3 color Generic Planeswalkers for decks
Posted on June 18, 2022, 3:04 a.m. by Stardragon
ever notice that a lack of generic planeswalkers that can be splashed in any deck of that color? Ik it can be hard but these are my takes on "Generic" walker that you could slide into most style of decks in the respective colors.
Ceara, The Dragon Claw
Legendary Planeswalker- Ceara
+2: Put a 2/2 green bear token onto the battlefield with Trample
-3: Tap three target non-land permanents
-9: You get an emblem that says “Creatures you control can’t be countered and gain Haste and Trample
Chichan, Master of Inner Enlightenment 1
Legendary Planeswalker- Chichan
+1: Scry 2 than draw a card and deal 1 damage to a creature
-3: Until end of turn, you may cast spells by exiling 3 cards from your hand, rather than paying their mana cost
-7: You get an emblem that says “Whenever you play a spell deal 5 damage to any target if a creature or planeswalker was killed in this way exile it instead"
+1: Reveal the top five cards of your library. You may put up to two creatures or enchantments from among them into your hand. Put the rest into your graveyard.
-X: Put a +1/+1 counter on each of up to X target creatures.
-6: You get an emblem that says "Whenever a creature dies create a 1/1 white spirt token with flying"
Kuva, Fang of the Jungle
+1: Search your library for a basic land card put onto the battlefield tapped, than shuffle your library you may play an additional land card this turn
-2: Two target creatures gain +2/+2 trample and hexproof until the end of the turn and may fight up to two target creatures you don't control.
-7: Put 4 creatures with converted mana cost 7 or less from your hand to the battlefield, creatures gain haste, trample and hexproof until the end of your turn
Nimthall, Master of the Dead
+2: Put two 2/2 black zombie creature tokens onto to the battlefield
-4: Put the top 3 cards of your library into your graveyard than you may search your library for a card and put that card into your hand. Then shuffle your library.
-10: You put any number of creatures and enchantments from your graveyard onto the battlefield, than shuffle your graveyard back into you library and draw three cards
Legendary Planeswalker- Shataj
+1: Put q Red White 2/2 warrior tokens with First Strike and Haste on to the battlefield
-3: Each opponent sacrifices a creature with the greatest power among creatures he or she controls.
-7: Exile up to 5 non-land permanents.
Sibrel, Bant’s Guardian
Legendary Planeswaler Sibrel
+2: Creatures you control gain Flying and First Strike until the end of the turn
-4: Put three 2/2 white knight creature tokens with First Strike and Vigilance onto the battlefield
-10: You get an emblem that says “Creatures in your hand gain flash and whenever a creature you control enter the battlefield target creature becomes unblockable until the end of the turn”
Vull, The Bloodthristy
Legendary Planeswalker- Vull
+2: Vull, The Bloodthirsty becomes a red black green 3/3 Human Berserker with Haste, Double Strike, Trample and Indestructible until the end of turn. Prevent all damage that would be dealt to Vull, The Bloodthristy this turn.
-X: Deals X damage to target player or planeswalker and each creature that player controls.
-7: Destroy 5 permanents
Zendik, Etherium Master
Legendary Planeswalker- Zendik
+1: Look at the top five cards of your library. You may reveal two artifacts or enchantments from among them and put it into your hand. Then put the rest on the bottom of your library in any order
-2: Target creature becomes unblockable until the end of the turn, whenever a creature deals combat damage to an opponent this turn draw a card
-6: You get an emblem that say “Artifacts Creatures gain haste and For every artifact and enchantment you control or enters the battlefield create a 1/1 colorless thopter artifact creature token with flying”
Notably, you're missing the Grixis walker!!!
Ceara, The Dragon Claw: Feels a bit overpowered. Not really doing very Temur things.
The +2 feels too strong, as if it should be a 0 or -1 ability instead.
The -3 also feels too strong (and needs to use the words "up to"). Having a Planeswalker ability do one of two things is usually a bad idea.
The -9 needs to be reworded because you want your creatures to have haste/trample, not the spell.
Chichan, Master of Inner Enlightenment: Nothing about this walker really screams "Jeskai" to me.
The Scry 4 from the +1 feels a bit excessive - Wotc generally stray away from such high scry numbers for a reason... it's also very anti-red.
The -3 feels very unnecessarily wordy, but also doesn't feel right with this manas colors (it feels like this is very anti-white, and very black-orientated). I feel like this needs a complete rework.
The -7 is really weak for an ultimate.
Gwisin Noh: Feels really limited in what it's doing, when there are a lot of options open to Azban
The +1 is waaay too strong imo. Should just be 1 creature, and the toughness needs to probably be something like 2-or-less
The -X seems fine, though a little weak. Feels really out-of-place compared to what the rest of the card is doing.
The -4 needs to read "Up to". Its a decent ability but will never get used while your +1 is so strong.
Kuva, Fang of the Jungle: is probably fine. Kindof reads like a planeswalker you'd find in a pre-constructed deck though.
Nimthall, Master of the Dead: Feels really overcosted for what it's doing. I don't see how this is currently playable.
