Community

 
Jump Menu:
Post Reply
Page 7 of 11  •  Prev 1 ... 5 6 7 8 9 ... 11 Next
Switch to Forum Live View 04/13/2012 LD: "Walk For Two"
1 year ago  ::  Apr 13, 2012 - 10:24AM #61
JasonPaul601
Date Joined: Apr 8, 2012
Posts: 2
You know, most of the time I'm willing to look at cards you offer and try to think outside the box, but I'm having a very hard time justifying a use for this guy in any deck I have.  I won't get into his abilities all that much, and just focus on the thing that's been bugging me.  He's a two mana planeswalker, but the question I keep asking myself is "Do I want to play him on turn two?"  The answer to that is "no", as there isn't a situation where playing him on turn 2 seems like a good play, especially with Delver of Secrets running rampant in the current Standard.  Late-game I could definitely see him having some use when your hand is full of lands you don't need.  Don't like a card you drew?  Grab another with Tibalt.  You've got nothing to lose in that case.  But in turn 2, his +1 seems way too dangerous to throw around, even in a Burning Vengeance deck.

I know you're experimenting with things when you made this guy.  It's unfortunate that when you experiment, you either make cards that absolutely break the game into little pieces (Jace, the Mind Sculptor), or you make cards that are hideously underwhelming.  This guy falls into the latter camp.

Oh well, at least we've still got Tamiyo.  I could definitely see her doing some horrible, horrible things in Delver decks. 
Quick Reply
Cancel
1 year ago  ::  Apr 13, 2012 - 10:31AM #62
Xactiphyn
Date Joined: Apr 19, 2005
Posts: 78
They'll either be a deck for this guy or not.  If there is, though, he will be a four-of in a deck that wants to fill the graveyard and feel overpowered.

The sad thing for me, though, is he is incompatible with Miracle.  I hate the Miracle mechanic in Blue, where it just becomes overpowered and wastes more game time with deck manipulation, but love it in Red, where the player wants to live off of top decks. 
Quick Reply
Cancel
1 year ago  ::  Apr 13, 2012 - 10:31AM #63
RedKutai
Date Joined: Jan 11, 2010
Posts: 60
I rather like this guy; I won't pretend I'm a major competitive player, but I don't think he's quite as discordant as he's being made out to be.

Firstly, the two-mana thing seems pretty big on its own; on the play, that means he comes down before  Mana Leak - but perhaps that's not as important as I think? I hear that the first ability doesn't 'protect' him as well as we've come to expect, but in the decks he'd be used in shipping away lands in exchange for more burn spells certainly sounds like some decent protection to me. Sure, there's not much synergy between his first two abilities, but there's not intended to be; that's just how you bide your time as you threaten the last two abilities, which synergise pretty well. His second ability encourages your opponent to commit to the board; the third one punishes them for doing just that. Your opponent will either have to ignore him and play their own game (which he can punish, regardless), or try to play around him by half-committing - and any card that forces your opponent not to play the game they want to, is certainly worth its weight.

I understand the fragility concerns, but the decks he'll work in are the ones that can turn his +1 into protection; burn decks primarily, and especially those that are using flashback. He doesn't 'protect himself' like some other Planeswalkers, but he does offer the opportunity to put his protection in your hands (quite literally); for the decks that can do that, I suspect he'll make an impact...
Quick Reply
Cancel
1 year ago  ::  Apr 13, 2012 - 10:51AM #64
WTFsenseiLOL
Date Joined: Aug 30, 2011
Posts: 16
Red is a color mostly known for its aggresiveness. This planeswalker doesnt play at all into that area of red as he doesn't put any real pressure.  I don't think he is playable in Control either because discarding the wrong card at the wrong moment can lose you the game. I dont think he could a home in combo either. Combo decks can't reliably protect him, and the benefit he gives is way too low to be worth a slot... for combo he is like a Merfolk Looter... but worse. On mid range decks he might shine, though. If you don't believe me, please entertain the following mental experiment :D

If you play him on a mid-range deck with solid 3 and 4 drops and some solid spot removal he might be able to reach 6 loyalty when the board is stalemated (best case scenario). But even if he reaches 6 loyalty on an empty board, the opponent is pretty much f'ed up, so long as you can resume the pressure, so your opponent can refrain from playing creatures . Even though this planeswalker is costed at two, he is designed and developed to fit on decks with a mid-range plan. This card's design is tricky! I don't think he is as bad as you guys may think at first. Also... he totally ****s up control if you are on the play :D You just let him stay there filtering cards in your hand, without giving the control players any targets on which to cast his cards (until he casts a titan and kills you D: but hey! no plan is perfect!)

But guys, don't let this guy's classy looks deceive you; don't judge him until you actually play with him. He might pack much more of a punch than you may think at first.


Also! Time to take a shot at my own 2 mana planeswalker :D





RR   Arrikh, The Coaltreader
Planeswalker  - Arrikh
+X: Until end of turn Arrikh becomes an X/X red creature with Trample,  Haste, and "this creature must attack each turn if able", where X is equal to Arrikh's Loyalty counters.
 0: Sacrifice a creature. Arrikh the Coaltreader deals damage equal to the sacrificed creature's power to target creature.
-12 Put a 3/1 Elemental creature token with trample and haste into the battlefield for each creature card in your graveyard. Exile those creatures at end of turn.

