Seasonal Legendary Angels

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Atraxian
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Post by Atraxian » 4 years ago

A legendary angel for each season, just because...

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 2 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
Change 02
  • 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
Change 01
  • 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
Last edited by Atraxian 4 years ago, edited 7 times in total.
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Krishnath
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Post by Krishnath » 4 years ago

Well, for starters they need proper names in addition to their titles.

Now, for the individual cards:

Voice of Spring: This card seems fine on the surface, it's about on par with Reya, Dawnbringer + a few Tormod's Crypt. Due to its color requirements it isn't as abusive as if, say, it was partially blue. Still could lead to trouble with milling artifacts, but milling in general isn't really viable in commander anyway so it should be fine.

Voice of Summer: This is basically a much, much more powerful Atraxa, Praetors' Voice. It comes with a built in +1/+1 counter generation when it enters the battlefield, that hits itself, and then it proliferates twice. Yeah, it doesn't have the same card options as Atraxa, but considering that both White and Green between them can deal with any type of permanent, and have multiple cards that double counters. No, just no. Way to powerful despite the higher CC, because since it is only two color it is a lot easier to get out that Atraxa.

Voice of Autumn: This card doesn't feel white at all. Other than flying all its abilities are monored, and red is still tetriary in flying (primarily on rares). Seriously, nothing white about it. Also the ability doesn't really fit the name either.

Voice of Winter: Could easily be monoblue, also preventing untapping of lands leads to unfun gameplay. I get the flavor, but card would not make you popular in player circles. If anything, by playing this you immediately make yourself target #1, and if you insist on keep to playing a deck with this as the commander would rapidly get you ejected from your play group. There is a reason why WotC didn't continue their "tap down lands for a while instead of land destruction" experiment they had going on, because having a land and not being able to use it is worse than not having the land at all.
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Post by Atraxian » 4 years ago

Didn't really want to put random names on them. It felt a bit corny.

Voice of Summer
Agreed that double proliferate is a bit too much. Initial iteration after rejecting ramp was "EoT put a +1/+1 counter on target creature, then double the number of +1/+1 counters"
Didn't feel good enough for such a mana cost.
Might change it at EoT put a +1/+1 on other creatures you control like an automatic Shalai, Voice of Plenty
EDIT: changed to EoT double the +1/+1 counters on a single creature.

Voice of Autumn
Armageddon, Catastrophe and Soulscour are a thing.
Could tone it down a bit by removing the "unless they sacrifice a land" and restricting the damage to target creature or planeswalker. (like they got engulfed in a wildfire?)

Voice of Autumn
Change lands to creatures would make it a lot less oppressive. Or change it into a Kismet effect.
Or changing it into a mana requirement to attack, which is present both in white and blue

How does that sound?
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Post by Krishnath » 4 years ago

The names you chose are simple yet perfectly fitting. Well done.

Thera is much more balanced now, and still feels like a mythic. Nice touch on the counter doubling, as that is something both colors have access to. :)

Phtia is also much better, the thing with the cards you mentioned is that they hit you as well, And one sided wrath effects really only belongs in black and require a massive mana investment. It is much more balanced now, and still very much playable. I would without a doubt try to make a commander deck around it now if it was a real card.

Kheia is still a touch to strong, specifically the attack tax effect. As it is now, it is both a Kismet like effect and a stronger Propaganda, tone down the attack tax to 2 and it should be fine. If you think that would make it too weak, give it Vigilance to make up for it (and it wouldn't hurt to add a second key word ability to the others either.)
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Post by Atraxian » 4 years ago

Changed Phtia's land destruction to global. It would really make it an unfair creature in a blink deck otherwise.

Added keyword attack abilities, yet I'm not sure if
Eia having lifelink and 6 power might be a bit too much... On the other hand, Baneslayer Angel and Akroma, Angel of Wrath are a thing and in commander having a high life total might mean little in the long run.

Thera and Trample seemed a no brainer, but might have to change "all creatures" to "all other creatures" for the +1/+1 counters.

Phtia was a little more difficult. Firebreathing sounded nice, but by making the land destruction global and not 1-sided, it is difficult to justify investing even more mana.
Then since the other effect triggers only at the end of your opponent's turn, Haste helps getting a little more out of the card if your opponents have sorcery speed removal.

Added Vigilance to Kheia and reduced the prison cost to 2 mana.
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Post by Krishnath » 4 years ago

Lifelink is fine on Eia, and fitting with the theme.

Thera is fine as is now, trample is indeed a no brainer for her.

I'd give Pthia first strike rather than haste, allowing the keyword to have relevance outside of the turn you cast her. Making the LD of one land global is a good call, and is in color. If your opponents have sorcery speed removal, they can deal with any of these angels, and if you are playing white regardless, you should have ways around that anyway.

As for Kheia, she is now perfectly balanced IMHO.
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