Overly Ambitious Exercise: Creating a Commander Set

Custom Cards forum

Posted on Sept. 29, 2018, 8:08 a.m. by PIayswithFlRE

This is something that's just been bouncing around in my head for a while, so I thought I should actually start writing things down.

Decided

  • five decks
  • Ally color pairs
Fairly Decided
  • desk is werewolf/wolf related
  • each deck has two mono-colored Partner Legendary creatures, possibly with "your other commander must share a color or creature type with ~"
Current thinking, but willing to change
  • Based on one idea I had for an Arlin Kord, all commanders are two-abilities planeswalkers with Eminence that transform into creatures

Current cards/decks

Neheb, Deathseeker by TypicalTimmmy

Legendary Planeswalker - Neheb

+2 Create a 2/3 red and black Minotaur Zombie creature token with menace. It enters the battlefield tapped.

-X Exile up to X spells from your graveyard each with converted mana cost X or less. You lose X life. Until end of turn, you may cast each of these spells. If you cast 3 or more exiled spells in this way, exile Neheb, Deathseeker and return it to the battlefield transformed.

Neheb, Deathseeker can be your commander.
Eminence - At the start of combat on your turn, if Neheb, Deathseeker is in the command zone or on the battlefield, target creature gains haste.

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Neheb, Forsaken by the Gods

Legendary Creature - Minotaur Zombie Warrior

Deathtouch, Haste, Menace

Whenever Neheb, Forsaken by the Gods attacks you may exert him. If you do, you may put a creature from your hand onto the battlefield tapped and attacking that shares a subtype with him. At the end of combat, return it to your hand. If that creature would be destroyed this turn, exile it instead.

As long as Neheb, Forsaken by the Gods is exerted, creature spells you control gain Bloodthirst 2 and sorcery spells you control have deathtouch.

4/4
Arlinn, Changing

Legendary Planeswalker - Arlinn

+1 Create a 2/2 green wolf creature token. You may pay . If you do, create a 3/2 red werewolf creature token with haste instead.

-X Transform Arlinn, Changing and up to X target creatures with converted mana cost X or less

Arlinn, Changing can be your commander
Eminence - While Arlinn, Changing is in the command zone or on the battlefield, non-Human werewolves you control can't tranform

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Arlinn, Changed for Good

Legendary Creature - Werewolf

Double strike, menace

Other wolves and non-Human Werewolves you control can't transform and have undying (When a creature with undying dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +/+1 counter on it)

You may cast Wolf an Werewolf spells as if they had flash

3/4
Huatli, Inspiring

Legendary Planeswalker - Huatli

+1 Until end of turn, up to one target creature gains your choice of lifelink, trample, or vigilance.

-X Create X 1/1 green white Soldier Ally creature tokens with exalted. You may transform Huatli, Inspiring

Huatli, Inspiring can be your commander
Eminence - At the start your turn, if Huatli, Inspiring is in the command zone or on the battlefield, target creature gains hexproof until another creature attacks

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Huatli, People's Champion

Legendary Creature - Warrior Poet Ally

Vigilance, trample

Huatli, People's Champion's power and toughness are equal to the number of untapped creatures you control.

: Huatli, People's Champion gains hexproof until end of turn

-/-
Narset 2 by MindAblaze

Legendary Planeswalker - Narset

+2 Counter the next spell cast that targets you or a permanent or spell you control until your next turn.

-X The next instant or sorcery spell you cast with CMC X or less gains rebound. The next time you cast a spell from exile, exile Narset, and return her to the battlefield transformed.

Narset can be your commander
Eminence - Whenever a creature enters the battlefield from exile, if Narset is in the command zone or on the battlefield, you may cast target instant or sorcery spell in your graveyard. If you do exile it.

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Narset Awakened

Legendary Creature - Human Monk

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

When Narset Awakened enters the battlefield, exile another target creature you control. Return it to the battlefield at end of turn.

Creatures you control gain prowess.

3/2
Ashiok, Dream Eater By Mj3919

+1 Exile a card at random from target opponents hand. You may cast that card using mana of any color this turn. If you do not, place that card in the graveyard.

