Argument could be made to make her red - she's capricious and seemingly random. And even where she's planning; she uses randomness to get it.
I'd also really like to see them all have some slow-regen mechanic; they DO go away when fought; after all. They're just guaranteed to come back on a semi-predictable schedule.
"When ~ dies, put it third down in your deck"? Again - blue! Blue gets all the mechanics, damnit.
I don't know if I see Taylor, even in her final form, as black. I see her as blue, pretty much all the way through, though I think she has some red moments. If she added another color at the end it might be white.
This would definitely be better suited for Tattletale. I feel like she needs to make opponents play with their hands revealed, though, too. Which may be too good of a combination?
Also we've now completely lost the alliteration that was the whole joke of the card.
If we're going to go mechanical - menace is a good proxy for he awe-inspiring/terrifying aura. Flying; obviously. Her indestructibility though... well; it isn't, quite. A strong 1-2 punch takes it out; so maybe give her cheap regen instead?
I'm not averse to her going red for personality reasons - but creative really wants her to be white. Another candidate for having two cards? The wholesome clean version PR shows her as as part of a team; and her first appearance? (Also; she does believe/obey external morality - she knows she's in the wrong giving a bad-guy brain damage; and does care about it somewhat. But her impulsiveness/anger causes that kind of thing)
This might be a really good ability for Tattletale though. "I know what you're going to do! And I'll explain in excruciating detail! And then you'll do it! And I'll win!"
Maybe 'win the game' is a bit too high powered; for here; though.
And I also fear that this would be WAY too easy to trigger yourself. Sticking it on tattletale gives a wonderful excuse to make it "opponent" instead of "player".
Mm, like an active Archmage Ascension. Or Tomorrow, Azami's Familiar but more so. Yes, I could definitely see that. Archmage Ascension needs some work to turn on though; I think a creature with that static ability (and no hoops to jump through) would need to cost at least 7 mana.
Argument could be made to make her red - she's capricious and seemingly random. And even where she's planning; she uses randomness to get it.
I'd also really like to see them all have some slow-regen mechanic; they DO go away when fought; after all. They're just guaranteed to come back on a semi-predictable schedule.
"When ~ dies, put it third down in your deck"? Again - blue! Blue gets all the mechanics, damnit.
This fits her perfectly mechanically. It's unfortunate that her character is blue.
I like it.
I don't know if I see Taylor, even in her final form, as black. I see her as blue, pretty much all the way through, though I think she has some red moments. If she added another color at the end it might be white.
This would definitely be better suited for Tattletale. I feel like she needs to make opponents play with their hands revealed, though, too. Which may be too good of a combination?
Looking back, I like this better than my version.
I really feel like Contessa needs to be unlockable or have a weird protection variant.
Also we've now completely lost the alliteration that was the whole joke of the card.
If we're going to go mechanical - menace is a good proxy for he awe-inspiring/terrifying aura. Flying; obviously. Her indestructibility though... well; it isn't, quite. A strong 1-2 punch takes it out; so maybe give her cheap regen instead?
I'm not averse to her going red for personality reasons - but creative really wants her to be white. Another candidate for having two cards? The wholesome clean version PR shows her as as part of a team; and her first appearance? (Also; she does believe/obey external morality - she knows she's in the wrong giving a bad-guy brain damage; and does care about it somewhat. But her impulsiveness/anger causes that kind of thing)
This I like; it's a nice way to make it not take forever.
Basically:
: NEXT!
Ok; menace is "This creature can't be blocked except by two or more creatures". Not a huge change. Whiter? Or is this card going red?
This might be a really good ability for Tattletale though. "I know what you're going to do! And I'll explain in excruciating detail! And then you'll do it! And I'll win!"
Maybe 'win the game' is a bit too high powered; for here; though.
And I also fear that this would be WAY too easy to trigger yourself. Sticking it on tattletale gives a wonderful excuse to make it "opponent" instead of "player".
add p/t
Mm, like an active Archmage Ascension. Or Tomorrow, Azami's Familiar but more so. Yes, I could definitely see that. Archmage Ascension needs some work to turn on though; I think a creature with that static ability (and no hoops to jump through) would need to cost at least 7 mana.
Crosslinking the other Contessa designs for reference: Contessa, Contessa.
I do like this take on her quite a lot. Magus of the Future + Soothsaying = powerful combo.
See also Panacea Inhibited and Panacea Unleashed, the previous proposed cards for Panacea.
formatting
An attempt at making a five color Taylor Cycle.