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Author Topic: More Landwalkers  (Read 1470 times)
Marco
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« on: July 25, 2005, 01:24:55 pm »

These need a lot of work. I tried to draw on Northern Paladin and Phyrexian Scuta for inspiration.

Northern Wanderer
WW
Creature -- Cleric
2/2
Swampwalk
If an opponent controls a Swamp and you control a Plains, Northern Wanderer comes into play with three +1/+1 counters on it.
At the beginning of your upkeep, Northern Wanderer deals 1 damage to you for each Swamp in play.

Southern Wanderer
WW
Creature -- Cleric
2/2
Mountainwalk
If an opponent controls a Mountain and you control a Plains, Southern Wanderer comes into play with three +1/+1 counters on it.
At the beginning of your upkeep, Southern Wanderer deals 1 damage to you for each Mountain in play.
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Marco
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« Reply #1 on: July 25, 2005, 01:25:32 pm »

Current Wording:

Northern Wanderer
WW
Creature -- Cleric
2/2
Swampwalk
If an opponent controls a Swamp and you control a Plains, Northern Wanderer comes into play with three +1/+1 counters on it.
At the beginning of your upkeep, Northern Wanderer deals 1 damage to you for each Swamp in play.

Southern Wanderer
WW
Creature -- Cleric
2/2
Mountainwalk
If an opponent controls a Mountain and you control a Plains, Southern Wanderer comes into play with three +1/+1 counters on it.
At the beginning of your upkeep, Southern Wanderer deals 1 damage to you for each Mountain in play.
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Shadow-Walker
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« Reply #2 on: July 25, 2005, 03:07:47 pm »

The damage drawback isnt very white, what about "sacrifice a plains" which you should have for the CIP and is somewhat flavorful for "wandering" other lands.
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Jacques
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« Reply #3 on: July 25, 2005, 03:24:17 pm »

Yeah, the damage to yourself really doesn't make sense.    Seeing how white can easily get a 2/2 pro black or red first striker for ww, I don't see how a situational 5/5 would be a problem.  Maybe take away the landwalk, as it's not very in flavor for white (the last white card printed with a landwalk was Graceful Antelope in Odyssey).  So basically, my suggestion is take away the damage to yourself and the landwalk abilities.  If that's too vanilla, maybe make them unblockable by creatures of the proper color.
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asmoranomardicodais
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« Reply #4 on: July 25, 2005, 09:47:26 pm »

Personally, I think landwalk is a boring ability (on par with poison), because it either murders one deck for random reasons, or does nothing, and is a dead ability against other decks. I've been seeing less and less landwalking creatures being made, and I'm hoping they are on their way out. Abilities should be have relevancy most of the time (A reason why protection is also under my disliked abilties list), or make a card that is already usable a little more powerful without breaking it (ie. White Knight, River Boa, Spectral Lynx). I just don't think landwalk can do that very often.

That being said, these creatures might fall under the River Boa category, I'm not sure yet. To keep the flavor of wandering and lose the landwalk, you could make these creatures gain those abilities while they're standing on the appriate terrain (When it's attacking, it gets +3/+3 if the opponent has mountains, while blocking it gains +3/+3 if you control mountains). Hell, if you like that idea and your making a set leaning towards landwalk, you could even keyword the ability I just mentioned.

Anyway, I just wanted to voice my concerns about landwalking creatures, and tread carefully. Other than that, I see not a lot of problem with these.
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dandan
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« Reply #5 on: July 26, 2005, 07:40:53 am »

The 'and you control a Plains' bit is rather unnecessary on a WW cc creature. The Black one looks like a cheaper Angry Mob, which is actually far more in flavour as White shouldn't really be sneaky about fighting the forces of darkness. I also dislike the fact that you would only ever use these against the appropriate colour but doing so might kill you. The upkeep cost is savage in multiplayer.

If you really want a landwalker, surely you should draw on the military expertise of White

Holy Nimbus Scout
WW
Creature -- Cleric
2/2
Tap, choose a land-type an opponent controls, ~this~ gains landwalk of that land-type

An unblockable 2/2 for 2 mana but pretty damned slow (he has to scout out the terrain before being able to penetrate defences). As a bonus he isn't only useful as a hoser.

