I wanted to make two things, a planeswalker that's a wolfir of innistrad and one that supports werewolf decks, since I okay one myself. I know there is Arlin who is a werewolf planeswalker, yet her abilities are rather generic and I mean it's not official anyway, so I thought why not.
Anyway, this is what came out of it, I hope you enjoy.
The full pic will be uploaded sometimes soon.
Until then I hope you enjoy the pic and let me know what you think.
Anyway, this is what came out of it, I hope you enjoy.
The full pic will be uploaded sometimes soon.
Until then I hope you enjoy the pic and let me know what you think.
Category Artwork (Digital) / Fanart
Species Wolf
Size 465 x 650px
File Size 416.3 kB
Listed in Folders
Nun, wenn ich schon mal dabei bin Magic Karten zu kritisieren...! ;)
I don't really know what to think about this card, although it gives werewolves what they want. It is all or nothing. You have no creature cards on your hand and none on the battlefield? Well, then this card will won't do anything at all. You played Ulvenwald Captive second turn and third turn this? Well, good luck opponent, I hope you have removal!
My main problem with this card is it may not to anything the moment you play it, if you do not have a werewolf (or another transformable creature) on the battlefield, because you don't have mana to play creature cards.
In the end I would play it in my Ulrich EDH-Deck, but probably not in other werewolves decks, because at three mana you want to play another creature to pressure the opponent. At turn 4 he is actually okay (for the second abilty usually, as long as you have werewolves on the battlefield), but at turn five this planeswalker may come to late. I never want to draw this card in late game. In other words: I would hesistate to play this planeswalker over Immerwolf.
Okay, I know creating planeswalkers for aggro decks (which werewolves decks usually are) is really hard, there is a reason there are so few you want to play in aggro decks.
Some corrections to the wording: "Until your next turn, you may cast creature cards..." 1. Comma is missing, 2. cards are spells only when they are on the stack. Otherwise they are creatures (on the battlefield) or creature cards (everywhere else).
"...moon counter on it, that permanent..." WotC usually refers with "this" on a card to the card itself and with "that" to other cards.
If you want I can check out your others cards you made and critisize them as well.
I don't really know what to think about this card, although it gives werewolves what they want. It is all or nothing. You have no creature cards on your hand and none on the battlefield? Well, then this card will won't do anything at all. You played Ulvenwald Captive second turn and third turn this? Well, good luck opponent, I hope you have removal!
My main problem with this card is it may not to anything the moment you play it, if you do not have a werewolf (or another transformable creature) on the battlefield, because you don't have mana to play creature cards.
In the end I would play it in my Ulrich EDH-Deck, but probably not in other werewolves decks, because at three mana you want to play another creature to pressure the opponent. At turn 4 he is actually okay (for the second abilty usually, as long as you have werewolves on the battlefield), but at turn five this planeswalker may come to late. I never want to draw this card in late game. In other words: I would hesistate to play this planeswalker over Immerwolf.
Okay, I know creating planeswalkers for aggro decks (which werewolves decks usually are) is really hard, there is a reason there are so few you want to play in aggro decks.
Some corrections to the wording: "Until your next turn, you may cast creature cards..." 1. Comma is missing, 2. cards are spells only when they are on the stack. Otherwise they are creatures (on the battlefield) or creature cards (everywhere else).
"...moon counter on it, that permanent..." WotC usually refers with "this" on a card to the card itself and with "that" to other cards.
If you want I can check out your others cards you made and critisize them as well.
Well, what I thought about was that you can have immerwolf only four times in your deck and that there is no alternative for the transformation effect, so I came up with this. The flash ability is mainly thought for that you can control how your werewolves transform as a pack. this way you could skip your turn and have them transform in a (group while the other effct only targets one). For Ulvenwald Captive, well eldrazi werewolves pissed me off, and I will probably change the second ability again, not sure what, but maybe something like 'transform a human...' or whatever.
and i will take care of the spelling at a point.
and i will take care of the spelling at a point.
