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AgentPaper
2014-08-04, 11:20 PM
Create a card based on this picture:

http://fc03.deviantart.net/fs50/i/2009/275/1/4/Concept_Art__Landscape_by_Delun.jpg

Judging should be up Saturday, January 10th.


Other contests:
You Make the Mini-Set! (http://www.giantitp.com/forums/showthread.php?t=284678)
You Make the Card: Challenge! (http://www.giantitp.com/forums/showthread.php?365653-MtG-You-Make-the-Card-Challenge!)

Previous threads:
MtG - You Make the Card II: Wrath of Karn (http://www.giantitp.com/forums/showthread.php?297819-MtG-You-Make-the-Card-II-Wrath-of-Karn)
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)

Ionbound
2014-08-04, 11:24 PM
Army of the Fallen-5BBBB

Sorcery-MR

For every card in your graveyard, place a 2/2 Black Zombie token on the field.

Epic. (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)

LaZodiac
2014-08-04, 11:30 PM
The Worldslayer's Strike 3GGGBBB
Sorcery (R)
Search target opponent's library for a creature card and exile it. Put X 5/1 green and black Spirit creature tokens named Will of the Worldslayer on the battlefield, where X is exiled creature's power.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)

Blue Ghost
2014-08-04, 11:58 PM
Relentless Infestation 3GB
Sorcery (MR)
Choose one - Target player gets a poison counter, or double the number of poison counters target player has.
Epic


May I suggest shortening the length of contests? We get most of our entries within the first few days, and we see little activity later in the week. Just a proposal. *shrug*

Lord Ruby34
2014-08-05, 12:23 AM
March of Progress 4UUU
Sorcery - MR
Search your library for a non-creature artifact and put it onto the battlefield. Then shuffle your library.
Epic

Tom the Mime
2014-08-05, 12:49 AM
This one's an interesting contest given how epic seems to be a very narrow design space.

Rise of Nature 4G
Sorcery - R
Search your library for a land card and put it into play. Then shuffle your library. Lands you control that share a land type with this land become 1/1 creatures until the beginning of your next upkeep.

Epic


Thought the only cards you'd want to draw after playing an epic (especially if you don't auto-win very soon after) would be something like a non-basic land with an activated ability so if you're going to have some decent ones, why not fetch them (and other search the deck for permanents were mostly taken). Could make an interesting no creature green ramp, splashing B or U for appropriate tutors - probably not very good but amusing.

Edit: Doesn't really do what I was aiming for - not much point in activating non basic lands with mana when the lands as creatures are likely to do more.

Eternis
2014-08-05, 01:18 AM
Ever-burning Sourcefire 6R
Sorcery
Put X 0/1 red elemental creature tokens with haste and "R, T: Each elemental creature you control gets +1/+0 until end of turn" into the battlefield, where X is the number of cards in your hand.
Epic

An epic spell.. where you USE MANA.
AND THE CARDS IN YOUR HAND
GASP

Suggestion, though, bro: Make the lands 2/2 or bigger. Otherwise they're too ease to kill en mass.

TiaC
2014-08-05, 03:46 AM
Mana Treason 7UU
Sorcery MR
Add one colorless mana to your mana pool for each non-land permanent your opponents control. Then, you may gain control of any number of non-land permanent your opponents control as long as their combined converted mana cost does not exceed the amount of mana in you mana pool. Then, empty your mana pool.
Epic

onasuma
2014-08-05, 04:00 AM
Hordes Assembled 3RRR
Sorcery - MR
Put 2 1/1 red goblin creature tokens with haste into play. Then, for each goblin you control, put a 1/1 red goblin creature token with haste into play.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)

somethingrandom
2014-08-05, 06:31 AM
Endless Calling 5GG
Sorcery R
Search your library for an creature card and put it onto the battlefield. Then shuffle your library.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)

Jormengand
2014-08-05, 09:03 AM
Undying Legion 4WW
Sorcery MR
Put a 0/0 White Deathless creature token with "Deathless you control get +2/+2" onto the battlefield.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)

This would be fun with my other Deathless, but they're not mandatory (and most of them need a re-work anyway).

mystic1110
2014-08-05, 03:50 PM
This might not be in the rules of the contest, but there is a history or reworking some keywords to fit on permanents. I reworked it so the creature will be continually cast . . . every upkeep, regardless of whether it is placed in the graveyard or exile zone. Still an unsummon or something that places it in the library will spell GG for you. Additionally the problem with most of the epic spells was that they effectively played the game for you - at least you had choices with Ideal. Anyway heres my Card

Nuamal, Sparkcrusher 2WUBRG
Legendary Creature - Human Wizard. M
Epic (For the rest of the game, you can't cast spells. At the beginning of your upkeep, if this card is on the battlefield or graveyard exile it, then if this card is in exile place it on the battlefield. If you do this card has haste.)
When Nuamal enters the battlefield choose two: Gain 5 life; Destroy target creature, it's controller may place a 2/2 blue bird token with flying onto the battlefield; exile target card from a graveyard, and have that card's owner lose two life; each player discards all the cards in his or her hand, then draws that many cards; or place target non-creature permanent on top of it's owners library;
Who needs a Spark, when they're EPIC!!?!
5/5

Anubis Dread
2014-08-06, 04:29 PM
I'll throw my hat in the ring.

Growing Insanity B
Sorcery R
Discard your hand. Put your library into your graveyard.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)

One With Nothing is for cowards :smalltongue:

Beacon of Chaos
2014-08-06, 06:18 PM
May I suggest shortening the length of contests? We get most of our entries within the first few days, and we see little activity later in the week. Just a proposal. *shrug*
I'd be okay with this actually. 4-5 days seems reasonable.

TiaC
2014-08-06, 06:30 PM
I'd be okay with this actually. 4-5 days seems reasonable.

I'm on board with that.

Tom the Mime
2014-08-06, 09:20 PM
I'll throw my hat in the ring.

Growing Insanity B
Sorcery R
Discard your hand. Put your library into your graveyard.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)

One With Nothing is for cowards :smalltongue:

Surprisingly enough, I think it being epic makes it a more viable card to build a deck around. Growing insanities, a couple of creatures that return to your library if they enter your graveyard to stop you losing from decking yourself (and they keep getting discarded so you don't need many clogging your deck), Doomed Necromancer with a couple of good targets, some tutors to fetch things, some cards with scavenge and unearth and maybe things like Brawn and Anger (mayeb even some land ramp to let you get a mountain for Anger) to give your creatures more abilities. With tutors, if you can keep the necromancer alive for a turn, you could probably drop a turn 4 or 5 It That Betrays with haste and trample relatively consistently.

Anubis Dread
2014-08-06, 09:59 PM
Surprisingly enough, I think it being epic makes it a more viable card to build a deck around. Growing insanities, a couple of creatures that return to your library if they enter your graveyard to stop you losing from decking yourself (and they keep getting discarded so you don't need many clogging your deck), Doomed Necromancer with a couple of good targets, some tutors to fetch things, some cards with scavenge and unearth and maybe things like Brawn and Anger (mayeb even some land ramp to let you get a mountain for Anger) to give your creatures more abilities. With tutors, if you can keep the necromancer alive for a turn, you could probably drop a turn 4 or 5 It That Betrays with haste and trample relatively consistently.

Oh yeah it's probably broken up the wazoo, the only question is how. You have your entire deck in your graveyard, which would pretty much mean an auto-win... IF you could cast spells. But since flashback counts as casting, you can't flash anything back - you're limited to raw abilities. Definitely a fun brain teaser.

Lord Ruby34
2014-08-06, 10:04 PM
I'd be okay with this actually. 4-5 days seems reasonable.

I'd be fine with that too.

AgentPaper
2014-08-06, 11:47 PM
I'd rather not have the game rush too much. That said, I've been thinking of starting up a more fast-paced version of this, so I think I'll get around to doing that now and let this one stay at once per week, at least for now. The last thing I want is for anyone to feel rushed to make cards and end up with a lower quality of entries.

Dr.Gunsforhands
2014-08-07, 01:25 AM
I'd ask whether the stuff from the last thread is getting considered, but my idea from then wasn't very good anyway, so:

Inevitable Return 4BBGG
Sorcery - MR
Return target creature card from your graveyard to the battlefield, then discard any number of cards from your hand. Put a +1/+1 counter on the returned creature for each card discarded this way.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)

Ultimate Bravery 3RRWW
Sorcery - MR
Put X 2/2 red and white Knight creature tokens with Haste, First Strike and Vigilance onto the battlefield, where X is the number of cards in your hand. Exile these tokens at the beginning of the next end step.
After this phase, there is an additional combat phase followed by an additional main phase.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)

Ultimate Sacrifice 3WWBB
Sorcery - MR
Each opponent sacrifices one creature and loses X life, where X is the number of cards in your hand. You gain life equal to the life lost this way.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)

AgentPaper
2014-08-07, 01:31 AM
I'd ask whether the stuff from the last thread is getting considered, but my idea from then wasn't very good anyway, so:

As I mentioned in the end of the last thread, if you posted something there you should simply re-post it here. Coming up with something new is fine too though, of course.

Also, as mentioned, I've started up a new, faster paced contest (http://www.giantitp.com/forums/showthread.php?365653-MtG-You-Make-the-Card-Challenge!) for those that want to make cards without waiting for the end of the current contest here.

Fable Wright
2014-08-07, 01:45 AM
Primordial Dawn 0
Instant MR
You may pay X. If you do, choose one: put a nonland permanent card in your hand or command zone with converted mana cost X or less onto the battlefield; or distribute X +1/+1 counters among creatures you control; or target land you control becomes an X/X creature. (It's still a land. This effect lasts indefinitely.)
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)

EDIT:

Epic Showdown WUBRG
Sorcery MR
Until end of turn, you may cast spells with Epic.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)

Eternis
2014-08-07, 02:49 AM
-snop-
This post was an unnecessary critique, and as such has been snop'd.
Although DGFH, the knight one would be more fitting if they knights had first strike instead of vigilance, and "all creatures that attacked this turn" untapped at the beginning of the second combat phase.
... Or you included the vigilance AND the untapping thing.
But as it is, you're excluding your pre-epic creatures without vigilance.

Misothene
2014-08-07, 04:01 PM
Unending Psychosis 5BBB
Sorcery- MR
You control target player during his or her next turn unless you controlled that player on his or her last turn.
Epic

Beacon of Chaos
2014-08-10, 05:41 PM
I apologise in advance for my mostly terrible and boring comments.

onasuma

Hordes Assembled 3RRR
Sorcery - MR
Put 2 1/1 red goblin creature tokens with haste into play. Then, for each goblin you control, put a 1/1 red goblin creature token with haste into play.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)
S'okay, I guess. A bit cheap, and very much like Endless Swarm.

Mystic Muse

Or I could just summon a horde of angels* 6WWW
Sorcery- MR

Put a 4/4 Angel creature token with flying and vigilance into play for each enchantment on the battlefield

Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)


*Placeholder name.
Good name. Mitchell and Webb. Ability is very strong, but I'd say it's costed about right.

firedaemon33

Army of the Fallen-5BBBB

Sorcery-MR

For every card in your graveyard, place a 2/2 Black Zombie token on the field.

Epic. (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)
Very Endless Swarm-ish, but also a good black version.

LaZodiac

The Worldslayer's Strike 3GGGBBB
Sorcery (R)
Search target opponent's library for a creature card and exile it. Put X 5/1 green and black Spirit creature tokens named Will of the Worldslayer on the battlefield, where X is exiled creature's power.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)
Hm, hard to judge. Could be great or terrible, depending on the opponent's deck.

Blue Ghost

Relentless Infestation 3GB
Sorcery (MR)
Choose one - Target player gets a poison counter, or double the number of poison counters target player has.
Epic
Not fond of this. There are almost no ways to stop it, and it wins in 5 turns; earlier with Infect creatures.

Lord Ruby34

March of Progress 4UUU
Sorcery - MR
Search your library for a non-creature artifact and put it onto the battlefield. Then shuffle your library.
Epic
Yes, I can see this being played. Simple but effective.

Eternis

Ever-burning Sourcefire 6R
Sorcery
Put X 0/1 red elemental creature tokens with haste and "R, T: Each elemental creature you control gets +1/+0 until end of turn" into the battlefield, where X is the number of cards in your hand.
Epic

An epic spell.. where you USE MANA.
AND THE CARDS IN YOUR HAND
GASP
Using mana and cards in hand is nice, but this is still another Endless Swarm variant.

thisisacat

Mana Treason 7UU
Sorcery MR
Add one colorless mana to your mana pool for each non-land permanent your opponents control. Then, you may gain control of any number of non-land permanent your opponents control as long as their combined converted mana cost does not exceed the amount of mana in you mana pool. Then, empty your mana pool.
Epic
Okay, this is interesting. You are effectively buying an opponent's permanents from them. The additional mana the spell provides may be overkill, since you can combine it with your own mana, and you can always steal every token your opponents control. Also very powerful in multiplayer. Potentially an "I win" card, but still an interesting idea.

somethingrandom

Endless Calling 5GG
Sorcery R
Search your library for an creature card and put it onto the battlefield. Then shuffle your library.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)I would have added an extra G to the cost, but otherwise a good card.

Jormengand

Undying Legion 4WW
Sorcery MR
Put a 0/0 White Deathless creature token with "Deathless you control get +2/+2" onto the battlefield.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)

This would be fun with my other Deathless, but they're not mandatory (and most of them need a re-work anyway).
This is kinda cool. I could see this being used. Is this an eberron reference?

mystic1110

This might not be in the rules of the contest, but there is a history or reworking some keywords to fit on permanents. I reworked it so the creature will be continually cast . . . every upkeep, regardless of whether it is placed in the graveyard or exile zone. Still an unsummon or something that places it in the library will spell GG for you. Additionally the problem with most of the epic spells was that they effectively played the game for you - at least you had choices with Ideal. Anyway heres my Card

Nuamal, Sparkcrusher 2WUBRG
Legendary Creature - Human Wizard. M
Epic (For the rest of the game, you can't cast spells. At the beginning of your upkeep, if this card is on the battlefield or graveyard exile it, then if this card is in exile place it on the battlefield. If you do this card has haste.)
When Nuamal enters the battlefield choose two: Gain 5 life; Destroy target creature, it's controller may place a 2/2 blue bird token with flying onto the battlefield; exile target card from a graveyard, and have that card's owner lose two life; each player discards all the cards in his or her hand, then draws that many cards; or place target non-creature permanent on top of it's owners library;
Who needs a Spark, when they're EPIC!!?!
5/5
I'd never even considered this! Well done.

Unfortunately there are a couple of problems. 1) It only casts itself from the battlefield or graveyard. If your opponent exiles or bounces it, you're useless for the rest of the game. Also, being able to put a land on top of an opponent's deck every turn is very, very, strong. Too strong, in fact.

Anubis Dread

I'll throw my hat in the ring.

Growing Insanity B
Sorcery R
Discard your hand. Put your library into your graveyard.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)

One With Nothing is for cowards :smalltongue:
Huh. If it hadn't been for Tom the Mime's commentary I probably would have just ignored this. Still, it's a bit of a silly card, probably hugely broken, and also doesn't really gain much from being casted every turn.

Dr.Gunsforhands

Inevitable Return 4BBGG
Sorcery - MR
Return target creature card from your graveyard to the battlefield, then discard any number of cards from your hand. Put a +1/+1 counter on the returned creature for each card discarded this way.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)

A nice mix of green and black mechanics here. I could see this being printed.

