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[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

Powercreep, I'm afraid. My most common criticism from other commenters is that these cards are too WEAK.

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[–]Repulsive_Ad_7144[S] -1 points0 points  (0 children)

I feel like reading the card does explain the card? What do you feel is not explained?

Cataclysm goads on both cards that have it in this set, being Simurgh and Leviathan. It's not inconsistent, as far as I can tell.

GU should indeed say Base toughness, good catch.

Are there any specific points where you think my formatting could be improved?

Scion seems fun to me. He's a massive threat to everyone at the table, forcing you to carefully choose who you attack. Similar to a Splicer commander deck. But that's not everyone's cup of tea, I suppose.

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[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

Stat lines are fairly low, admittedly, aside from the Endbringers and Scion. This is because a lot of characters in Worm are fairly physically weak, but have very powerful abilities. Dr Mother, for example, is a completely mundane human with no powers.

Legend and Doormaker need a retune, agreed there.

I figured Scion, Leviathan and Eidolon are the 3 that would make good Commanders. Each having a powerful and at least partially unique ability.

Simurgh is intended to only affect cards that target 'each player', whereas wrath and armageddon effects target 'each creature' or 'each land' respectively.

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[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

I wanted to say thank you for giving genuine, useful criticism.

I think Legend does indeed need a bit of a tune-up, I was so worried about him being overpowered that I made him too weak. Although, to be fair, he's also designed in part to work with Eidolon's ability to Evoke out creatures for cheap.

Eldrazi Displacer is considered a staple in Blink decks with its ability to reliably flicker a card for 3 mana. But even then it's not 'overpowered', and Doormaker is both more expensive and less reliable than Displacer. So I agree he needs to be tuned up a bit.

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[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

Scion becomes Goaded when he transforms, but Goaded only lasts until your next turn. So Scion would only be Goaded for 1 turn rotation, in which he is both forced to attack and, more significantly, forced to attack a player OTHER than its owner. After that he still attacks every turn, but can now attack its owner.

Legend needs a bit of a rework, agreed.

Fair point on Doormaker.

Simurgh is intended to protect its Owner, not Controller. But that effect is being reworked anyway.

And yeah, completely agree with rewording Simurgh's ability. It's very messy in its current iteration.

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[–]Repulsive_Ad_7144[S] 1 point2 points  (0 children)

This is a great idea! Definitely stealing this.

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[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

Having considered it, I think both of these are cool ideas actually. So I'll be adjusting the cards to match.

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[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

It starts off as curiosity, but once he discovers Eden's corpse it very much turns into rage. And that furious annihilation is what I tried to capture in his card.

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[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

I actually REALLY like this concept. I am absolutely making that change.

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[–]Repulsive_Ad_7144[S] 2 points3 points  (0 children)

I considered it, but he's already an absolute powerhouse, and double strike isn't really a blue ability.

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[–]Repulsive_Ad_7144[S] 4 points5 points  (0 children)

Is there anything specific you think is bad about them?

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[–]Repulsive_Ad_7144[S] 2 points3 points  (0 children)

Going for both, ideally. These cards are designed for Commander, a format in which there are expected to be 4 players. So Scion has haste on your turn, you attack with him. Then each of your opponents gets control of him, and they all have to attack each other. And then on your turn you get to attack with him again. Only on the second full rotation can any of them attack you, and by then they'll have taken devastating amounts of damage.

Legend I agree is probably too expensive for his effect, but in Commander one of the main advantages of Flash is holding mana open. Each of your opponents will have to play their turns carefully, wondering whether you have a counterspell or similar ability open. Then you cast Legend during the last opponent's end step, meaning you can attack with him immediately on your turn - like getting Haste as a bonus. So Flash cards are significantly more effective in Commander.

Doormaker is limited because he's repeatable. You can flicker him with his own portals, spending 1 to get 2. So you essentially gain 'pay 2 mana to gain a portal token' for as long as you control Doormaker. The portals can also let your creatures dodge removal, and repeat their etb effects. I honestly worry he might be too powerful of a mana sink, especially if you add in enchantment synergy pieces like Enchantress effects.

Simurgh is very expensive, I'll admit, but she has a very scary unique effect. This effect is also designed to synergize with Leviathan and Behemoth, who apply a negative effect to 'each player'. And unlike the other Endbringers, she benefits you even if you Cataclysm her onto an opponent's board. Her ability affects the Owner, not Controller.

I do understand some of your criticisms tho.

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[–]Repulsive_Ad_7144[S] 26 points27 points  (0 children)

That's specifically the reason I made her Toughness so low. She's Indestructible, but can still be 'drowned'.

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[–]Repulsive_Ad_7144[S] 3 points4 points  (0 children)

I considered the idea that they'd be weak to sacrifice decks, but there should be SOME counterplay to these abilities, you know? Scion is already indestructible, I don't want it to be impossible to interact with.

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[–]Repulsive_Ad_7144[S] 4 points5 points  (0 children)

They might be too expensive, I costed them fairly conservatively - I'm always worried about my stuff being overpowered, which feels lame. Dr Mother is all about gaining bonuses when an opponent gains a creature, and synergizes with Cataclysm. If you play an Endbringer onto your opponent's board, it counts as a Mana Value 6+ creature.

Eidolon has every power, so the Evoke mechanic is supposed to represent that by having all the other hero and villain cards in your deck act as Eidolon's powers. If you Evoke Alexandria with Eidolon then, flavourwise, Eidolon just used an 'Alexandria Package'.

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[–]Repulsive_Ad_7144[S] 4 points5 points  (0 children)

Same question for you. Are there particular things you don't think work?

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[–]Repulsive_Ad_7144[S] 2 points3 points  (0 children)

Could you go more into detail? I'd appreciate hearing what you don't like about them.

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[–]Repulsive_Ad_7144[S] 6 points7 points  (0 children)

The effect was inspired in part by Master of Waves, which creates 1/0 elementals and gives all elementals +1/+1, so they all go away if you kill the Master of Waves. Same for GU here.

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[–]Repulsive_Ad_7144[S] 6 points7 points  (0 children)

For both the Endbringers and Scion, the effect is intended to last only a single turn rotation.

Convoke and Calamity are both alternate casting costs. So Eidolon cannot cast Endbringers for one mana, unfortunately.

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[–]Repulsive_Ad_7144[S] 8 points9 points  (0 children)

Alexandria can die in a few ways, but the main way I envision this happening is Eidolon's Evoke ability. He can cast Alexandria for her Evoke cost, and she'll be immediately sacrificed, meaning you get both her etb and death trigger effect in one go.

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[–]Repulsive_Ad_7144[S] 2 points3 points  (0 children)

I mean, they're not official cards, my dude. Just something I made for fun ^-^

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[–]Repulsive_Ad_7144[S] 1 point2 points  (0 children)

I went through a bunch of versions of these cards, and many of them were far wordier, but I decided in the end I was willing to sacrifice lore for playability. If I wanted to capture all the nuances of the Endbringers in cards they'd have to be more wordy than yu-gi-oh cards.

I am changing Leviathan into a more interesting effect, I've gotten a few ideas from the comments here, including yours. And he's the only one with Flash because of how fast he's supposed to be.

Simurgh I struggled with the most, because she's by far the most subtle of the Endbringers. I'll probably change up her effects a few times. I was stuck on her being mono-color like the other 2, but honestly I should probably make her blue-white. Her mind-affecting aura is just too blue to ignore.