The M:EM has seen fit to graciously loan us use of one of their planeswalkers for the Starstill initiative. Your mission, should you choose to accept it, is to make a card for one Ms. Aloise Hartley. The subject is a human female. An inquisitive explorer and tinkerer, a talented polymath and a woman of uncommon compassion. Aloise tinkers in whatever branch of magic catches her interest. Displayed abilities include: flight, teleportation, artifice and healing. The card may be or , no other colour combinations permitted.
Aloise is currently a twenty three year old woman with short blond hair and bright blue eyes. She wears clothing appropriate for travel, and keep a well-stocked pack on her at all times with a variety of emergency equipment or anything else she might need. Because of her spatial powers, her pack is, in fact, bigger on the inside. She is a small woman, but she often has more energy than she know what to do with, and is rarely solemn or dour.
She is swift to anger at the first signs of willful ignorance, but always takes an opportunity to teach. She loves meeting new people and seeing new things, and almost never turns down an opportunity to try something different. She is a bit naiive, but is intelligent enough to know when she is being manipulated or swindled.
Aloise was quiet for a very long time. Finally, looking away, she said, “I think that fear is the most dangerous thing in all the worlds. For all the places I've been, and all the people I've met, I've seen more evil done out of fear than any other motive. Greed, ambition, anger – those can all make people do bad things, but it's fear which makes them truly dangerous.”
Beryl sniffled. “So you think I'm dangerous?” she said.
“No,” Aloise said, “because I'm not afraid of you. And I don't think you should be, either.”
To encourage participation in this dangerous endeavor, the morale office has seen fit to provide you all with incentives. Winner here gets their pick of Steam games: fabulousprizes:
Spoiler
ORION: Dino Horde Super Hexagon PixelJunk Eden Frozen Synapse VVVVVV La Mulana Tom Clancy's Rainbow Six® Vegas Gunman Clive Shadowgrounds Survivor Gumboy Tournament Rock of Ages Hydrophobia: Prophecy Booster Trooper Trine Receiver Penny Arcade's On the Rain-Slick Precipice of Darkness 3 and 4 Bundle Puzzle Kingdoms Jagged Alliance 2 - Wildfire Afterfall Insanity - Dirty Arena Edition Roogoo Stellar Impact //N.P.P.D. RUSH//- The milk of Ultraviolet Arena Wars 2 Gorky 17 Geometry Wars: Retro Evolved Star Wars Jedi Knight: Dark Forces II Star Wars Jedi Knight: Mysteries of the Sith Binding of Isaac
All submissions are subject to approval by Ms.Hartley's handler, one RuwinReborn. In exchange for his cooperation Mr.Reborn has been given veto power over any and all entries.
The fate of an entire plane rests on your shoulders. Godspeed.
Joined: Sep 22, 2013 Posts: 5419 Location: somewhere btwn Achilles and the tortoise
Preferred Pronoun Set: ♀
Aloise Hartley – Planeswalker – Aloise (M) {+1}—Add one mana of any color to your mana pool. You gain 1 life. {−3}—Put two 2/2 Golem artifact creature tokens onto the battlefield. {−4}—Search your library for an artifact card, a creature card, and an enchantment card with different names, reveal them, and put them in your hand. Then shuffle your library. {3}
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Last edited by ParadOxymoron on Wed Jul 16, 2014 10:08 pm, edited 2 times in total.
Aloise Hartley – Planeswalker – Aloise [+1] Exile target permanent. Return exiled permanent to the battlefield under its owner's control. [+1] You gain 1 life. [-X] Before the end of your next turn, if an artifact with a converted mana cost equal or less than X comes into play you may pay X to put a copy of that artifact into play under your control. [3]
Thank you for starting this thread, TP! Looks like Parad and Fake are already raring to go.
Here is a link to her NGA Wiki page! The information there is complete, and I suggest taking a quick look through her dossier in order to get a feel for what Aloise is all about.
There are also several stories attached to this character, though those are by no means a mandatory (or brief) read. A few things to note, however!
-She specializes in spacial magic. (Teleportation, etc.) -She loves meeting new people, seeing new places, and learning new things. -She genuinely cares about other people. -She is by no means a powerful mage - and most of her magic is defensive in nature. -As shown above, she believes fear is the driving force of most woes in the multiverse.
I'll be keeping an eye on the proceedings - thank you to everyone who submits!
Have fun! Aloise has been a fun character to write for - I hope she is as fun to design for.