DMofDarkness

Primordial Dawn 0
Instant MR
You may pay X. If you do, choose one: put a nonland permanent card in your hand or command zone with converted mana cost X or less onto the battlefield; or distribute X +1/+1 counters among creatures you control; or target land you control becomes an X/X creature. (It's still a land. This effect lasts indefinitely.)
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)

I never expected an X cost card, that's for sure. The abilites seem fine, though I feel that giving three options per cast goes against the spirit of epic cards.

Misothene

Unending Psychosis 5BBB
Sorcery- MR
You control target player during his or her next turn unless you controlled that player on his or her last turn.
Epic
Hahaha, wow, that interesting. I have no idea how to judge this. Seems cool. I suppose it's no worse than Mindslaver.

Very tricky to judge this one, but the win goes to...
thisisacat with Mana Treason! Perhaps not the best balanced, but a cool idea.

TiaC
2014-08-10, 06:14 PM
Hey, thanks! I think that if I had edited that card again, I would have removed the extra mana and cut the cost down to 6 or so.

This week's challenge is: Make a card with Affinity.

Ionbound
2014-08-10, 06:29 PM
Fallen Angel-6WWW

Creature-Demon Angel-R

Affinity for Black (Costs 1 less for each Black permanent you control)

Not even angels are immune to the Veil's curse.

6/6

Fortuna
2014-08-10, 06:34 PM
Plague Incubator XBBB
Creature - Zombie Cleric - R
Affinity for Creatures (This card costs one less to play for each creature you control)
When Plague Incubator enters the battlefield, put X -1/-1 counters on each other creature.
1/3

Epidemic XBBB
Sorcery - R
Affinity for Creatures (This card costs 1 less for each creature you control)
All creatures get -X/-X until end of turn.
Slaves, soldiers, test subjects - what's the difference?

LaZodiac
2014-08-10, 11:44 PM
Writhing Masses 7
Sorcery (R)
Affinity for Slivers.
Put X 1/1 colorless Sliver tokens on the battlefield, where X is the number of Slivers you control.

Eternis
2014-08-11, 07:07 AM
Bloodwell 10
Artifact
Affinity for Creatures
At the beginning of your upkeep, put a -1/-1 counter on each creature you control, and a charge counter on Bloodwell for each -1/-1 counter placed this way.
3, T: Put an X/X red elemental creature token into play, where X is the number of charge counters on Bloodwell.
At the beginning of your combat phase, if Bloodwell has 10 or more charge counters on it, sacrifice it. Each creature you control gets +3/+0, trample, and haste.

Jormengand
2014-08-11, 08:18 AM
The Omnissiah 12
Legendary Enchantment Creature - God
Affinity for Artifacts (This card costs 1 less to play for each artifact you control.)
If the total converted mana cost of artifacts you control is less than 8, The Omnissiah isn't a creature.
When you tap an artifact, put a +1/+1 counter on The Omnissiah.
4/4

Misothene
2014-08-11, 11:40 AM
Epidemic XBB
Sorcery - U
Affinity for Creatures (This card costs 1 less for each creature you control)
Put X -1/-1 counters on each creature.
Slaves, soldiers, test subjects - what's the difference?

You need to seriously reconsider the power level of this card. Compare to Black Sun's Zenith (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214061), which was a good sweeper without the cost reduction.

Also, uncommon? The limited format would be about this card and nothing else.

Fortuna
2014-08-11, 01:50 PM
You need to seriously reconsider the power level of this card. Compare to Black Sun's Zenith (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214061), which was a good sweeper without the cost reduction.

Also, uncommon? The limited format would be about this card and nothing else.

Black Sun's was my comparison point. The thing to bear in mind is that Epidemic only gets cheap when it's hurting you. I did consider bumping it to XBBB, which I might do now, and it probably should be rare, but I don't think it's as far off as you think it is.

Eternis
2014-08-11, 05:05 PM
... I don't think he's far wrong.
-5/-5 is enough to get MOST decks off at a disadvantage, and generally -3/-3 can take out the majority of decks Black Sun's Zenith is at, and pardon the pun, its Zenith against. Being able to do that for what can essentially be BB, and have some major benefits in the right decks, is just a LITTLE too powerful.
Now, BBB would PROBABLY be the right mana cost. But it's still too... edgy, I guess.
:P But who am I to talk? I did a VERY similar thing with Bloodwell, only it GAVE you creatures as well!
((Dat card be sh*ttily made))

Fortuna
2014-08-11, 06:15 PM
... I don't think he's far wrong.
-5/-5 is enough to get MOST decks off at a disadvantage, and generally -3/-3 can take out the majority of decks Black Sun's Zenith is at, and pardon the pun, its Zenith against. Being able to do that for what can essentially be BB, and have some major benefits in the right decks, is just a LITTLE too powerful.
Now, BBB would PROBABLY be the right mana cost. But it's still too... edgy, I guess.
:P But who am I to talk? I did a VERY similar thing with Bloodwell, only it GAVE you creatures as well!
((Dat card be sh*ttily made))

Hmmm. I had neglected that some cards consider -1/-1 counters a benefit rather than a drawback...

Okay, that in mind, it's almost certainly too powerful. I think I'll make it only -X/-X until end of turn, instead of counters.

onasuma
2014-08-11, 06:51 PM
Cranial Burst 6U/R
Instant U
Affinity for Cards in your hand (This card costs 1 less for each card in your hand)
Discard your hand, then draw seven cards.

The_Tentacle
2014-08-12, 10:18 AM
Ætherborn Devourer {4UU}
Creature - Elemental (R)
Flash
Affinity for spells on the stack.
~ enters the battlefield with a +1/+1 counter on it for each spell on the stack.
When ~ enters the battlefield, exile all spells on the stack.
0/0
Feared by wizards everywhere, it feeds on raw spell energy.

mystic1110
2014-08-12, 11:07 AM
Conniving Intrigue, 3B
Sorcery U
Affinity for Opponents (This card costs 1 less to play for each opponent you have).
Each opponent names a player that is not you. Each player loses 2 life for each time he or she was named this way.
A man needs enemies. They give you purpose and not a little bit of entertainment.

(Obviously it would be a cycle in a commander set :smalltongue:)

Misothene
2014-08-12, 12:45 PM
Ætherborn Devourer {4UU}
Creature - Elemental (R)
Flash
Affinity for spells on the stack.
When ~ enters the battlefield, remove all spells on the stack from the game.
~ enters the battlefield with a +1/+1 counter on it for each spell it removed from the game.
0/0
Feared by wizards everywhere, it feeds on raw spell energy.

This card doesn't work as written. The ability giving it counters depends on a triggered ability which would resolve AFTER it enters the battlefield, so it would come down as a 0/0 and almost always die instantly. Draining Whelk (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=111057), a similar card, had non-zero base p/t to deal with this issue.


Conniving Intrigue, 3B
Artifact U
Affinity for Opponents (This card costs 1 less to play for each opponent you have).
Each opponent names a player that is not you. Each player loses 2 life for each time he or she was named this way.
A man needs enemies. They give you purpose and not a little bit of entertainment.

Is this supposed to be a sorcery? It's written to be a sorcery, as the only text that does anything on a permanent is affinity.

mystic1110
2014-08-12, 12:57 PM
Yeah . . . I have no clue why it was an artifact :smallconfused:

Dr.Gunsforhands
2014-08-12, 10:01 PM
Filth Fever 3B
Enchantment - Aura C
Affinity for Rats
Enchant creature
Enchanted creature gets -3/-3
I'd recommend you wash your hands, but the water's filthy, too.

somethingrandom
2014-08-13, 04:44 AM
Spell Eater Eidolon 6GG
Creature — Spirit R
Affinity for enchantmants
Trample
When ~ enters the battlefield, if you cast it from your hand, exile all enchatments.
5/5

Fable Wright
2014-08-13, 04:57 AM
The End Times 12BB
Sorcery R
Affinity for Horrors
Destroy all non-Horror creatures, then tap all creatures. Put an X/X Elder God token with Flying, Shroud, and Indestructible on the field, where X is the highest life total among players.

Beacon of Chaos
2014-08-13, 11:29 AM
I can't think of anything good, so joke entry:

Affinitron 7

Artifact - R

Affinity for Affinity (This spell costs 1 less to cast for each permanent with Affinity you control.)

Spells you cast have Affinity for Affinity.

"Yes, but... what does it do?" - Anonymous

Blue Ghost
2014-08-14, 11:11 AM
Hundred-Head Krasis 10GU
Creature - Hydra Ooze (R)
Affinity for +1/+1 counters (This card costs 1 less to cast for each +1/+1 counter among permanents you control.)
When Hundred-Head Krasis enters the battlefield, you may move any number of +1/+1 counters from other creatures you control to it, then double the number of +1/+1 counters on it.
0/0

Misothene
2014-08-15, 01:54 AM
Here's some information that might be important for everyone making cards that look at things other than permanents you control:
The comp rules defines the affinity ability thusly:
"702.40a Affinity is a static ability that functions while the spell is on the stack. “Affinity for [text]” means “This spell costs you {1} less to cast for each [text] you control.”"

As such, the rules can't currently really handle looking beyond that. Attempting to make it look at everyone's permanents/things results in current Affinity cards being very functionally different.


Ætherborn Devourer {4UU}
Creature - Elemental (R)
Flash
Affinity for spells on the stack.
When ~ enters the battlefield, put a +1/+1 counter on it for each spell on the stack, then exile those spells.
0/0
Feared by wizards everywhere, it feeds on raw spell energy.

In addition to the above warning, this iteration also doesn't work, as the ability is still worded "when ~ enters the battlefield," which is a triggered ability. The Devourer would still be a 0/0 before this ability resolves. You could word it as "AS ~ it enters the battlefield," but exiling/countering things with an ability like that is unprecedented. Here's my (admittedly wordier) suggestion: "Aetherborn Devourer enters the battlefield with a +1/+1 counter on it for each spell on the stack.
When Aetherborn Devourer enters the battlefield, exile all spells."

BillyDeeWilliam
2014-08-16, 02:52 AM
Been a while, but I'm getting back into MTG, so I thought I'd revisit this thread. Glad to see it's still up and running, and I plan to check out the other two new games. This card's kinda wacky, and may or may not be absurd, but bear with me.

Vraeden en-Kor 1WW
Legendary Creature-Kor Soldier; MR

Level up-4W. Affinity for Auras (This ability costs 1 less to activate for each Aura you control); 3/3

Level 2-5: Vraeden en-Kor gets +2/+2 for each Aura attached to it; 4/4

Level 6+: Vraeden en-Kor gets +3/+3 for each Aura attached to it and has hexproof as long as it's enchanted; 4/4

He came to Zendikar hoping to find his kin, but all he found was death.

Also, totally unrelated and not for the contest, but my brother recently challenged me to come up with a good version of Tibalt (which inspired me to play this game again), the famously crappy planeswalker, and I just wanted to get some feedback on my idea:

Tibalt, the Red Ruin-2RRR
Planeswalker-Tibalt; MR

+2: Target player draws three cards and then discards three cards at random.

-4: Target player discards his or her hand and draws seven cards.

-7: Tibalt, the Red Ruin deals X damage to target creature or player, where X is the number of cards in target player's graveyard.

Loyalty: 3

Lord Ruby34
2014-08-16, 05:06 AM
Lady of the Forest 6GG
Creature- Elemental Spirit R
Hexproof
Affinity for basic lands. (This card costs one less to cast for each basic land you control.)
When Lady of the Forest enters the battlefield search your library for any number of basic land cards and exile them. At the beginning of your upkeep you may put a card you own exiled with Lady of the Forest into play tapped.
2/3

Anubis Dread
2014-08-16, 10:16 AM
Call of the Warboar 5G
Sorcery R
Affinity for Warboars (This card costs 1 less for each Warboar you control)
Put a 3/3 green Warboar token onto the battlefield. Return Call of the Warboar to it's owners hand.
"To spy a single Warboar."
-Daru saying meaning 'to see the impossible'.

TiaC
2014-08-18, 05:10 AM
Fallen Angel-6WWW

Creature-Demon Angel-R

Affinity for Black (Costs 1 less for each Black permanent you control)

Not even angels are immune to the Veil's curse.

6/6

A rather simple card. A vanilla 6/6 doesn't really fit at rare or at its cost though. 3/10

Epidemic XBBB
Sorcery - R
Affinity for Creatures (This card costs 1 less for each creature you control)
All creatures get -X/-X until end of turn.
Slaves, soldiers, test subjects - what's the difference?

Nice boardwipe with a cool use of opposing incentives. A little hard to judge power-wise. 8/10

Writhing Masses 7
Sorcery (R)
Affinity for Slivers.
Put X 1/1 colorless Sliver tokens on the battlefield, where X is the number of Slivers you control.

Probably the most interesting route to go with token creation. I like that it needs Slivers to jumpstart itself, but it still might be too good. 8/10

Bloodwell 10
Artifact
Affinity for Creatures
At the beginning of your upkeep, put a -1/-1 counter on each creature you control, and a charge counter on Bloodwell for each -1/-1 counter placed this way.
3, T: Put an X/X red elemental creature token into play, where X is the number of charge counters on Bloodwell.
At the beginning of your combat phase, if Bloodwell has 10 or more charge counters on it, sacrifice it. Each creature you control gets +3/+0, trample, and haste.

No rarity. There is a lot going on here. I think it may end up being a win-more card often. 5/10

The Omnissiah 12
Legendary Enchantment Creature - God
Affinity for Artifacts (This card costs 1 less to play for each artifact you control.)
If the total converted mana cost of artifacts you control is less than 8, The Omnissiah isn't a creature.
When you tap an artifact, put a +1/+1 counter on The Omnissiah.
4/4

No rarity. Breaks some of the rules of gods. (No indestructible, ability doesn't matter while it's an enchantment.) This makes it more vanilla than the others. Cool idea, could have used better execution. 5/10

Cranial Burst 6U/R
Instant U
Affinity for Cards in your hand (This card costs 1 less for each card in your hand)
Discard your hand, then draw seven cards.

Awesome use of affinity. Too strong, I think, especially in a red deck. It will give you card advantage equal to its cost. 7/10

Ætherborn Devourer {4UU}
Creature - Elemental (R)
Flash
Affinity for spells on the stack.
~ enters the battlefield with a +1/+1 counter on it for each spell on the stack.
When ~ enters the battlefield, exile all spells on the stack.
0/0
Feared by wizards everywhere, it feeds on raw spell energy.

Could stand to be a bit cheaper. You'll rarely get even a 3/3, and usually if you're countering multiple spells, some of them are yours. It's a bit strange to have it only count spells. I'm not sure if affinity is the best fit for this card. 6/10

Conniving Intrigue, 3B
Sorcery U
Affinity for Opponents (This card costs 1 less to play for each opponent you have).
Each opponent names a player that is not you. Each player loses 2 life for each time he or she was named this way.
A man needs enemies. They give you purpose and not a little bit of entertainment.

Gets very good, very fast in larger games. It's odd to have a multiplayer-only card. I'm not fond of the Affinity being so unchanging. 6/10

Filth Fever 3B
Enchantment - Aura C
Affinity for Rats
Enchant creature
Enchanted creature gets -3/-3
I'd recommend you wash your hands, but the water's filthy, too.

Nice limited card. Simple and solid. 8/10

Spell Eater Eidolon 6GG
Creature — Spirit R
Affinity for enchantmants
Trample
When ~ enters the battlefield, if you cast it from your hand, exile all enchatments.
5/5

I'm fond of this sort of opposing incentive. Could stand to be a 6/6 at rare I think. 7/10

Affinitron 7

Artifact - R

Affinity for Affinity (This spell costs 1 less to cast for each permanent with Affinity you control.)

