Friday, April 11, 2014

Weekend Art Challenge 041114—Volkan Baga (Archangel's Light)

Weekend Art Challenge
Click through to see this weekend's art and the design requirements for your single card submission, due Monday morning. Every submission warrants feedback, which I will try to provide, and which everyone is welcome to provide as well.

If you choose, you may use that feedback to revise your submission any number of times. I will post and review the most recent submission from each designer some time on Monday, life permitting. To help ensure I recreate your design accurately, please use CARDNAME instead of ~ in your submissions.


Archangel's Light was designed to fill a mythic rare hole in Dark Ascension after the art was done and the collector's numbers set. Design either the card whose place it took, or try to find a better design that could have filled this hole. It must be a mono-white mythic rare with a name that comes alphabetically before Bar the Door. (Thanks, P for Pizza!)

112 comments:

  1. Archangel's Light 1WW
    Instant

    Prevent all damage that would be dealt to you and creatures you control this turn.

    Fateful Hour -- If you have 5 or less life, you gain 20 life.

    ReplyDelete
    Replies
    1. Not mythic enough. "If you have 5 or less life, instead prevent all damage that would be dealt to you and creatures you control this turn. ~ Deals that much damage to target opponent."

      Delete
    2. I don't know. One-sided Fog plus 20 life is good for three mana. The trick is getting to 5 life, because even one-sided, three mana is a lot for a rare Fog.

      My main concern is how useful a Fateful Hour effect is that turns off all your other Fateful Hour effects. It's a small concern.

      Delete
    3. If "get to fateful hour so you can abuse the effects" had been a thing, I'd agree about the anti-synergy being bad, but the Fateful Hour cards were kind of dismal overall.

      I'm not seeing the "not mythic enough" thing... do you realize it still prevents all the damage to you and your creatures?

      I don't expect this card to excite Spikes, but it took a lot of years of playing before "Gain 20 life" didn't excite me. I think Heroes Remembered would definitely be mythic today.

      I think 1WW is about the cheapest it can be without being strictly better than Safe Passage, which isn't a card I want to push too hard at the power level of. It could cost WW I suppose. Let's go with that.

      I had wanted it to also make your creatures indestructible, but that lessens the aesthetic connection between the two abilities, which I feel is important for this kind of card.

      Delete
  2. Opening an idea up to discussion:

    Enchantment
    Effects that last until "end of turn" end at the end of each phase instead.
    Remove all damage marked on permanents at the end of each phase.

    --

    Name to come.
    The effect is weird, and possibly even workable in the rules. Is it mythic though? I'm not convinced.
    Further, is this effect white? Seems like it might be {G}{W} or possibly even mono-{G}.

    ReplyDelete
    Replies
    1. I'd say that's too weird to be mythic. A mythic can't make people say, "Huh. I wonder how to make that card useful."

      Delete
    2. Haven't come up with a specific example yet, but my rules manager senses are throbbing. It's not unlikely there are one or more cards somewhere that break the game with this (as opposed to just being "broken" good). But I'm not sure.

      Delete
    3. I agree with Havelock: Johnny-centric designs like this tend to belong at rare rather than mythic. I don't know of any rules issues that this would create-- there are some weird interactions, certainly, but adding *more* end-step-like moments ought to be relatively safe.

      Delete
  3. Ascendants' Call
    4WW
    Sorcery
    Exile all non-Human creatures. Then put X 1/1 white Human creature tokens onto the battlefield, where X is the number of creatures exiled this way.

    ReplyDelete
    Replies
    1. Seems like if we got this instead of Angel of Glory's Rise we'd be happy with it as the anti-Zombie Apocalypse. Having seen both possibilities, I prefer the Angel's effect, but the symmetry of this being a sorcery instead.

      I do have to question if this card belongs in Dark Ascension.

      Delete
    2. Jay: Nah, it can't fit in DKA. DKA was "stuff gets worse for the heroes". This represents the Cursebreak, and "stuff turns around for the heroes".

      Also, this is exactly the design I was gonna make. Darn.

      Delete
    3. Inanimate: Your critique is legitimate, but it is also somewhat true of Archangel's Light, and of the other designs proposed so far. In the absence of a truly compelling story reason for not doing so, I'm inclined to give White access to all the effects White usually gets.

