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Author Topic: Planeswalker from a Pirate-Themed Set I've been working on: "Pirates of Ripwake"  (Read 2909 times)
daverockstar
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« on: September 29, 2008, 09:53:35 am »



Seidon, God of Waves {2} {U} {U}
Planeswalker -- Seidon
+1: For the remainder of the turn, you may play blue spells from your hand without paying their mana costs by removing a blue card or an Island in your hand from the game.

+1: For the remainder of the turn, you may draw a card any time you play a spell.

-7: Put all lands target player or players control on the bottoms of their libraries 2

Feedback?


« Last Edit: September 29, 2008, 10:39:54 am by daverockstar » Logged
Skadrian
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« Reply #1 on: September 29, 2008, 09:57:34 am »

seidon looks a bit strong, it is a better cheaper dream halls or a blue recycling. I dont know how strong that would be, but it looks really good
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daverockstar
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« Reply #2 on: September 29, 2008, 10:37:20 am »

seidon looks a bit strong, it is a better cheaper dream halls or a blue recycling. I dont know how strong that would be, but it looks really good

Yeah, that's why I made him cost 2 {U} {U}, and start with only 2.

I mean, blues non-aligned colors can both reasonably deal a helluva lot more damage than 3 by turn 4 - and the dream halls ability is neutered by the planeswalkers' inherent  "sorceryesque" abilities.
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« Reply #3 on: September 30, 2008, 12:10:56 am »

seidon looks a bit strong, it is a better cheaper dream halls or a blue recycling. I dont know how strong that would be, but it looks really good

Yeah, that's why I made him cost 2 {U} {U}, and start with only 2.

I mean, blues non-aligned colors can both reasonably deal a helluva lot more damage than 3 by turn 4 - and the dream halls ability is neutered by the planeswalkers' inherent  "sorceryesque" abilities.
What? I don't follow you at all. Even if they kill the Walker in response, you still get the Dream Halls ability for that turn, and it isn't very hard to just win on the turn you play him, so they can't even kill him via the attack step.

This is very, very broken. Really, all three abilities are close to the kinds of things I would expect to see as the "big" ability on a planeswalker.

For that matter, none of these abilities seem very connected to an ocean god. They're just hilariously powerful - one giving you tons of extra cards, and the other giving you tons of extra mana (basically turning every blue card and island into a Blacker Lotus). I can't imagine EVER using the third ability when I have drawback-less Recycle and hyper-powered Dream Halls (I can pitch lands omg?!) to choose from. The abilities also don't really feed into each other very well, unless they're feeding into each other WAY TOO well and you're drawing 8 cards on odd turns and playing 8 spells on even turns.


Probably a better set of abilities, which is more in tune with him flavor-wise, would be:

{2} {U} {U}
<3>
<+1>: Until the beginning of your next upkeep, target land becomes a basic Island.
<+1>: Target creature gains islandwalk. (This effect does not end at end of turn.)
<-3>: Until end of turn, whenever you tap an island for mana, add  {U} to your mana pool.

He can slowly make your entire team unblockable, mess with opponent's mana, and then High Tide. I tried to cost these low enough that you wouldn't just cash him in, but rather get him to 4 counters to be able to reuse him. All three abilities are clearly related to having lots of water around, as befits a God of Waves.

(The first ability can also help against Blood Moon, for whatever that's worth.)
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daverockstar
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« Reply #4 on: September 30, 2008, 08:06:58 am »

seidon looks a bit strong, it is a better cheaper dream halls or a blue recycling. I dont know how strong that would be, but it looks really good

Yeah, that's why I made him cost 2 {U} {U}, and start with only 2.

I mean, blues non-aligned colors can both reasonably deal a helluva lot more damage than 3 by turn 4 - and the dream halls ability is neutered by the planeswalkers' inherent  "sorceryesque" abilities.
What? I don't follow you at all. Even if they kill the Walker in response, you still get the Dream Halls ability for that turn, and it isn't very hard to just win on the turn you play him, so they can't even kill him via the attack step.

This is very, very broken. Really, all three abilities are close to the kinds of things I would expect to see as the "big" ability on a planeswalker.

For that matter, none of these abilities seem very connected to an ocean god. They're just hilariously powerful - one giving you tons of extra cards, and the other giving you tons of extra mana (basically turning every blue card and island into a Blacker Lotus). I can't imagine EVER using the third ability when I have drawback-less Recycle and hyper-powered Dream Halls (I can pitch lands omg?!) to choose from. The abilities also don't really feed into each other very well, unless they're feeding into each other WAY TOO well and you're drawing 8 cards on odd turns and playing 8 spells on even turns.


Probably a better set of abilities, which is more in tune with him flavor-wise, would be:

{2} {U} {U}
<3>
<+1>: Until the beginning of your next upkeep, target land becomes a basic Island.
<+1>: Target creature gains islandwalk. (This effect does not end at end of turn.)
<-3>: Until end of turn, whenever you tap an island for mana, add  {U} to your mana pool.

He can slowly make your entire team unblockable, mess with opponent's mana, and then High Tide. I tried to cost these low enough that you wouldn't just cash him in, but rather get him to 4 counters to be able to reuse him. All three abilities are clearly related to having lots of water around, as befits a God of Waves.

(The first ability can also help against Blood Moon, for whatever that's worth.)