Spells you cast have Affinity for Affinity.

What. Ok, joke entry, but cool idea all the same. :smalltongue:/10

Hundred-Head Krasis 10GU
Creature - Hydra Ooze (R)
Affinity for +1/+1 counters (This card costs 1 less to cast for each +1/+1 counter among permanents you control.)
When Hundred-Head Krasis enters the battlefield, you may move any number of +1/+1 counters from other creatures you control to it, then double the number of +1/+1 counters on it.
0/0

Nice Johnny card. It won't shatter limited, but it encourages you to build a deck around it. 8/10

Vraeden en-Kor 1WW
Legendary Creature-Kor Soldier; MR

Level up-4W. Affinity for Auras (This ability costs 1 less to activate for each Aura you control); 3/3

Level 2-5: Vraeden en-Kor gets +2/+2 for each Aura attached to it; 4/4

Level 6+: Vraeden en-Kor gets +3/+3 for each Aura attached to it and has hexproof as long as it's enchanted; 4/4

I think if you have enough auras to level this up, you've probably already won. It encourages card disadvantage. Putting affinity in the level-up is a nice thought, but I don't think this is the best card to show it. 3/10

Lady of the Forest 6GG
Creature- Elemental Spirit R
Hexproof
Affinity for basic lands. (This card costs one less to cast for each basic land you control.)
When Lady of the Forest enters the battlefield search your library for any number of basic land cards and exile them. At the beginning of your upkeep you may put a card you own exiled with Lady of the Forest into play tapped.

Beautiful. Encourages use of basics, is easier to cast when you don't need it, allows mana-thinning, great for commander. Only concern is reanimation. 9/10

Call of the Warboar 5G
Sorcery R
Affinity for Warboars (This card costs 1 less for each Warboar you control)
Put a 3/3 green Warboar token onto the battlefield. Return Call of the Warboar to it's owners hand.
"To spy a single Warboar."
-Daru saying meaning 'to see the impossible'.

I like this, but I think it's a little too "Slow and Steady" for green. It feels very white. 7/10

Lord Ruby34 with Lady of the Forest. It was close though, any of the cards that hit 8/10 could have won.

LaZodiac
2014-08-18, 08:21 AM
Woo, congrats to Lord Ruby!

Ionbound
2014-08-18, 08:23 AM
Yeah, I was worried how easy my angel would be to get out with stuff like Pack Rat floating around. Ah well. C'est la viest, I suppose.

Fable Wright
2014-08-18, 08:50 AM
You missed mine.

TiaC
2014-08-18, 02:25 PM
The End Times 12BB
Sorcery R
Affinity for Horrors
Destroy all non-Horror creatures, then tap all creatures. Put an X/X Elder God token with Flying, Shroud, and Indestructible on the field, where X is the highest life total among players.

If you can cast this, you basically win. Even in commander, this is probably a game-ender. This makes the fact that it doesn't kill horrors irrelevant. If you have enough horrors to bring this down to a reasonable cost, you probably don't need it. If you don't, 10+ mana is too expensive. 4/10

Lord Ruby34
2014-08-18, 02:37 PM
Thanks, I'm actually really proud of Lady of the Forest, and it's good to see it get a win.

For the next challenge, design a card with Morph.

LaZodiac
2014-08-18, 03:00 PM
Cogwork Shapechanger 2
Artifact Creature - Construct (R)
Morph 4
Reveal ~ as you Draft it. Search the Booster Pack for a creature card, reveal it and note the name. When ~ is turned face up, it becomes a copy of the noted card, and is a Construct in addition to it's other types.
2/2

Misothene
2014-08-18, 05:39 PM
Cogwork Shapechanger 2
Artifact Creature - Construct (R)
Morph 4
Reveal ~ as you Draft it. Search the Booster Pack for a card and note the name. When ~ is turned face up, it becomes a copy of the noted card, and is a Construct in addition to it's other types.
2/2

The current wording allows this to be a copy of an instant or sorcery (or even conspiracy), things which are not allowed to be on the battlefield. You probably want to say "permanent card" instead of just "card," or have it become a copy of the noted card "if the noted card is a permanent card."

LaZodiac
2014-08-18, 05:58 PM
The current wording allows this to be a copy of an instant or sorcery (or even conspiracy), things which are not allowed to be on the battlefield. You probably want to say "permanent card" instead of just "card," or have it become a copy of the noted card "if the noted card is a permanent card."

Thanks, hadn't realized that. Fixed to what I intended.

Tom the Mime
2014-08-18, 09:16 PM
Cogwork Shapechanger 2
Artifact Creature - Construct (R)
Morph 4
Reveal ~ as you Draft it. Search the Booster Pack for a creature card and note the name. When ~ is turned face up, it becomes a copy of the noted card, and is a Construct in addition to it's other types.
2/2

Interesting how you made the rarity really matter in this case - not just giving an indication of a reasonable power level but making it so that you can only pick uncommons and commons (because there won't be another rare in the pack).

LaZodiac
2014-08-18, 09:26 PM
Interesting how you made the rarity really matter in this case - not just giving an indication of a reasonable power level but making it so that you can only pick uncommons and commons (because there won't be another rare in the pack).

...I don't know if this is good or not :smalleek:

onasuma
2014-08-19, 04:50 AM
If its a set like conspiracy, there will be another rare. The conspiracies and "draft only" cards took up a land slot.

Jormengand
2014-08-19, 07:59 AM
Destruction Incarnate 3BW
Sorcery R
Morph BW
If Destruction Incarnate would be flipped face up, you may cast it without paying its mana cost. Otherwise, it remains face-down.
Destroy target permanent.

mystic1110
2014-08-19, 10:39 AM
Spinetap Homunculous BU
Artifact Creature - Homunculous R
Morph - Target opponent gains control of Spinetap Homunculous (You may cast this face down as a 2/2 creature for 3 . Turn it face up any time for its morph cost.)
Whenever an opponent would lose life, that opponent may put that many cards from the top of their library into their graveyard instead.
8/8

BillyDeeWilliam
2014-08-19, 01:53 PM
Jeskai Riddlemancer RWU
Creature-Efreet Wizard Rogue; R

Whenever Jeskai Riddlemancer deals combat damage to a player, you may return up to two target tapped creatures to their owner's hands.
Morph-RWU
When Jeskai Riddlemancer is turned face up, tap up to two target creatures.

There are many paths to enlightenment. This, unfortunately, isn't one of them.
-Tsendiin the Infuriating, just before subduing an Abzan counterattack.
1/2

I'm not a huge fan of morph, so this is really more an attempt to sorta-kinda bring back ninjutsu, which I love and think works well with what little we know about Jeskai's flavor. The idea would be to pay the morph cost after your opponent has declared blockers (since you can morph any time you could cast an instant).

somethingrandom
2014-08-19, 02:38 PM
Spark of the Forest's Soul GGGGGGGG
Creature-Spirit C
Morph G
1/1

In case it is not obvious this card wound be in theros block

Misothene
2014-08-19, 07:42 PM
Living Death (BW colour indicator)
Sorcery R
(Nonexistant mana costs can't be paid)
Morph BW
When you flip Living Death face up, put it on top of the stack.
Destroy target permanent.

There are problems with this.

1. The name is taken by a pretty high profile, though admittedly old (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=386291), card

2. Sorceries can't be on the battlefield. Ever. When you turn it face up, it will be on the battlefield, which is unacceptable regardless of what triggers you want to happen. It will be put into the graveyard as a state-based effect.

3. "Top of the stack" isn't a visual metaphor everyone would understand the same way, even if it's defined somewhere in the comprehensive rules. Without going to the comp rules, I personally don't know whether this is supposed to be the first thing that resolves or the last.

Anubis Dread
2014-08-19, 08:21 PM
Blackblood Horror 5BB
Creature - Horror M
Flying
Morph B
Whenever Blackblood Horror is turned face up, you lose 10 life
6/6

Saposhiente
2014-08-20, 12:23 AM
Cogwork Shapechanger 2
Artifact Creature - Construct (R)
Morph 4
Reveal ~ as you Draft it. Search the Booster Pack for a creature card and note the name. When ~ is turned face up, it becomes a copy of the noted card, and is a Construct in addition to it's other types.
2/2

Doesn't seem like it could work; how are you going to prove that you really had the noted card? Consider formats where you draft independently and then do a big tourney. Also you would need to note the stats and everything and it sounds like a big mess that could only work in a video game.

LaZodiac
2014-08-20, 12:27 AM
Doesn't seem like it could work; how are you going to prove that you really had the noted card? Consider formats where you draft independently and then do a big tourney. Also you would need to note the stats and everything and it sounds like a big mess that could only work in a video game.

Every complaint you've got here could be made for most of the Draft robots in Conspiracy.

Saposhiente
2014-08-20, 02:18 AM
Oh, hadn't seen those.
Okay, so the noting isn't a problem in itself; however there is still a problem here in that you are forcing players to note cards that they don't have, and in fact never prove that they saw. All cards that require you to name a card you draft also require you to reveal that card; furthermore, if the stats of the card matter, you must always actually draft the card; you are never forced to refer to the stats of a card that might not be in play or in your deck at all.

Fable Wright
2014-08-20, 02:24 AM
Every complaint you've got here could be made for most of the Draft robots in Conspiracy.
This is not quite true. In Conspiracy, when you pick a draft robot, you reveal to the table what it is and what pick you took it. All information regarding the robot can be verified at the time the robot is drafted. With this card, all anyone else has to prove that there was also a <insert common/uncommon draft bomb here> is your word that the card you noted was in the pack. If you revealed the card whose name you noted, then the information could be verified. But even if this were fixed, your card still runs into the problem that each one can only turn into one specific card, and there's no way of tracking which Shapeshifter is tied to which noted card without marking them; you'd need text allowing for multiple options of drafted cards, a la Lurking Automaton.

Finally, the complaint that you need to halt the game to find the rules text of a card that you didn't necessarily draft a copy of isn't one that applies to anything in Conspiracy. :smalltongue:

EDIT: Ninja'd.

Eternis
2014-08-20, 06:15 AM
Plightmage 4B
Creature - Zombie Wizard C
Morph 2BB
Wither (Plightmage deals damage to creatures in the form of -1/-1 counters
When Plightmage is turned face up, put a -1/-1 counter on target creature.
2/3

Jormengand
2014-08-20, 07:19 AM
There are problems with this.

1. The name is taken by a pretty high profile, though admittedly old (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=386291), card

2. Sorceries can't be on the battlefield. Ever. When you turn it face up, it will be on the battlefield, which is unacceptable regardless of what triggers you want to happen. It will be put into the graveyard as a state-based effect.

3. "Top of the stack" isn't a visual metaphor everyone would understand the same way, even if it's defined somewhere in the comprehensive rules. Without going to the comp rules, I personally don't know whether this is supposed to be the first thing that resolves or the last.

Hmm...

1 I can fix. I'm not sure 2 matters, because sure, it goes to the graveyard, but then once its ability resolves you cast it anyway, and 3 I can change so it just says you cast it.

LaZodiac
2014-08-20, 08:19 AM
This is not quite true. In Conspiracy, when you pick a draft robot, you reveal to the table what it is and what pick you took it. All information regarding the robot can be verified at the time the robot is drafted. With this card, all anyone else has to prove that there was also a <insert common/uncommon draft bomb here> is your word that the card you noted was in the pack. If you revealed the card whose name you noted, then the information could be verified. But even if this were fixed, your card still runs into the problem that each one can only turn into one specific card, and there's no way of tracking which Shapeshifter is tied to which noted card without marking them; you'd need text allowing for multiple options of drafted cards, a la Lurking Automaton.

Finally, the complaint that you need to halt the game to find the rules text of a card that you didn't necessarily draft a copy of isn't one that applies to anything in Conspiracy. :smalltongue:

EDIT: Ninja'd.

I should note I've never drafted before so I'm just assuming on my understanding of the rules here. But yeah, I assume that since it's a Rare you'd only really encounter one during a draft, and if you DID draft another one, you'd just put a mark on the card to be sure of it. That's what I'd do anyway!

You'd just write down the stats on a post it note and when you morph you put the post it note over the normal card text :smalltongue:

Beacon of Chaos
2014-08-20, 02:40 PM
You'd just write down the stats on a post it note and when you morph you put the post it note over the normal card text :smalltongue:
Alternate idea: Take a picture of the card with a phone. When you morph the creature, bring up the picture and replace the card with your phone. :smallbiggrin:

Misothene
2014-08-21, 10:59 PM
Destruction Incarnate 2BW
Sorcery R
Morph BW
When you flip Destruction Incarnate face up, cast it without paying its mana cost.
Destroy target permanent.

I still don't think this works. As I said, sorceries shouldn't ever be on the battlefield under any set of circumstances. Changing zones (going to the graveyard as a state-based effect) before the trigger resolves does matter, and would prevent the ability from working. If you think the ability still somehow works, consider the following scenario:
I unmorph it, putting the "cast this" trigger on the stack. The card moves to the graveyard as a state-based effect. In response to the trigger, someone casts Mnemonic Nexus and I have to shuffle Destruction Incarnate into my library. What do I do when the trigger resolves?

AgentPaper
2014-08-22, 12:54 AM
I still don't think this works. As I said, sorceries shouldn't ever be on the battlefield under any set of circumstances. Changing zones (going to the graveyard as a state-based effect) before the trigger resolves does matter, and would prevent the ability from working. If you think the ability still somehow works, consider the following scenario:
I unmorph it, putting the "cast this" trigger on the stack. The card moves to the graveyard as a state-based effect. In response to the trigger, someone casts Mnemonic Nexus and I have to shuffle Destruction Incarnate into my library. What do I do when the trigger resolves?

What about, "If ~ would be flipped face-up, instead you may cast it without paying it's mana cost. Otherwise, it remains face-down."

TiaC
2014-08-22, 03:49 AM
Chronophage 4UU
Creature -Elemental R
Flying
Whenever Chronophage deals combat damage to a player, you may tap target permanent that player controls. That permanent does not untap during its controller's next untap step.
Morph U, Skip your next turn
4/4

somethingrandom
2014-08-22, 04:55 AM
Destruction Incarnate 2BW
Sorcery R
Morph BW
When you flip Destruction Incarnate face up, cast it without paying its mana cost.
Destroy target permanent.


I still don't think this works. As I said, sorceries shouldn't ever be on the battlefield under any set of circumstances. Changing zones (going to the graveyard as a state-based effect) before the trigger resolves does matter, and would prevent the ability from working. If you think the ability still somehow works, consider the following scenario:
I unmorph it, putting the "cast this" trigger on the stack. The card moves to the graveyard as a state-based effect. In response to the trigger, someone casts Mnemonic Nexus and I have to shuffle Destruction Incarnate into my library. What do I do when the trigger resolves?

A possible alternative that I believe works within the rules

Destruction Incarnate 2BW
Enchantment R
Morph BW
When you flip Destruction Incarnate face up, sacrifice it when you do, destroy target permanent.

Fortuna
2014-08-22, 05:29 AM
Regarding Destruction Incarnate: I think that "As you turn Destruction Incarnate face-up, cast it without paying its mana cost. If you don't, turn it face-down again" would work, assuming I recall how replacement effects work.

The thing about this week's challenge that is tricky is that morph, as a mechanic, really needs a set around it to shine. Morph is not a mechanic that does exciting things on a single card, on the whole - it can to some extent, but often it does not. Rather, Morph is exciting because that 2/2 could do anything in a moment. For that reason, I've been struggling with this contest for a while. The following will have to do.

