The off-color levelers were very popular. People liked them because of how powerful they were, and that they were easy to pick up pretty late in the packs because it was unlikely anyone else was in your color pair. This was especially true for the enemy colored ones. One of my friends drafted two or three Adventurous Turtles in a blue/green swallow ramp deck, and they closed out many of her games for her. Another guy had the same case for a really good green/black deck where they picked up The Abyssal City and a few Outcasts of Lua Atoll.
The Adventorous Turtle is actually very good. People in my playgroup didn't pick them even if they were in those colors. They need to be punched in the face! Since you liked the enemy colored once, I won't replace them, also because I like the turtle so much. But the Outcast of Lua Atoll could get a buff, it's just so 'meh'.
The lord cycle was pretty powerful. We had the elemental, merfolk, and naga ones pop up. The elemental one was a powerhouse, the guy who grabbed that was able to draft a really strong red/green deck that was able to hold down the board really well just because of the number of fish he had. It's definitely a must-kill if you come up against it. The merfolk one was played in a really cool leveler deck. It gave the deck some late game longevity with the card draw and fit nicely because of the number of merfolk levelers. The person playing that was even able to do some artifact stuff because they picked up like four Voyager of the Depths and a number of talismans. The naga one was just thrown into someone's sideboard because no one was into the blue/black deck that draft.
The merfolk lord is the best one design wise. The others are fine, but they should be more streamlined, especially the mermaid (nixie) one.
One guy wants more support for sharks. However, in the draft he went red in, the guy to his left was also in red so that could be why his red stuff was a little lacking in power level.
Red appeared to be the best color in our drafts, so I currently don't plan on giving them more juice.
[spoiler=EDIT: drafted again tonight, more notes]
Only had three people this time.
Surprisingly everyone went three colors (and for the R/B/U person almost four) this time around. Made for some interesting and unexpected decks. I'm still curious how making Admiral's Effigy a color filter would affect the environment. That would put the Effigy, Melodious Pearl, and Ornate Temple all at common for color fixing. Might encourage more splashing/taking on a third color.
That's to be expected when you draft only with three people. The decks get really bad and you must spread into more colors. I suggest drafting with four boosters if you're drafting with four or fewer people.
Enemy color levelers were at it again today. This time it was the R/U one literally taking entire games.
The Red/green one was also a favorite. Noticed it today, but thinking about it, it also popped up quite a bit yesterday too.
It feels like Drowned Geist doesn't do enough, or that its cost of activation is too high. If you're shooting for synergy with "number of tapped creatures matter" effects, it doesn't seem like there are enough of those to enable the geist to have a big use there.
It's a card I also not particularly like that much, but I don't know exactly what to change. Power level wise, it's definitely fine.
I've read your critiques, and I'll think about it. I'll propose some changes over the weekend and we can discuss them!
Thanks again!
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
As it's been discussed here, mermaid is too close to merfolk and I'll be thus exchanging the type with nixie.
The Adventorous Turtle is actually very good. People in my playgroup didn't pick them even if they were in those colors. They need to be punched in the face! Since you liked the enemy colored once, I won't replace them, also because I like the turtle so much. But the Outcast of Lua Atoll could get a buff, it's just so 'meh'.
Fair point, but white needs to be more designed better to support both themes then.
Made a new white common that should be good both in melody decks and in duet decks.
The critique I got from my playgroup is that there are enough "artifacts matter" cards but not enough artifacts. I added one more artifact at common.
The merfolk lord is the best one design wise. The others are fine, but they should be more streamlined, especially the mermaid (nixie) one.
Red appeared to be the best color in our drafts, so I currently don't plan on giving them more juice.
Noted.
I'll keep it in mind and maybe I'll add another fatty, maybe in the green/white hybrid slot, but I don't want to make any changes right now.
That's to be expected when you draft only with three people. The decks get really bad and you must spread into more colors. I suggest drafting with four boosters if you're drafting with four or fewer people.
Enemy color levelers were at it again today. This time it was the R/U one literally taking entire games.
The Red/green one was also a favorite. Noticed it today, but thinking about it, it also popped up quite a bit yesterday too.
It's a card I also not particularly like that much, but I don't know exactly what to change. Power level wise, it's definitely fine.
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!