-4 Ashiok, Dream Eater becomes a X/X Nightmare where X is the number of cards in all players hands and has "When ~ deals combat damage to a player that player discards half their hand rounded up and you draw that many cards. Prevent all combat damage dealt to ~ this turn.

Ashiok, Dream Eater can be your commander
Eminence: The first time you discard or cycle a card each turn, if Ashiok, Dream Eater is in the command zone or on the battlefield, each opponent discards a card.

4

Mj3913 says... #2

3/5 seem creature based, so why not have W/U more spell focused? So maybe a mix of Stax, taxes, pillow fort, possibly a touch of group hug. If you want Walker creatures I would think you would have to do it like Sarkhan, the Dragonspeaker or Gideon of the Trials, where one of the abilities turn them into a critter for a turn.

Eminence on walkers... could work in place of Ultimate Abilities I suppose. Wolves and Minotaurs could be an anthem or on combat thing, exalted could be "If a creature attacks alone it gains Doublestrike". The cycling/discard could be something like "whenever you discard, each opponent does as well (possibly limited to once/turn?). And the last, maybe a Norn's Annex effect.

September 29, 2018 8:56 a.m.

PIayswithFlRE says... #3

Thanks for the suggestions.

Yeah, the idea with the walkers would be that there really is no ultimate that has to be managed. But I know that temporarily turning walkers into creatures is convoluted, so I'm thinking that they have

+1/2: Create an on-theme token
-X: Do something, then exile the walker and return them to play transformed. Then they stay creatures forever
~ Can be your commander
Eminence - while ~ is in play or in the command zone, "something that's similar to what the emblems do, but less so, since you don't have to ultimate to get it

So (not necessarily final forms), let's say something like:


PlaneswalkerFlip side creature


Arlin, Touched by Darkness
Legendary Planeswalker - Arlin

+1: Create a 2/2 green wolf creature token

-X: Exile Arlin, Touched by Darkness and any number of other creatures you control with total converted mana cost X or less, then return them to play transformed.

Arlin, Touched by Darkness can be your commander
Eminence - While Arlin, Touched by Darkness is on the battlefield or in the command zone, non-Human Werewolves you control can't transform

Loyalty: 4
Arlin, Forever in Moonlight
Legendary Creature - Werewolf
Haste

Other Wolves and Non-Human Werewolves you control get +1/+1 and can't transform

You may cast Wolf and Werewolf cards as if they have flash

4/4


TBD, Caller of the Host
Legendary Planeswalker, TBD

+1: Create a 1/1 green and white Soldier Ally creature token with exalted

-X: Target creature gets +X/+X and trample until end of turn. Exile TBD, Caller of the Host an return it to play transformed

TBD, Caller of the Host can be your Commander
Eminence - At the start of combat on your turn, if TBD, caller of the host is on the battlefield or in the command zone, target creature you control gains hexproof until end of turn unless another creature you control attacks
Angelic Host
Creature - Angel Ally
Exalted, Myriad

Angelic Host's power and toughness are equal to half the number of permanents you control with exalted, rounded down.

-/-

Or is that just ridiculous?

September 29, 2018 9:39 a.m.

Mj3913 says... #4

To me, transforming into a creature permanently would mean that Walker is essentially losing it's spark.

You could however have the -X abilities be more like -3/-4 to become a creature. For instance; working off your examples Arlinn could be a -3: ~ becomes a 4/4 Werewolf with Attacking Were/Wolves you control gain +1/+1 & First strike. Prevent all combat damage done to ~ this turn. (Prevents loss of loyalty). Her eminence ability can handle the transform prevention.

The "Caller of Hosts" could be: -4: ~ becomes X/X Angel Ally with flying (assuming because angel) and trample where X is the Number of Creatures/Allys? you control. Prevent all combat damage done to ~ this turn. Adding Exalted and/or Myriad I think would be too much, esp with the trample. Same eminence ability is fine I think.

Maybe your U/B cycle/discard could bring back Ashiok as you PW/commander. Possibly along the lines of:

Ashiok, Dream Eater

+1: Exile a card at random from target opponents hand. You may cast that card using mana of any color this turn. If you do not, place that card in the graveyard.

-4: ~ Becomes a X/X Nightmare where X is the number of cards in all players hands and has "When ~ deals combat damage to a player that player discards half their hand rounded up and you draw that many cards. Prevent all combat damage dealt to ~ this turn.