Halfreal Trickster 1U
Creature - Human Illusion Wizard R
Morph U
When Halfreal Trickster becomes the target of a spell or ability or is turned face-up while it's the target of a spell or ability, return it to your hand. If you do, you may put a card with Morph into play face-down.
2/2

Jormengand
2014-08-22, 07:27 AM
What about, "If ~ would be flipped face-up, instead you may cast it without paying it's mana cost. Otherwise, it remains face-down."

That would work, thanks.

Misothene
2014-08-22, 03:30 PM
Halfreal Trickster 1U
Creature - Human Illusion Wizard U
Morph U
When Halfreal Trickster becomes the target of a spell or ability, return it to your hand. If you do, you may put a card with Morph into play face-down.
2/2

I don't think there's a good way for this to work. Normally, when you're getting something with a particular attribute out of a hidden zone, you have to reveal the card in order to prove it really has that attribute. Of course, with morph cards, you already cast it facedown without revealing it, so not sure how applicable my complaint can be. I'm reluctant to endorse it.

More functional complaint: if you intended for people to be able to turn this face up in response to something to trigger its ability, that won't work; it will have already "become" the target back when it didn't have the ability.


Destruction Incarnate 3BW
Sorcery R
Morph BW
If Destruction Incarnate would be flipped face up, you may cast it without paying its mana cost. Otherwise, it remains face-down.
Destroy target permanent.

Morph doesn't use the stack, so allowing you to cast things at that speed sounds like a bad idea. Also, you're replacing its becoming face-up with casting it, so... it stays face-down on the stack? One more thing about this wording- and I should note this is entirely useless without mana-burn in the game, but just realize the following shouldn't be possible- if you elect not to cast it when you pay the morph cost, it remains face down, and you never have to show them that you indeed had a legitimate mana-sink for your excess white and black mana. You can just drain your mana pool into it without having to prove you could do so. Related: if your opponent casts Break Open (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=39868) on this, and you decide you don't want to cast it, you can just say "nope, that doesn't happen" and never have to prove why.

Saposhiente
2014-08-22, 03:45 PM
For Break Open, wouldn't it be a creature at the time the spell is cast?

Fortuna
2014-08-22, 03:50 PM
I don't think there's a good way for this to work. Normally, when you're getting something with a particular attribute out of a hidden zone, you have to reveal the card in order to prove it really has that attribute. Of course, with morph cards, you already cast it facedown without revealing it, so not sure how applicable my complaint can be. I'm reluctant to endorse it.

More functional complaint: if you intended for people to be able to turn this face up in response to something to trigger its ability, that won't work; it will have already "become" the target back when it didn't have the ability.

Aye, I posted this last night, went to work on the miniset challenge, and went straight to bed - and immediately realized that as I'd worded it, you couldn't turn it face-up in response to a spell or ability usefully. That's edited now.

As to your first complaint... I could change it to "cast a card with morph facedown without paying the mana cost to do so", I suppose, but I don't see any compelling reason to do so. As with any other face-down permanent, you have to reveal it if it leaves the battlefield or at the end of the game - the rules and information issues are therefore exactly the same as with morph.


Morph doesn't use the stack, so allowing you to cast things at that speed sounds like a bad idea. Also, you're replacing its becoming face-up with casting it, so... it stays face-down on the stack? One more thing about this wording- and I should note this is entirely useless without mana-burn in the game, but just realize the following shouldn't be possible- if you elect not to cast it when you pay the morph cost, it remains face down, and you never have to show them that you indeed had a legitimate mana-sink for your excess white and black mana. You can just drain your mana pool into it without having to prove you could do so. Related: if your opponent casts Break Open on this, and you decide you don't want to cast it, you can just say "nope, that doesn't happen" and never have to prove why.

What's wrong with casting spells at morph speed? The spell still goes on the stack like normal. Hell, it doesn't even beat split second, because you would need to cast the spell (and split second explicitly prohibits that). It's no different than casting a spell at instant speed; nothing can respond to the spell moving from its original zone to the stack, but once it hits the stack, it's a spell like any other.

In the line of proposing a solution to the other problems you raised, a wording more like "As you turn Destruction Incarnate face-up, cast it without paying its mana cost. If you don't, reveal it and <put it in the graveyard/it remains face-down>" would do the trick, I believe.

onasuma
2014-08-22, 04:42 PM
Essence Geyser 1U
Creature - Elemental U
Defender
When ~ is turned face up, return it and target creature to their owners hands.
Morph 3U
0/2

Ninjaman
2014-08-22, 04:54 PM
Hidden Assassin - 2B
Creature - Human - Assassin - U
Deathtouch
Morph - 1B
When you turn Hidden Assassin face up, it gains first strike until end of turn.
2/1

Dr.Gunsforhands
2014-08-22, 11:26 PM
Puissance Ranger 3G
Creature - Human Warrior Scout C
Whenever Puissance Ranger or another permanent is turned face-up, put a +1/+1 counter on Puissance Ranger.
Morph 3G
3/3

Misothene
2014-08-22, 11:45 PM
Identity Thief 2U
Creature- Shapeshifter R
Morph 2UU
When Identity Thief is turned face up, you may have Identity Thief become a copy of another target creature. If you do, turn that creature face down.
"I told him to just be himself. Then he told me to try being himself... Now I get it."
-Unknown
2/2

BillyDeeWilliam
2014-08-23, 02:15 AM
Can the card that's turned face down be turned face up again? If so, it seems like Identity Thief would have to give them morph, with the morph cost equal to its hardcast cost. Something like this:


Identity Thief 2U
Creature- Shapeshifter R
Morph 2UU
When Identity Thief is turned face up, you may have Identity Thief become a copy of another target creature. If you do, turn that creature face down. It gains morph. Its morph cost is equal to its mana cost.
"I told him to just be himself. Then he told me to try being himself... Now I get it."
-Unknown
2/2

Fable Wright
2014-08-23, 02:27 AM
Can the card that's turned face down be turned face up again? If so, it seems like Identity Thief would have to give them morph, with the morph cost equal to its hardcast cost. Something like this:

No, the cards cannot be turned face up again unless they natively have Morph, and no, Identity Thief does not have to give them morph. See Ixidron (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=IXIDRON).

Beacon of Chaos
2014-08-23, 01:28 PM
Dragonfruit Tree 4G

Creature - Plant R

Defender

Morph 5G

When ~ is turned face up, you may put up to 5 -1/-1 counters on it. If you do, put that many +1/+1 counters on another target creature you control.

At the beginning of your upkeep, remove a -1/-1 counter from ~. If you cannot, you may turn ~ face down.

5/6

Lord Ruby34
2014-08-26, 10:42 PM
Cogwork Shapechanger 2
Artifact Creature - Construct (R)
Morph 4
Reveal ~ as you Draft it. Search the Booster Pack for a creature card, reveal it and note the name. When ~ is turned face up, it becomes a copy of the noted card, and is a Construct in addition to it's other types.
2/2

This is a cool card in the same vein as the other draft constructs from conspiracy, and I really loved drafting conspiracy. I imagine this taking place in something like a second conspiracy expansion that had Morph as a returning keyword, and in that set it seems really fun once it's in play. It can let you flip over anything from a Pelaka Worm to an Infectious Horror or something similar, allowing you a surprising off color card in your deck. I do feel I need to note that this effect becomes pretty swingy and varies hugely by what you open in the pack. If there's a fatty in the pack then this is going to be pretty good. However if the best creatures in the pack are good mostly for their Etb effects then this is very disappointing. There's also some pressure to pick it as early as possible because it gets rapidly worse as it moves around the table. It also should be able to flip as a copy of any creature you noted with any Cogwork Shapechanger, for play-ability and memory issues, while it won't come up often on a rare, it could happen. Grizzly bear stats on an artifact are possible but pushing it slightly.

Destruction Incarnate 3BW
Sorcery R
Morph BW
If Destruction Incarnate would be flipped face up, you may cast it without paying its mana cost. Otherwise, it remains face-down.
Destroy target permanent.

Non permanent cards with Morph are a cool idea, but as you found out they run into some rules problems. I've heard that R&D considers them possible but inadvisable. Still, I like how you templated the effect, it seems like a fairly reasonable work around of the rules issue. The effect is solid, if a bit bland. Five mana Vindicate seems like about what that card would have to cost to see print in standard, so that seems fair. I'm not sure if the fact that it costs five either way is something I like or dislike though, still the Morph can happen at instant speed, so that's not a big problem if it is one at all.

Spinetap Homunculous BU
Artifact Creature - Homunculous R
Morph - Target opponent gains control of Spinetap Homunculous (You may cast this face down as a 2/2 creature for 3 . Turn it face up any time for its morph cost.) ,
Whenever an opponent would lose life, that opponent may put that many cards from the top of their library into their graveyard instead.
8/8

I'd like to say that this is definitely a really cool card, one that works in multiple fun and interesting ways. You can play it in a mill deck, or you can donate it to your opponent and then kill it when your low on cards to buy you some extra time. Even better if you have some graveyard synergy going on. I think that's really neat, however I have a few qualms that I think hold this back. Actually, just one main one. This shouldn't be a morph card. This should simply be a Dimir creature with a kicker that let's you donate it to your opponent. Morph adds a couple of problems to the card and very few advantages. The biggest of these is the fact that it becomes playable in decks of any color, and that's not a good thing. The second effect doesn't make a terrible lot of sense from a color pie perspective in anything other than U/B. Mono Red should not be able to play this card. This is especially problematic because the card is completely busted. The cost of donating this needs to be significantly higher, because this simply beats many decks entirely by itself for (3). Burn can never win if you resolve this, the absolute best they can do is three for one themselves to get rid of it, which will still kill them. Not every deck can sac or kill a creature it controls, especially not one as big as an 8/8. Morph also doesn't add much in the way of options to the card that could not be represented by kicker or an activated ability. While I think that this was a really cool idea it needed to cost far more mana than it did.

Jeskai Riddlemancer RWU
Creature-Efreet Wizard Rogue; R

Whenever Jeskai Riddlemancer deals combat damage to a player, you may return up to two target tapped creatures to their owner's hands.
Morph-RWU
When Jeskai Riddlemancer is turned face up, tap up to two target creatures.

There are many paths to enlightenment. This, unfortunately, isn't one of them.
-Tsendiin the Infuriating, just before subduing an Abzan counterattack.
1/2

This is cool, I like how it's unmorph complements it's static ability. I also think the flavor is pretty spot on from what we know of Khans and Jeskai in particular. This is a huge blowout pretty much whenever, and it plays into the block or not to block themes of morph. But that may very well often not matter, because unmorphing this tapping down your opponents blockers and then attacking is a huge tempo blowout by itself, and the double falter may very well be game winning. I have a feeling that this is too strong at it's current unmorph cost. This is also completely busted in draft if you have a way of giving it evasion. It's probably a kill or die card. Luckily it's a 1/2, but W/U is pretty great at protecting its creatures.

Spark of the Forest's Soul GGGGGGGG
Creature-Spirit C
Morph G
1/1

This card reminds me of Scornful Egoist. That is not a good thing. While I understand the purpose of the card is to provide a pile of devotion I don't believe that's something that you wish to do, or at least not like this. Cards like this are confusing to new players, and because it's at common that's unacceptable. It also would add another swingy card to Theros block, and Theros block didn't need any more effects like that. In the average deck limited deck this is either busted or worthless, depending on how many green devotion cards you snagged.

Blackblood Horror 5BB
Creature - Horror M
Flying
Morph B
Whenever Blackblood Horror is turned face up, you lose 10 life
6/6

While black still gets cards with drawbacks I feel this one is to great for the creature it's printed on. While this can surprise eat most attackers or blockers it is still very vulnerable to removal, and on a card with an EtB drawback that's unacceptable. Due to its status as a mythic it can be evaluated only as a card meant to be played in constructed, and the drawback is far to severe to see play in constructed, which makes it unlikely to excite Spike. Timmy doesn't like cards with drawbacks, and unless losing life can do silly things with some other cards in the set Johnny isn't interested in an undercosted beater. Also note that it's not that undercosted, it will still cost you 3B, split over two turns if you want the discount, and for that you can get demons with much more manageable drawbacks.

Plightmage 4B
Creature - Zombie Wizard C
Morph 2BB
Wither (Plightmage deals damage to creatures in the form of -1/-1 counters
When Plightmage is turned face up, put a -1/-1 counter on target creature.
2/3

Simple and powerful. I could see this card being printed in any set with both Morph and Wither as mechanics. There's a case for this being an uncommon, but I think this is probably fine at common. The complexity may be slightly too high, but whatever. This is a solid design, but not terribly exciting. Still, good job.

Chronophage 4UU
Creature -Elemental R
Flying
Whenever Chronophage deals combat damage to a player, you may tap target permanent that player controls. That permanent does not untap during its controller's next untap step.
Morph U, Skip your next turn
4/4

Hmm. I like almost everything about this card but its unmorph cost. I don't think it's too steep, but oh man that sure feels bad. I think this will actually end up being hardcast more often than unmorphed. That's actually interesting on a morph card, a reverse of the usual paradigm. Usually playing them face down is the default state. While this is a limited bomb I don't see it seeing much play, either on the kitchen table or otherwise.

Also Chronophage sounds like a U/B card. :smalltongue:

Halfreal Trickster 1U
Creature - Human Illusion Wizard R
Morph U
When Halfreal Trickster becomes the target of a spell or ability or is turned face-up while it's the target of a spell or ability, return it to your hand. If you do, you may put a card with Morph into play face-down.
2/2

This is both cool and flavorful, and good flavor appeals to me. Human Illusion Wizard is a great typeline for a Halfreal Trickster. I like the unique effect, the ability to cheat morph cards into play is pretty nifty and, unlike most abilities that cheat things into play, balanced. It's elegant and feels very blue, and isn't any more rule breaking than any other morph card. I do, however, have a few small qualms. As is the card feels like an uncommon, while the effect is unique it doesn't feel powerful enough to be a rare. It should also be a 2/1 or a 1/3. Blue doesn't get 2/2s for two for 1U. Otherwise, great job.

Essence Geyser 1U
Creature - Elemental U
Defender
When ~ is turned face up, return it and target creature to their owners hands.
Morph 3U
0/2

I'm not sure if I'm right but I think the wording would be "and another target creature". Not a big deal. I like the idea of the repeatable bounce effect, but it could stand to be moved to common. It's still pretty nifty in limited. Foging two creatures a turn for seven mana isn't bad. It can also be fairly tricky if you have other morphs in your hand, when they expect this and get blown out by another card. Cagey players will be watching your hand like a hawk. I like anything that promotes cool gameplay like that.

Hidden Assassin - 2B
Creature - Human - Assassin - U
Deathtouch
Morph - 1B
When you turn Hidden Assassin face up, it gains first strike until end of turn.
2/1

First off I'd like to complement the mechanical and flavor connection. The card feels like a hidden assassin. Good job. First strike and deathtouch is a powerful combination, and there's a reason why it's seldom seen. Cards with both, even conditionally, are powerful. I don't think it's broken in this case, but man would this card be annoying in limited. This card would always have to be respected, you have to consider any morph with open black mana as potentially this card, and if it is you need to either kill it with a removal spell or let it keep hitting you. Respecting this sitting back at defense would be even more annoying. I think this card would be fine, just a pain. I'm not sure it would promote more fun limited play.