Imo the +2 should just be one 2/2 zombie. Don't try to overcomplicate things that don't need complicating.
The -10 reads really wrong, I had to have 3 goes at trying to understand your wording. I think you mean to say "...from your graveyard onto the battlefield. Then shuffle...". I'm not sure why this is grabbing enchants also?
Shataj Sar: The +1 alone is too ridiculous and needs a complete rework. The rest of the card seems fine.
The +1 is making waay too many solid creatures, you're basically dealing 6 damage immediately, and 12 the turn after, which is far too much. Also horsemanship is a really weird ability here - it's very outdated and no-longer used. Adding to that, White & Red aren't known for their evasion (its generally a Blue/Black thing)
Personally I think the -7 should either say "destroy", or not gain you the life.
Sibrel, Bant’s Guardian: seems fine
- The -4 has the word "either" but there's no choice here?
Vull, The Bloodthristy: This card just doesn't feel like it captures the Jund motifs to me, but maybe that's just me.
The +2 needs to mention "Prevent all damage that would be dealt to XXXX this turn." - otherwise he'll get killed off for taking damage and losing loyalty (indestructible does nothing to protect that). In any case, this ability doesn't feel very Jund at all - making non-creature cards act like creatures is a pretty White effect.
The -X reads weird, where i'm not sure whether the opponent has a choice, or the owner of the planeswalker. In any case, having a Planeswalker ability do one of two things is usually a bad idea.
Zendik, Etherium Master: This card really doesn't feel Esper to me... more like a janky mono-blue walker. It also feel like it doesn't really do anything useful for its 6 mana cost (aside from the -3 that just wins the game).
The +1 doesn't feel very Esper at all. Esper is the color of control, this just feels like generic creature pump.
The -3 is waaay too game breaking. I would suggest having this instead as an "Ancient Stirrings" style effect.
The -8 is worded pretty poorly, though I get what you're trying to do here. It feels like a really underwhelming ult, especially compared to the insanity the others above do. Again, doesn't feel particularly Esper.
June 18, 2022 4:02 a.m.
wallisface First of all txs for taking your time to look at all of them. 2nd I'm not missing Grixis so much as I skipped it since grixis has Nicol Bolas, Planeswalker Nicol Bolas, the Deceiver and Nicol Bolas, the Arisen Flip as solid generic grixis planeswalkers so I didn't feel the need to make another one
As for you other comments lets take one step at a time First Ceara how is not doing temur things?
I disagree with on her first ability it fine there are plenty of walkers who's + ability makes tokens so there should be no problem there as it helps protect her and give a body. As for her second I have to agree that it should be reworked. And I'll fix her last abilities wording problem
On to Chichan I may cut it down to Scry 3 but so what if it's not very red he has two other colors in his identity and every ability needs to mach each color look at Nicol Bolas, the Deceiver first ability it doesn't match blue, or look at Angrath, the Flame-Chained's last ability it fully a black ability or Dakkon, Shadow Slayer's full kit his +1 isn't white, his second ability isn't either blue nor black and his last ability is almost entirely blue. Long story short not every ability need to match every color of the walkers colors. So other than being too much it fine
As for Chichan's second ability how is it unnecessarily wordy? I tells you cast spells for free by discarding three card from your hand (maybe will cut that to two)and to make more balanced you can play two more spells the turn you use this effect so it doesn't turn into a more clunky Omniscience. The same as the argument before even if it anti white so what? And this effect isn't as anti-white as you think, while not common there are cards like Idol of Endurance,Patrician's Scorn, Flawless Maneuver, Sivvi's Ruse, Sram's Expertise and to a lesser extent Sunforger and each has a different way to make spells free, add red and blue that do have discard for effect an its fine the only reason i see no black to this effect (though all colors have some free spells)so again it fine may reword it a bit but I don't think I need to change the effect
For his third effect I agree it's underwhelming/powered and will give it a buff
For Gwisin Noh- I admit I'm not overly to happy with her but abzan has so many options it was one of the hardest things for me to make generic any ideas for new kit is welcome for now I take you ideas and rework them but don't expect to much form this one
Next is Kuva- since it fine not much to say I don't get the read from a precon deck I fail to see if that a bad thing or not?
Nimthall time ok so he may be a little overpriced i was worried that his abilities were too powerful as a kit so made him cost more to balance him out
i feel his 1st is fine i mean there are zombie token out there other than just vanilla 2/2 again not common (and not counting embalm or eternalize or decayed) but there are a few like Corpse Cobble, Soul Separator or hun that it just those two that make unqie zombie tokens really? well hun i guess I'll just make them 2/2s but feel like 1 token is an under powered effect
i saw you had no problem with his second ability so I'll just move on to the third
His third ability yeah let just is rough and need rewording now that im reading also, as for the enchantment grabbing thing it was to help justify the mana cost
Shataj Sar Spotlight time
I think your right on making only one token here and taking out horsemenship and adding vigliance or maybe first stike instead will keep the haste.