Eminence: Once each turn, whenever you cycle/discard a card, each opponent discards a card.

Just a thought.

September 29, 2018 1:35 p.m.

PIayswithFlRE says... #5

I guess I was thinking that, since they come right back to the command zone after they die and, at a minimum, using their eminence, if not being recast this turn or next turn, they weren't losing their spark as much as wading directly into battle rather than influencing things from afar.

But, I could get behind something like -N/N-1 where their starting loyalty is N or close to it. I guess, instead of transforming them, it could also just create a legendary token creature (except maybe for Arlinn). It just always seemed like a lot of hoop jumping to make them indestructible creatures that can't take damage so that we don't also have to track the loyalty counters.

On G/W, I'm going back and forth between focusing on exalted or just focusing on Ally. Either way, mix in a little bit of myriad to either benefit from extra attackers or extra rally effects.

Ashiok was who I was considering but hadn't fleshed out the abilities. Yours looks good.

Going to spend some time thinking about it and hopefully post initial passes at most, if not all of the planeswalkers* somewhere tomorrow

*Currently
Angrath (or a new minotuar from his plane)
Arlin Kord
Starting to feel like Elspeth shifted slightly into green
Maybe Narset, focusing on instants and sorceries in some way
Ashiok

September 29, 2018 5:42 p.m.

MindAblaze says... #6

Narset

+2: until your next turn, whenever a player would cast a spell targetting you, a permanent or a spell you control, counter that spell.

-X : The next instant or sorcery spell you cast with CMC X or less gains rebound. The next time you cast a spell from exile, exile Narset, and return her to the battlefield transformed.

Eminence - Whenever a creature enters the battlefield from exile, if Narset is in the command zone or on the battlefield, target instant or sorcery spell in your graveyard gains flashback until end of turn.

Loyalty : 2

Narset Awakened

Legendary Creature - Human Monk

Prowess

When Narset Awakened enters the battlefield, exile another target creature you control. Return it to the battlefield at end of turn.

Creatures you control gain prowess.

3/2

September 29, 2018 6:15 p.m.

TypicalTimmy says... #7

I feel like it would be a better core design if they began as creatures and transformed into powerful Planeswalkers during a trigger.

For example, if three or more Werewolves you controlled transformed into non-Human werewolves, Arlin transforms.

Or if an opponent had five or more cards hit their graveyard during your turn, Ashiok transforms.

You can save space on bulk text by implementing a keyword with Oracle text.

For example:

  • Ignite - When X condition is met, transform ~~

Then you can style out a Planeswalkers with 4 abilities.

  • +1 or +2 depending on the power / difficulty of the deck. These should reflect the decks potential. For Arline, perhaps it's transform up to two werewolves you control.

  • 0 A circumstantial ability. Maybe for Angrath it's something like destroy target artifact or tapped creature with CMC 2 or less.

  • -3 - -5 A heavy hitting ability to shift tides. Perhaps for Ashiok it's exile any permanent until Ashiok leaves the battlefield.

  • -X Not actually "X", but whatever feels appropriate. A big finisher, and they transform back into being a creature.

September 30, 2018 5:31 a.m.

TypicalTimmy says... #8

Angrath, Blacksmith

Legendary Creature - Minotaur Artificer

You may skip your draw step. If you do, return a card at random from your graveyard to your hand.

Artifact Creatures you control have Haste.

Ignite - If four or more artifacts entered the battlefield this turn under your control, transform Angrath, Blacksmith.

4/3


Angrath, Molten Chains

Legendary Planeswalker - Angrath

+1 You may destroy target artifact or creature with converted mana cost 3 or less.

0 Discard up to two cards, than draw that many. You lose that much life.

-4 Angrath, Molten Chains deals 5 damage divided as you choose among any number of targets.

-7 Destroy all artifacts. Each opponent loses life equal to the total number of artifacts destroyed in this way. Transform Angrath, Molten Chains.

4

September 30, 2018 5:45 a.m.

TypicalTimmy says... #9

Because remember, lore-wise Angrath IS a blacksmith who made weapons and armor. He BECAME a pirate to find a way off of Ixalan.

