netn10 wrote: ↑1 year ago
Uromi, Contested Alpha 2RG
Legendary Creature - Wolf (Rare)
At the beginning of your upkeep, each player creates two 2/2 green Wolf creature tokens, then Uromi, Contested Alpha fights each of them, one at a time.
8/8
As written, "each player" includes yourself. If you consider the resultant damage equivalent to toughness reduction, this makes it an 8/4 for 4 in a 1v1, which isn't great but isn't horrible, given that it's otherwise vanilla.
In a 2v2 match, it takes itself off the board, absent toughness boosts or damage prevention. That makes it four mana for five ETB/dies triggers ... which is rather weird to see in R/G, rather than R/G.
Also -- is "one at a time" legit? It feels like the intention is to check lethal damage after each fight, but I'm not certain this would work that way unless the rules are expanded somehow.
Henlock wrote: ↑1 year ago
Edu, Harbinger of the Thousandth Moon 1g
Legendary Creature - Wolf (m)
Partner
(You can have two commanders if both have partner.)
Choose a Background.
(You can have a Background as an additional commander.)
Partner and Background chosen with Edu, Harbinger of the Thousandth Moon must share all of its colors.
Permanents on the battlefield cannot be returned to their owner's hand.
2/2
That's a lot of secondary abilities for what ends up being a no-bounce hate
bear wolf. I might have opted for Companion, rather than Partner.
marioguy3 wrote: ↑1 year ago
Scowler, Night Villain
Legendary Creature - Wolf (Mythic Rare)
Menace
Wolf creatures you control get +2/+2.
Whenever another nontoken Wolf creature enters the battlefield under your control, destroy up to one target creature. This ability only triggers once during your turn.
3/3
The last line makes me wonder - does it trigger multiple times during other players' turns? Or is it meant to be, only during your turns, and only once during any given turn? It's a little vague.
Kinda
Nekrataal++. +2/+2 is a really big boost, especially when it's taking out blockers. Isn't the more modern wording "Other Wolf creatures...."?
slimytrout wrote: ↑1 year ago
Attara, Pouncing Lycocampus 1UG
Legendary Creature - Wolf Fish (R)
Flash
Whenever you cast a spell during an opponent's turn, Attara, Pouncing Lycocampus deals damage equal to its power to up to one target creature or planeswalker an opponent controls.
3/3
Okay, Wolf Fish is kinda cute. I read the rounds Criterion as trying to get away from Werewolves. The trigger condition bos a bit toward Innistrad without being too exactly the same.
Given that it's tossing lightning bolts, an I right that the fish is an
electric eel?
Mana cost should probably be one of two higher.
CunningGabe wrote: ↑1 year ago
The Omega-Mother 4UG
Legendary Creature - Fungus Wolf (M)
Other creatures you control have Evolve.
Whenever a creature you control evolves, put a +1/+1 counter on The Omega-Mother.
4/4
It took me a while to 'get' a Fungus Wolf. I think a different name would help.
kwanyeegor-ii wrote: ↑1 year ago
Gakalza, the Righteous Howl GWU
Legendary Creature - Wolf (Rare)
Whenever Gakalza, the Righteous Howl attacks, untap all Wolves you control. They gain lifelink until end of turn.
Whenever you become the target of a spell or one or more creatures deal combat damage to you, create a 2/2 green Wolf creature token.
3/3
That's a lot of Wolves at a low mana cost -- I still think token creation needs to be 1 or 2 more, but that's what I get for growing up with
The Hive and
Snake Basket. Giving your Wolves pseudo-vigilance is interesting, but rather thwarts the second condition of its triggered ability.
Also weird to see Wolves getting lifelink -- especially with the blue mana in its mana cost.
Overall, feels like the card could be streamlined or honed to make its intention clearer.
MonoRedMage wrote: ↑1 year ago
Gr'Ynth, Godbiter 2RR
Legendary Creature - Wolf Avatar (Mythic)
Haste
Damage can't be prevented.
Permanents lose indestructible and can't have or gain indestructible.
At the beginning of each player's upkeep, Gr'Ynth deals 1 damage to that player. That player can't gain life this turn.
4/4
Like the above card, feels like it could be streamlined -- a general "Players can't gain life" is stronger, but plays out much the same way. Of its four abilities, it feels like it could lose one and still be fairly costed.