Uh oh! You're playing your favorite character in the campaign of your choice when they've suddenly experienced a...

Uh oh! You're playing your favorite character in the campaign of your choice when they've suddenly experienced a planeswalker spark! What are their powers and colors?

Attached: spark.jpg (550x300, 216K)

Horrible slaaneshii fleshcrafter that truly believes every painful and debauched experiment he does is for the betterment of his victims. They just won't realize their true potential if he doesn't help them along.

He would probably be black/blue

As a super strong combat golem he'd probably be white/red in colour, but the way he fights, causing quaked to knock people over or straight up hitting them so hard they fly out of the combat and over the horizon seem more like they'd be blue mechanics in practice.

Powers would be
>+1: Give a creature +2/+2 until the end of turn
>-2: Give a creature Flying and First Strike until end of turn
>-6: Gain a Emblem with "Creatures you control gain +4/+4 and Deathtouch."

Tabaxi swashbuckler and mentor with with a heart of gold. White/red
+1 - Give target creature +2/+2, haste and first strike until end of turn
-2 - create 3 2/2 white and red human duelist tokens with haste and first strike
-6 - you get an emblem that says "when ever a creature and opponent controls is removed from play you may draw two cards, if you do discard a card"

An opponent*

>hitting them so hard they fly out of the combat and over the horizon seem more like they'd be blue mechanics
wat

Well how else would you express that in wats other than "return target creature to it's owner's hand", a typically blue ability

You described it as something done in combat rather than something done using a spell. Hitting somebody so hard that they go flying is one of the least blue things you could think of.

Traveling imperial priest working for the inquisition smashing heretics faces in. Probably red/white?

Yeah but what I'm saying is, if you rendered down that ability into a magic ability to go on a planeswalker card, it would read as a mechanically blue ability, even if it was done in a red way

Sounds more Jeskai, honestly. Red is all about sensation and emotion, which is Slaneesh's forte, and white is about the community while blue is about improvement and nurture over nature, etc.

Voss the Shattered, a Space Lizardman murder-priest/slaver/2iC of the ship.
Hmm... 2R/B, starts at 3.
>+1 put a number of 1/1 R/B Human Soldier tokens with Reach onto the battlefield under your control equal to Voss' level.
>-2, Sacrifice a creature. Human and Soldier Creatures you control gain +X/+X where X is Voss' level(after the -2) until the beginning of your next upkeep.
>-6, Sacrifice a creature. Creatures and other planeswalkers you control gain Vigilance and Double Strike until the beginning of your next upkeep.


Alternatively, Dario, a wizard from Anima that got waaay too powerful by the end.
G/U/W, starts at 2.
>+1: Create a 1/1 green and blue homunculus token creature with "Sacrifice this creature to gain 1 mana of any color."
>-2: Draw a card. If it is a Sorcery, Enchantment, or Artifact you may immediately play it without paying its cost. Otherwise place it back on top of your library.
>-8: Scheherazade. If this is used in a sub-game, you instead get an emblem that says "remove a card in the overgame's graveyard from play: Exile target permanent from both this game and the overgame."

too diverse and complicated to be translated well into the mtg color system

Ratfolk witch who teaches apprentices and has a knack for technology. U/B
>+1: Tap target creature. It doesn't untap during its controller's next untap step.
>-2: Create a 1/1 black and blue rat witch token creature with "Instants and sorceries cost 1 less to cast."
>-5: Create a 5/5 colorless token artifact creature with haste, trample and reach.

I'm playing a DEUS VULT chivalrous paladin who nevertheless has some disagreements with certain elements of authority.

So probably White/Red with a touch of Blue.

My dearly beloved private detective would probably be close to something like R/G. The guy's not stupid, but he does rely on his gut a lot of the time.

The artifact should have more blue/black keywords. I'd go with flying, deathtouch, and either hexproof or lifelink.

A craven rogue living mostly for himself with a soft spot for fellow orphans. Backstab, burgle or bust.
>blUe?
>B/U?

+1: Give a creature non-basic landwalk
-2: Give a creature hexproof til the end of the turn.
-X: Remove X counters, enemy reveals his hand and you can play a card from it with CMC equal to or less than X.

Attached: 1496337076915.jpg (707x1000, 174K)

I guess they werent joking when they said blue gets everything.

Attached: Gaetan Tanguy of the Burl.jpg (375x523, 47K)

black /red

artifacts(equipment) and kill spells

+1 destroy target creature
-x deal X damage to all enemies
-8 discard the top 10 cards of your library, deal damage equal to the converted mana cost of cards discarded this way split between any number of creatures or players

No nonsense inquisitor/detective with an affinity for crossbows, potions and disguise.
B/U maybe W?

Attached: why.png (744x1039, 852K)

>Kobold Barbarian with the mindset of an exciteable child and the skills to replace his teeth with sharpened adamantine crowns for better bite attacks. Also, his alternate universe clone.

I'm thinking R/G, and everything he casts is just Fight effects. Savage Punch, Rabid Bite, Pit Fight, and just a ton of loyalty and pump spells so that he can soak all the hits. His card's 3rd ability is to create a single clone of the card with the caveat that when one gets damaged you choose which one, very loosely based off of Stangg.

Attached: epic confrontation.jpg (312x445, 60K)

Villok, The Wild Chef
>Green/Red
>+1: Deal 2 damage to target creature, gain 2 life
>-2: Create a 1/1 Lizardman Token with Froestwalk
>-5: Deal 4 damage divided as you choose among enemy creatures/players

Attached: 1521485315548087.png (375x524, 213K)

>Broken as fuck Mary Sue
>Muh womyn in STEM!
Leftist faggot.