It makes sense that he goes in a heavy artifact-based deck.

Gearhulks, Praetors, Myr, equipment, vehicles... All the fun ones.

September 30, 2018 5:49 a.m.

PIayswithFlRE says... #10

OK, I absolutely intend to reply to the last round of comments, but I'm just really frustrated with the site right now. I created images for my current versions of Arlinn, Angrath, and Elspeth (still using my reverse-flipwalker model for the moment) and I tried to put them back in my original post. They show up when I preview, but not when I post. Anyone know what's up with that? Tried it both inside and outside the accordion block.

And/or do other people see them?

September 30, 2018 9:29 a.m.

PIayswithFlRE says... #11

Couldn't get the images to work, so text versions included below along with a bunch of other text. Thanks again to everyone reading and contributing to this

MindAblaze I like the Narset, though I think the first ability might be a little overpowered (fully prepared to be wrong), though it is offset somewhat by how low her loyalty starts. I assume the flashback cost for the eminence ability would be the same as the mana cost?

Definitely like having her give your creatures prowess. Made me start thinking of another way to recur sorceries an instants:

Whenever you cast an instant or sorcery, you may manifest it instead of putting it into the graveyard.

: Return target attacking or blocking creature with converted mana cost X to its owner's hand. You gain life equal to the number of cards in that players hand

So, you can use the second ability as a normal blue/white combat trick or, pay just to get your manifested spell back and gain some life since the Morph has 0 CMC. And, with Narset giving the Morphs prowess, they can be halfway decent blockers.

I do like all the ETB exploitation of your version, though.

TypicalTimmy I know that that's how all the current flip-walkers work, representing the ignition of the planeswalker's spark changing them from creatures into something more. I just wanted to try something different. I liked the idea of having planeswalkers, (with all the abilities that come with them) as commanders without the whole game being about preventing them from using their ultimates and this seemed like a way to do it. It also allows for more interesting creature versions (or at least wordier ones) without putting a wall of text in the planeswalker ability.

Having the transformation only go from planeswalker to creature also means I just don't have to care about the loyalty counters once it happens. I realize I can get around that by doing "Exile ~ and return it to play transformed" instead, though.

On your Angrath, I like the artifact focus for an Angrath origin story because of, as you mention, his prior career as a blacksmith and the abilities you gave it accomplish that really well.

Mechanically, though, before I picked the commander, I knew I wanted to go in a Hellbent / Neheb, the Worthy type of deck an thought it would be interesting to support that with Suspend so you could have fewer cards in hand without having too many fewer options. So, what I'm imagining is an Angrath after he escaped Ixalan an becoming an obsessive planner/time-manipulator to avoid accidentally walking into another situation like that again.

I should probably just invent a different Minotaur planeswalker, though, either from Angrath's plane or Amonkhet, since it's more likely that Angrath would spend his time reconnecting with family and just enjoying being home, rather than what I've outlined; he was just the only minotaur planeswalker

Angrath, Waiting Arlinn, Changing Elspeth, Recruiting
Legendary Planeswalker - Angrath Legendary Planeswalker - Arlinn Legendary Planeswalker - Elspeth
+1: Create a 2/3 red black Spirit Minotaur creature token with Vanishing 2. You may move a time counter from a suspended card to it.
+1: Create a 2/2 green wolf creature token. You may pay . If you do, create a 3/2 red werewolf creature token with haste instead.
+1: Until end of turn, up to one target creature gains your choice of lifelink, trample, or vigilance.
-X: X red or black spells with converted mana cost X or less gain suspend. Exile them with X time counters on them. You may transform Angrath, Waiting
-X: Transform Arlinn, Changing and up to X target creatures with converted mana cost X or less
-X: Create X 1/1 green white Soldier Ally creature tokens with exalted. You may transform Angrath, Waiting
Angrath, Waiting can be your commander
Eminence - At the start of combat on your turn, if Angrath, Waiting is in the command zone or on the battlefield, target creature gains haste
Arlinn, Changing can be your commander
Eminence - While Arlinn, Changing is in the command zone or on the battlefield, non-Human werewolves you control can't tranform
Elspeth, Recruiting can be your commander
Eminence - At the start your turn, if Elspeth, Recruiting is in the command zone or on the battlefield, target creature gains hexproof until another creature attacks

