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I'd like for Daraphim's name, type, and its first two abilities (Flying, hexproof) to remain the same.

What I need help with is

1 Deciding on a final version of Daraphim's third ability

Should it begin with "If a creature..." or "If another creature..."?

2 Power/Toughness

If the third ability begins with "If a creature...", then I would want to make it either a 1/2 or a 2/3.

If the third ability begins with "If another creature...", then I would want to keep it as a 3/4.

3 Mana Cost:

I'd like to keep this as close to its proposed mana cost as possible, but if needed I am willing to increase and/or restrict the mana cost more.

For 1, I'd like to know if none, one, or both versions are viable for Commander.

For 2, If at least one version of the ability is viable, do the power/toughness I'm proposing for that version need to be changed or do they make sense?

For 3, If the mana cost of this card needs to be changed to make it playable, what do think is an appropriate mana cost?

October 17, 2020 5:01 p.m.

I reflected on what I wanted to accomplish with this commander and in the end what I want is to boost creatures with keywords.

Here is my most recent version of the card:

Name: Daraphim, Power Adept

Type: Legendary Creature - Angel Sphinx

Mana Cost:

Abilities: Flying, hexproof

If (a/another) creature you control has flying, it gets +1/+1. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.

Power/Toughness: ???

October 17, 2020 4:58 p.m.

MagicMarc, I can see your point especially with cards like Odric, Lunarch Marshal and Akroma's Memorial. After mulling it over, I think I'll just get rid the boosting ability.

October 17, 2020 3:15 a.m.

After all of the comments I've been given tonight, here's what I'm thinking for Daraphim:

Daraphim, Power Adept

Legendary Creature - Angel Sphinx 3/4

As long as another creature has flying, Daraphim, Power Adept has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.

Other creatures you control get +1/+1 for each ability shared with Daraphim, Power Adept.

I hope these changes are enough to make it playable.

October 16, 2020 11:29 p.m.

Oops. Didn't realize that the boosting ability change I proposed in my last comment isn't different from the original.

October 16, 2020 10:47 p.m.

I just thought of something else that could lower the power of this card. Maybe just limit the acquiring of new abilities to Daraphim only and then change the power/toughness boosting ability to Creatures you control get +1/+1 for each keyword on them.

Scenario: Daraphim is on the battlefield. Cast Vampire Nighthawk Cast Gurmag Swiftwing

with new abilities: Daraphim will acquire deathtouch, lifelink, first strike, haste and get +6/+6, then Vampire Nighthawk and Gurmag Swiftwing will get +3/+3.

If the +6/+6 on Daraphim is too much, I could restrict the boosting ability to only affect other creatures (in which case it wouldn't get a boost all) or cut its power toughness boost to be half the number of keywords it has rounded down.

October 16, 2020 10:25 p.m.

Would removing the toughness boost and/or doubling the CMC bring the power down enough or should I get rid of the boosting ability altogether?

October 16, 2020 9:34 p.m.

So based on your suggestion of mimicking Rayami, First of the Fallen maybe I could have an ability like this? As long as a creature other than Daraphim, the Equalizer has flying, each creature you control also has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.

October 16, 2020 9:11 p.m.

Thanks for the constructive criticism. If it helps balance the power and simplify it more, I could take out hexproof and indestructible from the exhaustive list along with Defender (because I realized giving my creatures Defender is pointless).

October 16, 2020 8:54 p.m.

Realizing that "keyword abilities" can reference more abilities than I thought, I think I should be more clear.

The keyword abilities that Daraphim will be able give other creatures and itself are limited to: Flying, Vigilance, Trample, Haste, Deathtouch, Defender, First Strike, Double Strike, Hexproof, Indestructible, Lifelink, and Menace.

October 16, 2020 8:49 p.m.

Hi, I don't make cards very often and I wanted to get some advice on this card I made. I just want to make sure that it's not overpowered and I also need help with the wording.

Daraphim, the Equalizer

Legendary Creature - Angel Sphinx 3/4

Flying, hexproof

Creatures you control have the keyword abilities of each creature other than Daraphim in addition to their own abilities.

Creatures you control get +1/+1 for each keyword ability they have.

If you have any questions or advice regarding this card, please feel free to comment.

October 16, 2020 7:59 p.m.

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