Joined: Oct 17, 2013 Posts: 3486
Preferred Pronoun Set: He
Aloise the Guide Planeswalker - Aloise [+2]: Up to one target creature you control gains protection from creatures until end of turn. [0]: Return target creature you control to its owner's hand, if you do, mana equal to its mana cost to your mana pool. [-8]: You gain an emblem with "Whenever you cast a spell, you may exile target creature, return it to the battlefield under its owners control at the beginning of the next end step." [[3]]
Aloise Hartley | Planeswalker - Aloise (M) [+1]: Until your next turn, if a source an opponent controls would deal damage, prevent 1 of that damage. [-3]: Look at the top five cards of your library. You may reveal any number of cards that don't share a card type from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order. [-7]: Exile up to three other target permanents. You may play those cards without paying their mana costs for as long as they remain exiled. [4]
Okay followed TP's advice on loyalty costs and changed the first ability based on input from RuwinReborn.
Old Version
Aloise Hartley | Planeswalker - Aloise (M) [+1]: Until your next turn, whenever a creature deals combat damage to ~, tap that creature. It doesn't untap during its controller's next untap step. [-3]: Look at the top five cards of your library. You may reveal any number of cards that don't share a card type from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order. [-7]: Exile up to three other target permanents. You may play those cards without paying their mana costs for as long as they remain exiled. [4]
Last edited by Echo_Robin on Sun Jul 20, 2014 10:27 am, edited 7 times in total.
Aloise, Student of Reality Planeswalker - Aloise {+0} Reveal the top card of your library. Put that card into your hand, then put x loyalty counters on Aloise, where x is that card's converted mana cost. {-3} Target permanent's owner puts it on the top or bottom of his or her library. {-X} Choose a card with converted mana cost x you own from outside the game, reveal that card, and cast it without paying its mana cost. {3}
+0 is because of her inquisitive nature, -X is because of her versatility, and -3 is because she does teleportation.
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Any resemblance to actual persons, living or dead, is purely coincidental.
Aloise the Polymath Planeswalker - Aloise (M) +1: Prevent all damage that would be dealt to creatures you control this turn. 0: Exile Aloise the Polymath. Return her to the battlefield under your control at the beginning of your next upkeep. -3: Draw two cards if you've cast an artifact or enchantment spell this turn. [4]
Ahahaha I have no idea if this even works. Figured I'd give her something strongly mechanically tied to Domain, though, since that's kind of her place in the story.
Aloise, Moonrise Advocate Planeswalker-Aloise +0: Put x loyalty counters on Aloise where x is the lowest number among the number of lands, enchantments, creatures, and artifacts you control. -2: Search your library for a creature, enchantment, artifact, or land, shuffle your library, and put that card on the top. -6: You get an emblem with "Permanents you control have protection from two colors of your choice." [3]
Aloise Hartley, Inquisitive Explorer - Planeswalker - Aloise [+1]: Choose a card type and reveal the top five cards of your library. You may put a card of the chosen card type from among them into your hand. Put the rest into your graveyard. [-3]: Until end of turn, you may cast any instant or sorcery cards that was put into any graveyard since the beginning of your last turn. If you do, exile any card casted this way after it resolves. [-6]: Put two 5/5 Construct artifact creature tokens with flying, indestructible, trample and vigilance onto the battlefield. [3]
Last edited by Confused on Thu Jul 17, 2014 2:50 pm, edited 1 time in total.
+1: You may play an additional land this turn. Draw a card. -3: Search your library for a permanent with converted mana cost X or less and add it to your hand, where X is equal to the number of lands you control. -8: You get an emblem with "Mastery - At the beginning of your upkeep, if you control a land, a creature, an artifact, and an enchantment, you win the game."
Planeswalker - Aloise [+1]: Up to one target creature gains lifelink until end of turn. [-2]: Draw a card. Each other player may draw a card. For each player who does, you may draw a card. [-6]: You get an emblem with "At the beginning of each end step, if each player's life total is not less than his or her starting life total, you win the game." [4]
She does a little healing, she makes some friends (and learns a few things from them), and if everyone is getting along swimmingly, she gives you a nice pat on the back.
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"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Aloise Hartley Planeswalker - Aloise +1: Look at the top 3 cards of your library and put them back in any order. -2: Search your library for a basic land card and put it onto the battlefield. Shuffle your library. -5: Put 3 teleporter artifact tokens onto the battlefield with “, Sacrifice teleporter: Exile target non-land permanent.” 3
Last edited by Knifethrower on Sat Jul 19, 2014 8:51 am, edited 1 time in total.
Hmm, abilities that reflect learning, exploring, helping and maybe tinkering. Let's see ow that translates into game terms. Ramp, mana filtering, draw, card filtering, life gain, damage prevention, tokens. Maybe fighting fear could be vigilance or something? Probably avoid sacrificing and creature kill.
Of course, every good walker needs some means of self defense
The whole polymathic tinkerer bit might be a good reason to go 4 ability. Would love to work in some mastery for the same reason.
Feel free to steal these!
+ Reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put it into your hand. + Look at a number of cards from the top of your library equal to the number of card types among permanents you control. Draw a card. +Get a relic. Effect dependant on # of artifacts. +Target permanent indestructible until eot. + target gains vigilance + Untap all creatures you control (kind of a defensive ability) - Tap up to one target creature. (If it's yours?) You gain life equal that creature's power. - Draw a card for each land you control. You may play any number of lands this turn. - Cards in your hand have engrave - Regenerate each creature you control. - Opponent chooses artifact, creature or enchantment. Search deck for the chosen card type. Hand? Library? Reveal cards until you find the chosen type?
0: Put a loyalty counter on ~ for each card type you control. - Indicates you'd want to build up to something.
+/- Tap up to one target. Untap up to one target. +/- Tap or untap up to one of each card type +/- Target opponent chooses two of artifact, enchantment, creature and land. Reveal the top four cards of your library and put all cards of a chosen type into your hand. Put the rest on the bottom of your library in any order.
- Reveal hand. opponent chooses card for you to play for free. - Put a token creature onto the battlefield. Repeat this process until you control no fewer creatures than at least one opponent. - Put a 1/1 token onto the battlefield for each card type among creatures you control. - Creatures you control become X/X where X is highest power among your dudes. - Balance? - Choose a card in opponent's hand and guess a card type. If correct play for free. Seems kind of black. - Mirror Entity's ability? All creatures become equal, that's like themost thing I can think of.
First Attempt
Aloise The Expeditionary +1: Up to one target artifact, enchantment or land becomes a 3/3 Construct creature with vigilance in addition to its other types until end of turn. -2: Put a 1/1 white Human scout token onto the battlefield for each card type among permanents you control. -6 Creatures you control gain vigilance and trample and become X/X until end of turn, where X is highest power among creatures you control. (3) Seems off-flavour.
Aloise The Polymath Planeswalker - Aloise +2: Reveal the top card of your library. If it’s a land card, put it onto the battlefield. Otherwise, put it into your hand. -2: Exile target creature. Return it to the battlefield at the beginning of its controller’s end step. -3: Put a 1/1 white Human Scout token creature onto the battlefield. Repeat this process until you control no fewer creatures than at least one opponent. -7: Draw a card for each land you control. You may play any number of lands this turn. (3)
As much as I wish that there was more discussion going on, this number of walker cards is somewhat overwhelming. I suppose I'll have to start voting soon. To give each card some attention, I'm kind of tempted to pair them off into brackets. Or would that just drag this out? What do you guys think?
Anyways, here are some highlights I noticed. Parad- Solid card. Some power level concerns, but it's probably alright.
Fakeartist - That second ability is super weak. Try stealing Parad's +1. Does that last ability work on multiple artifacts, or just the first? I'm not clear on that.
Demento - That 0: is a powerful twist on a flicker effects. Trade in your weenie to make a downpayment onsome beef!
Echo - A solid card. The -2 is the neatest bit, but I worry that it's too good. That's going to draw 2.5 cards in most decks (creature/spell, land) with filtering. I'd upped the cost of both this and the ultimate by 1 and add 1 to the starting loyalty. Alternatively raise the casting cost and rejigger costs accordingly.
Cato - Solid. Outside of tournaments the -x is nuts but I'm unsure if that matters. I would limit it to nonblack, nonred cards though. Should the -3 be able to hit lands? It's not a super brutal form of removal and it's hard to repeat, so it could actually work.
Shazzeh - The conditions on the -3 feel tacked on to fit the set.t. It could probably be draw cards equal to the number of different types of spells you've cast that turn and feel natural., or even just draw 2.
Keeper - Major Gideon, Champion of Justice vibe. I love walkers that play around with loyalty like that. That +0's a little too hard to use though. Even if you build your deck to activate it, you're only one removal spell from it doing nothing. Also, there's not much point to it scaling like that if it's so hard to get it to +2 or 3 counters. It's easy to use the -2 once, then be stuck with one loyalty.
Confused - The -3 has memory issues. Maybe ALoise should just exile cards instead of milling them? They'd be much easier to keep track of then.
Storyteller - Cool. The ultimate is kind of an anticlimactic way to end a game though.
Tevish Szat - Looks awesome in a group hug deck, but that's kind of niche. Most often the ultimate does nothing. Alternate wincons shouldn't trigger every end step. Your opponent should one last turn to react. If you're really in love with the ability you should drop the cost so it can be used very early. The +1 seems underpowered. Maybe add another keyword?
Knifethrower - The +1 seems kind of blue.
TPzombieW - Something about this card seems- hey, you thief! I oughta- oh. I like the ultimate. You are exceptionally handsome.
Hello! I will also be taking a look at these cards individually - but first, a preface!
