Friday, June 13, 2014

Weekend [Art] Design Challenge 061314—Souls of M15

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. You may use that feedback to revise your submission any number of times.


Yesterday, two cards from M15 were spoiled. Design one of the other cards in the cycle.
Challenge via Tommy Occhipinti.

123 comments:

  1. Soul of Tarkir 4RR
    Creature - Avatar
    First strike
    2RR: Creatures you control get +2/+0 and gain trample until end of turn.
    2RR, Exile Soul of Tarkir from your graveyard: Creatures you control get +2/+0 and gain trample until end of turn.
    6/6

    ReplyDelete
    Replies
    1. Clever! I wonder if they'll print something like that to drum up excitement.

      Delete
    2. Supposedly the five planes are:

      1. Ravnica
      2. Zendikar
      3. Innistrad
      4. Theros

      and

      5. Shandalar

      I'd like to believe they're smart enough to do Soul of Tarkir, but apparently the core sets use Shandalar as the location for all their generic fantasy flavor. (i.e. Xathrid and those other locations are in Shandalar.)

      Delete
    3. Could they feasibly do the Tarkir one without essentially spoiling the major mechanical hook for the block a few months too early?

      Delete
    4. Of course they could. I mean, Soul of Zendikar really has nothing to do with Zendikar, but rather seems more about the return of Convoke. So, it seems well within their wheelhouse to design a card that interacts with the mechanical identity of Tarkir without explicitly announcing what Tarkir's primary mechanics are.

      Delete
    5. I don't think the Souls will be tied to the DotP planes. From what I know of Shandalar, it's most strongly associated with blue and green (if anything) and those are already taken. One possibility is that they could do the five most recent planes, which would give us Theros, Innistrad, and New Phyrexia (most likely white / red / black respectively).

      Delete
    6. Based on what we've seen so far (and what we know of Sarkhan's backstory), I suspect it will have some sort of combat mechanic, so I went for two combat-relevant abilities.

      Delete
    7. My question is whether this should have first strike and grant trample?

      Delete
    8. Something like 1RR: +2/+0 to your team would be fine too.

      Delete
  2. I was planning to make a "Soul of Ulgrotha" for teh lulz. However, upon looking through Homelands to find a compelling mechanical theme, I found... nothing. Good lord, that set is just all over the map.

    ReplyDelete
    Replies
    1. "Search your library for a flavorful and overcosted legendary creature and set it aside. Shuffle your library, then put the chosen card fifth from the top."

      Delete
    2. "Search your library for a flavorful and overcosted legendary creature and set it aside. Shuffle your library. You're welcome."

      Delete
  3. Great challenge idea!

    Soul of Innistrad 4BB
    Creature- Avatar (Rare)
    6/6
    Flying
    4BB: Each opponent loses life equal to the number of creatures that died this turn.
    4BB, Exile CARDNAME from your graveyard: Each opponent loses life equal to the number of creatures that died this turn.


    I was torn as to what ability to give this. Intimidate and lifelink are both attractive, but I suspect that flying would play better. Feedback welcome and appreciated!

    ReplyDelete
    Replies
    1. Blue already has flying, so I'd go with lifelink.

      Delete
    2. I was thinking maybe they would have four fliers plus the green one... but, point taken. New version:

      Soul of Innistrad 4BB
      Creature- Avatar (Rare)
      6/6
      Lifelink
      2BB: Each opponent loses life equal to the number of creatures that died this turn.
      2BB, Exile CARDNAME from your graveyard: Each opponent loses life equal to the number of creatures that died this turn.

      Also changed the numbers on the ability, on the theory that it's typically weaker than "get a 3/3".

      Delete
    3. There isn't any reason mutiples creatures can't have cycling. The Titans didn't overlap keywords, but New Phyrexia's Chancellors did. Having said that, being Avatars is a good way to prevent a need for doubling up.

      Delete
    4. Did you consider making it "the number of creature cards in your graveyard" instead? That requires less memory.

