I kinda can already here the complaints, but I found the abilities fitting at least and I didn't saw a reason not to pick them, but well.
For anyone who care I gonna put the link to the full pic here and you could also find a little more about Ceos and his plane there
http://www.furaffinity.net/view/24829295/
and for the records here are the previous cards of Ceos
http://www.furaffinity.net/view/23251053/
http://www.furaffinity.net/view/23530756/
For anyone who care I gonna put the link to the full pic here and you could also find a little more about Ceos and his plane there
http://www.furaffinity.net/view/24829295/
and for the records here are the previous cards of Ceos
http://www.furaffinity.net/view/23251053/
http://www.furaffinity.net/view/23530756/
Category Artwork (Digital) / Fanart
Species Cougar / Puma
Size 465 x 650px
File Size 474.6 kB
Listed in Folders
C17 didn’t gave cats too much power, they might have boosted them slight, but compared to tribes like elves, goblins or merfolk it's still weak. Further neither ajani nor ceos have a bigger Synergie with cats. Only one ajani made cat tokens and ceos also only makes you simple tokens and has a much higher synergy with enchantments. Neither of them really pushes a tribe, like the first Nissa for example did for elves as pretty much every ability of hers were about elves back then. Also i see no reason why we shouldn't have more than one leonine planeswalkers. Further only the colors and species of Ajani and Ceos match, their abilities are different and I also had created my first Ceos card long before C17 was out. Not to mention that I would never want to replace Ajani as he is my favourite planeswalker in magic.
I would still like to know what makes you think I only replaced Ajani, thanks for your opinion.
I would still like to know what makes you think I only replaced Ajani, thanks for your opinion.
OK. Replaced wasn't the word i should've used. I meant used over. I said that he fits better with cats in the Voltron kind of sense. With a -1 that can basically stop all damage coming your way for 3-4 turns, and a way to remove large threats from the field. He helps allow a massive voltron build to occur unless someone uses counter spells or a field wipes. The Ultimate can be used to basically shove every empowering enchantment you own onto the field along with restrictive ones. You can basically speed yourself to an enchantment "voltron" field or lock your opponent down with various white enchantments. While it has a bigger use in other decks, in a green/white cat deck, id choose Ceos over Ajani.
Well, for the abilities I wanted something strong to make a difference between Ceos as an old walker and the new ones, although I know of course that this is rather vague usually, given that Jace TMS and Liliana OTV are probably the strongest planeswalker cards atm, although I suppose that's also heavily related to their manacosts in balance to their abilities.
Since it doesn't matter in the end how strong my cards are I usually try to have fitting abilities, of course I want to avoid ridicolous breaks, although that obviously isn't my expertise I guess.
And for Ajani and Ceos I guess that's related to the powerbalancing I lack of that Ceos would be chosen over Ajani perhaps, although that would probably depend on the deck of course. Thing is that we don't really have a strong Ajani card. I mean not all are terrible, but also none we had so far was worth mentioning either I fear. I would love to see a stronger Ajani card, also since he is actually rather strong in the story, even if he doesn't kill anymore, he could still get strong abilities that underline that points of protection and peace, and I guess that's also what I tried with Ceos, perhaps that's why they feel related.
Since it doesn't matter in the end how strong my cards are I usually try to have fitting abilities, of course I want to avoid ridicolous breaks, although that obviously isn't my expertise I guess.
And for Ajani and Ceos I guess that's related to the powerbalancing I lack of that Ceos would be chosen over Ajani perhaps, although that would probably depend on the deck of course. Thing is that we don't really have a strong Ajani card. I mean not all are terrible, but also none we had so far was worth mentioning either I fear. I would love to see a stronger Ajani card, also since he is actually rather strong in the story, even if he doesn't kill anymore, he could still get strong abilities that underline that points of protection and peace, and I guess that's also what I tried with Ceos, perhaps that's why they feel related.
After I thought about it for a while, I went from liking the card to thinking it is way too strong.
FYI: As usual I will mostly ignore the ultimate ability if you cannot activate it after two turns, because you never will then. The planeswalker is either dead, lost too many counters or you already won the game anyway.
The problem is that with four abilities - and each of them is strong - he does way too much for 5 cmc. It's way too hard to stop him. He is a game winner like Ugin, but Ugin costs 8 mana.
Jace, the Mind Sculptor was insane back then (and still is), because he is so flexible. Fateseal wasn't that strong, but was enough to get him out of Boltrange and could stop the enemy from drawing something he needs. Brainstorm is one of the best cantrips in the game and he could do it every turn if he wants to.
Unsummon was enough to get rid of annoying creatures. With all this he was a control monster.
On the other hand Chandra, Torch of Defiance also has four abilities, but her abilities aren't that strong compared to Jace's. Two damage to enemy player? That's okay. The turn you play her you usually can't cast the top card, because you don't have mana left.
