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AgentPaper
2013-08-13, 09:57 PM
This thread is over, please check the next one for the current contest. (http://www.giantitp.com/forums/showthread.php?365285-MtG-You-Make-the-Card-III-Wrath-of-the-Khans&p=17884727#post17884727)


Other contests:
You Make the Mini-Set! (http://www.giantitp.com/forums/showthread.php?t=284678)

Previous thread:
Magic the Gathering - You Make the Card! (http://www.giantitp.com/forums/showthread.php?t=233854)


The purpose of this thread is to make custom cards for Magic, the Gathering (http://www.wizards.com/Magic/). If you haven't heard of that, it probably won't appeal to you!

Each week, the current judge will post a challenge. You then need to make your very own magic card to fit that challenge. At the end of the week, the judge will select a winner, who becomes the judge for the next week.

Entries can be made at any time before the judging is posted.

In the event that a judge does not immediately post results on judging day, please allow them a 3-day grace period to post their results. If there are still no results 4 days after the judging day, anyone can announce a winner other than themselves.

Each entry must have at least a text representation of their card, in the following format:

Name Mana Cost
Type - Subtypes Rarity
Card text
Power/Toughness

For example:

Saint Ayilen, the Lunarblade 2WW
Legendary Creature - Human Knight M
Lifelink
When Saint Ayilen, the Lunarblade dies, put a legendary 4/4 white Spirit Knight creature token with flying and first strike named Saint Ayilen, the Lunarblade onto the battlefield.
4/4

You may also post an image representation of your card if you wish, but make sure you also post the text version, in case of issues with hosting or image clarity.


Finally, I would strongly suggest reading the following articles. They are written with novice designers in mind, but even veteran designers will likely learn something from them (or at least be reminded of something they forgot).

Design 101 (http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr68)
Design 102 (http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr132)
Design 103 (http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr253)
Design 104 (http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/261)

tgva8889
2013-08-13, 11:38 PM
I almost posted a card for this contest before realizing that it's my contest. Wow. :smallsigh:

HypoSoc
2013-08-13, 11:45 PM
Azalathe, the Ideal 3W
Legendary Creature - Angel Spirit - M
Flying, Lifelink
Zeitgeist - As long as ~ is the only legendary permanent you control, other creatures you control get +1/+1 and flying.
With perfection in the lead, the army's steps trod lighter and heads held higher.
4/4

Zeitgeist - As long as ~ is the only legendary permanent you control, [ability]

So, the Zeitgeist ability is based on the philosophy that a single idea or movement can shape an age, and is related strongly to the great person theory of history. Other ideals that would exist at the same time would interfere with its dominance. Thusly, Zeitgeist abilities only work when the card with them stands out alone. They would only exist on legendary permanents.

onasuma
2013-08-14, 05:22 AM
Cape Keeper 1U
Creature - Homunculous R
Conceal - When ~ comes to play, you may exile target equipment with converted mana cost 3 or less from your hand underneath ~.
3: Returned all equipment exiled through ~'s ability to play and attach them to a creature you control other than ~
Somewhat quicker than looking for it yourself.
1/1

(Art depicts a blue mage rushing down the street, massive cape flowing behind him. On closer inspection, a small Homonculous is sticking out the back of his trousers, holding a knife.)

Binks
2013-08-14, 10:34 AM
Lord of the Unliving 6BBBB
Legendary Creature - Skeleton
Raise - When ~ enters the battlefield return up to 5 target black creatures from your graveyard to the battlefield. When ~ leaves the battlefield sacrifice those creatures.
5/5

Ability Word - Raise

Only on permanents. 'When ~ enters the battlefield return [number] target [types of creatures] from your graveyard to the battlefield. When ~ leaves the battlefield sacrifice those creatures.

Goal is to represent a world where the boundary between life and death is easy to cross but requires an anchor. So you have a card that brings back some of your other cards of a certain type (I'm imagining some would say 'creatures with CMC X or less', others 'color creature', and maybe even some 'creatures with deathtouch' or the like) but is the anchor for those cards, lose the anchor, lose the card.

Diego Havoc
2013-08-14, 05:15 PM
Volcanic Bombardment 1RRR

Sorcery U

Destroy target land.

Focus- For each spell named Volcanic Bombardment cast before this one this turn, deal 4 damage to that land's controller.

"Concentrate your power! Only together can we win this fight!"

Keyword: Focus. Only on instants and sorceries. For each spell named ~ cast before this one this turn, do thing.

Loosely based on Grandeur, with a hint of storm thrown in. So for 16 mana and 4 specific cards you can destroy 4 lands and deal 24 damage. I think this is reasonable, but might be too powerful with any kind of spell copying. The restriction on having to cast the spell should help though.

Oromis1
2013-08-14, 09:25 PM
Archon of Recompense 3WWW
Creature - Archon R
Flying, vigilance
Retaliation - Whenever a source deals damage to Archon of Recompense, if that source is still on the battlefield, destroy it. Then, if it's in a graveyard, exile it.
3/5

Keyword: Retaliation - Whenever a source deals damage to CARDNAME, [ACTION] to source or source's controller. Found primarily in White, Red, and Black, but can be found in other colors as well.

mystic1110
2013-08-16, 06:16 PM
Edited

The Threads of Royalty 1G
Enchantment [R]
Heuristics - Whenever a player casts a creature spell, if they cast a sorcery spell this turn, then they may search their library for a creature with power greater than a creature they control, then shuffle their library and put that card on top of it.
"We are all connected by knelt knees."

Keyword:
My vision would be the keyword would only appear on enchantments and that their would only be one card for each possible combination (excluding tribal and planeswalker since they are so rare, and lands since you don't cast them that leaves: Instants, Sorcieries, Creatures, Enchantments and Artifacts. Meaning exactly 25 Heuristic cards if you allow [Card Type #1] to [Card Type#1]
This is all Inspired by the gramerie system by Kellus from these boards.

AgentPaper
2013-08-16, 06:47 PM
The Threads of Royalty 1G
Enchantment [R]
Heuristics - Sorcery to Creature: Search your library for a creature with power greater than a creature you control on the battlefield, shuffle your library and place that card on top of your library. (If a player casts a Sorcery spell this turn the next Creature spell cast this turn triggers this ability)
"We are all connected by knelt knees."

Keyword:
Heuristics - [Card Type #1] to [Card Type#2]: [Ability] (If a player casts a [Card Type #1] spell this turn the next [Card Type#2] spell cast this turn triggers this ability.)
My vision would be the keyword would only appear on enchantments and that their would only be one card for each possible combination (excluding tribal and planeswalker since they are so rare, and lands since you don't cast them that leaves: Instants, Sorcieries, Creatures, Enchantments and Artifacts. Meaning exactly 25 Heuristic cards if you allow [Card Type #1] to [Card Type#1]
This is all Inspired by the gramerie system by Kellus from these boards.

Ability words are only aesthetic to help players connect similar abilities, and reminder text (in parenthesis) are only to remind players of the rules. Neither of them actually has any effect on how the card works, so your card doesn't actually do anything.

A correct wording would be something like:

Heuristics - Whenever a player casts a creature spell, if they cast a sorcery spell this turn, search your library for a creature with power greater than a creature you control, then shuffle your library and put that card on top of it.

Note that this also triggers if your opponent casts a sorcery and then a creature, allowing you to search up a creature. Not sure if this was intended or not.

mystic1110
2013-08-16, 06:56 PM
Ability words are only aesthetic to help players connect similar abilities, and reminder text (in parenthesis) are only to remind players of the rules. Neither of them actually has any effect on how the card works, so your card doesn't actually do anything.

A correct wording would be something like:

Heuristics - Whenever a player casts a creature spell, if they cast a sorcery spell this turn, search your library for a creature with power greater than a creature you control, then shuffle your library and put that card on top of it.

Note that this also triggers if your opponent casts a sorcery and then a creature, allowing you to search up a creature. Not sure if this was intended or not.

Thanks for the corrected wording :smallsmile: and I wanted it to work for both people. I will edit it ASAP

AgentPaper
2013-08-16, 07:04 PM
Thanks for the corrected wording :smallsmile: and I wanted it to work for both people. I will edit it ASAP

Looks good, just switch the "your" to "their".

Dr.Gunsforhands
2013-08-18, 08:36 PM
Phew, still made it.

Dawn of Wild Unity 2WRG
Creature - Elemental Elf Angel R
Flying, Trample
Charge! - At the beginning of your combat step, each creature you control gets +2/+0 until end of turn.
3/5

"Charge!" just indicates something that happens at the start of your combat step. Nothing fancy enough to warrant a whole new mechanic, but enough to support a theme within a set, I'd expect.

AgentPaper
2013-08-19, 09:01 PM
Added four articles by Maro (Mark Rosewater, the guru of Magic card design) to the first post. They cover some of the most common mistakes made by novice and pro designers alike, and I'd suggest everyone give them a read.

AgentPaper
2013-08-20, 12:08 AM
@Sethman27:

Keywords (http://wiki.mtgsalvation.com/article/Category:Keywords) are different from Ability Words (http://wiki.mtgsalvation.com/article/Ability_word).

Ninjaman
2013-08-20, 03:36 PM
Steel Hood Priest - 2W
Creature - Human Cleric - U
Martyr - When Steel Hood Priest dies, creatures you control gains indestructible until end of turn.
Defenses greater than steel or iron. A shield of pure faith.
2/2

tgva8889
2013-08-21, 11:29 PM
HypoSoc:

Azalathe, the Ideal 3W
Legendary Creature - Angel Spirit - M
Flying, Lifelink
Zeitgeist - As long as ~ is the only legendary permanent you control, other creatures you control get +1/+1 and flying.
With perfection in the lead, the army's steps trod lighter and heads held higher.
4/4

Zeitgeist is a pretty interesting mechanic. But my biggest problem is that it is completely dependent on Legendary permanents, which can't be lower than Rare. As a result, the mechanic is very limited in the amount of it that will be in any particular set. This makes it a very poor choice to name, in my opinion. At least Grandeur could be used on a non-Legendary permanent in theory. This just can't be on anything below rare, so I would rather see this as maybe a cycle of some kind without the ability word.

The card as a whole is fine. Nothing too special, a pretty good and effective mythic. I'm not sure how interesting this card actually is.

onasuma:

Cape Keeper 1U
Creature - Homunculous R
Conceal - When ~ comes to play, you may exile target equipment with converted mana cost 3 or less from your hand underneath ~.
3: Returned all equipment exiled through ~'s ability to play and attach them to a creature you control other than ~
Somewhat quicker than looking for it yourself.
1/1

My biggest problem with Conceal is that at the end of the day, it may as well be Imprint. Nothing about it appears to be special, exiling something underneath a card doesn't really do anything different than imprinting a card. I should note that 1) it should be "enters the battlefield," not "comes into play," and 2) you can't target cards in hands, because hands are hidden zones.

The card itself isn't particularly interesting. You can cheat a small equipment into play. Mostly, you get to cheat on the equip cost. There aren't that many for which that's worth it. Also, I would make the second ability target personally.

Binks:

Lord of the Unliving 6BBBB
Legendary Creature - Skeleton
Raise - When ~ enters the battlefield return up to 5 target black creatures from your graveyard to the battlefield. When ~ leaves the battlefield sacrifice those creatures.
5/5

I'm not sure what the ability word Raise does based purely on the ability. That's a problem for me; I think just by reading an ability word, I should be able to tell what all variations of it are supposed to do. But I can't really tell what Raise is supposed to do. My best guess is that it does something when it enters the battlefield and undoes it when it leaves, but that works to varying capacities on different cards.

Lord of the Unliving would actually be pretty cool were it not for the ability word. I probably wouldn't have made it a Legendary creature, since these kinds of large creatures are fun enough without that and this card isn't really the kind of card I would push as a Commander. 10 mana is a lot for a Commander, but not really a lot for a fatty in your deck.

Diego Havoc

Volcanic Bombardment 1RRR

Sorcery U

Destroy target land.

Focus- For each spell named Volcanic Bombardment cast before this one this turn, deal 4 damage to that land's controller.

"Concentrate your power! Only together can we win this fight!"

Focus has the problem of being really, really parasitic. You have to twist your deck pretty far to get this kind of effect to work, and even if you do twist your deck you'll only very rarely get it to happen. As a result, I think this mechanic overall fails.

The problem with this card is that you just won't get the benefit enough. For 4 mana, you can destroy a land: not really a good deal. For 8 mana and two cards, you can destroy two land and deal 4 damage. 4 damage is definitely worth a card these days, but you're paying 8 mana to destroy two lands, which is probably not a good deal. So you have to have played 3 of these in the same turn for it to be worth it, at which point you are only ever going to do this rarely, and even then only once per game. Pretty poor on its own. You'd have to provide some really great support in set for this to be exciting, and that would result in a really parasitic design, to the point where you wouldn't want to play any cards that didn't synergize with it. You did, however, make the bonus good enough. I would have liked flipping the abilities, because 4 damage for 4 mana is probably worth it in some format, and the added land destruction as a bonus would come up and be useful but not make me feel like I had to jump through hoops for my cards to be playable.

Oromis1:

Archon of Recompense 3WWW
Creature - Archon R
Flying, vigilance
Retaliation - Whenever a source deals damage to Archon of Recompense, if that source is still on the battlefield, destroy it. Then, if it's in a graveyard, exile it.
3/5

I assume that the mechanic is "Whenever a source deals damage to ~, do something," in which case it's actually kind of interesting. White certainly has some history of "if you hurt me, I'll hurt you back," and I think you could do interesting things with this mechanic in several other colors. Black and Red certainly seem like colors to place this mechanic in.

Unfortunately, your wording is problematic. For example, what happens if I Shock your Archon of Recompense? The answer is nothing. In fact, I'm pretty sure the whole second sentence of this card does nothing. From my understanding, once something changes zones, the ability can't track that that the card in the graveyard is the same source that dealt damage while on the battlefield. So, the ability sort of fails and just ends up creating questions. It's also very confusing to refer to destroying the source of the damage, because sometimes the source of the damage is a spell, so it can't be destroyed, and sometimes the source of the damage isn't on the battlefield after it deals the damage (say, because it died in combat to your 3/5), so even attempting to destroy it is nonsensical. Instead, I would have chosen a reaction ability that didn't depend on knowing the source. For example:


Retaliation - Whenever a source deals damage to Archon of Recompense, exile target permanent or card in a graveyard.

mystic1110:


The Threads of Royalty 1G
Enchantment [R]
Heuristics - Whenever a player casts a creature spell, if they cast a sorcery spell this turn, then they may search their library for a creature with power greater than a creature they control, then shuffle their library and put that card on top of it.
"We are all connected by knelt knees."


What is the ability word here? I'm really confused and don't know what it is. If it's "Whenever a player casts a creature spell, if they cast a sorcery spell this turn, something happens," okay. But I don't think this could ever work as an ability word, because that's just too many steps. You want it to be obvious, and I don't know that people will get the leap you're making.

This card is actually pretty interesting and got my gears turning. Worldly Tutor is certainly something worthwhile, and being able to do it more than once is certainly interesting. Remember that Gitaxian Probe is a legal card and that there are always some cheap cantrips like Serum Visions, Sleight of Hand, Ponder, and Preordain. There are plenty of cheap creatures with little or no power, namely Birds of Paradise and Noble Hierarch. It feels like this card should be easy to trigger. But I can definitely see the work required. I might have made this cost 3 just to make it a little harder, but I like it a lot. I think it's just worded WAY too confusingly and way too complexly.

Also, when you format cards, please do not include the rarity in brackets. For cards with color indicators, we generally use parentheses to indicate the color, so it can be confusing. Instead, I suggest you simply list the rarity letter by itself, as the template in the first post of this thread suggests.

Dr.Gunsforhands:

Phew, still made it.

Dawn of Wild Unity 2WRG
Creature - Elemental Elf Angel R
Flying, Trample
Charge! - At the beginning of your combat step, each creature you control gets +2/+0 until end of turn.
3/5

Good simple mechanic, I could easily see this being the major mechanic for a set, or at least the kind of mechanic that could show up as a guild mechanic. Good job!

This card is also very simple and effective. Your creatures get bigger at the beginning of combat: awesome. A simple, effective card. What confuses me is why this card is an Elemental Elf Angel. I think it would have been fine as just an Elemental or an Avatar or something, and would have made way more sense that way.

Ninjaman:

Steel Hood Priest - 2W
Creature - Human Cleric - U
Martyr - When Steel Hood Priest dies, creatures you control gains indestructible until end of turn.
Defenses greater than steel or iron. A shield of pure faith.
2/2

I assume this ability is just "When ~ dies, do something." Which begs the question: Why is this worthy of being an ability word? I don't think this is, and I don't think making it an ability word does anything interesting with it. You still get the same interactions, because ability words don't gain any special rules meaning, and I don't think we need a special name for these. "Dies triggers" is simple enough as it is. Mechanic names are a limited resources that can be better spend than on what amounts to an evergreen trigger.

The card itself is pretty interesting. I could easily see this being a rare, as Indestructible is pretty exciting. The wording is off, it should say "creatures you control gain indestructible," you had the wrong conjugation.

Winner:
Dr.Gunsforhands, for making the best card with the best mechanic. While some mechanics were interesting, Charge was the best clear example of an ability word and the card itself was both a good, clear example of Charge and a good card on its own.

Dr.Gunsforhands
2013-08-22, 09:29 PM
I couldn't think of any flavor text for Dawn, so I started thinking of other ways to represent having those three colors. The result: angelic elven elemental silliness.

Anyway, whoa, I won? Legitimately? Sweet!

For this week's YMTG, you have two options:

A: Make a card that's good in limited, but bad in constructed.

or

B: Make a card that's good in constructed, but bad in limited.

(A limited format, for those who may need explanation, would be a draft, sealed deck, or other situation where you're making a deck on the fly with some random assortment of cards. Constructed, by contrast, would be a situation where you're allowed to build exactly the deck you want ahead of time.)

You may include an explanation of how your card meets the selected criterion, and you probably should since I'm a big doofus and might not notice what you're trying to do right away.

Go go go!

Binks
2013-08-22, 10:02 PM
Well, I'm usually better at making Constructed cards than limited anyways...

I will leave the explanation for why she's better in constructed than limited to the card itself.

Rohia, Herald of Dawn - 3WW
Legendary Creature - Angel / MR
Flying
When ~ enters the battlefield you may reveal any number of Angel cards from your hand. Put a +1/+1 counter on ~ and you gain 2 life for each card you reveal.
When ~ enters the battlefield put a +1/+1 counter on it and you gain 2 life for each other angel you control.
"Gather together, my sisters, for tonight we fly."
2/2

HypoSoc
2013-08-22, 10:10 PM
Hydalgo of Name's Mirror 4UU
Legendary Creature - Spirit - Mythic
~ cannot be copied.
When ~ enters the battlefield, for each Legendary creature you don't control, put a creature token onto the battlefield that is a copy of it.
5/5
Your life, your image, and your very Name are mine to peruse.

Well, there won't be many legendary creatures in limited, but EDH multiplayer?

@Binks, do you mean Amplify?

Misothene
2013-08-23, 02:52 AM
Limited bomb you wouldn't want in Constructed... hmm...

Lonely Nihilist 1U
Creature- Human Wizard R
When you have 25 or fewer cards in your library, transform Lonely Nihilist.
His only companion was the constant grinding of the millstones. "One day, friends," he thought. "One day."
1/1
/////////////////////////////////////
Master of Lucidity (blue)
Creature- Human Mutant Wizard
Flying, hexproof
"We've done it, friends! We've disproved logic itself! To the skies, why not?"
6/6

Fleeing Coward
2013-08-23, 03:21 AM
Limited bomb you wouldn't want in Constructed... hmm...

Lonely Nihilist 1U
Creature- Human Wizard R
When you have 25 or fewer cards in your library, transform Lonely Nihilist.
His only companion was the constant grinding of the millstones. "One day, friends," he thought. "One day."
1/1
/////////////////////////////////////
Master of Lucidity (blue)
Creature- Human Mutant Wizard
Flying, hexproof
"We've done it, friends! We've disproved logic itself! To the skies, why not?"
6/6

I normally just lurk but I've got to say that I'd definately play a copy or two of that in my standard control decks.

Binks
2013-08-23, 10:33 AM
@Binks, do you mean Amplify?
*Glances at Amplify* Huh. Well I guess it's too obvious to not have been already done :P. I wasn't playing in Legions, and I guess I've just never happened upon an Amplify card before (now that I think about it I think I might have a kilnmouth dragon, but I haven't played my dragon duel deck in over a year at this point, so not sure). But this, while close to amplify, isn't an exact match (lifegain attached).

I suppose I could rewrite it with 3 abilities (amplify, +1/+1 for each other angel on the battlefield, and gain life = +1/+1 counters on it) but that seems to be adding a decent amount of complexity to the card for very little gain in my opinion. I like the symmetry of the two abilities right now, so I'll stick with the current card, but thanks for pointing that out.

onasuma
2013-08-23, 01:22 PM
Minotauroch 3R

Creature - Minotaur Auroch U

Trample

When ~ attacks, Minotaurs and Aurochs you control gains +1/+0 for each other attacking Minotaur or Auroch.

Each successful stampede is followed by a jam session on masterfully crafted digereedoos

3/3


Do I need to explain why? I just like mild puns.

mystic1110
2013-08-23, 01:39 PM
Gathering Specter 3BB
Creature - Specter R
Flying
When Gathering Specter enters the battlefield, you may search your library for up to three cards named Gathering Specter, reveal them, put them into your hand, then shuffle your library.
Whenever Gathering Specter attacks, place any amount of cards named Gathering Specter from your hand onto the battlefield tapped and attacking.
Whenever Gathering Specter deals damage to a player, that player discards a card.
2/3

Oromis1
2013-08-23, 03:30 PM
Purest flame R
Instant U
Purest flame is colorless and can't be countered.
Purest Flame deals 1 damage to target creature. That creature can't be regenerated, and the damage can't be prevented.
"Only the ghost dragon or one who follows his ways may recieve the gift of purest flame." -Eye of Ugin, inscription

My logic is that while it's a great sideboard card, most people won't choose it or use it well in limited, because what it's good at - bypassing defenses - is useless when no one can really plan a deck out.

Ragamander
2013-08-26, 06:30 AM
Re: bad in limited, but good in constructed:

I can think of numerous ways to make things bad for limited but good for constructed, but here's the most interesting one I've thought up so far:

Corroborated Research http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=U&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=U&type=symbol
Instant R
Shuffle your library. Then reveal the top ten cards of your library. Put each card other than a basic land with the same name as another card revealed this way into your hand and the rest on the bottom of your library in any order.
The more you see it, the truer it becomes.Honestly though, I didn't do the necessary math to ensure that the card is balanced. (My experiences with Summoning Trap suggest that seven isn't high enough, but I suspect going much higher than ten might break the card.)

Here are some other ones I thought of, in case multiple submissions are allowed:

Time Enough for Love http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=2&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=W&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=W&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=U&type=symbol
Instant M
Take two extra turns after this one. You get an emblem with "If you would begin a combat phase, skip that phase instead."
Better a life of peace than a quick death in battle.

Resonator Gauntlet http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=2G&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=2U&type=symbol
Artifact - Equipment R
Resonator Gauntlet can be attached only to a nontoken creature.
Equipped creature gets +5/+5 for each other creature you control with the same name as equipped creature.
Equip http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=2&type=symbol
"There is strength in numbers, but only in my numbers."
—Narsis Imbest, Simic biovisionary

Re: good in limited, but bad in constructed:
Most things that are good in limited can be made to be good in constructed merely by lowering their cost (or they are already good in EDH), so it's tough to find another way to do it. I immediately thought of doing something based on library size, but Misothene kinda beat me to the punch. Here it is anyways:

Mindwrack Phantasm http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=2&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=U&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=U&type=symbol
Creature - Nightmare Illusion R
Fear, shroud
Mindwrack Phantasm has power and toughness each equal to 30 minus the number of cards in your library.
Whenever Mindwrack Phantasm attacks or blocks, put the top two cards of your library into your graveyard.
30-*/30-*
Deep within our crumbling minds lurk horrors far beyond our dwindling comprehension.
So, maybe something like this?

Pact with Dragonkind http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=3&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=R&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=R&type=symbol
Enchantment - Aura R
Enchant creature
Enchanted creature has flying and gets +X/+X, where X is half the number of permanents you control, rounded up.
When Pact with Dragonkind leaves the battlefield, sacrifice half the permanents you control, rounded up.
Just as the power granted through trust is vast, so too is the price paid for betrayal.The drawback is a huge liability when there's easy access to removal, meaning it's probably too risky for constructed play. However, limited tends to have both relatively little removal and a dearth of enormous flying creatures, so this card will dominate games fairly safely.

Backup mana costs in case of broken image links:
Corroborated Research {UU}
Time Enough for Love {2WWU}
Resonator Gauntlet {(2/G)(2/U)} Equip {2}
Mindwrack Phantasm {2UU}
Pact with Dragonkind {3RR}
EDIT: Brought my actual entry out of spoiler tags per instruction.

Fable Wright
2013-08-26, 01:37 PM
Crack in Reality {U/B}
Enchantment R
Whenever you would draw a card, you may instead look at the top X cards of your library and put one of them into your hand, where X is the number of cards in exile. If you do, put the rest on top of your library in any order.

tgva8889
2013-08-26, 01:42 PM
Domain Theft UG
Sorcery R
Search target opponent's library for a nonbasic land card, reveal it, and put it onto the battlefield under your control tapped. Then that player shuffles his or her library.
The last thing the king expected them to take was his castle.

It seems like there's few "good in limited, bad in constructed" cards here.

AgentPaper
2013-08-26, 02:16 PM
Lord of Thralls 2BB
Creature - Vampire U
Whenever a creature dealt damage by ~ this turn dies, put a 1/1 black Vampire creature token onto the battlefield.
2/3

Ragamander
2013-08-26, 05:16 PM
It seems like there's few "good in limited, bad in constructed" cards here.That's because what makes a limited bomb unplayable in constructed is usually the mana cost, and once mana costs get too high even for EDH, then the card is unplayable in limited as well.