      Delete
    4. In my mind the issue is less giving white a token-making Wrath and more that the story this card tells is specifically "the humans beat all the monsters and then things are good for them."

      That aside, this doesn't quite feel mythic to me. It's certainly not too far off, I wouldn't be shocked to see it there, but it's got a bit of Armada Wurm syndrome. Doing something a bit more impactfully than normally seen at rare, but not on a qualitatively different nature. (This is the same way I feel about my first submission, so I'm trying to find a more fitting one.)

      Delete
    5. This card is directly inspired by Phyrexian Rebirth, by the way.

      I kind of feel like this art might not be a good fit for Dark Ascension.

      Delete
    6. Change the X to "the number of creatures you controlled exiled this way", and call it something like "Act of Survival"?

      Delete
    7. @Pasteur: Great idea. I like that solution a lot.

      Delete
  4. Another Chance 4WW
    Instant (Mythic)
    Exile CARDNAME. Your life total becomes what it was at the start of this turn. Return all cards you own to the zones they were in at the start of this turn. (Cards put into your library this way are put on the bottom). If it's your turn, take another turn after this one.

    ReplyDelete
    Replies
    1. I realize there's some weird unenforcable hidden-information stuff going on here (how to determine which card you drew so you can put it on the bottom of your library?) but I'd like to find a way to make the concept work.

      Delete
    2. "Cards put into your library this way are put on the bottom" of what? You want me to search my library for those cards and then put them on the bottom of the library?

      "If its your turn" feels like it belongs in another block. Time Spiral or Theros (Why is the fated cycle appropriate for Theros again?)

      I'd suggest limiting the scope to things that are easy to undo, or else putting Karn's ultimate on a spell.

      Delete
    3. I like the idea, but I don't think MTG is the game for this. Maybe in an MTGO exclusive set (which I"m sure we'll see someday).

      Delete
    4. Good points, thanks! I feel like this could go a couple of ways.

      Another Chance 1WW
      Instant (Mythic)
      Cast CARDNAME only on an opponent's turn.
      End the turn. The player whose turn it is takes another turn after this one.

      Another Chance 3WW
      Enchantment (Mythic)
      Exile CARDNAME: For each card in your graveyard that was put there this turn from somewhere other than your library, return it to the battlefield if it's a permanent card and to your hand otherwise. You gain life equal to the life you lost this turn.

      Delete
    5. The second one seems to have the mechanics right, but it doesn't read very cleanly. Could just be: " Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn."

      Delete
    6. Yes, but Seal of Faith's Reward is not enough to justify a mythic.

      Taking a second look at the instant version, I'm realizing that it's nearly a white counterspell (that typically gives the opponent an extra card, but still). That's an interesting place to be, but not necessarily mythic. Running with the enchantment version as-is for now, but I'm definitely interested in hearing further feedback.

      Delete
    7. To be clear, final submission:

      Another Chance 3WW
      Enchantment (Mythic)
      Exile CARDNAME: For each card in your graveyard that was put there this turn from somewhere other than your library, return it to the battlefield if it's a permanent card and to your hand otherwise. You gain life equal to the life you lost this turn.

      Delete
  5. Ascetic Devotion 2WWW
    Enchantment
    Whenever you gain life, draw that many cards.

    ReplyDelete
    Replies
    1. A better Well of Lost Dreams? Sure. Makes me want to build a combo deck that goes Laboratory Maniac, Horizon Chimera, this.

      Delete
    2. Exactly.
      That's an awesome combo. I approve.

      Delete
    3. I'm not sure this feels mythic. If only we could staple it on a 5/5 flying Angel!

      The massive card draw in a mono-white card concerns me as well. I looked for precident, and there are 8 mono white cards that include the word "draw" and the word "cards." The only one that allows the White player and only the White player to draw cards is Pursuit of Knowledge, which is old and comically not white. Oblation is the second closest, and it is also pretty non-white these days.

      Delete
    4. Survival Cache is likely the best precedent, but I challenge you to name a color that this effect is more suited for. Ultimately, I'm leaning pretty hard on the fact that this isn't something white usually does to justify the rarity. Possibly a cop out.

      Delete
    5. I think this certainly isn't a mono colored effect, though I think the Well shows us it can be colorless, though probably not at this level of efficiency.

