Sojourner Dusk wrote: ↑3 years ago
Kasmina, Gatekeeper
Legendary Planeswalker — Kasmina (R)
Whenever a Wizard enters the battlefield under your control, you may draw a card.
+1: Exile target creature. Return it to the battlefield under its owner's control at the beginning of the next upkeep.
-6: Return all creatures to their owners' hands.
3
Kasmina was quite a cool character, nd I like you went with War od the Spark design. The continuous effect incentivizes playing with wizards, which is a more or less supported tribe.
Naban, Dean of Iteration looks pretty solid with this Kasmina. I'm.not much a fan of the second ability, a flicker a turn is a very powerful effect, and this goes beyond as it allows you to flicker your wizards and netting you cards, and that's too much built-in value. The ultimate is not super impactful but I feel that for that very same.reason is very appropriate in terms.of balance. A board reset with a chance of reusing drawing power seems like a very good prospect.
slimytrout wrote: ↑3 years ago
Davriel Cane, Diabolist 2BB
Legendary Planeswalker — Davriel (M)
0: Create a 1/1 black Imp creature token with flying and "
B, T: Put a loyalty counter on each Davriel you control."
-1: Create a 5/5 black Demon creature token with flying and "At the beginning of your upkeep, remove a loyalty counter from a Davriel you control. If you don't, sacrifice this creature."
-5: Whenever a black creature you control deals combat damage to a player this turn, that player exiles a card from their hand. Until end of turn, you may cast spells from among the exiled cards without paying their mana costs.
4
The numbers are a bit more complex than they look at first sight. a 5/5 for -1 seems too powerful, but when you look at it you realize that having two swinging at the same time is only possible if Davriel is untouched for the three turns that would take. At the same time. They make foemidable blockers for stopping aggression. The imp ability is very interesting in such a card, since adding counters is delayed one turn and won't happen if you need to protect Davriel. The ultimate is pretty tame, and might be even useless against decks that play out their hands fast.
RaikouRider wrote: ↑3 years ago
Koth the Magmashaper 2RR
Legendary Planeswalker - Koth {M}
+1: You may discard a card. If you do, draw a card. If the discarded card was a Mountain card, draw two cards instead.
-1: Tap any number of untapped Mountains you control. Koth the Magmashaper deals that much damage to target creature or planeswalker.
-6: You get an emblem with "Red creatures you control get +1/+1" and "Whenever you tap a Mountain for mana, add an additional
R."
4
I can see this Koth comfortably fit n a monored commander combo deck. I'm not quite in agreement with the net draw benefit prospect in the first ability and the second ability is.probably to costy at loyalty plus mana. The ultimate one-sided
Gauntlet of Might is a great incentive to play this and try to get the effect as an amblem.
netn10 wrote: ↑3 years ago
Oko, the Great Trickster 2GU
Legendary Planeswalker - Oko (Mythic)
+1: Oko becomes a copy of target permanent until end of turn.
+1: Reveal a permanent card with converted mana cost 1 or less, then create a token that's a copy of it.
-8: All permanents becomes a copy of target non-legendary permanent until end of turn.
{3}
At first I was afraid it could copy a Planeswalker and use one of its abilities, but after a quick rules check I am glad it doesn't do that. I like the ultimate as you can turn foods and such into the biggest thing you have and win by having more permanents, which gives the Planeswalker a very straightforward line of play while also having the chance of doing some degeneracies. The -1 is a bit confusing, and shouldn't be able to copy lands.
BeneTleilax wrote: ↑3 years ago
Ugin, Cosmic Mastermind
7
Legendary Planeswalker-Ugin (M)
+1: Exile up to three target nonland permanents for as long as you control Ugin, Cosmic Mastermind.
-2: You get an emblem with "Colorless spells you cast cost 2 less to cast."
-4: Scry 7, then draw three cards.
[7]
three permanents for a + ability seems a bit too dramatic and the fact that the -2 can stack makes this a bit too dangerous.
kwanyeegor-ii wrote: ↑3 years ago
Samut of the Flashing Eyes
1RG
Legendary Planeswaker--Samut (Mythic)
+1: Up to one target creature gains trample and haste until end of turn. You gain 1 life.
-2: Until the beginning of your next turn, you may cast creature spells as though they had flash.
-5: You get an emblem with "Whenever a creature enters the battlefield under your control, put a +1/+1 counter on it and it deals 1 damage to any target."
{3}
I think the three abilities have a very appropriate power level for a 3 mana planeswalker, considering that Gruul is very creature-oriented all the abilities are very relevant. Haste and trample is a solid aggressive package and it is the tame side, as a + in a 3mana planeswalker should be. The second ability allows you to play around suspected wraths, and that alone could get you the game. The ultimate will not end the game but it is a very relevant emblem to have a chance against decks that control the table, as casting your creatures alone can give you a chance by pinging away remaining life and pressuring your control opponent into playing more proactively. I really like how this package leaves your Gruul deck standing against control.
MonoRedMage wrote: ↑3 years ago
Daretti, Junkblaster 4RR
Legendary Planeswalker - Daretti {M}
+2: Draw three cards, then discard two cards at random. Create a 1/1 colorless Warrior artifact creature token.
-3: Daretti deals damage equal to the number of artifacts you control plus the number of artifact cards in your graveyard to any target.
-10: Each artifact you control becomes a 10/10 Juggernaut creature with trample and haste in addition to its other types.
Loyalty 6
Again, red with net gain of cards is not something I like, even when there's random discard involved. The -3 can easily two shot an opponent in a planeswalker that comes into play that late, without needing to actually activate a + to be able to do hat. The ulti is super cool but it is shadowed by the minus.