Two red mana is not bad, but you can't do that much with it - at least not every time.
Burning not so big creatures is good, but it costs two counters more than Jace's Unsummon. You can't use it so often like Jace can and it does not kill everything.
Chandra's abilities aren't that strong, that she has four of those makes her a good card.
Ceos has four abilites that all are really strong. You have an answer for everything that enemy has on his board. Many creatures? -> Propaganda. Big creature (and planeswalker)? Swords to Plowshares. You want to beat someone up? Token.
The only problem with the Propaganda ability is that it is basicly a fog in this case. You stop the opponent only for a turn, but meanwhile you can do what you want and if he wants to attack, he probably cannot cast spells anymore.
Is it even needed that he has two ways to stop creatures? Well, three actually? You could cut one of his abilities, the propaganda or the StP, and he will still be perfectly playable - he would even still be good. I would prefer to cut StP in this case.
The abilities should be weaker, if you want to have four abilities on him. A worse token for example. StP shouldn't remove everything, although it costs three counters, but could need some condition so that he cannot remove every creature. Lifegain for opponent is not really a drawback. Opponent cannot do much with this life, if you remove one or two of his best creatures.
btw. First ability has a typo: should be "creature token". The third ability too: "converted mana cost".
FYI: As usual I will mostly ignore the ultimate ability if you cannot activate it after two turns, because you never will then. The planeswalker is either dead, lost too many counters or you already won the game anyway.
The problem is that with four abilities - and each of them is strong - he does way too much for 5 cmc. It's way too hard to stop him. He is a game winner like Ugin, but Ugin costs 8 mana.
Jace, the Mind Sculptor was insane back then (and still is), because he is so flexible. Fateseal wasn't that strong, but was enough to get him out of Boltrange and could stop the enemy from drawing something he needs. Brainstorm is one of the best cantrips in the game and he could do it every turn if he wants to.
Unsummon was enough to get rid of annoying creatures. With all this he was a control monster.
On the other hand Chandra, Torch of Defiance also has four abilities, but her abilities aren't that strong compared to Jace's. Two damage to enemy player? That's okay. The turn you play her you usually can't cast the top card, because you don't have mana left.
Two red mana is not bad, but you can't do that much with it - at least not every time.
Burning not so big creatures is good, but it costs two counters more than Jace's Unsummon. You can't use it so often like Jace can and it does not kill everything.
Chandra's abilities aren't that strong, that she has four of those makes her a good card.
Ceos has four abilites that all are really strong. You have an answer for everything that enemy has on his board. Many creatures? -> Propaganda. Big creature (and planeswalker)? Swords to Plowshares. You want to beat someone up? Token.
The only problem with the Propaganda ability is that it is basicly a fog in this case. You stop the opponent only for a turn, but meanwhile you can do what you want and if he wants to attack, he probably cannot cast spells anymore.
Is it even needed that he has two ways to stop creatures? Well, three actually? You could cut one of his abilities, the propaganda or the StP, and he will still be perfectly playable - he would even still be good. I would prefer to cut StP in this case.
The abilities should be weaker, if you want to have four abilities on him. A worse token for example. StP shouldn't remove everything, although it costs three counters, but could need some condition so that he cannot remove every creature. Lifegain for opponent is not really a drawback. Opponent cannot do much with this life, if you remove one or two of his best creatures.
btw. First ability has a typo: should be "creature token". The third ability too: "converted mana cost".
Well, I approche it that way, that I orientate the strength I want for the card, on the lore and strength of the char in the story.
So for Ceos I have the base that he's an old-walker so I wanna give him four abilities, makes sense due to his experience and age and I want a card with strong abilities, that usually already means higher manacosts, yet if I have a card with high manacosts - and for planeswalkers I basicially consider everything greater than four high - I want it to be worth playing. I wouldn't waste a slot on my deck for a card if the balance between costs and use is off. Bolas is probably a pretty good example.
He surely got strong abilities, but he costs already seven mana and then also has three colors, what makes it hard to cast him and at the point you do get him out the game is probably already over and he then won't change the tides anymore, so I wouldn't play him at all. Similar for the latest Ajani, he had neat abilities, but with six cmc it wasn't really worth it sadly. And since wizards create cards in the normal sets now mainly for standart I fear we will see a lot more of such high-costs-low-use planeswalkers in the future, but since I am not bound to standart restrictions I usually try to raise the powerlevel for my planeswalkers.
And especially for Ceos I wanted to avoid this, since he is my strongest and most important walker.
Tho I guess the StP ability could be altered to something non-creature like, but idk what would be fitting for that atm since he is usually about enchantments and support, what then again is pretty creature based and I also wanted something we didn't saw on every second planeswalker yet.
I understand your points of course and will consider that on future cards.
At least I'll take it as a good sign that it wasn't right on the first view that he's off-balanced, so I hope I'm making progress on creating cards that are not entirely crap^^
Oh also thanks for the headsup about the typos.
