I like the red design the best. The others involve onboard tricks that would really up the board complexity of limited. The blue and black are probably the worst offenders here, because neither ability really forces you to commit to using it before the opponents end step. As a result, there's only a narrow window when shields are down to interact and the controller can always just opt out of using the two mana ability.
I would suggest focusing on more proactive abilities for these so that the controller actively makes choices and the opponent doesn't have to constantly factor in the interactions.
Deepfathom Guildmage 2U Creature Merfolk Wizard (U) 1U, T: Target creature doesn't untap during it's controllers next untap step 3U, T: Attacking creatures you control gain flying until end of turn. 2/2
Purehope Gudmage 2W Creature Human Wizards 1W, T: Blocking creatures get +1/+1 until end of turn. 3W, T: When you attack with one or more creatures this turn, create a 1/1 white Soldier creature token with vigilance that's attacking. 2/2
Seedsoul Guildmage 2G Creature Elf Wizard 1G, T: Add three Mana of any one color to your mana pool. 3G, T: Target Land you control becomes a 4/4 green elemental creature with Trample until end of turn. 2/2
Darkshade Guildmage 2B Creature Human Shaman 1B, T: Remove a counter from target permanent. 3B, T: Put a +1/+1 counter on each creature you control that dealt damage this turn. 2/2
If Guildmages are something we want to keep doing forever, reminding folks now that they weren't always MM (or HH) is a good idea. If this is "the last of the guildmages" I'd rather conform to modern expectations.
This cycle is great. Finding a cycle like this is always satisfying because it's rare to find such simple, clean design space which is relatively untapped. I also think the cards are about as balanced as possible, considering how strict the cycle is.
I especially like the red and white entries in the cycle. Each of these two is clear about what exactly it is trying to do, while providing two different tools which clearly work toward that same goal. Even when you have four mana available for the second ability, there are cases where the first might be more useful. However, since they are tap abilities, you can only choose one. This tension is fun and really makes these creatures feel like swiss army knives.
If I had to change one, it would be the black entry. The first ability seems very strong, but it may not be very useful on turn 3 typically (depending on the environment). While the other entries seem like cards that almost always play great on turn 3, the black sticks out as a bit more situational and swingy. It feels like it would occupy a very different role in a draft environment. I might consider changing its 2 cost activation to "Target creature gains menace until end of turn," and making its four cost activation "Exile a creature card from your graveyard. If you do, create a 2/2 black zombie creature token."
Also, did you consider having the green guildmage grant the land haste? It would be a non-negligible power level increase, but I think it would reduce the number of confusing situations.
These are all clean, resonant, and disconcertingly balanced. Even the art is a great find. Well done.
ReplyDeleteDisconcertingly balanced might be the best compliment I've ever received. Thanks.
DeleteI like the red design the best. The others involve onboard tricks that would really up the board complexity of limited. The blue and black are probably the worst offenders here, because neither ability really forces you to commit to using it before the opponents end step. As a result, there's only a narrow window when shields are down to interact and the controller can always just opt out of using the two mana ability.
DeleteI would suggest focusing on more proactive abilities for these so that the controller actively makes choices and the opponent doesn't have to constantly factor in the interactions.
Deepfathom Guildmage 2U
DeleteCreature Merfolk Wizard (U)
1U, T: Target creature doesn't untap during it's controllers next untap step
3U, T: Attacking creatures you control gain flying until end of turn.
2/2
Purehope Gudmage 2W
Creature Human Wizards
1W, T: Blocking creatures get +1/+1 until end of turn.
3W, T: When you attack with one or more creatures this turn, create a 1/1 white Soldier creature token with vigilance that's attacking.
2/2
Seedsoul Guildmage 2G
Creature Elf Wizard
1G, T: Add three Mana of any one color to your mana pool.
3G, T: Target Land you control becomes a 4/4 green elemental creature with Trample until end of turn.
2/2
Darkshade Guildmage 2B
Creature Human Shaman
1B, T: Remove a counter from target permanent.
3B, T: Put a +1/+1 counter on each creature you control that dealt damage this turn.
2/2
I agree with Wobbles' concern, and prefer his guildmages for that reason.
DeleteHuh. I like these, but it hadn't occurred to me guildmages wouldn't be double-coloured-mana with CMC=P/T and activated non-tap abilities.
ReplyDeletehttps://scryfall.com/search?as=&order=&q=guildmage+e%3Amir
DeleteIf Guildmages are something we want to keep doing forever, reminding folks now that they weren't always MM (or HH) is a good idea. If this is "the last of the guildmages" I'd rather conform to modern expectations.
DeleteThis cycle is great. Finding a cycle like this is always satisfying because it's rare to find such simple, clean design space which is relatively untapped. I also think the cards are about as balanced as possible, considering how strict the cycle is.
ReplyDeleteI especially like the red and white entries in the cycle. Each of these two is clear about what exactly it is trying to do, while providing two different tools which clearly work toward that same goal. Even when you have four mana available for the second ability, there are cases where the first might be more useful. However, since they are tap abilities, you can only choose one. This tension is fun and really makes these creatures feel like swiss army knives.
If I had to change one, it would be the black entry. The first ability seems very strong, but it may not be very useful on turn 3 typically (depending on the environment). While the other entries seem like cards that almost always play great on turn 3, the black sticks out as a bit more situational and swingy. It feels like it would occupy a very different role in a draft environment. I might consider changing its 2 cost activation to "Target creature gains menace until end of turn," and making its four cost activation "Exile a creature card from your graveyard. If you do, create a 2/2 black zombie creature token."
Also, did you consider having the green guildmage grant the land haste? It would be a non-negligible power level increase, but I think it would reduce the number of confusing situations.
Thanks for this cycle, keep up the awesome work!
Shouldn't the green one give the land haste? That way players wouldn't have to track the land they played that turn. (This was done on Awaken in BFZ)
ReplyDeleteCool exercise.
ReplyDeleteI'd love to see more old cycles revisited.