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PostPosted: Wed Jul 23, 2014 10:59 am 
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Echo_Robin wrote:
[+1]: Until your next turn, if a source an opponent controls would deal damage, prevent 1 of that damage.
This is the only ability I don't love. I would change it to something like: Put a barrier enchantment token onto the battlefield. It has "Sacrifice this enchantment: Regenerate target creature." It adds the same tension Seals do with the enchantment-mastery thing (I think that opening this card should basically force you to draft Bant, and enchantments/mastery seems like the perfect color for it), and feels distinctly instead of purely like the current ability does.

My vote goes to Echo-Robin, but I would like its +1 changed into something that incorporates a more persona. This reminds me of Urza's Armor, and when Aloise () reminds me of Urza (), I get upset.
I'd be up for changing the +1. Your suggestion could work well for an alternative. It goes well decks that like enchantments, helps with mastery, and heals things, which fits with Aloise's flavor. My general rule of thumb for +X abilities on planeswalkers is that at least one of them must either A) provide card advantage, or B) protect your walker. The second can mean anything from killing things with burn, to making tokens, to doing stuff like Jace or Vraska. This sort of falls into that latter category since if you can regenerate your creatures you can throw blockers up to protect Aloise all day.

Anyway, I'm up for changing the +1 if people feel it improves the card.


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PostPosted: Wed Jul 23, 2014 12:41 pm 
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Analysis time. Because talking solves problemsTM.

Echo
Spoiler


Shazzeh
Spoiler

Storyteller
Spoiler

Mown
Spoiler


Mown edges out Echo for my vote.

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PostPosted: Wed Jul 23, 2014 3:51 pm 
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TPzombieW wrote:
-7 is pretty sweet. It's also very . Nonlethal removal that lets you cast those spells. Maybe it should only work on nonlands, but it's probably okay. I would probably let you use mana of any colour to cast the exiled stuff though. Never know what your opponent is playing.
It actually lets you play the exiled cards without paying there mana costs, so no need to worry about mana, cause it's free.


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PostPosted: Wed Jul 23, 2014 9:25 pm 
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Oh, yeah. Forgot that bit.

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PostPosted: Fri Jul 25, 2014 6:17 am 
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Echo-robin


Shazzeh


storyteller


Mown

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PostPosted: Fri Jul 25, 2014 8:40 am 
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Current Tally:

storyteller: 2.5
Mown: 2
Echo_Robin: 1

I'm giving RuwinReborn the 1.5-vote since he came up with the character. Although if storyteller wins, I think the ultimate should be changed as per Ruwin's request.

This should probably be closed soon, but I would like it if we got a few more votes, because while 8 people voted in the first round of voting, only 5 have voted for the second round. I'll send PMs out to the stragglers. (Except Mown because he's already posted and has reserved his vote.)

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PostPosted: Fri Jul 25, 2014 12:57 pm 
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I like Mown's the best as a card, Echo's more as a fit to Aloise, and dislike that Storyteller's is kind of encroaching on Kiora, the Crashing Wave.

I vote Mown, but I think that all costs on planeswalkers should be hammered out in development.

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PostPosted: Fri Jul 25, 2014 1:03 pm 
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Kiora argument is sort if irrelevant since she doesn't exist in M:EM.
Just saying.

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PostPosted: Fri Jul 25, 2014 1:40 pm 
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Kiora argument is sort if irrelevant since she doesn't exist in M:EM.
Just saying.

Yes, but the M:EM is expressly not supposed to interfere the current magic story line :P.

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PostPosted: Fri Jul 25, 2014 1:52 pm 
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Not sure what you're trying to say.

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PostPosted: Fri Jul 25, 2014 2:05 pm 
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Basically, I don't like Explore being two different planeswalkers' abilities, and even though Aloise and Kiora aren't technically ever going to meet, it doesn't make since flavor wise or design wise to mesh the two together.

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PostPosted: Fri Jul 25, 2014 4:17 pm 
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Tough one here. I'll vote for Mown, just because I don't care for storyteller's ultimate. Or any card that reads "You win the game" for that matter.


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PostPosted: Fri Jul 25, 2014 4:58 pm 
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Mown.

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PostPosted: Fri Jul 25, 2014 9:11 pm 
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And thus it ends! Mown's card takes it!

storyteller: 2.5
Mown: 5
Echo_Robin: 1


Mown wrote:
Aloise, Spatial Adept
Planeswalker - Aloise
[+2]: Exile the top three cards of your library. You may put a land card exiled by ~ onto the battlefield tapped.
[-1]: Exile target permanent. Its owner may play it while its exiled this way.
[-6]: Exchange target permanent with another permanent card exiled by ~ that shares a card type with it.
3

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PostPosted: Sat Jul 26, 2014 6:23 am 
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Can I get a final say from Ruwin? Because I don't really like my interpretation of her all that much, and if s/he doesn't either, then I have some other version boiling in the background. However, if the creator thinks she's fine, then I won't veto myself.

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PostPosted: Sat Jul 26, 2014 12:57 pm 
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Mown wrote:
Can I get a final say from Ruwin? Because I don't really like my interpretation of her all that much, and if s/he doesn't either, then I have some other version boiling in the background. However, if the creator thinks she's fine, then I won't veto myself.


I've been busy finishing up my latest story, sorry about the absence!

"He" is fine, thank you Mown. :)

About the winning card - I am not planning on vetoing it! I like the card, and I especially like the +1. Exile is an interesting design space that has not been explored a great deal yet, and here we see why. It gets pretty complex, after a while, keeping track of all the stuff Aloise has exiled, specifically.

Then you get the problem of multiple Aloise plays in one game, and it gets even hairier.

The +1, like I said, is a more balanced approach to the "explore" problem, and if it interacts positively with her other abilities, could still generate a fair amount of card and board advantage.

The -2, however, is bonkers broken. If you just chain exile your opponents lands starting on turn four, you can essentially lock them into three or four mana, depending on who played first. Which is not only pretty rude, but also not very much like Aloise at all. This ability either needs a non-land clause, or to be reworked entirely, in my opinion.

The ultimate is... lacking. Turn eight, (assuming you played her turn 4) I like to think I'm going to be doing something BIG. Maybe there is someway for it to read - just flat - "You may cast cards from exile as though they were in your hand." Like an emblem or something. This also circumvents the "multiple Aloise" rule and having to keep track of cards specifically exiled by Aloise.

Now, these are all suggestions! I am leaving this up to Mown as the winner of the contest. Feel free to revise your card as you see fit. My issues with this particular Aloise are mostly mechanical (save for the -2, which I don't think really fits Aloise's personality) and since I am only on loan as a flavor consultant, I don't really have a whole lot of sway over that.

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PostPosted: Sun Jul 27, 2014 9:00 pm 
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2 points:
1. Ruwin, you have unlimited veto power, but seeing as your issues are things development is probably going to jump on anyways I'll move onto point two.
2. I forgot about the fabulous prize! Mown, you may claim your fabulous prize any time you want.

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PostPosted: Mon Jul 28, 2014 8:34 am 
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Well, okay then.
Because I really want him to have this ability:
"Choose a card type not yet chosen this way. Reveal the top five cards of your library and put all cards of that type into your hand, then put the rest on the bottom of your library in any order."

But that would need a new card.

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PostPosted: Mon Jul 28, 2014 9:14 am 
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New Horizons :2::g:
Sorcery

Choose a card type. Reveal the top 5 cards of your library and put all cards of that type into your hand, then put the rest on the bottom of your library in any order. You can't choose the same card type twice during any game.

I always liked this type of "lockout" effects.

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