Moreso from a mechanical perspective than a powerlevel- but hey, I have a habit of unbalanced design as I often look at things from an EDH multiplayer perspective.
Here are a few cards that I've come with- again designed to be played in casual EDH games with friends and family-
I like the first alot- dunno how good it is... but the second one- meh.
And a bonus third. Its a bit off the wall... so be nice.
When playing Commander, before you add a card to your deck, you have to ask yourself: "Is this card better than Rings ?" If you play commander and don't have your deck[s] in the Decklist Compendium, maybe you should. Or if you're new or looking into the format, the compendium has some good advice for beginners as well as decklists.
The main issue I have with the first one is the 0 Casting Cost. Basically a hand full of counterspells and land will get you to about turn 5 easy-breezey which puts his loyalty at 16, making him either a tutor a turn (more counterspells) or 1 turn away from you win. He needs a casting cost. If he had a casting cost, he'd be a bit more balanced.
The second one's abilities are all too powerful.
ATTENTION WIZARDS OF THE COAST: You have full rights to use any of my intellectual property found on these boards (I'm not going to use it and it'd be a shame to waste it). -Dr. Stinkyjoeterry, Ph.D.
The main issue I have with the first one is the 0 Casting Cost. Basically a hand full of counterspells and land will get you to about turn 5 easy-breezey which puts his loyalty at 16, making him either a tutor a turn (more counterspells) or 1 turn away from you win. He needs a casting cost. If he had a casting cost, he'd be a bit more balanced.
The second one's abilities are all too powerful.
All of those are valid points... but power level wasn't my concern really.
Concerning the first: in an opening hand of 7 cards... how many counters and lands can you have to protect him? 3 lands three counters? If you're using your +3 ability you're not drawing more cards. If you're tutoring you're building slowly and will eventually slip up. The there are uncounterable creatures which would be played in a meta where this card saw print. But yes, it is a powerful card, which is why its 'Inevitable'.
But you've made me realize something. Avram the Inevitable should be -15: target players loses the game. The intent of the cards is to play them in casual EDH games, and auto wins in EDH aren't fun. Taking out a player is (copy with rings of Brighthearth!). And with -15 the walker may stick around to take out another player. I think that's a cleaner design.
The second one... was just boring. I was having some issues coming up with interesting abilties that actually set up a win condition (get a life total higher than your opponents, then the ultimate makes the combat phase a little tricksy for them). I also toyed with the idea of a Everlasting torment style effect that really stalled the game out for an alternate win condition- players may not gain or lose life... but in 100 card EDH where Coalition Victory is banned, your other win cons are more difficult. Poison counters maybe? Tunnel Vision?
When playing Commander, before you add a card to your deck, you have to ask yourself: "Is this card better than Rings ?" If you play commander and don't have your deck[s] in the Decklist Compendium, maybe you should. Or if you're new or looking into the format, the compendium has some good advice for beginners as well as decklists.
Unless I'm misreading the first one, it doesn't work the way you want it to. You want his first ability to end the opponents turn, right?, as I see no reason to be ending your own turn with a drawback on top of it. The problem is planeswalker abilities only work at sorcery "speed".
Another thing, and this is just preference, but I think the "You win the game" ultimate is a bit of a cop out. I'd much rather see an ultimate like Nicol Bolas where you know you won when it goes off, but your opponent still has a tiny chance of coming back.
I also agree about the casting cost, even to make it 1 colorless mana instead of 0. At 0 it just seems really really good as you can still do other stuff on your first turn.
All in all I think balanced the abilities and loyalty well but there are some formatting problems and the mana cost is iffy.
As for the second PW, I like it. Only change I would make is to make the first ability let your opponent choose the permanent to sacrifice. Otherwise its a freevindicate that gets around shroud, indestructibility and regenerate each time against each opponent - a bit too powerful. The lifegain could stay, but I would really make it your opponents choice, and even open it up to all permanents not just nonland ones.
Unless I'm misreading the first one, it doesn't work the way you want it to. You want his first ability to end the opponents turn, right?, as I see no reason to be ending your own turn with a drawback on top of it. The problem is planeswalker abilities only work at sorcery "speed".
Another thing, and this is just preference, but I think the "You win the game" ultimate is a bit of a cop out. I'd much rather see an ultimate like Nicol Bolas where you know you won when it goes off, but your opponent still has a tiny chance of coming back.
I also agree about the casting cost, even to make it 1 colorless mana instead of 0. At 0 it just seems really really good as you can still do other stuff on your first turn.
All in all I think balanced the abilities and loyalty well but there are some formatting problems and the mana cost is iffy.
As for the second PW, I like it. Only change I would make is to make the first ability let your opponent choose the permanent to sacrifice. Otherwise its a freevindicate that gets around shroud, indestructibility and regenerate each time against each opponent - a bit too powerful. The lifegain could stay, but I would really make it your opponents choice, and even open it up to all permanents not just nonland ones.