4

4

4
Transforms into
Transforms into
Transforms into
Angrath, The Wait is Over
Legendary Creature - Minotaur
Arlinn, Changed for Good
Legendary Creature - Werewolf
Elspeth, Army of One
Legendary Creature - Soldier Avatar
Menace, trample

Angrath, The Wait is over gets +X/+X where X is the number of suspended cards or permanents you control with time counters. If you have one or fewer cards in hand, he gets an additional +X/+X

: Exile target card from your hand or graveyard with X-1 time counters on it where X is its converted mana cost. It gains suspend.
Double strike, menace

Other wolves and non-Human Werewolves you control can't transform and have undying (When a creature with undying dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +/+1 counter on it)

You may cast Wolf an Werewolf spells as if they had flash
Vigilance, trample                      

Elspeth, Army of One's power and toughness are equal to the number of untapped creatures you control.

: Elspeth, Army of One gains hexproof until end of turn
0/13/4-/-

So, my current questions:

  1. Temporarily setting aside the oddness of how I have the planeswalkers flip, would you be interested in building decks around them?
    • 1a. Any general thoughts on the current wordings of my reverse flipwalkers?
  2. Should I use a different planeswalker (either existing or invented) for the red black deck? If so, any suggestions?
  3. Half-on-purpose, I created the commanders with color-adjusted identical costs and loyalties. Variation would be better, wouldn't it?

September 30, 2018 5:29 p.m.

TypicalTimmy says... #12

PIayswithFlRE, thanks for the reply and complement on my Angrath design.

As for your Planeswalkers for Rakdos, why not just ignite Neheb, the Worthy?

You can make it work by suggesting that he was as such a cunning and deadly warrior as Neheb, the Worthy that when Bolas killed him to turn him into Neheb, the Eternal it ignited his spark. But he was under Bolas' command until he left Amonkhet.

With Amonkhet in ruins, Neheb can now freely roam the multiverse. His goals and aspirations ar highly narrow due to being dead, giving us our first Zombie Planeswalker. Though, he is still a Minotaur for flavors sake. But the Lazotep carapace allows him to be powerful enough to have a real driving force.

Perhaps, in a similar mentality to Garruk, Apex Predator.

Neheb ultimately seeks that which he is now unable to obtain - death. And his warrior mentality draws others to be inspired and feared by him - giving you an excuse to go Minotaur Tribal or something and justification for abilities such as Enrage / Bloodthirst / Ferocious / etc.

Recall on Amonkhet, death was prized and sought after via the Trials. Imagine if you retained your mind after death.

Your entire life was seeking death at the hands of the gods to bask in their glory, and your efforts were rewarded with immortality.

It's actually a cruel and harsh punishment, in the minds of The Eternal.

So Neheb would be the perfect embodiment of Rakdos: Pure anguish driven by unadulterated hatred.

September 30, 2018 7:22 p.m.

TypicalTimmy says... #13

So keeping with your design, I'd like to submit a few more ideas.

Neheb, Deathseeker

Legendary Planeswalker - Neheb

+2 Create a 2/3 red and black Minotaur Zombie creature token with menace. It enters the battlefield tapped.

-X Exile up to X spells from your graveyard each with converted mana cost X or less. You lose X life. Until end of turn, you may cast each of these spells. If you cast 3 or more exiled spells in this way, exile Neheb, Deathseeker and return it to the battlefield transformed.

Neheb, Deathseeker can be your commander. Eminence - At the start of combat on your turn, if Neheb, Deathseeker is in the command zone or on the battlefield, target creature gains haste.

3


Neheb, Forsaken by the Gods

Legendary Creature - Minotaur Zombie Warrior

Deathtouch, Haste, Menace

Whenever Neheb, Forsaken by the Gods attacks you may exert him. If you do, you may put a creature from your hand onto the battlefield tapped and attacking that shares a subtype with him. At the end of combat, return it to your hand. If that creature would be destroyed this turn, exile it instead.

As long as Neheb, Forsaken by the Gods is exerted, creature spells you control gain Bloodthirst 2 and sorcery spells you control have deathtouch.

