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Author Topic: Dogs of War  (Read 2209 times)
Ephraim
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« on: September 28, 2005, 08:05:33 pm »

Hounds of War
{3}{W}
Creature -- Hound
2/3

Pack 3 -- Each creature you control can block an additional creature.

They drive a platoon of soldiers the way a sheepdog herds a flock of sheep.


***

Really, this card came about just because I wanted to create another hound tonight, I wanted it to be white, and I wanted it to have a Pack ability. That left me with a lot of freedom and this is the card upon which I settled. Although it may seem at first that this would be a limited bomb, in addition to this card being uncommon calibre, its power level will be dictated by the availability of other hounds. I costed it the way I did because there are no white creatures with entirely beneficial abilities and power and toughness of 2/3 that cost anything less than {1}{W}{W}.


***

Current Wording:

Dogs of War
{1}{W}{W}
Creature — Hound
2/3

Pack 4 — Each creature you control can block an additional creature.

They drive a platoon of soldiers the way a sheepdog herds a flock of sheep.
« Last Edit: October 16, 2005, 11:57:50 pm by Ephraim » Logged

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« Reply #1 on: September 29, 2005, 01:59:21 am »

Aw cmon, you MUST call this "Dogs of War". You know, Shakespeare and all.
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dandan
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« Reply #2 on: September 29, 2005, 05:28:04 am »

These dogs are pussies!! Make them 2/4 or 1WW. Nobody will play a 4cc 2/3 white creature with a weak ability. For that mana you could get

Celestial Kirin  Legendary Creature - Kirin Spirit [3/3]   2WW   
Flying
Whenever you play a Spirit or Arcane spell, destroy all permanents with that spell's converted mana cost. 

I know Hounds typically suck but even a 2/4 would hardly be a superstar.


 
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Ephraim
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« Reply #3 on: September 29, 2005, 09:02:58 am »

I've changed the name to "Dogs of War." That's what I had in mind in the first place, but I got the phrase muddled. I'm open to changing the mana cost and/or the power and toughness of this creature, but I'd like to get some feedback on various possibilities.

2/3 for {1}{W}{W}
2/4 for {3}{W}
2/5 for {2}{W}{W}
3/5 for {3}{W}{W}

All of these have merit. The first option keeps the creature available for low-curve decks and probably toward the high end of power for that mana cost.. The middle two options suggest that it will more often survive situations in which it is blocking two creatures. The last option gives it a good chance of taking two creatures down at once, albeit at a much less plauyable cost. I tend to favour the 2/4 version, just because it keeps double-{W} out of the mana cost (unless somebody can justify the 2/5 version without double-{W})
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Nova442
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« Reply #4 on: September 29, 2005, 07:29:15 pm »

I never thought of Dogs as so defensive in nature they merited a p/t like 2/5  That's close to the defensive end of Angels and closing in on Walls.  I vote 2/3 for 1WW because the 4 mana creatures white gets are just so much better than this would ever be.
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« Reply #5 on: September 29, 2005, 09:19:09 pm »

2/3 for 1WW also – compare to Mounted Archers or High Ground, for example.
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« Reply #6 on: September 30, 2005, 12:22:04 am »

I think I prefer 1WW too.
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Ephraim
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« Reply #7 on: October 01, 2005, 04:41:47 pm »

Three votes in favour of {1}{W}{W} - 2/3. I guess that's what I'll use then.
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Ephraim
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« Reply #8 on: October 06, 2005, 06:59:22 am »

Looking over a handful of other cards that have been created recently, it seems as though "Pack 3" is really popular. Just to inject some more diversity into the mechanic and partly to justify the cost reduction this recently underwent, I'm going to bump it to Pack 4.
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Ephraim
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« Reply #9 on: October 08, 2005, 12:14:18 am »

24 Hour Clock
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« Reply #10 on: October 09, 2005, 10:42:08 pm »

Doesn't that mean you need 4 other hounds for that to trigger?

White: 5
Blue: 1
Black: 6
Red: 6
Green: 6

Okay, there are more than I thought, but of those, only about half are even close to playable, and a few of those can't even realistically block, or wouldn't want to: Jackal Pup, Mad Dog, there's a Hound with Shadow...

In other words, a 1WW that promotes a weak creature type and for the most part is a vanilla 2/3 seems a little weak.  Judgement call - do we have enough Hounds in our set and overall to justify this?  Can we push this more aggressively?
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Ephraim
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« Reply #11 on: October 09, 2005, 10:51:54 pm »

It actually only requires four hounds total, so three other hounds. For your count of the number of hound cards there are in Magic, you have to count Wild Mongrel twice becuase it's just that good. Anyhow, if there aren't enough hounds, we can simply create more cards with the creature type hound. I like the pack mechanic enough to focus on it just for that purpose.
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« Reply #12 on: November 13, 2005, 04:31:43 am »

Closed and added.
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