You should always try for as few colors as possible. Colors reflect what the character's abilities does. Not what the character's philosophy is. Colors are a game mechanic, after all.
If Kirishi focused on countering spells, she'd be blue. If she regenerated, she's be black or green. Etc...
So think of what your card should do *then* think about its colors.
I can't make any new cards until I get home in ~20 days because there's no good mac based card editors and I'd rather not photoshop due to ...how much fucking time it takes. So here's some of my older Bleach related pieces.
Mind you these weren't made to be cubed or drafted or even played in constructed play. They were made for DC-10 and, as such, there is no searching of the library and colors don't really matter as much.
These are fairly simple. Oshime turns things into babies and is the more confusing/mini-game inducing of the pair. Crystal is a prophet and a quincy. While the blue seems odd on a red card, it ensures the card can still be drafted by blue without relying on Hybrid (which is considered a very poor design decision unless you plan on making the hybrid flavor a very specific and relatable instance i.e. guilds or races).
Ok not magic; dun care; Junko <3
She was going to be Kasa's new character we rescued from a mission. Easily the most complicated card I've ever designed and tested. Technically it follows the rules, but there's no real precident on even mentioning "Trigger conditions" (its in the rules, though).
My old bleach character I use as an NPC here once in a while. I really like how this card "feels" like a versatile Jitte. You can kill creatures with the plants, or save them. You can use the first-strike ability to even save Kionchi by giving the other creature -1/-1 until end of turn. Its a very versatile card.
I still love this card so much. We've played with him a few times in DC-10. Were I to make this card "more accurate with magic design" he'd lose Black and just stay red/blue.
Probably my favorite MTG BGotei card. Absolutely bonkers; borderline broken even. And yet *Something* about it is just so appealing.
First abiliy should say "For each equipment attached to Jason Sanders". Its like a super Morphling ...that relies on equipment. Not really a big fan but he asked me...
Luto wanted to be a planeswalker so...here we are. Personally I think only Ascendants/Transcendants should be walkers.
Also, TK, I disagree. Colors often... VERY often have to do with what the card's theme or philosophy is.... They almost ALWAYS have something to do with it.
You just have to find a balance between that and what your character does.
I think your ultimate should be a combination of Persecute + Haunting Echoes.
"Choose a color. Target player exiles all cards of that color they control, in their graveyard, hand and library."
Feels very "Garra" to me. In that your ultimate goal is to completely annihilate your opponent.
The one thing that really kinda makes your planeswalker hard to work with is you can't use his first ability if you don't control a creature. And you can't use the second if your opponent has no cards in hand.
Also, TK, I disagree. Colors often... VERY often have to do with what the card's theme or philosophy is.... They almost ALWAYS have something to do with it.
Since Mirrodin all cards have been designed with the color's mechanics more than the card's individual theme. That's why play since after Mirrodin has been so good.
You *can* violate the color pie. But doing so should increase costs. Costs aren't based on flavor insomuch as mechanics.
Yes colors have to do with a cards theme/philosophy. Except even in the sets that are "flavor first" like Kamigawa they wound up basing the card's designs off the color because they realized that almost every theme could work under almost every color.
I know effects are tied to certain colors, and that's why I said that has to be considered, but you also don't see a lot of green zombies running around because they wanted them to have trample, do you? It all has to be balanced.
Deathtouch is primarily a black or green ability. So if we have a BG character who is a poisoner and also logical, a mage, a studier of various magics, always burried in tomes, you can make them U/B, so you satisfy both.
Except there are green zombies. :-P But I know what you mean.
But our characters are more diverse than a simple creature type. Almost every character on the site can be defined in multiple colors. But that doesn't mean they should all be multicolor with tons of unrelated abilities tacked on.
Its much better to make multiple cards for the same character representing different phases or abilities that character has than it is to try to shove every part of the character into a card.
The twins, for example, can be represented in every color:
Red: Destroying Land, Giving the Opponent Choices, Metal Manipulation Blue: Countering Abilities, Controlling Wind, Hivemind Black: Regeneration (Will-o-Wisp), Blood-Techs (Wall of Blood), Eating the Dead (Voidmaw) Green: Regeneration, Hurricanes White: Exiling things temporarily into the void, banding together to help each other in battle
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Honestly I'd rather see a card game wherein every character is represented not by an individual card, but by an entire deck of actions that character can perform.
Of course. I had planned on making multiple cards for character stages like Garra had. But first I was just spreading the love. I also wanted to make spells and equipment that did things for said characters.
You know the kitsune race in Kamigawa is a good example of the problems of the color pie. R&D actually had 5 different designs for the kitsune for the 5 colors because the myth of the kitsune is so...varied. Are they demons? That'd be black. Are they agents of chaos? Red. Are they messengers of the gods? White. Are they trickster spirits? Blue. Are they nature spirits? Green.
It was kinda a controversy picking white but it helped offset the fact all the other non-spirit white cards in kamigawa are...humans.
Personally I think Moonfolk would have been better off as white and kitsune as blue. I mean based on the myths behind the two, at least.
Well what I see here is setting up a combo to plop him full of loyalty counters immediately, because the sac trigger is universal
I see some EDH shenanigans involving grave pact and sac loops
edit: my infinite sliver mana cannon would do nicely*.
*this is an infinite mana combo using only slivers. Yes, that's a thing.
Is your combo sliver queen + ashnod's alter + heartstone?
I played against that once when the combo was Standard Legal. It was scary.
Of course Umi doesn't pass the "dies to removal" test at all. Since he transforms at the beginning of your upkeep. And dies to both planeswalker and creature removal. He's a good card and there are amazing combos (in his colors) with him. Definately a "build around me!" card.
The sac trigger being universal was intentional. All the broken royals should be creatures with universal triggers to get loyalty counters to flip into planeswalkers.
...Admittedly I was tempted to make the twins double-sided planeswalkers whose abilities have "transform all planeswalkers you control" tacked in so you can get both out without them dying to legendary or being 2 separate cards (as long as their planeswalker types change when they transform).
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