Friday, March 27, 2015

Weekend Art Challenge 032715—aviaku

Weekend Art Challenge
Greetings, artisans! Click through to see this weekend's art and the design requirements for your single card submission, due Monday morning. Every submission warrants feedback, and everyone is encouraged to give feedback. You may use that feedback to revise your submission any number of times, though only the version rendered will be included in the review, if someone volunteers to render the cards.


Design a green answer to multiple non-green bomb creatures from the same set. Bonus points the further you get from "fight" as long as it's intuitive and very green.

113 comments:

  1. Shiisa of the Green Sun
    4GG
    Legendary Creature - Wolf - Mythic Rare
    Vigilance
    Whenever an effect would cause Shiisa's power or toughness to decrease, its power and toughness are increased by that amount instead.
    Spells and abilities your opponents control can't cause you to sacrifice Shiisa.
    5/6

    Designed to combat Elesh Norn, Phyrexian Obliterator, and any infect creatures from New Phyrexia.

    ReplyDelete
    Replies
    1. This is pretty messy in the rules because effects like Dance of the Skywise and Giant Growth operate in different layers. We might be able to use something referencing changes from "base power and toughness" so that it only interacts with the second sort.

      Delete
    2. Maybe make it have square stats (6/6?) and "If Shiisha's power or toughness would go below 6, it becomes 6 instead."? Would that work?

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    3. "Spells and effects can't cause ~'s base power or base toughness to become 5 or less." ?

      Delete
    4. This certainly doesn't want to mention "base power and toughness". That wouldn't do anything against most effects (only Sorceress Queen and Lignify style effects). This cares about the opposite of base power and toughness, the final power and toughness.

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    5. I was saying have it only affect changes from base power and toughness. That is, work against Last Gasp, but not Turn to Frog.

      Delete
  2. Nyx Transfusion 1G
    Enchantment - Aura (U)
    Enchant creature
    Enchanted creature gets +1/+1 and is an enchantment in addition to its other types.
    When CARDNAME is put into a graveyard from the battlefield, return CARDNAME to its owner's hand.

    Turning all your Naturalize effects even more live than normal is probably not that necessary in Theros, but (maybe in a core set?) this could be an interesting build around me with lots of Naturalizes.

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    Replies
    1. I personally think the "grant your own drawbacks to opposing creatures" space is really problematic for the color pie, but currently R&D allows it and this is a really clever execution in that space.

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    2. I agree, this looks delightful. Reminds me of Liquimetal Coating. On the other hand, ISTR Liquimetal Coating leading to some decks that were less fun than you might think.

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    3. Liquimetal Coating is the classic "fun to read and think about but not to play" design mistake. A bit too cute for its own good. It is exactly the kind of card people love to see in spoilers, but I don't think that kind of effect belongs below rare, because it should at least be printed in a way that can let Johnny do something awesome.

      For the power level here, compare to Vineweft.

      Delete
  3. In Awe Of Nature 3G

    Enchantment (rare)

    When a green creature attacks, sacrifice ~.

    Prevent all combat damage.


    (Is this the right template? Does it need "that would be dealt"? Unknown, because there isn't anything lie this printed.)

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    1. This comment has been removed by the author.

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    2. "Prevent all combat damage" is usually associated with "until end of turn" and may be confusing, so I would say "prevent all damage that would be dealt during the combat phase.

      I could be wrong; just a suggestion

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    3. I believe "creatures can't deal combat damage." is what you're looking for

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    4. I'm a bit confused by the design, it seems to hose green rather than nongreen?

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    5. It fogs forever unless you attack (though it should probably just word it that way). On that note. This is WAY too effective in turbofog and too swingy based on matchup. This design is clever, but I think ultimately playing in unviable space.

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    6. Jules, you're absolutely right, some of those could probably be fixed, but I forgot about Turbofog and it's far too good there.

      Here's a replacement:

      Gift of the Great Widow {3}{G}{G}

      Instant (rare)

      Untap and regenerate all creatures you control. They gain reach and deathtouch until end of turn.