Puissance Ranger 3G
Creature - Human Warrior Scout C
Whenever Puissance Ranger or another permanent is turned face-up, put a +1/+1 counter on Puissance Ranger.
Morph 3G
3/3

Hillgiant with significant upside. It punishes your opponent's morphs while rewarding your own. I imagine this would be one of greens better commons. Not only is it powerful it's very versatile, with every mode of casting potentially being relevant. The more I look at it the more I like it. Kudos. My only real complaint is that I think it shouldn't be a Warrior.

Identity Thief 2U
Creature- Shapeshifter R
Morph 2UU
When Identity Thief is turned face up, you may have Identity Thief become a copy of another target creature. If you do, turn that creature face down.
"I told him to just be himself. Then he told me to try being himself... Now I get it."
-Unknown
2/2

I like this, it's very flavorful, and feels very blue. Stealing another creature's identity and leaving them a bland husk is pretty great flavor. I do worry that this might be too powerful. It's very easy to make this a 2 for 0, and for only a four mana unmorph cost that might be a bit much. I think this would be better if it cost another mana to unmorph and flipped that creature back over when it left the battlefield. It might be a bit much to leave the creature face down for the rest of the game if it can't unmorph itself back. While these aren't technically design concerns, but rather developmental ones I still feel they deserve mention. Ideally cards need as few edits as possible to see print.

One more criticism, what happens when try to turn a face down creature face down? Even if there is an answer in the comp rules I imagine most players won't know it. I'd guess it stays face down, but I wouldn't be sure. I'd suggest adding face up creature.

Dragonfruit Tree 4G

Creature - Plant R

Defender

Morph 5G

When ~ is turned face up, you may put up to 5 -1/-1 counters on it. If you do, put that many +1/+1 counters on another target creature you control.

At the beginning of your upkeep, remove a -1/-1 counter from ~. If you cannot, you may turn ~ face down.

5/6

I like engine cards, and this one is grindier than most. I can't see any problems with the design, 5/6 stats are fine on a rare defender, and any at six mana the potential mid combat blowout is fine. It just doesn't feel exciting to me. I might not be the target demographic, or I might just be tired of reviewing magic cards by this point, but it didn't grab me as much as a few other entries did. Still, solid design.

Random_Person with Halfreal Trickster!
Honorable Mentions: I'm glad I don't have to place these, but LaZodiac and Dr.Gunsforhands cards really impressed my this time around.

There were alot of neat entries this time around, and many of the cards not listed in the section above were still really cool, and it was mostly developmental concerns keeping them off the leaderboard.

Congradulations Random_Person!

LaZodiac
2014-08-26, 10:53 PM
Really glad I didn't win this time if only because I'm doing a rough two weeks of work at work so right now the only contest I can think of is "make a card that stops me from having to work at the bar".

Still though, congrats to the winner :smallbiggrin:

Fortuna
2014-08-26, 11:17 PM
Hooray! Yes, I was very pleased when the notion for Halfreal Trickster hit me, and I'm glad you found it so resonant.

For the next challenge (which I have to judge, don't I, gods)... let's have you all Make a non-white Angel.

Mystic Muse
2014-08-26, 11:39 PM
Soul of the Earth GGGGGG

Legendary Creature Plant Angel MR

Reach, Protection from White, Blue, and from Black.

When Soul of the Earth enters play, shuffle all artifacts and enchantments into their owners' libraries.

Players can't play artifact or enchantment spells.

6/6

Well, I wanted to make a Nature angel, and this seemed like a good way to do it. Green is currently the only color without a mono-colored angel, so I thought I'd fix that.

She has reach instead of flying, because green rarely gets flying unless combined with another color, and as I said, I wanted her to be mono green.

Her protection ability is essentially "Protection from Esper" for obvious reasons.

Since her theme is the natural world, she's a legendary creature, and she has a very restrictive mana cost, I figured I'd make her the ultimate artifact and enchantment hate card, not only preventing your opponents from playing them, but essentially refilling their deck with what is now useless chaff.

Of course, she's still very vulnerable to boardwipes, and there are several artifacts that can be activated to kill her to make her final ability not as relevant, if I recall how ETB triggers work.

LaZodiac
2014-08-26, 11:46 PM
Morgana, The Fallen (http://ddragon.leagueoflegends.com/cdn/img/champion/splash/Morgana_0.jpg) 5B
Legendary Creature - Angel (R)
Lifelink
Flying
BB: Put a Torment Counter on target land. Lands with Torment Counters on them are swamps in addition to their other types, and whenver this land becomes tapped, its controller loses 2 life" is the wording you're looking for. Only use this ability once per turn as a sorcery.
4/5

Blue Ghost
2014-08-27, 12:01 AM
Aurelia, the Black Blade 2BBRR
Legendary Creature - Angel (M)
Flying, haste, lifelink
Whenever another creature enters the battlefield under your control, you may pay 2 life. If you do, put a +1/+1 counter on that creature, and it gains haste until end of turn.
Whenever a creature dies during combat, target opponent loses 1 life and you gain 1 life.
4/4

This is Aurelia from a hypothetical alternate universe, where the Boros Legion is a red/black guild of mercenaries and cutthroats.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/AureliatheBlackBlade_zps71b1f3f5.jpg

Ramza00
2014-08-27, 12:42 AM
Ethereal Angel
4UU
Angel, Illusion - R
Flash
Flying
Counter Target Spell
When Ethereal Angel enters the battlefield sacrifice it unless you return another creature you control to its owner’s hand
4/4

People think dreams aren't real just because they aren't made of matter, of particles.

onasuma
2014-08-27, 01:58 AM
Reya Day-Ender 7BU
Legendary Creature - Angel R
Flying
Whenever a source you control destroys a creature, end the turn. (Exile all spells and abilities on the stack. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
4/6

BillyDeeWilliam
2014-08-27, 02:54 AM
Tyrannoseraph Sapiens-3UG
Creature-Mutant Lizard Angel; MR

Multikicker-1UG: For each time T. Sapiens was kicked, return a creature card from your graveyard to the battlefield

Flying, trample

Whenever another creature enters the battlefield under your control, put two +1/+1 counters on T. Sapiens or draw a card.

And to think, the angels squander themselves on the Legion.
-Vorel of the Hull Clade

3/3

So, this is kinda weird. I tried to make it both Simic flavored, with the +1/+1 counter, creature, and draw effects, and angel flavored, with resurrection, but not perfect resurrection. The idea would be that the Simic 'improvements' weren't a complete success. Also decided to have some stupid fun with scientific binomial nomenclature, for that extra mad-sciency vibe. Also:


Jeskai Riddlemancer RWU
Creature-Efreet Wizard Rogue; R

Whenever Jeskai Riddlemancer deals combat damage to a player, you may return up to two target tapped creatures to their owner's hands.
Morph-RWU
When Jeskai Riddlemancer is turned face up, tap up to two target creatures.

There are many paths to enlightenment. This, unfortunately, isn't one of them.
-Tsendiin the Infuriating, just before subduing an Abzan counterattack.
1/2

This is cool, I like how it's unmorph complements it's static ability. I also think the flavor is pretty spot on from what we know of Khans and Jeskai in particular. This is a huge blowout pretty much whenever, and it plays into the block or not to block themes of morph. But that may very well often not matter, because unmorphing this tapping down your opponents blockers and then attacking is a huge tempo blowout by itself, and the double falter may very well be game winning. I have a feeling that this is too strong at it's current unmorph cost. This is also completely busted in draft if you have a way of giving it evasion. It's probably a kill or die card. Luckily it's a 1/2, but W/U is pretty great at protecting its creatures.

Thanks. I'm glad you enjoyed the flavor. I know not everyone is super into it, but making good flavor is at least half of why I participate in these contests, and it's nice to have found someone else who seems to enjoy it as much as I do. And you're right, it is pretty powerful. In hindsight, I think it's skimming the bottom of mythic-level power. My problem is that I don't play limited or draft; I pretty much just print proxies off the internet (for Modern Constructed with my friends) and go to prereleases, and so it didn't occur to me how broke this dude would be in either of those formats. I'll keep it in mind.

somethingrandom
2014-08-27, 03:48 AM
Abaddon, Angel of Death 7BBB
Legendary Creature - Angel MR
Flying
T BBB, Destroy all Creatures they can not be regenerated.
When ~ dies return it from your graveyard to the battlefield under it's owners control at the beginning of your next upkeep.
Pay half your life total round down, Exile ~. Only any opponent may play this ability and only while ~ is in the graveyard.
5/5

Jormengand
2014-08-27, 07:19 AM
Incenidary Angel 3RR
Angel - R
Flying
Cumulative upkeep - Deal 1 damage to each non-angel creature and each player.
4/4

Beacon of Chaos
2014-08-27, 10:33 AM
Angelic Simulacrum 9

Artifact Creature - Angel Construct R

Flying

Imprint - When Angelic Simulacrum enters the battlefield, exile target creature, a creature card in your hand, and target creature card in a graveyard. Angelic Simulacrum has all abilities of the exiled creatures.

4/4

Ionbound
2014-08-27, 10:41 AM
Veil-Slave Angel-2BBB

Angel-R

Flying

When ~ enters the battlefield, for each planeswalker you control, you may activate one of its loyalty abilities once this turn as though none of its loyalty abilities have been activated this turn.

The Chain Veil is no mere artifact. When it finds a host, their purpose is subverted to it's own ends.

4/4

BillyDeeWilliam
2014-08-27, 11:25 AM
Angel of the Veil-2BBB

Angel-R

Flying

When ~ enters the battlefield, all Planeswalkers may use loyalty abilities one additional time this turn.

The Chain Veil is no mere artifact. When it finds a host, their purpose is subverted to it's own ends.

4/4

Cool. It's cards like this that make me think about getting off the fence where planeswalkers are concerned. They have dynamite flavor, for the most part, but the old-school magic player in me still rejects the hell out of them, so I've never actually put one in a constructed deck, even playing with proxies like I do. Still, I think it'd be better to just lift the language straight from The Chain Veil (http://magiccards.info/query?q=chain+veil&v=card&s=cname). I also thought of an interesting name, which you can use or not: Veil-Slave Angel

Anubis Dread
2014-08-27, 02:02 PM
Fall From Grace 3BB
Tribal Sorcery - Angel R
Destroy target Angel. Search your library for a black Angel or Demon creature and put it onto the battlefield. Then, shuffle your library.
The higher the flight, the more devestating the fall.

Lord Ruby34
2014-08-27, 11:32 PM
Dreamwoven Seraph 6UU
Enchantment Creature- Angel R
Flying
Whenever you cast and instant or sorcery spell draw a card.
A Philosopher's dream of cascading thought given angelic perfection.
7/7

Ramza00
2014-08-28, 12:46 AM
Fall From Grace 3BB
Tribal Sorcery - Angel R
Destroy target Angel. Search your library for a black Angel or Demon creature and put it onto the battlefield. Then, shuffle your library.
The higher the flight, the more devestating the fall.
Suggestion different flavor text

"An Angel who did not so much Fall as Saunter Vaguely Downwards." Good Omens

It would work so nice in a black / white lifegain deck combine with Angelic Acord, focus on gaining life summoning angel tokens followed by throwing out a very nasty demon like

Lord of the Void (http://magiccards.info/gtc/en/71.html) stanard
Abhorrent Overlord (http://magiccards.info/ths/en/75.html) standard
Griselbrand (http://magiccards.info/avr/en/106.html) modern
Reaper from the Abyss (http://magiccards.info/isd/en/112.html) modern
Xatrid Demon (http://magiccards.info/m10/en/122.html) multiplayer modern
Rune-Scarred Demon (http://magiccards.info/m12/en/106.html) modern, big body flying that tutors for any card when summoned
Pestilence Demon (http://magiccards.info/roe/en/124.html) Controlable Board Wipe and Player Killer, modern

TiaC
2014-08-28, 02:11 AM
Weeping Angel 4UB
Creature — Angel R
When Weeping Angel becomes the target of a spell or ability, counter that spell or ability, then tap Weeping angel.
Whenever Weeping Angel deals combat damage to a creature, put that creature on the top of its owner's library.
"Whatever you do, don't blink. Blink and you're dead. They are fast. Faster than you can believe. Don't turn your back. Don't look away. And don't blink."
5/5

Saposhiente
2014-08-28, 02:22 AM
I think that sending them to the bottom of the library would be more flavorful. Either way though it's totally op. First strike deathtouch with half-shroud? Sign me up.

Ninjaman
2014-08-28, 11:46 AM
@thisisacat: I think the wording you are looking for is: When Weeping Angel becomes the target of a spell or ability, counter that spell or ability, then tap Weeping angel.

AgentPaper
2014-08-28, 12:10 PM
Sapphire Angel 3
Artifact Creature - Angel R
Flying
As long as your devotion to blue is less than six, Sapphire Angel is not a creature.
T: Add U to your mana pool.
4/4

Saposhiente
2014-08-28, 02:13 PM
@thisisacat: I think the wording you are looking for is: When Weeping Angel becomes the target of a spell or ability, counter that spell or ability, then tap Weeping angel.

I think that his wording is also fine; the difference is that with his wording you are allowed to target it with a multitarget spell without countering the entire spell.

AgentPaper
2014-08-28, 02:41 PM
I think that his wording is also fine; the difference is that with his wording you are allowed to target it with a multitarget spell without countering the entire spell.

It's not fine, actually. Just think about what you would do, physically, when you're playing against this card. Let's say your opponent plays it, then you play Lightning Bolt on it. You cast the spell, target the angel, and then "instead" the angel becomes tapped. Ok, it's tapped now, and obviously the lightning bolt isn't targeting it anymore, but what then? Do you get to pick a new target for the spell? Does it fizzle out? Does it go back to your hand? Do you get your mana back?

You could pick one of those scenarios as the "right" one, and maybe even stick in some errata somewhere that spells it all out. But that doesn't do anything to help the issue that the card is confusing and unclear on what it does just going off of what's written off the card, and that kind of ambiguity is a big problem for a physical game like MtG.

Ionbound
2014-08-28, 02:49 PM
Cool. It's cards like this that make me think about getting off the fence where planeswalkers are concerned. They have dynamite flavor, for the most part, but the old-school magic player in me still rejects the hell out of them, so I've never actually put one in a constructed deck, even playing with proxies like I do. Still, I think it'd be better to just lift the language straight from The Chain Veil (http://magiccards.info/query?q=chain+veil&v=card&s=cname). I also thought of an interesting name, which you can use or not: Veil-Slave Angel

I feel like the language I used here said almost the exact same thing only there's less combo-wombo potential with it the way that I have it. That said, the new name is really cool and it sounds great.

AgentPaper
2014-08-28, 02:59 PM
I feel like the language I used here said almost the exact same thing only there's less combo-wombo potential with it the way that I have it. That said, the new name is really cool and it sounds great.

You should probably do one slight change at least: "...all planeswalkers you control may use..."

As it's worded now, it sounds like enemy planeswalkers also get to use their abilities one extra time (ie: once instead of zero). It doesn't actually work like that (you can only use loyalty abilities on your turn), but it's an easy mistake to make.

As for the Chain Veil, I'd usually say you should follow established wordings, and there probably is a good reason for it to have that wording, but I really can't figure out what it is, so meh.