Here's another try at "good in limited, bad in constructed," as long as no one's getting angry about multiple submissions:

Novelty Grinder http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=5&type=symbol
Artifact M
http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=5&type=symbol, http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=tap&type=symbol: Target player reveals cards from his or her library until he or she reveals a nonland card with the same name as another card revealed this way. That player puts the last card revealed this way into his or her hand and the rest into his or her graveyard.
Wise is the mage who acquires important knowledge more than but a single time.Why isn't it good in EDH?
Because (hopefully) it would get banned from the format in an instant.
It's still broke as a joke in limited, though, and I can't think of a decent way to fix it. (I don't consider pushing the mana cost higher to be "a decent way.")
Backup mana cost: {5} to cast and {5}, {T} to activate.

tgva8889
2013-08-26, 05:44 PM
That's because what makes a limited bomb unplayable in constructed is usually the mana cost, and once mana costs get too high even for EDH, then the card is unplayable in limited as well.

So you have to figure out a way to design specifically for limited. If it's a limited bomb, it's usually worthy of consideration in constructed, but many such cards have never seen play in any constructed format. So what's the balance? I can think of some cool examples from the past year, but the power of such cards really depended more on the format than the individual cards.

I mostly designed my card because I want them to make such a card or a similar card sometime soon. Stealing lands from my opponent's decks certainly seems like something I should be able to do and that wouldn't actually be that broken.

Dr.Gunsforhands
2013-08-26, 07:03 PM
(For reference, my primary entry is Corroborated Research. I don't actually know if it's okay to post more than one card here at a time.)

You can post as many ideas as you wish for fun, but each person only gets one actual entry. Just remove it from the spoilers to differentiate it from the other ones.

Ragamander
2013-08-26, 08:46 PM
You can post as many ideas as you wish for fun, but each person only gets one actual entry. Just remove it from the spoilers to differentiate it from the other ones.Thanks. I went and did that.


So you have to figure out a way to design specifically for limited. If it's a limited bomb, it's usually worthy of consideration in constructed, but many such cards have never seen play in any constructed format. So what's the balance? I can think of some cool examples from the past year, but the power of such cards really depended more on the format than the individual cards.So, then, first we have to figure out what makes limited different from constructed!
Excessive theory developed off the top of my head follows:
Differences between limited and constructed:
Certain cards (and types of cards) are scarcer in limited than constructed.
Access to entire sets allows for picking cards with greater efficiency and focus in constructed than in limited.
Synergy between cards can be readily utilized in constructed, but not usually in limited.
Limited decks typically have 20 fewer cards than constructed decks.
Constructed decks more frequently run multiple copies of cards; in limited this is left mostly to chance.
Constructed decks use nonbasic lands a lot; limited decks do not.
Sideboarding specialized hate cards for bad matchups is very possible in constructed, but very difficult in limited.

The first point notably includes control cards (spot removal, counterspells, sweepers), making overextension a more viable tactic in limited than in constructed (similarly, enormous creatures with no way of protecting themselves and no immediate effect on the game are much safer in limited, as are cards with dangerous drawbacks if they are removed). It also includes rares, for the purpose of metagaming. The flipside is that possessing these cards in limited is even stronger than in constructed, because your opponent shouldn't be expecting to see them often.

As a corollary, the first point also means that noncombat win-methods are hard to execute in limited, meaning that disrupting combat is a slightly more reliable defensive play in that setting than in constructed.

The second point is often a mana cost issue, and there's no elegant way to toy with that. Thematic deckbuilding can also be invoked, so cards with very specialized functions tend to be better in constructed, as they only go into the decks that use them well. (Tribal cards generally fall under this category.)

The third point is related, in that combo pieces and other card interactions are pretty much always better in constructed. In limited, you can't guarantee you even HAVE all the pieces of the combo, let alone find and protect it.

The fourth point makes milling more effective in limited than in constructed, although the second point can become an issue here. Anything that interacts with cards in library can favor constructed or limited: if more cards are better, it's generally better in constructed; if fewer cards are better, it's generally better in limited.

The fifth point means that anything that deals with having multiple copies of a card, e.g. Grandeur and Ripple, is typically better in constructed. The exception to this is that in limited you can actually run more than four copies, if you're that lucky (or the card is super, super common). Conversely, anything that deals with NOT having multiple copies of a card might typically be more powerful in limited. The exceptions here being EDH constructed and cards that rely on YOU not having multiples, which you can arrange by constructing a deck without multiples.

The sixth point means that nonbasic land-hate is more effective in constructed, whereas it is generally useless in limited. Similarly, something that requires nonbasic lands for a positive effect would be better in constructed. On the other hand, something that requires basic lands (especially something that benefits from opponents controlling basics) might be better in limited.

Spirit of the Land http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=4&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=G&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=G&type=symbolhttp://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=G&type=symbol
Creature - Spirit Avatar M
Spirit of the Land has power and toughness each equal to the number of basic lands on the battlefield.
*/*
The seventh point is much akin to the second, in that specialized hate cards are much more effective if you have a lot of knowledge of what matchups you are going to play and what your weaknesses are. For example, Sphere of Law is great in limited against red decks, but it's a complete powerhouse if your deck has trouble dealing with, say, a popular Goblin weenie aggro deck (if Goblin weenie aggro were slow enough to let you play Sphere of Law).


I mostly designed my card because I want them to make such a card or a similar card sometime soon. Stealing lands from my opponent's decks certainly seems like something I should be able to do and that wouldn't actually be that broken.I think the effect should exist too. Do you think it would be broken if it were an instant? It would be cool to respond to a fetch land by stealing the dual-land you think they were looking for.

tgva8889
2013-08-26, 10:54 PM
I think the effect should exist too. Do you think it would be broken if it were an instant? It would be cool to respond to a fetch land by stealing the dual-land you think they were looking for.

No, both because ramp isn't usually instant speed and would be much better if it was and because most people play enough copies of their dual lands that this would only come up much later in the game, when such things wouldn't be as relevant.

(This was in response to responding to a fetch land. I don't think the card should be an instant for the reasons above. It wouldn't be broken, but all my design instincts tell me that making it an instant would be a bad idea.)

Ninjaman
2013-08-29, 07:03 AM
War Druid of Gaea - G
Creature - Elf Druid - R
Whenever a land is put into your graveyard from the battlefield, put two +1/+1 counters on War Druid of Gaea
Yawgmoth tried combating Gaea by destroying the land itself. The reaction was not what he hoped for.
1/1

Dr.Gunsforhands
2013-09-01, 01:04 AM
Couldn't post today.
Entrants have until Monday.
Sorry about this.

Dr.Gunsforhands
2013-09-04, 10:21 PM
Rohia, Herald of Dawn
Rohia, Herald of Dawn - 3WW
Legendary Creature - Angel / MR
Flying
When ~ enters the battlefield you may reveal any number of Angel cards from your hand. Put a +1/+1 counter on ~ and you gain 2 life for each card you reveal.
When ~ enters the battlefield put a +1/+1 counter on it and you gain 2 life for each other angel you control.
"Gather together, my sisters, for tonight we fly."
2/2
I get that this is supposed to only be good in a constructed angel deck, but even in the right deck it can be tough to justify. If you already have a bunch of angels out, you're already winning, so you don't need her. If you're counting on her to come out before the other angels in your hand, you need to stay alive up until that point while holding on to all of those other cards.

The effect might have worked better with a less expensive tribe. It's a fun card, but not a very competitive one.

Hydalgo of Name's Mirror
Hydalgo of Name's Mirror 4UU
Legendary Creature - Spirit - Mythic
~ cannot be copied.
When ~ enters the battlefield, for each Legendary creature you don't control, put a creature token onto the battlefield that is a copy of it.
5/5
Your life, your image, and your very Name are mine to peruse.

Ah, a new way to exploit the legend rule change. I've never actually gotten to play EDH, but this seems entertaining enough. It'll never fly in any other version of constructed, though, obviously.

Lonely Nihilist
Lonely Nihilist 1U
Creature- Human Wizard R
When you have 25 or fewer cards in your library, transform Lonely Nihilist.
His only companion was the constant grinding of the millstones. "One day, friends," he thought. "One day."
1/1
/////////////////////////////////////
Master of Lucidity (blue)
Creature- Human Mutant Wizard
Flying, hexproof
"We've done it, friends! We've disproved logic itself! To the skies, why not?"
6/6

A card that's amazing in limited, but would be next to useless if you had more than 40 cards. Then again, this can actually be a good constructed card, too. A finisher that lets you keep counterspell mana up can be the cornerstone of an old-school control deck, or just act as an alternate win condition in a faster mill deck.

Still, it's nice how even in limited it's more-or-less balanced with still having to wait until turn 7 to pop out most of the time.

Minotauroch
Minotauroch 3R

Creature - Minotaur Auroch U

Trample

When ~ attacks, Minotaurs and Aurochs you control gains +1/+0 for each other attacking Minotaur or Auroch.

Each successful stampede is followed by a jam session on masterfully crafted digereedoos

3/3

In limited, you're in a world where a hill giant isn't unplayable on its own, a 4/3 trampler for 4 is actually quite good, and a 4/3 trampler for 4 that gets even better if there are any commons with the right creature type in the set is simply amazing.

In constructed, you can make a deck out of just this, minotaurs, and Aurochs, and I'd actually expect some pretty good results. Depending on the format, this can be either suboptimal or hilarious, but oddly enough I still don't think it's as good this way as it'd be in limited.

Gathering Specter
Gathering Specter 3BB
Creature - Specter R
Flying
When Gathering Specter enters the battlefield, you may search your library for up to three cards named Gathering Specter, reveal them, put them into your hand, then shuffle your library.
Whenever Gathering Specter attacks, place any amount of cards named Gathering Specter from your hand onto the battlefield tapped and attacking.
Whenever Gathering Specter deals damage to a player, that player discards a card.
2/3

Yikes! I really don't want to be on the wrong end of this thing in constructed; it's a solid card that can put your opponent in a world of hurt if they don't deal with it RIGHT NOW. Or just put up a bunch of flying blockers or something, but still.

Meanwhile, in limited, it's just kind of mediocre, since you're probably not going to be seeing another one. Nice work.

Purest flame
Purest flame R
Instant U
Purest flame is colorless and can't be countered.
Purest Flame deals 1 damage to target creature. That creature can't be regenerated, and the damage can't be prevented.
"Only the ghost dragon or one who follows his ways may recieve the gift of purest flame." -Eye of Ugin, inscription
1 damage, uncounterable or not, is probably not going to be worth spending a card - especially in constructed.

In limited, it might be less bad because it can at least be a little bit of a combat trick and can take out your opponent's regeneraters... but why couldn't it be common? At least then you could say it was part of the set's theme.

Crack in Reality
Crack in Reality {U/B}
Enchantment R
Whenever you would draw a card, you may instead look at the top X cards of your library and put one of them into your hand, where X is the number of cards in exile. If you do, put the rest on top of your library in any order.
Do blue and black like exiling cards? I know they like putting things in graveyards. This seems like it might want to just be blue.

But hey, that's just nitpicking. If you put this in a constructed deck with a bunch of exile-happy cards, it can be as deliciously busted as Sensei's Divining Top and then some, whereas in limited it's just... so... awful. Exquisite.

Domain Theft
Domain Theft UG
Sorcery R
Search target opponent's library for a nonbasic land card, reveal it, and put it onto the battlefield under your control tapped. Then that player shuffles his or her library.
The last thing the king expected them to take was his castle.

Ha! This card's great fun, what can I say. Except... I don't know if it's that great in constructed, or even that bad in limited, truth be told. It's rare and not getting picked for its abilities, but if you're playing in a limited format with a lot of gates or something, you can side it in and get decent value.

Meanwhile, in constructed-land, it amounts to mana acceleration that lets you search your opponent's library, which the designers hate doing because a player is liable to run this card just so she can pull out a notepad and hash out her opponent's decklist on turn two, then figure out what's in his hand by process of elimination.

...I'm not sure if that's a point against it, or for it.

Lord of Thralls
Lord of Thralls 2BB
Creature - Vampire U
Whenever a creature dealt damage by ~ this turn dies, put a 1/1 black Vampire creature token onto the battlefield.
2/3
Good in limited, bad in constructed. Simple, short, and to the point. I'm not sure if it's good enough in limited for the contest criteria, though; at the end of the day, it's still just a 2/3 flyer for 4.

Corroborated Research
Corroborated Research UU
Instant R
Shuffle your library. Then reveal the top ten cards of your library. Put each card other than a basic land with the same name as another card revealed this way into your hand and the rest on the bottom of your library in any order.
The more you see it, the truer it becomes.
You went with this one? I mean, it's nice in constructed, where you might even get away with running no basic land and draw all of the cards forever, but I'd argue that there are limited formats where this can get almost as crazy. Either way, it's pretty busted for 2 mana.

War Druid of Gaea
War Druid of Gaea - G
Creature - Elf Druid - R
Whenever a land is put into your graveyard from the battlefield, put two +1/+1 counters on War Druid of Gaea
Yawgmoth tried combating Gaea by destroying the land itself. The reaction was not what he hoped for.
1/1Tarmagoyf has found a new playmate, it seems. Much better in constructed than limited, but I can easily imagine a format where someone could open this in his first draft pack, think, "You know what? I'm going for it," and win. Naturally, that would probably be the kind of format where you're likely to print this guy, so he kind of misses the criterion for that.

Honorable Mention:Time Enough for Love
Time Enough for Love 2WWU
Instant M
Take two extra turns after this one. You get an emblem with "If you would begin a combat phase, skip that phase instead."
Better a life of peace than a quick death in battle.

I still kind of wish that Rag chose this one as his submission. I truly admire the sheer audacity of this card. It would have been the closest entry to the silver-bordered nuclear option: "If you are playing in constructed, you win the game; if you are playing in limited, you lose the game." Beautiful.

The Winner:
Game 1
"I play out my specter. I get three more specters for my hand - here they are."
"Alright, no problem. My turn, I dig through my library a bit since my flashback cards from earlier are still exiled, and... exile the first specter."
"With what?"
"...um."
"Thought so."

Game 2
"Attaaaack! :D"
"Echoing truth. My turn, dig for Cabal Therapy."
"D:"

Game 3: Limited Iron Chef
"Alright, to justify your card I've got some RFG mill and some black cards that cremate as a cost. Good thing exiling cards was a theme of the set!"
"Meanwhile, you've given me an actual creature with evasion that hits for two and makes you discard."
"So what? It's turn five; my hand is in my library now, sucker! I use- oh wait, my graveyard's empty. Not much I can do about that right now... but, I can dig past this milling junk for my removal spell!"
"You mean the same milling junk you were using while I was developing my board earlier."
"...yeah. :/"
"..."
"...your card is bad here."
"I know."

DMofDarkness wins!

Fable Wright
2013-09-04, 11:08 PM
Crack in Reality
Do blue and black like exiling cards? I know they like putting things in graveyards. This seems like it might want to just be blue.

But hey, that's just nitpicking. If you put this in a constructed deck with a bunch of exile-happy cards, it can be as deliciously busted as Sensei's Divining Top and then some, whereas in limited it's just... so... awful. Exquisite.
Black is the color of Cranial Extraction and Extract, and it is the color of zone manipulation. (Hand, library, graveyard.) Exile interaction is an underexplored area of the color pie, though. (Blue brings things out, White puts them in the graveyard, and Green shuffles them back. Red chucks stuff there to use or lose, and Black... currently has nothing. If any color takes advantage of things sitting there, it's probably black.)

In other news, Theros block. In honor of this occasion, Make a card whose types include "Enchantment" and one other permanent type. This could be a creature (for gods/nymphs/non-Theros concept), artifacts (for gods' tools/non-Theros concept), or even lands if you can find a good flavor reason. However, your card must feel like an enchantment. Don't just throw the type on a creature without a reason why it should be an enchantment (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=130691). Good luck!

AgentPaper
2013-09-04, 11:12 PM
Good in limited, bad in constructed. Simple, short, and to the point. I'm not sure if it's good enough in limited for the contest criteria, though; at the end of the day, it's still just a 2/3 flyer for 4.

It doesn't fly. Anyways, the reason it's good in limited but bad in constructed is that creatures, and especially creature combat, are much more common in limited, so you're much more likely to get some value from his effect.

Eternal Guardian 3W
Enchantment Creature - Spirit Knight R
Vigilance
Enchanted creature gets +2/+4 and has vigilance.
Vestige (When Eternal Guardian dies, if it was not an Aura, you may choose a creature you control. If you do, Eternal Guardian becomes an Aura spell with enchant creature attached to that creature.)
2/4

Dr.Gunsforhands
2013-09-05, 01:20 AM
This card is more difficult to make work than my other one:Heart of the World
Enchantment Land R
Bestow G (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a land again if it's not attached to a creature.)
When Heart of the World would enter the battlefield, if it is not an Aura, it enters the battlefield tapped and does not untap during its controller's next untap step.
Enchanted creature has "T: add one mana of any color to your mana pool."
As long as Heart of the World is a land, it has "T: add one mana of any color to your mana pool."

HypoSoc
2013-09-05, 11:32 AM
Aural Armor 1
Enchantment Artifact - Equipment - Rare
Equipped Creature gets +0/+3
Whenever ~ becomes unequipped from a creature, you may exile any number of Auras attached to that creature.
Whenever ~ becomes equipped to a creature, you may attach to it any number of Auras exiled by ~.
Equip 2
It is blessing forged to plate.

Binks
2013-09-05, 12:08 PM
Oh...I have to try this. Probably going to fail, but going to be fun. With all the Theros stuff going on just going full on into the set for my idea.

Xenagos, Ascended to Nyx - 4RG
Enchantment Planeswalker - Xenagos - MR
At the beginning of your upkeep all players lose life equal to the number of loyalty counters on ~.
+X - Destroy target artifact with converted mana cost X, ~ deals X damage to target creature.
-X - Destroy target enchantment with converted mana cost X, ~ deals X damage to target player.
5

AgentPaper
2013-09-05, 01:17 PM
Oh...I have to try this. Probably going to fail, but going to be fun. With all the Theros stuff going on just going full on into the set for my idea.

Xenagos, Ascended to Nyx - 4RG
Enchantment Planeswalker - Xenagos - MR
At the beginning of your upkeep all players lose life equal to the number of loyalty counters on ~.
+X - Destroy target artifact with converted mana cost X, ~ deals X damage to target creature.
-X - Destroy target enchantment with converted mana cost X, ~ deals X damage to target player.
5

Just a note, you can add an arbitrarily large number of loyalty counters to him with the second ability. You won't be able to destroy any artifacts, but that doesn't matter since you'll deal an arbitrarily large amount of damage to everyone next turn.

Binks
2013-09-05, 02:34 PM
Just a note, you can add an arbitrarily large number of loyalty counters to him with the second ability. You won't be able to destroy any artifacts, but that doesn't matter since you'll deal an arbitrarily large amount of damage to everyone next turn.
My impression was that you needed a legal target to use the second ability, a targettable artifact with converted mana cost X. Is that not true for planeswalkers for some reason? I know it's an effect rather than a cost but I thought I'd worded it correctly.

AgentPaper
2013-09-05, 02:45 PM
My impression was that you needed a legal target to use the second ability, a targettable artifact with converted mana cost X. Is that not true for planeswalkers for some reason? I know it's an effect rather than a cost but I thought I'd worded it correctly.

You do need a target for the ability to work, but even without a valid target you still put the loyalty counters on him. If you want it to work how I suspect you intended, it would need to be worded like so:

0: Destroy target artifact. Put X loyalty counters on ~ and ~ deals X damage to target creature, where X is the converted mana cost of that artifact.

mystic1110
2013-09-05, 03:05 PM
Really stretching the rules on this one

Genius Rushed or Not {1}{U}
Enchantment Instant R
Paradox (This spell may be played as an enchantment or as an Instant, although it counts as both in any zone that is not the battlefield.)
If Genius Rushed or Not resolves as an Instant draw a card.
If Genius Rushed or Not is on the battlefield at the beginning of your upkeep each player draws a card.
"I can assure you, cats were not and were harmed in this experiment. Can I have my research grant now?"

Fable Wright
2013-09-05, 03:07 PM
Really stretching the rules on this one

Genius Rushed or Not {1}{U}
Enchantment Instant R
Paradox (This spell may be played as an enchantment or as an Instant, although it counts as both in any zone that is not the battlefield.)
If Genius Rushed or Not resolves as an Instant draw a card.
If Genius Rushed or Not is on the battlefield at the beginning of your upkeep each player draws a card.
"I can assure you, cats were not and were harmed in this experiment. Can I have my research grant now?"

I did specify permanent type this time, so this unfortunately doesn't work.

mystic1110
2013-09-05, 03:17 PM
I did specify permanent type this time, so this unfortunately doesn't work.

:smallfrown:. Oh well - Had fun making it :smallbiggrin:. Back to the drawing board!!

(Btw; Ill try to get to king of the hill later today)

Sethman27
2013-09-05, 03:43 PM
Dryad of the harvest 1GG
Enchantment creature -Dryad R
Bestow 2gg
Enchanted creature gets +0+2 and has Tap,Add GG to your mana pool
Tap: add GG to your mana pool
0/2

( and as a side notice to any MTG xbox players DOTP 13 is free for this weeks games with gold until the 16th!)

Binks
2013-09-05, 03:52 PM
You do need a target for the ability to work, but even without a valid target you still put the loyalty counters on him. If you want it to work how I suspect you intended, it would need to be worded like so:

0: Destroy target artifact. Put X loyalty counters on ~ and ~ deals X damage to target creature, where X is the converted mana cost of that artifact.
But how can you activate the ability without a legal target? I can see how you would put the loyalty counters on even if the artifact was destroyed before the ability resolved, but I'm not sure how you are activating the ability without a legal target (an artifact with CMC = X).

Is there something special about planeswalker abilities that lets you ignore normal targetting restraints? I thought that was why Ajani, Caller of the Pride was worded the way he is (up to 1 target creature), so you can +1 him without any creatures on the battlefield.

Am I missing something?

mystic1110
2013-09-05, 05:41 PM
Round 2:

Sword Within the Soul {2}{W}
Enchantment Artifact - Equipment Aura U
Enchant Creature
Equip {W}
Whenever enchanted creature deals damage, you gain that much life.
Equiped Creature gets +3/+0
You may only Equip Sword Within the Soul to a creature enchanted with Sword Within the Soul.
Whenever Sword Within the Soul becomes unequiped or is sent to the graveyard exile it, then return it to play enchanting target creature.

tgva8889
2013-09-05, 06:21 PM
AgentPaper, you can't actually deal infinite damage with Xenagos's first activated ability, because it's entirely dependent on the artifact you target. There are SO many rules questions with a +X ability, though, and those are questions worth answering, like "do I just get to determine however many counters I want?"

Also, so many rules questions being raised by these cards...

AEthessent Being 1WU
Enchantment Creature - Spirit R
WU: Choose one - AEthessent Being isn't creature until end of turn; or AEthessent Being isn't an enchantment until end of turn. Activate this ability only once each turn.
AEthessent Being gets +2/+2 and can't be blocked as long as it isn't an enchantment.
2/2

Binks
2013-09-05, 06:46 PM
Correct me if I'm wrong, but wouldn't the order be something like:

1. Declare you are going to activate his plus loyalty ability (you must have priority, with an empty stack, on your main phase to do this)
2. Declare a value for X (you can say any value here, but if it's a value for which no artifacts on the battlefield match you will be forced to rewind at the next step and pick a legal value, no one can respond between you declaring and targetting, however, so no worries about opponents messing up your choices)
3. Do everything required to put the ability on the stack, including declaring all legal targets (in this case a single artifact with cost = X and a single creature you can legally target to deal the damage to)
4. Pay all costs for the ability, including putting X loyalty counters on the card
5. Ability is on the stack waiting to resolve normally, opponent can now respond.

Or is my understanding of how abilities are activated flawed somewhere?

AgentPaper
2013-09-05, 06:49 PM
AgentPaper, you can't actually deal infinite damage with Xenagos's first activated ability, because it's entirely dependent on the artifact you target. There are SO many rules questions with a +X ability, though, and those are questions worth answering, like "do I just get to determine however many counters I want?"

The way I understood it, activating the loyalty ability was separate from the ability actually resolving. So, you'd activate it to put 100,000 counters on it, then the ability tries to resolve, but since there's no artifact out with 100,000 CMC, it fails, but the loyalty counters remain.

tgva8889
2013-09-05, 07:30 PM
But I'm pretty sure you CAN'T activate that ability unless there's an artifact with that converted mana cost on the field, because if you try to cast a spell with no legal targets the game rewinds you to before you tried to do that thing. Declaring targets is a part of a spell or ability that comes before paying costs. If there isn't an Artifact on the battlefield, you can't use the ability at all, and if there is one, X becomes set once you select it as a target since it equals the converted mana cost of the artifact.

Basically, if you can't do all the steps, you don't get to do any of the steps, which would mean you can't add the loyalty counters if there isn't an artifact to destroy.

Ragamander
2013-09-06, 05:12 AM
You went with this one? I mean, it's nice in constructed, where you might even get away with running no basic land and draw all of the cards forever, but I'd argue that there are limited formats where this can get almost as crazy. Either way, it's pretty busted for 2 mana.I went with Corroborated Research because the mechanic it utilizes is almost certainly the most novel. Of course, the ballsiest was clearly Time Enough for Love. (Of note, Time Enough for Love was the very first idea I had for your challenge.)

Question: In what limited format(s) would Corroborated Research get almost as crazy? I only know two limited formats: "booster draft" and "sealed deck," and neither has the card consistency to support Corroborated Research.
even lands if you can find a good flavor reasonhttp://t0.gstatic.com/images?q=tbn:ANd9GcQymC0VUGFLP5doACe6ZwhuGDJCPFktH VaAFxzyxCNSKReKJ0NRRUjjTg


Manifest Dreamscape
Enchantment Land - Aura R
Enchant creature you control
http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=tap&type=symbol: Choose a color of enchanted creature. Add two mana of that color to your mana pool.
Memory is the conduit for mana, and from the border between dream and reality flows the purest of all.Meteor Crater (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=25979) is a pretty weak land, but what if we up the stakes?
First note: You tap the land, not the enchanted creature.
Second note: Your opponent can't respond to you enchanting the creature or tapping the land for mana, so you can always get at least two mana out of it (unless you lack a colored, legal target).
Third note: It might be more interesting if it could enchant an opponent's creature, but that might be too stong. (It's comparatively easy to avoid killing an opponent's creature.)