No it was meant to end your turn, sort of a "Find a use for this ability." Most times this does nothing other than end the turn, but it skip the end phase, and goes right to clean up, so any at the end of turn triggers are skipped until the end of your opponents turn. It might have uses with final fortune... but I'll have to check on that. The draw back is what you're actually paying to get the loyalty.
Its funny that you mention Nicol Bolas... I've had that go off a number of times at FNM... and no one has ever come back from it... though most of them won't concede! I've adjusted the final on the first one to target an opponent- Door to Nothingness style- for multiplayer usages.
Your comments on the Second- Those are the changes that I made! I looked at it and said, "That second power is rediculous, better tone down the first." I like giving my opponent the option of saccing a land to prevent the lifegain, as before it would have been easy to sac one of the tokens created by the second power.
I'll repost the changes. I like the input so far.
When playing Commander, before you add a card to your deck, you have to ask yourself: "Is this card better than Rings ?" If you play commander and don't have your deck[s] in the Decklist Compendium, maybe you should. Or if you're new or looking into the format, the compendium has some good advice for beginners as well as decklists.
"Take an extra turn after this one. At the beginning of that turn's end step, you lose the game."
Final fortunes oracle text- bolding mine.
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"End the turn. (Exile all spells and abilities on the stack, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)"
Time Stops oracle text.
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hmmm... Isocron Scepter+ Final fortune+ My Planeswalker = Mega Win?
When playing Commander, before you add a card to your deck, you have to ask yourself: "Is this card better than Rings ?" If you play commander and don't have your deck[s] in the Decklist Compendium, maybe you should. Or if you're new or looking into the format, the compendium has some good advice for beginners as well as decklists.
The first one's biggest issue isn't with the first or third abilities. The middle ability is so horribly broken that...well, Vampiric Tutor is played a lot and it isn't free or repeatable. If you manage to draw this in EDH, it's pretty much good game.
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I dunno. You have to use the first power in order to use the second. If you use the first, you can use the second to tutor up a card on the next turn- having skipped your draw step. But then the Walker is only gaining 1 loyalty a turn if you repeat the process... It certainly seems really good turn 1, but I'd like to play it a couple of time to see if its broken or just really good.
And by the way- Liliana is a Vampiric tutor thats repeatable without the lifeloss. This is a demonic tutor every other turn at the cost of no draw everyother turn. Maybe it needs a life loss for the tutor?
When playing Commander, before you add a card to your deck, you have to ask yourself: "Is this card better than Rings ?" If you play commander and don't have your deck[s] in the Decklist Compendium, maybe you should. Or if you're new or looking into the format, the compendium has some good advice for beginners as well as decklists.
I dunno. You have to use the first power in order to use the second. If you use the first, you can use the second to tutor up a card on the next turn- having skipped your draw step. But then the Walker is only gaining 1 loyalty a turn if you repeat the process... It certainly seems really good turn 1, but I'd like to play it a couple of time to see if its broken or just really good.
And by the way- Liliana is a Vampiric tutor thats repeatable without the lifeloss. This is a demonic tutor every other turn at the cost of no draw everyother turn. Maybe it needs a life loss for the tutor?
Well, there's a pretty big difference between this and Vess. Vess costs 5 initially and by the time she hits the board, there are likely enough creatures that she won't survive for more than one tutor. That, and the fact that Vess puts your tutored card on top of your deck rather than directly into your hand.