Anubis Dread
2014-08-28, 06:16 PM
Suggestion different flavor text

"An Angel who did not so much Fall as Saunter Vaguely Downwards." Good Omens

It would work so nice in a black / white lifegain deck combine with Angelic Acord, focus on gaining life summoning angel tokens followed by throwing out a very nasty demon like

Lord of the Void (http://magiccards.info/gtc/en/71.html) stanard
Abhorrent Overlord (http://magiccards.info/ths/en/75.html) standard
Griselbrand (http://magiccards.info/avr/en/106.html) modern
Reaper from the Abyss (http://magiccards.info/isd/en/112.html) modern
Xatrid Demon (http://magiccards.info/m10/en/122.html) multiplayer modern
Rune-Scarred Demon (http://magiccards.info/m12/en/106.html) modern, big body flying that tutors for any card when summoned
Pestilence Demon (http://magiccards.info/roe/en/124.html) Controlable Board Wipe and Player Killer, modern



Thank you kindly :smallredface:. Yeah I definitely do see this mostly targeted at your own creatures, which is fine because otherwise it would be insanely niche. But when you DO get to target the opponent you get really far ahead.

That flavor text is definitely better, I really need to mull over flavor text more before submitting. :smallannoyed: Ah well.

Ramza00
2014-08-28, 07:10 PM
Thank you kindly :smallredface:. Yeah I definitely do see this mostly targeted at your own creatures, which is fine because otherwise it would be insanely niche. But when you DO get to target the opponent you get really far ahead.

That flavor text is definitely better, I really need to mull over flavor text more before submitting. :smallannoyed: Ah well.


I noticed you could target your opponents angels and I liked the fact.

At first I did not like your card for I thought it lacked umph for a 5 drop and was too weak and then I forgot I am used to play standard and thus 5 drops should end battles, but when it allows you to tutor and summon a 7 drop at the same time. That opens up possibilities. Not awesome game broken 5 drop but still good and standard. And things always get more silly if we talk modern or legacy.

If it was a tribal instant so you can use it to stop your opponent from doing something to your angel and bringing out a new creature at the same time (that is a different target so your opponent's spell fizzles) it would be scary good. I am glad it is a sorcery.

---

And it hard to argue with Pratchett or Gaiman, sometimes those people do such good lines and it is hard to say something awesome with just a few words.


---

I do not know the rules about making multiple cards (I do not see such a rule) and if that is against the spirit of the rules then just skip this card but the fallen angel theme got my creative mind juices flowing.

Edit:

Wingless Angel 2(G/B)(G/B)(G/B)
Creature Angel
Deathtouch
Vigilance
4/4
Even the brightest light can fall to darkness, even the pure succumb.

Pretty much a black version of Sierra Angel. Lose Flying Gain Deathtouch. Vigilance is primarily a White Color but you see it in Green or Blue (so it is a Bant Effect) so reversing it so it is green/blue with black is pretty much an inversion, similar to Time Spiral.

Golgari (Black Green) is also Death, Decay, and the corruption of life as a theme.

Dimir (Black Blue) is subterfuge which really does not go with it. I was thinking about making it GBB instead of (G/U)BB or (G/U/B)BB but I think G/U is the most logical from a balance standpoint and encouraging multiple color decks without getting too silly with a tri choice coloring.

Edit: I changed the mana cost to 2 colorless and 3 (Green / Black). It goes better with the flavor and the color wheel without being too broken with things like devotion. A corrupted Angel which is pretty much Golgari

Points if the art was some modified version of Sierra Angel where it is obvious it her but now she is wingless and is definitely more dark/corrupted theme.

Misothene
2014-08-28, 07:32 PM
Veil-Slave Angel-2BBB

Angel-R

Flying

When ~ enters the battlefield, all Planeswalkers you control may use loyalty abilities one additional time this turn.

The Chain Veil is no mere artifact. When it finds a host, their purpose is subverted to it's own ends.

4/4

You definitely should use the wording from the Chain Veil here. As you have it worded, you're giving the Planeswalker permission to use its ability, not you. Since they are inanimate cardboard, they are unlikely to exercise this new volition, no matter how hard you try to give it to them. The last time such a wording was used was on the original printing of Floral Spuzzem (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1527), back before they had modern templating or any semblance of logic.

Ionbound
2014-08-28, 07:35 PM
Alright, fine. I'll fix it. I just don't like how clunky it is.

Dr.Gunsforhands
2014-08-28, 09:04 PM
Graftwing Angel 3UUG
Creature - Angel Mutant R
Graft 4 (This creature enters the battlefield with 4 +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature to that creature.)
Creatures you control with +1/+1 counters on them have Flying and Vigilance.
She came pursuing a career where she could share her gifts with others.
1/1

Gandariel
2014-09-02, 05:06 PM
Ragewing Angel 3RR
Creature - Angel R
Flying, Haste
All of your creatures must attack every turn if possible.
Rage is not good, or evil. It is simply rage.
5/3


I haven't played MtG in a long time, so i really have NO idea of what is strong and what is not.
I felt this might be a bit strong, a 5 attack creature with flying and charge... so i just randomly checked if there were comparable cards...
I'll take it as "no, my angel is not OP" (http://magic.tcgplayer.com/db/magic_single_card.asp?cn=Thundermaw%20Hellkite)

mystic1110
2014-09-02, 06:47 PM
Narmuq, Son of No God 1UBRG
Legendary Creature - Nephilim Angel M
Flying, Haste, Trample, Protection from White.
Narmuq's power is equal to the greatest power among creature cards in all graveyards and its toughness is equal to the greatest toughness among creature cards in all graveyards.
"Trust me there are no real angels out there, or at least ones I haven't killed"
X/X

Fable Wright
2014-09-02, 07:33 PM
Forgotten Angel
Creature - Angel
(Nonexistent mana costs can't be paid.)
Flying
As Forgotten Angel enters the battlefield, choose a color. Forgotten Angel enters the battlefield with a number of +1/+1 counters on it equal to your devotion to that color.
Suspend 3 - 0
0/0

Fortuna
2014-09-03, 06:16 PM
Soul of the Earth GGGGGG

Legendary Creature Plant Angel MR

Reach, Protection from White, Blue, and from Black.

When Soul of the Earth enters play, shuffle all artifacts and enchantments into their owners' libraries.

Players can't play artifact or enchantment spells.

6/6

I... really don't like this card. 'Can't play' is a phrase that gets my hackles raised, and in this case it's a rather broad category that you're banning. The mana cost is quite restrictive, but you're in green, the colour of cheating things into play. The reach is a nice touch, though, for a green angel.


Morgana, The Fallen (http://ddragon.leagueoflegends.com/cdn/img/champion/splash/Morgana_0.jpg) 5B
Legendary Creature - Angel (R)
Lifelink
Flying
BB: Put a Torment Counter on target land. Lands with Torment Counters on them are swamps in addition to their other types, and whenver this land becomes tapped, its controller loses 2 life" is the wording you're looking for. Only use this ability once per turn as a sorcery.
4/5

Hmm. Funny. You've clearly done some copy-pasting on the ability and not tidied it up, though. If you cleaned up the wording, this would be pretty good, although nothing here really excites me.

QUOTE=Blue Ghost;18009966]Aurelia, the Black Blade 2BBRR
Legendary Creature - Angel (M)
Flying, haste, lifelink
Whenever another creature enters the battlefield under your control, you may pay 2 life. If you do, put a +1/+1 counter on that creature, and it gains haste until end of turn.
Whenever a creature dies during combat, target opponent loses 1 life and you gain 1 life.
4/4[/QUOTE]

Nice! I like the second ability a lot - it feels very black/red. The first ability is less exciting, but still pretty reasonable.


Ethereal Angel
4UU
Angel, Illusion - R
Flash
Flying
Counter Target Spell
When Ethereal Angel enters the battlefield sacrifice it unless you return another creature you control to its owner’s hand
4/4
People think dreams aren't real just because they aren't made of matter, of particles.

Wording issues trip you up. You want "When Ethereal Angel enters the battlefield, counter target spell." I think the drawback might be over the top - I'd remove it and maybe shift the cost to 3UUU or keep it and lower the cost to 3UU.


Reya Day-Ender 7BU
Legendary Creature - Angel R
Flying
Whenever a source you control destroys a creature, end the turn. (Exile all spells and abilities on the stack. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
4/6

....ulch. Ending the turn is really scary. This is probably expensive enough to make it okay, but it scares me enough to put me off it.


Tyrannoseraph Sapiens-3UG
Creature-Mutant Lizard Angel; MR
Multikicker-1UG: For each time T. Sapiens was kicked, return a creature card from your graveyard to the battlefield
Flying, trample
Whenever another creature enters the battlefield under your control, put two +1/+1 counters on T. Sapiens or draw a card.
And to think, the angels squander themselves on the Legion.
-Vorel of the Hull Clade
3/3

Hmm. Multikicker for 3 on a card that already costs 5 seems a bit off. I would have made it just a kicker. That effect is also out of colour pie, and the justification is too flimsy in my view. I'm also not really clear on why this draws you cards - it feels like something that wants to be big and beating, fluffwise, and it already has flying from blue. This just feels a bit... overcrowded.


Abaddon, Angel of Death 7BBB
Legendary Creature - Angel MR
Flying
T BBB, Destroy all Creatures they can not be regenerated.
When ~ dies return it from your graveyard to the battlefield under it's owners control at the beginning of your next upkeep.
Pay half your life total round down, Exile ~. Only any opponent may play this ability and only while ~ is in the graveyard.
5/5

Wow. Really expensive. Why is it that only opponents can exile it from the graveyard? Why is its damnation effect a tap ability? This should probably only cost about, oh, eight.


Incenidary Angel 3RR
Angel - R
Flying
Cumulative upkeep - Deal 1 damage to each non-angel creature and each player.
4/4

Hah! This is quite cool. Elegant and simple. Not much to say here.


Angelic Simulacrum 9
Artifact Creature - Angel Construct R
Flying
Imprint - When Angelic Simulacrum enters the battlefield, exile target creature, a creature card in your hand, and target creature card in a graveyard. Angelic Simulacrum has all abilities of the exiled creatures.
4/4

...no. Freely combining abilities is never a good idea. Also, it should say 'may exile a creature card in your hand', since as it stands there's an obligation your opponent can't check.


Veil-Slave Angel-2BBB
Angel-R
Flying
When ~ enters the battlefield, for each planeswalker you control, you may activate one of its loyalty abilities once this turn as though none of its loyalty abilities have been activated this turn.
The Chain Veil is no mere artifact. When it finds a host, their purpose is subverted to it's own ends.
4/4

Hmm. Not seeing it. Don't see why this is a black card, and since planeswalkers are MR, anything interacting with them should be too. Also, you want Creature - Angel on the typeline.


Fall From Grace 3BB
Tribal Sorcery - Angel R
Destroy target Angel. Search your library for a black Angel or Demon creature and put it onto the battlefield. Then, shuffle your library.
The higher the flight, the more devestating the fall.

Huh. Interesting. Pretty sure Tribal is deprecated, though. Still, this is pretty nice, and I like how it can secretly be used on your own angels. I don't have much to say about it.


Dreamwoven Seraph 6UU
Enchantment Creature- Angel R
Flying
Whenever you cast and instant or sorcery spell draw a card.
A Philosopher's dream of cascading thought given angelic perfection.
7/7

Should be 'an instant or sorcery', not 'and'. Not much to say here. Solid but unexciting.


Weeping Angel 4UB
Creature — Angel R
When Weeping Angel becomes the target of a spell or ability, counter that spell or ability, then tap Weeping angel.
Whenever Weeping Angel deals combat damage to a creature, put that creature on the top of its owner's library.
"Whatever you do, don't blink. Blink and you're dead. They are fast. Faster than you can believe. Don't turn your back. Don't look away. And don't blink."
5/5

Huh. Scary bugger. Really scary bugger - it eats creatures and draws at the same time, and can't be removed by anything short of a wipe. Yeah, I kind of like this.


Sapphire Angel 3
Artifact Creature - Angel R
Flying
As long as your devotion to blue is less than six, Sapphire Angel is not a creature.
T: Add U to your mana pool.
4/4

Hmm. Mana rock that turns into a flying beater when you have enough devotion. Trouble is, this doesn't belong in blue, I don't think - I'd rather see this kind of tech in white, black or maybe red. Maybe as part of a cycle, but you can't show that here.


Graftwing Angel 3UUG
Creature - Angel Mutant R
Graft 4 (This creature enters the battlefield with 4 +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature to that creature.)
Creatures you control with +1/+1 counters on them have Flying and Vigilance.
She came pursuing a career where she could share her gifts with others.
1/1

This is quite cool. I like how you can graft away her flying and vigilance, and it comes down as a 5/5 flying vigilance for 6 - pretty substantial.


Ragewing Angel 3RR
Creature - Angel R
Flying, Haste
All of your creatures must attack every turn if possible.
Rage is not good, or evil. It is simply rage.
5/3

So, wording issues - that ability is usually worded "attack each turn if able", and you need to say 'creatures you control', not 'your control' (unless you mean 'creatures you own', but I don't think you do). That aside, this feels pretty weak. I would have made it make every creature attack each turn if able.


Narmuq, Son of No God 1UBRG
Legendary Creature - Nephilim Angel M
Flying, Haste, Trample, Protection from White.
Narmuq's power is equal to the greatest power among creature cards in all graveyards and its toughness is equal to the greatest toughness among creature cards in all graveyards.
"Trust me there are no real angels out there, or at least ones I haven't killed"
X/X

Hmm. This can get rather silly rather easily. Pick the biggest creature in the set, use something to search it into your graveyard, beat with a 10/10 or more flying haste trample pro-white for five. No, I can't approve of this, I don't think.


Forgotten Angel
Creature - Angel
(Nonexistent mana costs can't be paid.)
Flying
As Forgotten Angel enters the battlefield, choose a color. Forgotten Angel enters the battlefield with a number of +1/+1 counters on it equal to your devotion to that color.
Suspend 3 - 0
0/0

Huh. This is... interesting, but really hard to judge. Not sure what to think about this one, not having really looked at how devotion plays, but thinking about a best-case scenario this could easily be coming down as a 4/4 or even 5/5 for 0 on turn 3. With flying. I think this is a bit too strong.

Dr. Gunsforhands, thisisacat, Blue Ghost
thisisacat, with the very scary Weeping Angel. Putting bounce to the top of the library on a creature is evil genius, and although its first ability makes it hard to remove, it also means that it's often easy to lock down repeatably. This is the card that most makes me think I'd like to see it in play.

Mystic Muse
2014-09-03, 06:23 PM
I... really don't like this card. 'Can't play' is a phrase that gets my hackles raised, and in this case it's a rather broad category that you're banning. The mana cost is quite restrictive, but you're in green, the colour of cheating things into play. The reach is a nice touch, though, for a green angel.


I'd like to point out, I'd actually hate playing against this card myself since I use tons of equipment in all my EDH decks. It's just the only idea I had for "Non-white angel"

Ramza00
2014-09-03, 07:16 PM
Wording issues trip you up. You want "When Ethereal Angel enters the battlefield, counter target spell." I think the drawback might be over the top - I'd remove it and maybe shift the cost to 3UUU or keep it and lower the cost to 3UU.



I was trying to do three things

1) The cmc costs was based off restoration angel 4 cmc
2) The cmc costs for most counter spells is 3, for some reason reason I was remembering 4 and thus I made an error but you are right I should have gotten rid of the ability or reduce the cost a little
3) Unsummon types effects are mostly blue, exile are mostly white I was trying to make the card more blue since I was giving blue its first monocolored angel
That said my memory was also bad with flicker (since I was basing this off restoration angel), I recalled flicker being a mostly white ability since white exiles but now that I think of it there are several blue spells like ghostly flicker and deadeye navigator also flicker. You are right I did went overboard and the card needs some polishing.