      "Angels and Demons may fight in our skies, but they forget what lives below at their peril."
      — Haku, silkpriest

      Delete
    7. If the goal is to just be an awesome looking combat trick, I'd give them indestructible until the end of turn instead. Functionally the same, but reads bad-assier.

      Delete
  4. Guardian of the Grotto 2G
    Creature - Wolf (uncommon)
    Flash
    When ~ enters the battlefield, it gains Deathtouch and Indestructible until the end of turn.
    2/1

    Basically a green Divine Verdict that leaves behind a body. Maybe the cost needs to be adjusted to 3G, but a 2/1 vanilla body isn't exactly breaking any formats. Contemplated giving it reach to stop evasive bombs, but that kind of conflicts with the art a bit.

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    Replies
    1. Comparing to Ambush Viper I think this is probably fair. Since it doesn't keep the deathtouch after the first turn it's harder to force a 2-for-1.

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    2. I'm not in love with "build your own Rebuke" in green. (And yes, I know they printed Ambush Viper). Just because a color can do two things doesn't mean it should get the combined effect. We're not printing blue Murder with "Target creature's base power becomes 0 until end of turn. Switch that creature's power and toughness until end of tun.". By the same token, I don't think we should print this.

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    3. Yeah, Maro has said they wouldn't do this. We've had a discussion on this over on Peculiar Savagery on Multiverse.

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    4. I'm pretty happy with Ambush Viper, my only complaint is that when your opponent is smart and doesn't attack it feels bad to just play it like you probably should. Color-pie wise Ambush Viper falls short of Rebuke in so many ways (flying, first strike, etc etc) that it doesn't feel unGreen.

      That said, I'm generally not happy with designs that are exciting because they give you an easy on board two for one opportunity that your opponent can't interact with meaningfully. As good as it would feel to play this card, it would feel that awful to get blown out by it.

      Maybe lose the deathtouch (which doesn't make sense on a wolf anyway) and add something like "is indestructible if it is blocking" or something?

      Delete
    5. I do really like the "indestructible when blocking" clause as opposed to its current iteration as it fixes the issues with color-bleed and keeps the original intention of halting bomb creatures (if only for a short time). It does certainly fit the art much better.

      I have mixed feelings regarding Ambush Viper. It seems like a very easy kill spell, but gives you the choice of playing it offensively or defensively, where as the original pitch for Guardian of the Grotto has really only one clear mode.

      Delete
  5. That's a beautiful picture!

    Can I clarify what the rules are supposed to mean, do you mean, "multiple creatures at the same time" like wrath of god, or "multiple specific creatures", like answering two or more of the titans plus other bombs in general?

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  6. Territorial Claim 2G
    Enchantment - Aura (U)
    Enchant Creature
    Whenever one or more creatures attacks you, put two +1/+1 counters on enchanted creature.

    It's a soft answer to bombs, by either helping you race or getting you a sufficiently large blocker after a couple turns.

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    Replies
    1. This could cause games to stall out, but on a single low power-level uncommon I'm not all that worried about that and it seems like fun if you can convince your opponent to race.

      Delete
  7. Tel-Jilad Litany (rare)
    2G
    Instant
    Choose one:
    - Prevent all damage that would be dealt this turn by sources with infect.
    - Put a 3/3 green Wolf Spirit creature token onto the battlefield.
    - Creatures you control get +1/+1 and gain reach until end of turn.
    Entwine G (Choose an additional option for each time you pay the entwine cost.)
    (Watermark: Mirran)

    ReplyDelete
    Replies
    1. Great us of Entwine (though maybe it should be called something else)

      Delete
    2. Clearly should be Megaentwine.

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    3. I thought about making this a new keyword, then I realized it doesn't break compatibility with old entwine cards.

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    4. This is a really clean twist on Entwine, but part of the mechanic's design is that the Entwined abilities are more than the sum of their parts. There's some design space for normal entwine cards, but there's so little for three part Entwine cards that we'd have a real challenge supporting a set's worth.

