Legendary Creature — Beast
Vigilance, deathtouch, haste
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Printings View all
|Throne of Eldraine (ELD)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Recommendations View more recommendations
Latest Decks as Commander
Questing Beast Discussion
4 days ago
If its themed Lifegain why not add some Heliod, Sun-Crowned? his habilities can be used even if he is not a creature.
You can also consider Sorin, Vengeful Bloodlord it gives lifelink to your creatures during your turn, and you can bring back some dead, remember that you can even bring Heliod from the dead, cause when hes not in the battlefield he always count as a creature.
Despark is a great cart to consider aswell, it removes from the game anything costing 4 or more at instant speed (great response to a Embercleave/The Great Henge, Questing Beast or any of the expensive Gods).
5 days ago
So I disagree with a few things that you suggest but I'm more than willing to debate on it.
I agree that Haktos the Unscarred and Dream Trawler require specific mana requirements and the mana base would have more shocks if I had the rare wild cards for it, for paper picking up a full play set of shocks/fable would be required. I've been leaning more and more to bumping out Thassa's Intervention for either Phoenix of Ash main board or Storm's Wrath to four copies. Speaking of, Phoenix of Ash is actually a fantastic sideboard option against UW, Simic Ramp, and any other control deck. Because of the mana requirements of Haktos the Unscarred we are forced to over saturate our red sources even though we have more blue requirements in general within the deck itself to be able to reliably cast him on 4/5 which is just another reason to remove Thassa's Intervention.
In regards to Citywide Bust, that card is an MVP, albeit useless against aggro. It hits Questing Beast, titans, other Dream Trawler's, Torbran, Thane of Red Fell(making it not an immediate totally dead draw to RDW game 1), and more great hits while Haktos the Unscarred completely dodges it. In fact, with Simic Ramp/UGx being so popular, having an additional way to remove a Uro, Titan of Nature's Wrath, who is 3CMC, or Hydroid Krasis, 2 cmc, is really fantastic.
I do agree about Storm's Wrath, if this was paper I'd be at 3 copies most likely. Maybe 4, would need to be playtested. At two it already feels fantastic.
Phoenix of Ash is really fantastic in the sideboard. Everything you state is correct allowing the deck to go long against a control deck and a potential finisher on its own. When you side it in you almost become a midrange aggro deck if you can drop a Phoenix of Ash and Haktos the Unscarred turn 3 and 4.
Flicker of Fate is really interesting, I'll playtest it and see how I like it!
1 week ago
musicman3310 if you wanted to stay on theme some more Nyleas would always be nice, and Dryad of the Ilysian Grove would let you use more of the lands Nessian Wanderer will get in your hand. Otherwise you could always run a few less enchantments for some generic green good stuff like Questing Beast and Nissa, Who Shakes the World.
1 week ago
Flowering Obsidian Mox
Obsidian Mox enters the battlefield tapped. Obsidian Mox doesn't untap during its controller's untap step.
: Add one mana of any color.
: Untap Flowering Obsidian Mox
I made it so it's "frozen".
I'd like a Massacre Girl or Questing Beast card. I have no clue how to refer to someone like that, but yeah, a card depicting either character (or another character who is similarly formatted on their card, a legend with no "name".
3 weeks ago
- "They hit play, do a thing and then need to be answered or they'll gain card advantage and win the game on their own." - Wizards has printed in the last year Murderous Rider, Plaguebearer, Questing Beast, Cavalier of Flame, Dreadhorde Butcher and Eidolon of Obstruction in the last year alone as great answers to planeswalkers that prevents them from gaining further advantage aside from their first activation or ETB effect, whilst creating advantage for you. These are available in all colors but blue, which in turn has gotten the most powerful planeswalkers in the last year, so things seem pretty balanced on that front.
"FAILURE RATE MEANS NOTHING" - i forgot to comment on this one, even though it is all caps. If you make an omelette and get an eggshell piece in it (break egg on flat surface, rather than edge to avoid that), do you yeet the whole omelette out the window, or simply remove the eggshell and go on? Or be a rebel and enjoy the omelette regardless?
Honestly, you cannot make a new design omelette without breaking a few eggs, which can result in eggshells.
3 weeks ago
Magnanimous, to answer in order:
- Here are all the three mana planeswalkers in the game. Of those, the cards that made any splash are Dack (only in Vintage), Veil Lili (way before war of the spark), Last Hope Lili, Narset, Oko, Saheeli (only with Felidar Guardian), and Teferi. Of those 14 3 mana walkers in WAR set, only 2 made any splash, even in standard, while the rest are nowhere to be heard. Nobody is complaining on the powerlevel of Gideon Blackblade, a three mana mythic with 4 abilities that sees 0 play in standard. So, yes, it is quite about a couple of cards misjudged - if teferi or narset cost 1 more mana, they would be next to unplayable - and if you tweak a design by one mana and it takes it there, that is more of an issue of balance than bad design. Or compare Oko and The Royal Scions - two 3 mana planeswalkers with similar designs, one is broken, the other is non-existant in standard.
Balancing and design are two very different things.
- Questing beast - you cannot both complain that Questing Beast is the best option and say planeswalkers "hit play, do a thing and then need to be answered or they'll gain card advantage and win the game on their own". Wizards print a direct answer to planeswalkers (2 if you count Murderous Rider) in the set following the most "broken" walkers and people still find a way to complain that the answer is too good.
On your suggestions:
Put fewer lines of text on most cards - makes no sense, as there is no correlation between text lenght and what the card does. Ice Cauldron is the most wordy card in magic, but it is also one of the most useless. Vindicate has 3 words, but has a lot of utility.
Aim for shorter turns and more turns per game - this is related to deck archetypes and deck construction, rather than card design.
So fewer explosive "I win" turns and more tight, down to the wire, will I draw a removal spell, threat, engine, etc. in time games that rely on an efficient use of resources. - so make the game a topdecking war of explosive moments? Not a good idea.
My advice - use the existing cards to curate an environment you enjoy to play or play in formats where more archetypes are viable. Modern and Pauper are viable formats with a "plateau" of top tier decks, while Cube is a great way to curate an environment that you enjoy.
TLDR: None of the issues you raise are caused by design, but by balancing.
3 weeks ago
Boza So first, I'd like you to look at my proposed changes to the game in the last large paragraph of the original prompt and give your thoughts on those.
What I was trying to get at in my original post is that the current principles of card design make playing certain (in my opinion boring and linear) cards like Questing Beast and Once Upon a Time the best option while excellently thought out and potentially fun mechanics like Outlast (do I make my creature better in the future or do I get in for damage now?) get squeezed out by the linear decks that slam Siege Rhino and swing. I think that linear decks have a place in the meta, but the best decks should be high skill decks with lots of decisions and not "this card is good, so I'll play it and if they have a counter/removal I can play my higher costed better card next turn".
Yes, individual cards look more interesting, but the game as a whole is suffering because of it. Good card design and pushing the boundaries should be measured by how fun and interesting the mechanics are and not how much they impact eternal formats.
4 weeks ago
Since Questing Beast is a legendary creature i don't think you should have 4 since you will need to sacrifice it when more than one enters the battlefield. Since your deck is so late game I would limit the numbers for each legendary creature to 2 since you will still most get each of those creatures over the coarse of the game at some point (this also applies to Yorvo, Lord of Garenbrig ). Also the hydra you picked for this deck seems a lot weaker than most hydra cards you could have picked like Primordial Hydra because you can only double the strength of Voracious Hydra once yet the strength of the Primordial Hydra doubles every turn.