Weeping Angel 4UB
Creature — Angel R
When Weeping Angel becomes the target of a spell or ability, counter that spell or ability, then tap Weeping angel.
Whenever Weeping Angel deals combat damage to a creature, put that creature on the top of its owner's library.
"Whatever you do, don't blink. Blink and you're dead. They are fast. Faster than you can believe. Don't turn your back. Don't look away. And don't blink."
5/5
Huh. Scary bugger. Really scary bugger - it eats creatures and draws at the same time, and can't be removed by anything short of a wipe. Yeah, I kind of like this.
Holy **** that is scary, that is effectively almost always a guaranteed trade most of the time and often it is will require 2 or more cards for your opponent to deal with it, thus giving you card advantage, plus the sending a card back to the owner's hand the owner can only deal with it from cards that are in his hand already or on the battlefield. And guess what it is black creature so that player is probably already play with cards to eliminate threats on the battlefield, and force you to discard your hand, making this card be the one that could possibly topple you over and seal the game if you control the boardstate well enough.

It does not have flying/traditional evasion, but if you do not have an answer right then or their in your hand or your battlefield you do not want to chumpblock with non tokens for you do not want to send your own cards back into your draw pile giving it its own form of evasion it its own right.

Oh yeah he is strong enough to win most games being a 5/5 by itself


Soul of the Earth GGGGGG

Legendary Creature Plant Angel MR

Reach, Protection from White, Blue, and from Black.

When Soul of the Earth enters play, shuffle all artifacts and enchantments into their owners' libraries.

Players can't play artifact or enchantment spells.

6/6
I... really don't like this card. 'Can't play' is a phrase that gets my hackles raised, and in this case it's a rather broad category that you're banning. The mana cost is quite restrictive, but you're in green, the colour of cheating things into play. The reach is a nice touch, though, for a green angel.


Can I make a suggestion to Mystic Muse. Can't play effects is bad game design for they are the definition of not fun for it turns the game into solitare and completely destroys the other person idea that they are playing a game with back and forth between two players. Furthermore you only allowed said player who lost all his artifacts and enchantments the option of using artifacts, green, or red to actually remove this card so they can play artifacts or enchantments again. Thus effectively the only way to do so is beat it with a bigger green or red card, or use a burn spell and their are not many burn spells that can kill a 6/6 easily so it will probably require 7 mana or a combo effect.

If you are going to keep the protection from red, white, black and 6 mana cost then I would make his artifact/enchantment ability not activate when he hits the battlefield but instead be an activated ability that you get to use when you spend X green mana. This turns it into a situation where you are constantly spending mana (but you are green you cheat mana) to maintain the protection, and you actually have to spend more than 6 mana to get a creature that is very hard to kill unless you are playing green or red (and even then) and an artifact/enchantment board wipe. For example look at bane of progress which does a similar effect for 6 mana. If you destroy 4 artifacts/enchantments you now have a 6/6, but your card prevents them from being played, and is unblockable to 3/5s of the colors, and is untargetable to 3/5s of the colors, oh it also has reach so it is unlikely you are going to outrace him with fliers.

Mystic Muse
2014-09-03, 07:20 PM
Way too late for feedback to matter or for me to care, sorry. It's the only idea I had, I didn't expect it to win, and I'd prefer it if people just dropped it because I don't feel like talking about it.

Ramza00
2014-09-03, 07:35 PM
Way too late for feedback to matter or for me to care, sorry. It's the only idea I had, I didn't expect it to win, and I'd prefer it if people just dropped it because I don't feel like talking about it.

I apologize if you were offended, I commented on it for I liked the idea of the card and I found it to be an interesting and novel card, definitely an idea worth pursuing.

Then again I love playing green, mana ramp and running your opponent over with 1 titan or slowly with 5 or 6 titans of nature is my idea of fun. Artifacts and Enchantments are scary for they last for a long time without removal and mess up my plans of smashing. Instants and sorcerers are less scary for often it is 1 card trade for another and their is a good chance I can rebuild.

I also like playing enchantments/equipment based decks especially when hexproof is involved.

Mystic Muse
2014-09-03, 08:11 PM
I apologize if you were offended, I commented on it for I liked the idea of the card and I found it to be an interesting and novel card, definitely an idea worth pursuing. Thank you, I think it's just I knew it was broken when I created it, but it was the only thing I could think up, so people telling me it's broken just kinda tells me what I already know. :smalltongue:

I'm sure it could be turned into something more reasonable/useful, it's just that it's not an idea I particularly care for, so I don't want to put in the effort. I'd prefer it just got dropped, or people discussed it within spoilers if they want to actually turn it into something.



Then again I love playing green, mana ramp and running your opponent over with 1 titan or slowly with 5 or 6 titans of nature is my idea of fun. Artifacts and Enchantments are scary for they last for a long time without removal and mess up my plans of smashing. Instants and sorcerers are less scary for often it is 1 card trade for another and their is a good chance I can rebuild.

That was sort of the idea, yes.



I also like playing enchantments/equipment based decks especially when hexproof is involved. Same. I tend to run all 5 "Sword of X and Y", all 3 Kaldra pieces, batterskull, and Godsend in any EDH deck I can fit them in.

LaZodiac
2014-09-03, 10:50 PM
...WHOOPSIE, I forgot to remove some of that copy paste, yeah :smallredface:

I'm just not good at getting the formatting right on writing my cards so I ask for help :smallbiggrin:

Congrats to thisiscat!

TiaC
2014-09-04, 01:26 AM
Wow, I didn't think my Dr. Who reference would win. Thanks!

Ramza00: I can see why you'd be concerned about the power of the Weeping Angel. However, 6 for a 5/5 w/shroud and deathtouch is not too amazing. This has deathtouch++ most of the time but it has shroud--, so I think it balances out.


Make a new keyword and a common using it.

Ramza00
2014-09-04, 02:14 AM
Wow, I didn't think my Dr. Who reference would win. Thanks!

Ramza00: I can see why you'd be concerned about the power of the Weeping Angel. However, 6 for a 5/5 w/shroud and deathtouch is not too amazing. This has deathtouch++ most of the time but it has shroud--, so I think it balances out.
I am not saying it is broken by any means, it is a 6 mana card it is meant to be scary.

Just that it that it is a nasty card and you can easily build a very good deck around it, and most importantly it is not a 1 trick wonder many black or black multicolor deck can easily slide this card in an existing deck and you can make said deck work well even without this card.

What I am trying to say is that one way to play black is to do wars of attrition, trading card for card hopefully in your favor (this is why cards such as thoughtseize are so important for a black player, it lets you know before hand early in the game what is a threat so you know your game plan and you can get rid of a threat). But once the war of attrition is underway and the player has less cards, that is when you play this Weeping Angel. If you play it too early then the person will just figure out a way to get rid of it, it may take 1 or 2 cards but in the end it will happen.

Let put it this way Whispering Angel with a mind shatter or a rakados returns will defeat the vast majority of decks. That or a liliana of the veil or liliana vess with the whispering angel, sure it is not a guaranteed ko but both of those cards are a lot more predictable either being the tutor to save your bacon or to be that necessary black card to force the opponent to sacrifice their big creature.

Gandariel
2014-09-04, 04:13 AM
Edited: Final Version!

Master Blaster 3
Artifact Creature - Construct C
Charge Up 1 (At the end of your turn, if ~ has not attacked, put a +1/+0 counter on it. Otherwise remove all +1/+0 counters from it.)
1/4
Oh, just you wait!


This should be simple and "common" enough.
a good blocker, potentially good, but alone it will probably end up wasting his time because after a huge build up he'll be blocked by a 1/1.

Other, rarer creatures with Charge Up would have trample, Charge Up 2, or a way not to lose their counters (if they damage the opponent? if they kill a creature?)

Ninjaman
2014-09-04, 04:21 AM
Should it not be an artifact creature?

Fortuna
2014-09-04, 04:30 AM
Master Blaster 3
Creature - Construct C
Trample.
Charge Up 1 (At the end of your turn, if ~ has not attacked, put a +1/+0 counter on it. Otherwise remove all +1/+0 counters from it.)
1/4
Oh, just you wait!

Again, not played MtG in a long time. Is this over/underpowered for a common?
This *should* be weak enough, it's extremely slow, but can do some damage and is still a good blocker.
But yeah, this is a common, it's supposed not to be strong.

Commons are supposed to be simple, not weak. And this, I think, is by no means weak. The end of the turn you play it, it's a 2/4. Kept open for blocking it just gets ever scarier. Given its cost, and given that it's in colourless... I think it needs to lose trample. And if it's a Construct, are you sure it shouldn't be an Artifact Creature?

Gandariel
2014-09-04, 04:40 AM
Ok, trample has been removed.

thanks for the help!

onasuma
2014-09-04, 05:03 AM
Fat Spriggan 3G
Creature - Goblin C
Glutton - Whenever a creature dealt damage by ~ this turn dies, put a +1/+1 counter on ~.
Anything that can fit a bear in its mouth needs to be avoided.
3/3

Fortuna
2014-09-04, 05:14 AM
Ok, trample has been removed.

I just figured that the keyword alone didn't explain my concept well enough.

Other creatures with Charge Up would have trample, Charge Up 2, or a way not to lose their counters (if they damage the opponent? if they kill a creature?)

This would make them more interesting, because right now a creature like this can just be blocked by a random 1/1 and waste lots of turns of waiting

Honestly, I think giving it trample makes it less interesting. The card as it is now has a real tension at the heart of it which can give rise to some really neat decisions, whereas with trample the only decision is 'Do I think my opponent is going to draw removal?'.

Jeskai Illusionist 1WU
Creature - Efreet Rogue C
When Jeskai Illusionist comes into play, beguile target creature. (You decide how that creature attacks and blocks this turn.)
2/4

Gandariel
2014-09-04, 05:42 AM
Thanks again for the imput.
Still, I feel you're overvaluing this card.
Even with trample, it doesn't look OP at all. If you play it on 3, and never ever attack with it, on turn 7 you will have a 5/4 with trample. and after his one attack it'll go back to being a 1/4.
Doesn't feel too scary, really.

But then again, maybe i'm undervaluing it.
I do confirm the choice of removing trample.
Anyways, the judge will decide.

Also, your idea is neat! i suppose there can be creatures with Flash and beguile to take advantage of the "you choose how it attacks".
Also, do you only decide if it attacks / what it blocks?
can you also decide how it divides its damage (in case that matters)?

Fortuna
2014-09-04, 05:46 AM
Creatures with flash, and just instants - I can totally see something like an instant costing WR that just says "Beguile target creature", or a big expensive instant with "Beguile all creatures". And... not sure about dividing damage, but my intuition is that it'd only apply to attacking and blocking choices, not damage assignment order.

mystic1110
2014-09-04, 08:12 AM
War Veteran WW
Creature - Human Soldier C
Survivor (At the beginning of each end step, if this creature attacked or blocked this turn, put a +1/+1 counter on it.)
She carries each scar as proudly as any medal.
2/2




- - - Updated - - -


Creatures with flash, and just instants - I can totally see something like an instant costing WR that just says "Beguile target creature", or a big expensive instant with "Beguile all creatures". And... not sure about dividing damage, but my intuition is that it'd only apply to attacking and blocking choices, not damage assignment order.

Master Warcraft ??

I guess any time you put beguile on an instant or card with flash you'll need the phrase "only before attackers are declared."

Maybe write beguile as (You decide how that creature attacks and blocks this turn. Creatures may be beguiled only before attackers are declared.)

So:

2RW
Instant
Beguile all creatures (You decide how those creatures attack and block this turn. Creatures may be beguiled only before attackers are declared.)

But the flavor is slightly off. . . I feel beguile invokes trickery and thus blue or black, not boros.

LaZodiac
2014-09-04, 08:27 AM
Curious Eye 2U
Creature – Germ ( C )
When Curious Eye enters the battlefield, look at target player’s hand.
Liquidform (When this creature dies, return it to its owners hand.)
1/1
"The spies I send into the Darkness realm get caught when their teeth chatter in fear. I think I've solved the problem." –Zaltan

Jormengand
2014-09-04, 12:59 PM
Cathar Champions 2WW
(Picture shows two warriors standing back to back and weapons raised, clearly identifiable as Elder Cathar and Selfless Cathar despite their armour.)
Creature - Human cleric warrior C
Union - "Elder Cathar", "Selfless Cathar" (When you cast this card, you may sacrifice the named cards instead of paying its mana cost.)
When Cathar Champions enters the battlefield, if you paid the union cost, put a +1/+1 counter on each human you control.
4/4

Mystic Muse
2014-09-04, 01:21 PM
Vengeful monstrosity 2B
Creature- Horror C

Revenge (When this permanent would die, you may instead exile it. If you do, your opponents each sacrifice a permanent that shares a type with it.)

1/1.

Anubis Dread
2014-09-04, 01:22 PM
Phyrexian Essence 4BB
Sorcery C
Compleat 3 target creature. (To compleat 3 a creature, put three -1/-1 counters on it. If that creature dies the turn it was compleated, return it from the graveyard to the battlefield under your control.)
A single drop is all it takes to know the glory of Phyrexia.

Ionbound
2014-09-04, 01:35 PM
Aspiring Necromancer-2B

Creature-Human Wizard-C

Aspirant 2 (When this card would die, you may instead pay the mana cost again. If so, this card loses Aspirant 2, and 2 +1/+1 counters are placed on it.)

Sometimes, Necromancers simply die...Sometimes, they become something more.

2/2

Fortuna
2014-09-04, 03:38 PM
- - - Updated - - -



Master Warcraft ??

I guess any time you put beguile on an instant or card with flash you'll need the phrase "only before attackers are declared."

Maybe write beguile as (You decide how that creature attacks and blocks this turn. Creatures may be beguiled only before attackers are declared.)

So:

2RW
Instant
Beguile all creatures (You decide how those creatures attack and block this turn. Creatures may be beguiled only before attackers are declared.)

But the flavor is slightly off. . . I feel beguile invokes trickery and thus blue or black, not boros.

Yeah, Master Warcraft. But beguile doesn't need to happen only before attackers are declared - it can happen between declaring attackers and declaring blockers, for sure. You could have a creature with "Whenever this creature attacks, beguile target creature". And although it does invoke trickery... well, there's a reason my example card is Jeskai Illusionist - it fits well, mechanically, in Jeskai colours, and pretty well flavourwise as well.


Black Oil 4BB
Sorcery C
Compleat 3 target creature. (To Compleat 3 a creature, put three -1/-1 counters on it. If this causes the creature to die, return it from the graveyard to the battlefield under your control.)
A single drop is all it takes to know the glory of Phyrexia.

I'm about 90% sure that Magic doesn't know what your keyword means. Putting counters on a creature can't cause it to die; what causes it to die is the state-based check for whether it has 0 toughness. This gets particularly confusing in the case of a 0/0 with three +1/+1 counters on it.

Gandariel
2014-09-04, 04:28 PM
you could just do "if it dies this turn, ..." or "at the end of turn, if it died, ..."

Anubis Dread
2014-09-04, 04:33 PM
A fair point, cleaned up the wording somewhat.

Mystic Muse
2014-09-04, 04:46 PM
Two things.

1. There's already a card called Glistening Oil, so you may want to call it something else.

2. The flavor makes little sense, considering three -1/-1 counters is clearly Three drops. :smalltongue:

Lord Ruby34
2014-09-04, 05:06 PM
Altveri Radiant 2W
Creature- Human Knight
Assault -- If you cast a creature spell this turn Altveri Radiant can't be blocked by creatures with power 3 or greater.
Those given the Blessing of the Light lead the charge of the Altveri.
3/1

Assault functions like Raid or Morbid, triggering when a specific condition is fullfilled, in this case casting a creature. Each Assault trigger would be different.