      Therefore I think our best bet is to try to squeeze a single rare cycle into a set that otherwise uses Entwine normally. This particular card does a pretty good job of synergizing abilities, but it doesn't quite do it for me as a rare.

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    5. Let's make this uncommon, then.

      Delete
  8. Protected Glade 2G
    Enchantment (R)
    Creatures your opponents control with power less than or equal to the number of Forests you control lose all activated and triggered abilities.

    Meant for RTR. The obvious culprits are Pack Rat and Angel of Serenity (hopefully you have 5 Forests by turn 7), but also splash damage against 3 of the 5 guild leaders and some oddballs like Deathrite Shaman.

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    1. Many players won't know what's a triggered ability and what isn't, but if that confusion is avoidable, I like this a lot. If not, I'd still like a version that just hit activated abilities.

      Mind you, this space has mostly been in white's purview as "rule setting", but I like it pretty well in green as "just f-ing fight me."

      Delete
  9. Gather Strength {X}{G}{G}{G}
    Sorcery (Rare)
    Put X +1/+1 counters on target creature you control. It fights X target creatures you don't control.

    It doesn't exactly fit the art, but I think Mass Hunt the Weak is a cool card that should be printed. I reckon it will be pretty strong in limited, EDH and maybe even standard.

    Thoughts? Is it too powerful? Should it specify the fighting all happens at once?

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    Replies
    1. The multiple fighting aspect reminds me of Alpha Brawl from Dark Ascension. How do multiple fights work, do state-based actions get checked after each one (i.e., if the first fight kills your creature, do the other fights happen?). Maybe instead of fighting, it could just say "Put X +1/+1 counters on target creature you control. It deals damage equal to its power to each creature target opponent controls, then each of those creatures deals damage equal to its power to that creature".

      Delete
    2. Multiple fights should work like you describe in your spelled-out ability, but I remember the current rules team saying "you can't do that!". It's never been clear to me why. (I always wanted a 1/3 or 2/4 Spider that fought all flying creatures - it would wipe out the little ones, but often die if there were more than one).

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    3. I thought that, but someone pointed out the problem with multiple fights is probably that, whether it's clear in the rules or not, it's not clear from the card if the creature deals damage equal to its power divided as you choose, or deals damage equal to its power to each creature simultaneously, or sequentially...

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    4. Multi-fight doesn't work in the rules as is, so you want either Alpha Brawl or Polukranos. You could do "... Choose X target creatures you don't control. The first target creature fights one of those creatures that hasn't already been chosen to fight in this way, then if the first target creature doesn't have lethal damage marked on it, repeat this process." That's incredibly wordy and uses a lot of Magicese, and given the bonus challenge, I don't think there's any reason to be married to the "fight" keyword specifically.

      Delete
    5. Different functionality, but maybe something in this vein?

      XGGG
      Put a +1/+1 counter on target creature you control. Then that creature fights another target creature. Repeat this process unless that creature has X or more +1/+1 counters on it.

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

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    7. REVISED VERSION
      Gather Strength {X}{G}{G}{G}
      Sorcery (Rare)
      Put X +1/+1 counters on target creature you control. It deals damage equal to its power to up to X target nongreen creatures you don't control. Those creatures each deal damage equal to their power to it.

      Delete
    8. The nongreen here seems arbitrary. Green creatures have no problem fighting other green creatures. We discussed this back when we were doing M13 design, and I still stick by our conclusion that not hitting your own color belongs in white.

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    9. I put "nongreen" because Jay specified it in the assignment. Maybe I interpreted that incorrectly.

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    10. I think what Jules means is that if you have to put the word "nongreen" into your card in order for it to make sense with the nongreen parameter of the challenge, it probably isn't a great card for the challenge.