as for her last ability i like the exile part but the life gain can go
For Sibrel- Other than the either you don't seem to mind the kit overall and i don't know why the "either" is that TBH will take that out
For Vull- What are your Jund motifs i wonder
Anyway will reword his first ability but he's a battle hungry blood thirsty barbarian do you really think he not going to attack? I'll be keep his effect the same
For his second effect to tell you the truth I couldn't decide which one to choose so did both still can't decide which one would fit better since they're both jund abilities
I see you no problems with his last effect
Finally Zendik's time to shine
I don't what to say really he's not favorite thats for sure
His first ability is heavily based off Soulfire Grand Master ability only for artifacts hell was think of making this an enchantment like effect like the WoS walkers had but it also work well his second and third abilities as a whole
his second is maybe too powerful will rework it
His third ability is worded poorly but I truly don't know how to this one, and for control decks this would be a great win con to flood your opponents after you gather enough artifacts (maybe I should add enchants on to this effect as well)
Also remember to look at the kit as whole and just individual abilities, since an ability may look weak by itself but it may work very well with the other abilities together Zendik is great example of this
June 19, 2022 12:07 a.m.
Stardragon Just replying to your comments:
On Ceara's plus ability, i'm not saying she can't have a plus ability that makes creatures, as lots of walkers do do that. I'm saying that having an ability that is +2, and creates a 4/4, is very, very pushed, and imo this should be toned back.
On Chichan's Scry not feeling in-color. Yes multicolor walkers do occasionally get abilities that a single-pip of their colour couldn't do - BUT those things are normally either very-adjacent to what that pip could do, and/or something which the shard/wedge is known for being able to do. My issue with the Scry is that it's neither something that Red does, or something Jeskai does. It feels really out of place and not-in color, at least in my opinion. I don't think the "So what" approach will be healthy for making cards that feel "on-theme" for a shard/wedge.
As for Chichan's second ability, I would have just worded it as "Until end of turn, you may cast spells by exiling 3 cards from your hand, rather than paying their mana cost". This text is more in-line with how Wotc currently words these abilities. There's also no point in restricting this ability to being only 2 times per turn because generally people don't have massive hand sizes anyway. - Also, I never said this effect was anti white, it fits in well for Jeskai mechanics.
For Gwisin ideas, i'd suggest something akin to a Grisly Salvage effect for its +1, and its ultimate being a emblem that does the bottom paragraph of Abzan Ascendancy. This feels more in-theme, and provides a distinctive difference between these abilities.
Sorry I should have elaborated on my comment around Kuva reading like a pre-constructed-deck walker. What I meant from that is that it feels very weak, especially for its mana cost, but the abilities feel correct and on-theme. If I were trying to tune this to feel more competitive, i'd make it 4 mana, and change the -2 to only be -1. But it depends what level of competitiveness you're looking for these walkers to be. If you're wanting them all to be around this power, then the others all need to be significantly weakened.
Skipping over Nimthall, and Shataj Sar as it feels like we're on the same page/opinion at the moment with these.
For Vull, I have remembered that Sarkhan also becomes a dragon creature on one of his cards, so becoming a creature is at least partially in-color (or at least was, in wizards past). I think for me my Jund motifs might be skewed a bit from exclusively playing Modern, and so seeing the Jund deck through that lens. Personally I feel like hand-disruption, and winning through incremental advantage, are big parts of Jund - but there are many directions the color can go in, so what's here is fine also.
For Zendik I see you've already reworded his minus ability, and it feels far more balanced now. I think if I were making changes to this walker, I'd do the following: Firstly, I'd change his current -4 to be a +1 (it's now very close to stuff Tezzeret already does, so this should be fine). I'd change his current +1 to be a -1, and in addition to the current text, add "Whenever that creature deals combat damage to a player this turn, draw a card". I'd simplify his current -8 to just read "For each artifact you control, create two 1/1 colorless Thopter artifact creature tokens with flying.", and make it cost only -6. Finally, I'd make him only cost 4 mana, and start with 4 loyalty.
June 19, 2022 5:36 a.m.
wallisface Replaying to your replies
Ceara- Reduced her token to a 2/2 (feels underpowered for a plus 2 ability)
Chichan- Add a pinger effect to give that redness that you felt it was missing and reworded his second effect (still think i should give it a limit as commander can be nuts with card draw and hand size (which is what I play almost exclusively and were my knowledge is drawn from))
Gwisih- Took your advice and gave the new kit am more happy about it
Kuva- I gave his -2 an additional effect of fighting some creature and his ultimate an addition Craterhoof Behemoth style effect to pump his power level up
Vull- I like Vull as is, but thinking of either taking double strike or trample away from his first ability to give some hand disruption effect to him so he can fall in line in modern (not like i expect to see any of these see pay anywhere outside of commander since i don't think any of these are good enough for the more competitive branches of magic). But im also considering just making 3 mana not sure yet feel like 5 is to high for his effects
Zendik- I switched his first to abilities around but I'm iffy on his last one ik Etherium is from esper and is artifact heavy shard but the color itself isn't all about artifacts, i'm fine with making the thopter tokens as a win con for control but i don't feel like having his ult focus on only artifacts is the right thing to do. Will think on it.