Duck999
2013-09-07, 11:15 AM
Holy grounds
Enchantment Land-Plains
(T: Add W to your mana pool.)
~ enters the battlefield tapped.
As long as your devotion to W is 5 or more, all white creatures you control gain +1/+1

Dr.Gunsforhands
2013-09-07, 05:25 PM
Actually, since devotion is a thing... and more importantly since Affinity for Enchantments isn't... I think I'm going to need to change my entry:

Sylvan Shrine (a watermark here indicates its devotion rating)
Enchantment Land - Forest Shrine U
(T: add G to your mana pool. This card does not have a mana cost.)
Sylvan Shrine is green and adds 1 to your devotion to green.
Long climbs up and down the temple render acolytes more fit for the Path of Might.

Diego Havoc
2013-09-08, 02:56 AM
Spire of the Gods WUBGR

Legendary Enchantment Artifact - R

At the beginning of your upkeep, if your devotion to each color is 5 or greater, you win the game.

At the beginning of your upkeep, if your devotion to a color is 15 or greater, you win the game.

5,T: Search your library for a colored card, shuffle your library, then put that card on top.

Duck999
2013-09-08, 08:19 AM
Spire of the Gods WUBGR

Legendary Enchantment Artifact - R

At the beginning of your upkeep, if your devotion to each color is 3 or greater, you win the game.

At the beginning of your upkeep, if your devotion to a color is 15 or greater, you win the game.

5,T: Search your library for a colored card, shuffle your library, then put that card on top.

I hope you realize how over powered this card is. It counts for 1 of the 3 devotion and you onlynneed 2 more. Plus, each turn you can get one more card of a color or a multicolored card.

Diego Havoc
2013-09-08, 10:08 AM
I hope you realize how over powered this card is. It counts for 1 of the 3 devotion and you onlynneed 2 more. Plus, each turn you can get one more card of a color or a multicolored card.
Oops, should be 5.

Sethman27
2013-09-12, 12:53 PM
Isn't today judging? Or is that tomarrow ?

mystic1110
2013-09-12, 01:14 PM
I try to get to it usually by Sunday, except for all those times that I don't. But this time it will be Sunday.

Fable Wright
2013-09-12, 01:26 PM
Isn't today judging? Or is that tomarrow ?
Judging is technically today, but may show up sometime tomorrow or Saturday instead.

I try to get to it usually by Sunday, except for all those times that I don't. But this time it will be Sunday.
Wrong contest.

mystic1110
2013-09-12, 01:36 PM
Judging is technically today, but may show up sometime tomorrow or Saturday instead.

Wrong contest.

Sorry :smallredface:. Hard to keep track. In that case I'll try to get Judging done by tomorrow: and Ill try to make much more expansive judging this time around/from now on.

Fable Wright
2013-09-12, 02:12 PM
AgentPaper

Eternal Guardian 3W
Enchantment Creature - Spirit Knight R
Vigilance
Enchanted creature gets +2/+4 and has vigilance.
Vestige (When Eternal Guardian dies, if it was not an Aura, you may choose a creature you control. If you do, Eternal Guardian becomes an Aura spell with enchant creature attached to that creature.)
2/4
This is... interesting. I'm not too sure what to make of it. It's a 2/4 Vigilance showcasing a new mechanic. The problem is, it's using a keyword mechanic boosting power and toughness and doing little else interesting on a 4 mana 2/4. It's too powerful for an uncommon, not pushed enough to be a bare-bones rare, and has an effect that's obviously powerful, but may not be able to get to use the ability based on the environment. Tricky to judge for, as there are too many unknowns.

Hyposoc

Aural Armor 1
Enchantment Artifact - Equipment - Rare
Equipped Creature gets +0/+3
Whenever ~ becomes unequipped from a creature, you may exile any number of Auras attached to that creature.
Whenever ~ becomes equipped to a creature, you may attach to it any number of Auras exiled by ~.
Equip 2
It is blessing forged to plate.
So, it's a way for you to pick up auras and move them around. The problem is that I don't know if it picks up the auras on the creature when the creature dies from combat damage, and that's something that this card hinges on to be good. If it does keep them on, it may be way too good, but if not, then it's a mediocre card at best.

Binks

Oh...I have to try this. Probably going to fail, but going to be fun. With all the Theros stuff going on just going full on into the set for my idea.

Xenagos, Ascended to Nyx - 4RG
Enchantment Planeswalker - Xenagos - MR
At the beginning of your upkeep all players lose life equal to the number of loyalty counters on ~.
+X - Destroy target artifact with converted mana cost X, ~ deals X damage to target creature.
-X - Destroy target enchantment with converted mana cost X, ~ deals X damage to target player.
5
So, this is a planeswalker card. That may come down and be unable to activate Loyalty abilities. That has a static effect that doesn't really feel like an enchantment to me.

Sethman27

Dryad of the harvest 1GG
Enchantment creature -Dryad R
Bestow 2gg
Enchanted creature gets +0+2 and has Tap,Add GG to your mana pool
Tap: add GG to your mana pool
0/2
Wait. So, when you bestow this, it still has the tap for GG, and the creature it enchants can tap for GG, on the same turn? So, you spend one turn when you have 4 mana to tap a creature and play your 4-drop, and untap with 8 mana open on the next turn? This may be a little too good. And by a little, I mean a lot.

mystic1110

Round 2:

Sword Within the Soul {2}{W}
Enchantment Artifact - Equipment Aura U
Enchant Creature
Equip {W}
Whenever enchanted creature deals damage, you gain that much life.
Equiped Creature gets +3/+0
You may only Equip Sword Within the Soul to a creature enchanted with Sword Within the Soul.
Whenever Sword Within the Soul becomes unequiped or is sent to the graveyard exile it, then return it to play enchanting target creature.
So, you... enchant a creature when the one it's attached to dies... and then have to equip it to get full value? This would be the only card in the history of the game that attaches to a creature twice, and for good reason: Too many things to keep track of, not enough flavor benefit.

tgva8889

AEthessent Being 1WU
Enchantment Creature - Spirit R
WU: Choose one - AEthessent Being isn't creature until end of turn; or AEthessent Being isn't an enchantment until end of turn. Activate this ability only once each turn.
AEthessent Being gets +2/+2 and can't be blocked as long as it isn't an enchantment.
2/2
Simple. Has a reason to be an enchantment creature. Constructed playable. Incredibly solid.

Excellent entry.

Ragamander

Manifest Dreamscape
Enchantment Land - Aura R
Enchant creature you control
T: Choose a color of enchanted creature. Add two mana of that color to your mana pool.
Memory is the conduit for mana, and from the border between dream and reality flows the purest of all.

Land that taps for 2, but has a drawback in the form that it could be destroyed as easily as the creature it's attached to. Could be balanced and interesting. Or it could go turn 1, Birds of Paradise, turn 2, Thrun the Last Troll.

Having it not enter the battlefield tapped makes it dubious.

Duck999

Holy grounds
Enchantment Land-Plains
(T: Add W to your mana pool.)
~ enters the battlefield tapped.
As long as your devotion to W is 5 or more, all white creatures you control gain +1/+1
First off: No rarity. I'm going to assume a Rare, as it's an Anthem effect. Second, an easily fetchable Anthem effect that stacks, and has minimal downsides, e.g. not taking up a nonland slot. This should not be a card. It's an interesting idea, but in implementation, it isn't a fair card.

Dr.Gunsforhands

Actually, since devotion is a thing... and more importantly since Affinity for Enchantments isn't... I think I'm going to need to change my entry:

Sylvan Shrine (a watermark here indicates its devotion rating)
Enchantment Land - Forest Shrine U
(T: add G to your mana pool. This card does not have a mana cost.)
Sylvan Shrine is green and adds 1 to your devotion to green.
Long climbs up and down the temple render acolytes more fit for the Path of Might.
Flavor homerun. Assuming the card uses a color indicator, and the devotion indicator would be in the italicized text. Simple, clean, efficient, and could very easily be printed. The problem only problem are those other shrines that were printed (http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&subtype=+[%22Shrine%22]). Yeah. The main problem is the Honden of Infinite Rage, where some decks would just run fetches and Shrine lands in exchange for limiting their colors in exchange for free Lightning Bolt+ every turn. And then the other Hondens...

They might not be that format-warping or too powerful, but this would require some extensive FFL Modern testing before print.

Diego Havoc

Spire of the Gods WUBGR

Legendary Enchantment Artifact - R

At the beginning of your upkeep, if your devotion to each color is 5 or greater, you win the game.

At the beginning of your upkeep, if your devotion to a color is 15 or greater, you win the game.

5,T: Search your library for a colored card, shuffle your library, then put that card on top.

So, essentially, an infinite use Ring of Three Wishes that requires you to be in WUBRG, has a wincon that will only occur in EDH where such things are frowned upon, and doesn't even put the card in your hand, and doesn't reveal the card you searched to your opponent.


And the Winners are:
In third place, AgentPaper's Eternal Guardian.

In second place, Dr.Gunsforhands's Sylvan Shrine. (Would have won if not for the Honden interaction.)

In first place, tgva8889's AEthessent Being.

mystic1110
2013-09-12, 02:46 PM
So, you... enchant a creature when the one it's attached to dies... and then have to equip it to get full value? This would be the only card in the history of the game that attaches to a creature twice, and for good reason: Too many things to keep track of, not enough flavor benefit.

Yeah, tried to do an enchantment/equipment with what was basically level up. 2W for spirit loop that you don't have to cast when you get it back but with the drawback of having to enchant a creature, even if you don't control anything - but to get the the +3/+0 you need to spend some mana. The flavor that I tried to show was that the enchantment enhances the creatures soul, and then the creature uses his own soul as a weapon thus the equipment. Meh, don't know why I wanted to explain it, just wanted to point out my reasoning. Other than that. . .

Congrats Tgva8889!

Dr.Gunsforhands
2013-09-12, 08:03 PM
The funny part here is that I allowed for the Honden interaction on purpose. It was mainly because the existing Shrine type gave it another reason to be an enchantment, but spawning a theoretical modern archetype that makes enchantments relevant on top of that? An archetype that can be completely blown out by a two-mana spell if you're not careful? I found it immensely amusing, myself.

tgva made a good card, though, so I'm not really complaining. My brain's still trying to figure out how the creature becomes unblockable as a result of becoming less incorporeal... I guess the enchantment is the part of it that's visible? So the creature exists in reality but is not on anyone's mind, whereas the enchantment is all in everyone's head?

This Morning's Horoscope: Today you will completely obsess over something that doesn't exist, yet completely ignore something that's beating down your door.

Awesome.

Ragamander
2013-09-15, 04:20 PM
Congrats to the winners.

Ragamander

Land that taps for 2, but has a drawback in the form that it could be destroyed as easily as the creature it's attached to. Could be balanced and interesting. Or it could go turn 1, Birds of Paradise (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=221896), turn 2, Thrun the Last Troll (http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=214050).

Having it not enter the battlefield tapped makes it dubious.
I think having it enter the battlefield tapped would have made it equally dubious: has no immediate effect, can't be played unless you control a creature, and sets you up for an easy two-for-one (involving a land being destroyed)? In terms of tempo advantage, Ancient Tomb (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4636) is already a thing. You don't need a creature, and it doesn't get destroyed if the creature does. 2 damage is barely a drawback (if you're using the tempo advantage well). T1 Green dork T2 Thrun (http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=214050) is already doable, and it's way less dangerous to do it with Ancient Tomb. Even after powering something out, getting that enchanted dork Shock (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370654)ed can easily wreck your game.

For the record, City of Traitors (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=6168) and Crystal Vein (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=270466) are also things. And Untaidake (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=79218), which comes into play tapped with restrictions on its use (granted: restrictions of a different nature), is considered just plain terrible.

Powerful? Yes.
Dubiously so? Probably not.

You didn't even think the flavor was worthy of remark. I'm clearly much worse at this than I thought. Sigh...

AgentPaper
2013-09-15, 05:17 PM
Ancient Tomb (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4636) is already a thing. You don't need a creature, and it doesn't get destroyed if the creature does. 2 damage is barely a drawback (if you're using the tempo advantage well). T1 Green dork T2 Thrun (http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=214050) is already doable, and it's way less dangerous to do it with Ancient Tomb. Even after powering something out, getting that enchanted dork Shock (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370654)ed can easily wreck your game.

"It's not as bad as Ancient Tomb" isn't exactly a reassuring statement as far as measuring how broken something is...:smallwink:

Fable Wright
2013-09-15, 07:33 PM
For the record, City of Traitors (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=6168) and Crystal Vein (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=270466) are also things. And Untaidake (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=79218), which comes into play tapped with restrictions on its use (granted: restrictions of a different nature), is considered just plain terrible.

Powerful? Yes.
Dubiously so? Probably not.
Just pointing out that there are two big problems with your argument:
1. There are two formats that are commonly played right now (Modern, Standard) that do not have access to come into play untapped lands that can tap for 2+ mana on their own. Cloudpost was banned for being too great a mana engine. The introduction of such an effect could have big ramifications for the format. Turn 2 Thrun is almost impossible to answer and puts the game on a rapid clock. Alternatively, something like turn 2 Ajani Vengeant to lock opponents out of their ability to meaningfully interact with you until you've built up ridiculous advantage or other powerful lockdown engines.


You didn't even think the flavor was worthy of remark. I'm clearly much worse at this than I thought. Sigh...
The flavor was enough to feel like an enchantment. It's very, very hard to make an idea resonant enough to get credit for flavor in my eyes. It usually takes cutting out everything that isn't amazingly resonant. You have to look at the final product and have the flavor drip from the design strongly enough that flavor text would get in the way of conveying the concept to get credit for being flavorful in my eyes. This is much harder than creating a mechanically unique, balanced, fun, and tournament considerable card, so as you can imagine, submissions that get credit on that front are few and far between. In this contest, only Dr. Gunsforhands made a card simple and resonant enough to praised for flavor.

Speaking of winners, AgentPaper, do you want to PM tgva8889 about his victory, or should we just pass the winning position to the runner-up so we can get the contest going again?

AgentPaper
2013-09-15, 09:35 PM
I think it might be good, in the future, to have the judge always send the winner a PM alerting them. I try to do so when I notice someone is slow, but I'm not always around, and am prone to being late and forgetting myself. I'll send one to tgva for now, though.

Ragamander
2013-09-18, 04:01 AM
Just pointing out that there are two big problems with your argument:
1. There are two formats that are commonly played right now (Modern, Standard) that do not have access to come into play untapped lands that can tap for 2+ mana on their own. Cloudpost was banned for being too great a mana engine. The introduction of such an effect could have big ramifications for the format. Turn 2 Thrun is almost impossible to answer and puts the game on a rapid clock. Alternatively, something like turn 2 Ajani Vengeant to lock opponents out of their ability to meaningfully interact with you until you've built up ridiculous advantage or other powerful lockdown engines.So, uh, what's the second problem?

Response to #1:Cloudpost (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=49050) was exacerbated by Vesuva (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=287332), in that cloning a Cloudpost is exponentially effective. There's a reason the deck was called "8post" and not "4post". However, I can see your point. I would offer Untaidake (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=79218) as a counterpoint, though. Coming into play tapped with restrictions on use makes a land about as bad as possible. I removed one of those drawbacks.

Secondly, how is a Turn 2 Thrun that much less answerable than a Turn 3 Thrun? Thrun is often smaller than Tarmogoyf (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370404), and it's not like it would outrace combo decks anyways. If we're talking about nuts draws, Melira (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194274)Pod (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=218006) and Unburial (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=227087)Gifts (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370368) win faster, and I feel like Affinity could outrace it too. (Behold my sketchy knowledge of the Modern metagame!) And besides, Turn 2 Thrun is already possible in Modern with Simian Spirit Guide (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=124474) and any mana dork...or just with a Turn 1 Magus of the Vineyard (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136159). If the threat of a Turn 2 Thrun is so major, then people should be using those methods to ramp into it a turn earlier than usual.

Turn 2 Ajani Vengeant seems like a more legit problem than a Turn 2 Thrun, but even with Manifest Dreamscape you'd have to use a mana dork that can tap for white/red (Birds of Paradise, Noble Hierarch, Avacyn's Pilgrim) and your first land would have to be an untapped source of green/white or green/red (Temple Garden, Stomping Ground, Brushland, Karplusan Forest, City of Brass).

Fable Wright
2013-09-18, 08:45 AM
So, uh, what's the second problem?

Response to #1:Cloudpost (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=49050) was exacerbated by Vesuva (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=287332), in that cloning a Cloudpost is exponentially effective. There's a reason the deck was called "8post" and not "4post". However, I can see your point. I would offer Untaidake (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=79218) as a counterpoint, though. Coming into play tapped with restrictions on use makes a land about as bad as possible. I removed one of those drawbacks.

Secondly, how is a Turn 2 Thrun that much less answerable than a Turn 3 Thrun? Thrun is often smaller than Tarmogoyf (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370404), and it's not like it would outrace combo decks anyways. If we're talking about nuts draws, Melira (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194274)Pod (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=218006) and Unburial (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=227087)Gifts (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370368) win faster, and I feel like Affinity could outrace it too. (Behold my sketchy knowledge of the Modern metagame!) And besides, Turn 2 Thrun is already possible in Modern with Simian Spirit Guide (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=124474) and any mana dork...or just with a Turn 1 Magus of the Vineyard (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136159). If the threat of a Turn 2 Thrun is so major, then people should be using those methods to ramp into it a turn earlier than usual.

Turn 2 Ajani Vengeant seems like a more legit problem than a Turn 2 Thrun, but even with Manifest Dreamscape you'd have to use a mana dork that can tap for white/red (Birds of Paradise, Noble Hierarch, Avacyn's Pilgrim) and your first land would have to be an untapped source of green/white or green/red (Temple Garden, Stomping Ground, Brushland, Karplusan Forest, City of Brass).
I named Thrun because he's a 4-drop that is impossible to interact with in any meaningful way. There are no better answers for him on turn 3+ because there still are no real answers for him; he's the epitome of noninteractive gameplay. It's just that on turn 2 Thrun, he can swing in on turn 3 and subsequent turns, and the tempo advantage from that some can shift the game greatly. Turn 2 Thrun also just shuts down the affinity aggro as all of their ground based creatures are subject to be blocked by Thrun. Magus of the Vineyard is unviable because it gives the opponent mama as well, etc. Admittedly, there are more powerful things you can do than Thrun. I just choose him for being a completely noninteractive single card that could easily be cast off any mana dork, rather than something that just adds additional power to an already powerful gameplan that would get its edge by casting multiple already powerful effect one turn early, as it's the kind of thing people claim are corner-Cass scenarios or god-hands. Consider turn 1 fetch into Deathrite, turn 2 Inquisition and Thoughtseize into Tarmogoyf. Or Liliana and Thoughtseize. The effect is strong enough that even if the creature dies, the tempo advantage is enough to break the opponent back, but the example just leaves you thinking about how they were going to cast those spells anyway. Also, in Modern, Goyf's natural state is a 3/4 for most of the game, though if the mana dork was bolted, it would admittedly be a 4/5.

The other point was probably about how Ancient Tomb and City of Traitors are already incredibly powerful engines that make the decks that use them viable in the first place and the only thing keeping them from seeing more play was the fact that they don't tap for colored mana and don't scale exponentially with land drops for the really big colorless ramp decks, while this taps for two colored mana without sacrificing itself, an unprecedentedly powerful effect, that you put on a comes into play untapped land, but I don't really remember now.

Also? 8-post was the incredibly powerful Standard deck in Mirrodin that took its name from Sylvan Scryings being additional Cloudposts. The Modern deck 12-post became degenerate with Vesuvas and Glimmerposts, but the core engine of just 4 Cloudposts was strong enough to make Urzatron unviable when they were in Standard with none of the ancillary engine boosters. It's not the most powerful land-based ramp in the game because of Vesuva. It's the most powerful land-based ramp in the game before you add Vesuva.

Sethman27
2013-09-18, 12:59 PM
I think it's time to pass the contest on...

Fable Wright
2013-09-18, 01:35 PM
I think it's time to pass the contest on...

Agreed. DrGunsforhands, you get the contest again.

Dr.Gunsforhands
2013-09-18, 07:10 PM
Alright, let's see...

Have you seen a card that you really wanted to like, but couldn't? Perhaps it was just much too expensive for what it did, completely busted and banned in all formats, or you played it in your deck but it failed you when you needed it most. Or maybe you just couldn't get over the name!

In any case:

Submit a new card that is a, "fixed," version of an existing card!

At first I was going to clarify that this was for fixing actual printed cards, but to extend this contest's theme of redemption, I'll also accept edits of eariler entries from this very thread. Just be sure to link to whatever it is you're, "fixing."

Go nuts!

mystic1110
2013-09-18, 07:21 PM
One of the Worst Cards I have ever seen was Mudhole . . . It's a terrible graveyard hoser . . . especially as a rare and compared to Crypt/Cage and literately everything else. The affect should have just been an add on to a LD affect. . . So i came up with this: (Keep in Mind that stone rain was around at this time. . . )

Mudhole 1RR
Instant R
Destroy Target Land. That land's controller exiles all land cards from his or her graveyard.
"Doing okay back there, Tarv? Tarv?"

HypoSoc
2013-09-18, 08:08 PM
Wood Elemental (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=wood%20elemental) 3G
Creature - Elemental - Rare
Sacrifice an untapped forest: Put a +1/+1 counter on ~.
At the beginning of each upkeep, you may return a land you control from your graveyard to your hand.
3/3

Fleeing Coward
2013-09-19, 03:07 AM
Dungrove Elder 2G
Creature - Treefolk R
Hexproof, Trample
Dungrove Elder's power and toughness are each equal to the number of forests you control.
*/*
((Not really a serious entry. Just the one thing I wished it had every time I played it in standard :smalltongue:))

Ninjaman
2013-09-19, 09:05 AM
Dungrove Elder 2G
Creature - Treefolk R
Hexproof, Trample
Dungrove Elder's power and toughness are each equal to the number of forests you control.
*/*
((Not really a serious entry. Just the one thing I wished it had every time I played it in standard :smalltongue:))

And then rancor got reprinted.

Fleeing Coward
2013-09-19, 09:35 AM
And then rancor got reprinted.

But inbuilt trample means I can toss the rancor on strangleroot or bird instead :smallbiggrin:
((Also wolfrun was fine too pre-rancor but they both require a second card))

Binks
2013-09-19, 10:15 AM
Archangel's Light 3W
Sorcery - Uncommon
You gain 1 life for each card in your graveyard, then shuffle your graveyard into your library.

onasuma
2013-09-19, 10:33 AM
Razor Boomerang 3
Artifact Equipment
Equipped creature has: "Tap, Unequip Razor Boomerang: Deal 2 damage to target creature or player."
Whenever you attach ~ to a creature, deal 2 damage to that creature.
Equip 1
"Please don't come back, please don't come back..."

So, its still not great, but its way more usable, doubley if you're trying to get your own creatures in the graveyard.

Duos
2013-09-19, 03:05 PM
Geist of St. Traft 1UW
Legendary Creature-Spirit Cleric
Shroud
Whenever Geist of St. Traft Attacks, put a 4/4 white Angel creature token onto the battlefield tapped and attacking. Exile that token at end of combat and gain 4 life.
2/2

Diego Havoc
2013-09-19, 05:58 PM
Sorrow's Path (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=201268) is pretty damn awful. A land that doesn't produce mana and has an incredibly situational ability that will almost always hurt you more than your opponent. Let's work out something better.

Sorrow's Path

Land

T: Add G to your mana pool.

2G, T: Up to two target cretures block this turn if able. You choose how those creatures block this turn.

Adding a mana ability definitely helps this feel more like a land, though I did consider making it an enchantment instead. The ability to force creatures to block is spread mostly on green and red cards, but for flavour reasons, I felt that green worked best. Plus, red is far more about making creatures not block. I think this feels enough like the original while still being useful.

Surrealistik
2013-09-19, 08:22 PM
Card Visual:


https://dl.dropboxusercontent.com/u/713896/Grip%20of%20Chaos.png


Grip of Chaos (http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=47274)
2RR
Enchantment - Rare
If you pay 2 more to play Grip of Chaos, it has flash.
Split Second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Whenever a spell or ability is put onto the stack, reselect all of its targets at random. (Select from among all legal targets.)

When the world is consumed by chaos, the skilled and the foolish are on equal footing.


Grip of Chaos is way too costly at 4RR. At 2RR, it becomes much more viable for aggro decks and those that wish to frustrate control/protect permanents, while being largely immune to counterspells that it would normally lightning rod.

With the psuedokicker, you can use it to interrupt 'come into play' abilities, giving it additional flexibility and allowing it to act as something of a pseudo, albeit expensive, uncounterable counterspell, while getting additional drop/Split Second flexibility.

Ragamander
2013-09-20, 06:14 AM
I named Thrun because he's a 4-drop that is impossible to interact with in any meaningful way. There are no better answers for him on turn 3+ because there still are no real answers for him; he's the epitome of noninteractive gameplay. It's just that on turn 2 Thrun, he can swing in on turn 3 and subsequent turns, and the tempo advantage from that some can shift the game greatly. Turn 2 Thrun also just shuts down the affinity aggro as all of their ground based creatures are subject to be blocked by Thrun. Magus of the Vineyard is unviable because it gives the opponent mama as well, etc. Admittedly, there are more powerful things you can do than Thrun. I just choose him for being a completely noninteractive single card that could easily be cast off any mana dork, rather than something that just adds additional power to an already powerful gameplan that would get its edge by casting multiple already powerful effect one turn early, as it's the kind of thing people claim are corner-Cass scenarios or god-hands. Consider turn 1 fetch into Deathrite, turn 2 Inquisition and Thoughtseize into Tarmogoyf. Or Liliana and Thoughtseize. The effect is strong enough that even if the creature dies, the tempo advantage is enough to break the opponent back, but the example just leaves you thinking about how they were going to cast those spells anyway. Also, in Modern, Goyf's natural state is a 3/4 for most of the game, though if the mana dork was bolted, it would admittedly be a 4/5.