      Delete
  10. Freyalise's Envoy 3GGG
    Creature - Wolf Avatar (R)
    When CARDNAME enters the battlefield, destroy all artifacts and enchantments.
    2/2

    ReplyDelete
  11. Bira, Guardian of the Grove 1G
    Legendary Creature - Wolf
    Flash
    When Bira blocks a creature, destroy all artifacts target opponent controls.
    2/3

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    Replies
    1. This is pretty weird, but if the components make sense in the set it's in, then I'm okay with it. Otherwise I'd try to synch up the trigger a little better (e.g. "blocks an artifact creature")

      Delete
    2. This card is unprintably nuts, and is also totally unfun.

      Would they even print a {1}{G} 2/3 Flash? I'm guessing probably not, but this is a ton better than that. This is a totally non-interactive way to completely shut-out whole decks.

      Even if it cost 6, I think putting this kind of "when blocks" trigger on a Flash creature is poor design. I'd definitely remove Flash.

      I also agree with Jules that it is hard to make sense out of this as a "when blocks" trigger.

      Delete
    3. I might be missing which part of this is quite over the line - admittedly this is priced to be a soft Affinity hoser in Modern, but it's not necessarily overwhelming there, either. Part of the idea of Flash + when blocks is that it's kind of like an instant, but an instant an opponent can counter with spot removal. I would never print {1}{G} 2/3 Flash without any drawback, but Legendary for the time being still counts as one - and this doesn't seem incomparable in a world that has Thalias or Fleecemane Lions, much less Tarmogoyfs.

      Is the Flash a lot more unfun than I'm projecting? I assume this wording is clearer than "all artifacts that creature's controller controls".

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    4. Why "all"?

      I would still have power level concerns if this was as is but said "Whenever ~ blocks an artifact creature, destroy that creature," but that makes more sense thematically and is closer to the right ballpark.

      Delete
    5. Hmm. Maybe something like "When ~ blocks a creature, each opponent sacrifices an artifact for each attacking creature he or she controls"? The goal is to really have a playable answer to artifacts that provides somewhat different gameplay than just another Creeping Corrosion.

      I know I'm giving a lot of pushback, but I really appreciate the feedback you're giving.

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

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  13. I'm sooo bummed. I came up with something really fun, but in the process of iterating, it changed from green to red.

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    1. Haha, I just did almost the same, but shifted it into white.

      Delete
    2. Make it a red card then. In fact, I can't think of anything more red than disregarding the rules.

      Delete
    3. Forget that red card, I've had a breakthrough.

      In honor of its release, I'm suggesting a card for Dragons of Tarkir. This card is a mirror card to Highland Prey (from Khans). And dragon morph would replace megamorph and have a unique overlay card.

      Highland Predator 1GG (UNCOMMON)
      Creature - Wolf 2/3
      Dragon morph (You may turn this card face down as a 2/2 creature for 3. Turn it face up at end of turn. As long as it’s face down, it is a Dragon, gets +2/+2, and has flying.)
      Whenever Highland Predator attacks, target creature blocks this turn if able.
      The pack found favor by driving the herd into Atarka’s open maw.

      Delete
    4. The dragon half doesn't have haste, right? Would you ever pay 1GG for this/can we design cards at CMC>3 for this?

      Delete
    5. Since this version can't pretend to be morph anyway, why synch up the cost and not give players their dragons? I'd start with {6} and flip up on a condition like "when ~ untaps" or "when ~ attacks or blocks, at the beginning of the next upkeep").

      Delete
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    7. Pasteur, you can't cast this face down for Dragon Morph. You have to cast it normally, and then can play 3 to flip it face down into a dragon for a turn. Think of it this way, Manifest went one way where you cast things face down to hide their identity and flip them up later. And in another timeline, it changed so creatures come into play normally, and can turn face down to borrow the power of dragons. So creatures of any size and shape are possible with Dragon Morph.

      Jules, the 3 mana cost is not definite, but I like the symmetry with Morph for the block. Let Development sort it out. 4 is perfectly reasonable. But 3 is exciting! Dragons!! Etc.

