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Mechanics | Urthona | Skeleton

CardName: Traver Quist Cost: 3UU Type: Legendary Planeswalker - Traver Pow/Tgh: /5 Rules Text: [+2]: Target land becomes the basic land type of your choice until end of turn. [-1]: Put a 2/2 Blue Illusion token creature with Flying onto the battlefield. [-9]: For each creature on the battlefield, put a token that is a copy of that creature except that it is a blue illusion onto the battlefield. Flavour Text: Set/Rarity: Urthona Mythic

Traver Quist
{3}{u}{u}
 
 M 
Legendary Planeswalker – Traver
+2: Target land becomes the basic land type of your choice until end of turn.
-1: Put a 2/2 Blue Illusion token creature with Flying onto the battlefield.
-9: For each creature on the battlefield, put a token that is a copy of that creature except that it is a blue illusion onto the battlefield.
5
Updated on 24 Feb 2019 by Camruth

Code: MU01

History: [-]

2013-05-23 08:17:34: Darkheart created the card Traver Quist
2013-05-23 11:41:36: Darkheart edited Traver Quist

Hmm. Nice consistent flavour - he's clearly an illusionist. Making three Wind Drakes over successive turns is pretty nice, but fine at this cost given Talrand's Invocation is one cheaper.

I keep wondering whether the ultimate ought to be achievable one turn sooner, or not.

I like the card, but that's a very weak +2. That may be the point... but I get the impression that some player's going to be very upset at how costly their Phantasmal Terrain is.

May I make a suggestion? Would it be terribly broken to say "Name a basic land type. All lands become the chosen type until end of turn."

If you're trying to use it for colour-fixing, that'd usually be a lot worse. For land-walk it's no different (though it sounds splashier) and you already can't use it to mess with your opponents mana on their turn (though I guess it can mess with their combat tricks on your turn, a bit, which your suggested version would do better.)

It is a bit "Wind my key" though. Sad that the "illusions are destroyed by being targetted" thing isn't a keyword you could disable with this. That'd make a great +2.

You can use it to make your non-blue spells 'uncounterable' in the second main phase, lock out combat tricks when attacking, and turn on Corrupt. I figure those are strong enough abilities.

Thought; you could sort of disable it with "When an illusion is targeted, regenerate it" but that's pretty wordy and horrible.

I could reword it to "Target land type....." or "Choose two land types, all lands of the first chosen type become the second chosen type UEoT". ­
or
"Illusions you control lose "When this becomes the target of a spell or ability, sacrifice it" until end of turn.
Also testing with 4 loyalty

2013-05-28 13:16:17: Darkheart edited Traver Quist
2013-10-10 01:47:12: Darkheart edited Traver Quist
2013-10-14 05:09:23: Darkheart edited Traver Quist

Changed the + ability, may now have to swap the +2 and -1.

+2 Ability is absolutely worthless.

Sadly true. For a 5-mana 'walker the + ability could make tokens (probably better as 1/1s though). But either way the current "illusions gain hexproof" ability needs to change.

Protection from Rebuke and Shrink I suppose? Not much else. Maybe until the beginning of your next turn? As a slantways version of Protection from Sorceries?

2013-10-15 05:24:20: Darkheart edited Traver Quist:

reverted to original +2

2017-07-02 04:19:08: Camruth edited Traver Quist:

changed ultimate from creating illusion copies to making everything illusions.

2017-10-03 10:43:15: Camruth edited Traver Quist:

fixed accidental deletion of 2nd ability & ult text

2018-10-18 09:32:47: Camruth edited Traver Quist
2019-02-24 07:30:36: Camruth edited Traver Quist

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