The other point was probably about how Ancient Tomb and City of Traitors are already incredibly powerful engines that make the decks that use them viable in the first place and the only thing keeping them from seeing more play was the fact that they don't tap for colored mana and don't scale exponentially with land drops for the really big colorless ramp decks, while this taps for two colored mana without sacrificing itself, an unprecedentedly powerful effect, that you put on a comes into play untapped land, but I don't really remember now.

Also? 8-post was the incredibly powerful Standard deck in Mirrodin that took its name from Sylvan Scryings being additional Cloudposts. The Modern deck 12-post became degenerate with Vesuvas and Glimmerposts, but the core engine of just 4 Cloudposts was strong enough to make Urzatron unviable when they were in Standard with none of the ancillary engine boosters. It's not the most powerful land-based ramp in the game because of Vesuva. It's the most powerful land-based ramp in the game before you add Vesuva.Huh, I've heard the Vesuva build referred to as "8post." Anywho, I do see your point, although I'm not convinced the problem would be as severe as you expect. I think the worst case scenario is probably a metagame shift towards cheap burn spells.

Moving on:


Gutter Grime (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=234849) 3BG
Enchantment R
Whenever a nontoken creature you control dies, put a slime counter on Gutter Grime, then put an X/X black and green Ooze creature token onto the battlefield, where X is the number of slime counters on Gutter Grime.Subtle but important change to function; flavorful but useless change to color identity.

Dr.Gunsforhands
2013-09-20, 06:32 PM
Grip of Chaos (http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=47274)

Alternately for combo/Johnny/chaos decks:

Grip of Chaos (http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=47274)

Pick one; I can't be letting people make multiple entries. Welcome to the thread!

I also didn't originally intend for everyone's submissions to keep their cards' original names, but I guess I don't really mind it.

Blue Ghost
2013-09-21, 01:17 PM
Emmara Tandris (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=368944)
2GW
Legendary Creature - Elf Shaman (R)
Prevent all damage that would be dealt to creature tokens you control.
1GW, T: Put a 3/3 white and green Elemental creature on the battlefield blocking target creature attacking you. Activate this ability only during combat after blockers are declared.
When Selesnya needed a champion, Emmara put the ranks of her guild before herself—making her the perfect choice.
2/3

There, a worthy champion for my guild of choice.

Surrealistik
2013-09-21, 01:35 PM
Pick one; I can't be letting people make multiple entries. Welcome to the thread!

I also didn't originally intend for everyone's submissions to keep their cards' original names, but I guess I don't really mind it.

Guess I'll go with the second version; it's more interesting.

Rakaydos
2013-09-21, 02:37 PM
Oasis (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202521)
Types: Land
Card Text:
Tap: 1 colorless mana
Tap: Prevent the next 1 damage that would be dealt to target creature this turn.

The anti-desert.

The_Tentacle
2013-09-21, 02:56 PM
I considered doing Time Walk (http://magiccards.info/query?q=time+walk&v=card&s=cname), but there is just nothing to fix that card...

Tinker (http://magiccards.info/fve/en/14.html) {2U}
Sorcery - (R)
As an additional cost to cast Tinker, sacrifice an artifact.
Search your library for an artifact card with converted mana cost equal to sacrificed card's cost plus 1 and put it onto the battlefield. Then shuffle your library.
"What separates us from mere beasts is the capacity for self-improvement."

Fable Wright
2013-09-21, 03:52 PM
I considered doing Time Walk (http://magiccards.info/query?q=time+walk&v=card&s=cname), but there is just nothing to fix that card...


Challenge accepted.

Time Tango (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=728) 1U
Insant R
Cast Time Tango only during your upkeep.
End the turn.
Take another turn after this one.

Misothene
2013-09-22, 02:07 AM
Mirko Vosk, Mind Taker (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=369026) 3UB
Legendary Creature- Vampire R
Flying, vigilance
Whenever Mirko Vosk, Mind Taker deals damage to a player, that player puts the top ten cards of his or her library into his or her graveyard.
Whenever a creature dealt damage by Mirko Vosk this turn dies, that creature's controller puts a number of cards equal to that creature's power from the top of his or her library into his or her graveyard.
2/5

Mirko Vosk, Mind Drinker really needed some work. This incarnation makes him the Mind Taker, causes your opponent to glimpse the unthinkable (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83597), and leaves behind a grisly spectacle (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366396) when forced to fight.

Lea Plath
2013-09-22, 03:28 AM
I'm going to redo my favorite card.

Bitterblossom 1B
Tribal Enchantment - Faerie
At the beginning of your upkeep, you lose life equal to the number of Faerie permanents you control and put a 1/1 black Faerie Rogue creature token with flying onto the battlefield.

This is me making Bitterblossom a little less broken, thought it might make it unplayable because of the additional life loss. I guess this is where equipment comes in like Jitte

Surrealistik
2013-09-22, 11:27 AM
Tinker (http://magiccards.info/fve/en/14.html) {2U}
Sorcery - (R)
As an additional cost to cast Tinker, sacrifice an artifact.
Search your library for an artifact card with converted mana cost equal to sacrificed card's cost plus 1 and put it onto the battlefield.
"What separates us from mere beasts is the capacity for self-improvement."

I really like it; definitely what Tinker should have been. _Might_ bump down the cost by 1 or so in light of the new effect, but on the whole, this is an excellent revision.


@ Lea: Yeah, I think you're right about that new life loss mechanic being a little harsh, especially if you actually plan to run Faerie Tribal. Maybe limit it to the number of tokens in play created by the enchantment?

On the other hand, there are a lot of mono black decks that would shrug at it given the amount of drain they do, and would welcome the flying weenie blockers/attackers.


Put together a card for the new Grip of Chaos. Would be more than happy to card create for others, just be sure to provide an image.
https://dl.dropboxusercontent.com/u/713896/Grip%20of%20Chaos.png

Ninjaman
2013-09-22, 03:13 PM
Surrealistik the flash wording is off, it should be like Rout (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=22971)

Also the flash rarely does anything because the spell will already have been put on the stack.

Surrealistik
2013-09-22, 04:15 PM
I'd considered the Rout wording, but just giving it flash is so much more economical on a word count basis while having the same effect.

You're right about the instant speed not allowing it to change the targets of spells on the stack though. On the flipside, it does give you more flexibility with the drop, while allowing you to use Split Second more effectively. Also works on 'come into play' abilities and the like which are reasonably common.

Ninjaman
2013-09-23, 12:13 AM
I'd considered the Rout wording, but just giving it flash is so much more economical on a word count basis while having the same effect.

The thing is i don't think this wording works.

Binks
2013-09-23, 11:07 AM
The thing is i don't think this wording works.
It doesn't. In order to give the card flash with that wording you must first cast it (in order to make the choice to pay 2 more you must already be casting the spell) at which point flash is irrelevant, you're already casting it. Rout's wording is the simplist one that does what you want it to do.

Surrealistik
2013-09-23, 11:07 AM
Hell, I'll just get rid of the reminder text on Split Second to economize on the wording.

This should work too: "You may cast Grip of Chaos as if it had flash if you pay 2 more to cast it."

More space/words saved vs the Rout text while functional.

AgentPaper
2013-09-23, 02:10 PM
Hell, I'll just get rid of the reminder text on Split Second to economize on the wording.

This should work too: "You may cast Grip of Chaos as if it had flash if you pay 2 more to cast it."

More space/words saved vs the Rout text while functional.

I'd question whether the wording is worth including at all. You said yourself that it wouldn't be useful most of the time. The same thing could be said of Split Second, for that matter.

Surrealistik
2013-09-23, 03:04 PM
Split Second is definitely useful for frustrating control (counter immunity) and desperation instants made in response to the card hitting play before it ****s up their targeting. I would consider this a core part of the redesign.

Optional instant speed is probably the most disposable element, but it clearly has significant albeit niche uses.

Sethman27
2013-09-24, 04:06 PM
http://http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=174818

Lich's mirror 4
Artifact MR
If you would lose the game instead shuffle your hand graveyard and all permenants you control into your library then reveal the top 7 cards of your library then put all permenants onto the battlefield and all non permenants into your hand. Your life total becomes 20

Dr.Gunsforhands
2013-09-26, 12:35 AM
Judging time!

Mystic's Mudhole (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=31740):

Mudhole 1RR
Instant R
Destroy Target Land. That land's controller exiles all land cards from his or her graveyard.
"Doing okay back there, Tarv? Tarv?"
Okay, that's pretty nice. It could be phrased a little better, and I'd have tried to put it in line with current power levels rather than older ones, but at least destroying a land gives it plenty of reason to be red instead of, like, white or something. Even if you made it a sorcery or raised the cost to, say, 4, it could get in against a Life from the Loam sort of deck. You could also have come up with new flavor text, though the fact that this still works might be a feature rather than a bug.

Hypsoc's Wood Elemental (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202555):
Wood Elemental 3G
Creature - Elemental - Rare
Sacrifice an untapped forest: Put a +1/+1 counter on ~.
At the beginning of each upkeep, you may return a land you control from your graveyard to your hand.
3/3
Funny how this goes in the same deck that Mudhole is trying to fight. I'm not completely certain about this card. It probably isn't overpowered for its first ability; it's the second that people are going to be interested in, which I doubt was your intention. Even that might not make it broken, per se, but add it to a splashable 3G cost and a mysteriously generic name, and the overall design still seems kind of sketchy. The flavor aspect just needs more oomph, you know? He's like the Wood Elemental that wanted to be a Mythic representation of harvest and renewal, but never quite got there.

Fleeing Coward's Not-Serious Entry (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220210):
Dungrove Elder 2G
Creature - Treefolk R
Hexproof, Trample
Dungrove Elder's power and toughness are each equal to the number of forests you control.
*/*
What, a big, cheap hexproof dude not good enough for you? :smalltongue:

Binks' Archangel's Light
Archangel's Light 3W
Sorcery - Uncommon
You gain 1 life for each card in your graveyard, then shuffle your graveyard into your library.
Ha! Okay. Sad how making the card better involved making it less mythic though. You fixed the power level, but wrecked its status as a flashy one-shot in favor of a strictly utilitarian sorcery with no flavor text. Yet, I still kind of like it. Hmm.

Onasuma's Razor Boomerang (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=198395):
Razor Boomerang 3
Artifact Equipment
Equipped creature has: "Tap, Unequip Razor Boomerang: Deal 2 damage to target creature or player."
Whenever you attach ~ to a creature, deal 2 damage to that creature.
Equip 1
"Please don't come back, please don't come back..."
I'm not going to say that the existing version was good, but I think that it did what it needed to; just making it cheaper would have accomplished plenty.

That said, this design is quite entertaining. If you get out a bunch of 0/3s and 1/3s, this thing suddenly turns into a machine gun... but that also means that at uncommon, it's probably not much safer for the format as a whole than it is for whoever's throwing it. As you didn't include a rarity, I can only assume that it went unchanged, so I can't overlook that danger.

Duos' Geist of Saint Traft (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=247236)
Geist of St. Traft 1UW
Legendary Creature-Spirit Cleric
Shroud
Whenever Geist of St. Traft Attacks, put a 4/4 white Angel creature token onto the battlefield tapped and attacking. Exile that token at end of combat and gain 4 life.
2/2
...Why? The Geist is already great! You're not even changing the Geist so much as the token, which now gives you a guaranteed life swing but doesn't fly for some baffling reason.

...actually, the image of an angel forgetting her wings and giving you a bunch of life in apology as she leaves to go get them might be the best thing this entry has going for it.

Diego's Sorrow's Path (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=201268):
Sorrow's Path

Land

T: Add G to your mana pool.

2G, T: Up to two target cretures block this turn if able. You choose how those creatures block this turn.On principle, the idea of fixing Sorrow's Path seems like a great plan - its ability is needlessly complicated, and it needs a mana ability to fit into modern land design.

...unfortunately, this thing might be wandering into the territory of being too good. Sure, it's rare (or so I assume), but it's strictly better than a forest, accomplishing something that wouldn't necessarily be bad on an artifact but with precisely zero prior investment... gross!

Surreal's Grip of Chaos (http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=47274)
Grip of Chaos
2RR
Enchantment - Rare
If you pay 2 more to play Grip of Chaos, it has flash.
Split Second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Whenever a spell or ability is put onto the stack, reselect all of its targets at random. (Select from among all legal targets.)

When the world is consumed by chaos, the skilled and the foolish are on equal footing.
Why did it need split second? Were you planning on using it to hose counterspell decks specifically? Because otherwise, flash accomplishes the task of preventing an opponent from killing your creature or whatever in response; just wait for them to do it on their own and play this in response.
The thing about cards like this is that they are expensive not just because they tilt the game in your favor, but because they do so in a way that is a huge pain to resolve; the designers raise the cost of such things just to keep it from happening very often, lest all players present start wondering whether this game is just a huge waste of time.
Simply giving this thing flash would have already done wonders to make it useful, but even then it would now be an MTGO-exclusive card for the RNG effect.

Raga's Gutter Grime (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=234849)
Gutter Grime 3BG
Enchantment R
Whenever a nontoken creature you control dies, put a slime counter on Gutter Grime, then put an X/X black and green Ooze creature token onto the battlefield, where X is the number of slime counters on Gutter Grime.
I think that the original idea was that if the enchantment dies, the oozes go with it, so congratulations for fixing that... except you also made all of the oozes smaller in the long run, as this way they only have the power and toughness they started with rather than sharing the overall Gutter-Grime power. They're also harder to keep track of; each ooze is going to have a different power and toughness, so you're going to be tracking which one is which with +1/+1 counters, except they're not really +1/+1 counters, so if they do get them somehow you need to track those separately, and... uuuuuugh. This isn't really, 'fixed,' so much as, 'differently broken.'

Also, I almost missed it because you put it in a quote, so I guess everyone was right about not doing that.

Blue Ghost's Emmara (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=368944)
Emmara Tandris
2GW
Legendary Creature - Elf Shaman (R)
Prevent all damage that would be dealt to creature tokens you control.
1GW, T: Put a 3/3 white and green Elemental creature on the battlefield blocking target creature attacking you. Activate this ability only during combat after blockers are declared.
When Selesnya needed a champion, Emmara put the ranks of her guild before herself—making her the perfect choice.
2/3This kind of changes the meaning of putting the guild's ranks before herself, doesn't it? "You! Go block that giant thing for me! WELCOME TO THE TEAM"

This version is pretty bonkers, offering a powerful ability on a body that was scaled down to match a more constructed-friendly cost. My main suspicion here is that you're trying to fix something that wasn't really broken; she already looks like a promising token-deck commander without having to supply the tokens herself, and making a bunch of your stuff nearly indestructible seems to me like it should be pretty expensive.

Mumble grumble Standard mumble I guess token decks mumble more relevant grumble mumble.

Rakaydos' Oasis (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202521):
Oasis
Types: Land
Card Text:
Tap: 1 colorless mana
Tap: Prevent the next 1 damage that would be dealt to target creature this turn.
Ha! Nice. Welcome to the thread!

I'm surprised I didn't see more entries like this. Then again, I'm not sure whether I want to see too many of this kind of entry, considering how it's so obvious... and possibly a bit overpowered, now. Check that - at common, it's insane in limited, and you forgot to include a rarity, so I can only assume the rarity of the version you linked to. At uncommon... it might still be pretty annoying as a free conditional combat trick, but the effect is minor enough that it probably won't hurt too much. I mean, people will run it, certainly; after all, it's free.

The Tentacle's Tinker (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194980)
Tinker {2U}
Sorcery - (R)
As an additional cost to cast Tinker, sacrifice an artifact.
Search your library for an artifact card with converted mana cost equal to sacrificed card's cost plus 1 and put it onto the battlefield. Then shuffle your library.
"What separates us from mere beasts is the capacity for self-improvement."
This one I like. It's still a tutor, I still don't think it's bad so much as it is more conditional, and in the right deck it can still work wonders without relying on the easy solution of popping out a turn-2 win condition. Enough to un-ban it? ...maybe?

DM's Time Walk (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=728):
Time Tango 1U
Insant R
Cast Time Tango only during your upkeep.
End the turn.
Take another turn after this one.
Someone, somewhere, will still find a way to make this thing give you infinite turns. In fact, they probably already have. Still, it's much harder, and seeing this thing did put a smile on my face, name change and all.

Misothene's Mirko (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=369026):
Mirko Vosk, Mind Taker 3UB
Legendary Creature- Vampire R
Flying, vigilance
Whenever Mirko Vosk, Mind Taker deals damage to a player, that player puts the top ten cards of his or her library into his or her graveyard.
Whenever a creature dealt damage by Mirko Vosk this turn dies, that creature's controller puts a number of cards equal to that creature's power from the top of his or her library into his or her graveyard.
2/5Really, I'm not sure what you're trying to fix about this guy. He used to be a 2/4 bullet magnet, now he's a 2/5 bullet magnet with vigilance. Vigilance. Is that Mirko's job, now, to come back home after every op and stand guard? I mean, yeah, he'll block weenies all day and eat their brains, and he'll probably even enjoy it, but it still seems a bit outside the scope of his contract to do that and attack in the same turn.

Lea's Bitterblossom (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=152648):
Bitterblossom 1B
Tribal Enchantment - Faerie
At the beginning of your upkeep, you lose life equal to the number of Faerie permanents you control and put a 1/1 black Faerie Rogue creature token with flying onto the battlefield.
Playable or no, I'm not sure I like the idea of a tribal enchantment that actively punishes you for using the tribe. Perhaps if you transferred the life-loss ability to the tokens themselves?

Sethman's Lich's Mirror (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=174818)
Lich's mirror 4
Artifact MR
If you would lose the game instead shuffle your hand graveyard and all permenants you control into your library then reveal the top 7 cards of your library then put all permenants onto the battlefield and all non permenants into your hand. Your life total becomes 20A 4-mana, one-sided Warp World? That does sound entertaining. If you had gone the extra step of making a flavor justification to match it, it could have worked.

And now, the Judging:
The two most interesting creatures were the Wood Elemental and Emmara. The elemental creaks and howls as his owner continuously recurs the same fetch-land, while Emmara sits there and does nothing. Oh, she has made a point of developing amazing recruiting skills, but she is powerless to use them unless something is physically attacking her.

The judge scribbles on his clipboard and moves over to the spell category. An Improved Mudhole demonstration goes off on a forest, but the wood elemental quickly leaps onto the scene and devours the land before it can completely sink. The Mudhole fizzles, and the fetch land continues recurring. The frustrated mystic knew she should have targeted one of the tapped ones...

Two of the blue spells catch the Judge's eye - dreaded, unforgivable magics with signs in front of them touting how they have been changed. "Street legal!" one says. "Hypo-allergenic!"

The first is the paradox-inducing time travel spell, differing from the original only in the silly Flamenco hat that sits on top of it. The judge winces as he reaches out to peek under the headgear and see the single flimsy restraining bolt preventing the whole building from collapsing into a temporal singularity. He quickly replaces the hat, scribbles another note on his clipboard and moves on to the other blue spell, a long-since banned method of conjuring weapons of mass destruction.

He stares as its creator gives demonstration upon demonstration, altering what was once a volunteer's pocketwatch into incrementally more complex and wondrous devices before finally returning it as a Loxodon Warhammer, which, while expensive, is not technically illegal for a person to own. The judge reminds the volunteer to get the weapon peace-tied for the remainder of the convention, then walks up to examine the spell further, test its limits, and scribble down his last notes.

The judge posts his results. The last spell's demonstrator is crestfallen; his spell was criticized for (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=218006) being (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=48147) unoriginal (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=48568). Apparently he wasn't the first to try and fix that particular spell.

In the end, a fair number of entrants get bronze and silver medals, but no gold is handed out; the judge simply couldn't decide on a winner.

After getting home, one planeswalker is struck by an idea. He sets his medal on the table and prepares the spell that had earned it...

The Tentacle wins! He now gets to ride around town on a silver telethopter.

Surrealistik
2013-09-26, 12:57 AM
Yes, the point of Split Second on GoC is to frustrate control; both counterspells and desperation instants (i.e. play all the spells before their targeting gets borked), which is very useful to have for a card that's intended to... frustrate control. :smalltongue:

While precluding GoC from being a constant bogdown may or may not be the intent of its 6 CC, that kind of hard cost pretty well keeps it from being a viable card, flash or not.


Anyways, I really can't argue with the winner; I loved the Tinker fix.

Fable Wright
2013-09-26, 01:11 AM
DM's Time Walk (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=728):
Someone, somewhere, will still find a way to make this thing give you infinite turns. In fact, they probably already have. Still, it's much harder, and seeing this thing did put a smile on my face, name change and all.


I just want to point something out: the beauty of the card is that you get almost nothing from making infinite turns with this. When one resolves, it empties the stack, and since it's upkeep before draw, you can't even mill yourself out with it. You just twiddle around taking infinite turns (hell, Isochron Scepter gives you infinite turns on a stick with this), but without draw, it won't do much.

Admittedly, it's pretty abuseable with Arcanis/Asami/Archivist and Isochron Scepter, but come on. It's a Time Walk that actually need a 3-card combo to go infinite. In fact, all that effect does is let you Enter the Infinite. Actually, even less, since you still have to cleanup step discard. You need Teferi and the mana to cast him and activate the Scepter if you want to start casting spells, at which point, it's even slower than Time Walk + Panoptic Mirror. Alternatively, you're actually running a bunch of cheap flash dudes, in which case, you deserve to win for pulling that off. :smalltongue:

(There may be just one restraining bolt, but it sure as hell ain't flimsy.)

Dr.Gunsforhands
2013-09-26, 01:36 AM
There may be just one restraining bolt, but it sure as hell ain't flimsy.

Fair enough. The judge was just too scared to get a better look at it, I guess. :smallbiggrin:

Binks
2013-09-26, 10:50 AM
I just want to point something out: the beauty of the card is that you get almost nothing from making infinite turns with this. When one resolves, it empties the stack, and since it's upkeep before draw, you can't even mill yourself out with it. You just twiddle around taking infinite turns (hell, Isochron Scepter gives you infinite turns on a stick with this), but without draw, it won't do much.
Beginning of (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=180267) upkeep effects (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=122123) would like (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73554) to have (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73553) a word with you (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=265418) :smalltongue:. There are a lot of ways to break that time walk variant. Leyline of Anticipation (and similar effects) basically makes it's disadvantage "skip your combat step", which is pretty small. Bringer of the Red Dawn looks at its effect and smiles because the 'end the turn' means the creature is permanently stolen*. It's certainly more fair than time walk, but it's far from unbreakable :smalltongue:.

*Probably. That might be one of those effects that goes off the next time there is an end step rather than on the end step of the current turn (which is skipped).

Fable Wright
2013-09-26, 11:07 AM
Beginning of (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=180267) upkeep effects (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=122123) would like (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73554) to have (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73553) a word with you (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=265418) :smalltongue:. There are a lot of ways to break that time walk variant. Leyline of Anticipation (and similar effects) basically makes it's disadvantage "skip your combat step", which is pretty small. Bringer of the Red Dawn looks at its effect and smiles because the 'end the turn' means the creature is permanently stolen*. It's certainly more fair than time walk, but it's far from unbreakable :smalltongue:.

*Probably. That might be one of those effects that goes off the next time there is an end step rather than on the end step of the current turn (which is skipped).

Any card with "take another turn" is inherently breakable. My point is, this is more balanced than Time Warp (not just Time Walk, Time Warp) as it requires at least 3 cards to combo with, unlike, say, just Panoptic Mirror + Time Warp. Or Crystal Shard, Eternal Witness, Time Warp. (The equivalent combo here would be Aether Vial on 3 + Crystal Shard + Eternal Witness + Time Tango.) (Also, I mentioned Leyline of Anticipation effects with Teferi.)

Also, Bringer of the Red Dawn says "until end of turn." Meaning that during the cleanup step (which this doesn't skip) it's given back to its original controller. And playing this just Leyline of Anticipation but without an infinite combo engine, it's basically a Turnabout that ends High Tide effects as you don't reach your draw step the turn you cast it. It's broken, silly, and generally insane, but it forces you to work for that silly abuse in a very Johnny way, as opposed to the other Time Warps that wind up being too abuseable to be interesting.

Anywho, congratulations to the Tentacle, and let's see the new contest. :smallsmile:

The_Tentacle
2013-09-26, 01:36 PM
Oh hey, I won! Awesome! Great cards all round though.

So, next contest:

Design a card that interacts with stuff outside of the game.
This includes, but is not limited to: exiling and exiled stuff, random other owned cards, and stuff that has been removed from the game.

Good luck, have fun, do well!

AgentPaper
2013-09-26, 01:44 PM
Oh hey, I won! Awesome! Great cards all round though.

So, next contest:

Design a card that interacts with stuff outside of the game.
This includes, but is not limited to: exiling and exiled stuff, random other owned cards, and stuff that has been removed from the game.

Good luck, have fun, do well!

Just a note, exiled cards aren't technically outside the game, they're just in the "exile" zone.

Surrealistik
2013-09-26, 01:47 PM
Alright need a clarification.

First, stuff that's outside of the game in this case includes the sideboard and exiled cards only, right?

Also, the card must have at least one of the following characteristics:


Exiles/removes stuff from the game.
Otherwise interacts with, manipulates, or lets you play exiled/removed stuff.

Binks
2013-09-26, 02:48 PM
Temporal Preparation - UUU
Instant R
Choose up to 5 cards from your sideboard. Exile that many cards from the top of your library then shuffle the chosen cards from your sideboard into your library. Exile ~.
"I foresaw your plans before you made them."

HypoSoc
2013-09-26, 03:56 PM
Probability Bomb 5
Artifact - Rare
3, Exile ~: Until end of turn, you may cast a card from your sideboard. You may spend mana as though it were mana of any color to cast that spell.
He invoked the powers he might have known in another life.

Don't you wish you could cast those bombs you drafted of the wrong color?

Surrealistik
2013-09-26, 04:28 PM
Countdown to Armageddon (http://www.youtube.com/watch?v=GTPr3JxiSdc)
Sorcery - Mythic Rare
~ is red and white and can’t be countered.
Exile all permanents, hands and graveyards. Each player then loses life equal to the number of cards owned by that player that were exiled in this way. Exile ~.
Suspend 7 R/W
"Even existence has its end; only oblivion endures."


Lifegain, direct damage, other suspend cards (Rift Bolt for example), 'refuge'/banishment cards like Oblivion Ring, blink cards/stuff that exiles your permanents before the end, stuff that creates creatures/deals damage/results in life gain on leaving play, time counter manipulation, lots of ways to synergize with and build decks around this.