So for Ceos I have the base that he's an old-walker so I wanna give him four abilities, makes sense due to his experience and age and I want a card with strong abilities, that usually already means higher manacosts, yet if I have a card with high manacosts - and for planeswalkers I basicially consider everything greater than four high - I want it to be worth playing. I wouldn't waste a slot on my deck for a card if the balance between costs and use is off. Bolas is probably a pretty good example.
He surely got strong abilities, but he costs already seven mana and then also has three colors, what makes it hard to cast him and at the point you do get him out the game is probably already over and he then won't change the tides anymore, so I wouldn't play him at all. Similar for the latest Ajani, he had neat abilities, but with six cmc it wasn't really worth it sadly. And since wizards create cards in the normal sets now mainly for standart I fear we will see a lot more of such high-costs-low-use planeswalkers in the future, but since I am not bound to standart restrictions I usually try to raise the powerlevel for my planeswalkers.
And especially for Ceos I wanted to avoid this, since he is my strongest and most important walker.
Tho I guess the StP ability could be altered to something non-creature like, but idk what would be fitting for that atm since he is usually about enchantments and support, what then again is pretty creature based and I also wanted something we didn't saw on every second planeswalker yet.
I understand your points of course and will consider that on future cards.
At least I'll take it as a good sign that it wasn't right on the first view that he's off-balanced, so I hope I'm making progress on creating cards that are not entirely crap^^
Oh also thanks for the headsup about the typos.
Well, if he costs seven mana, the colours aren't such a problem anymore. ;)
Planeswalkers with expensive mana costs can be good in standard play. Ugin was playable back then, because he was a good finisher for control decks. cmc5 or 6 cards are useful for midrange decks. I don't know what cards are played in standard today, I wasn't playing that format for a while.
Also wizards likes to make cards for EDH, where cards like Nicol Bolas and Ugin are fine. But whatever, you are not making cards for standard anyway. ;)
In the end you can make your cards powerful as you want, but I just think cards that are powerful card should have high or at least not so low mana costs, because that is was you would expect from a powerful card.
I tried to think of an aura/enchantment like ability, but the only thing that came to my mind was Pacifism or similar abilities, but are similar to the Ghostly Prison ability (and therefore are a bit redundant). Maybe something like Disentchant (how ironic!). Pump abilities are also possible.
Planeswalkers with expensive mana costs can be good in standard play. Ugin was playable back then, because he was a good finisher for control decks. cmc5 or 6 cards are useful for midrange decks. I don't know what cards are played in standard today, I wasn't playing that format for a while.
Also wizards likes to make cards for EDH, where cards like Nicol Bolas and Ugin are fine. But whatever, you are not making cards for standard anyway. ;)
In the end you can make your cards powerful as you want, but I just think cards that are powerful card should have high or at least not so low mana costs, because that is was you would expect from a powerful card.
I tried to think of an aura/enchantment like ability, but the only thing that came to my mind was Pacifism or similar abilities, but are similar to the Ghostly Prison ability (and therefore are a bit redundant). Maybe something like Disentchant (how ironic!). Pump abilities are also possible.
Well, I think if a card is 'powerfull' or not depnds highly on the relation between costs and abilities. I mean Liliana of the Veil and Jace tMS are highly powerfull cards, I think nobody doubts that, but you wouldn't play them for twice their cmc. Just as an example.
And yeah, you see my problem then. It's kinda hard to make up something fitting that's not too overused. A buff ability would of course be fitting, but we saw that sooooo often already. That's why i didn't want to give him that. Something like disenchant also had come to my mind, but was kinda paradox. I thought of something like 'take control of target enchantment or enchanted permanent' but that's too blue I think.
That's why I created the enchantment token with his previous card, I thought this might be something new. I think I gonna explore that a little more in the future. Perhaps something Paria could work or Overwhelming Splendor could work. But that's also nothing where I said 'that's it' Idk, probably need to think more about it.
For the abilities he has at least made sense with his story and such. Perhaps I need to losen that a little to find some more balanced abilities.
(btw sorry for the late reply, I thought i would have posted something long ago x3 )
And yeah, you see my problem then. It's kinda hard to make up something fitting that's not too overused. A buff ability would of course be fitting, but we saw that sooooo often already. That's why i didn't want to give him that. Something like disenchant also had come to my mind, but was kinda paradox. I thought of something like 'take control of target enchantment or enchanted permanent' but that's too blue I think.
That's why I created the enchantment token with his previous card, I thought this might be something new. I think I gonna explore that a little more in the future. Perhaps something Paria could work or Overwhelming Splendor could work. But that's also nothing where I said 'that's it' Idk, probably need to think more about it.
For the abilities he has at least made sense with his story and such. Perhaps I need to losen that a little to find some more balanced abilities.
(btw sorry for the late reply, I thought i would have posted something long ago x3 )
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