I just realised you should change the second ability anyway, because you can transform your werewolf back to human form and they will not transform back.
"Transform target human werewolf creature" would fix it.
Anyway I see no way I would be happy to include this in my decks. Werewolves are usually aggro/midrange/run into your face-decks.
I like to play aggro decks and sometimes play them on game days or similar.
Cards for aggro decks have to do these things to get included in the deck:
- They have to do something in the turn you play them, creatures have a body, some have good etb triggers. Planeswalker should at least throw in a token, kill something or at least pump something. Example: Mardu Strike Leader; Sorin, Solemn Visitor
- They shouldn't be dependent from other creatures. You would play Immerwolf even if you have no other creatures on the battlefield, because it is still a 2/2 creature. This planeswalker may not do anything at all.
- The card must do something really good at least one turn after you played it (attack, block, kill something, pump something etc.). Example: Arashin Foremost, Bloodchin Rager.
- You don't want to mulligan if it is your starting hand. Example: Everything, that is expensive, aggro decks always want to play something in the first three turns. That also means that you don't want a card on your starting hand, that is cheap, but it is not useful when you play it early.
- You do not want to not draw the card (yay, double negative!). A CMC 1 creature after some turns is mostly not the card you want, but you will use it, because it still has at least a small body, especially after your opponent wiped the board. In a werewolf deck I never want to draw this planeswalker, because it could be a dead draw.
In my EDH-Deck I am fine with that, because I don't need to finish the game in a few turns.
I remember the hype Sarkhan Vol got after he was released ( http://magiccards.info/mma/en/183.html ), but people quickly realised that he doesn't do anything if the board is empty.
I was thinking about changing his abilites in some way. Something like this:
CMC: 4
+1: Put a 2/2 green Wolf creature token onto the battlefield.
-1: Until your next turn, you may cast creature cards as though they have flash and their mana cost is reduced by 1.
-6: Transform all Human Werewolves you control. You get an emblem with "Non-Human Werewolves you control can't transform. Creatures you control get +2/+2 and trample and haste (or something else)."
Starting loyalty: 3
I have to admit the first ability is more or less stolen from Arlin, but I just like the ability to create tokens on green planeswalkers. Of course it could do something else, just an example for an ability that does something on an empty board.
His Flash ability is probably too strong, but I am not so sure yet.
"Transform target human werewolf creature" would fix it.
Anyway I see no way I would be happy to include this in my decks. Werewolves are usually aggro/midrange/run into your face-decks.
I like to play aggro decks and sometimes play them on game days or similar.
Cards for aggro decks have to do these things to get included in the deck:
- They have to do something in the turn you play them, creatures have a body, some have good etb triggers. Planeswalker should at least throw in a token, kill something or at least pump something. Example: Mardu Strike Leader; Sorin, Solemn Visitor
- They shouldn't be dependent from other creatures. You would play Immerwolf even if you have no other creatures on the battlefield, because it is still a 2/2 creature. This planeswalker may not do anything at all.
- The card must do something really good at least one turn after you played it (attack, block, kill something, pump something etc.). Example: Arashin Foremost, Bloodchin Rager.
- You don't want to mulligan if it is your starting hand. Example: Everything, that is expensive, aggro decks always want to play something in the first three turns. That also means that you don't want a card on your starting hand, that is cheap, but it is not useful when you play it early.
- You do not want to not draw the card (yay, double negative!). A CMC 1 creature after some turns is mostly not the card you want, but you will use it, because it still has at least a small body, especially after your opponent wiped the board. In a werewolf deck I never want to draw this planeswalker, because it could be a dead draw.
In my EDH-Deck I am fine with that, because I don't need to finish the game in a few turns.
I remember the hype Sarkhan Vol got after he was released ( http://magiccards.info/mma/en/183.html ), but people quickly realised that he doesn't do anything if the board is empty.