AgentPaper
2013-09-26, 04:38 PM
Flexible Strategy 3R
Sorcery R
Search your library for up to 15 cards and replace them with cards you own from outside the game. Then shuffle your library.

The_Tentacle
2013-09-26, 07:44 PM
Alright need a clarification.

First, stuff that's outside of the game in this case includes the sideboard and exiled cards only, right?

Also, the card must have at least one of the following characteristics:


Exiles/removes stuff from the game.
Otherwise interacts with, manipulates, or lets you play exiled/removed stuff.


Yes, yes, and yes. Although it includes exiled cards and cards that have been removed from the game, to address AgentPaper's comment. Also, you can't do stuff with random cards that you own from wherever.

AgentPaper
2013-09-26, 07:59 PM
Yes, yes, and yes. Although it includes exiled cards and cards that have been removed from the game, to address AgentPaper's comment. Also, you can't do stuff with random cards that you own from wherever.

"removed from the game" doesn't actually remove things from the game, either. It was retroactively made to just send stuff to the exile zone.

I think you're going to need to clarify the contest. You said "stuff outside the game" which if taken literally includes, well, anything not actually in the game. This could be cards in your sideboard/collection, or even more silver-border stuff like the clothes you're wearing, what you had for lunch, what position the sun is at, etc. However, now you seem to be saying that what you really want is stuff that exiles and/or interacts with exiled cards, neither of which actually does anything with "stuff outside the game."

So what exactly do you want in the contest? Exiled cards, stuff outside the game, or both?

Fable Wright
2013-09-26, 08:24 PM
Impossible Dream 0
Enchantment R
(Color indicator: WUBRG)
When Impossible Dream enters the battlefield, exile a card you own from outside the game. If that card leaves exile, return Impossible Dream to its owner's hand.

The_Tentacle
2013-09-27, 02:47 PM
Alright, sorry if there was confusion. Some clarification:

I want stuff dealing with cards that have been exiled or removed from the game, even if those two are the same thing.
Sideboard stuff is fine too.
No random cards from wherever that you own.
Nothing that has to do with stuff like what clothes you're wearing, what you had for lunch, or where the sun is.


I want stuff that deals with either exiled/removed from the game or sideboards.

I hope that answers all the questions. This is my first time coming up with a challenge, so sorry again for any confusion! :smallsmile:

Surrealistik
2013-09-27, 03:12 PM
Is Countdown to Armageddon fine in that it deals with exiling permanents and is played from the exile zone, or does your criteria require direct manipulation of cards in the exile zone/sideboard?

Fable Wright
2013-09-27, 03:57 PM
Alright, sorry if there was confusion. Some clarification:

Sideboard stuff is fine too.
No random cards from wherever that you own.


:smallconfused: This is incredibly confusing. There are no cards that specifically work for sideboard stuff. All of the cards that grab things from your sideboard, the Wishes and Spawnsire of Ulamog? They all have you "Choose an {X} card you own from outside the game, reveal that card, and put it into your hand. Exile {Cardname}." In tournament events, those 'random cards from wherever you own' are limited to your sideboard, but there is absolutely no card that specifically mentions the sideboard.

Surrealistik
2013-09-27, 04:04 PM
I found that part to be pretty clear; in otherwords, you can submit cards that work as Wishes and the like do per tournament rules, i.e. that interact with the exiled zone or sideboard, but not cards/things outside of the game beyond that.

Fable Wright
2013-09-27, 04:08 PM
I found that part to be pretty clear; in otherwords, you can submit cards that work as Wishes and the like do per tournament rules, i.e. that interact with the exiled zone or sideboard, but not cards/things outside of the game beyond that.

But that's the thing. Outside of tournaments, Wishes do just grab whatever random card you have on you that fits the criteria. In tournaments, cards that would interact with any cards outside the game can only interact with sideboards, no exceptions. There is zero distinction between the effects in game rules. Which is why I'm incredibly confused over here.

Surrealistik
2013-09-27, 05:02 PM
What I mean is that I think he's going by the old tournament rules where Wishes could also snag removed from the game stuff in addition to sideboard cards (unless I'm mistaken/remembering correctly) before the concept of the 'exile zone' came along. That said, I feel it's pretty clear what he's looking for: exile zone and sideboard manipulation/interaction.

I just don't know if my card is considered to actually fit that criteria.

The_Tentacle
2013-09-27, 08:12 PM
Okay, this spiraled out of control really fast. I'm just going to make a minor edit to the challenge:

Make a card that becomes or interacts with cards you own not in anyone's library, hand, graveyard, the stack, or the battlefield.

The exiled zone is fine, as is the sideboard and (the edit:) random other cards you own that have nothing to do with anything.


What I mean is that I think he's going by the old tournament rules where Wishes could also snag removed from the game stuff in addition to sideboard cards (unless I'm mistaken/remembering correctly) before the concept of the 'exile zone' came along. That said, I feel it's pretty clear what he's looking for: exile zone and sideboard manipulation/interaction.

I just don't know if my card is considered to actually fit that criteria.

Your card is fine, it puts stuff and itself goes into the exiled zone.


Hope that cleared everything up, and sorry again for all the confusion.

AgentPaper
2013-09-27, 08:43 PM
Hope that cleared everything up, and sorry again for all the confusion.

No problem. I've re-done the OP to hopefully provide a clear description of the contest now. If there's any issues with it, let me know. Also, due to the confusion, make sure to note any entries that don't fulfill the requirements as soon as possible.

Duos
2013-09-28, 12:41 AM
Master of Nonexistance 2UW
Creature- Human Wizard R
When [CARDNAME] enters the battlefield, exile any number of cards you own from outside the game.
You may cast cards from exile, but not from anywhere else.
UU: Exile the top card of your library.
WW: Exile target permanent you control.
"There are more things than don't exist than things that do."
2/5

Dr.Gunsforhands
2013-09-28, 03:36 AM
Abandoned Museum
Land - U
T: add 1 to your mana pool.
2, T: exile target card from a graveyard.
2, T: return target exiled card to its owner's graveyard.
A forgotten monument to a forgotten past.

Gallery Curator 1(b/w)
Creature - Thrull U
T: exile target card from a graveyard.
T: return target exiled card to its owner's graveyard.
Its paints depict a history best left forgotten.
1/2

Ragamander
2013-09-28, 07:30 AM
Edge of Reality
Legendary Land M
Edge of Reality enters the battlefield tapped.
http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=tap&type=symbol: Add http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=1&type=symbol to your mana pool.
http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=X&type=symbol, http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=tap&type=symbol, Exile a card in your hand with converted mana cost X: Choose a card you own from outside the game with converted mana cost X, reveal it, and put it into your hand.
Reality is what you make of it.

Diego Havoc
2013-09-28, 12:25 PM
Diego's Sorrow's Path (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=201268): On principle, the idea of fixing Sorrow's Path seems like a great plan - its ability is needlessly complicated, and it needs a mana ability to fit into modern land design.

...unfortunately, this thing might be wandering into the territory of being too good. Sure, it's rare (or so I assume), but it's strictly better than a forest, accomplishing something that wouldn't necessarily be bad on an artifact but with precisely zero prior investment... gross!
*blink*

Man, I'm dumb. Not only forgot the rarity (rare), but also the "comes into play tapped" bit. Oh well. :smallsigh:

Sethman27
2013-09-29, 11:18 PM
Alright I'm going to possibly stretch the rules here on this one.

Change of plans 2UUU

Sorcery MR
Swap out the deck you are currently playing for another deck you own
Shuffle that library and draw cards equal to the amount of cards you had in your hand.
All permanents remain on the battlefield and all spells remain on the stack.

Diego Havoc
2013-09-30, 11:30 AM
Grand Arbiter 3WW

Creature - Human Cleric Soldier U

Whenever a creature dealt damage by Grand Arbiter this turn dies, exile it.

Grand Arbiter gets +1/+1 for each exiled card your opponents own.

3/3

The_Tentacle
2013-10-03, 09:42 PM
Judging!

Binks:

Temporal Preparation - UUU
Instant R
Choose up to 5 cards from your sideboard. Exile that many cards from the top of your library then shuffle the chosen cards from your sideboard into your library. Exile ~.
"I foresaw your plans before you made them."
It seems interesting, and it would definitely be useful in most games (provided you have a sideboard), but it just seems kind of... plain. It doesn't really have a strong character, it's just a rather utilitarian card, even if it does have a nice, useful effect. I could see myself playing this card, but it wouldn't really be one of the highlights of the game or something that really adds to the overall experience. Still, good job, nice card!

HypoSoc:

Probability Bomb 5
Artifact - Rare
3, Exile ~: Until end of turn, you may cast a card from your sideboard. You may spend mana as though it were mana of any color to cast that spell.
He invoked the powers he might have known in another life.
I like this card. It's like the sideboard accessing cards, yet different and flavorful enough that it seems new. I like how it keeps things at a manageable power level, but still remains useful and strong. It seems like it would be fun to play with, especially in, as you suggest, draft. Good all around card, though I would have called it Improbability Bomb (Hitchhiker's Guide, anyone?). However, the wording "you may cast a card from your..." could be better. Maybe make it "you may cast up to one card from your..."? Still, a good card.

Surrealistik:

Countdown to Armageddon (http://www.youtube.com/watch?v=GTPr3JxiSdc)
Sorcery - Mythic Rare
~ is red and white and can’t be countered.
Exile all permanents, hands and graveyards. Each player then loses life equal to the number of cards owned by that player that were exiled in this way. Exile ~.
Suspend 7 R/W
"Even existence has its end; only oblivion endures."
A nice flavor, even if I would have gone with the name "The Final Countdown" :smalltongue:. It seems like a death sentence for a lot of decks, because there are ways to just cast it without the suspend. With the suspend, it easier to manage, as seven turns is a long time. Still, it seems like there are quite a few ways to either cast it without the suspend or remove the counters from it while it's in exile (can't think of any off the top of my head...). Either one of those could be a huge problem. Not sure how to fix this, maybe make it only uncounterable if it is or is being suspended? Not a very good fix though... Still, a strong card with good flavor, I like it!

AgentPaper

Flexible Strategy 3R
Sorcery R
Search your library for up to 15 cards and replace them with cards you own from outside the game. Then shuffle your library.
This has a lot of the same problems that Binks's card did. Still kind of bland, without a strong theme or identity (for lack of a better word). Also, I don't really think that this is colored right, is Red really the right color here? I would've thought blue would be the way to go, or maybe white. Another thing is the cost. I'm not really sure, and I don't really have any reference points on these kind of cards, but this seems a tad undercosted. You get to essentially rewind time back to before the game when you're doing sideboard stuff, and for only four mana. Especially since you get to decide which cards to replace. Lastly, I don't think that this would be especially fun to play against, as it might stall the game for a while when you're making your decisions. Still, a reasonably good card all around.

DMofDarkness

Impossible Dream 0
Enchantment R
(Color indicator: WUBRG)
When Impossible Dream enters the battlefield, exile a card you own from outside the game. If that card leaves exile, return Impossible Dream to its owner's hand.
This is certainly something different. I like how you actively need specific other cards to combo this into usefulness, making it essentially only good in constructed, but that seems offset by the lack of a cost and reuseability. A nice versatile card that combines its usefulness with some nice flavor. Well done!

Duos:

Master of Nonexistance 2UW
Creature- Human Wizard R
When [CARDNAME] enters the battlefield, exile any number of cards you own from outside the game.
You may cast cards from exile, but not from anywhere else.
UU: Exile the top card of your library.
WW: Exile target permanent you control.
"There are more things than don't exist than things that do."
2/5
Hmmmm... interesting. I'm not sure, does this let you cast any exiled card (i.e. stuff you don't own). Getting craptons of cards stuck in your hand could become a problem, maybe have it skip your draw step? Synergizes nicely with itself though, and gives you a lot of versatility... maybe too much? You could limit the number of cards you're able to get from outside the game, otherwise it seems a little too powerful.

Dr.Gunsforhands:

Gallery Curator 1(b/w)
Creature - Thrull U
T: exile target card from a graveyard.
T: return target exiled card to its owner's graveyard.
Its paints depict a history best left forgotten.
1/2
A nice card, with some obvious combos, and very useful against certain decks in certain decks. The cost seems about right, as does P/T, though I could maybe see this as a rare. All around, a very good job.

Ragamander:

Edge of Reality
Legendary Land M
Edge of Reality enters the battlefield tapped.
http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=tap&type=symbol: Add http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=1&type=symbol to your mana pool.
http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=X&type=symbol, http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=tap&type=symbol, Exile a card in your hand with converted mana cost X: Choose a card you own from outside the game with converted mana cost X, reveal it, and put it into your hand.
Reality is what you make of it.
This is quite nice, even if the symbols make it impossible to read in the writing reply area :smallannoyed:. Still, I like it. Has a cool effect, while still being a land. The ability sets you back a turn in exchange for the versatility, but then again it does put the card right into your hand. Cool card, and I really like some of the picture options!

Sethman27:

Change of plans 2UUU

Sorcery MR
Swap out the deck you are currently playing for another deck you own
Shuffle that library and draw cards equal to the amount of cards you had in your hand.
All permanents remain on the battlefield and all spells remain on the stack.
I don't know about this one. Seems like it would be rather useful in the right situation, but that situation isn't likely to come around very often. I like the idea, but it seems rather game-bending and I doubt it would be allowed in anything official. But in casual games it's rather fun, even if it does mix up all of your cards. Nicely done.

Diego Havoc:

Grand Arbiter 3WW

Creature - Human Cleric Soldier U

Whenever a creature dealt damage by Grand Arbiter this turn dies, exile it.

Grand Arbiter gets +1/+1 for each exiled card your opponents own.

3/3
Yeah, this is nice. Synergizes very well with the right deck, and can snowball out of control very fast. Maybe you should up the cost a bit, but not really imperative. Colored well, and goes right alongside all those monks against Kamigawa. Nice card!

Lots of great entries, had trouble picking the best! But in the end,the ones that stood out to me the most are:
In third place, Ragamander with Edge of Reality!
In second place, DMofDarkness with Impossible Dream!
And in first place, HypoSoc with Probability Bomb! A fun, strong card with good balance, and that slight hinting to me of the Improbability Drive was just irresistible! Excellent job!

Surrealistik
2013-10-03, 11:30 PM
Yeah, I wasn't sure whether or not I should specify that Countdown can _only_ be cast from Suspend.

Suppose erring on the side of power cost me. :smalltongue:

HypoSoc
2013-10-04, 06:07 AM
I won? Sweet!

The last few contests have been mechanical in design, so lets go for a flavorful one.

Design a card based on the theme Ascension.

Diego Havoc
2013-10-04, 12:11 PM
Diego Havoc:

Yeah, this is nice. Synergizes very well with the right deck, and can snowball out of control very fast. Maybe you should up the cost a bit, but not really imperative. Colored well, and goes right alongside all those monks against Kamigawa. Nice card!
Well, I didn't win, but someone liked my card, which hasn't happened for a while, so thank you. :smallsmile:


Apotheosis 4WWWW

Enchantment - Aura R

Enchant Creature

Apotheosis is indestructable.

Enchanted creature is indestructable, has flying, gets +X/+X, where X is your devotion to white, and is a God in addition to its other creature types.

Surrealistik
2013-10-04, 12:12 PM
Design a card based on the theme Ascension.

Whoa, wait, what is meant by that exactly?

Dr.Gunsforhands
2013-10-04, 12:49 PM
Whoa, wait, what is meant by that exactly?


Ascent (http://dictionary.reference.com/browse/ascent)
noun
1. an act of ascending; upward movement; a rising movement: the ascent of a balloon.
2. movement upward from a lower to a higher state, degree, grade, or status; advancement: His ascent to the governorship came after a long political career.
3. the act of climbing or traveling up: Three climbers attempted the ascent of Mount Rainier.
4. the way or means of ascending; upward slope; acclivity.
5. a movement or return toward a source or beginning.

EDIT: ...or you could look at the existing Ascension cards (http://gatherer.wizards.com/Pages/Search/Default.aspx?name=+[Ascension]). That works too. :smalltongue:

Congrats HS!

Surrealistik
2013-10-04, 01:24 PM
Dark Ascension - B
Enchantment - Rare
At the beginning of your upkeep, you may sacrifice a creature or planeswalker. If you do, put X quest counters on ~. X is the sacrificed permanent's converted mana cost plus one or the number of loyalty counters on it.
When ~ has eighteen or more quest counters on it, you win the game.
Their agonized screams became the chorus of a dark god’s ineffable birth.


Not sure if I should go with exile over sacrifice to prevent some recursion combos, but in all honesty, I feel like that's part of the strategy surrounding the card and one of the avenues that makes it viable, necromancy builds aside.

Lea Plath
2013-10-04, 05:52 PM
Predator's Ascension 1GG
Enchantment
GG: Target creature you control fights target creature you don't control. Activate this ability only any time you could cast a sorcery.
Whenever a creature dealt damage by a creature you control this turn dies, put a quest counter on Predator's Ascension.
So long as Predator's Ascension has 5 or more quest counters on it, creatures you control have deathtouch, first strike, trample and reach.

Dr.Gunsforhands
2013-10-07, 01:36 AM
Prolific Scholar of Unseen Realms UU
Creature - Moonfolk Wizard MR
Flying
Whenever you draw a card, put a ki counter on Prolific Scholar of Unseen Realms.
At the beginning of each end step, if Prolific Scholar of Unseen Realms has three or more ki counters on it, you may transform it. If you do, replace each ki counter on it with a loyalty counter.
1/3

-

Tamiyo, Awakened
Planeswalker - Tamiyo MR
+2: Creatures without flying get -4/-0 until the beginning of your next upkeep.
-1: Scry 8, then draw a card.
-7: You may cast instant or sorcery spells from your hand without paying their mana costs this turn.
0

Fable Wright
2013-10-07, 01:49 AM
Ascension 1WW
Enchantment - Aura R
Enchanted creature gets +1/+1 for each other creature you control and has flying and lifelink.
Other creatures you control get +1/+1.
A warrior only ascends on the hopes of his comrades.

Ragamander
2013-10-07, 07:49 PM
Ascent // Descent


Ascent http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=W&type=symbol
Sorcery U
Target creature gets +2/+2 and gains flying until end of turn.
What goes up...
Fuse (You may cast one or both halves of this card from your hand.)
//
Descent http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=G&type=symbol
Sorcery U
Destroy target creature if it has flying.
...must come down.
Fuse (You may cast one or both halves of this card from your hand.)


Aggressively costed to make up for the lackluster effects and inflexible timing.
Note: Mighty Leap (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=241989), Plummet (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370601), and Terminate (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=368491) are all instants and commons.

The_Tentacle
2013-10-07, 08:50 PM
Ascension of Life {2GW}
Enchantment - (MR)
Level Up {1 W/G}
Any player may level up this permanent.
Level 1-3 : All creatures get +1/+1.
Level 4-6 : All creatures get +2/+2 and have lifelink.
Level 7+ : All creatures are indestructible, get +3/+3, and have lifelink.
"The preservation of life is a task that all should undertake."

Not really sure how well this would work in a game, or whether this type of thing even exists :P. Also not really sure about the costing, maybe a little high? Or maybe low? Argh!

Saposhiente
2013-10-07, 11:04 PM
Ascent // Descent


Ascent http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=W&type=symbol
Sorcery U
Target creature gets +2/+2 and gains flying until end of turn.
What goes up...
Fuse (You may cast one or both halves of this card from your hand.)
//
Descent http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=G&type=symbol
Sorcery U
Destroy target creature if it has flying.
...must come down.
Fuse (You may cast one or both halves of this card from your hand.)


Aggressively costed to make up for the lackluster effects and inflexible timing.
Note: Mighty Leap (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=241989), Plummet (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370601), and Terminate (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=368491) are all instants and commons.

Undercosted. The individual halves of Fuse cards should not be as good as their non-Fuse counterparts, to make up for their increased flexibility.

Ascension of Life {3GW}
Enchantment - (MR)
Level Up {1 W/G}
Any player may level up this permanent.
Level 1-3 : All creatures get +1/+1.
Level 4-6 : All creatures get +2/+2 and have lifelink.
Level 7+ : All creatures are indestructible, get +3/+3, and have lifelink.
"The preservation of life is a task that all should undertake."

Not really sure how well this would work in a game, or whether this type of thing even exists :P. Also not really sure about the costing, maybe a little high? Or maybe low? Argh!
I'd make it one cheaper. At the moment it's outside of white weenie's mana curve and I'd say iffy for WG tokens. It's theoretically great vs control but control can just counter/kill it. Other decks, the lifelink gives them time to find an answer to it.

Misothene
2013-10-11, 10:42 PM
Experiment Zero UUGG
Creature- Ooze R
Graft 1
T: Double the number of +1/+1 counters on Experiment Zero.
"'Unbounded,' check. 'Controlled,' not so much."
-Simic research log X47B, final entry.
0/0

Ragamander
2013-10-12, 05:54 AM
Undercosted.Just in case you didn't notice, I'll remind you that it is a sorcery, not an instant.
The individual halves of Fuse cards should not be as good as their non-Fuse counterparts, to make up for their increased flexibility.Generally yes. If you look at Far // Away (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=369042) - the most playable Fuse card - you see exactly that (Unsummon (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=265715) // Diabolic Edict (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=27251)). But if you look at Toil // Trouble (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=369032), you see each half priced reasonably on its own (Less-Color-Intensive Sign in Blood (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=260982) // Sorcery-Speed Sudden Impact (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=234701)).

The question I typically ask myself is whether it could see play in Constructed if its mana cost were any higher. The answer here is probably a resounding "No."

Very few people want to play either Mighty Leap (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=241989) OR Plummet (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370601), so stapling them together at normal cost still doesn't make them much more appealing. Being able to target one creature and kill it (due to rephrasing Plummet with an "if" clause) is what gives the card its potential. So, most of the time, it would be used as a Terminate (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=368491), and no one really wants to pay more than 2 for that, or 3 at the VERY most. If Mighty Leap were stapled to Plummet, it would cost 4 for that effect. If the mana costs were increased - like Far // Away - it would cost 6, which is unplayable outside of Limited.

So I start with the Toil // Trouble template to keep the cost reasonable, but I want to make it cost less to make it actually competitive. To offset this, I drop each spell to sorcery-speed (the original spells are instants). Normally, that is enough to merit a 1-mana drop in cost per spell, bringing the total from 4 to 2. I think that's reasonable.

The overall result in Constructed is a very solid uncommon that could easily be main-decked in Green/White decks, and could even see scattered sideboarding in Mono-Green.

In Limited, its playability will be moderated primarily by the fact that it requires TWO SPECIFIC COLORS to be particularly good.

...

Of course, I could just be severely underestimating the value of the "hidden" mode, in which you pluck your opponent's only flying blocker out of the sky and pump-jump an attacker through for the win.

HypoSoc
2013-10-12, 12:07 PM
Judging time

Diego Havoc


Apotheosis 4WWWW

Enchantment - Aura R

Enchant Creature

Apotheosis is indestructable.

Enchanted creature is indestructable, has flying, gets +X/+X, where X is your devotion to white, and is a God in addition to its other creature types.
Very straight forward. Very bomby, +4/+4 on its own with flying is a powerful ability. Add indestructible and the potential for more p/t and you have a sweet card. It is divinity in a can, and is flavorful, but it doesn't seem that original.

Surrealistik

Dark Ascension - B
Enchantment - Rare
At the beginning of your upkeep, you may sacrifice a creature or planeswalker. If you do, put X quest counters on ~. X is the sacrificed permanent's converted mana cost plus one or the number of loyalty counters on it.
When ~ has eighteen or more quest counters on it, you win the game.
Their agonized screams became the chorus of a dark god’s ineffable birth.
I understand where you are going with this, but I don't think it makes much sense flavor-wise to sacrifice planeswalkers. These dudes are your equals and would not let themselves be thrown on an altar. This card is a bit too good, as it is an alternate win condition that is pretty easy to manipulate. Black is the color of graveyard recursion. It would have been better if the effect was mandatory, and exiled instead. Dark rituals don't really let you do things on your own time.

Lea Plath

Predator's Ascension 1GG
Enchantment
GG: Target creature you control fights target creature you don't control. Activate this ability only any time you could cast a sorcery.
Whenever a creature dealt damage by a creature you control this turn dies, put a quest counter on Predator's Ascension.
So long as Predator's Ascension has 5 or more quest counters on it, creatures you control have deathtouch, first strike, trample and reach.
This is SCARY powerful. Repeatable removal that only gets getter? Once this thing is ascended, that is GG destroy target creature if you have a creature with any power. You can do this as many times as you want, and it also allows for creatures dying in regular combat to grow. For 3 cmc with a 2 activation, this is overpowered.

Dr.Gunsforhands

Prolific Scholar of Unseen Realms UU
Creature - Moonfolk Wizard MR
Flying
Whenever you draw a card, put a ki counter on Prolific Scholar of Unseen Realms.
At the beginning of each end step, if Prolific Scholar of Unseen Realms has three or more ki counters on it, you may transform it. If you do, replace each ki counter on it with a loyalty counter.
1/3
-
Tamiyo, Awakened
Planeswalker - Tamiyo MR
+2: Creatures without flying get -4/-0 until the beginning of your next upkeep.
-1: Scry 8, then draw a card.
-7: You may cast instant or sorcery spells from your hand without paying their mana costs this turn.
0
I love the idea of representing Tamiyo growing into her spark, but at the same time this is contradictory. Planeswalkers are allies that you ask for help. This implies that you yourself are the one that fostered Tamiyo into her ascendancy, and as such she should be loayal permanently to you alone. The card itself it pretty powerful, as it is easy to flip in a blue deck, but that is fine for a planeswalker.

DMofDarkness

Ascension 1WW
Enchantment - Aura R
Enchanted creature gets +1/+1 for each other creature you control and has flying and lifelink.
Other creatures you control get +1/+1.
A warrior only ascends on the hopes of his comrades.Simple, flavorful, powerful. This is a strictly better anthem, except for the fact that it dies to creature removal rather than just enchantment removal. However, it doesn't feel very original.