Aloise is not an "artificer", she dabbles in artifice. Chances are if you gave her an ability that creates artifact creature tokens, you're probably a little off! She doesn't really do constructs.
Moving on!
ParadOxymoron
I like the card! As I said above, however, she's not big on constructs. Fortunately, this is an easy work around - just make the 3/3 creature a loxodon or something! Or maybe multiple tokens. I'm not completely sold on Aloise as only W/G, but you've certainly made an excellent case for her here. I love the ultimate, by the way.
Fakeartist
Very staightforward, and this is the sort of artifact interactions I like to see on Aloise. Her second +1 could easily be 2 life. Thanks for posting!
Dr_Demento
Reminds me of Venser. Really, I like the way this card looks but it's just screaming for some blue!
Echo_Robin
This card is exciting, except for her +1. The creature not untapping doesn't stop it from dealing the damage, which means she still probably eats it regardless. Not bad for a stall tactic, but if you're looking to protect Aloise, try some damage prevention instead.
Cato
I like the wish feel of the final ability, but I'm not sure how well that flavorfully represents teleportation. Overall, she's pretty lackluster for five mana since you're paying for a multicolored, sorcery speed Spin Into Myth at best, and nothing at worst. If the + ability was adjusted to be more useful, it would certainly make an intriguing card!
Shazzeh
If I had to pick a favorite right now, it would be this one. I love, love, LOVE it. I love the interactions that appear with only her second two abilities - because every time she comes back in with 4 loyalty. The "ultimate" definitely encourages play around - and I disagree that it seems force. Aloise dabbles! Artifacts, enchantments - she still learns from them! The fact that she gain knowledge from both sides of Starstill really represents her diplomatic nature.
I love the name, too! Great job here.
KeeperofManyNames
KEEEEPER!!!! Hehe. I like this verstion. My favorite party is the name, probably, but this suffers from something similar to Cato's card - it doesn't really do anything if you want to put loyalty on her. Granted, she gets the loyalty FAST, but most people don't want to spend four mana and get nothing but a target, you know? ...Especially since, after reading it again, I think it always nets you 0 loyalty unless you have at least one of each... O_O
The -2 is perfect. And the ultimate needs to be reworded to something like "Choose two colors. You gain an emblem with "Creatures you control have protection from the chosen colors.""
Confused
Yeah, I'm not sure I like seeing the text "graveyard" show up on any cards that have anything to do with Aloise. It's such a depressing term, and she's such a happy person. Objectively, though, the card is cool! I agree with TP that it should be exile, however. Memory problems.
storyteller
Hehe, the explore +1 tickles my fancy. Nicely done. The reference to her Wargate ability on her original card in the -3 is similarly pleasing. I'm assuming Mastery is a Starstill mechanic, yes? I like it. Probably tied for my second favorite card.
Tevish Szat
...I have a soft spot for group hug, and you really, really captured her cooperative nature here. Love it - plus it actually gives those decks a way to win!
Knifethrower
Hmm. Add a blue to her mana cost and you've got a more cohesive card. The first and last abilities don't really work in W/G. The ult seems a little complex - maybe you could smooth it out?
TPzombieW
I love Coiling Oracle, and so I love the +2. Those double minus abilities are awesome, and I particularly love the flavor of the -3. "I have friends who will help me, no matter what the odds!" Ahaha, activate this after someone casts Storm Herd. Hehehe! That Ultimate is elegant and intriguing. Aloise certainly loves her land! (I shudder to think of the damage she could cause with Valakut, but that's in like, 4 colors so the points is moot, really). Nicely done!
Righto, those are my thoughts! Take them as you will.
For the record, Mastery just denotes an ability that becomes available when you control a land, a creature, an artifact, and an enchantment. Thanks for liking!
Aloise, Stargazer Planeswalker - Aloise [+1]: Scry 2, then reveal the top card of your library. You gain life equal to that card's converted mana cost. [0]: Exile Aloise, Stargazer. Return her to the battlefield under your control at the beginning of your next upkeep. [-2]: Put target creature with power 4 or greater on the bottom of its owner's library. [-X]: Put X 2/2 white Human creature tokens onto the battlefield.
[3]
The first ability embodies the teleportation, learning, and life gain aspect of Aloise.
I fell in love with Shazzeh's 0 ability for Aloise. I think it is a cool reset function that hasn't yet been seen a Planeswalker, and highlights the defensive mindset of this planeswalker.
The third ability is a common removal theme in White (Elspeth, Sun's Champion, Reprisal, Intrepid Hero, etc.). But putting the creature to the bottom of the library better suits her teleportation theme (rather than destruction).
The ultimate is very similar to Parad's -3 ability. Not the most powerful ultimate, but it allows you to drop 6 power immediately, if need be. The ability basically exemplifies her sociability and eagerness to make friends.
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