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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-22 04:52:54)
@dude: This would be in a set with a significant enough number of other common/uncommon planeswalkers, so it wouldn't be completely worthless. It would be the kind of card where if you end up drafting the nut planeswalker-themed deck, you would be able to pick these up because other people would be passing them late, that kinda thing.
Made for Challenge # 042. The only way I could really see them possibly making uncommon planeswalkers (and they still won't) is if they had a "Planeswalkers matter" set, where something is happening in the universe to cause a lot more planeswalkers to start popping up. Some important parts of this card:
1) Uncommon planeswalkers should only have a few simple and comparatively weak abilities (1 or 2 max) and definitely no ultimate so they don't approach the "coolness level" of the mythic ones.
2) I omitted having a subtype for it so that it can't get legend ruled with itself. This is important to make them feel less unique than their mythic counterparts and also to make the limited environment more playable/enjoyable.
Underwhelming, doesn't lead to much advantage, card or otherwise. Worthless in Limited. Good job!
Oh my.
Eeeenteresting. I'd say that the inherent flexibility of a planeswalker is going to make it very hard to justify one at common - but then, there's the charms.
Planeswalkers are always mythic rare. Mark Rosewater says an uncommon planeswalker will never happen. But it'd be interesting to imagine what it'd be like if it did.
Feel free to either state your imagined explanation for the flavour or structure of the set that allows them to break the current restriction to mythic rare; but equally, don't feel that you have to.
Feeling suitable for uncommon (or common) will obviously be the most important criterion here. What that looks like on a planeswalker is up to you.
Yeah, I think that would do it :)
Yeah, I think it's a really interesting idea. There could be some kind of drawback to make it less powerful, though I'm not sure yet what it might be, I'll try to think of a good suggestion :)
Well, IMO it's too good because it's not just that. A lot of the time, you're not going to have to immediately use that, and you'll either +1 or 0 them depending on the game state. Then, when you need to -1 something, you've got a bunch of loyalty counters to work with. In a lot of games, it will act a lot more like a 1-mana Trigon of Corruption that you don't need to pay mana to activate or recharge. And when you don't need to do either of those things, you just sit back and poison them out. It's the -1 being on a 1-mana PW in addition to the other abilities that makes it too good, I think
Thw -1 is too good? It's either a sorcery-speed Scar, or a Tormented Soul alternating with casting Scar on a mythic that can be attacked?
But this could alternatively be interesting if the [0] were [-1] as well. So you'd have to alternate the "lose 1 life" ability with either of the others.
Hmm. You may be right. We could make the ultimate less good and/or more expensive.
I don't know. This is very interesting, and storm decks tend to be somewhat degenerate anyway.
The -1 doesn't look too good to me. It's using your one-drop as a non-cantrip Elsewhere Flask, or as an every-other-turn Joiner Adept, either of which seems okay for 1 mana.
Another thought is the metagame. If we can agree that whenever Chandra gets to 6 counters, the opponent is most likely dead, that means she needs to be interacted with before then. That means that on the play, the opponent must, at the very latest, cast a creature by turn 4 or planeswalker removal spell by turn 5, which means that a lot of control decks will have trouble staying alive until the midgame, where they would usually begin to stabilize.
@ttt: I'm not only talking about the 1 per turn from the +1, I'm also talking about the ticking time bomb of the -6 that incidentally wipes your board as it kills you XD
@jmg: Red is easy to attack, but if the creatures you cast aren't forced to block in the early turns, then you're probably winning anyway is my point. The point at which you're not forced to block red is the point where the game is beginning to turn in your favor.
"If you're attacking a red player and surviving, you're probably winning anyway."
That might normally be the philosophy, but most red creatures don't say "If you are attacked this turn, sacrifice ~." On top of that, red is very easy to attack, since most of its creatures are turned sideways. I'd probably say something closer to "If you can't attack this, and you're playing against red, you've already lost."
I do, however, think this card may be too strong. It's hard not to compare this to Goblin Fireslinger... I know you can't exactly attack the fireslinger... but you can't Tragic Slip this card.
Planeswalkers are tough to evaluate correctly. I've mentioned in someone's post (maybe ttt's?) that I need to spend a day and play a pile of Multiverse Planeswalkers just to get a feel for what's fair and what isn't. I think this card would end up on that list.
It's not quite the same as a more powerful Shrine. This card can only deal 1 damage each turn, and dies to pretty much anything. Also, the Shrine can potentially gain counters faster as well.