Ragamander

Ascent // Descent
Ascent http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=W&type=symbol
Sorcery U
Target creature gets +2/+2 and gains flying until end of turn.
What goes up...
Fuse (You may cast one or both halves of this card from your hand.)
//
Descent http://gatherer.wizards.com/Handlers/Image.ashx?size=small&name=G&type=symbol
Sorcery U
Destroy target creature if it has flying.
...must come down.
Fuse (You may cast one or both halves of this card from your hand.)

Pay two, destroy target creature? Pay one, get +2/+2 and flying? Pay one, destroy target flyer? All of these things are overpowered. Especially at uncommon level. This card would have to be rare at minimum to explain its power.

The Tentacle

Ascension of Life {2GW}
Enchantment - (MR)
Level Up {1 W/G}
Any player may level up this permanent.
Level 1-3 : All creatures get +1/+1.
Level 4-6 : All creatures get +2/+2 and have lifelink.
Level 7+ : All creatures are indestructible, get +3/+3, and have lifelink.
"The preservation of life is a task that all should undertake."

At 7, the game will never end with all the indestructible lifelinkers around. I'm not sure that is a good thing. Also, if everyone has the option of leveling it up, it should be a colorless level up.

Misothene

Experiment Zero UUGG
Creature- Ooze R
Graft 1
T: Double the number of +1/+1 counters on Experiment Zero.
"'Unbounded,' check. 'Controlled,' not so much."
-Simic research log X47B, final entry.
0/0
Very cool, very powerful, very Simic. I'm just not seeing the ascension theme here, more of an uncontrolled growth.

Runner Ups
Surrealistik and Dr.Gunsforhands

Winner
Diego Havoc

Diego Havoc
2013-10-12, 03:49 PM
I won? Hooray! When you said my card wasn't that original, my immediate thought was "oh well, didn't win again". Glad to be proven wrong. :smallbiggrin:


And now for something completely different: Design a Vanguard (http://www.wizards.com/Magic/TCG/Article.aspx?x=magic/products/vanguard) Card (http://www.wizards.com/Magic/TCG/Article.aspx?x=magic/magiconline/vanguard)

Ideally the Vanguard card should be based on an existing M:tG card or character, but if you want to go with an original character/creature then go for it! Also note that some Vanguard guards are designed for online play only, allowing them to do some crazy stuff that you can't get away with in the physical game. Have fun!

Saposhiente
2013-10-12, 08:37 PM
Long post
Basically, your argument only works if all of those cards that your card is similar to are quite underpowered, which they're not. A card that would be simply GW Destroy target creature would be overpowered because it's completely outside of green's and white's color pies, they shouldn't have simple removal that cheap. The green half is made much better because Plummet usually has the downside of being a blank card vs decks without flying, this allows it to retain usefulness. Similarly, decks without flying are going to have a harder time dealing with the white half. Probably should increase the cost of both halves by {1} and make it instant speed.

Joke entry:
Pyrostone, Hero of MagicCraft
Your minimum deck size is halved.
The maximum number of copies of any card you can have in your deck is halved.
At the beginning of your upkeep, if you control fewer than 10 lands, you may choose a basic land card you own from outside of the game and play it. (This counts towards the maximum number of lands you can play each turn.)
When you declare blockers, attacking player chooses blockers for you.
Creatures you control with defender must block each turn if able.
Hand -3
Life +10

Deck consistency ahoy! Actually, this might be balanced, if someone can come up with a flavor for it. Could work in either aggro or control, mostly control, not so much with midrange. That's pretty unusual. In aggro, the main drawback of not being allowed to choose blockers doesn't apply if you always attack and never have any blockers to declare. In control, the guaranteed land drops throughout the game without worrying about land flood is huge, and you're more likely to assemble any combo, but not being able to choose your blockers is really bad. Midrange tends to want to have good blockers, and won't be able to use the free land to its fullest extent, so I don't think it would work very well. Silver bullet is enemy milling, but nobody uses that competitively so if someone does kill you with it it will be hilarious.

Binks
2013-10-13, 09:29 AM
Erthnic, Adviser to Tyranax
Hand Size +2
Starting Life +10
Your spells cost 1 more to cast

Sethman27
2013-10-13, 08:22 PM
Lim Dul Servant of leschrac
You may cast creatures from your graveyard
Life -2
Hand +1

~Corvus~
2013-10-14, 12:32 AM
Avacyn, Angel of Hope
Permanents you control are indestructible.
Hand -1
Starting Life -7

Dr.Gunsforhands
2013-10-14, 12:55 AM
Hey, Tamiyo might have just been hanging around on the plane incognito until you bribed her with enough ki counters. You don't know. :smalltongue:

Timmy
Hand Size -2
Life Total +5
5: Put a creature card from your hand on the battlefield.

Johnny
Hand Size +0
Life Total +0
4, discard a card: Search your library for a card, reveal it, and put it into your hand.

Spike
Hand Size +5
Life Total -2
No special abilities

Goblin Diplomat
Hand Size +0
Life Total +2
2: target creature attacks this turn if able.

Recycle design note: I tried to get skipping draws to work, but it made the archetype too vulnerable to early discard and left it open to situations where one literally couldn't play a card from the two-card hand to continue playing the game. A replenishment case can be implemented in MTGO using whatever framework is already in place for Mindslaver, but drawing back up to 2 each turn is just more elegant.

Recycle
The avatar, fittingly enough, is Gerrard eating some disgusting rations and looking like he's going to be sick.
Hand Size -6
Life Total +0
Whenever you play a card, draw a card.

HypoSoc
2013-10-14, 02:04 AM
Chandra Nalaar
Hand Size -6
Life Total -5
Whenever you cast a spell, you may deal 3 damage to target creature or player.
As long as you have less than 3 lands in play, cards in your hand have Mountaincycling 0.
Why have a plan when you can just set things on fire?

The_Tentacle
2013-10-14, 06:25 PM
Thought I'd just have a bit of fun first.

Jace Beleren
Hand Size [every card in your library]
Life Total -19
Whenever you would draw a card from your library, you may instead shuffle 3 cards from your hand into your library.
"I have contingency plans for the contingency plans of my contingency plans!"


Purphoros, the Sleeping God
Hand Size +-0
Life Total -3
Instant and Sorcery cards you own have an Overload cost equal to their mana cost plus 3RR (You may cast this spell for its Overload cost. If you do, replace each instance of "target" with "each.").
"Even while dormant, the Forge God's power is more than sufficient to power the chain reaction. Probably."

Hope I got my point across well there...

Ninjaman
2013-10-14, 06:36 PM
Thassa

Hand size (+2)
Life total (-3)

At the beginning of your upkeep scry 1.

Fleeing Coward
2013-10-14, 08:48 PM
Thought I'd just have a bit of fun.

Jace Beleren
Hand Size [every card in your library]
Life Total -10
Whenever you would draw a card from your library, you may instead shuffle 3 cards from your hand into your library.
"I have contingency plans for the contingency plans of my contingency plans!"

So turn 1 guaranteed combo win with a million counter backup? :smalltongue:

Ninjaman
2013-10-15, 07:26 AM
So turn 1 guaranteed combo win with a million counter backup? :smalltongue:

My thoughts exactly. Some of the existing vanguards are op when used with a particular tactic (Mishra infect?), but this is too much.

Ragamander
2013-10-15, 07:11 PM
SERIOUS ENTRY:
Yawgmoth
Whenever you cast a spell, you lose 2 life.
Whenever you are dealt damage, discard a card.
+3/+6


BEST ENTRY:
The Fire Penguin
The Fire Penguin consumes and confuses you. You are a 6/5 red creature with trample. If you would die, you lose the game and target player gains "control" of The Fire Penguin instead.
+1/-5

Rules Note 1/2: Threaten (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129767) and the like function as Mindslaver (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=209044)s. It is legal for you (insofar as you are a creature) to attack yourself (insofar as you are a player) in such a situation.
Rules Note 2/2: It follows then that Blatant Thievery (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=41156) and the like function as permanent Mindslaver (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=209044)s.
Design Note 1/3: I might want to change it to "with trample and converted mana cost equal to the number of turns you have begun as active player" to stop things like Dominate (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=21303) and Smother (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=191578). On the other hand, it's already really silly, so why bother adding so much extra text?
Design Note 2/3: For the same reason, I've removed the following clause: "If you would move to any zone other than the graveyard, tap yourself, remove yourself from combat, and skip your next turn instead."
Design Note 3/3: Air-quotes are included around "control" because we all know who's really in charge here.


LESS SERIOUS ENTRY:
Massacre Girl
Whenever a creature dealt damage by a source you control this turn dies, draw a card.
Whenever another player loses the game, double your life total.
+0/-4

@Saposhiente:
Basically, your argument only works if all of those cards that your card is similar to are quite underpowered, which they're not. A card that would be simply GW Destroy target creature would be overpowered because it's completely outside of green's and white's color pies, they shouldn't have simple removal that cheap.Journey to Nowhere (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=247547)

I do see your point. If I've made any error, I think it would be that I've overvalued the use of instant-speed on the original cards and mistakenly thought it would transfer to a Fuse card. I also understand that it takes sideboard-only effects and makes them main-deckable by adding that third mode (all-purpose kill spell), which may disproportionately affect the power level.

However, I also partly disagree. First, white has plenty of removal. Second, the similar cards ARE "meh" and competitively unplayable. Look at it this way:
Angelic Leap W
Instant U
Target creature gets +2/+2 and gains flying until end of turn.

Crash G
Instant U
Destroy target creature with flying.


These cards might actually be viable in Constructed (Leap could go main; Crash could go sideboard). Angelic Leap would probably be extremely strong in Limited, but it happens sometimes.

I stapled THOSE two cards together, and, instead of increasing the cost, I downgraded to sorcery speed. (Instant speed normally costs an additional {1}.) I changed "target creature with flying" to "target creature if it has flying" to increase the synergy, making it more-or-less a Journey to Nowhere that has solid alternate modes at the cost of being two colors instead of one.

Fable Wright
2013-10-15, 07:38 PM
Griselbrand
Hand Size: +0
Life total: +1
At the beginning of each end step, if you lost 7 or more life this turn, draw 7 cards.

onasuma
2013-10-17, 10:10 AM
Prossh, Skyraider of Kher

Hand size -2

Life total: -4

Whenever you cast a spell, put a red 0/1 Kobolds token named Kobolds of Kher Keep into play.

Saposhiente
2013-10-17, 08:31 PM
@Saposhiente:

Journey to Nowhere is sorcery speed, dies to enchantment removal, and is really good. Your card is far, far better than it with the only requirement that you be a selesnya deck. The point is to make interesting, balanced cards, not Wild Nacatl. Most such cards don't fit in very many top level competitive decks.

Surrealistik
2013-10-18, 11:18 AM
Phylactery Lich (http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=271386)
Hand Size: +2
Life total: -2
Whenever you would lose life from a source you don't control or you would lose the game, you may instead sacrifice X artifacts where X is equal to the number of doom counters on ~ plus one, then put a doom counter on ~. Artifacts sacrificed in this way cannot be played from anywhere until the end of your next turn.

In worldly possessions lies its otherworldly existence.


Was thinking of having the player exile artifacts they control instead of having a temporary ban on their playing for the sake of simplicity/balance, but such a ban would achieve balance without totally obviating interesting combos and synergies. Obviously employing an all or nothing binary mechanic more similar to the original card would be a bad idea, with some decks utterly devastating or being devastated by it.

mystic1110
2013-10-18, 11:25 AM
Gideon Jura
Creatures opponents control attack you if able.
Hand Size: +1
Life total: +6

Diego Havoc
2013-10-19, 02:24 PM
Okay, judging time. If you think I've said something really stupid about your entry, feel free to let me know, I know I'm not great at judging cards.

Saposhiente

Joke entry:
Pyrostone, Hero of MagicCraft
Your minimum deck size is halved.
The maximum number of copies of any card you can have in your deck is halved.
At the beginning of your upkeep, if you control fewer than 10 lands, you may choose a basic land card you own from outside of the game and play it. (This counts towards the maximum number of lands you can play each turn.)
When you declare blockers, attacking player chooses blockers for you.
Creatures you control with defender must block each turn if able.
Hand -3
Life +10
I know you said this was a joke entry, but since you didn't make another entry I might as well judge it.

And it's really interesting! I think, perhaps, that it can't quite work as a vanguard card, due to modifying how the deck is actually built, but the mix of positives and negatives here really get me thinking. I think, though, that even with the draw back this would be very powerful. Still, good job doing something I've never seen before! :smallbiggrin:

Binks

Erthnic, Adviser to Tyranax
Hand Size +2
Starting Life +10
Your spells cost 1 more to cast
A slow start offset with a good boost to hand and life. I can see it being playable. Not much else to say.

Sethman27

Lim Dul Servant of leschrac
You may cast creatures from your graveyard
Life -2
Hand +1
Seems good. Definitely worth the -2 life. Not much else to say.

~Corvus~

Avacyn, Angel of Hope
Permanents you control are indestructible.
Hand -1
Starting Life -7
This is a trick one to judge. Indestructability of all permanents is pretty damn strong. Yes, there are ways around it, and -7 life and -1 card is a pretty big penalty, but I can't help thinking the ability would be better balanced with a cost or condition attached to it.

Dr.Gunsforhands


Recycle
The avatar, fittingly enough, is Gerrard eating some disgusting rations and looking like he's going to be sick.
Hand Size -6
Life Total +0
Whenever you play a card, draw a card.
-6 is way too much. Yes, it's a strong ability, but starting with only one card means that most of the time you won't really get going until you're opponent has wiped you out. Compare this to the Gerrard card and this is much weaker. a -4 with a small life penalty would have worked better for this.

Hyposoc

Chandra Nalaar
Hand Size -6
Life Total -5
Whenever you cast a spell, you may deal 3 damage to target creature or player.
As long as you have less than 3 lands in play, cards in your hand have Mountaincycling 0.
Why have a plan when you can just set things on fire?
-6 to hand size and -5 life? I'm pretty sure this would be unplayable, even with the mountain cycling.

The_Tentacle

Purphoros, the Sleeping God
Hand Size +-0
Life Total -3
Instant and Sorcery cards you own have an Overload cost equal to their mana cost plus 3RR (You may cast this spell for its Overload cost. If you do, replace each instance of "target" with "each.").
"Even while dormant, the Forge God's power is more than sufficient to power the chain reaction. Probably."

Hope I got my point across well there...
Interesting. I'm not all that familiar with overload, so I'm not sure how balanced this ability is. I wonder how it would interact with cards like Cackling Counterpart and the wording for Kor Chant would be all wrong. Perhap it would be better templated like "Whenever you cast an instant or sorcery spell with a single target you may pay 3RR. If you do copy that spell for each other permanent that spell could target. Each copy targets a different one of those permanents."

Ninjaman

Thassa

Hand size (+2)
Life total (-3)

At the beginning of your upkeep scry 1.
Simple, useful, well balanced, but not all that interesting. I don't really have much to add.

Ragamander

SERIOUS ENTRY:
Yawgmoth
Whenever you cast a spell, you lose 2 life.
Whenever you are dealt damage, discard a card.
+3/+6
I think the drawbacks outweigh the bonus on this one. You could probably take one ability or the other and it would work.

DMofDarkness

Griselbrand
Hand Size: +0
Life total: +1
At the beginning of each end step, if you lost 7 or more life this turn, draw 7 cards.
I really like this. Discourages your opponent from attacking you too much, and can be combined with your own loss of life effects to deliberately refill your hand. Good.

onasuma

Prossh, Skyraider of Kher

Hand size -2

Life total: -4

Whenever you cast a spell, put a red 0/1 Kobolds token named Kobolds of Kher Keep into play.
A continuous source of blockers is nice, potentially really good if you have Rohgahh of Kher Keep. The hand size mod for this could probably be reduced to -1, but otherwise this seems good.

Surrealistik

Phylactery Lich (http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=271386)
Hand Size: +2
Life total: -2
Whenever you would lose life from a source you don't control or you would lose the game, you may instead sacrifice X artifacts where X is equal to the number of doom counters on ~ plus one, then put a doom counter on ~. Artifacts sacrificed in this way cannot be played from anywhere until the end of your next turn.

In worldly possessions lies its otherworldly existence.
I really like the idea here, but I'm not sure about the balance. You say the artifacts cannot be played, but what about simply returned to the battlefield, via Bringer of the White Dawn for example? Perhaps it would have been better to exile the artifacts, then return them to the graveyard at the end of the next turn. Then again, the cost goes up each time, so maybe it's not such a big deal. Hand and life seem to be about right, perhaps life could be a little lower to make up for the damage prevention.

mystic1110

Gideon Jura
Creatures opponents control attack you if able.
Hand Size: +1
Life total: +6
Wouldn't be much fun for players in a multiplayer game where everyone is forced to attack only you. In 1-on-1 it seems like it would be good for a heavy defensive deck.

Winner:
DMofDarkness

2nd place to Surrealistik, 3rd to Saposhiente, despite the joke entry.

Fable Wright
2013-10-19, 03:02 PM
That was certainly an interesting contest, I'll give you that.

For the next contest, design an Enchantment without a casting cost. (An Enchantment with Suspend, for example, or one that can put itself on the battlefield when a condition is met, has effects from outside the battlefield, is a land, or perhaps is just the back of a double-faced card.)

Surrealistik
2013-10-19, 03:53 PM
Abyssal Rift (Black and Blue)
Enchantment - Rare
If a permanent was exiled from the battlefield this turn, you may discard a card or pay 2 life to put ~ onto the battlefield from any nonlibrary zone.
Once per turn, you may play a card from the exile zone. Its colored mana symbols are U/B. Whenever a card is played in this way, it can’t be played or returned from anywhere until the end of the active player’s next turn.

"...and if you gaze into the abyss, the abyss gazes into you." -Friedrich Nietzsche, Beyond Good and Evil


Strong with Rest in Peace, but Energy Field + Rest in Peace are probably even more powerful in balance.

Not sure whether I should restrict the zones it can be played from to non-library, hand, hand or exile zone. In the context of the obvious RiP power combo that it would invariably used with, it doesn't much matter however.

HypoSoc
2013-10-19, 04:34 PM
Ephemerality
Enchantment - Rare - Blue Color Symbol
Whenever a non-land permanent returns to your hand from play, if ~ is in your hand, you may put ~ onto the battlefield at the beginning of the next upkeep.
Return ~ to its owner's hand: At the beginning of the next end step, return target non-land permanent to its owner's hand.
Rather a moment of triumph than an eternity of mediocrity.

Dr.Gunsforhands
2013-10-19, 05:53 PM
Orzhova Shriner 1WW
Creature - Human Cleric R
Haunt (When this creature dies, exile it haunting target creature.)
When Orzhova Shriner enters the battlefield or the creature it haunts dies, put a white enchantment token named Candle with, "At the beginning of your upkeep, you gain 1 life," onto the battlefield.
They light the offices of the devoted whose work continues beyond death.
3/2
Hall of Whispers 3UU
Creature - Spirit Wall R
Whenever Hall of Whispers blocks a creature, transform it and attach it to that creature.
0/4

//

Relentless Whispers
Enchantment - Aura (blue)
You control enchanted creature.
If enchanted creature would leave the battlefield, instead unattach and transform Relentless Whispers, then enchanted creature leaves the battlefield.

Saposhiente
2013-10-19, 09:34 PM
@Diego Havoc: The joke was that it's a reference to the mechanics of new CCG Hearthstone: Heroes of Warcraft

Neutralizing Force
Enchantment - Aura (white) R
Enchant nonland permanent
Enchanted permanent is a typeless permanent with no abilities.
Suspend 3 - W
When you would cast this from exile, you may instead put a time counter on it.
1U: Exile ~ and put a time counter on it.

Was originally going to use the Oblivion Ring wording but that's far too long with all of the other text; decided that making it a typeless (read: useless) permanent was novel and created more ways to deal with this.

~Corvus~
2013-10-20, 01:51 AM
Leyline of Æther
Enchantment - (colorless) Rare
This card may be put into play at any time as long as an opponent controls a nonland permanent and as long as you can cast an instant.
Echo 2(P)(P) ( (P) may be paid for by any one colored mana or two life.)

If Leyline of Æther is in your opening hand, you may begin the game with it on the battlefield, and you do not need to pay its echo cost.

All non-land permanent cards your opponents play have Echo (P).

At the Collegium, Jessic announced the existence of an element beyond the five used in our magics. The screaming began as we watched his body disintegrate from the strain of channeling the Æther.

Saposhiente
2013-10-20, 10:28 AM
So you can start with it in play if you're lucky, but then it dies next turn to echo? And if you don't start with it in play, you can't cast it? No comprendo.
(If you want people to be able to cast it without spending mana, using only the echo cost, you have to have casting cost 0. Having no casting cost = It can't normally be cast.)
Also, what is 1/P? If you mean Phyrexian, you have to specify the color. Also it seems like an odd thing to do, would be simplified by having colorless phyrexian, but that's never been done so I dunno.

~Corvus~
2013-10-20, 11:31 AM
So you can start with it in play if you're lucky, but then it dies next turn to echo? And if you don't start with it in play, you can't cast it? No comprendo.
(If you want people to be able to cast it without spending mana, using only the echo cost, you have to have casting cost 0. Having no casting cost = It can't normally be cast.)
Also, what is 1/P? If you mean Phyrexian, you have to specify the color. Also it seems like an odd thing to do, would be simplified by having colorless phyrexian, but that's never been done so I dunno.

@_@ so many questions, but I appreciate the clarification. I was going to clarify about the Echo when opening with it, but then I thought not, so this is actually helpful. Thanks.


107.4g In rules (http://media.wizards.com/images/magic/tcg/resources/rules/MagicCompRules_20130927.pdf) text, the Phyrexian symbol {P} with no colored background means any of the five
Phyrexian mana symbols.

Neato! I didn't know that, so thanks for being confused.

For the sake of this card, I was going to make the mana cost be colored mana of any one color / phyrexian, so I thought, ah, well, colorless should work, right? Thanks for the clarity THERE, too!

mystic1110
2013-10-20, 03:43 PM
Mind full of Snakes
Enchantment
(Nonexistent mana costs can't be paid.)
Mind full of Snakes is Black.
If Mind full of Snakes is in your graveyard, you may sacrifice a snake to return it to your hand.
Forecast — 2BB, Reveal Mind full of snakes from your hand: Put a 1/1 snake token with death touch onto the battlefield. (Activate this ability only during your upkeep and only once each turn.)

Diego Havoc
2013-10-20, 06:06 PM
That was certainly an interesting contest, I'll give you that.
I figured it probably hadn't been done before. :smallbiggrin:


@Diego Havoc: The joke was that it's a reference to the mechanics of new CCG Hearthstone: Heroes of Warcraft
Ah, never heard of it.

Dr.Gunsforhands
2013-10-20, 07:08 PM
Mind full of Snakes
I can't help but smile at this one. :smallbiggrin:
If I Had a Choice Between the Two of You... B
Enchantment - R
~this enters the battlefield tapped.
At the beginning of your upkeep, you lose 3 life.
T, Sacrifice ~this: put a 3/3 green Seasick Crocodile creature token onto the battlefield tapped.

I may want to replace mine. I'll edit it as such if so.
Orzhova Shriner 1WW
Creature - Human Cleric R
Haunt (When this creature dies, exile it haunting target creature.)
When Orzhova Shriner enters the battlefield or the creature it haunts dies, put a white enchantment token named Candle with, "At the beginning of your upkeep, you gain 1 life," onto the battlefield.
They light the offices of the devoted whose work continues beyond death.
3/2

Votive Candlemaker 1W
Creature - Human Spellshaper U
W, T, discard a card: put a white enchantment token named Candle with, "At the beginning of your upkeep, you gain 1 life," onto the battlefield.
1/2

Light a Candle W
Sorcery
Put a white enchantment token named Candle with, "At the beginning of your upkeep, you gain 1 life," onto the battlefield.
Buyback 2W (When you cast this spell, you may pay its buyback cost in addition to its normal cost. If you do, put it into its owner's hand instead of the graveyard when it resolves.)

Sethman27
2013-10-20, 08:59 PM
The final stand (for lack of better name please help if you can!)
(Non existent mana cost can't be paid)
Enchantment R
~ is white
When have 10 or less life you may put ~ onto the battlefield
Creatures you control have lifelink
WW: put a 2/2 white Cleric token into play activate this ability only once per turn
When you have 20 or more life sacrifice ~

Saposhiente
2013-10-20, 09:13 PM
Leyline of Æther
Enchantment - (colorless) R
This card may be put into play at any time as long as an opponent controls a nonland permanent and as long as you can cast an instant.
Echo 2(P)(P) ( (P) may be paid for by any one colored mana or two life.)

If Leyline of Æther is in your opening hand, you may begin the game with it on the battlefield, and you do not need to pay its echo cost.

All non-land permanent cards your opponents play have Echo (P)(P).

At the Collegium, Jessic announced the existence of an element beyond the five used in our magics. The screaming began as we watched his body disintegrate from the strain of channeling the Æther.
You don't need to specify that it's colorless; all cards without casting costs or color indicators are colorless.
"{P} may be paid with either {1} or 2 life" (don't require that the mana be of some unspecified color; completely colorless mana exists)
Being able to put it into play any time you could cast an instant seems kind of silly when you could just give it casting cost zero (although that wouldn't work in this competition, but it's your job to find a reason to have no casting cost :smallsmile: ). It's like giving it split second, since you're not using the stack.
Also this is really powerful.

The final stand (for lack of better name please help if you can!)
(Non existent mana cost can't be paid)
Enchantment R
~ is white
When have 10 or less life put ~ onto the battlefield
Creatures you control have lifelink
WW: put a 2/2 white Cleric token into play
When you have 25 or more life sacrifice ~
Needs "you may put ~ onto the battlefield"; otherwise you could secretly have it in your hand and illegally not play it (for some reason).
Same problem as above card; it would make more sense with a casting cost and "You may cast this only if you have 10 or less life"
Also it's really powerful, especially in White/Black decks that are going to just pay 10 life to make their other stuff more powerful and then also play this.