Werewolves Invade YMtC!: Town-aligned Rotworm Mass, Survived, Mafia Victory Heroes Mafia: Angela Petrelli, Town-Aligned Undercover Revengeful Mother, Win for Me, Mafia Victory Super Smash Bros. Mafia: Town-Aligned Mason, Survived, Town Victory Bear Mafia: Town-Aligned Vanilla, Lynched Day 1, Mafia Victory YMtC Mafia II: Henry-Stern, Town-Aligned Vanilla, Town Victory, Town MVP Time Fracture Mafia: Mafia-Aligned Nero, the Last Romulan, Lynched Day 3, Borg Victory Touhou Mafia III: Tenshi Hinani, Town-Aligned Vanilla, Survived, Mafia Victory, Town MVP Mafia 2010: Lynched Day 1, Town-Aligned Vanilla, Mafia Victory Dragonball Z Mafia: Goku, Town-Aligned Charismatic Townie, Mafia Victory Quarantined Mafia: Lynched Day 4, J. Walter Weatherman, Infected-Aligned Administrative Assistant, Mr. T (so basically mafia) Victory Glass Box Mafia: Killed Night 2, Icthys, Town-Aligned Networker, Town Victory Battle Royale Mafia: Killed Night 3, Zipperflesh and Dark Stryke Victory Scars of Mirrodin Mafia: Killed Night 3, Town-Aligned Charismatic, Mafia Victory Portal Mafia: Lynched Day 3, Test Subject #2, Mafia-Aligned Rolestopper, Town Victory (that was utter BS) Toxic Waste Mafia: Survived, Violet, Hive (Cult)-Aligned Powerless Taskmaster, Hive Victory PK Hatez You Mafia: Survived, Town-Aligned Goth, Mafia Victory Dreven City: A Wild West Mafia: Town-Aligned "Los Angeles" Reed, One-Shot Vig, Survived, Town Victory (just barely, major props to Just a Cleric) YMtC Mafia III: Killed Night 2, Mafia Victory Vampire Mafia: Mafia-Aligned Pander, Mafia Victory Touhou Border Collapse: Bill Cosby, Town-Aligned, Killed Night 1, Mafia Victory Harry Potter Mafia: Argus Filch, Town-Aligned Tracker, Lynched Day 5, Mafia Victory [Basic #5] Bandit Mafia: Town-Aligned Vanilla, Survived, Mafia Victory Borderlands Mafia: Town-Aligned Mason, Killed Night 1, Town Victory eBay Mafia: Mafia-Aligned, Survived, Mafia Victory Full Metal Alchemist Mafia: Alphonse Elric, Town-Aligned Mason, Killed Night 1, Town Victory Sunflowers for Ragnarokio: Lynched Day 3, Town/Just a Cleric/Tevish Szat/Faux-Razor Victory True Blood Mafia: Lynched Day 4, Mafia Victory My Mafia Diary: Skyhunter, Mafia-Aligned Emo, Survived, Flawless Mafia Victory Paper Mario Mafia: Blue Goomba, Town-Aligned Lover, Killed Night 2, Mafia Victory Small Town Mafia: Pigsticker Mafia-Aligned Coward, Killed Night 2, Caveman Mafia and Zipperflesh Victory Stuff on my Desk Mafia: Lotus Cobra, Town-Aligned Vanilla, Survived, Mafia Victory Order of the Chaos Rose Mafia: Lord Dagol Ji'Lovik, Town-Aligned Hypnotist, Mafia Victory, Town MVP Camp Crystal Lake Mafia: Ongoing A Certain Magical Mafia: Killed Night 1, Town-Aligned The Siege of Balignor Mafia: Ongoing, Killed Day 4 Mafia of Ancient Egypt: Replaced in for Murica day 2, Ra, Town-Aligned Charismatic, Town Victory, Town MVP Lord of the Rings Mafia: Replaced in for Dr Demento, Town-Aligned Mason/One-Shot Self-Doc, Town Victory, Town MVP Internet Stars Mafia: Town-Aligned Vanilla, Mafia Victory Mythos Mafia: Ongoing
I dunno. You have to use the first power in order to use the second. If you use the first, you can use the second to tutor up a card on the next turn- having skipped your draw step. But then the Walker is only gaining 1 loyalty a turn if you repeat the process... It certainly seems really good turn 1, but I'd like to play it a couple of time to see if its broken or just really good.
And by the way- Liliana is a Vampiric tutor thats repeatable without the lifeloss. This is a demonic tutor every other turn at the cost of no draw everyother turn. Maybe it needs a life loss for the tutor?
Well, there's a pretty big difference between this and Vess. Vess costs 5 initially and by the time she hits the board, there are likely enough creatures that she won't survive for more than one tutor. That, and the fact that Vess puts your tutored card on top of your deck rather than directly into your hand.
I would never play a vess into a board of creatures with any intent other than to tutor up a sweeper and win with something else.
Lilianas Tutor can be used right away. Mine can't. You have to skip a draw. And doing so leaves him very open to dying to aggressive stategies. I haven't put much thought into it, but what hand would control have to draw to not lose this walker to an aggressive deck? Probably one that would win anyway. Now, having it go off at 15 might be too early, I'll concede that point.
Also. Look at Liliana's ability, and compare it to other tutors in the same format. Beseech the Queen, and Diabolic Tutor. For 5 mana, liliana gets you a card, and aborbs some damage. If not, she gets you 2 cards... and then starts absorbing damage or discarding. Those are practically immediate effects.
Granted... I think mine would see constructed play, and liliana really hasn't- but not all cards are equal. If I had to really complain, it would be that a tutor effect in "colorless" is effectively costed at 6 with Beseech the Queen and planar portal. But that is an arguement for making the walkers 2nd ability cost more loyalty, not necessarily making the walker cost more.
What if it put the card on top of the library instead?
When playing Commander, before you add a card to your deck, you have to ask yourself: "Is this card better than Rings ?" If you play commander and don't have your deck[s] in the Decklist Compendium, maybe you should. Or if you're new or looking into the format, the compendium has some good advice for beginners as well as decklists.