      Also, if you want to make the abilities connected, you can make the Soul itself deal the damage, so you gain life off it. It feels weird to have life gain and life loss on the same card but with no connection.

      Delete
    5. Good point about memory issues. To preserve the resonance and make sure the power level is high enough, I'd rather say "all graveyards".

      The damage-dealing idea is clever, but no other Soul would work that way, and I believe it runs into issues where the second ability doesn't actually trigger it (since most creature abilities only "work" when the card is an actual creature). So I'll pass on that. Final version:

      Soul of Innistrad 4BB
      Creature- Avatar (Rare)
      6/6
      Lifelink
      3BB: Each opponent loses life equal to the number of creature cards in all graveyards.
      3BB, Exile CARDNAME from your graveyard: Each opponent loses life equal to the number of creature cards in all graveyards.

      Delete
    6. I love that Soul of Innistrad cares about creatures dying. Lifelink definitely feels better than flying here.

      I think we can justify counting the number of creatures that died this turn on the basis that as long as this Soul is out, players will be hyper-aware of that number, and I like it better at first because it's closer to Morbid, and you can count the Soul's death.

      The new version is *much* more powerful and doesn't require as much headspace to track. Ironically, it's last ability now explicitly doesn't count itself, but given how many creatures are likely to be in graveyards, that's likely for the best. I do feel that this version is less aesthetically pleasing because we're counting each player's graveyard, but only punishing opponents. I also think this ability is harder to balance and probably needs to cost more.

      Delete
    7. I think it probably can't count all graveyards without being nuts (though I'd probably prefer it that way), but given that it has lifelink I think it is prettier if it hurts everyone. Something like 5BB: Each player loses 6 life.

      Delete
    8. Could go either way, really, but if counting both graveyards is going to be too powerful-- and it probably is-- then I'm inclined to go with the previous version, which (as Jay says) is a bit more resonant. Even if the life loss is only going to be 1 or 2 in most cases, the fact that you have a 6/6 attacking in is going to make it plenty dangerous. Thanks for all the suggestions!

      Delete
  4. The five planes in DotP M15 have been confirmed to be Innistrad, Theros, Ravnica, Shandalar, and Zendikar. (This is the same as the M14 planes, retiring the oldest one -- Alara -- and adding the most recent one.) Due to how the summer core set and the summer Steam game are designed together, I'd expect the five planes to mirror the five Souls.

    Of the three remaining planes, the one most resonant for black is Innistrad. Although there's a pretty even spread of color representation on both Shandalar (Slivers, Ring cycle) and Theros (gods, nonhuman humanoids), what tipped me toward white for Theros was my realization that all three of Theros's poleis have white in their color identity:

    Soul of Theros 4WW
    Creature - Avatar (Mythic)
    Lifelink
    2WW: Return target enchantment card from your graveyard to your hand.
    2WW, Exile Soul of Theros from your graveyard: Return target enchantment card from your graveyard to your hand.
    6/6

    I thought about vigilance, but I didn't want it to be too similar to Sun Titan.

    ReplyDelete
    Replies
    1. Seems solid. I like white as a color identity for Theros, given the enchantment theme. This may be just a bit narrow for a mythic rare, though (since it asks you to play with a lot of enchantments).

      Delete
    2. Can't we return the enchantment to the battlefield? If I started every game of Theros limited with an Emblem that said
      "4: Return an enchantment from your graveyard to your hand" it would very rarely have been activated. If it put it on the battlefield, on the other hand...

      Delete
    3. Trying something not at all like Sun Titan:

      Soul of Theros 4WW
      Creature - Avatar (Mythic)
      Lifelink
      2W: Target creature, enchantment, or planeswalker you control gains protection from the color of your choice until end of turn.
      2W, Exile Soul of Theros from your graveyard: Target creature, enchantment, or planeswalker you control gains protection from the color of your choice until end of turn.
      6/6

      Delete
    4. It's tricky trying to find different keywords from the Titans. White has to be first strike or lifelink (or maybe protection). Black has to be lifelink or intimidate. Red has to be first strike or haste (or maybe trample). First strike notably acts as a trump within the cycle, so maybe lifelink, intimidate and haste are best? Does haste do enough on a fatty with activated abilities?