Binks
2013-10-20, 11:35 PM
Leyline of Power
Enchantment MR
(~ is black)
(Nonexistant mana costs cannot be payed)
If ~ is in your opening hand, you may begin the game with it on the battlefield.
If ~ is not in your opening hand at the start of the game you may discard a card. If you do, reveal cards from the top of your deck until you reveal ~. and put it on the battlefield. Discard a card for every 10 cards revealed this way then shuffle the other revealed cards back into your library.
At the beginning of your upkeep you lose 2 life and draw a card.
"Power is always available...at a cost."

Not 100% sure of the template on the second effect. Might need to be closer to Panglacial worm, like:
"At the start of the game if ~ is in your library you may discard a card..." etc.

~Corvus~
2013-10-21, 12:18 AM
You don't need to specify that it's colorless; all cards without casting costs or color indicators are colorless.

Well, I felt like I needed to specify that the card was colorless after you being so confused last time. :smallannoyed:


"{P} may be paid with either {1} or 2 life" (don't require that the mana be of some unspecified color; completely colorless mana exists)

I actually looked it up in the rulebook (http://media.wizards.com/images/magic/tcg/resources/rules/MagicCompRules_20130927.pdf) where it states, "107.4g In rules text, the Phyrexian symbol {P} with no colored background means any of the five Phyrexian mana symbols.' I actually like that you caused me to look it up, and like the requirement of colored mana for that echo cost. A Kozilek EDH deck or Karn EDH can't run it, but that isn't my primary concern.



Being able to put it into play any time you could cast an instant seems kind of silly when you could just give it casting cost zero (although that wouldn't work in this competition, but it's your job to find a reason to have no casting cost :smallsmile: ). It's like giving it split second, since you're not using the stack.
Also this is really powerful.


Ah, the meaty bit. My reasoning here is that, well, Leyline of the Sanctity is Win vs. burn decks, right? And the Void shuts down Mimeoplasm. So do you think this is *way* too potent to be a Leyline? Seems that 2 life or 1 colored mana is too cheap an echo cost.

Saposhiente
2013-10-21, 12:36 AM
Ah, the meaty bit. My reasoning here is that, well, Leyline of the Sanctity is Win vs. burn decks, right? And the Void shuts down Mimeoplasm. So do you think this is *way* too potent to be a Leyline? Seems that 2 life or 1 colored mana is too cheap an echo cost.

Either way, this is just so much better than Leyline of Lightning http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107686.


Leyline of Power
Enchantment MR
(~ is black)
(Nonexistant mana costs cannot be payed)
If ~ is in your opening hand, you may begin the game with it on the battlefield.
If ~ is not in your opening hand at the start of the game you may discard a card. If you do, reveal cards from the top of your deck until you reveal ~. and put it on the battlefield. Discard a card for every 10 cards revealed this way.
At the beginning of your upkeep you lose 2 life and draw a card.
"Power is always available...at a cost."

Not 100% sure of the template on the second effect. Might need to be closer to Panglacial worm, like:
"At the start of the game if ~ is in your library you may discard a card..." etc.
I don't think that you can have static abilities that function without needing to reveal the card. I mean sure you're supposed to reveal it eventually, but you don't prove that you actually have it in your library before you start searching. As worded, I'm pretty sure that you don't actually have to have it in your library to try to search for it, you can search at any time, and it doesn't tell you what to do with the rest of the revealed cards (Shuffle them, discard them, or exile them?)

~Corvus~
2013-10-21, 01:46 AM
Either way, this is just so much better than Leyline of Lightning http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107686.

Haaang on. You made me squirm with your questions, so please answer mine straightly. That is not the leyline standard i'm holding it to. Anticipation (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205008) gives everything flash, its amazing, and isn't as devastating as not being able to recur cards from the grave (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205013) or having a burn deck shut down (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=204993). So, with those other two, is that cost too much?

Binks
2013-10-21, 10:37 AM
I don't think that you can have static abilities that function without needing to reveal the card. I mean sure you're supposed to reveal it eventually, but you don't prove that you actually have it in your library before you start searching. As worded, I'm pretty sure that you don't actually have to have it in your library to try to search for it, you can search at any time, and it doesn't tell you what to do with the rest of the revealed cards (Shuffle them, discard them, or exile them?)
I'm not sure there's any way to do what I'm looking for here (you can always start with it in play, at a cost) without having it be a static ability that functions even if it's not in your deck. I think the fact that you have to eventually reveal it as part of the ability means that, if it's not in your deck, doing the ability without the reveal would be cheating. If it is in your deck you can just declare, at the start of the game, "I'm using Leyline of Power's effect from my library", then discard a card and start flipping.

There aren't many decks that randomly want to discard their entire starting hand and reveal their entire deck to the opponent for no gain, so I wouldn't be super worried about people trying to use the effect without actually having the card, but I do see your concerns on that.

Adding a note to what to do with the revealed cards. Just forgot that. Thanks.

Saposhiente
2013-10-21, 10:40 AM
@Corvus
The difference is that vs some decks, Leyline of the Void and Leyline of Sanctity are just useless, while this is useful everywhere. I haven't heard of a single Spike deck that doesn't use nonland permanents; this is superb if you're running an aggro deck, helping you win a race vs aggro, devastating midrange, and getting in good damage vs control.

The_Tentacle
2013-10-22, 09:11 AM
Unending Dirge
Enchantment - Aura (R)
(Nonexistent mana costs can't be paid.)
~ is Black.
{BB}: Return target creature you own that died this turn to play with ~ attached to it. Play this ability only when ~ is in your graveyard.
Enchanted creature gets has wither and is black and a Zombie in addition to its other colors and types.
In the belly of the great nothing, he was granted a new purpose: to spread the Dirge across the land, to rally the sleepless dead against the living.

Yes, it is a reference to a video game.

~Corvus~
2013-10-25, 01:25 PM
@Corvus
The difference is that vs some decks, Leyline of the Void and Leyline of Sanctity are just useless, while this is useful everywhere. I haven't heard of a single Spike deck that doesn't use nonland permanents; this is superb if you're running an aggro deck, helping you win a race vs aggro, devastating midrange, and getting in good damage vs control.

You make good points there. Still, would only {P} be a devastating cost? I appreciate the feedback.

~Corvus~
2013-10-25, 01:40 PM
Either way, this is just so much better than Leyline of Lightning http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107686.


I don't think that you can have static abilities that function without needing to reveal the card. I mean sure you're supposed to reveal it eventually, but you don't prove that you actually have it in your library before you start searching. As worded, I'm pretty sure that you don't actually have to have it in your library to try to search for it, you can search at any time, and it doesn't tell you what to do with the rest of the revealed cards (Shuffle them, discard them, or exile them?)


I'm not sure there's any way to do what I'm looking for here ...
There aren't many decks that randomly want to discard their entire starting hand and reveal their entire deck to the opponent for no gain, so I wouldn't be super worried about people trying to use the effect without actually having the card, but I do see your concerns on that.

Adding a note to what to do with the revealed cards. Just forgot that. Thanks.

Maybe you could change it to something like....

If ~ would be put into your graveyard from anywhere, you may instead shuffle it into your deck and reveal cards from the top of your library until you reveal a card named ~. If you do, discard a card from your hand for every 10 cards you reveal this way. Then put it into your hand and shuffle the other revealed cards back into your library.

Edit: This way, even if you didn't tutor for it, if it gets milled into your graveyard, you have a way of recurring it to your hand if you so please.

Binks
2013-10-25, 04:33 PM
Edit: This way, even if you didn't tutor for it, if it gets milled into your graveyard, you have a way of recurring it to your hand if you so please.
Except it can't be played from hand at all, and can only be put out at the start of the game. The goal is basically a card you can always start the game with (though there may be a significant cost to do so) but can never play midway through the game. The cost of the card, rather than being mana, is opportunity, either losing 1 or more cards at the start of the game to get it out (1 if it's in your hand, more if it's not), or having a dead card in your deck if you elect not to tutor it up midway through.

~Corvus~
2013-10-25, 05:04 PM
Except it can't be played from hand at all, and can only be put out at the start of the game. The goal is basically a card you can always start the game with (though there may be a significant cost to do so) but can never play midway through the game. The cost of the card, rather than being mana, is opportunity, either losing 1 or more cards at the start of the game to get it out (1 if it's in your hand, more if it's not), or having a dead card in your deck if you elect not to tutor it up midway through.

You could mill it into play, make it a legendary Enchant, etc =3

Misothene
2013-10-25, 07:51 PM
Erebos's Debtcaller
Enchantment Creature- Spirit U (black indicator)
Bestow 2BB (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Enchanted creature gets -3/-3.
3/3

onasuma
2013-10-26, 09:50 AM
Boon of the Afterlife

Enchantment - Aura U

(Non-existant mana costs cannot be paid)

Whenever an angel enters the battlefield under your control, you may put ~ from your hand into play, enchanting that creature.

Whenever a demon enters the battlefield under your control, you may put ~ from your graveyard into play, enchanting that creature.

As long as enchanted creature is white, it has protection from daemons. As long as enchanted creature is black, it has protection from angels.

The technology of heaven and hell are not so different

~Corvus~
2013-10-26, 11:12 AM
Boon of the Afterlife

Enchantment - Aura U

(Non-existant mana costs cannot be paid)

Whenever an angel enters the battlefield under your control, you may put ~ from your hand into play, enchanting that creature.

Whenever a demon enters the battlefield under your control, you may put ~ from your graveyard into play, enchanting that creature.

As long as enchanted creature is white, it has protection from daemons. As long as enchanted creature is black, it has protection from angels.

The technology of heaven and hell are not so different

Dat angel of Despair...

The_Tentacle
2013-10-30, 07:40 AM
Judging anytime soon?

~Corvus~
2013-10-30, 09:17 AM
Call to Judge (white/black indicator)

Enchantment - C

(Non-existant mana costs cannot be paid)

Dispute W/B W/B (You may put this card into play at any time there is a rules dispute for its Dispute cost)

For every rules disagreement that is brought to a judge, each loser of the dispute loses 2 life and each winner of the dispute gains 2 life.

The judge is probably busy with other matters. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=9771) Figures.

~Corvus~
2013-10-30, 10:45 AM
The final stand (for lack of better name please help if you can!)
(Non existent mana cost can't be paid)
Enchantment R
~ is white
When have 10 or less life you may put ~ onto the battlefield
Creatures you control have lifelink
WW: put a 2/2 white Cleric token into play activate this ability only once per turn
When you have 20 or more life sacrifice ~

How about.... "Song of Hope" or perhaps "Tidings of Grace"

Fable Wright
2013-10-30, 11:21 AM
Abyssal Rift (Black and Blue)
Enchantment - Rare
If a permanent was exiled from the battlefield this turn, you may discard a card or pay 2 life to put ~ onto the battlefield from any nonlibrary zone.
Once per turn, you may play a card from the exile zone. Its colored mana symbols are U/B. Whenever a card is played in this way, it can’t be played or returned from anywhere until the end of the active player’s next turn.

"...and if you gaze into the abyss, the abyss gazes into you." -Friedrich Nietzsche, Beyond Good and Evil

First, this is incredibly abuseable with effects that exile themselves on resolution. Like Time Stop. Even if you fixed the wording so that you can't lock someone out of the game with it, you still get rid of every odd turn of theirs and can keep them from actually playing anything. Then there's the fact that something being unable to be played or returned from anywhere is... odd. You flicker it, and it stays exiled. Unsummon? Does nothing. And even if you just use it strictly as intended, it's incredibly abuseable with flashback.

Also, there's the fact that people should not be able to easily access the Exiled zone. Period.



Ephemerality
Enchantment - Rare - Blue Color Symbol
Whenever a non-land permanent returns to your hand from play, if ~ is in your hand, you may put ~ onto the battlefield at the beginning of the next upkeep.
Return ~ to its owner's hand: At the beginning of the next end step, return target non-land permanent to its owner's hand.
Rather a moment of triumph than an eternity of mediocrity.
So, its intended use is to flicker one of your permanents each turn, which isn't very interesting as things like Venser do that better, and you need stronger bounce engines to make it reliable. But after thinking about it, I realized that this is secretly a Ninja tribal card. Put it onto the battlefield on your opponent's upkeep, and then bounce the biggest threat/blocker at the end of their turn. Props for that.



Hall of Whispers 3UU
Creature - Spirit Wall R
Whenever Hall of Whispers blocks a creature, transform it and attach it to that creature.
0/4

//

Relentless Whispers
Enchantment - Aura (blue)
You control enchanted creature.
If enchanted creature would leave the battlefield, instead unattach and transform Relentless Whispers, then enchanted creature leaves the battlefield.
So... another Soul Seizer/Ghastly Haunting with a minor power upgrade as a rare. Sure, it now can only control creatures that attack and have low power, but the idea's been done before. A pity; your first entry did something unique and interesting, and probably would have gotten first place.



Neutralizing Force
Enchantment - Aura (white) R
Enchant nonland permanent
Enchanted permanent is a typeless permanent with no abilities.
Suspend 3 - W
When you would cast this from exile, you may instead put a time counter on it.
1U: Exile ~ and put a time counter on it.
Interesting, but a bit too strong. Considering the fact that this is Prison Term that can't be stopped by destroying the enchanted permanent (barring Vindicate or Maelstrom Pulse) and affects planeswalkers/artifacts/enchantments, it's a strict upgrade, though the suspend may balance it out somewhat. Points for originality, though.



Leyline of Æther
Enchantment - (colorless) Rare
This card may be put into play at any time as long as an opponent controls a nonland permanent and as long as you can cast an instant.
Echo 2(P)(P) ( (P) may be paid for by any one colored mana or two life.)

If Leyline of Æther is in your opening hand, you may begin the game with it on the battlefield, and you do not need to pay its echo cost.

All non-land permanent cards your opponents play have Echo (P).

At the Collegium, Jessic announced the existence of an element beyond the five used in our magics. The screaming began as we watched his body disintegrate from the strain of channeling the Æther.
I'm not sure what this was designed to do. It seems like it was made to slow down aggro decks for contro decks. On the other hand, the aggro deck can just pay 2 life for all of their creatures. This doesn't really hurt control decks, as they don't do much with creatures. Maybe in the aggro mirror match? It's a very niche card that gets put onto the battlefield easily, but it doesn't really seem to do much when it's there. Not sure how to evaluate this.


Mind full of Snakes
Enchantment
(Nonexistent mana costs can't be paid.)
Mind full of Snakes is Black.
If Mind full of Snakes is in your graveyard, you may sacrifice a snake to return it to your hand.
Forecast — 2BB, Reveal Mind full of snakes from your hand: Put a 1/1 snake token with death touch onto the battlefield. (Activate this ability only during your upkeep and only once each turn.)
The Forecast is too steep. Compare Centaur Glade, where you pay 2GG for a 3/3 Centaur token (even if, admittedly, it has an initial investment). Sure, 1/1 deathtouch every turn is killer in limited, but in constructed, it's not good. At all. And as it has no rarity, I have no idea which it was meant for.


The final stand (for lack of better name please help if you can!)
(Non existent mana cost can't be paid)
Enchantment R
~ is white
When have 10 or less life you may put ~ onto the battlefield
Creatures you control have lifelink
WW: put a 2/2 white Cleric token into play activate this ability only once per turn
When you have 20 or more life sacrifice ~
This is rather silly. In limited, you play this and immediately win by stalling out by carefully managing your life total in combat while building up an army of clerics to set up for an alpha strike for the win. In constructed... you get similar scenarios if things stall out, otherwise its worthless. You get a cleric on your turn, a cleric on their turn, and manage your chump blocking vs. letting damage through until you win. This just isn't a fun card. It forces you to just do bookkeeping for balancing the lifelink and sacrifice, stalls the game while you build up a wall of clerics, and is just generally makes the game uninteresting for anyone when it comes down.


Leyline of Power
Enchantment MR
(~ is black)
(Nonexistant mana costs cannot be payed)
If ~ is in your opening hand, you may begin the game with it on the battlefield.
If ~ is not in your opening hand at the start of the game you may discard a card. If you do, reveal cards from the top of your deck until you reveal ~. and put it on the battlefield. Discard a card for every 10 cards revealed this way then shuffle the other revealed cards back into your library.
At the beginning of your upkeep you lose 2 life and draw a card.
"Power is always available...at a cost."
The 2 life is very, very painful. By turn 2, if this was in your opening hand, you paid 4 life to draw 1 card, a higher price than Sign in Blood. If you dug for it, you have to wait even longer to get parity, and have to pay even more life. You also get dead draws later. The problem is that by turn 5, you've paid half your life for a total of 4 or less cards, which no sane player is going to do.


Unending Dirge
Enchantment - Aura (R)
(Nonexistent mana costs can't be paid.)
~ is Black.
{BB}: Return target creature you own that died this turn to play with ~ attached to it. Play this ability only when ~ is in your graveyard.
Enchanted creature gets has wither and is black and a Zombie in addition to its other colors and types.
In the belly of the great nothing, he was granted a new purpose: to spread the Dirge across the land, to rally the sleepless dead against the living.

Yes, it is a reference to a video game.
This seems endlessly abuseable if you have any way to sacrifice it. A creature dies? Sacrifice, BB, get control of it. Another one died? Sacrifice, BB, get control of it. And there's also the wither effect added on for the heck of it. As intended, it could be pretty interesting, where the act of killing the enchanted creature will result in that creature being taken over, etc. It would be incredibly abuseable, but you have to get it into your graveyard in the first place, which helps curb the abuse a bit.


Erebos's Debtcaller
Enchantment Creature- Spirit U (black indicator)
Bestow 2BB (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Enchanted creature gets -3/-3.
3/3
Simple, workable, probably undercosted for limited, but solid design.


Boon of the Afterlife

Enchantment - Aura U

(Non-existant mana costs cannot be paid)

Whenever an angel enters the battlefield under your control, you may put ~ from your hand into play, enchanting that creature.

Whenever a demon enters the battlefield under your control, you may put ~ from your graveyard into play, enchanting that creature.

As long as enchanted creature is white, it has protection from daemons. As long as enchanted creature is black, it has protection from angels.

The technology of heaven and hell are not so different
Far too wordy, and it's a niche card for a niche that doesn't exist and wouldn't want this card anyways.


Third place: HypoSoc
Second place: Misothene
First place: The_Tentacle!

The_Tentacle
2013-10-30, 01:16 PM
Oh, hey, I won. Didn't see that coming.

So for the next contest, I'm gonna say make a non-creature card based off something from mythology. Doesn't matter what mythology (it can be Greek, Norse, Roman, or anything else), but no creatures. Planeswalkers are fine though.

I look forward to seeing what you all come up with!

mystic1110
2013-10-30, 02:17 PM
4 mana forecast for a 1/1 deathtouch too steep? It was based off Pride of the Clouds, which was 4 mana forecast for a 1/1 flying. . . :smallamused:

anyway . .

Curse of Midas [2][W]
Sorcery R
Put a gold counter on all creatures.
Each creature with a gold counter on it is a Wall in addition to its other creature types and has defender. (Those creatures can't attack.)
"Ah. Damn. Well, it could be worse: I could've hugged my daughter or petted the dog earlier." - King Midas, surrounded by riches, but with naught to drink or eat.

Binks
2013-10-30, 03:23 PM
*Shrug*. My card was never meant to be a 'this goes in every deck' type thing, and there are certainly plenty of decks where it would be a good thing to have around (dredge decks would love an opportunity to 'free discard' at start of game for example).

Gungnir, Spear of Odin - {7}
Legendary Artifact - Equipment MR
~ can only be equipped to Legendary Creatures
Equipped creature has '{T}, Unequip ~ : Exile another creature.'
Equip {7}

Note - It is specifically not 'exile target creature' in order to represent that the spear was completely unerring, even hitting otherwise impossible to target enemies. This will hit hexproof/shroud/pro-whatever creatures. That's why it's so expensive.

HypoSoc
2013-10-30, 04:16 PM
Rho Aias 5
Legendary Artifact - Noble Phantasm Equipment - R
Equipped creature is indestructible and can block any number or creatures.
Equip 5

Fable Wright
2013-10-30, 04:35 PM
Fimbulvetr 2BBB
Sorcery R
Each player chooses one Human they control, then sacrifices all other non-monstrous creatures they control. Exile the chosen Humans until Ragnarok resolves.

~Corvus~
2013-10-30, 04:58 PM
Fimbulvetr 2BBB
Sorcery R
Each player chooses one Human they control, then sacrifices all other non-monstrous creatures they control. Exile the chosen Humans until Ragnarok resolves.

Oh man, that's made of win. I...I think I just lost my will to compete with your card.

AgentPaper
2013-10-30, 05:12 PM
Ragnarok 6
Enchantment M
At the end of each player's turn, that player may put a legendary creature from any zone onto the battlefield. If they do, put a flood counter on Ragnarok. If they search their library, shuffle it.
When Ragnarok has six flood counters on it, exile all permanents.

~Corvus~
2013-10-30, 05:34 PM
Ragnarok 6
Enchantment M
At the end of each player's turn, that player may put a legendary creature from any zone onto the battlefield. If they do, put a flood counter on Ragnarok. If they search their library, shuffle it.
When Ragnarok has six flood counters on it, destroy all permanents.

so, wait, Avacyn will survive Ragnarok?

Lea Plath
2013-10-30, 05:58 PM
Pomegranate Seeds 2UB
Enchantment - Aura R
At the beginning of your upkeep, put a season counter on Pomegranate Seeds.
When Pomegranate Seeds has 2 or more season counters on it, remove all season counters from it. Gain control of enchanted creature until end of turn. Untap that creature. Until end of turn, it gains haste.

~Corvus~
2013-10-30, 06:32 PM
Rho Aias 5
Legendary Artifact - Noble Phantasm Equipment - R
Equipped creature is indestructible and can block any number or creatures.
Equip 5

Oh, okay, we're going there. :smallbiggrin:

Gilgamesh, King of Heroes 3WW

Planeswalker - Gilgamesh (3) | MR

+1: Search your library for an Equipment card and put it onto the battlefield.

-3: Gain control of an equipment card or return an equipment card from a graveyard to the battlefield under your control. You may equip this card to a creature you control without paying the equip cost.

-7: Until the end of the game, all equipment cards in every zone become legendary. Search all zones for all equipment cards, then you may put any number of them into play under your control. Then return any searched cards not put into play under your control back to their previous zones, and shuffle all libraries.

Gilgamesh was the 5th King of Babylon. I was thinking of making him cost 2WWWW to symbolize his nature of being 1/3 human and 2/3 divine, but that might be a little too obscure.

The wording of the -3 is intentional: even artifacts given shroud or the like can be yoinked by Gil.

Ultimate: It is said that Gilgamesh, at one time, possessed all the riches in the world. That all great weapons are originally his. It seems appropriate and fitting, then, that he can return all things to him. Just taking control of all equipment ever seems over the top, but making it so that he can only take a single copy of any equipment seems like a fitting balance.

AgentPaper
2013-10-30, 06:33 PM
so, wait, Avacyn will survive Ragnarok?

Good catch. I thought it would be OK to let some things survive through it, but Avacyn would be an absurd combo with it. (Also, it would make it so that Ragnarok itself never goes away)

~Corvus~
2013-10-30, 06:57 PM
Good catch. I thought it would be OK to let some things survive through it, but Avacyn would be an absurd combo with it. (Also, it would make it so that Ragnarok itself never goes away)

Yep! She makes so many things prone to abuse (see also: Novablast Wurm (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=197857)). How about more along the lines of Living Death or All is Dust?

Dr.Gunsforhands
2013-10-30, 10:57 PM
I'm surprised DMoD liked my other entry... I chickened out of using it when I realized that the enchantments weren't actually part of the card itself, and that it would make more sense as part of a mini-set. Ah well.

Fruit from the Tree of Knowledge UUU
Sorcery MR
Put one loyalty counter on target creature. That creature loses all types and abilities, becomes a planeswalker, gains, "+0: draw two cards," and gains, "If this planeswalker would leave the battlefield, exile it instead."
In an instant, Eve understood that her days in this paradise were numbered. In another, she wondered why it had never occurred to her that she could leave in the first place.

Tree of Knowledge 3UG
Legendary Enchantment - MR
Creatures you control have, "T: draw a card for each +1/+1 counter on this creature."
UG: Put a +1/+1 counter on target creature.
Yeah, this doesn't reflect the mythology as well as the other one.

~Corvus~
2013-10-31, 12:04 AM
oh jeebus that tree @_@ Worse than Tolarian Academy.

Dr.Gunsforhands
2013-10-31, 01:09 AM
oh jeebus that tree @_@ Worse than Tolarian Academy.

That's a weird comparison. Tolarian Academy doesn't even draw cards.:smalltongue:

Surrealistik
2013-10-31, 02:50 AM
Great Flood - XXUU
Legendary Enchantment - MR
Shroud
~ enters the battlefield with X flood counters on it.
At the beginning of your upkeep put flood counters on ~ equal to one or the number of flood counters on it, whichever is higher. Each player then exiles a permanent he or she controls other than ~ for each flood counter on it. When ~ leaves the battlefield, return all noncreatures exiled in this way to the battlefield tapped.
When there are no permanents on the battlefield other than ~, sacrifice it.

"I will blot out man whom I have created from the face of the land, from man to animals to creeping things and to birds of the sky; for I am sorry that I have made them."

Sethman27
2013-10-31, 10:32 PM
Ring of dispel w2
Legendary artifact - Equipment
Equip W2
Equipped creature has: w1 Tap: destroy target artifact or enchantment

The ring of dispel was a ring given to sir Lancelot by the lady in the lake and possessed the ability to dispel any enchantment it came across

Saposhiente
2013-11-02, 04:38 PM
Darkness B
Enchantment R
All creatures have -2/-0.
When your devotion to white is at least five, transform Darkness.
Light
Enchantment (white) R
Creatures you control have +0/+2.
Humans and Angels you control have vigilance.
At the beginning of your upkeep, put a 1/1 white Human creature token onto the battlefield, then gain 1 life for each Human you control.
When your devotion to white is less than five, transform Light.

Considered adding flavor text, but really, it speaks for itself.

Misothene
2013-11-02, 08:38 PM
Darkness B


Darkness (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=108919) is taken, namewise.

Saposhiente
2013-11-03, 12:15 AM
Oh. I searched for it, but Gather search by default only looks in the rules text, not the name. I'm keeping it though because this round is about having the mythical flavor, and "In the beginning, there was darkness" is half of the flavor.

