General Print this Wizards! (So I can put it in my cube)

Onderzeeboot

Ecstatic Orb
The modes are different enough that it'd be more grokable as a split card.
{2}{U/R}{B} // {B}{B}{B}{B} // {3}{B}

Okay, maybe not, but it took a couple re-reads to really get what was going on, and even then it's not that intuitive.
It probably reads better when it's on a card. But you could word it alternatively. I really like the different modes that both make the base effect much stronger.

If {U/R} was spent to cast Dark Desires, untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. Then target player sacrifices a creature.
If you spent only {B} on Dark Desires, return the sacrificed creature to the battlefield under your control.
 
GUYS
I wanna make a black planeswalker. Something to go along with lily 3 because let me tell you the cupboard is kinda bare and you know folk like eric are even of the mind that she's too strong.

My first question is:
Is it normal for PWs with creature transformations to be pretty big for their cost? Because they usually can only attack and tend to be all around more vulnerable than creatures normally? Gideon for instance. Should it ever be a + ability? It's kinda useless on the first turn you use it unless it does something extra.

My second question:
What hasn't been done in the way of small and medium effects on planeswalkers so far in black?

My third question:
Is there a dynamic (mini engine or some sort of enabler) you've yet to see represented that you would wish to? Gideon is another great example of this, or say Domri or Ajani V.
 

Onderzeeboot

Ecstatic Orb
That sounds like a cool design space. Is the idea to push multicolor and monocolor with same card?

Yes! Exactly that! :) It's pretty difficult to think of other interesting options that interact as awesomely with the basic ability though.

War Mammoth Assault {3}{G}
Sorcery
If {R/W} was spent to cast War Mammoth Assault, put two 1/1 red and white Soldier creature tokens onto the battlefield. Then put a 3/3 green Elephant creature token onto the battlefield.
If you spent only {G} to cast War Mammoth Assault, creatures you control get +1/+1 and gain haste and trample until end of turn.

My second question:
What hasn't been done in the way of small and medium effects on planeswalkers so far in black?

Black effects on black walkers

Discard: Liliana Vess, Liliana of the Veil
Tutoring: Liliana Vess, Liliana of the Dark Realms
Rituals: Liliana of the Dark Realms (ultimate)
Black removal (-x/-x, sacrifice, consume spirit): Liliana of the Dark Realms, Liliana of the Dark Realms, Liliana of the Veil (ultimate), Sorin Markov
Reanimation: Liliana of the Veil (ultimate)

So, reanimation is underrepresented, as are typical black creature abilities (lifelink, intimidate, regenerate, deathtouch) and creating appropriate tokens. The easiest theme to play into is a planeswalking necromancer, hunting for the best corpses to reanimate.

Vivarius, Corpse Artist {2}{B}{B}
Planeswalker - Vivarius
+1: Put a 2/2 black Zombie creature onto the battlefield tapped.
-2: Return up to two target creature cards from your graveyard to your hand.
-6: You get an emblem with "Whenever a creature you don't control dies, return it to the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
3
 
War Mammoth Assault {3}{G}
Sorcery
If {R/W} was spent to cast War Mammoth Assault, put two 1/1 red and white Soldier creature tokens onto the battlefield. Then put a 3/3 green Elephant creature token onto the battlefield.
If no coloured mana other than green was spent to cast War Mammoth Assault, creatures you control get +1/+1 and gain haste and trample until end of turn.
 
I also really like the tapped zombie thing but it's kinda bad for defending.

Gurgaz The Lesser {2}{B}{B}
Planeswalker - Gurgaz
[+1]: Exile target card in a graveyard, put a 2/2 black zombie creature token into play tapped.
[-1]: Put a -1/-1 counter on target creature
[-5]: Play a card exiled with Gurgaz without paying it's cost.
[4HP]
 

Onderzeeboot

Ecstatic Orb
War Mammoth Assault {3}{G}
Sorcery
If {R/W} was spent to cast War Mammoth Assault, put two 1/1 red and white Soldier creature tokens onto the battlefield. Then put a 3/3 green Elephant creature token onto the battlefield.
If no coloured mana other than green was spent to cast War Mammoth Assault, creatures you control get +1/+1 and gain haste and trample until end of turn.

Yeah, in a closed environment where colorless mana is scarce that could work as well. For constructed purposes I would put it at only {G}, because I don't think you want that effect at {3}{G}.

I like your planeswalker, but I feel the -1 is at odds with the other two abilities.
 
Well you gotta remember that this isn't blue mana or red mana or white mana or black mana they are allowed to spend, it's only like mutavaults and painlands and green sources they can get the mono green bonus from. It's exciting isn't it?
 