4/4


So a few points here:

  • 1.) I reduced the casting cost of the Planeswalker because in Rakdos, 5 mana is hard to come up with. It needs to be fast and flexible. It's reckless and emotional. But I kept the theme of hybrid mana because that's a good design to use, I feel.

  • 2.) I made the token a Minotaur Zombie so you can support it with two tribes. This means you can use both Felhide Petrifier and Death Baron to give it Deathtouch, for example.

  • 3.) Neheb, Deathseeker's -X ability gives you huge utilization of cheap spells, such as Lightning Bolt, Terminate, and Fatal Push while also being relatively easy to use and understand.

  • 4.) Neheb, Forsaken by the Gods is a 4/4 with three keyword abilities to hone in on his Warrior prowess. He was quite literally the deadliest warrior on all of Amonkhet, and deserves to be represented as such.

  • 5.) Giving him Exert ties him into Amonkhet well, while also eluding toward his inspiration aspect as a formidable killer and leader.

  • 6.) Giving creatures Bloodthirst 2 (They enter the battlefield with two +1/+1 counters if an opponent was dealt damage this turn) gives you incentive to Exert him. It also eludes more toward his powers to make others even deadlier which is paid homage toward with the supporting tribes he falls under.

  • 7.) Giving sorcery spells Deathtouch, but not Instant spells, is another reason to keep him Exerted. The reason we do Sorcery and not Instant is because this is until the end of your turn. Giving Instant spells Deathtouch is sort of pointless, and would make him a bit over powered. But this also means a clever player will see spells like Rolling Thunder as an opportunity to commit mass genocide, which is exactly what Rakdos wants to do and ties into Neheb's mentality of being driven to kill endlessly until he himself can finally die and be at peace.

Hope you liked my ideas :D

September 30, 2018 7:55 p.m.

Mj3913 says... #14

Problem with wanting Elspeth as W/G... She's essentially dead... in the underworld in Theros. Were she to return she would most likely be W/B. However, you could possibly revert to when she is first starting out?. Other than that the only W/G PW we got is Ajani.

Nice idea with Neheb.

As for your Q3, I think having them near the same cost is a way to keep them balanced. Though as mentioned above, BR wants to go fast usually, so it makes sense to lower the cost there. Maybe the same idea with W/G. A reduced cost, but smaller stats as W/G is usually token based. BU could maybe even be upped one because of its level of control. The other 2 seem good where they are at 5cmc.

September 30, 2018 8:58 p.m.

MindAblaze says... #15

My thought was the counter applies to your spells just as much as their spells, so no instant speed flickering, putting pants on your things or other shenanigans like that. That being said it is probably too strong as is. You could say “the next time a spell targets you or a permanent you control counter that spell.” Then it only happens once. It works quite well in a tempo style build for UW I think.

September 30, 2018 11:32 p.m.

PIayswithFlRE says... #16

Neheb

I really like the Neheb, both the story and the card you came up with. I hadn't considered the possibility that he could still ignite after becoming an Eternal, but I like the idea of a zombie planeswalker. And I would definitely have fun building around the card you came up with, for all the reasons you listed.

Angrath and Temporal Manipulation are out (though I'm saving the idea of a suspend-based commander for another time) and Neheb is in.

Also, how do you get the planeswalker arrows and loyalty images to show up?

Elspeth

Yeah...I guess I was thinking of W/G angels, but that's not how Theros works. I think Ajani's got enough cards. There is Huatli in Huatli, Radiant Champion. This could maybe work as Huatli, People's Champion

Narset

Yeah, just countering the next one should work.

I'll get the latest versions of the walkers into the initial post when I have more time.

I'm taking kind of a top-down approach here, so the next step will probably be coming up with the mono-colored partner legendaries. I do think I still want them to have something like "Partner. Your two commanders must share a color or creature type"

Thanks again to everyone on the thread

October 1, 2018 5:34 p.m.

TypicalTimmy says... #17

If you'd like, I'd be happy to help with Rakdos.

I play a ton of super aggressive games. Rakdos, Gruul, and Jund are my go-to colors but I also do Esper and Orzhov. I like the more kill everything approach.

Just send me a message if you're interested.

October 1, 2018 8:20 p.m.

PIayswithFlRE says... #18

Got the first post updated.

