These are some others I've been working on
I know 'untitled' has the same picture as my last post but I'm just waiting for suggestions for the name
These are some others I've been working on
I know 'untitled' has the same picture as my last post but I'm just waiting for suggestions for the name
1 The hydra is too overpowered.
2 The darkness one is too under-powered because of the enormous cost
3 The darkness one is worded a bit incorrectly.
I agree with the hydra, you could easily fix that by making the converted mana cost to 9
The bringers of darkness should probably have a converted mana cost of 7, or eight, not 11
due to the last part about destroying target permanent the angel should have a higher mana cost
I think im the only one who think this hydra is balanced i mean you can destroy easily since it dont have hexproof or shroud and you need to sacrifice creature to give him counter i know that kind seem realy strong but any good deck will have at least 2 removal for this card.
Sertar the hydra is a 5/5 unless your playing black or have a lot of burn he ain't going down easily I think at most it should be a 1/1 or 2/2 to it with the theme of hydras being small at first but bigger the longer it takes to cast them and then it can be kept as a 6 cost as it is basically a glorified primordial hydra with a couple o good abilities nice card. Forgotten angel bit undercosted for something that can kill lands by turn 3 most white players will have 5 permanent and black can be thrown in for removal and bigger threats and such or you could play orzhov style return to ravnica extort land destruction kill switch mayhem
dude ive ben playing in modern and black is not the only color with tons of removal white blue are some realy played color and they have wrath of god supreme verdict even a unsummone can kill its potential and im not even talking about countering it
btw for the green and red deck they may have no removal but for the red deck if you dont ave win at turn 6 thatnot a good thing and for the green at turn 6 there even more destructive monster you can put.
turn six, for this a good red green deck has enough ramp to get this out turn 3 or turn 4 at most especially in modern there are enough green ramp cards out there and land searchers to get six costs out very fast, of course turn 6 has better plays because then your in the region of 9 and 10 cost if after turn 3 you play aggro and upwards of that if you continue to ramp. yes white has removal and blue un-summon effects but in white there often big wipes or exile effects which are better saved against green-red for the board to fill up a bit but unsummon effects are cheap and can easily take this down.
even then if he put this on turn 3-4 he still need to sacrifice a little bit of hes board to make him strong enough to make him realy powerfull next turn that will him slow down because he probably gonna sacrifice at least two creature because one will not make him worthy at the next turn
Thats what the initial wave of elven ramp is for sacrificial offering and then bigger version of primordial hydra
yup they are exactly there for this but if you remove primordial from the battlefield right after the sacrifice you just complettly shut down him that why its too risquy to go all to put it into play
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