      Anyhow, I like Soul of Theros with protection, though "creature, enchantment or planeswalker" seems overly-specific, and I would expect it to cost 1WW instead.

      Delete
    5. Intimidate on a 6/6 is perhaps a bit too scary (heh), so I'd be inclined to say lifelink for black, first strike for white, and haste for red.

      Of course, to be truly beautiful, this parallelism would require us to pretend that Frost Titan had actual hexproof rather than quasi-hexproof.

      Delete
  5. Soul of Mirrodin [4RR]
    Creature — Avatar
    Trample
    RRR: Add 6 to your mana pool.
    RRR, Exile CARDNAME: Add 6 to your mana pool.
    6/6

    I like the idea that what's left of Mirrodin would be red.

    ReplyDelete
    Replies
    1. Infinite mana combo with Skyshroud Elf would make this very unprintable. Limit the use of the mana in some way (cast artifacts or activate abilities possibly)?

      Delete
    2. A two-card combo in Modern-- both creatures, one costing 6 mana, and requiring a third card to kill-- doesn't seem broken or unprintable to me. Kiki-Twin, Melira + persist, and Archangel of Thune + Spike Feeder are all easier to assemble than that.

      Delete
    3. But for plaverreasons I would only let it work on artifact spells and activations

      Delete
    4. Unless it's easily broken, I prefer the cleaner template. Limiting to artifact stuff doesn't really reduce its power but means that the fun of using this to pump out a massive fireball in casual isn't possible. Not sure if it's worth it.

      The Skyshroud Elf – one says it's broken, the other says it shouldn't be a problem. I dunno. :)

      Delete
    5. I like this take on Mirrodin. I think all of these want to have Timmy abilities, but otherwise, awesome idea.

      Delete
    6. Skyshroud Elf isn't modern legal, so there should be no issue.

      Once I have 6 mana, what's so important about ramping to 9? Am I trying to cast Eldrazi in this deck?

      Delete
    7. This is a new ability for red. Why should red be able to double mana by un-redding it? I get that it's functionally similar to red rituals, but those can't be activated abilities without adding a limit. Still RRR->6 feels very different. I could see it on an artifact world, or factory world where colorless matters, but in normal Magic it looks strange.

      Delete
    8. What if the ability was just Mana Geyser? Greater input for greater output and references an actual Mirrodin card.

      Delete
    9. Oh wait. Infinite mana. Ha.

      Delete
    10. Suppose it could have a once per turn limit though.

      Delete
    11. That would work, though it would look ridiculous mirrored on the second ability.

      Delete
  6. You know, I can't really think of a plane with an overall connection to Red. I guessed Tarkir too, but with the above explanation I don't think it's likely anymore.

    ReplyDelete
    Replies
    1. Don't let your goal be to predict what they'll print in M15. The goal is to design a cool card with some pretty tight restrictions.

      Delete
    2. Excellent point.

      Soul of Valla {4}{R}{R}
      Creature — Avatar (M)
      Haste
      {2}{R}{R}: This turn, all creatures attack if able and all creatures block if able.
      {2}{R}{R}, Exile CARDNAME from your graveyard: This turn, all creatures attack if able and all creatures block if able.
      6/6

      Could also have First Strike or Trample, but Haste seemed most appropriate to "if Pandemonium was a plane."

      Delete
    3. So violent. I like it a lot.

      One thing that bothers me is that you'll often do better not to attack with the Soul so you can activate on your opponent's turn and block with it. That would anti-combo with haste except that you won't have mana to do both on that first turn, so it's fine, if inconsistent.

      Delete
  7. Lorwyn never gets any love...