      I don't like conditional triggers when Dragons of Tarkir has five other complex Brood mechanics. Keeping Dragon Morph as mechanically simple as possible seems important. And anyway, there's lots you can do with it as a simple "pay mana to make this a 4/4 dragon until end of turn."

      Delete
    8. Since this doesn't work the way morph does, I'd suggest you don't include the word "morph" in the mechanic name. "Dragonform" or something instead.

      Will this mechanic ever be usable at common? Kithkin Zephyrnaut was a conditional 4/4 flyer at common; I know he's pre-NWO, but NWO is only about complexity of commons, not power of commons, right?

      Delete
    9. NWO yes, but development doesn't like 4/4 fliers floating around at common. Even 3/3 fliers floating around at common are pretty rare. Commons shouldn't lead to whole games revolving around them, and 4/4 fliers tend to do that (okay, maybe that is partially a design concern). Design tried to get the colorless dragon in Dragons into common, but development moved it.

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    10. Why are we giving Mighty Leaps to every color?

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    11. "Because Dragons", I think is the canonical answer, especially for DTK.

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    12. I misread the same way as Pasteur, so as AlexC said, having morph in the name is going to cause problems when the mechanic behaves this differently. At least like the play I expect from the intended version a lot better, though you should probably turn face down at Sorcery speed to reduce complexity (and turn back up at you upkeep or something).

      Delete
    13. I definitely had misread this! Sorcery speed dragonforming sounds like it could interesting for sure.

      Delete
    14. I agree that Dragonform is a better name for the mechanic: I disagree with sorcery speed because it cuts into the design space more than I'd like at this stage in the design.

      Highland Predator 1GG (UNCOMMON)
      Creature - Wolf 2/3
      Dragonform (You may turn this card face down as a 2/2 creature for 3. Turn it face up at end of turn. As long as it’s face down, it is a Dragon, gets +2/+2, and has flying.)
      Whenever Highland Predator attacks, target creature blocks this turn if able.
      The pack found favor by driving the herd into Atarka’s open maw.

      Delete
  14. I'm currently thinking:

    Wash Clean
    (U)
    3G
    Instant
    Exile all aura enchantments and enchantment creatures.

    To answer Theros Gods. But it would be a better answer if it just answered all enchantments, but the art seems to go better with the creature connection. Any suggestions?

    ReplyDelete
    Replies
    1. This wouldn't exile inactive Gods, is that intended?

      If this was printed in Theros block, I believe it would have to be rare. If it was printed in Tarkir block (as a silver bullet for Theros) it could shift down to common.

      As an aside, I hate when they print a card in a newer block that obliterates the prions one. It always feels like "Well, we're glad you purchased thing X last year. but look how obsolete/fragile it is now. Thing Y is so much better! Don't get left behind, buy Thing Y today!"

      Delete
    2. Prions? Really, phone?!?

      *previous

      Delete
    3. I don't think we're likely to see the phrase "enchantment creatures in a block without any, and if this is in Theros block it seems unnecessarily brutal against Bestow, I'd go with Ben's sorcery speed suggestion.

      Delete
    4. OK, I agree, it can be a sorcery so it probably should. I'm still not happy with it for the reasons other people say, it's too strong a hoser for Theros (maybe the last set maybe??) and too specific for the following block, which I intended. And it doesn't hit non-activated Gods, but if I just said "enchantments" I'd lose the flavour. Not sure where to go from here. Hit legendary enchantments?

      Wash Clean
      (U)
      3G
      Sorcery
      Exile all aura enchantments and enchantment creatures.

      Delete
    5. I think "Wash Clean" works as a flavour for removing any enchantment, not just auras and creatures. E.g. Spring Cleaning doesn't just affect auras.

      Delete
    6. Yes, "wash clean" would be fine, but why would that be illustrated with a picture of a wolf looking at a glowing flowing waterfall? :) I felt it needed the concept of cleaning _creatures_ to make sense. But now I'm not sure, if not, just "exile all enchantments" would be a better answer and a cleaner design. Although not very interesting :)

      Or, hm, maybe something that deals with all enchantments, but has a bonus if it was an aura or creature? That's more fiddly but might fix the flavour, and also allow this to hit Gods.

