netn10 wrote: ↑2 weeks ago
Grist, the Endless Swarm
Legendary Planswalker - Grist (Mythic)
At the beginning of your upkeep, create a token that's a copy of Girst.
Whenever Grist dies, the player that killed them loses 2 life and draws a card.
-1: Create a 1/1 green Insect creature token.
2
This card just doesn't work, in more than one way. Straight life loss doesn't exist in monogreen, so this should really be multicolor rather than hybrid. Worse, you made a
legendary card pop out copies of itself: the moment the second planswalker (sic) hits the field, the first is going to die. At which point you and your opponent get to pause the game and argue about whether that makes you 'the player that killed them' or not, because that's not a defined term. Just a mess, with a kind of compelling if hard-to-balance concept that completely torpedoes itself through shoddy writing and a failure to think things through.
Sagharri wrote: ↑2 weeks ago
Niko, Reality Shaper W{w/u}U
Legendary Planeswalker — Niko (R)
Whenever an opponent attacks you or a planeswalker you control, Niko, Reality Shaper deals X damage to target attacking creature, where X is 1 plus number of Shards you control.
+1: Create a Shard token, then exile target creature or planeswalker you control until that Shard leaves the battlefield.
-2: Create a Shard token, then exile target creature or planeswalker you don't control until that Shard leaves the battlefield.
3
Interesting triggered ability, I'd have liked to see it worded a bit more clearly but this works. Big fan of the bouncing via shards: great flavor and interesting mechanics on that one. Interesting how Nico can just hide out in a shard when things get dicey, though it's more of a cool trick than something with hugely practical applications. Perhaps a bit suffocating once this gets rolling, but that's something a planeswalker is allowed to be.
OneAndOnly wrote: ↑2 weeks ago
Harkash of the Crag --
2RR
Legendary Planeswalker - Harkash {M}
Whenever a source you control deals 5 or more damage, put a loyalty counter on Harkash of the Crag.
-3 The next time this turn a source of your choice would deal damage, it deals 5 damage instead.
3
Interesting idea: I like the notion of caring about amount of damage dealt, and I think this could be fleshed out into a very interesting more traditional sort of walker.
But there's just not enough going on here to justify mythic status. Use this the turn you cast it, and it's a middling burn your opponent gets to target. Use it later, and it's a sitting duck for a round that both desperately needs you to bring the right deck and doesn't actually synergize much with such a deck. Let's not hype up '5 damage' too much: it's a +4/+0 power boost or a 3 damage upgrade for burns. I'd rather have Furnace of Rath out, or Where Ancients Tread, or Double Vision, or most any Chandra: all seem to do the 'burn boosts that stick around' thing a lot better.
Ink-Treader wrote: ↑1 week ago
Dalti, Precept Forger 2CW
Legendary Planeswalker - Dalti (M)
When Dalti enters the battlefield and at the beginning of your upkeep, choose a card name.
(Previously chosen names remain chosen.)
+2: Until your next turn, you and Dalti have protection from the named cards, and spells you cast that share a name with those cards cost
1W less to cast.
-10: You get an emblem with "Your opponents can only cast spells during their turn." and "Your opponents can't cast more than one spell each turn."
4
Gradually gaining immunity to your opponent's entire board (and/or whatever removal you can guess they have) feels white but not particularly elegant or well-designed. Ramping yourself into 7-drops on turn 5, on the other hand, doesn't even feel white. The ultimate feels like a distraction from the obvious braindead choice of Naming Whatever Your Opponent Cast Last Turn. The part where you have to guess at removal feels near-useless or format-warping, depending on the situation. And what's up with that colorless mana? Is dalti an eldrazi? A student of Ugin? Is it just there to cover up the color pie issues?
marioguy3 wrote: ↑1 week ago
Grenzo, Reanimation King
Legendary Planeswalker - Grenzo (Mythic Rare)
+1: Each player discards a card.
0: Search your library for a creature card with mana value less than or equal to the number of loyalty counters on Grenzo, then put that card into your graveyard. You lose 4 life.
-1: Return target creature card from your graveyard to your hand.
-4: Return target creature card from your graveyard to the battlefield.
4
Grenzo! What happened, man, last time I heard you were still warding that dungeon. At least I'm assuming this to be
Grenzo, Dungeon Warden, but the pure black casting cost for what's a primarily red creature is throwing me off.
Anyway, it's a very strong and versatile reanimator-in-a-can alright, in a way I'm not sure I like. It's impactful, but so is getting hit in the head with a brick. Actually, the brick might be subtler: this practically
screams at you to go tutor an
Archon of Cruelty and bring it back the next turn. It's kind of middle-of-the-pack as far as entries go: I'm just standing here, shrugging at what is certainly a card but not one I'm excited about.
wizyard wrote: ↑1 week ago
Jace, the Mastermind 1UU
Legendary Planeswalker - Jace (M)
When Jace, the Mastermind enters the battlefield, search your library for a planeswalker card, reveal that card, put them into your hand, then shuffle.
Jace has all loyalty abilities of other planeswalkers you control.
3
A reasonably priced planeswalker tutor that subsequently also generates value, which is strong but not unconditionally so. Bit of an awkward snarl in how this helps you get walkers but really wants there to be one on the field already (how many planeswalkers does a typical deck run?), but I like how this sorta telegraphs your next turn will be
really good while allowing your opponent a way out. A fun design! Planeswalker tutoring isn't
super tightly tied to a color, but it is a mild pie break nonetheless, so that's a pity: you could've made this work better as a sort of leadership-focused white planeswalker, or a davriel maybe.
kwanyeegor-ii wrote: ↑1 week ago
The Just Wanderer 2WW
Legendary Planeswalker (Rare)
+1: You may put a Samurai or Warrior card with mana value 3 or less from your hand onto the battlefield. If you don't, create a 2/2 white Samurai creature token with vigilance.
-4: Exile The Just Wanderer from the battlefield or your graveyard, then return her to the battlefield transtormed under her owners control
Loyalty 3
/DFC/
The Just Emperor
{
W} Legendary Creature - Human Samurai
Double strike, vigilance
Other Samurai and Warrior creatures you control get +1/+1 and have "when this creature dies, exile target creature an opponent controls."
If The Just Emperor would die, instead exile her, then return her to the battlefield under her owner's control
(on the front side).
3/2
I saw this was a flipwalker that represented a
planeswalker becoming a
creature, and I loved it right away. Genius, groundbreaking, evocative! Then I started reading and every word kind of made things worse.
Let's start with the merely ugly. 'Samurai of Warrior' is just how we're batching the tribes now, no objections. It took me a moment to understand you want the -4 ability to work
even if the emperor goes to the graveyard for activating it, but it sure implies that you can activate it when she's dead. Worse, I don't think that this works given that cards in new zones become new objects: if I had to write something like this, I'd probably use 'a card named X' terminology, or even the dreaded "activate only if this card has X or more loyalty counters on it". Current version is awkward but interpretable, let's move on.
But the creature side? The samurai lord with vigilance and double strike is great, and maybe too good for a 4-mana that lands on the field, pops out a blocker, and flips next turn. The rider where your creatures all become removal spells is a little crazy. The
returning to being a planeswalker is... actually unbelievable, from a lore and mechanics perspective both. Why did you add that? It's just unnecessary. And it just adds to the overal
clutter of this card: just because you have two sides to play with doesn't mean you should cram them both full!
I think this is the card that's the biggest disappointment for me, just because I would've loved to see a serious take on desparkening planeswalkers but instead I got a kludgy mess that's three or four needless buffs ahead of where it should be. I still love your initial idea, but man, what a let-down.