slimytrout wrote: ↑2 years ago
Inthra, Ethereal Cavalier 3WW
Legendary Creature - Spirit Knight (R)
Flash
Flanking
(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Whenever Inthra, Ethereal Cavalier or another creature enters the battlefield under your control, up to one target creature has base power and toughness 1/1 until end of turn.
3/3
This card makes my inner Mel want flanking to work in defense too, which it doesn't. If it did, the interaction between flanking and the last ability would have been neat, and also the reason to give this card flash. In that alternate present this could be the scenario: your opponent attacks with a big annoying creature? No problem, cast this in response to the attack, turn that big scary creature into a 1/1, block it and kill it with defensive flanking, all before combat damage even happens. Too bad it doesn't actually work like that, I wish it did.
Ink-Treader wrote: ↑2 years ago
Aloof Eidolon 1WU
Enchantment Creature - Spirit (R)
Bestow
3WU (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Enchanted creature gets +2/+2
As long as you control exactly one creature, each player and each permanent has shroud.
2/2
I see one problem with this giving shroud to everything including itself. How are you supposed to get rid of this? I don't think you'd play another creature to turn off the bonus, at the contrary, the bonus is a big reson for you to not play another creature, and I think the one creature you have is the one that this enchants thanks to bestow. So again the question is: this gives shroud to itself, how do you get it of it? "You don't" isn't a good answer. "Use Wrath and edict effects" is a better answer. The best answer in my opinion would just be "I'll change this to only give shroud to all other permanents and players."
Subject16 wrote: ↑2 years ago
Raid Captain Domar 2RWB
Legendary creature — Orc Warrior (Mythic)
First strike, menace
Other creatures you control with menace, fear, or intimidate get +1/+1.
Whenever one or more creatures you control deal combat damage to a player, you may destroy target nonland permanent that player controls with mana value X or less, where X is the total damage dealt this way.
"Cowards always die first."
3/4
I don't see any red here, or better, I don't see anything that could only be red. First strike is red but it's also white. Menace is red but also black. "Destroy target permanent" is white-black. The flavor makes sense for a Mardu card: use the world "raid" in the name, Orcs are a Mardu tribe in Khans. But this card could or maybe should have been just white-black, and it could have kept its Mardu flavor. I like the line "menace, fear, or intimidate" very much, a line of keywords that substituted one another.