      The most similar card I can think of, other than the Well, is amusingly also from Dark Ascension: Drogskol Reaver, which suggests, as I'd implied, that this is really UW. Also probably wouldn't want this and Drogskol Reaver in the same set, but that is a petty quibble.

      Delete
    6. Tommy covered my gripes pretty well.

      Delete
    7. Engine cards like this seem a little scary as hole-fillers, since they have a significant chance of warping standard and Development doesn't have much time to test it. It probably has to be overcosted to be safe, so I might want to save this for a set where it can be tested more, since it's an attractive effect.

      Delete
    8. I agree with James - this certainly could count for "Design the card whose place it took", though.

      Delete
  6. Attracted by Light 4WW
    Enchantment
    Whenever you gain life, put that many 1/1 white Cleric creature tokens onto the battlefield.

    "On a world as dark as Innistrad, people flock to Avacyns light like moths to flame."
    -- Sorin Markov

    ReplyDelete
    Replies
    1. Thinking about it, better make it a "may" effect to prevent unfortunate endless loops with things like Essence Warden. (Which is an easy endless combo, but for 6 mana i think this is ok.)

      Attracted by Light 4WW
      Enchantment
      Whenever you gain life, you may put that many 1/1 white Cleric creature tokens onto the battlefield.

      "On a world as dark as Innistrad, people flock to Avacyns light like moths to flame."
      -- Sorin Markov

      Delete
    2. Aaaand I just realized since we are on Innistrad Human tribal is big, so better make those tokens Humans.

      Attracted by Light 4WW
      Enchantment
      Whenever you gain life, you may put that many 1/1 white Human creature tokens onto the battlefield.

      "On a world as dark as Innistrad, people flock to Avacyns light like moths to flame."
      -- Sorin Markov

      Delete
    3. There were no Soul Warden's in this format, so yeah, go to town!

      Delete
    4. I'd be interested in a card that said "you may instead", but it'd probably be less mythic that way.

      Delete
  7. Take 1:

    Ascension Prayer 5WW
    Sorcery (M)
    Exile all creatures.
    Fateful Hour--If you have 5 or less life, exile all creatures you don't control instead.
    We pray for salvation, but hope only for oblivion.

    Alternatively, the Fateful Hour could be: If you have 5 or less life, return all creatures you own exiled this way to the battlefield.

    ReplyDelete
    Replies
    1. This is one of my favorites, I love the story that it tells. If it goes off with fateful hour, it's almost guaranteed to create a great come-back story worthy of a mythic.

      Delete
    2. Could this be 3WW? Or 2WWW?

      Delete
    3. That is some dark flavor text. The kind of text you might attribute to a Threban Heretic.

      Delete
    4. If this feels mythic enough to all of you, it's much cleaner than my next attempt was, so I'll stick with this one.

      @Jay: Given how relevant exiling was in this Standard format, going below 6 doesn't seem advisable, but I'd be okay with this at 4WW or 3WWW where it could see some Standard play like Planar Cleansing has.

      Delete
    5. I'll go with 3WWW for the final submission.

      Delete
  8. Avacyn's Purification 4WW
    Sorcery
    Exile all nonland permanents. You gain 2 life for each permanent exiled this way.
    "After years of imbalance and darkness, much needs to change to make things right again."
    -Sorin Markhov

    ReplyDelete
    Replies
    1. At this point Avacyn's still trapped in the Helvault (hence "Archangel" in the printed card's name).

      Generally I like this card, but it's certainly not mythic in my book. It also probably needs to cost a bit more.

      Delete
    2. Oh man, Vorthos fail! I totally though Archangel's Light was in Avacyn Restored... hrm... well maybe I'll post something else. This looks totally epic to me, but I guess that's part of why designing Mythics is super hard.

      Delete
    3. It certainly does more than Planar Cleansing, but it's not much more epic. Admittedly, all wraths fall under the constraint of "potential to be awesome," but they're utility effects and don't show up at mythic without doing something particularly unique and epic (e.g. All Is Dust, Novablast Wurm, Worldfire)

      Delete
    4. something this thorough probably needs to cost upwards of 8 mana. plus you even gain life!

      Delete
    5. I think the board wipe plus gaining a ton of life feels very Mythic to me. Especially since you gain life off of everyone's permanents, and not just your own. It should cost more than 6 mana.

