Pygyzy wrote: ↑3 years ago
Eldrazi Obliterator CCCC
Creature - Eldrazi Phyrexian (MR)
Eldrazi Obliterator has indestructible during your turn.
Obliterate
(Combat damage dealt by this creature to a creature or player also causes that creature's controller or player to sacrifice that many nonland permanents.)
4/4
Yowch, Scalable annihilator is freakishly powerful, made doubly so since it has super-trample (meaning, even blocking causes players to sac permanents -- so they're losing out, no matter what.) Adding indestructible, even some of the time, is adding insult to injury. Getting multiples of this guy out would just lock out opponents once you've gotten to the attack phase.
I would up the mana cost, reconsider the indestructible clause, and reduce its power. I would change obliterate; most likely by making it "excess damage" to a player. That allows this guy to be chump-blocked, but gives a lot of interaction with power changing effects (
Giant Growth and
Shrink both get a role to play.) But even then, this should still be 1-2 cmc more.
Lastly, I don't see the Phyrexian angle on this. There's no phi-mana in the cost; Phyrexians like compleating things, not annihilating them.
slimytrout wrote: ↑3 years ago
Kozilek's Harvester XXC
Creature - Eldrazi (R)
X can't be 0.
When you cast Kozilek's Harvester, choose a nonland card name.
When Kozilek's Harvester enters the battlefield, search target opponent's graveyard, hand, and library for up to X cards with the chosen name and exile them. That player shuffles their library.
You may cast cards exiled with Kozilek's Harvester.
3/2
At just three mana, this is an inexpensive
Cranial Extraction, with a body attached to it .. and the ability to cast the card. See what I'm getting at? I know the power level's increased in the game, but that's a little much.
That being said,
Lobotomy and its kin are perfectly Eldrazi-ish. This might be contender for colored card + devoid, which is an interesting area to play in.
netn10 wrote: ↑3 years ago
The Equalizing Factor 5
Creature - Eldrazi (Mythic)
Creatures with more power than toughness have first strike and trample.
Creatures with same power as toughness have vigilance and "
T: Draw a card."
Creatures with less power than toughness have indestructible and hexproof.
3: Target creature gets +1/-1 or -1/+1 until end of turn.
4/4
This ... is unusual. The second and third static abilities are already a lot to send over on any creature. Walls become indestructible. Most utility creatures double their utility by drawing cards ... and once they've fed your hand, you can make them all indestructible by shifting their toughness (and you can always reduce power). The first static ability is a little less important, because often P>t creatures already have first strike or trample (a la
Ball Lightning) and, just as frequently, they often have only one or two toughness -- meaning shifting them to another 'mode' takes a lot of mana.
All this being said, yeah, having just the first three abilities alone feels balanced, especially on an efficient 4/4 for 5 (that also draws a card). The last ability makes it way too screwy for combat math, can effectively counter destroy spells, and so much more.
Lorn Asbord Schutta wrote: ↑3 years ago
Inducer of Despair
Creature - Eldrazi (R)
Your opponents play with their hands revealed.
Inducer of Despair has hexproof from each card type among the cards in your opponents' hands.
: Target opponent draws a card.
Gather your thoughts and let inaction became your true self.
5/5
I like this card! the 5/5 for 5 is very efficient, and dedicated decks won't notice the mandate for colorless mana. The activated and static abilities play nice with each other, and offer just enough incentive that an opponent might not want to nuke it. (And the Inducer may just not be able to be nuked, even if they did.) The instant-speed of the ability is a bit of a hang-up, and I might actually look at extending the "hexproof" ability into some other drawback for your opponents (costing life or more mana to spend. etc.)
I'm not quite with the flavor text -- maybe if it were attributed to a speaker. It sounds like it'd be spoken by the Inducer, but I thought Eldrazi didn't speak?
MonoRedMage wrote: ↑3 years ago
Emrakul, the Shattered Multiverse {12}
Legendary Creature - Eldrazi {M}
When you cast this spell, untap all creatures you control. After this phase, you get an additional combat phase followed by an additional main phase.
Flying, protection from sorceries
At the beginning of combat, untap all creatures you control.
At the beginning of the first combat phase of each of your turns, flip a coin until you lose a flip or you choose to stop flipping. If you won all the flips, for each flip you won, you get an additional combat phase followed by an additional main phase. If you lost a flip, Emrakul deals 2 damage to you for each flip.
14/14
Wow, that's a lot of text.
Okay, Eldrazi Titans have always had a weird mix of abilities. The "protection from sorceries" feels right up Emmy's alley.
The "untap all creatures" ability is weird. It triggers on your opponent's combats, giving your creatures pseudo-vigilance. It's not needed for the "on-cast" ability (since that ability already untaps your creatures) and feels like it just be planted into the last ability.
The last ability feels really swingy -- your odds are even if you go for just one flip, but rapidly decline from there, barring
Krark shenanigans. Since it's a mandatory ability, it's going to hurt you just as often as benefit you, making the ability feel generally underwhelming. Then again, with a 14/14 on your side, you shouldn't need more than one combat.
Rumpy5897 wrote: ↑3 years ago
Realm Warper 9
Creature - Eldrazi {R}
Annihilator 1
Whenever a player sacrifices a permanent, search that player's library for a land card and put it onto the battlefield tapped under your control. Then that player shuffles their library.
8/10
Wow, that's vicious! Limiting it to land cards is evil, as it slowly locks a player out of the game. I'd be interested in seeing how this would play if it searched for a card with the type as the permanent that was sacrificed instead. I'd also love to see some flavor text.
Overall, very griefer, very Eldrazi.
Subject16 wrote: ↑3 years ago
The Mondronen Dronepack 8
Legendary Creature — Eldrazi Werefolf (Rare)
Trample, menace, haste
At the beginning of each upkeep, if no spells were cast last turn, put a +1/+1 counter on each other Eldrazi, Wolf, and Werewolf creature you control.
At the beginning of each upkeep, if a player cast two or more spells last turn, create a 4/3 colorless Eldrazi Werewolf creature token with haste.
8/7
That's ... very interesting. The Eldrazi were an interesting intrusion on Innistrad; I don't think they were really necessary (just like a certain card in Kaldheim). The non-transforming-creature-with-the-transform-conditions is also a little ... interesting. There's a mismatch between the two triggered abilities; one goes off if no one at the table cast a spell, the other goes off if even one player cast two spells ... I don't see an easy way to rectify that. Maybe by limiting it to the player whose upkeep it is.
The trample-menace-haste suite feels a little clunky. And overall, the creature doesn't feel like a drone (or dronepack).