Or

Order of Law
WW
Creature -- Cleric
2/2
~this~ can't be blocked by Red or Black creatures

If you really really want to have Swampwalk and Mountainwalk at least give a good reason why if hurts you to have these guys on your side.......
Northern Wanderer
WW
Creature -- Mercenary
2/2
Swampwalk
~This is Black~
If an opponent controls a Swamp, Northern Wanderer comes into play with three +1/+1 counters on it.
At the beginning of your upkeep, Northern Wanderer deals 1 damage to you for each Swamp in play.
Choose the lesser evil

Southern Wanderer
WW
Creature -- Mercenary
2/2
Mountainwalk
~This is Red~
If an opponent controls a Mountain, Southern Wanderer comes into play with three +1/+1 counters on it.
At the beginning of your upkeep, Southern Wanderer deals 1 damage to you for each Mountain in play.
Fight fire with fire


« Last Edit: August 04, 2005, 01:00:19 am by dandan » Logged

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Marco
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« Reply #6 on: August 01, 2005, 10:30:50 pm »

I'm not sure what to do with these yet. Any other suggestions?
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Norm4eva
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« Reply #7 on: August 03, 2005, 10:03:17 am »

I like the 2/2 landwalker Cleric thing.  As long as it doesn't have any other abilities attached to it I think it could be a comes-into-play ability rather than a tap ability.
To be fair, landwalk feels like a ranger's skill, and to me most rangers are Green.  If any color deals with 'land' in all its aspects, it's Green.  Maybe something like this?

Ranger Smith
GG

Creature - Elf Scout

When -this- comes into play, choose a land type.  -this- has landwalk of the chosen type.
2/1

Aside from the fact that this would occasionally get something weird like Urzatronwalk I think this is a neat card.
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Marco
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« Reply #8 on: August 03, 2005, 09:30:36 pm »

I have created the following card and posted it here (second last post in the thread):

Yavimaya Ranger
2G
Creature -- Elf
2/2
As Yavimaya Ranger comes into play, choose a basic land type.
Yavimaya Ranger has landwalk of the chosen type.

This is definitely something Wizards of the Coast would print, having already printed Traveler's Cloak.

Urza's Power Plantwalk would be nifty, I suppose (and possible with Traveler's Cloak), but I think an Elf would be better suited to basic landwalk...

The idea behind this thread is white landwalking creatures. Whether you like landwalking or not, it is something I want to explore for my set. I will be creating other landwalking creatures for other colours. Before I have this thread closed for a lack of direction, if you have any ideas for white landwalking creatures, feel free to speak up...
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dandan
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« Reply #9 on: August 04, 2005, 12:59:34 am »

I think we need some flavour to explain why denizens brought up in plains (like Dutchies) suddenly become experts in walking in mud (OK the Dutchies in areas with poor dykes might have such an ability) or leaping around the mountains like a Mountain Goat.
I made a number of sugestions which centred on how and why the White creature has the ability to get past defences:

Holy Nimbus Scout : Scouts out an opponent - this takes time but once a safe route is found, he can walk past the defences

Order of Law : Not landwalking as such, his ability is knowledge of enemy creatures rather than enemy terrain. Note that just as Green has strong ability in landwalking, White should have strong ability in 'creaturewalking'

Northern/Southern Wanderer : How do they know the terrain so well? Because they are Black/Red. A Black creature Swampwalking is logical and White can convert even such creatures to the cause but at a cost. The fact that they may turn on you leads you to ask if they are true to the cause or not.
« Last Edit: August 04, 2005, 01:02:55 am by dandan » Logged

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Norm4eva
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« Reply #10 on: August 04, 2005, 12:18:06 pm »

Being organized and military is very White, and being trained to be a specialist is exactly what every good 2/2 for WW does.  It stands to reason that a White creature would be trained in enemy landwalk.  So the original suggestions are indeed not that far off, except for the whole Grinning Demon thing.  I say, stick swith the originals but make them slightly smaller, with NO drawback.  Having them CIP with one counter would be a pretty big deal anyway, what with all the equipment that modern White Weenie is using.  You might even be able to push 2 counters but I can guarantee that one is safe without the incredibly non-white drawback.
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Marco
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« Reply #11 on: August 11, 2005, 06:01:45 pm »

I am going to ask to have this thread closed. There are a lot of directions I can take these and I will develop them and maybe re-post them when I have fleshed them out.
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