      Delete
  9. Take 2:
    Awaiting Salvation 2WW
    Enchantment (M)
    If a source would deal damage to a permanent you control, you may have it deal that much damage to you instead.
    Fateful Hour--As long as you have 5 or less life, attacking creatures you control have first strike and lifelink.

    ReplyDelete
    Replies
    1. Can't help but notice that the FH ability turns off the normal ability.

      Delete
    2. Yeah, I added first strike because I was worried players would be confused about whether they could save their creatures when they needed the lifelink to live through it, but I suppose that can be analogized to being attacked for lethal but saved by lifelink.

      If I go with this submission the FH ability should change to:
      "As long as you have 5 or less life, creatures you control have lifelink."

      That allows you to turtle up pretty effectively, but it's not as hard to break through as a wall of first strike (which is why the original had the attacking restriction).

      Delete
  10. Avacyn's Evangels 3WW
    Creature- Human Cleric
    1/1
    Lifelink
    Whenever another creature dies, at end of turn, put a token that's a copy of CARDNAME onto the battlefield.
    "As the ranks of the undead swelled, so to did that of the Church."

    Does this need Morbid? If so:

    Morbid- At the beginning of each end step, for each creature that died this turn, put a token that's a copy of CARDNAME onto the battlefield.

    ReplyDelete
    Replies
    1. Wow. I'm not sure you realize how crazy this is; to put things in perspective, if you made the ability with the usual morbid trigger ("if a creature died this turn") the number of Evangels could potentially double on each player's turn. Due to end-of-turn timing weirdness, the current template allows you to go infinite with a sac outlet-- I suggest "at the beginning of your next upkeep". Even then, once you have 4 of these, things start getting really crazy; sac all but one of them one-by-one to get 7, then 22, then upwards of 200, ...

      Basically, this design has a ton of potential for awesomeness, but I'm seeing substantial mechanical / balance issues (not to speak of color pie issues). I like the concept but it's likely going to take quite a bit of refining.

      Delete
    2. Hahaha. Yes the crazy was intended. Going exponential was the point. I'm not sure you're correct about "going infinite" though. The trigger caps how many tokens you get each turn. It is a bit spicy, but hey, I'd expect that from an expensive 1/1 mythic that doesn't affect the board.

      My first thought was 1/1 for 5WW. But since this site tends to respond more favorably to pushed cards I cut it down a bit. I'd be elated with this at 5WW.

      I agree that copying and doubling don't normally fall under white's umbrella. Tokens (and lots of them) certainly do. I understand your concerns, but I also want to point out the emotional context: It should play like a bunch of unstoppable zealots.

      Thanks for the feedback!

      Delete
    3. How often do we want mythics that look terrible ("a 1/1 for 5?!"), but are actually ridiculous. Many players will miss that this counts its own copies deaths, at least until they play with it.

      Delete
    4. It doesn't need Morbid, because Morbid always means "if a creature died this turn" not "For each creature that died this turn."

      The fact that it triggers off of creatures on both sides of the table feels very un-White. Much more like a Black Vampire spreading her vampirism around. That flavor even works with the lifegain. So, yeah, I just talked myself out of liking this design as a White spell.

      One more thing, making a delayed trigger makes this almost impossible to answer. It should be an end step trigger (like your Morbid wording) so that if your opponent finds a way to get rid of them all, they don't come back at full force.

      "At the beginning of the end step, put a copy of CARDNAME onto the battlefield for each creature that died this turn."

      Delete
    5. Not sure if I missed the Monday morning cut off, but its alright either way. Change to: Morbid- At the beginning of each end step, if a creature not named CARDNAME died this turn, put a token that's a copy of CARDNAME onto the battlefield.

      Delete
  11. Act of Martyrdom (Mythic Rare)
    Sorcery
    Morbid — Put a 4/4 white Angel creature token with flying onto the battlefield if a creature died this turn.
    Fateful hour — If you have 5 or less life, put two of those tokens onto the battlefield instead.
    Flashback 4W (You may cast this card from your graveyard for its flashback cost. Then exile it.)

    Since Dark Ascension has the only white Curse in the block, I figure it can have the only white Morbid card too. Flashback may be too much, but I wanted to make it more than "Big Gather the Townsfolk". And, flashback really tips it into Mythic territory for me, like Past in Flames, or Army of the Damned.