~Corvus~
2013-11-03, 12:01 PM
I don't think it really matters that darkness is taken. It's still an effective card. Btw sapo's card would not be named "Darkness" but "Darkness // Light"

Diego Havoc
2013-11-03, 04:45 PM
Excalibur 5

Artifact - Equipment - R

Equip 4

Equiped creature has indestructable.

Whenever equiped creature attacks, creatures the defending player controls get -3/-0 until end of turn.

Whenever equiped creature blocks, attacking creatures get -3/-0 until end of turn.

From Wikipedia:


In addition, when Excalibur was first drawn, in the first battle testing Arthur's sovereignty, its blade blinded his enemies. Thomas Malory[17] writes: "thenne he drewe his swerd Excalibur, but it was so breyght in his enemyes eyen that it gaf light lyke thirty torchys."

Excalibur's scabbard was said to have powers of its own. Injuries from losses of blood, for example, would not kill the bearer. In some tellings, wounds received by one wearing the scabbard did not bleed at all. The scabbard is stolen by Morgan le Fay and thrown into a lake, never to be found again.

Grimsage Matt
2013-11-04, 04:28 PM
Tezcatlipoca's Smoking Mirror 8
Artifact - MR

Indestructible, Hexproof
X{U}- Counter target spell with converted mana cost X
X{R} -Exile target that is a copy with converted Mana cost X
X{B}- Target creature gains X -1/-0 tokens.

Tezcatlipoca, the Aztec god of Darkness and Sorcery. His symbol was a smoking mirror of obsidian in which he showed you as you really where. Played off the Darkness theme with the debuff, Sorcery in the Counterspelling, and the Revelation in if a card is a copy of something? ZAP!!

The_Tentacle
2013-11-08, 01:04 PM
Judging!

Mystic1110:



Curse of Midas [2][W]
Sorcery R
Put a gold counter on all creatures.
Each creature with a gold counter on it is a Wall in addition to its other creature types and has defender. (Those creatures can't attack.)
"Ah. Damn. Well, it could be worse: I could've hugged my daughter or petted the dog earlier." - King Midas, surrounded by riches, but with naught to drink or eat.
I’m not sure about this card. It makes sense, and I see what you’re trying to do, but it doesn’t seem to be implemented very well. It would make more sense as an enchantment that causes wallification to whatever it deals combat damage to, or a single target thing titled “Tough of Midas” or something. Still, it’s an interesting card, and colored well (for mechanic at least, I have no idea what it would be flavor-wise, but white seems about right).


Binks:



Gungnir, Spear of Odin - {7}
Legendary Artifact - Equipment MR
~ can only be equipped to Legendary Creatures
Equipped creature has '{T}, Unequip ~ : Exile another creature.'
Equip {7}
Nice card, very versatile and with a clear flavor. I’m not very good at assessing power levels, but this seems about right to me. Although, it could be hard to get a legendary creature to equip this to, it seems as if it might even be a little underpowered. But still, it’s a reusable removal that ignores shroud, so it’s probably fine. Like I said, I’m not very good at power levels :smalltongue:.Still, a very good card, I could see it being played in any number of decks.


HypoSoc:


Rho Aias 5
Legendary Artifact - Noble Phantasm Equipment - R
Equipped creature is indestructible and can block any number or creatures.
Equip 5
Interesting… I’ll admit I had to look this one up, and it seems as if the flavor is a little off. In keeping with the description, shouldn’t the equipped have shroud or hexproof, maybe instead of the indestructible? Also, the blocking bit doesn’t make a whole lot of sense with what I read… I’m not really sure about this card flavor-wise, but mechanically I like it. It has a real “ultimate defender” kind of vibe…


DMofDarkness:

Fimbulvetr 2BBB
Sorcery R
Each player chooses one Human they control, then sacrifices all other non-monstrous creatures they control. Exile the chosen Humans until Ragnarok resolves.
Love it. I don’t really have anything bad to say about the flavor, it follows the myth almost exactly. However, I would change the name to just Fimbulwinter. I like your devotion to what it actually is, but Fimbulwinter will have much more of an immediate recognition value from the average player. Very nice card all around.


AgentPaper:

Ragnarok 6
Enchantment M
At the end of each player's turn, that player may put a legendary creature from any zone onto the battlefield. If they do, put a flood counter on Ragnarok. If they search their library, shuffle it.
When Ragnarok has six flood counters on it, exile all permanents.
Looks like fun. A couple turns of the legends duking it out, then BOOM! I don’t really have much to say flavor-wise, and the power levels seem about right. I thought I’d see something of the World Tree of the Spear of Ragnarok, but the interaction with Fimbulvetr is also there. Nice job!


Lea Plath:

Pomegranate Seeds 2UB
Enchantment - Aura R
At the beginning of your upkeep, put a season counter on Pomegranate Seeds.
When Pomegranate Seeds has 2 or more season counters on it, remove all season counters from it. Gain control of enchanted creature until end of turn. Untap that creature. Until end of turn, it gains haste.
I can see a couple problems with this. First of all, the flavor is a little off. It would end up being like this: cast ~; put a season counter on; put season counter on and gain control, lose season counters; put a season counter on; etc. Following the myth, it should be something like the owner has it for three turns and the caster has it for one. Also, it doesn’t seem to specify when you gain control if it, is it at the upkeep? If so, you should probably change the “when” to a “then, if” to avoid confusion. Someone could take it to mean gain control of it at any time, with saving up of counters. Still, I can see and like what you were going for, just some minor problems. Good job!


~Corvus~:


Gilgamesh, King of Heroes 3WW

Planeswalker - Gilgamesh (3) | MR

+1: Search your library for an Equipment card and put it onto the battlefield.

-3: Gain control of an equipment card or return an equipment card from a graveyard to the battlefield under your control. You may equip this card to a creature you control without paying the equip cost.

-7: Until the end of the game, all equipment cards in every zone become legendary. Search all zones for all equipment cards, then you may put any number of them into play under your control. Then return any searched cards not put into play under your control back to their previous locations, and shuffle all libraries.
First of all, that +1 ability needs a “shuffle your library” in there. I forget that all the time too :smallannoyed:. Also, is that 3 next to his name his starting loyalty? Usually you would put that where P/T usually go. I’m not very good at power levels, but his ultimate seems good, the fact that equipment has equip costs offsets the power. Otherwise, your card seems good and interesting. Nice Job!


Dr.Gunsforhands:


Fruit from the Tree of Knowledge UUU
Sorcery MR
Put one loyalty counter on target creature. That creature loses all types and abilities, becomes a planeswalker, gains, "+0: draw two cards," and gains, "If this planeswalker would leave the battlefield, exile it instead."
In an instant, Eve understood that her days in this paradise were numbered. In another, she wondered why it had never occurred to her that she could leave in the first place.

Hmmmm… So you’re going for a kind of enlightenment theme. I like it, but does that ability actually have any kind of cost to use it? Are you just allowed to do it whenever you want, to anything? Your opponent plays a massive bruiser, it immediately turns into a planeswalker? You can just have tons of card draw each turn if you have tokens, and say an opponent Doom Blades one of your creatures? Oh look, it’s not a creature anymore, it’s a planeswalker. I see what you’re going for, but this just seems broken to me.


Surrealistik:

Great Flood - XXUU
Legendary Enchantment - MR
Shroud
~ enters the battlefield with X flood counters on it.
At the beginning of your upkeep put flood counters on ~ equal to one or the number of flood counters on it, whichever is higher. Each player then exiles a permanent he or she controls other than ~ for each flood counter on it. When ~ leaves the battlefield, return all noncreatures exiled in this way to the battlefield tapped.
When there are no permanents on the battlefield other than ~, sacrifice it.

"I will blot out man whom I have created from the face of the land, from man to animals to creeping things and to birds of the sky; for I am sorry that I have made them."
My inclination would be to use the “pay x” or “double counters/put one on,” not both. It would probably make more sense to just use the “double counters/put one on,” as the flood rises gradually and is not just suddenly there. However, I really like how it only removes non-creatures temporarily, and the flavor seems about right. Well done.


Sethman27:

Ring of dispel w2
Legendary artifact - Equipment
Equip W2
Equipped creature has: w1 Tap: destroy target artifact or enchantment.
Nice. I like the versatility of this, but I also think that it should only be able to destroy enchantments, not artifacts. It would follow the myth better. I’m not good a judging power levels, but I think this might be a little overpowered. It has the same converted cost as Naturalize, but it is indefinitely reusable. This can be used to destroy any artifact creature you want as often as you want. A little bit broken, but I think that making it only be able to destroy enchantments would pretty much fix that.


Saposhiente:


Darkness B
Enchantment R
All creatures have -2/-0.
When your devotion to white is at least five, transform Darkness.
Light
Enchantment (white) R
Creatures you control have +0/+2.
Humans and Angels you control have vigilance.
At the beginning of your upkeep, put a 1/1 white Human creature token onto the battlefield, then gain 1 life for each Human you control.
When your devotion to white is less than five, transform Light.

This is an interesting card. It’s very powerful once you get it to Light, and in a human deck it would be amazing, but this is offset by the need for black mana. For flavor, it’s interesting, is it supposed to be night and day or just God saying “Let there be Light”? Also, for continuity, you may want give some kind of buff to non-humans on the darkness side. Otherwise, nice job, good card!


Diego Havoc:

Excalibur 5

Artifact - Equipment - R

Equip 4

Equiped creature has indestructable.

Whenever equiped creature attacks, creatures the defending player controls get -3/-0 until end of turn.

Whenever equiped creature blocks, attacking creatures get -3/-0 until end of turn.
Nice card, but I can see a couple problems. Excalibur should really make the wielder more powerful, but this helps out the other creatures more than the wielder. Still, an interesting card, with the indestructible buff. Well done.


Grimsage Matt:

Tezcatlipoca's Smoking Mirror 8
Artifact - MR

Indestructible, Hexproof
X{U}- Counter target spell with converted mana cost X
X{R} -Exile target that is a copy with converted Mana cost X
X{B}- Target creature gains X -1/-0 tokens.

I’m a little confused as to why it has indestructible and hexproof. One or the other would be fine, and indestructible would make some sense, as it’s a god’s artifact. But it just seems like you’re trying to make it impossible to get rid of, which isn’t that much fun. Otherwise, it’s an interesting card, with all those abilities. Seems to have the flavor down well. Good job.


Winner:

Third place: Lea Plath, with Pomegranite Seeds.

Second place: Binks, with Gungnir, Spear of Odin.

First place: DMofDarkness, with Fimbulvetr. Great job, beautiful card!

~Corvus~
2013-11-08, 01:11 PM
GAAHHH! I edited that card so many times too haha. Definitely meant to have it in there. :smallredface:

Saposhiente
2013-11-08, 01:38 PM
Saposhiente:

This is an interesting card. It’s very powerful once you get it to Light, and in a human deck it would be amazing, but this is offset by the need for black mana. For flavor, it’s interesting, is it supposed to be night and day or just God saying “Let there be Light”? Also, for continuity, you may want give some kind of buff to non-humans on the darkness side. Otherwise, nice job, good card!


Night and day isn't very mythical, now is it? I tried to use the devotion keyword to imply the presence of God. Transforming back could happen in a "plunge the world into darkness" scenario, when your white Gods will not protect you. The really interesting thing about the card is that while each half works well on its own, the halves actually anti-synergize with each other. Light would be ideal in a human tokens deck, but tokens don't increase your devotion, and while it's in Darkness form, your tokens will probably be useless. This is what let me make Light so powerful, the great difficulty of getting it to work properly. The only way that Darkness helps Light is that it delays the game to give you enough time to let there be Light.

Grimsage Matt
2013-11-08, 02:20 PM
Should have given it the divinity counter thing..... Eh, always next time.

~Corvus~
2013-11-08, 02:36 PM
Eh, always next time.

story of my time on this thread :smallbiggrin:

Dr.Gunsforhands
2013-11-08, 10:48 PM
I don't know anything about Norse mythology, so I like how DMoD's entry tells me exactly what Fimbulvetr is entirely via mechanics. GG!


I like it, but does that ability actually have any kind of cost to use it? Are you just allowed to do it whenever you want, to anything?

It's a sorcery, dude!

Fable Wright
2013-11-09, 03:49 PM
I don't know anything about Norse mythology, so I like how DMoD's entry tells me exactly what Fimbulvetr is entirely via mechanics. GG!

Thank you! I was wondering if it made any sense to people who didn't know the myth, so this makes me happy. :smallsmile:

For the next contest, Make a permanent that turns into another type of permanent. A creature, artifact, enchantment, planeswalker or land that can turn into a different type of permanent temporarily or permanently from an activated ability or a trigger. The type change may be gaining or losing a type under the appropriate circumstances. Go nuts!

Grimsage Matt
2013-11-09, 04:27 PM
Deep Troll Primal Elder 8GGRR
Legendary Creature- Troll Shaman- MR
Hexproof
Upkeep X; At the beginning of each of the Controllers upkeep phases, you may pay X. If not, transform Deep Troll Primal Elder. X is 1 plus the number of Age Counters on Deep Troll Primal Elder.
All Green Creatures you control gain +1/+1 for each Age counter on Deep Troll Primal Elder and haste
All Red Creatures you control gain +1/+1 each Age counter on Deep Troll Primal Elder and trample
All creatures you control that are both red and green gain +1/+1 for each Age counter on Deep Troll Primal Elder, First Strike and Reach
All Green and Red spells cost GG/RR less to cast
"The older a Deep Troll gets, the more potent the spells it weaves awake."
8/8
////////////////////////////////////////////////////////////////////////////////////
Slumbering Deep Troll Primal Elder
Legendary Land- MR
Shroud
During your second main phase, you may pay XGGRR. If you do, Transform Slumbering Deep Troll Primal Elder. X is equal to 2 plus the number of Age Counters on Slumbering Deep Troll Primal Elder
T- Add G or R for each Age counter on Slumbering Deep Troll Primal Elder
Each Upkeep place 1 Age Counter on Slumbering Deep Troll Primal Elder
"Even asleep, Primal Elders Expert great power."


So, you can pay 12 mana for a heavy hitter that massively boosts Grull decks, with the only catch being you have to play 5 mana a turn to keep it like that. Fail to pay the upkeep costs? You get a shrouded land that gives more red or green mana each turn, but makes it harder to transform back into creature mode, but if it goes to sleep for a while? Even a 1/1 goblin becomes a hulking bruiser with trample. Gave it defender so it's somewhat balanced.

mystic1110
2013-11-09, 04:46 PM
Prophet of Protectoress 1WW
Creature - Human Cleric R
1W: ~ loses all abilities, card types, and creature types and becomes an Artifact Equipment with "Equiped creature loses all abilities, card types, and creature types and becomes a 5/5 Legendary white angel creature with flying, lifelink and vigilance. Equip cost: 1W"
"Wearing the Bones and Skins of Holy Men was the natural next step to becoming vessels for the Goddess.
2/2

HypoSoc
2013-11-09, 04:52 PM
Field of Honor
Land - Plains - R
Tap three other untapped plains: ~ becomes an white enchantment. It is no longer a land. Activate only as a sorcery.
As long as ~ is an enchantment, white creatures you control get +1/+1
To protect the lands of our ancestors, there is no nobler goal.

Misothene
2013-11-09, 08:13 PM
Unwilling Incubation 2BB
Enchantment- Aura R
Enchant creature an opponent controls
Enchanted creature gets -1/-1.
Vanishing 3
If you would sacrifice Unwilling Incubation, instead destroy enchanted creature, then transform Unwilling Incubation.
/////////////////////////////
Infernal Parasite (black indicator)
Creature- Insect Demon
Flying
When Infernal Parasite dies, if it's in your graveyard, you may return it to the battlefield. (It returns to the battlefield as Unwilling Incubation.)
5/5

Blue Ghost
2013-11-10, 03:50 AM
Pharaoh's Keeper - 2WB
Creature - Zombie (U)
Vigilance
Entomb {3} ( {3}: Put an entombment counter on this permanent, or remove an entombment counter from it. As long as this permanent has an entombment counter on it, it is a colorless artifact that is no longer a creature.)
As long as Pharaoh's Keeper is an artifact, creatures you control have vigilance.
3/3

(Entomb will be a recurring keyword in the set.)

Fable Wright
2013-11-10, 03:57 AM
Pharaoh's Keeper - 2WB
Creature - Zombie (U)
Vigilance
Entomb {3} ( {3}: If this permanent is a creature, it becomes a colorless artifact. If it is an artifact, it becomes a creature with its original attributes.)
As long as Pharaoh's Keeper is an artifact, creatures you control have vigilance.
3/3

(Entomb will be a recurring keyword in the set. Also need some help with wording issues.)

Consider using Transform? Perhaps less flavorful, but it could work. Alternatively, perhaps have Entomb exile it and return it to the battlefield if it's a creature, resetting itself? Also, depending on the other cards in the set, could be conductive to the feel of battling a powerful figure to the point it becomes entombed to avoid death (via -1/-1 counters), but eventually returns at full power.

~Corvus~
2013-11-10, 04:54 AM
Topiary Guardian (http://images2.wikia.nocookie.net/__cb20110907232161/forgottenrealms/images/9/9e/Topiary_Guardian.jpg) 1GG

Enchantment - C
{T}: Add {G} to your mana pool, then put a Growth counter on ~.

Whenever a creature attack you or a planeswalker you control, you may untap ~. Until end of turn, it becomes a 0/1 Plant Beast creature with "This creature gets +1/+1 for each growth counter on it."

Topivampiary Guardian BBGG

Enchantment - U
{T}: Add {GB} to your mana pool, then put a Growth counter on ~.

Whenever a creature attack you or a planeswalker you control, you may untap ~. Until end of turn, it becomes a 2/3 Vampire Beast Plant creature with "This creature gets +1/+1 for each growth counter on it; Reach; Whenever ~ kills a creature, put a Growth counter on it."

Topiary Guardian Garden 2GGG

Enchantment - R
{T}: Put a Growth counter on ~ then add {G} for each Growth counter on it.
{6}: put a Growth counter on ~.

Whenever a creature attack you or a planeswalker you control, you may untap ~. Until end of turn, it becomes a 2/3 Beast Plant creature with Reach, "This creature gets +2/+2 for each growth counter on it" and "~ can block any number of creatures equal to its Growth counters."

Binks
2013-11-10, 10:29 AM
Golem of Clay - {5}
Artifact - R
~ is Indestructible
Whenever a creature attacks you or a planeswalker you control ~ becomes a 5/5 Golem Artifact Creature with Defender until the end of the turn.

Saposhiente
2013-11-10, 01:36 PM
Prophet of Protectoress 1W
Creature - Human Cleric R
1W: ~ loses all abilities, card types, and creature types and becomes an Artifact Equipment with "Equiped creature loses all abilities, card types, and creature types and becomes a 5/5 Legendary white angel creature with protection from red and black, flying, lifelink and vigilance. Equip cost: 1W"
"Wearing the Bones of Martyrs and Holy Men was the natural next step to become closer to the Goddess.
2/2

Look at your card. Now at Baneslayer Angel (http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=205077). Now back to your card. Now back to Baneslayer Angel (http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=205077). Baneslayer Angel is a very powerful card. Your card is better than Baneslayer Angel. By a lot.

mystic1110
2013-11-10, 01:45 PM
Look at your card. Now at Baneslayer Angel (http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=205077). Now back to your card. Now back to Baneslayer Angel (http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=205077). Baneslayer Angel is a very powerful card. Your card is better than Baneslayer Angel. By a lot.

By "a lot" is a strong accusation. In order to get 1 "baneslayer" out of my card you need 3WWW and another Creature, instead of just 3WW (granted the bonus is that the 3WWW cost can be split up into a turn 4 attacking Angel). Additionally my card is vulnerable to stifle type cards or creature kill in response to turning it into an equipment. Finally unlike Baneslayer - this card can actually be destroyed: with artifact destruction, because the card itself does not have protection from red.

Fable Wright
2013-11-10, 01:54 PM
By "a lot" is a strong accusation. In order to get 1 "baneslayer" out of my card you need 3WWW and another Creature, instead of just 3WW (granted the bonus is that the 3WWW cost can be split up into a turn 4 attacking Angel). Additionally my card is vulnerable to stifle type cards or creature kill in response to turning it into an equipment. Finally unlike Baneslayer - this card can actually be destroyed: with artifact destruction, because the card itself does not have protection from red.

Baneslayer Angel has protection from Demons and Dragons, not Protection from Red and Black. The balancing factor when it came out was Doomblade. There's also the fact that, while you do need to spend a creature and another W to get a Baneslayer out of this card, there's the fact that if that dies, you can make yet more Baneslayer Angels. You are correct in the fact that they're different. However, this one is obviously more powerful, as at least Baneslayer could be stopped permanently after the first turn if you couldn't resolve it. :P

mystic1110
2013-11-10, 01:58 PM
Hmm sorry about the protections - eliminating those would probably be good. Other than that, how about to balance the card I make it a 2/1, and Increase the original cost to 1WW?

~Corvus~
2013-11-10, 02:00 PM
I should add this to my Garden collection. (http://www.netfunny.com/rhf/jokes/98/Jul/gazebo.html) ROFL

(Sun) Garden-Variety Gazebo 2(W/U)
Enchantment - C
Whenever a creature attacks you, if it is a Human, Knight, or Adventurer creature, you may transform ~

As long as ~ is in play, creatures with Confusion counters do not untap during their opponents' untap step.

////////////////////////////////////

(Moon) Daunting Gazebo
Artifact Creature
Defender; Reach. ~ neither deals nor receives any combat damage.
Whenever ~ blocks a creature, you may put a Confusion counter on that creature. If you do, transform ~.
0/7

Saposhiente
2013-11-10, 10:50 PM
Path of the Forgotten
Land MR
As an additional cost to play this, discard a nonland card.
T: Add one mana of any of target nonland card in a graveyard's colors to your mana pool.
Discard a land card: Transform ~
You may cast this by discarding a land card. If you do, it's transformed. (It's put on the stack as a creature spell. This does not count as playing a land.)
////
Follower of the Path
Creature MR
2: ~ gains landwalk of any of target land card in a graveyard's subtypes until end of turn.
Discard a nonland card: Transform ~
2/2

I'm opposed on principle to putting utility cards at MR, but the flavor and complexity of this card require it.



All Green Creatures you control gain +1/+1 for each Age counter on Deep Troll Primal Elder and haste
All Red Creatures you control gain +1/+1 each Age counter on Deep Troll Primal Elder and trample
All Gold Cards you control that have Red and Green in their mana costs gain +1/+1 each Age counter on Deep Troll Primal Elder, First Strike and Reach
All Green and Red spells cost GG/RR less to cast

The term you're looking for is "multicolored creatures", and a better phrasing would be "All creatures you control that are both red and green". Note that this stacks with the above abilities, giving your red and green creatures a total of +3/+3 per age counter, haste, trample, first strike, and reach.
P.S. Most of those words you capitalized shouldn't be capitalized.

Sethman27
2013-11-11, 12:33 PM
Treyzen, Martyr of Ashmouth 2ww
Legendary Creature -Human soldier R
First strike
Sacrifice ~ prevent all combat damage dealt to you this turn
When ~ would die instead transform it
a soldier risk his life for his country a hero gives it.
1/2
============================
Monument of Treyzen
Legendary artifact
Humans you control get +1/+1 and have first strike
Although many had fallen for thair home the selflessness Treyzen showed inspired new vigor in the forces of ashmouth.

Edit: thanks for the help in fixing my foolish mistakes.

Binks
2013-11-11, 12:45 PM
Treyzen, Martyr of Ashmouth 1WW

1WW for a 2W (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=13171) and 1WW (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129572) effects stapled together*, and a better version** of a 1W (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=124080) effect might be a bit pushed in power.

* As an artifact instead of enchantment with the slight drawback of being legendary
** You might want to make that 'combat damage' unless you want this to be a card that hoses burn decks as well as pumping all your creatures.

Diego Havoc
2013-11-12, 01:17 PM
Golem Commander 7

Artifact Creature - Golem R

Golems you control get +2/+1

When ~ would die, instead it becomes a non-creature artifact with "7: ~ becomes a 3/3 creature. It is still an artifact."

The golems will not stop when their commander is destroyed. They know it is only a matter of time before it will be rebuilt.

3/3


Felt like making something for my golem deck.

The_Tentacle
2013-11-12, 02:19 PM
It's a sorcery, dude!

Sorry, I just didn't notice that at all. :smallredface: Still, a sorcery doesn't really fulfill the flavor, as the fruit is an actual physical thing. I think an enchantment, artifact, or land (something reusable) would fit the flavor better. Although your card is a lot better than I gave it credit for... again, sorry!

Also, have a card:

Ancient Eidolon {2UUU}
Creature - Spirit (R)
Whenever ~ deals combat damage to another creature, you may pay UUU to flip ~ and attach it to that creature.
1/2
"You should never have let down your mind shield, you doddering old enchanter!"
//////////////////////////////////
Possessing Eidolon
Enchantment - Aura (R)
[Blue color indicator]
You control enchanted creature.
Whenever enchanted creature deals combat damage to another creature, you may pay UUU to attach ~ to that creature.
If the creature ~ is enchanting would leave the battlefield, flip ~ and return it to play tapped.
"Now you are mine!"

There have been eidolons in magic, but they used the Bestow mechanic. However, I thought it fit better like this, even if it is a little different.

EDIT: fixed me being stupid :P

Dr.Gunsforhands
2013-11-12, 04:40 PM
[Silver Border]

Everything and Everyone
Legendary Artifact Enchantment Creature Land Planeswalker - R
(When you play this side of this card, it isn't a spell. Disregard the other side of the card as long as it is on the battlefield.)
This card has all artifact, creature, enchantment, land and planeswalker types.
T: add one mana of any color to your mana pool. (This permanent cannot be tapped for mana on the turn it enters the battlefield unless it has haste.)
0/3, 3 loyalty

/////

Nothing and Never 0
Basic Tribal Instant Sorcery - R
(Play this side of this card only any time you could cast a sorcery. Disregard the other side of this card as long as it is on the stack. If you can find a way to put more than four copies of this side of this card in your deck without doing the same for the other side, feel free.)
This card has all instant, sorcery and creature types.

[/Silver Border]

Saposhiente
2013-11-12, 05:09 PM
When ~ dies transform it
Does nothing. You need: When ~ would die, instead, transform it.