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PostPosted: Sun Feb 15, 2015 10:07 am 
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v1

Folkir Tamora is a pale and slightly corpulent man about 37 years old, standing a little over six feet tall. He has green eyes, blond hair that has begun to gray, and a noticeable scar runs diagonally over his forehead. He tends to groom a thin beard following his jawline, and no moustache, and keeps his hair short. He tends to wear white clothes with dark cloaks and gold jewelry.
Tamora used to be a citizen of Ravnica in service of the Orzhov, for whom he worked as a collector. He was aided in this by his ability to wake feelings of guilt in other people - he found everyone had something to feel guilty about. One day, though, he found himself in the middle of a fight - Boros raid, Gruul assault, Rakdos party, he doesn't remember and doesn't particularly care - and saw a weapon swing at his forehead. When he woke up, he was elsewhere - a leaf the size of a small city, part of a vast tree. The tree was, in all senses of the word, a world tree. Tamora's planeswalker spark had ignited. As he explored the multiverse with his newfound powers, he found the world of Kiress and thought its hierarchy ripe for exploitation. He groomed a false identity, as Tamoren from Malthess, a city that was destroyed years earlier.
He quickly rose to prominence in the Hierarchy, even becoming the city hierarch of Skarvess, the military heart of Kiress, but he has been arousing the suspicion of the Grand Hierarch, the lich Syaren. Syaren correctly suspects Tamoren to be a planeswalker, like his predecessor A'Klamarr and many of A'Klamarr's foes. So far, Syaren has no proof of this or Tamora's other plots, but he is poised to strike. When the elemental walker Teramos explained that Kiress was a heavily scarred world that needs healing, Folkir Tamora was quick to agree to help. He had located the imprisoned A'Klamarr earlier, and helped retrieve him alongside Galeza of Harunad.

Folkir Tamora considers himself to be a reasonable man - don't harm him, don't owe him, don't stand in his way, and he'll let you live your life in peace. He is generally not interested in starting conflicts whether he could win them or not, unless they directly promote his ambitions. He rather prefers more subtle approaches where possible, and he can be quite diplomatic - though often with a little injection of guilt. In combat, though, Tamora is merciless and won't hesistate to kill anyone who would threaten his life. As an adept necromancer, he can often find out what he needs from the dead anyway, so Tamora sees keeping enemies alive as foolish at best. He uses spells that can attack the mind, induce emotions like guilt and despair, or even give those emotions form, raise corporeal and incorporeal undead, and kill quickly.

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Last edited by Knight Otu on Mon Jun 01, 2015 12:16 pm, edited 1 time in total.

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PostPosted: Sun Feb 15, 2015 5:41 pm 
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The +1 is really strong. I think that should be a minus ability, or otherwise the planeswalker should be costed at least .

I think you could cut one of the -5 abilities. It seems redundant to have two ultimates of similar strength and utility.

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PostPosted: Mon Feb 16, 2015 8:33 am 
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In that case, I think I'm better served by upping the mana cost to . If I wanted to just shuffle the abilities a bit, the best configuration seems to be ": Each player discards a card." and ": Target player sacrifices a creature.", and obviously, that's no comparison I want either way. Regarding the ultimates, I could get rid of the reanimator ultimate, which is less obvious for the character's modus operandi. The end result would be

v2

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Planeswalker Sharing Compendium entry - note to self: improve it.


Last edited by Knight Otu on Mon Jun 01, 2015 12:16 pm, edited 1 time in total.

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PostPosted: Mon Feb 16, 2015 11:20 am 
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I'm convinced that the +1 isn't just strong, it's utterly insane. Planeswalkers that can contribute to board presence are inherently very dangerous, and most examples of them make rather small tokens (at lover mana curves, anyway). If you can sneak this in and edict your opponents only creature, it becomes very hard to take back board position very quickly, and as a result, very hard to kill Folkir as well. And then you just ride the card advantage to victory, because you have a planeswalker and they don't.
I suppose they could play a planeswalker on their own, at which point you have to be proactive, but at least you have control over when you want to uptick, and the -1 isn't that bad since it also gives card advantage.

As an aside, the -5 is pretty weak. Maybe if it counted any type of card.

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PostPosted: Mon Feb 16, 2015 12:18 pm 
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I think it'll be easier to start from scratch with Folkir's card than to try and keep some resemblance to what I posted. I've got a few ideas that shouldn't be as bad as the original card, so I'll play around with those for a bit.

Mown wrote:
As an aside, the -5 is pretty weak. Maybe if it counted any type of card.

Yeah, I'll have to do something here as well. Originally, that was the reason for the two ultimates - if they didn't have enough creatures for that ultimate, there probably was at least a juicy target for the second. Which was a pretty lazy reason for having two ultimates rather than actually making the ultimate worthwhile, in retrospect.

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PostPosted: Mon Jun 01, 2015 12:13 pm 
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I've been sitting on this new try for some time and thought I should post it.

Folkir Tamora
Planeswalker - Folkir
: Until your next turn, whenever a creature attacks Folkir Tamora, that creature gets -1/-1 until end of turn.
: Target player discards two cards unless he or she discards a creature card.
: Target player gets an emblem with “Whenever a creature card is put into your graveyard from anywhere, you lose life equal to that card’s power.”

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PostPosted: Mon Jun 01, 2015 7:39 pm 
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This version of Folkir seems too weak. He doesn't have a lot of impact for a four-mana spell.

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Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
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PostPosted: Tue Jun 02, 2015 10:07 am 
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I kind of suspected that could be the case, but I think it's a question of adjusting the numbers now. I'm open to suggestion in any area, though I've been thinking +2, -1, -7/-8.

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PostPosted: Tue Jun 02, 2015 3:29 pm 
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This card is so OP compared to Liliana of the Veil, a borderline OP card itself. I recommend making the sac effect a minus ability and maybe making it cost :2::b::b:. I realize these changes would require a big redesign, but the balance isn't right at the moment.

Edit:
Sorry, didn't see the redesign. I'll comment when I get off work.

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