    ReplyDelete
    Replies
    1. Wizards doesn't print cards like this anymore, but if they did I would be the first to support this design.

      What's the mana cost on the front end? And how does it tie into the art?

      Delete
    2. Oops! The mana cost is 3W.
      And I already know after looking at it after a few hours that the flashback should be more than five mana. 6W?

      It ties into the art because those guys are matyring themselves to help the community, praying for a saint or whatever to intercede and protect them from monsters. The morbid flavor is designed around the caster losing a creature. (Which I think is how sorcery speed makes it play out.)

      Delete
    3. With this wording, it isn't clear what happens if you have 5 or fewer life but nothing has died this turn. I think it needs to be:

      Act of Martyrdom 3W
      Sorcery
      Morbid -- Cast ~ only if a creature has died this turn.

      Put a 4/4 flying angel token into play.

      Fateful Hour -- If you have 5 or fewer life, put two of those tokens into play instead.

      Flashback 6W

      I like mix and match cards, but this feels like it is mixing one too many things just to seem mythic, which I think is happening to the detriment of the card.

      Delete
    4. I think Morbid has to go, and in its place an additional cost of sacrificing a creature (the martyr in the name). It still feeds Morbid this way, without violating the Innistrad color pie.

      Act of Martyrdom (Mythic Rare)
      3WW
      Instant
      As an additional cost to cast Act of Martyrdom, sacrifice a Human.
      Put a 4/4 white Angel creature token with flying onto the battlefield.
      Fateful hour — Then, if you have 5 life or less, put one of those tokens onto the battlefield for each Human you control.
      “Avacyn still answers final prayers.”

      The new fateful hour ability also makes Flashback really unnecessary. It's complex enough.

      Delete
    5. It is pretty embarrassing that this mythic is almost always worse than the uncommon Serra Angel in two ways. It is also awkward that, when you do have fateful hour, you have to sac a human and then count the number of humans you have... a feel bad moment, especially for a mythic.

      I actually started to type a proposal for the text "Put a 4/4 white Angel creature token onto the battlefield for each human you control" to suggest for another design, but I realized they just did this in M14 with Devout Incantation (or whatever the card was called).

      More generally, "Sac a human" feels neither particularly mythic nor particularly white. For a white mythic, I'd rather the story be about how the human gladly gave his life for the greater good, but his sacrifice was so noble that he was saved by an awesome angel.

      Delete
    6. I'm still not happy. My mental roadblock is trying to make it a Sorcery, when this design works so much more as a creature.

      Assembly of Martyrs (Mythic Rare)
      3WWW
      Creature - Human Cleric
      6/6
      When CARDNAME dies, put six 1/1 white Spirit creature token with flying onto the battlefield.
      Fateful hour — If you have 5 life or less, put six 4/4 white Angel creature tokens with flying onto the battlefield instead.

      Btw, I hope it isn't annoying that I'm showing my iterations this way during the weekend. The past few weeks I've done so and it's really helped me avoid being too precious about my designs and more willing to make cleaner cards.

      Delete
    7. Speaking only for myself, if it wasn't for the iteration, I wouldn't enjoy reading these threads so much! Iterate away!

      Delete
    8. I'm torn. I like the symmetrical numbers from an aesthetic standpoint, but it feels really weird to have obviously unarmed humans be this large.

      Delete
    9. We're here to share our learning with each other, and iteration is how design improves, so iterate away.
      This last one is easily the best. I agree with Jules it's weird that 6 human martyrs equate with a 6/6 creature.

      Consider making them 0/6, or just putting their death trigger on a sorcery?

      Delete
    10. Other creatures in Innistrad Block with p/t greater than 4 and depicted as a gathering of humans:

      Grizzled Outcasts
      Thraben Militia
      Village Survivors

      I'm fine with a band of Religious Zealots as a 6/6 creature.

      Delete
    11. These six clerics are tougher than the Thraben Militia?

      Delete
    12. Lol. Lots of Mythic Rares are tougher than the Thraben Militia.

      Delete
  12. Angelic Burial Ground 1WW
    Enchantment- Aura
    Enchant Graveyard
    Angelic Burial Ground has all activated abilities of all cards in enchanted graveyard.
    "Gone but not forgotten"

    ReplyDelete
    Replies
    1. Haha, this is quite clever. An Aura with activated abilities that tap/untap is quite odd, outside of Future Sight.

