Because green and white also have a starring planeswalker, it needs a solid identity. This is slightly awkward because white is the color without mutate and green is very pro-mutate.
They do also share fecund, but again, I want green-black to be token creature heavy, and Janell just doesn't fit that kind of mentality. She wants the growth, but she also wants control. So that hit me with the idea that G/W should be the color pairing where you can spend +1/+1 counters for various effects. So flavorwise, you're having your creatures grow, but keeping them under careful control and management. There will be no wild reveling like in red-green and no secret evolutions like in green-blue.
So the mandatory elf mana dork:
She's also obviously a bridge common for anything else you might want to splash, especially if you get a strong mutate creature in red or blue.
Definitely a different idea for a card. Obviously you don't want this unless you're going to commit yourself into creatures and spells that give counters. I'm still working on the white-red identity, but you probably don't want it in there or if you're invested in the white-blue flyers token creature deck.
This maybe looks a little underwhelming. I may jack up the power level depending on how frequently it triggers and the battle effects. White will have plenty of first strike, though, so there's potential combat trickery here.
Green non-mutate common that's compatible with this color combo:
The humans have hounds (in white). The elves have cougars (in green) outside the Arbor helping deal with large beasts. Even though it doesn't have mutate, there are ways to give it more counters. But in all likelihood it will die when you use its ability. That's the point.
Here's the Green-White signpost. I'm kind of ambivalent, so it may change:
Maybe I should have it destroy a tapped creature? Destroy a large creature? Maybe it should be only four mana.
And here's my latest iteration of Janell:
Her ultimate was once my legendary angel's ability, but I think I'm going to change her to perhaps go with a red-white identity I'm working on. Note that Janell's ultimate exiles both creatures and artifacts, but only the creatures come back. Yes, I'm aware that her ultimate doesn't pair well with her +1. But the whole growth reset button is definitely part of her intended identity.
Also a fun thing. You can use her +1 on opponents' creatures to make them bigger, and then use her -3 to exile them.
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