    Spirit of Lorwyn and Shadowmoor - 4WW
    Creature - Avatar - M
    Vigilance
    1WW: Another target creature you control gets +1/+1 until end of turn for each other creature you control that shares a creature type with it and +1/+1 until end of turn for each other creature you control that shares a color with it.
    1WW, Exile CARDNAME: Another target creature you control gets +1/+1 until end of turn for each other creature you control that shares a creature type with it and +1/+1 until end of turn for each other creature you control that shares a color with it.
    6/6

    ReplyDelete
    Replies
    1. Gonna go out on a limb and say that's a bit too wordy for lorwyn and shadowmoor to be represented by the same spirit.

      Delete
    2. Also, it's a soul, not a spirit. Version 2:

      Soul of Lorwyn 4WW
      Creature - Avatar M
      Changeling
      1WW: Target creature you control gets +1/+1 until end of turn for each other creature you control that shares a creature type with it
      1WW, Exile CARDNAME: Target creature you control gets +1/+1 until end of turn for each other creature you control that shares a creature type with it.
      6/6

      Changeling is a more exciting keyword than vigilance anydangway.

      Delete
    3. Changeling isn't an evergreen keyword and probably wouldn't show up in the cycle even if it was in M15. But we can always dream...

      Delete
    4. I like the idea of each of these using a keyword from their planes. Obviously, that wouldn't be the case in M15, but it's cool to imagine.

      Delete
    5. Yeah, unless M15 is bringing back changeling (which seems reasonable if not for the question of what choices are legal), I don't see this happening. But if we pretend M15 were using changeling, it would want a Lorwyn lord and this is pretty neat.

      Would probably be type Changeling Spirit, or just Spirit.

      Delete
  8. Soul of Rabiah
    4RR
    Creature - Avatar
    First Strike
    2RR: Put a token that's a copy of target Djinn or Efreet onto the battlefield. That token has haste. Exile it at the beginning of the next end step.
    2RR, Exile CARDNAME from your graveyard: Put a token that's a copy of target Djinn or Efreet onto the battlefield. That token has haste. Exile it at the beginning of the next end step.
    6/6

    ReplyDelete
    Replies
    1. I like the idea, but this kind of narrow/tribal design probably doesn't belong on a mythic rare (let alone one that's part of a cycle). Would copying any creature be too strong?

      Delete
    2. This was meant as a tongue-in-cheek response, and not something they'd ever print. But to make it serious:

      Soul of Tarkir
      4RR
      Creature - Avatar
      First Strike
      2RR: Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
      2RR, Exile CARDNAME from your graveyard: Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
      6/6

      Delete
    3. Heh. I like both of these.

      Delete
    4. Soul of Tarker is cool. (As I mentioned above, I'm not confident first strike is a good choice since it trumps the other Souls, but I wouldn't be shocked to see it either.)

      Soul of Rabiah is cute.

      Delete
    5. You could make Soul of Rabiah more printable by just making it a "Djinn Avatar" itself.

      Delete
  9. First attempt at Soul of Theros, where the gods are capricious and apt to smite with impunity.

    Soul of Theros (Mythic Rare)
    4RR
    Creature - Avatar
    6/6
    Haste
    4RR: Destroy target nonenchantment permanent.
    4RR, Exile NAME from your graveyard: Destroy target nonenchantment permanent.

    The abilities are powerful enough that I went with relatively weak haste over intimidate or first strike. Abilities could also be "each player sacrifices a nonenchantment creature" but I'm still mulling it over.

    ReplyDelete
    Replies
    1. I'm also aware that the abilities could easily cost 6RR.

      Delete
    2. Maybe make it closer to Capricious Efreet's ability? Like:

      "Choose three target nonenchantment permanents, then destroy one at random."

      Delete
    3. I love how "nonenchantment" fits both with Red and with the Theros divine-enchantment idea. Metaghost's suggestion seems like a good one.