      Delete
  15. Nymeria, Bane of the Riverlands 1GG
    Leg cre- dire wolf (rare)
    Intimidate
    CARDNAME has death touch while she is attacking.
    Whenever CARDNAME attacks and isn't blocked, you may redirect her combat damage to target House Frey or House Lannister legendary creature.
    2/2

    ReplyDelete
    Replies
    1. In the upcoming "Feast for Crows" expansion houses Frey and Lannister take stage, reaping the rewards of the infamous "REDACTED wedding". How will the other houses and Westeros itself react to their political rise? Can anyone stop them?

      Delete
    2. I doubt Magic will ever do a crossover with another fantasy story (like game of thrones) though it would be cool.
      The House Frey/Lancaster part seems awkward mechanically (is House Frey a creature type?). The deathtouch-redirect is interesting, but I'd put it this way:
      When CARDNAME attacks, target creature blocks it this turn if able.
      If you want targeted hosing:
      When CARDNAME attacks, target creature blocks it this turn if able.

      Delete
    3. Daniel's suggestions here are good ones: Green isn't excited about sneaking around and picking things off so much as getting into a direct tussle.

      Delete
    4. This is one of those times where you're using the tools of green to do something green shouldn't do (kill creatures it isn't fighting directly.) Sure, you could make a green spell that makes a 1/1 deathtouch creature token and have it fight another creature, and those are each things green gets individually, but in 99% of cases that's functionally equivalent to "destroy target creature" which green doesn't get.

      Delete
    5. Inventing a hypothetical set whose nongreen bombs can have any combination of qualities you want them to have seems to me to be against the spirit of the challenge.

      Delete
  16. Lie in Wait 3G
    Instant (U)
    Prevent all combat damage that would be dealt to you this turn. Creatures you control gain deathtouch until end of turn.

    ReplyDelete
  17. Briarpack Ambush 3G
    Instant (Uncommon)
    Put two 2/2 green Wolf creature tokens onto the battlefield blocking target attacking creature. (This ignores any effects that would prevent those tokens from blocking that creature.)

    ReplyDelete
    Replies
    1. What if you cast this during the end step? Need to specify.

      Delete
    2. Mmm, this does probably need Flash Foliage's errataed timing restriction.

      Delete
    3. Ah, I see. I didn't realize Magic had done this before!

      Briarpack Ambush 3G
      Instant (Uncommon)
      Cast CARDNAME only during combat after blockers are declared.
      Put two 2/2 green Wolf creature tokens onto the battlefield blocking target creature attacking you.

      Delete
    4. @Daniel - During end step it wouldn't have a valid target, and couldn't be cast.

      Delete
    5. Then the spell can't be cast. Otherwise it would be too flexible-- making two 2/2s at instant speed for 3G feels a bit pushed already.

      Delete
    6. The rules questions all apply to Flash Foliage as well, AFAICT. The reason for the errata there was not because it could be cast during the end step - it couldn't - but because it could be cast during declare attackers, and then the token could block something else, in addition to the creature it was already blocking!

      Delete
    7. You say "then the spell can't be cast" but that is not true as far as I can tell. I think if you want to say "blocking one or two target attacking creatures," to make it work that way if that is what you want.

      Delete
    8. Trying to dodge rules weirdness, but getting some textiness:

      Briarpack Ambush 3G
      Instant (Uncommon)
      Cast CARDNAME only during the declare attackers step and only if a creature is attacking you or a planeswalker you control.
      Put two 2/2 green Wolf creature tokens onto the battlefield. They block this turn if able.

