CW01: Civic Virtue Charm
CU01: Avid Scholar Charm, or Scholarship Charm
RW01 adapted from "People's Revolt" by Kharg
RB01 adapted from "Vast Riches" by Kharg
RG01 adapted from "Back to Nature" by Kharg
I love charms, and while looking at the white one in your skeletong, I thought it would interesting if each one told a little story, by virtue of the order of the effects. For example:
Here's what I've come up with for the other charms:
The green one was a little tricky, because from Devon's Utopia pages it doesn't seem he has fleshed out what Green looks like on Utopia. My take on what he wrote there is sort of a society very close to the 'Native American' style tribes of the Great Plains, where life revolves around reverently hunting big beasts, etc.
I think this servers as a particularly elegant take on charms, where each Charm encapsulates a day in the life of an average Utopian of each color, rather than just having charms for charms' sake.
Ooh, that's interesting!
The storytelling is a very cool twist, it takes my "these are typical Utopian Black activities" one step farther. The abilities may need a bit more work, but the template is great.
The storytelling charms are fantastic idea.Not feeling the invaders at the moment- I do like destroy triggers for invaders though but it leaves W/U in the cold.Only real W/U abilities I can think of are tapping (not invadery enough) or bounce (much weaker flavour than destroy).Could do a Dovescapey type counterspell making aggressive tokens but would throw off the costing completely.I would suggest:For W/U invader:Return target permanent to its owners hand if you control another invader. It's a bit weaker on flavour but if you name the invader something like "Tactical" which is very U/W you can get away with it and letting it hit any permanent type makes up for the lack of destroy.Kharg
The invaders need to lose the "if you control another invader" clause. It makes them difficult to use in Limited. And it's fine for uncommons just to have a solid etb effect without any restriction.
I think you're correct that they need to cost 4.
Finally, I would tighten up their abilities some - instead of adding an "or" effect, you might consider a secondary effect/ability. So RG invader becomes "When CARDNAME etb, destroy target artifact. CARDNAME deals 2 damage to that artifact's controller." For BR, just use a Nekrataal - first strike, deal damage to/destroy target creature. For UW, maybe flash, when etb, draw a card?
Daniel, the point of the invaders is for them to be a "use us together" linear tribe in Limited. Players aren't supposed to throw them into regular peaceful Utopian decks if they can help it. Think of them as like Slivers or Allies.
I said it on the comments page, and I'll repeat it now, I like the win the game cycle.
1) I LOVE the new red one, great job with that
2) I think the black one was better before, gold is sufficiently rare that 10 is high enough
3) Green one has yet to change, since it is the most elegant of the cycle so far. Keep this as is.
4) I like where you are going, but I still don't think that this works. Might I suggest "If you have more cards in your hand than in your library, you win the game."
5) The white one is still bad. Unlike the others, it screams WIN MORE!! If you have ten more creatures than any opponent, the game is already over. Maybe, you want to go the other way "If your opponent has at least 5 creatures and you are still at full life, win the game."
On the invader cycle, 1) They should all cost 4 (this will make the R/G one not overpowered, and actually similar to goblin ruinblaster. 2)the W/U one should blink, which seems good with the other invaders.
I disagree with FanofFans, I think the white win condition SHOULD NOT rely on your opponent having 5 creatures. Too big a hoop compared to the others. It could gain a mana, though; I know that it's the easiest for your opponent to interact with, but 10 creatures is still easier than ending the game in a draw or amassing all that gold when gold is only in 1-3 sets. The white/blue invader would need flash for a lot of his possibilities - countering, bounce, tapping, or shielding another of your creatures in a way the invaders wouldn't, like 'target creature becomes indestructible and unblockable until end of turn.' I think these guys need a military, possibly alien flavor to contrast with the rest of the world. Maybe the 'Commando' cycle would be a good name.
I agree that white win condition is weak.Instead of los of creatures- maybe focus on the harmony aspect of white- like
As for blue charm I'm thinking what story would a blue Utopian tell and I'm lead to one thing- how research and knowledge improves their lifes so:
The blue charm could return target token creature to its owner's hand (which is not quite the same as destroying it).
Study Charm U
Choose one - Draw a card, or untap target creature, or each opponent reveals their hand and the top card of their library.
Granting flying is also an option, but the flavor is a little weaker. I like the last ability - in single player, it's a weak Spy Network, but in multiplayer it lets you put an early spin on board politics. All without adding unnecessary words to the card.
No story here, just three abilities that a blue Utopian might do. Stop spells that might do harm, stop creatures from doing bad things, or study.
Palpable, 12 Dec 2010
Blue alternate win condition: having 15 cards in your hand.
(eve_prime posting for Art M; contributed in person 12/9/10)