      Delete
    4. @Meta I really like your tweak, but now I'm rethinking the whole concept. The opportunity to destroy a land every turn is so punishing. Actually that makes you're version the safest way to implement the card:

      Soul of Theros (Mythic Rare)
      4RR
      Creature - Avatar
      6/6
      4RR: Choose three target nonenchantment permanents. Destroy one at random.
      4RR, Exile NAME from your graveyard: Choose three target nonenchantment permanents. Destroy one at random.

      Delete
    5. I don't know if that actually prevents the Stone Raining. You could choose three permanents each of a different type, but is that getting too fiddly?

      Delete
    6. Destroying a land once per turn every turn after the turn you cast a six-drop (including the turn after it dies) is undeniably strong, but I'm not sure there are any formats where it's too strong.

      Does the new version not have a keyword?

      (You pitched it already, but FWIW, I'm not comfortable with red explicitly getting "destroy target nonenchantment" even if it can potentially kill each of those types otherwise. The random version makes it feel okay, though. Interesting.)

      Delete
    7. I forgot haste when I typed up my revision. Oops.
      There's some real give or take that comes with both versions of the ability. The first version is elegant, easy to use on a heavy board state, but extrememly powerful. The second version has complexity baked into it, can become a pain to implement with repeated activations, and makes the board state harder to predict. But it's less overtly powerful. This is why I don't like designing Rares and Mythic Rares. They are so Development dependant and less an acedemic exercise. Playtesting is a must.

      Delete
  10. Soul of Theros - 4WW
    Creature - Avatar (Mythic Rare)
    Vigilance
    6/6

    1WW: Put a +1/+1 counter on each creature you control.

    1WW, Exile Soul of Theros from your graveyard: Put a +1/+1 counter on each creature you control.

    ReplyDelete
    Replies
    1. My developer's soul says that ability is likely 1 too cheap.

      Delete
    2. On a 6/6 for 6, developers can get away with pretty much anything (see: Titans). That being said, you're still probably right.

      Delete
    3. My reasoning is that being able to cast this and then activate it twice the following turn is a bit much, whereas 2WW would still let you cast a Bear and activate the ability.

      Delete
    4. While 4CMC has been the standby for this effect (while attached to something else), I feel as though the cost reduction makes up for the ability not being as flashy as the other Souls'

      Delete
    5. This was the first design I came up with, but as Soul of Lorwyn and the abilities were costed 3WW.

      Delete
    6. Not convinced this feels quintessentially Theros, but I do like it. I also suspect 1WW is a bit too cheap.

      Delete
  11. Soul of innistrad 4BB
    avatar
    Intimidate
    4BB: return target creature from your graveyard to the battlefield
    4BB: Exile CARDNAME from the graveyard. Return target creature from your graveyard to the battlefield.
    6/6

    I think it's powerfull, but not overpowered.

    ReplyDelete
    Replies
    1. Wish I'd made this. Seems like about the right power level: better than getting a 3/3, not quite as good as drawing 3(ish). Intimidate on a 6/6 is very scary but probably OK.

      Delete
    2. Definitely cool.

      It's over-powered compared to Soul of Zendikar by a good shake. I shudder to imagine the things you'll reanimate in a deck honed to pay 4BB two or more times.

      Delete
  12. Soul of New Phyrexia
    4WW
    Creature - Avatar (M)
    First strike
    5WW: Target creature gains indestructible until end of turn.
    5WW, Exile Soul of New Phyrexia from your graveyard: Target creature gains indestructible until end of turn.
    6/6

    Probably being way too safe with the costs on those activations. I imagine the art has darksteel in it somewhere. Feedback appreciated as always.

    ReplyDelete
    Replies
    1. It doesn't feel too Phyrexian-y to me. What if it did a version of Marrow Shards?

      Delete
    2. This is a good mix of Phyrexian flavor and probable Core Set mechanics. It could also make all your creatures gain indestructible until end of turn. But then something less powerful than first strike would be called for. Maybe vigilance.