Flavor wise, i guess that's more in sync - but seriously, think of best case scenario against Red on turn 4.
Let's say you have 7 cards in hand - that's at best three spells AT BEST - that are free and your hand is empty - now - legitimately, if those are all three card draw effects, it gets a little nutty... but odds aren't good that you're holding 3 ponders, 3 merfolk of the pearl trident and an island.

there's not a lot of amazing card draw, but you can negate the ability's power better by making it a blue card and an island OR making it
<+1> For the remainder of the turn, you may play spells that are only blue from your hand without paying their mana costs by removing an Island in your hand from the game.

this keeps you from doing absurd stuff like 4th turn cruel ultimatum.




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Skadrian
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« Reply #5 on: September 30, 2008, 09:08:05 am »

dream halls was not restricted for a very good reason, but it has been restriced for a long time. This card may not be overpowered in standard, but it is far too good in vintage.
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Harlequin
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« Reply #6 on: September 30, 2008, 03:35:27 pm »

Under the original wording, This dude is AMAZINGLY powerful with any bounce spell.

Get him on the board, with like 3-4 cards in hand, and a bounce spell. 
Activate the 1st ability
Pitch a card to bounce him to your hand.
Pitch a card to re-cast him
Now activate the 2nd abiliy. 
Now you can play free spells that replace themselves?! 
Now cycle down your deck.  And Find a 2nd bounce spell
Bounce him again, and recast him
Now all your spells cost 2 cards, but they all draw 2 cards!?
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Harlequin
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« Reply #7 on: October 01, 2008, 08:35:10 am »

Here's my best attempt at a Pirate plainswalker:

+1: Gain control of target tapped artifact, or land unless it's controler pays {2}.
-2: Whenever a creature deals combat damage to a player you may draw a card.
-7: Put three Blue 2/4 Ship Tokens into play with "This creature cannot attack unless defending player controls an island. {T}: deal 1 damage to target creature or player."
[5 loyalty]
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« Reply #8 on: October 01, 2008, 09:19:19 am »

How about:

 {2} {U} {U}
+ {1}: Return target creature to it's owner's hand unless that creature's owner pays  {2}.
{1}: Whenever a creature you control deals damage to a player this turn, you may draw a card.
{7}: Put three blue pirate ship tokens into with "This creature cannot attack unless defending player controls an island. {T}: deal 1 damage to target creature or player."
[4 Loyalty]

This encourages you to play and use creatures since both of the first effects helps your creatures get over there, or gives you a bit of card-advantage.

I stole harlequin's ultimate ability since i really liked it! Smile
I just felt that the first ability harlequin suggested is waaaay too good.....Stealing lands everytime the opponent taps out, and probably stealing one right away is awesome....Oh and if you ever get him to 1 land he's ****ed. I realize it says tapped land, but if he's just waiting around you're going to win anyway.

/Zeus
« Last Edit: October 06, 2008, 07:48:05 am by zeus-online » Logged

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Harlequin
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« Reply #9 on: October 01, 2008, 10:49:39 am »

Maybe reverse the abilites?

+1: Whenever a creature deals combat damage to a player you may draw a card.
-2: Gain control of target tapped artifact, or land unless it's controler pays {2}.
-7: Put three Blue 2/4 Pirate Ship Tokens into play with "This creature cannot attack unless defending player controls an island. {T}: deal 1 damage to target creature or player."
[5 loyalty]

I guess the question is: how good is Costal Piracy? 

Coditional?
+1: Whenever a Pirate deals combat damage to a player you may draw a card.

Rystic?
+1: All creature gain "Whenever this creature deals damage to a player, it's controler may draw a card unless an opponent pays {1}."  (note I took away the combat part of it, making it combo with the final ability)

I like the idea of stealing tapped lands and artifacts... to me it seems like the essence of Pirating.  But I agree it's probably too nasty to be able to use it every turn.
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« Reply #10 on: October 01, 2008, 12:24:59 pm »

I like the idea of stealing tapped lands and artifacts... to me it seems like the essence of Pirating.  But I agree it's probably too nasty to be able to use it every turn.

It's true that it's pretty spot on when it comes to flavour...I just think it's waaay too good. Like an über reusable Annex that can't be removed.

Reversing the abilities makes it better, but you'd still be able to steal two lands in a row. Maybe fixing the loyalty would be better ? Reducing his starting loyalty to 3, and reducing the cost for the ultimate ability to 5.

I really like the ultimate ability though...summoning a fleet of ships is just cool  ::Thumps up::
The first ability should really just say "damage" instead of combat damage, since then the pirate ships would trigger it when they shoot! Summoning fleets of pinging, card-drawing 2/4 walls should be pretty good.

/Zeus

Edit: Maybe making the 2nd ability - {X}: Gain control of target nonland permanent with converted mana cost X aslong as you control [Cardname]. Now it can steal creatures, but it can't screw over manabases. It's pretty much like an old man that can steal more critters over time.
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andrewpate
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« Reply #11 on: October 01, 2008, 02:37:08 pm »

The Masques Block pirates all made people sacrifice permanents unless they paid a cost.  Rishadan Cutpurse's ability seems like a good +1.

That said, it's not really a pirate planeswalker.  It's a sea god, one who happens to be from a pirate-themed setting.  Why is he pillaging ports and summoning a flotilla?  High Tide, Islandwalk and the Quicksilver Fountain ability all seem much better from a flavor standpoint.  Storms and floods also tap permanents historically.
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Darkenslight
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« Reply #12 on: October 06, 2008, 05:42:50 am »

What about having the ultimate ability being (mana tag exchanged for loyalty):

{7}: Return all nonblue, nonland permanent to ther owners' hands.
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