      Delete
    2. If I remove all cards from target graveyard, does it still exist?

      Delete
    3. Yes, it enchants the graveyard, not the cards in the graveyard.

      Delete
    4. I like the design, but don't think it belongs in Innistrad block because of the number of cards with activated abilities that transform. (Civilized Scholar, Ludevic's Test Subject, Bloodline Keeper.) Plus, what does this do with Planeswalkers? Can I add Loyalty counters to it to make each player discard a card if Liliana of the Veil is in the graveyard? That alone makes this a bad hole-filler, Unless, it was designed to be the card that Archangel's Light replaced. (One of Jay's options for the challenge.)

      Delete
    5. I'm fine with the transform abilities (necrotic ooze was in the same standard), but I agree that planeswalkers are more of a problem.

      Take 2

      Angelic Burial Ground 1WW
      Enchantment- Aura
      Enchant Graveyard
      As long as a creature card with flying is in enchanted graveyard, creatures you control have flying. The same is true for intimidate, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, hexproof, and vigilance.
      "Gone but not forgotten"

      Delete
    6. This feels much whiter to me, but I'm not really sure why it's an aura instead of just keying off your graveyard (stealing someone else's dead doesn't read very white.)

      Delete
    7. Agree with Jules.
      Love how you updated Cairn Wanderer's list. ABG is way stronger, but it is mythic after all.

      Delete
  13. Alms of the Archangel 3WWW (Mythic)
    Enchantment
    Whenever a Human creature you control dies, you may pay its mana cost. If you do, return it to the battlefield tapped.
    "Some of the old power remains, but you must journey to the source."

    I wonder if this card would be fun or just really oppressive...

    ReplyDelete
    Replies
    1. Hard to get excited about this after seeing Athreos, God of Passage. Especially since you have to pay the Human's mana cost right away. Cool name, though.

      Delete
    2. Most of the humans cost {W}, to {3}{W}, and this puts them right back on the battlefield. Combined with all those morbid triggers, this could do a lot of work. Wouldn't be a Standard contender at this cost, though.

      Delete
  14. Avacyn's Prayer: http://i.imgur.com/gUWTIin.jpg

    It might seem odd at first to put a white wincon like this in DKA, but it has a certain perverse sensibility. You keep praying and praying, but in anything resembling a normal game, everyone just keeps getting closer to oblivion. Is Avacyn really there? Is she even listening?

    ReplyDelete
    Replies
    1. Very cool idea. For what it's worth, I think Magic should include more cards that would help you win with this.

      Delete
    2. There are plenty of ways to win with this. Swords in Legacy to Last Breath in Theros, for starters.

      Delete
  15. Wow, thanks for accepting my idea. I guess trying to make a design with this constraints really shows how much difficult was the "archangel's light" situation.
    My try:
    Archangel’s Consolation 3WW
    Enchantment
    Whenever a creature enters the battlefield or dies, you gain 3 life.
    Fateful hour — If you have 5 or less life, you gain 10 life instead.
    “We can be conforted by the presence of our dears, but often we must be consoled only by their memory.”

    ReplyDelete
    Replies
    1. Yikes, that's a ton of lifegain! Is it enough to make a pure life-gain card mythic? And would it be good for the way Magic is played?

      Delete
    2. I think pure lifegain is plenty mythic enough if it looks impressive enough. As I said above, I think Heroes Remembered would easily be mythic today (and would be a great mythic at that).

      I think this card is bonkers, though, and will lead to all kinds of game states where the opponent can just never win and the game just spirals out of control.

      I also feel the "Fateful Hour" part doesn't read very well. Increasing a number from 3 to 10 if some number is 5 or less seems very unaesthetic.

      Delete
    3. Yeah, seems right. I just wanted to add more oomph to the card. Fateful hour is meant to work rarely. After all this is a card aimed at Timmy, who thinks "Yeah, more LIFE!" without the Spike sense "But fateful hour kinda nonboes with itself". Probably aesthetic can be worked better. I'm thinking that probably the life gained by the fateful hour part could be one less, 9, and look better without being less impressive.

      Delete
    4. I think a lot more players than diehard Spikes are going to have issues with the nombo, but I'd certainly be interested to get some insight into the real numbers rather than our gut feelings.