      Delete
    3. While not necessarily relevant, Deathless Angel had this ability at a mere WW.

      And though I think Nich's suggestion of making it affect your whole team (a la Boros Charm and Dauntless Escort), I do wonder if indestructible is a bit of an odd ability to pair with the graveyard ability.

      Delete
    4. I like that one of you was like "not Phyrexian" and the other was "it's Phyrexian". I was considering giving the whole team indestructible, but that feels like it's just not beatable ever. Again, the cost is probably too high, but as one of those "threat of activation is as good as the activation" things, I think it's okay.

      Delete
    5. Missed metaghost. Yeah, Deathless Angel makes this look kinda odd. Why is indestructible odd for the graveyard part?

      I also considered something like "gain 2 life for each creature you control", although that's not super Phyrexian and doesn't feel great at mythic.

      Delete
    6. I only say it's a little odd because just because it actively prevents the graveyard ability from being used. That's not a serious concern, but it is amusing and possibly something to consider.

      Delete
    7. It could be "another target creature".

      Delete
    8. Could be "each other creature you control."

      Indestructible is somewhat redundant on a 6/6 with first strike anyhow.

      Delete
    9. I like "each other creature you control" because it suggests a way to beat it: crush it in combat or with a kill spell. If that's the case, I'd rather give it a different keyword, as first strike makes it almost impossible to deal with... Idea!

      Soul of New Phyrexia
      6WW
      Convoke
      5WW: Each other creature you control gains indestructible until end of turn.
      5WW, Exile Soul of New Phyrexia from your graveyard: Each creature you control gains indestructible until end of turn.
      6/6

      Thoughts? The only downside to the ability is that the graveyard text doesn't match the first one, but I'm okay with that. How do people feel about this being the only cost-breaking member of the cycle?

      Delete
    10. M15 bringing convoke back isn't inconceivable. We wouldn't see a lone member of the cycle with a different cost, but just because blue and green match doesn't mean all five do. I think you could keep 'other' in the last ability without confusing much.

      Delete
    11. That's true. I doubt keeping "other" in the last ability would make it through official templating. I'd rather take the aesthetic hit and be perfectly clear in what's happening.

      Delete
    12. Well? Not bad! http://www.gatheringmagic.com/cmdrdecks-062314-soul-of-new-phyrexia/

      Delete
    13. Sooooo close. Funny to think that the greatest difference is just that you're original proposal was slightly conservative.

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

    ReplyDelete
  14. I'm torn between

    Soul of Phyrexia 4BB
    Creature - Avatar
    Intimidate
    3BB: Target creature gets -3/-3 until end of turn.
    3BB, exile Soul of Phyrexia from your graveyard: Target creature gets -3/-3 until end of turn.
    6/6

    and

    Soul of Rath 4RR
    Creature - Avatar
    Haste
    2RR: Target creature gets +2/-2 until end of turn.
    2RR, exile Soul of Rath from your graveyard: Target creature gets +2/-2 until end of turn.
    6/6

    I think I'll go with Soul of Rath.

    ReplyDelete
    Replies
    1. I think those 2 are dangerous. This is not only removal, but also removal from the grave. I think the second one would be the right powerlevel if you can only cast it on creatures you control or with +2/-1 (or both)

      Delete
    2. I could see either of these. Nice. Dangerous for sure, but it is a mythic.

      Lompe does have a good point that being able to cast removal from the graveyard at instant speed will catch a lot of players off guard and frustrate them.

      Delete
  15. Soul of Innistrad 4WW
    Creature -- Avatar (M)

    Vigilance

    3WW: Return all creatures with CMC 2 or less from your graveyard to the battlefiled.

    3WW, exile ~ from your graveyard: Return all creatures with CMC 2 or less from your graveyard to the battlefield.

    6/6

    I was debating between this and something like Lompe's design, but since Lompe did that one, I'll propose this one. I kind of wanted the ability to actually be Immortal Servitude, but I didn't think that they'd want one of the abilities having an X in the cost.