Starting loyalty: 1



Im currenly trying to word him in a way that wont make his power and toughness adjust mid-combat. I'm not sure if this wording works with the current rules D:

I hope you like him :D He is supposed to be a Lorwyn - Styled fire elemental whose spark ignited while he unleashed his fury against a society who always ostracized him for being (shy, ginger, fat, smart... im not a part of creative >.>) His fury is all consuming and waiting to explode. He travels the multiverse forging unholy alliances with demons and devils, trying to shape this world in fire and brimstone.

Edit: I changed the planeswalker like 5 times. His ultimate stayed the same but originally, his +1 dealt 3 damage to target player, he had a -1 that flinged a creature. Then i tinkered with a +1 that let you play a cheap creature card from your hand for free with haste, a +0 version 3 damage to target player, a 3/1 token generating ability (not that exciting, and probably overpowered), and lastly a -1 discard a card at random then draw a card effect. Originally, his +X ability was a +2 ability. The power and thoughness was still equal to his loyalty counters.

Quick Reply
Cancel
1 year ago  ::  Apr 13, 2012 - 11:01AM #65
Flyheight
Date Joined: Jan 19, 2010
Posts: 1,124
I'm gonna take a whack at making a deck with this guy with just what we know so far:

Devils' Shrine of Vengeance:

4x Vexing Devil
4x Faithless Looting
4x Desperate Ravings
4x Tibalt, the Fiend-Blooded
4x Shrine of Burning Rage
2x Devil's Play
4x Burning Vengeance
4x Volt Charge
3x Koth of the Hammer
3x Charmbreaker Devils

Lands
20 x Mountain
1 x Island
3 x Evolving Wilds


It probably sucks, but eh, he fits.  I went ahead an put in 4 Tibalts b/c each one probably won't live very long on average.  Koth is there to throw rocks at peoples' faces.  Including Tibalt I have 12 digging effects (8 of which can have a second use) to find some combination of a planeswalker, a Shrine, a Burning Vengeance, or a Charmbreakers.

Thoughts?
********************************************************************************************************************************************************************************************
From Mark Rosewater's Tumblr:

the0uroboros asked: How in the same set can we have a hexproof, unsacrificable(not a word) creature AND a land that makes it uncounterable. How does this lead to interactive play?

I believe I’m able to play my creature and you have to deal with it is much more interactive than you counter my creature.
********************************************************************************************************************************************************************************************
Post #777
Quick Reply
Cancel
1 year ago  ::  Apr 13, 2012 - 11:58AM #66
Belzebozo
Date Joined: Oct 17, 2010
Posts: 30
I dig it, myself. The artwork rocks and the abilities are interesting and can't just be thrown into any deck. Well done, I say.
Quick Reply
Cancel
1 year ago  ::  Apr 13, 2012 - 12:02PM #67
Xactiphyn
Date Joined: Apr 19, 2005
Posts: 78
Making our own versions is fun.  I tend to go with themes.

Burndy version:
+1: Tibalt deals 1 damage to each player
 -1: Tibalt deals 1 damage to each creature
 -6: Tibalt deals 6 damage to target creature or player
2

Hasty version:
+1: Put a 1/1 token with haste on the battlefield.  Excile it at end of turn.
 -1: Target creature has haste until end of turn.
 -X: Put X 1/1 tokens with haste on the battlefield.  Excile them at end of turn.
2

Cardy version:
+1: Draw a card then discard a card at random.
 -1: Discard a card at randam and draw a card.
-10: Discard your hand and draw 7 cards.

 
Quick Reply
Cancel
1 year ago  ::  Apr 13, 2012 - 12:56PM #68
AH_MaclimesZero
Date Joined: Feb 8, 2006
Posts: 439
Here's the problem with Tibalt: It's not that he's bad for a two-mana Planeswalker. As a two-mana Planeswalker, whatever, it will work.

The problem is THAT he's a two-mana Planeswalker.

Planeswalkers are supposed to be these wildly awesome wizards that can dance between worlds and command phenomenal power.  They should always be cool, always be awesome, even if it's in a very limited setting or deck.

The very concept of even trying to make a 2-mana Planeswalker is what's flawed, not the card itself. No Planeswalker should EVER be truly, mathematically weak. That's what 2-mana cards are: Second from the bottom when it comes to weak. If he's that weak, how did he ever become a Planeswalker in the first place?

Now, I can totally see the idea of a 2-mana CREATURE that one day gets a more expensive version of him as a Planeswalker, like he evolved and grew.

Planeswalkers hold a special place in our heart, and in our decks. They should be treated like such. 
Quick Reply
Cancel
1 year ago  ::  Apr 13, 2012 - 1:14PM #69
Nyktos
Date Joined: Oct 11, 2007
Posts: 3,343
Man, I saw this guy and I was all "OMG AWESOME I WANT FOUR".

And then I noticed two words.

"At random."

Oh well.
blah blah metal lyrics
Quick Reply
Cancel
1 year ago  ::  Apr 13, 2012 - 1:57PM #70
DeEer
Date Joined: Oct 7, 2011
Posts: 108
i guess for flavor: he should be Black and Red and holding some kind of contract in one hand and a little fire in the other:
+1: draw a card, then discard (i think the random can be removed, since the cost is now BR)
-3: sac a creature, deal damage equal to power to target creature or player, then gain life equal to the damage dealt
-6 pay 4 life: target player must sac 4 permanents 
start with 2


this will probably be a little overpowered, but i think it sounds a lot more like a devil
Quick Reply
Cancel
Page 7 of 11  •  Prev 1 ... 5 6 7 8 9 ... 11 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing