The Original for comparison:
Gruff, Wayward WandererBreakdown:
Gruff, Wayward Wanderer —
Planeswalker — Gruff: Gruff, Wayward Wanderer deals 1 damage to target player.
: Put a 1/1 green Insect creature token with haste onto the battlefield.
: Destroy a random permanent your opponent controls.
Too powerful. A cheaper
Curse of the Pierced Heart that can make tokens is too much for half the price of Curse of the Pierced Heart.
Aside from the +1 the power isn't too bad. You just need a really weak + ability and maybe remove the tokens' haste.
Gruff, Wayward Wanderer -
Planeswalker - Gruff[+1]: Discard a card. If you do, draw a card.
[0]: Sacrifice a land. If you do, search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library.
[-2]: ~ deals 2 damage to target creature or player. You may return ~ to its owner's hand.
[1]
I don't think there's any flavourful reason for Gruff not to loot, but I still think there are better options. His 0 might be too good at fixing.
The -2 normally kills him before he gets bounced, right? If so that's confusing. If not Gruff, as long as you pay to recast him immediately, Gruff will loot the first turn, then
shock loot again each subsequent turn for
every turn. Seems like too much.
Gruff, Wayward Wanderer Planeswalker ─ Gruff (M)
: Gruff deals 1 damage to target creature. If Gruff has 5 or more loyalty, Gruff deals four damage to target creature instead.
: Target Mountain becomes a 6/1 red Spirit creature until end of turn. It's still a land.
: Search your library for X cards, put those cards into your hand, then discard X cards at random, then shuffle your library.
That one was for Febb. Can I post more than 1 version?
So I can blame Febb for this one eh? At least the +1 isn't too powerful. Man Gruff, really gets into wanging people with his stick if you give him time. The -1 is right out and requires a complete do over before the card's going anywhere. The ult works for me.
If this was really Febb's card then go ahead and post your own version.
Gruff, the Lost Planeswalker - Gruff+1: Creatures with the highest power can't attack Gruff until your next turn.
-1: Destroy target artifact
-5: Search Gruff, the Lost's owner's library for a red creature card and put it onto the battlefield under your control, then shuffle Gruff, the Lost into it's owner's library.
2
Not too bad. I'm a little worried about the repeatable artifact destruction though. Maybe if it was -2 or he just started at one loyalty. The + protects him but does nothing else- it works for a 2 drop, but means you want a - that has broad utility or else Gruff's only possible purpose is to draw aggro until his ult (probably never) goes off.
Gruff, Wayward Wanderer
Planeswalker - Gruff
: Tap Gruff, Wayward Wanderer. He can't be attacked and has shroud for as long as he remains tapped.
: Choose target creature or player, then reveal the top card of your library. If it's a land, Gruff, Wayward Wanderer deals 2 damage to that target. You may put that card on the bottom of your library.
Exile the top card of your library. If its converted mana cost is X or less, you may play it without paying its mana cost this turn.
Shroud seems weird in red- I'd be satisfied with just nonattackability.
I like that he's actually wandering with that +0 ability. Also, as a 1 drop he should probably just do 1 damage. Make the main value the pseudo scry. Killing a weenie/ putting something into murderin range/
Curse of the Pierced Heart is just icing.
We might need to get a flavour check on the -X, but I like it mechanically. The numbers seem a little off- he grows quite quickly. I would either reduce the starting loyalty or make the +2 a +1.
Those are all minor tweaks though, and if they are made then the card actually looks quite nice.