Eia, Voice of Spring
Legendary Creature - Angel
Flying, Lifelink
When Voice of Spring enters the battlefield exile all opponents' graveyards, gain life equal to the number of cards exiled this way.
At the beginning of your upkeep return target creature card from your graveyard to the battlefield.
6/6
Thera, Voice of Summer
Legendary Creature - Angel
Flying, Trample
When Voice of Summer enters the battlefield put a +1/+1 counter on all creatures you control.
At the beginning of your end step double the number of +1/+1 counters on target creature.
6/6
Phtia, Voice of Autumn
Legendary Creature - Angel
Flying, First Strike
When Voice of Autumn enters the battlefield all players sacrifice a land.
At the beginning of each opponent's end step, deal damage to target creature or planeswalker that player controls equal to the number of tapped lands that player controls.
6/6
Kheia, Voice of Winter
Legendary Creature - Angel
Flying, Vigilance
Permanents your opponents control come onto the battlefield Tapped.
Creatures can't attack you or a Planeswalker you control unless their controller pays for each creature they control that's attacking you or a Planeswalker you control.
6/6
The logic behind the choices:
Spring:
fits with the resurrection theme of the card and (largely speaking) season. Your opponents' graveyards become nutritive mulch while things from yours reawaken to life.
Summer:
for the season of natural bounty and growth. I thought about making it ramp your lands, but if you already have 7 mana, you don't really need any more ramp. Making your creatures bigger then distributing growth to all other permanents with counters seemed appropriate.
Autumn:
the season more closely associated to harvests and plant withering, When harvesting cereals it is not uncommon to collect all the unusable hay and burn it in pyres. This brings the land destruction / damage mechanics.
EDIT: Also dry grass and dry leaves make for good kindling for wildifres
Winter:
one might think that black fits better for Winter, but I disagree. In MtG ice, slumber and stasis are generally associated with blue and Winter brings all those things. Winter Orb sounded a good choice of ability to put it on the angel, but wanted to make it a little more fair even if one-sided.
EDIT: after feedback on how unfun it is to have your game locked up (actually agree on that) decided to rework the effects from scratch
Why 6/6? Pretty much a placeholder
Why legendary? Because it makes them possible commanders and would allow me to go a little over the top with effects
Why angels? Because I like them
Why bother posting?
Because any feedback is appreciated.
changelog
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Change 03
- Vice of Autumn changed Haste to First Strike
- Added keyword abilities2
- Voice of Autumn land destruction changed from one-sided to global, to make it fairer in a blink deck
- Voice of Winter prison effect set to down from
- Voice of Summer, changed double proliferate to double +1/+1 counters on target creature
- Voice of Autumn, changed second ability to target only creatures or walkers and removed tapped land clause
- Voice of Winter, changed from "tap all lands opponents control" and "opponents can untap only 3 lands" to Permanents come into play tapped and pay mana to attack you or laneswalker you control