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Post by grimdeth on Nov 21, 2015 3:27:46 GMT -6
So a friend recently of mine recently picked up AotP for our group of friends and we quickly realized the lack of variety when it come to planeswalkers to play so we decided to make our own. I was put in charge of that... then I found this place which is awesome and the card templates which is also awesome. (Thanks wardemon and hello btw) Anyway... this is my first attempt and being creative... Any constructive feedback is appreciated.
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Post by bluecloud2k2 on Nov 21, 2015 6:19:26 GMT -6
Seems a touch OP....
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Post by grimdeth on Nov 21, 2015 6:26:45 GMT -6
Ideas on how to tweek it?
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Post by bluecloud2k2 on Nov 21, 2015 11:33:08 GMT -6
Now that I actually have access to my Game here's what I would do:
Change Magical Binding to "Whenever you play a Sorcery, roll a d20. If the result is 16 or higher, target squad cannot be activated on its controller's next turn. Use this ability only once per turn."
Change Soratami Knowledge to "Discard a Card: You may cast any one Sorcery from any graveyard. That card is then removed from the game. Use this ability only on your turn, once per turn. This ability counts towards the Three Spells Per Turn rule."
This would allow Tamiyo to discard any card in her hand, activate a Sorcery from any Graveyard, and then possibly lock-down an enemy unit.
I think these tweeks would put her on par with the other Planeswalkers.
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Post by grimdeth on Nov 21, 2015 15:03:10 GMT -6
Couple of questions. when you say the ability counts towards the rule do you mean the ability itself or the card you play with it? and secondly, can the sorcery you play with knowledge trigger binding?
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Post by Targanth on Nov 21, 2015 16:23:03 GMT -6
Bluecloud2k2 will answer for himself, but I think he means that the card that had been in the graveyard and is now cast must count towards the limit of 3 spells per turn for Tamiyo.
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Post by wardemonx327 on Nov 21, 2015 19:16:36 GMT -6
This PW can cause some major lock-down, especially with only one opponent. Might I suggest upping her cost a bit as well? I like Bluecloud2k2's suggestions for the abilities, as well.
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Post by grimdeth on Nov 21, 2015 19:58:49 GMT -6
Yeah. i like the suggestions too. already made some changed based on them. and the cost is really just a place holder because i didn't know what to make it.
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Post by bluecloud2k2 on Nov 22, 2015 4:20:28 GMT -6
Couple of questions. when you say the ability counts towards the rule do you mean the ability itself or the card you play with it? and secondly, can the sorcery you play with knowledge trigger binding? The spell played with Knowledge counts towards the Three Spells Per Turn rule. Thus after using Knowledge, you can only play two more spells. And as I stated in my previous post, yes. Knowledge can trigger Binding. Though come to think of it, this pair of abilities would be more in line with Venser than Tamiyo, since tactical lockdown is more his shtick (since Venser is / ). Tamiyo should probably have something like: Wisdom of the Ages: Each time you Activate Tamiyo, Roll a d20. On a 15 or higher, draw a card. Forgotten Lore: At the end of Tamiyo's turn, Roll a d20. If the result is 16 or higher, move target spell from your Graveyard to the Bottom of your Library.
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Post by grimdeth on Nov 22, 2015 5:24:05 GMT -6
Thanks for clearing that up and sorry for asking a question you already had covered. As far as her abilities go though the original intention wasn't tactical lockdown. Binding was based on her +1 ability from her planeswalker card and knowledge was based on her ascension lore when she first say the multiverse and set out to study all other planes.
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Post by bluecloud2k2 on Nov 22, 2015 12:11:52 GMT -6
Yes, but Lockdown effects are more powerful in Wargames. Also, do any of the planeswalkers really have their exact effects from their MtG cards in AotP?
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Post by Volrath on Aug 20, 2016 4:03:22 GMT -6
Soratami knowledge should be only once per game. And It happens .. No rolling of dices
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Post by zackzeta on Aug 20, 2016 18:41:48 GMT -6
Both of these abilities are cards and she can use it when ever she activates which is too strong. What I suggest is maybe locking down one squad creature if you fulfil a condition and once per turn. The second ability is way too good playing a card from a graveyard is way too valuable. What I suggest is either make a strong cost or not use it like discard 2-3 cards and once per game. If not you want something themed with knowledge try being able to look at an opponents top deck.
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