      Delete
  18. Sentinel of Purity, 3GG
    Creature - Wolf Avatar (rare)
    Deathtouch
    When CARDNAME enters the battlefield or dies, you may exile target artifact or enchantment.
    3/3

    I considered just proposing Fade into Antiquity with this art, which answers any of the Gods and a few other rare enchantment creatures. But I decided to go for a card that can answer multiple bombs with a single casting. It's like a rare version of Acidic Slime: in exchange for the rarity bump and losing the ability to hit lands, you get a more rare-suited size and another copy of the ability on death.

    I imagine this in a Theros-style enchantment set, a Mirrodin-style artifact set, or a set with elements of both. In Limited it's certainly solid, but not really a bomb itself - but very handy against most bomb creatures the opponent could have.

    ReplyDelete
    Replies
    1. I like this card mechanically as "big Acidic Slime", but Deathtouch doesn't really fit with this concept for me.

      Delete
  19. Doesn't look like anyone has volunteered to do the renders yet. I'll take care of them this week.

    ReplyDelete
  20. Remember Gatecrash Limited? Truefire Paladin and Boros Guildmage were legit bombs. They need an answer that you can cast before the Boros deck totally killed you, so...

    Scouting Watchwolf 1G (Uncommon)
    Creature - Wolf
    Whenever CARDNAME blocks, put a 2/2 green Wolf creature token onto the battlefield. That token fights target attacking creature.
    2/1

    ReplyDelete
    Replies
    1. This is one hoop too many. I'd skip the fight part.

      Delete
    2. Seconded. It's also going to confuse some number of players that the token can't then block. What about "Whenever CARDNAME blocks a creature, put a 2/2 green Wolf creature token onto the battlefield blocking that creature."?

      Delete
    3. I also don't like how you can, currently, kill this while it's attacking to get a two-for-one on its controller.

      I like your build Jules. The first version had clunky "dies while blocking" text, which looked awful and lacked imagination and elegance. This version feels almost on point, but the fighting really is a placeholder for blocking.

      Scouting Watchwolf 1G (Uncommon)
      Creature - Wolf
      Whenever CARDNAME blocks, put a 2/2 green Wolf creature token onto the battlefield blocking target attacking creature.
      2/1

      Delete
  21. Glade Protector 1GG
    Creature - Wolf (R)
    Noncreature spells with converted mana cost less than or equal to Glade Protector's power can't be cast by your opponents.
    Activated abilities of creatures your opponents control with power less than or equal to Glade Protector's power can't be activated.
    3/3

    ReplyDelete
    Replies
    1. Obviously inspired by Jenesis

      Delete
    2. Yikes. Her creation was ambiguously in- or out-of-pie, but I could see the green philosophy there. This one looks solidly pie-breaking - this is a white card, the second ability at least. The first ability I'd peg as more white than green but the "noncreature" miight just about give it a pass in green.

      Delete
    3. I think this pretty clearly falls into the Gaddock Teeg camp of "green goals through white means".

      Delete
  22. Regal Wolf 2{G}
    Creature - Wolf (R)
    When ~ enters the battlefield, choose a creature an opponent controls.

    As long as ~ is untapped, that creature can't attack you or a planeswalker you control.

    2/2

    I'm like 60% sure I think this is Green. "My creature is so intimidating yours is scared to even come over here." Of course, in this case, his bark is worse than his bite (wolves can't be much more than 2/2s), but I think the game play is much better that way. Could maybe be uncommon?

    ReplyDelete
    Replies
    1. This is like a green Banisher Priest / Fiend Hunter, isn't it? But since it does less than those (doesn't stop abilities), sure, I don't see why this can't be uncommon.

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    2. This is certainly in most regards just a much worse Banisher Priest. The thing that makes me shy away from Uncommon is that you have to track a relationship between two creatures on board, instead of simply being able to exile one.

      In fact, now that I think about it, I realize that some months ago I proposed almost exactly this card in White, but I think I like this version better.

      I do wish I could squeeze that creature not being able to block this one into the rules text, but that seems like it would make it too cluttered.

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    3. A wording that's stronger and sounds a lot whiter, but captures that cleanly:

      While ~ is untapped, that creature can't attack.
      While ~ is tapped, that creature can't block.

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