I think I may have to abandon the "your two commanders must share a color or creature type." That or give up on, for example, both of the green commanders being able to partner with both of the red ones in the Red Green deck. You end up having to either give everything three creature types or every color has something like an Elder X and an X Ally.

If you want to keep building out Rakdos, go for it.

My current thinking for some of the others, mostly informed by the Command Zone Wish List episode:

Mind Over Matter

I'm liking the idea of building a pair that create and exploit manifest (and, probably, to a lesser extent, morph) creatures like in the alternate idea I posted for Narset.

Only One May Stand

I'm thinking some energy-based partners. Since Huatli ended up on Kaladesh, thematically, this would fit in the GW deck.
Mechanically, I think RG has more interesting energy options.
But, I think it can work in GW and then maybe create a Legendary Artifact Creature - Dinosaur to round out the GW commander options

Lycan or Not

Thinking a set of Shapeshifters, maybe a Wolf Shapeshifter and Werewolf Shapeshifter that probably don't transform, but have other ways of buffing your creatures, possibly in the style of Mirror Entity

No clear ideas for or , but hopefully I've have something more concrete on at least one set of these tomorrow.

October 3, 2018 12:32 a.m.

TypicalTimmy says... #19

I'm designing a Rakdos EDH deck for you right now.

I'm going to see about making 12 new cards for the deck, including Neheb, probably with a few minor changes for layout's sake.

But I've got one card made to spoil right now ;)

MTG

Ooh, yeah. This is gonna be fun.

It'll probably take me a day or two what with work and all.

I'm going to focus it around dual-tribal with a focus on speed. Not necessarily ramp, but more so card advantage to keep gas in the engine so you can go full throttle non-stop.

I'm going to leave lands relatively basic and cheap to help keep the costs down, though I plan on including some Cycle lands to keep the draw going.

I aim to keep the relative CMC down quite low. Around 3 - 4 max, with a few exceptions here and there. This way cycling out lands won't be as much of a burden on the player, and it will allow for maximum efficiency when it comes to resource management.

I'll keep you posted :D

As for Neheb himself, the only site I know of to make Planeswalkers is MTGCardSmith, which honestly is kind of a crapshoot. I don't think I'll be able to design him as a "Two Loyalty" Planeswalker, but I'll see if I can work in the wording bulk into the text box somehow. Those lines only hold 145 characters or so, so this is going to be rather difficult.

I have zero skill in photoshop, so I can't help you there. Sorry :/

October 3, 2018 4:13 a.m.

PIayswithFlRE says... #20

I like the Curse. I almost feel like it should also do some damage to someone other than you for that mana cost, but I guess it's essentially a double Arcane Adaptation and Zombie an Minotaur do both have a lot of tribal support, so it's worth it.

For images, I've been looking at mCardstock just because I saw the link here (like I said, had card images for the walkers but couldn't get them to show up) and I was just making the "X can be your commander" and Eminence ability the third ability with a 0 cost; not entirely accurate, but close enough. Once or twice; I just put the "can be your commander" at the end of the X ability due to relative wordiness.

As someone who enjoys Rakdos, what do you think about this card for Rakdos/mono red in Commander:

Flame Chains

Legendary Artifact - Equipment

Flame Chains costs less for each spent

If a non-creature source you control or equipped creature is red and would deal damage to a permanent or player, it deals that much damage plus 1 for each opponent with 1 or more life instead. Equip

Trying to make it boost burn in commander without impacting any other format any more than Pyromancer's Gauntlet or Sulfuric Vapors.

October 3, 2018 6:29 a.m.

TypicalTimmy says... #21

So, in actuality Flame Chains costs ? Huh.

The reason Curse deals 5 damage is because it's a powerful enchantment in this particular deck, and with 40 life you can swing the 5. Discarding a land is also an option.

If it were in a 60-card deck, like Modern, than I'd set the restrictions lower. But I need to consider the format in addition to the card.

I've got the creature base narrowed down to... uh, 93 creatures.

Going through a metric system now to make cuts.

Um, do you have a price range you are looking to set decks at? Because I can easily make this thing cost $1,000+ but that's not very reasonable. I can also cut it down to $40 but I'd be removing a lot of staples and awesome cards, too.

