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CardName: Kariel, Strife Angel Cost: 2rw Type: Planeswalker - Kariel Pow/Tgh: /2 Rules Text: [+2]:All creatures you control have +1/+0 until end of turn. [0]:Target creature you control fights another target creature then put two 1/1 red white soldier tokens to the battle field under your control. [-3]:All creatures you contol have +0/+5 until your next upkeep. Put two 1/1 red white soldier tokens to the battle field under your control. [-12]:All creatures you contol have +1/+1 for each creature and your opponent controls and has double strike and lifelink until your next upkeep. Flavour Text: Set/Rarity: Rubulia Mythic

Kariel, Strife Angel
{2}{r}{w}
 
 M 
Planeswalker – Kariel
+2:All creatures you control have +1/+0 until end of turn.
0:Target creature you control fights another target creature then put two 1/1 red white soldier tokens to the battle field under your control.
-3:All creatures you contol have +0/+5 until your next upkeep. Put two 1/1 red white soldier tokens to the battle field under your control.
-12:All creatures you contol have +1/+1 for each creature and your opponent controls and has double strike and lifelink until your next upkeep.
Illus. chevsy
2
Created on 12 Mar 2013 by rocketblue305

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2013-03-12 03:58:28: rocketblue305 created the card Kariel, Strife Angel

These abilities look rather wordy. Could they be simplified a bit? The -3 also seems way overcosted for basically a Raise the Alarm plus half of Tower Defense.

You know, I really liked the additional creatures that kept spawning incedentally when activating this walker's abilities. Alex isn't wrong, though, this walker is wordy. Jace, the Mind Sculptor is a cool card (power level issues aside), but to get all 4 abilities on the card, it needs to do 4 simple things.

My suggestion would be to cut down to three abilities, and, to simplify the text, add:
"Whenever you activate one of Kariel, Strife Angel's abilities, put a 1/1 red and white Soldier creature token onto the battlefield."

The toughest part about designing planeswalkers is establishing a memorable identity. Having a trigger off of your activations seems like a good way to make players remember this card.

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How much damage does this card deal? Searing Wind
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