    I'd also consider "power two or less" a la Reveillark which allows more gross combos such as Kalonian Hydra.

    I like that this ability encourages self-mill, which is very Innistrad (and harkens back to the Angel of Glory's Rise decks).

    ReplyDelete
    Replies
    1. Considering it's the Soul of Innistrad, using the "power two or less" clause would actually connect it to an Innistrad card: Mentor of the Meek. Seems like a worthy alternative to pursue, though choosing between them would certainly demand actual knowledge of the context it would appear in.

      Delete
    2. Actually, I think putting an X in the cost would make for an awesome part of a cycle. They did it with the Commands.

      Delete
    3. I do like that putting an X in it lets you get value from using the ability multiple times. Is anyone offended by this:

      Soul of Innistrad 4WW

      Vigilance

      XWW : Return all creatures with converted mana cost X from your graveyard to the battlefield.

      XWW, exile ~ from your graveyard : Return all creatures with converted mana cost X from your graveyard to the battlefield.

      6/6

      Which do people prefer?

      Delete
    4. I prefer the latter because the former is basically Sun Titan.

      Delete
    5. I pictured the former playing out like a general leading an army. You attack with everything and lots die and some get through, and then it all comes back so you can do it again. Unfortunately, I think the gap between 2 and 6 would mean that wouldn't happen, because your deck with enough 2 drops to make that work probably doesn't want a 6 drop.

      The latter seems like it could still encourage some neat gameplay choices. I could see the ability costing WWXX actually, cause this is very strong.

      Delete
  16. Soul of Bant 4WW

    Creature - Avatar

    Flying

    4WW: Target creature gets +6/+6 and gains lifelink until end of turn.

    4WW, exile Soul of Bant from your graveyard: Target creature gets +6/+6 and gains lifelink until end of turn.

    6/6

    ReplyDelete
    Replies
    1. Oof! What a beating. I like the idea and aesthetic a lot, but unfortunately granting +6/+6 is not White (it is Green).

      Also I question associating this with Bant, as this encourages attacking with lots of creatures rather than one.

      Also, I would like it to say "another target creature" so it doesn't just give you 12 life all on its own.

      Delete
    2. How about "+1/+1 for each creature you control"?

      I think it still encourages the exalted plan until you can get to 12 mana.

      Delete
    3. I think it encourages you to attack with a ton of things and pump one of the ones they don't block.

      Delete
    4. +1/+1 and lifelink for each creature you control? Very white and plenty exciting.

      How many cards in the cycle would you give flying?

      Delete
  17. For the lulz:

    Soul of New Phyrexia 4BB
    Creature - Avatar
    Infect
    3BB: target playet get a poison counter.
    3BB, exile CARDNAME from your graveyard: target playet get a poison counter.
    6/6

    More seriously: Progenitus, he is the sould of Alara.

    If he wasn't thoug:

    Soul of Alara WUBRG
    Creature - Avatar
    Protection from all colors amongst permanents you control.
    WUBRG: Target permanent or player gets protection from all colors amongs permanents you control.
    WUBRG, exile CARDNAME from your graveyard: Target permanent or player gets protection from all colors amongs permanents you control.

    Still not m15 enough I guess, but oh well.

    ReplyDelete
    Replies
    1. I have some issues with soul of alara. When you have that soul on the battlefield, you already have alle the collers on the battlefield. That is just i little bit wierd for me.

      My issue with the first one, is that in such a sett, only a few keywords come in

      Delete
    2. I agree. That is the reason why the Phyrexian one would most probably not see print in a basic set.

      As I said, the second too is not M15 enough, since the people in RnD shy away from protection these days.

      The fact you already have all the colors is true, we could change it to all colors amongst other permanents you control.

