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?
Do that and make give the planeswalker a cost (maybe 1 or 2) and it might work. Just the fact that you can play it, do the first ability, and tutor twice is pretty strong. If you're actually tapping out to play it, then it balances the card out much more.
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I'll put some thought into it. Like I first said though, power level isn't my main concern (as long as it isn't broken! Really powerful is good if you ask me), the cards I design are meant for EDH play, and something like Avram the Inevitable in the first few turns will probably see you out of the game quick.
What about the 3rd planeswalker I posted. I like the concept... but the mechanic of the abilities are bugging me.
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 don't like that the first ability its essentially a free wrath each turn. I suppose its kind of balanced from the tokens you get back, they attack the PW on your opponents turn and negate the loyalty gain, but still... Curious as to the creature type choice for the tokens. Citizen seems really odd, I would have gone for something more flavorful like spirit.
Second half of the middle ability seems kind of useless. By the time you could use the ability most likely no one will have any lands left in their hand. Jumping ahead to my next comment, you could make it a warp world effect which would cover the red mana cost. I'm not sure I see the red in the card. White and black have wrath effects, well mostly white, and together they get vindicate effects that take out any permanent. The last ability might seem red because of the damage but its really pure black. ex consume spirit, essence drain, tendrils of corruption, etc. Red has wraths but ones that rely on damage, not outright destruction. Red does have some catch all removal like decree of annihilation and apocalypse but again, white and black together both cover those so I'm not sure where the red comes into play.
As far as the last ability, the number 19 just annoys me and seems random. I know why you did it, but I would rather it just be an outright 20.
I don't like that the first ability its essentially a free wrath each turn. I suppose its kind of balanced from the tokens you get back, they attack the PW on your opponents turn and negate the loyalty gain, but still... Curious as to the creature type choice for the tokens. Citizen seems really odd, I would have gone for something more flavorful like spirit.
Originally the first power didn't create tokens, but then I realized the other players simply wouldn't play anymore creatures until they had an answer, so made it create tokens- which also could be used to attack the planeswalker if left alone. I chose the citizens at random- spirits are better.
Second half of the middle ability seems kind of useless. By the time you could use the ability most likely no one will have any lands left in their hand. Jumping ahead to my next comment, you could make it a warp world effect which would cover the red mana cost. I'm not sure I see the red in the card. White and black have wrath effects, well mostly white, and together they get vindicate effects that take out any permanent. The last ability might seem red because of the damage but its really pure black. ex consume spirit, essence drain, tendrils of corruption, etc. Red has wraths but ones that rely on damage, not outright destruction. Red does have some catch all removal like decree of annihilation and apocalypse but again, white and black together both cover those so I'm not sure where the red comes into play.
Each of the colors delves into the destruction of various permanents, especially en masse like that. I was looking for an mass effect that hadn't been done before. Also, not every power need be reflective of each color.
And because not having lands is just annoying, I thought of the clause would put lands into play, to reward the thoughtful player not dumping all lands onto the board. It should be "destroy all other non-land permanents."
As far as the last ability, the number 19 just annoys me and seems random. I know why you did it, but I would rather it just be an outright 20.
I would loyalty by half as well.
I originally had the ability at 20 damage, but thought to myself... If I can get to this point, and haven't been able to deal at least 1 point of damage during a normal constructed game I don't deserve to win with it." That and I didn't want it to be an autowin with Doubling season.
I could have simply dropped the Loyalty requirements, but the + ability is dependant on there actually being creatures on the board to be effective, so I thought it best to give the walker some resilience to burn damage and indestructible creatures- that and it combos with doubling season.
Overall I dislike the third walker. I love the color combination but don't really like the card.
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.