I was thinking about changing his abilites in some way. Something like this:
CMC: 4
+1: Put a 2/2 green Wolf creature token onto the battlefield.
-1: Until your next turn, you may cast creature cards as though they have flash and their mana cost is reduced by 1.
-6: Transform all Human Werewolves you control. You get an emblem with "Non-Human Werewolves you control can't transform. Creatures you control get +2/+2 and trample and haste (or something else)."
Starting loyalty: 3
I have to admit the first ability is more or less stolen from Arlin, but I just like the ability to create tokens on green planeswalkers. Of course it could do something else, just an example for an ability that does something on an empty board.
His Flash ability is probably too strong, but I am not so sure yet.
Well, for one I did it more or less design it for my own enjoyment and second also not for EDH. Further he is green and I mean if there is a color that's about creatures it's probably green. And a Planeswalker needs a theme in the end. If every PLaneswalker was an all-rounder we would need only five (One for each color to be fair) and that's it.
Further I orientated his abilities on his personality and backstory and not the other way around. He is no werewolf in the end.
I do admit his abilites need an edit, yes, but still there are certain things that I will keep, like the basic idea of the last ability with what i am mostly happy. Further the second ability was more or less an experiement that will require some more edits. Bringing in something new, like the moon counters is always hard to guess.
However, I think I might edit the second ability to something like -2 Transform all humans you control and edit the emblem to something like 'Creatures you control get +2/+2 and hexproof. Non humans you control can't transform.' or something like this.
Idk about the first ability. I don't want him to bring in tokens with that since his final one already does that and I had it for other planeswalkers already. I might change it to something else, but idk what. I thought about making him a creature until your next turn, but idk. Like '+1 Until your next turn Cian Silverheart becomes a 3/3 Wolf Warrior with hexproof and indestructible.' or something like this. MAybe that would be a less 'dead' alternative, but yeah I know it's nothing new either.
Further I orientated his abilities on his personality and backstory and not the other way around. He is no werewolf in the end.
I do admit his abilites need an edit, yes, but still there are certain things that I will keep, like the basic idea of the last ability with what i am mostly happy. Further the second ability was more or less an experiement that will require some more edits. Bringing in something new, like the moon counters is always hard to guess.
However, I think I might edit the second ability to something like -2 Transform all humans you control and edit the emblem to something like 'Creatures you control get +2/+2 and hexproof. Non humans you control can't transform.' or something like this.
Idk about the first ability. I don't want him to bring in tokens with that since his final one already does that and I had it for other planeswalkers already. I might change it to something else, but idk what. I thought about making him a creature until your next turn, but idk. Like '+1 Until your next turn Cian Silverheart becomes a 3/3 Wolf Warrior with hexproof and indestructible.' or something like this. MAybe that would be a less 'dead' alternative, but yeah I know it's nothing new either.
Don't get me wrong here, I didn't mean you should design that card for EDH (you just accidently did! ;) ) and I actually think that he fits the theme really well. Also the art looks really good on a magic card.
I just suggested some ideas to tweak his abilities to make him more playable, which hopefully still fit his theme.
I like your ideas for the second and third ability, though. I would change the card that way.
The first ability is still... well, I still don't really like it. If you change your walker the way you suggested this ability will be a bit redundant. It shall help to transform your already played werewolves, but with your second ability you already could transform them.
It's hard to come up with something new of course, but sometimes it is also a good idea to use some older idea in a new way on a new card.
I just suggested some ideas to tweak his abilities to make him more playable, which hopefully still fit his theme.
I like your ideas for the second and third ability, though. I would change the card that way.
The first ability is still... well, I still don't really like it. If you change your walker the way you suggested this ability will be a bit redundant. It shall help to transform your already played werewolves, but with your second ability you already could transform them.
It's hard to come up with something new of course, but sometimes it is also a good idea to use some older idea in a new way on a new card.
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