good. Sorry dude.
Good synergy with your entry planeswalker. The emblem ability is a little convoluted, though.
The synergy is good, but its utility is pretty low. Its 'finale' ability is also pretty weak/non-existent.
The synergy with your entry planeswalker is there, but it all feels artificial and lacking on the elegance side.
The synergy between these planeswalkers is second to the fact that their abilities, especially the finales, are very powerful - they have synergy with everything. Omniscience has just been made a card; it shouldn't be a planeswalker ability too.
This is what a BG planeswalker would probably look like. I don't know if its necessary to put that ability on an emblem, but it works. Not much synergy between the planeswalkers, though.
1. Random_Nation
2. Link
3. Koopa
2. Icarael
1. Profani
void_nothing - Couldn't find submission. If there is one, point it out to me and I'll update.
ANThroplasm - Couldn't find submission. If there is one, point it out to me and I'll update.
Link - Well balanced for a 5-cost walker, and it does have great synergy with your previous walker. I have only 2 minor concerns. The first is that a couple of the abilities are kind of meh without your other walker. The second is that the [-2] ability is perhaps a bit too explosive. Even without any of the other things going on it basically adds 5+ mana.
Koopa - This card is amazing. The power level is really high but it seems easy enough to stop because it has small amounts of loyalty counters. Sadly it has basically no synergy with your other walker. Your original one is all about adding G to your pool and your new one is about instants/sorceries (which is very UR). Also the ultimates of each really don't work at all together.
Icarael - It works well(ish) with your other walker and I really like the first ability. The second ability reminds me of Geth, Lord of the Vault and is fair for the cost. The last ability is kind of clunky because it's the only Yawgmoth's Will that exiles only the stuff you played from the yard. Also this card wants there to be creatures being put into yard whereas your other walker wants it to all be instants/sorceries.
Profani - Flavourful, and synergistic. It starts out small enough that using any of the minus abilities gets you an advantage at the cost of the walker dying. I also have a soft-spot for self-mill things because they allow you to do so many different things.
Random_Nation - Seems a bit overpowered to me. The ability to protect itself is the greatest asset for a planeswalker and this protects itself multiple ways, all while generating card advantage. Deathtouch on the tokens AND being a 3 cost walker pushes it over the top. It seems like a mix between Liliana of the Veil and Garruk, the Veil-Cursed without the downsides of either. It also doesn't have any synergy with your original walker.
2) Link
3) Icarael
[critiques]
Top 3
. Ninja Caterpie
. Erimety
.ced395
Critiques response/explanation/too much time on my hands.
So the biggest complaint to my card in the critiques thus far is that they don't see the synergy, and I'll admit it's not as obvious as other entries this round but it is there. So i broke down both planeswalkers and what they do, as well as what they do together in order to shed some light. if you don't care about the card breakdowns skip to the last spoiler
Much like the flavor for this round the two planeswalkers I have are all about tempo.
Narada slows things down:
[+1] Put a 1/1 black Spider creature token with deathtouch onto the battlefield.
Small yes but effective, good as either an early blocker to ward of attacks or as a attacker with the added threat of being able to kill that which it touches.
[-2] Target player sacrifices a creature, they gain life equal to it's toughness.
Player got an early heavy hitter on the field? Well fear not because if you’ve been cleaning out the smaller creatures with your deathtouch spiders, they sacrifice it, sure they gain a little life, but with those spiders still raring to go on your turn you can make up the difference back. Or if you;ve been hit by some major burn sacrifice your own creatures to beef up your life and keep you in the game.
[-6] You get an emblem with “Whenever an opponent casts a creature spell, put a -1/-1 counter on each other creature they control.”
Now your opponent each turn is force to choose between playing a creature that will either weaken or kill their other creatures or let their turn pass and wait for a better opportunity. Meanwhile if they do play creatures it creatures their small creatures die,and their medium creatures get weaker.
Emeric speeds things up:
[+1] Switch target creature's power and toughness until end of turn.
Living up to his name this little trick can be used to either buff up your own creatures for some extra power(switching out their higher toughness for weaker power) or weaken opponents creatures to pick them off easier.
[-2] Draw a card, then deal damage to target creature or player equal to the number of cards you've drawn this turn.
A fun little number that allows you to draw a card and deal two damage to a creature or player, more if you throw a few draw card instants before hand, and best of all seeing as it’s a planeswalker ability it’s counter-free damage you can take to the bank.
[-6] You get an emblem with “Whenever an opponent draws a card,you may deal 1 damage to that opponent."
Every time an opponent draws a card you can ping them for 1 damage. Small in scale in the long run, but it turn every draw card you have in your hand into a burn card as well.
But as we all know
It takes Two to Tango:
Now lets see how things work if you have both of these two in play, let’s say for maximum what-if coverage that you've also got their emblems but haven’t blown them up to do it.
Your turn:
a) you can use Emeric’s +1 and Narada’s -2 to get an opponents creature out of your hair, and rob them of its juicy toughness.
b) Use Emerics -2 to lob some free damage if they’ve got enough blockers to stymie an attack and get some more cards
c) Swing with however many 1/1 deathtouch spiders you’ve produced at this point and score some major damage or clear up the field a little bit. Make more with narada’s +1
Opponents turn:
They draw, they take damage
They play a creature all their others get weaker/they can be made to sacrifice it if it’s their only creature next turn.
Creatures they attack with can be blocked by deathtouch spiders (assumingyou didn’t all-out-swing previously)
…and if they do nothing, their hand gets bigger and eventually they are forced to discard.
Repeat.
In conclusion:
Initially I had other versions of narada that had more obvious synergy (having a discard effect to go with Emeric’s draw effect) but that seemed to easy and instead I went with a planeswalker that could handle herself and only got better with my signup planeswalker thrown in the mix.
Together these two form a whirlwind of death and control, and it get’s worse if you add in some draw spells, land ramp, or even some proliferate and infect into the mix. These two are great apart and deadly together, you just have to dig a little deeper to see how it works. Hopefully that cleared up any misunderstanding in how they synergize.
Disclaimer: of course while this makes sense to me, not everybody plays the same way, so if you've seen this and still think there's no synergy and I'm just talking out my ass...so it goes...you can't win em all.
The Anabyn
Stay Hungry My Friends....
1. themightymonarch
2. swishh
3. Aethermage
Sig & Avvy by Disappointing Signets Inc.
CCC&G BRAGGING RIGHTS
Mafia Statistics
I collect pacifism: 228
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Club Flamingo Wins: 10
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EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
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