Onderzeeboot

Ecstatic Orb
Well you gotta remember that this isn't blue mana or red mana or white mana or black mana they are allowed to spend, it's only like mutavaults and painlands and green sources they can get the mono green bonus from. It's exciting isn't it?
I quite like the effect of this design, multicolored cards that are good in monocolored as well. Essentially it's a modal spell of course, and those are always a hoot to play with!
 
Yeah I really like -x on black PWs. That last guy I made was initially just gonna demonic tutor as an ultimate and then I thought that was too shallow. I still keep that ability in the back of my head (transmute is an all time fave) I've also been a big fan of this idea
[-2]: Pay any amount of life and target creature gets -X/-X until end of turn where X is the amount of life.
[-2]: Destroy target creature, you lose life equal to it's converted mana cost.


Anyway I was toying around with ideas for a big walker and I thought why not go simple.
+ ability that takes life and draws a card
- ability that fucks with creatures

And I am jumping into the deep end with this monstrosity first

Tamurello, Heir to Sartzanek {3}{B}{B}
Planeswalker - Tamurello
[+1]: Draw a card and lose 1 life.
[-2]: Destroy target creature and lose 1 life
[-6]: Target player loses 5 life and you gain 5 life.
[4HP]

(Tamurello is a jerkoff wizard from a novel I was listening to while working too much redoing this basement last week)
I think a 6cc version of this would be probably easier to balance and it's probably too good as is, but I like how plain and brutally effective it seems so far, even if I don't like how it's more or less Fire Covenant or Hellfire plus. Actually it should really be a -3 ability but then I gotta think about if it should start at 5 or not and I'm too tired for that.
 

Jason Waddell

Administrator
Staff member
It'd be really cool if there were more lifegain in black.

Is there a way to do a PW that is effectively that 4CMC sac spell with Rebound as a minus? Or is that too close to 3CMC Liliana.
 

Chris Taylor

Contributor
It'd be really cool if there were more lifegain in black.

Is there a way to do a PW that is effectively that 4CMC sac spell with Rebound as a minus? Or is that too close to 3CMC Liliana.

Maybe it's not. Maybe the first ability involves paying life somehow.

Or maybe both abilities involve gaining life, and the ult involves paying it somehow. Maybe a hatred emblem? Kuro, Pitlord?
 

Onderzeeboot

Ecstatic Orb
Izaus, Jester of Death {2}{B}{B}
Planeswalker - Izaus
-2: Each player sacrifices a creature.
-2: You get an emblem with "Creatures get -1/-1."
0: Izaus, Jester of Death becomes a creature with power and toughness each equal to the number of creature cards in all graveyards until end of turn. Prevent all damage that would be dealt to him this turn.
5

Nazmatath, the Scarlet Moloch {2}{B}{B}
Planeswalker - Nazmatath
+2: Exile target creature card from a graveyard. You gain life equal to that card's toughness.
-1: Target creature gets -1/-1 until end of turn and you gain 1 life. You may activate this loyalty ability again.
-7: You get an emblem with "Pay X life: Target creature gets +X/+0 until end of turn."
4
 
Izanus:
This one is kinda neat. The emblem is way too oppressive though!

Nazmatath:
This one is a little trickier because it requires a creature in the yard and black decks are kinda shy of funding it for the most part. Again the 2nd ability is kinda oppressive but it's still a novel idea! I love the card hatred too, but man is this card gonna get out of hand fast. Great little engine but way too strong I think.

I've been puzzling with something like this for ages:

Gurgaz, Enraged {4}{B}{R}
Planeswalker - Gurgaz
[+2]: Target player sacrifices a permanent
[- ]:
[-3]: Gurgaz deals 5 damage to target creature or player any creature dealt damage this way cannot be regenerated this turn and is exiled if it dies.
[4HP]

we could scale this down into a 5 or something too, this is just where my initial framework is leading me.
 

Onderzeeboot

Ecstatic Orb
I was looking to include The Abyss, but that card is way too expensive for me. It's also a hard to deal with enchantment, which bothers me a bit, because the effect is so strong. Other Abyss-like effects don't really cut it for me. Magus of the Abyss has to destroy itself, Anowon, the Ruin Sage and Call to the Grave are a bit too insular and don't play well with other colors. So, time to make a fixed, playable Abyss? How does this look?

Abyssal Golem {3}{B}
Artifact Creature - Golem Zombie
At the beginning of each player's upkeep, that player sacrifices a nonartifact creature.
4/2

Edit: Or maybe it should just be an artifact. Red can deal with that as well, so it's much less oppressive, compared to an enchantment.

Abyssal Gate {3}{B}
Artifact
At the beginning of each player's upkeep, that player sacrifices a nonartifact creature.

Edit 2: And while we're at it. Can we push red artifact removal to be maindeckable?