      I will change my submission to something else then:

      Sould of Dominaria 4WW
      Creature - Avatar
      Indestructable
      3WW: The next time a permanent would be put in a graveyard this turn, return it into play instead.
      3WW, exile CARDNAME from your graveyard: The next time a permanent would be put in a graveyard this turn, return it into play instead.
      6/6
      Torn and ravaged, yet still enduring.

      Delete
    3. The thing that makes these fatties novel is that you can use them after they die. Indestructible makes that largely impossible.

      What happens when multiple permanents die at the same time (via combat damage or wrath effects)?

      Delete
  18. Soul of Shandalar 4WW
    Creature-Avatar (M)
    Vigilance
    3WW: Exile target attacking or blocking creature.
    3WW, Exile Soul of Shandalar from your graveyard: Exile target attacking or blocking creature.
    6/6

    ReplyDelete
    Replies
    1. Guh. How do you beat this without removal or a much larger army?
      Not sure how Shandalaar-y this is, but it's very white.

      Delete
    2. It may still be too much, but I think the ability is actually less punishing than most of the other removal versions since it doesn't stop chump blocking and they can play around it a bit. Nevertheless too punishing with Vigilance. Changing the ability to 2WW: Celestial Flare.

      Delete
  19. Soul of Innistrad 4WW
    Creature - Avatar (M)
    Vigilance
    4WW: Put a 4/4 white Angel creature token with flying onto the battlefield.
    4WW, Exile CARDNAME from your graveyard: Put a 4/4 white Angel creature token with flying onto the battlefield.
    6/6

    ReplyDelete
    Replies
    1. I considered this, but I feel this makes the Green one look so shameful I'm not sure they can print it.

      Delete
    2. Now that I look at it, I agree pretty hard. A more marginal ability and a higher cost on the Angel summoning might make it work... hrm...

      Soul of Innistrad 4WW
      Creature - Avatar (M)
      Soul of Innistrad cannot be the target of Black spells or abilities
      5WW: Put a 4/4 white Angel creature token with flying onto the battlefield.
      5WW, Exile CARDNAME from your graveyard: Put a 4/4 white Angel creature token with flying onto the battlefield.
      6/6

      Delete
    3. Frost Titan and Inferno Titan shows their willing to stray from keywords for cycles like this, but I'm still not sold on semi-pro-black here.

      I'm glad the cost to make angels went up, but I still think there are too many exciting abilities to choose from to make two token generators.

      Delete
  20. Soul of Mercadia, 4RR
    Creature - Avatar (M)
    Haste
    4RR: Discard your hand, then draw cards equal to the number of cards discarded this way.
    4RR, Exile CARDNAME from your graveyard: Discard your hand, then draw cards equal to the number of cards discarded this way.
    5/5

    I was trying to encompass the idea of Mercadia's trade through discarding/drawing and felt the best color to do this would be red. I'm not sure if haste would be the best option, but I can't really think of anything else that could fit both red and Mercadia.

    ReplyDelete
    Replies
    1. 6/6?

      Not sure how many times a player needs to replace their hand, but this could certainly be powerful in a red control deck… which makes me wonder if haste is right.

      Delete
  21. Note that I made comments for some of you that apply across the board. No sense repeating the same thing.

    If I were choosing three of these cards to fill out the cycle, I'd choose Nich Grayson's second Soul of Theros, Ipaulsen's second Soul of Innistrad, and Jules' Soul of Shandalaar. That is not to say those are my favorite, only that it's the best set of three as-written cards that don't conflict.

    Could we make a white soul with "NWW: Destroy all creatures?"
    (N would probably have to be 5 or 6)

    ReplyDelete
    Replies
    1. If New Phyrexia, it could definitely be all nonartifact creatures, probably costed at 4WW

      Delete
    2. One uncounterable Wrath guaranteed, and second if you can't immediately take out the 6/6 body? That's spectacularly powerful. I'd say 5WW at the very least.

      Delete
    3. (And by "spectacularly powerful", I mean "Wow, that's an awesome design.")

      Delete