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6 months ago  ::  Dec 13, 2012 - 9:19AM #1
alan2here
Date Joined: May 17, 2012
Posts: 829
edit: corrected

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Planeswalker
+6: Two target creatures must attack ~ this turn if able.
+3: Up to 4 target creatures must attack ~ this turn if able.
-2: You gain 2 life, put a 0/6 wall creature token into play with defender.
-3: Double the number of loyalty counters on ~. (after paying this abilities cost)
Loyalty: 4

2nd design:

Planeswalker
+3: You gain 2 life.
-2: Put a 0/6 wall creature token into play with defender.
-4: Until the beginning of your next turn, up to 6 target creatures must attack ~ if able, double the number of loyalty counters on ~.
Loyalty: 3
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6 months ago  ::  Dec 13, 2012 - 9:35AM #2
bay_falconer
Date Joined: Oct 12, 2010
Posts: 9,710
I don't even know where to begin with everything wrong with that templating:

1) Planeswalkers don't attack or block.
2) Plainswalker . You can hose them with Great Wall . Seriously.
3) The usual template is "ability to gain loyalty that also does something weak but can be done every turn, ability to lose loyalty that's more specific, game-winning ability that costs much more than the starting loyalty".
4) No walker at three mana would have six loyalty.

Jun 27, 2012 -- 12:04AM, GM_Champion wrote:

Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.


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6 months ago  ::  Dec 13, 2012 - 9:40AM #3
alan2here
Date Joined: May 17, 2012
Posts: 829
Thanks. I've fixed those things. Planeswalker and Plainswalker are horribly similar spellings, I know I've been caught out here before.

I'm sort of going for, prevent creatures attacking the player by making them attack the walker instead, I think this is now as I meant.

How is it now? I've also produced a 2nd design that should be better costs wise.
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6 months ago  ::  Dec 13, 2012 - 10:07AM #4
nukeshooter
Date Joined: Feb 6, 2008
Posts: 1,384
I've got to point out, then, how he makes creatures attack "this turn if able" but you can only use planeswalker abilties on your own turn. So... his first two abilities actually do absoluely nothing but give an absurb number of tokens.

And why is it only -2 for life and a badass blocker that will help keep him alive longer? No synergy and very cheap for a very good ability.

Sorry that my comments are harsh, I do kind of get the idea you're going for, but this planeswalker is pretty scattered and untemplated, so it really needs a facelift on its abilities before you can comment too much on power levels and such.

edit: I just saw that you edited as I wrote this. Slightly better in that it's at least templated correctly, but still there is a significant power level problem I would said. -1 for a huge wall is pretty good even if it has defender (that may be more my own opinion of power levels, but I would make it -2 or -3), and the ultimate still has the problem of not actually making anything able to attack him because it's only used on your turn.

Overall take a look at other walkers and balance the power of this one. For instance, at the very least, he needs to cost way more or have way less potential for loyalty gain. Right now, costing cmc 3, 4 starting lotalty, and a +3 ability makes him crazy strong. On turn three you can have a 7 loyalty walker with huge board control potential that (should) control attacks and craps out cheap walls. You'd need to change at least one aspect, for instance a 5+ cmc, make the first ability +1 or 2, or make him start with around 2 loyalty. But all three of those factors together is too much.
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6 months ago  ::  Dec 13, 2012 - 12:08PM #5
alan2here
Date Joined: May 17, 2012
Posts: 829
Cool, thanks for editing in the extra info.

I've made it start with 1 less loyalty and the wall ability cost 1 more.

It currently takes 3 uses of the first ability before the third (if I can find a way to reword it that is) can be used productively.
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6 months ago  ::  Dec 13, 2012 - 12:14PM #6
nukeshooter
Date Joined: Feb 6, 2008
Posts: 1,384
Better now, a bit more balanced.

I would either copy the wording of Gideon Jura, or perhaps "Until the beginning of your next turn, up to 6 target creatures must attack ~ if able". This allows actually for more flexibility than Gideon's ability, as you can call out particular creatures without forcing "heavies" to attack, and the ability actually targets the creature so in multiplayer you can call out different player's armies. So actually congrats on finding a cool tweak in design space.

I don't really know if doubling the loyalty counters is strictly necessary on the ultimate as it has +3, but that's more of personal preference if you can make the wording work, so feel free to ignore this comment
Decks Show

Bloody Fangs
Gossamer Inferno
Population Explosion
Survival of the Fittest

The Indomitable Doran, the Siege Tower
Sacrificial Swarm Savra, Queen of the Golgari
Boundaries Karador, Ghost Chieftain
The Grand Puzzle Niv-Mizzet, the Firemind
Infinite Evolver Momir Vig, Simic Visionary
The Return Sedris, the Traitor King


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Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

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6 months ago  ::  Dec 13, 2012 - 12:21PM #7
alan2here
Date Joined: May 17, 2012
Posts: 829
Your comments are most welcome, the new wording has been inserted.

Without the doubling being part of the 3rd ability, every other turn you would be vulnerable, it would also only be possible to defend against small creatures because the first ability only gives 3 loyalty when used.
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6 months ago  ::  Dec 14, 2012 - 11:37AM #8
bay_falconer
Date Joined: Oct 12, 2010
Posts: 9,710
Still weird. with the +3. You'll notice +3 planeswalkers tend to be really expensive .

Jun 27, 2012 -- 12:04AM, GM_Champion wrote:

Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.


----
Autocard is your friend.

[c]Lightning Bolt[/c]
= Lightning Bolt
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