      Delete
    5. Or, you could change the 3 to a 5, making everything a multiple of 5, and limiting the trigger to just ETB or dies.

      Delete
  16. Here's the pitch: Give this art to Increasing Devotion, and use Increasing Devotion's art for a white mythic.

    Avacyn's Guidance 1WW
    Enchantment
    Equipment you control has "Equipped creature gets +2/+2. As long as equipped creature is a Human, it has indestructible."

    ReplyDelete
    Replies
    1. I support this art swap.

      I'm not sure this needs the "As long as equipped creature is human..." piece. Also, this would read more cleanly (though perhaps be less awesome) if it said "Equipped creatures you control get +2/+2."

      Delete
    2. "Equipped Humans you control get +2/+2 and have indestructible"?

      I like the idea of this card and the art swap. Granting so much indestructibility gives me pause, but it might be ok given how many hoops you have to go through. But since this is for a hole-filling and wouldn't get much Development testing, I'd rather use a safer, more boring keyword like lifelink.

      Delete
    3. The idea to switch art is awesome. But a toughness bonus plus indestructible? Even in a world of -N/-N effects, the overlap is disappointing. It could be:

      Equipped creatures you control get +2/+2.
      Equipment you control has "As long as equipped creature is a Human, this equipment has indestructible."

      Delete
    4. Love the art swap. As for the design itself, it feels thematic, but a bit weirder than I expect from a non-Johnny mythic. Me being me, my first instinct was therefore to go Johnnier:

      "Change the text of each Equipment you control by replacing all instances of "equipped creature" with "each creature you control."

      I'm sure there are rules issues galore. Maybe there's something to be done by saying each equipment you control is attached to each creature you control or something. I don't know, I guess we need our own Matt Tabak.

      Delete
    5. The art swap is brilliant. All the bonus points for that.

      The rules text reads like it might replace the rules text of the equipment you have.

      My big problem is that Avacyn herself is SUPER absent during DKA, so she can't be giving guidance.

      Delete
  17. This comment has been removed by the author.

    ReplyDelete
    Replies
    1. A lesson I've learned in this challenge is avoid designs that might not do anything, when designing Mythic Rares.

      Delete
    2. hmm... this is true I will retract my submission.

      Delete
    3. take 2:
      Avacyn's Boon 2WW
      Instant [M]
      For each Human you control put a 4/4 white angel creature token with flying into the battlefield.

      Delete
    4. I have a hard time accepting this as a hole filler given the distinct lack of Angels in the artwork.

      Delete
    5. Avacyn is absent during DKA.
      Devout Invocation?

      Delete
  18. At the risk of stepping on Theros a bit, it's widely suspected that Greek Oracles actually gained their visions by hanging out around sulphur vents and inhaling the fumes. As that appears to be what these guys are doing, maybe they are a bunch of white oracles. To bite off Oracle of Mul Daya a bit:

    Archangel's Oracles
    1WW
    Creature - Human Shaman
    Play with the top card of your library revealed.
    You may play the top card of your library if it's an angel.
    Fateful Hour: Angels in your hand and library have flash and cost 3 less to cast.
    2/2

    Also, sorry for the latish submission—I just found the site this morning; looks pretty keen :).

    ReplyDelete
    Replies
    1. Welcome!

      I'm a fan of this design, but the Fateful Hour text feels too heavy-handed to me. I'd either remove it entirely (and drop the cost to WW) or leave out flash.

      Delete
    2. Welcome.

      The FH effect doesn't bother me, though flash is less useful for cards played from your library, since you often want to play as many free cards as you can.

      Another possibility: "FH—Play any card from the top of your library."

      Delete
    3. @havelock Hmm—my only issue with removing the FH ability entirely is that I don't think the card would feel mythic anymore. I think the potential to flood the board with angels from the hand or library during an opponent's turn is all it really has going for it in that regard.

      @Jay I like the straight-up Future Sight on FH—that definitely feels mythic. The only precedent for this ability (unrestricted) is in blue; however there is not *that much* precedent in that regard, and it's very much in-flavour for oracles.

      Archangel's Oracles
      1WW
      Creature - Human Shaman
      Play with the top card of your library revealed.
      You may play the top card of your library if it's an angel.
      Fateful Hour: You may play any card from the top card of your library.
      2/2

      Delete