What do you consider to be a decent range? Do you plan on buying these and making proxies of the cards that are unique to the set, or do you actually intend to use them as is in real life - so no unique cards should be made? Well, that's not entirely possible with the Commanders, so...

Like, what's your goal here? Is this just for fun or do you actually intend these to be used by players IRL?

October 3, 2018 6:52 a.m.

PIayswithFlRE says... #22

Mostly just for fun. I haven't ruled out printing out one or more deck's new cards to test it out, just to see if the ideas are actually practical. But, mostly, like the title says, I just thought this would be a fun mental exercise.

As for the costs of the deck, I guess I'm trying to make this fit the molds of the yearly commander pre-cons (~5 mythics including the commander, ~25-30 rares and ~25-30 uncommons), which they sell for about 45 but which seem to end up being resold for/being worth about 100 once they're out of print due to both the new cards and reprintings of cards that had been creeping up in price, so I guess somewhere in that range.

The goal is definitely to create unique cards. I just wanted to go for something larger in scope than creating one-off cards and this seemed like a fun way to do it/hopefully collaborate with others given the scale.

October 3, 2018 5:13 p.m.

PIayswithFlRE says... #23

OK, let's see if these images work. Supposed to be the UW partner commanders

October 4, 2018 6:45 a.m.

PIayswithFlRE says... #24

OK, so I went back to the idea of the partner commanders saying "Your two commanders must share a color or creature type." Still not dead set on it, but I wanted to see what I could do with it. I did give up on the idea of, if you put all four cards that could potentially be in a deck into that deck, they could all partner with each other, but I'm working on making it so that three of the four possible combinations can work.

Basically, pick five creature types and have both commanders of that color have that type as well as one of the commanders that those colors partner with. That gets you half of them. For the others, I just decided to make the commander of each color that wasn't already double-typed an Elder something, so that the two Elders can partner (though probably not with as much synergy).

With that, I ended up with

Red Elder ? Shapeshifter
Green Shapeshifter Ally
Green Elder ? Ally
White Monk Ally
White Elder Monk
Blue Monk Nightmare
Blue Elder Nightmare
Black Nightmare Zombie
Black Elder Zombie
Red Zombie Shapeshifter

And then tried to come up with ways to fill in the gaps while trying to keep the creatures that shared a type mechanicially related.

So Far Show

Only three fifths done, but it's become a nice day out, so I'm going to go enjoy it. Hopefully, I can come up with something for the others and I may still tweak these a bit, but I'm pretty happy with them (while completely open to suggestions/criticisms).

October 7, 2018 12:55 p.m.

Mj3913 says... #25

2 things commonly found in R/G are Elementals and Hydras if that fits into your missing pairings.

October 7, 2018 1:15 p.m.

Bobbbyyy says... #26

why are you restricting the choice of partners by the must share a colour or type clause?

You could just use partner. It is simpler and still only lets you max at three colour decks with the 2 colour commanders from the 4 colour decks.

I mean you can restrict it but i don't see what the reward for doing so is?

October 8, 2018 1:43 a.m.

PIayswithFlRE says... #27

Mj3913, I went with Shapeshifter and Ally for red and green, which aren't necessarily as common in those colors, but fit either mechanically or thematically for the commanders of the deck(s) they're in:
R/G werewolves get shapeshifter partners
G/W exalted that produces ally tokens and flips to an ally get Ally partners
Not sure yet what to do with the Zombie Shapeshifter in B/R, but there are possibilities

Bobbbyyy, yeah, I guess there isn't really a good reason to keep it there in the final forms of the cards. You're right that it won't accomplish much in terms of gameplay. I think I want it there now (at least in my head) as an additional constraint for me to think about when trying to come up with the cards just to help me focus on synergy and see if it sparks some clever ideas. I will probably drop that line when I finish with the cards.

Leaving the constraints in place for the moment, though, I think I'm going to use Wizard instead of Nightmare as the blue creature type. It's more of a blue archetype while still combining fine with monk and zombie (the nightmare monk I've already made is already a wizard anyway).

Also considering making the Elder creature type matter more mechanically, probably in the form of a positive cumulative upkeep. Not sure yet, but I kin of like the idea.

October 8, 2018 6:14 a.m.

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