I'mma try something
>Young child living in a small, somewhat remote town
>One day, a full-blown war erupt over the continent
>Town stuck in the middle of many conflicts, but manage to survive thanks to an improvised militia
>Until...
>A group of bandits and war criminals attack the village
>To them, this is only one of many. The village is small. it stands no chances of survival
>Murder, pillage and all kind of twisted abuses ensue until the village is no more
>Some manage to flee
>But not the Child. War atrocities of all kind befell the child, and at such a young age, by its very own kind.
>Its house is but a pile of ashes
>Father, mother, borthers and sisters. All are gone
>The Child itself is mutilated and abused until barely alive
>The Child is left for dead

a 4 cmc planeswalker with 2 loyalty and a mediocre +1 is not muh leftists. It's just not good.

Continuation
>Seveal days passes
>Child is starving, near death
>"This is the end" thinks the child
>But fate had other plans
>A group of goblins passes by, looting corpses and broken buildings
>One notices the child and notify the group
>They decide to take the child with them
>The child often heard tales of such humanoids, but never saw such terrifying creatures.
>"Will I be food?", Thinks the child, "Will they hurt me?"
>The goblins had no such plans. In war, anything that can carry a spear can help
>So the goblin theach the child the basics of combat.
>They feed him
>They care for him
>Very soon, the goblins are like a family to the child
>A family the child was ready to die for.
>Unbeknownst to him, that is a resolve war, and god, was ready test.

>rushes to the defense of his precious oc so hard he responds to the wrong person

3rd part
>the child first fight was rough.
>Lots of chaos on the battlefield
>Many injuries to be given, few to be threated
>But the child manage to survive, scarred, but alive
>The second fight went better
>He remember what being wounded felt like and would rather the enemy feel it
>The third battle was the last with the company of the goblins
>Crusaders, warrior of the church, all outmtaching goblins both in skills, gears
>and to the downfall of the goblins, in numbers too.
>The child was saved by them, or so they thought
>The child's heart aches, feeling a pain, a sense of anger and helplessness all too familiar.
>Again, the child lost another family, this time to the hands of servants of god
>But the feeling dissapeared quickly.
>They too fed the child
>They too cared for it
>Like the goblins, they too needed allies in war
>At least, they had good intentions in their action. They were not bandits. That the child could understand
>the child was thaught more this time
>Concepts of Justice, the wise words of the gods
>How to serve the greater good, selflessness
>In time the childe learned to forgive and understand the atrocities of war.

I don't really have a favourite character, so I'll go with my current one.

Elf swordmage, young and adventurous with a big fat ladyboner for justice, especially for putting ancient knowledge in its proper place or keeping it out of the wrong hands ("it belongs in a museum!"). Definitely R/U.

+1 Tap target permanent, then untap another target permanent.
-2 Eonwen deals 4 damage to target creature.
-8 You gain an emblem with "Whenever an opponent casts his or her first spell each turn, you may counter that spell. If you do not, draw a card."

As much as I hate the Gatewatch, she'd definitely join.

Attached: elf527.jpg (2476x2379, 3.16M)

>Many years passes
>The child is now an adult
>Its prowesses gave it fame and recognition in the kingdom
>One of the best paladin of the order, and champion of the church
>The war the child had known is now over. Its calmer days are now spent has a royal guard and as an attendant to the trials of many crimes
>One day, a group of war criminals were to be tried
>Those were secretly the child's favorite trials to attend. Each group sentenced bringing a joy to its heart.
>the child would even volunteer to be the one to operate the guillotine, or even swing the beheading axe of the executioner, a job rarely taken
>but at the same time, the child felt sadness, knowing very well all the cruel things other might have suffered because of these bandits
>This time however was very different
>The child, recognized the face of those monsters
>They were the one who destroyed the small town and killed its family
>At first, the child was struck with shock, immobilized with a face of stupor
>But then...
>The child's sense of justice twisted into a desire for vengeance
>Casting aside the greater good for a selfish need
>That feeling of anger and helplessness long forgotten, feeding an intense rage
>but another feeling sparks inside. A feeling of raw power the child never felt before
>For the first time, the childs understod the Words of gods.
>this was the child's reward
>"God is good" The child muttered as he draws its holy blade. "GOD! IS! GREAT!" the child screamed, charging toward the bandits.

She's a lich. So of course, B/U. As for her abilities, since she's a debuffer/on counterspell duty, they would look something like that (pardon the terrible balance):

2BUU
Starts at 3 loyalty

+1- You may put up to one -1/-1 counter on target creature
-3 - Until your next turn, any spell you own that says "counter target spell" costs BB less to cast.
-7 - Gain an Emblem with "Creatures your opponents control with -1/-1 counters cannot attack or block"

Major Esma, Interplanar Dance Super Star
>Red/Black/Green
>A Misery In Three Parts (Play written about the death of his child, and subsequent murder of his wife and father)

Clementine Hayseed, a redneck elf Druid. Mono green.
{3}{G}{G}
Starting Loyalty: 3
+1: Choose a creature type. Until the beginning of your next untap step, creatures of the chosen type that you control get +1/+1
-X: Create X 1/1 green Squirrel creature tokens.
-6: You get an emblem with “At the beginning of your endstep, target land you control becomes a 4/4 green Elemental creature token with Trample. It’s still a land.”