Manic Thief {2}{R}
Creature - Human Rogue
When Manic Thief enters the battlefield, gain control of target artifact. Untap that artifact. If it's a creature it gains haste until end of turn. Sacrifice it at the beginning of the next end step.
2/2

vs.

Manic Thief {2}{R}
Creature - Human Rogue
When Manic Thief enters the battlefield, gain control of target artifact. Untap that artifact. Sacrifice it at the beginning of the next end step.
3/2

And

Magma Hammer {1}{R}
Sorcery
Choose one - Magma Hammer deals 3 damage to target creature or player; or destroy target artifact.

vs.

Magma Hammer {1}{R}
Sorcery
Choose one or both - Magma Hammer deals 3 damage to target creature or player; or destroy target artifact.

vs.

Magma Hammer {1}{R}
Instant
Choose one - Magma Hammer deals 3 damage to target creature or player; or destroy target artifact.
 
Haha I think I thought of Magma Hammer last night as something like Sonic Ray!

What do you guys think of ideas like these?

Sunken Tanker (Cycle)
Artifact Land
Sunkern Tanker enters the battlefield tapped.
{T}: Add {U} or {B} to your mana pool.

Warding Spellbomb {1}
Artifact
{U}{U}, Sacrifice Warding Spellbomb: Counter target spell.
{1}, Sacrifice Warding Spellbomb: Draw a card.

Urn Spellbomb {1}
Artifact
{W}{W}, Sacrifice Urn Spellbomb: Put 2 1/1 white flying spirit tokens into play.
{1}, Sacrifice Urn Spellbomb: Draw a card.
 
Manic Thief {2}{R}
Creature - Human Rogue
When Manic Thief enters the battlefield, gain control of target artifact. Untap that artifact. If it's a creature it gains haste until end of turn. Sacrifice it at the beginning of the next end step.
2/2

vs.

Manic Thief {2}{R}
Creature - Human Rogue
When Manic Thief enters the battlefield, gain control of target artifact. Untap that artifact. Sacrifice it at the beginning of the next end step.
3/2

The second one looks better to me, though maybe as a 2/2. Depending on the artifacts in the Cube this might be too good since it's basically Threaten+ nice body + removal assuming that you have a target on the other side.

Magma Hammer {1}{R}
Sorcery
Choose one - Magma Hammer deals 3 damage to target creature or player; or destroy target artifact.

vs.

Magma Hammer {1}{R}
Sorcery
Choose one or both - Magma Hammer deals 3 damage to target creature or player; or destroy target artifact.

vs.

Magma Hammer {1}{R}
Instant
Choose one - Magma Hammer deals 3 damage to target creature or player; or destroy target artifact.

I'd use the second one. Instant speed removal is handy, but 3 relevant modes is kinda pushing it for something so easy to splash for. 2nd seems to be the most balanced to me at sorcery speed since it's basically double removal at max value. Which artifacts would we really need to destroy at instant speed? I guess some big stupid beater or something.
 
Warding spellbomb is great but I find it a little problematic that the ability is essentially uncounterable.

Okay we could find an UR one that would have maybe destitute offshore rig, or maybe a mountain research facility or some piping coming out of a cliffside?

Pumping Station
Artifact Land
Pumping Station enters the battlefield tapped.
{T}: Add {U} or {R} to your mana pool.

Oh what do you guys think of this?

Skullclamp {1}
Artifact - Equipment
Equipped creature gets +1/-1
When equipped creature dies draw a card.
Equip {1}

or this one?

Skullclamp {1}
Artifact - Equipment
Equipped creature gets +1/+0
When equipped creature dies draw a card.
Equip {1}

Recycloid {1}
Artifact Creature - Construct
{1}, Sacrifice an artifact: Draw a card.
1/1

(Could easily be a bear instead or maybe even have modular?)

Some blocker ideas:

Scroll Keeper {3}
Artifact Creature - Golem
When Scroll Keeper enters the battlefield draw a card.
1/4

Transcended Weirdo {2}{U}
Artifact Creature - Human Wizard
Tap two artifacts you control: Draw a card.
1/4

Reliquary Haunt {2}{W}
Creature - Spirit
Flying
When Reliquary Haunt enters the battlefield you may return an artifact or enchantment card from your graveyard to your hand.
1/3
 
ive actually had a tapland artifact land cycle like that with also Cycling 2 (no names yet) going on in my artifact+yard custom cube project but i keep switching it between being and not being artifact lands
 

Onderzeeboot

Ecstatic Orb
I'm looking for a replacement for Karn. More speficially: I'm looking for an expensive colorless card that can deal with any permanent, is playable (unlike Spine of Ish Sah), but not as oppressive as Karn in a lower powered cube.
 
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