Subject16 wrote: ↑4 years ago
Hedron Smashers 4R
Creature — Goblin Ally (Rare)
When Hedron Smashers enters the battlefield, choose one. If you control three or more allies, choose them all instead—
• Hedron Smashers gains haste until end of turn.
• Destroy target nonbasic land.
• Destroy target colorless nonland permanent.
4/3
This is a pretty fun looking card
and fun looking ally mechanic. I had to have an internal debate over whether a card like this would be allowed into standard even considering the work required to max it out, but I think it would pass. (Don't worry, if I decided on no, I would've said let's just pretend this was released in a supplemental product like a commander deck.) Come to think of it, it'll probably be pretty fitting in a Zendikar standard as a safety valve on creaturelands.
I like it. Nice work.
kwanyeegor-ii wrote: ↑4 years ago
Rescuers of Sea Gate
2U
Creature--Merfolk Wizard Ally (Uncommon)
Flash
When Rescuers of Sea Gate enters the battlefield, untap another target creature you control. If that creature is an Ally, it gains flying and hexproof until end of turn.
3U, Return Rescuers of Sea Gate to its owner's hand: Tap target creature.
2/2
This is a nice card, but it's a mixed package flavorwise: untapping and giving hexproof I can see as rescuing, but I don't see the flying and the tapping that way. I'm going to reflavor this in my head as being about dudes specifically launching you into the air on a covert attack, and rename it to "Sea Gate Launchmages". Ok, that's better.
At uncommon, being able to do all three of those things (untap, flying, hexproof) as well as getting a 2/2 body, all for
2U, is a lot! Individually each one is a pretty big deal.
The last ability lets you bounce the card, and it having a powerful ETB makes this a big deal on its own. It gets another upside as well: tapping something. I think we should instead be seeing something like: "
3U: Return Rescuers of Sea Gate and another target creature you control to their owners' hand." Now they're
rescuing while also requiring some tax to have upside of getting them back again to cast again.
If we drop the flying & make this change it fits the original rescue flavor a lot, I think.
haywire wrote: ↑4 years ago
Earthcraft Elves
Creature- Elf Druid Ally {R}
Whenever Earthcraft Elves or another Ally enters the battlefield under your control, put X +1/+1 counters on up to one target land you control, where X is the number of Allies you control. If it isn't a creature, it becomes a 0/0 Elemental creature with haste that's still a land.
Land creatures you control are Allies in addition to their other types.
, sacrifice Earthcraft Elves: Land creatures you control gain hexproof and indestructible until end of turn.
2/2
I like both of these "land creatures matter" and "allies matter" themes, and the card's pretty cute. I note that the timing means that when this enters, any pre-existing land creatures will count toward X.
jamblock wrote: ↑4 years ago
Tajuru Leaftracer 1G
Creature - Elf Ally (U)
Cohort —
T, Tap an untapped Ally you control: Add two mana in any combination of colors.
2/3
Very neat & tidy, and basically turns another one of your allies into an Elvish Mystic.
Bold move to use Cohort, since, quoting
Storm Scale: Zendiakr and Battle for Zendikar: "
Popularity: Unpopular. As of me writing this article, Cohort is the lowest-rated mechanic in Magic's history since we began doing market research. Personally, I don't think it deserves the bottom slot, but it belongs in the bottom 25%."
I'm not one of the people that intensely disliked it though.
marioguy3 wrote: ↑4 years ago
Sparing Kor-Mage
Creature - Kor Ally (Rare)
Whenever a source you control prevents one or more damage that would be dealt to you or an ally you control, create a 1/1 white ally kor token.
: Prevent the next one damage that a non-creature source would deal to you or an ally you control.
3/3
(You don't need the "one or more" here. When you deal or prevent 0 damage, no damage was dealt or prevented at all, so nothing triggers.)
This is neat and straightforward. Personally I'd make the activated ability go all-out: tap as a cost, prevent all damage. It doesn't make additional tokens that way, but I feel that's worth the trade-off: your 2/2's and 1/1's are going to need preventing more than 1 damage to survive most noncreature burn sources anyway.
Ink-Treader wrote: ↑4 years ago
Company Recruiter 2W
Creature - Kor Soldier Ally (R)
Vigilance
1W, T: Reveal the top four cards of your library. You may choose an Ally card from among them. If the chosen card's converted mana cost is less than or equal to the number of Allies you control, put it onto the battlefield. Otherwise put that card into your hand. Put the rest of the cards on the bottom of your library in any order.
2/3
The card needs to be revealed (so you can prove it's an Ally you're putting into your hand), so it needs to say "You may exile an Ally card from among them."
I am not sure mono-white gets to do this, but this is a nice card. Maybe we'd see this in
GW.