Fortuna
2014-09-04, 05:11 PM
Altveri Radiant 2W
Creature- Human Knight
Assault -- If you cast a creature spell this turn Altveri Radiant can't be blocked by creatures with power 3 or greater.
Those given the Blessing of the Light lead the charge of the Altveri.
3/1

Assault functions like Raid or Morbid, triggering when a specific condition is fullfilled, in this case casting a creature. Each Assault trigger would be different.

Technically, this isn't a keyword, but an ability word. Ability words have no rules meaning, while keywords are shortcuts for a specific game action or ability.

Lord Ruby34
2014-09-04, 05:15 PM
Technically, this isn't a keyword, but an ability word. Ability words have no rules meaning, while keywords are shortcuts for a specific game action or ability.

True. The contest did specify keyword. I suppose I'll need a new entry.

Tom the Mime
2014-09-04, 08:36 PM
Panicked Thoughts 4UU
Instant - C
Desperation - (If you control the fewest permanents among all players, you may spend life as if it were colourless mana to cast this spell)
Draw three cards


My thoughts on desperation would be that it would be largely be used on otherwise overcosted defensive cards and never on a big creature unless it has defender - it'd be too easy to get a big attacker out even if they go first if they play a one-drop first turn. Thinking big defenders for green, 4WW otherwise vanilla wrath for white, targeted destruction for black and direct damage for red. It takes away from black being the main one to cost itself life but phyrexian mana did that too and it still feels as if you can get the flavour right.

Saposhiente
2014-09-04, 11:03 PM
*as if it was

Blue Ghost
2014-09-05, 01:02 AM
Mossflower Bladeslinger 1 R/G
Creature - Squirrel Warrior (C)
Skirmish (When this creature would deal combat damage to a player, you may instead have it deal that much damage to target creature that player controls.)
The smallest of Mossflower's creatures can be the most perilous of fighters.
2/1

http://i1283.photobucket.com/albums/a560/BlueGhostITP/MossflowerBladeslinger_zps07a3281e.jpg

Misothene
2014-09-05, 02:16 AM
Windsong Drake 1UU
Creature- Drake C
Flying
Transpose 1UU (1UU: Counter this spell. If you do, search your library for a card with the same converted mana cost as this spell and cast it without paying its mana cost. Transpose only as this is on the stack.)
Musicians have tried for centuries to replicate its melody, as only few live to hear it through.
2/1

Beacon of Chaos
2014-09-05, 06:36 AM
Myriad Legionnaire 1W

Creature - Human Solider - C

Legion (When this creature enters the battlefield, you may pay its mana cost. If you do, search your library for a creature card with the same name as this creature and put it onto the battlefield. Then shuffle your library.)

Other creatures named Myriad Legionnaire get +1/+1.

1/1

Eternis
2014-09-05, 07:45 PM
Spiny Growth 1G
Enchantment - Aura C
Enchant Creature
Enchanted creature has pin (Enchanted creature's controller may have enchanted creature assign its combat damage as though it weren't blocked).

Saposhiente
2014-09-05, 08:53 PM
You're required to make a common.

bryn0528
2014-09-05, 08:59 PM
Justiciar Cube 2
Artifact Creature - Axiom C
Removal (If ~ would deal lethal damage to a creature, exile it instead.)
Resolute (If ~ would be exiled from play, it is sent to the graveyard instead.)
1/1
Enforcers of logic and reason, tasked with maintaining order via unmaking hooligans.

Fortuna
2014-09-05, 09:06 PM
Justiciar Cube
Artifact Creature - Axiom C
Removal (When this creature would destroy a creature, that creature is exiled instead.)
Resolute (When this creature would be exiled, it is instead sent to the graveyard instead.)
1/1
Enforcers of logic and reason, tasked with maintaining order via unmaking hooligans.

Removal probably doesn't work as you intended; if a creature deals lethal damage to another creature, that's not destroying that creature. Resolute probably has the potential for some serious shenanigans, but I'm not sure what off the top of my head.

Tom the Mime
2014-09-05, 10:41 PM
It also needs a mana cost

Fable Wright
2014-09-06, 01:44 AM
Justiciar Cube 3
Artifact Creature - Axiom C
Removal (When ~ would destroy a creature, that creature is exiled instead.)
Resolute (When ~ would be exiled, it is sent to the graveyard instead.)
1/1
Enforcers of logic and reason, tasked with maintaining order via unmaking hooligans.

Does Resolute only put it into the graveyard if it was exiled from play? Because if not, this would make Delve much, much better.

Also, no, this should not be a 3-drop. This should be a one-drop. Two drop at most.

bryn0528
2014-09-06, 02:34 AM
Ok wow, thanks for all the feedback guys. I really do appreciate it, as I'm not terribly experienced with Magic. I don't have much of a feel for the power level of cards, and looking at the index (or well, a select part of the index because there are just so many cards!) the power levels seem really all over the place across the editions.

I'm rewording the mechanics to Random_person's suggestions (via PM), so that it maybe functions better. I'll also drop the cost to 2. 1 honestly feels a little too low, since it's colorless and all, but maybe I'm wrong.

My intention for Resolute is that the creature is an axiom, and thus cannot be removed as an idea. It can be killed, but not destroyed. So I guess, yes? In response to your question, DM.

Dr.Gunsforhands
2014-09-06, 02:41 AM
Fungal Creep 1G
Sorcery - C
Put a 2/2 green and black Plant Zombie creature token onto the battlefield under your control.
Host B (B, exile this card from your hand: choose target creature. When that creature dies, you may cast this spell without paying its mana cost. Choose a host only any time you could cast a sorcery.)

Strategos
2014-09-06, 09:32 AM
Marahan Firebrand 2RR
Creature - Human Warrior C
When Marahan Firebrand enters the battlefield Revolt. (Exile cards from the top of your library until you exile a nonland card. This card deals damage equal to its power to each creature and planeswalker that shares the exiled card’s converted mana cost. Put all cards exiled this way on the bottom of your library in a random order.)
2/1

Ramza00
2014-09-07, 01:13 AM
Lance of the Dragoon (1)
Artifact — Equipment — C
Equipped creature has vigilance. (Attacking doesn't cause it to tap.)
W: Equipped creatures has flying until the end of the turn.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Some warriors ride gryphons so they can fly, others merely jump

Fortuna
2014-09-07, 01:19 AM
Lance of the Dragoon (1)
Artifact — Equipment — C
Equipped creature has vigilance. (Attacking doesn't cause it to tap.)
W: Equipped creatures has flying until the end of the turn.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Some warriors ride gryphons so they can fly, others merely jump

List is usually only for modal cards, leap is traditionally a U ability rather than W, and we're supposed to come up with a new keyword as part of this week's contest and put it on our common card.

Ramza00
2014-09-07, 02:14 AM
List is usually only for modal cards, leap is traditionally a U ability rather than W, and we're supposed to come up with a new keyword as part of this week's contest and put it on our common card.
Where are the official rules/announcement for this week contest, I am searching this thread and I can not find them. I knew we were making common cards for someone mentioned that but I did not see anything about new abilities or such.

I want to argue that it is a U only ability, it is a common ability you see in both U and W. I agree it is often on U but it is on W as well. I made the ability W instead of blue due to the vigilance which is mostly a W ability.

TiaC
2014-09-07, 02:33 AM
Where are the official rules/announcement for this week contest, I am searching this thread and I can not find them. I knew we were making common cards for someone mentioned that but I did not see anything about new abilities or such.

I want to argue that it is a U ability, it is a common ability you see in both U and W. I agree it is often on U but it is on W as well. I made the ability blue due to the village which is mostly a W ability.

Contest is here (http://www.giantitp.com/forums/showsinglepost.php?p=18054460&postcount=132). (Not sure why my challenges don't get added to the first post.)

AgentPaper
2014-09-07, 02:40 AM
Where are the official rules/announcement for this week contest, I am searching this thread and I can not find them. I knew we were making common cards for someone mentioned that but I did not see anything about new abilities or such.

Sorry, I usually keep the first post updated with the current challenge, but I forgot to this week. It's up there now.

Ramza00
2014-09-07, 06:55 PM
All the spoiler blocks are to explain my thinking of the card, they are not necessary to get the card but just me going in more detail.

Animaphage would be an ability that you can see on Black, Green or B/G creatures and belongs to the Golgari (B/G) Guild of Ravinica. It would not be limited to elves but any creature of the B/G guild that said it would have a common theme where it would only be given to creatures who traditionally tapped for mana, sacrificed other creatures, or insects and other lower forms of life.

Explanation of the triggered ability Animaphage

Triggered abilities occur automatically when a certain set of conditions are met, A triggered ability can be identified by the words "when," "whenever," or "at"


Animaphage X: At the beginning of your upkeep, exile X cards from the top of your library, you gain X mana of any color, until end of turn this mana doesn't empty from your mana pool as steps and phases end.

The word is a creation by me using these roots


Anima is a latin prefix for the soul
Phage is a latin suffix for to eat
Note with the above prefix and suffixes there are similar Greek words since language evolves and we have traced the language even further since both languages have Proto-Indian-European (PIE) roots.

Animaphage is the creation of life by the stealing of the potential or the life of others. It exists like a parasite or an insect by consuming the essence of others even if those others still have not existed yet. In some ways it is similar to the concept of graft, where you insert a young being into an environment and it gets bigger by stealing the life of others. Graft is an already existing simic guild (U/G) triggered ability where a being has X +1/+1 counters and when a new creature enters the battlefield you can transfer 1 of those counters to that creature.
Now there is an existing magic card called Elves of the Deep Shadow. It was used in multiple sets but in the Ravinica set, elves of the deep shadow were Silhana Elves that used to be part of the GW guild called the Selesnya Conclave, they were cast out and since joined the BG Golgari guild where you also find other elves called the Devkarin elves (the dark elves).

The Elves of the Deep Shadow were one of the first elves that tapped for mana that was not green. We had Elves that tap for green mana like the Llanowar Elves since Alpha but it took a while to see other elves that tapped for other colors. Here are other elves cards that tap for other forms of mana that are not green and the year they came out and thus the color wheel abilities expanded.

For simplicity sake I am going to ignore the other creature types that tap for mana (such as Birds of Paradise and others), reprints of Llanowar Elves that tap for green mana with different names or slight tweaks, and the other conditions these cards may make you do

G Elf, B Taps for B
----Elves of the Dark Shadow (1994)
G+B, Taps for B
----Llanowar Dead (2001)
G Elf, Taps for B, U, G
----Urborg Elf (2001)
G Elf, Taps for Any Color
----Quirion Explorer (2001)
----Wirewood Channeler (2003)
----Joiner Adept (2004)
----Viridian Acolyte (2004)
----Silhana Starfletcher (2006)
----Elvish Harbinger (2007)
G Elf, Taps for Colorless
----Boreal Druid (2006)
R/G Elf, Taps for R+G
----Radha, Heir to Keld (2007)
B Elf, Taps for G
----Blightsoil Druid (2008)
RGW Elf, Taps for R+G+W
----Knotvine Mystic (2009)
G/B Elf, Any Color
----Deathrite Shaman (2013)

One big change from how magic cards that happen before is that you do not tap this elf to get the free mana. Instead you exile and lose permanently a card from your library and thus lose what could have been potential win card. I think this is a far trade effectively getting a farseek effect in exchange for the loss card and you having a vulnerable body.

Remember there are other elves that search for land (a farseek type of effect) as soon as they hit the battle such as Civic Wayfinder, Farhaven Elf, Quirion Trailblazer, Sylvan Ranger, Yavimaya Granger, Wood Elves and even more elves that have triggered or activated abilities that search for Lands that is not ETB


Scion of the Deep Shadow{B/G}{B/G}
Creature – Elf Shaman – Common

Animaphage 1 – At the beginning of your upkeep, exile 1 card from the top of your library, you gain 1 mana of any color, until end of turn this mana doesn't empty from your mana pool as steps and phases end.
New life prospers due to being grafted onto the remains of the old. It prospers and regenerates from its forerunner’s fatality-Golgari Elf Shaman

1/2

BillyDeeWilliam
2014-09-07, 07:40 PM
Ambusher il-Kor; 1WU
Creature-Kor Rogue; C

Flash, first strike

Envelop (Whenever this creature blocks a creature without envelop, the blocked creature gets -1/-1)

1/1

Saposhiente
2014-09-07, 09:43 PM
Cunning Rogue 2U
Creature - Human Rogue C

First Strike
Backstab (Whenever ~ attacks a player and isn't blocked, you may have target creature controlled by that player block it.)

2/2



I wrote the mechanic for this card before seeing Blue Ghost's entry; I just spent a while looking for mtg flavor. (Does anyone have an idea for that?) It is slightly different in that it allows the targeted creature to possibly fight back.

- - - Updated - - -


Ambusher il-Kor; 1U
Creature-Kor Rogue; C

Flash, first strike

Envelop (Whenever this creature blocks a creature without envelop, the blocked creature gets -1/-1)

1/1

Too good of a creature for blue at 2 mana, especially for a common.
Also regardless of power/mana, it doesn't feel like a common.

Ninjaman
2014-09-08, 12:08 AM
Scion of the Deep Shadow{B/G}{B/G}
Creature – Elf Shaman – Common

Animaphage 1 – At the beginning of your upkeep, exile 1 card from the top of your library, you gain 1 mana of any color until the end of your turn. This mana remains in your mana pool until it is used or until the end of your turn.
New life prospers due to being grafted onto the remains of the old. It prospers and regenerates from its forerunner’s fatality-Golgari Elf Shaman

1/2

Your wording is off. (http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[empty]+[mana]+[steps])

Ramza00
2014-09-08, 01:50 AM
Your wording is off. (http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[empty]+[mana]+[steps])
Thank you and corrected, I remember the importance of such language but I could not remember how the phrasing went.

Thank you :smallsmile:

somethingrandom
2014-09-08, 04:44 AM
Elf of Glitterden 1G
Creature - Elf C
Gift 2 (When this creature enters the battlefield, choose a permanent you control any opponent may choose to obtain control of that permanent. If a player does, place 2 +1/+1 counters on Elf of Glitterden.
3/3

Ninjaman
2014-09-08, 05:39 AM
Elf of Glitterden 1G
Creature - Elf C
Gift 2 (When ~ enters the battlefield you may choose a permanent you control. Target opponent gains control of it, put two +1/+1 counters on ~)
2/2

Or


Elf of Glitterden 1G
Creature - Elf C
Gift 2 (As ~ enters the battlefield target opponent gains control of target permanent you control. ~ enters the battlefield with two +1/+1 counters on it.)
2/2

You may add or remove the may clause, but your opponent shouldn't get the may option unless you make the creatures above curve and use gift to balance it, at which point your card should be 3/3.

First option is a trigger, and allows response. Second doesn't use the stack so nobody can respond, (It would suck if it got shocked in response but you still donated your permanent.)

somethingrandom
2014-09-08, 07:50 AM
@ Ninjaman you are right thank you I will edit my previous post thank you for the advice

Lord Ruby34
2014-09-08, 11:55 AM
Razorfin Sneak 2U
Creature- Merfolk Rouge C
Islandwalk
Distort 2 (This creature cannot be the target of spells with a converted mana cost of two or less)
He uses the tide for both cover and concealment.
2/2

Misothene
2014-09-08, 12:57 PM
Elf of Glitterden 1G
Creature - Elf C
Gift 2 (As ~ enters the battlefield target opponent may gain control of target permanent you control. ~ enters the battlefield with two +1/+1 counters on it.)
3/3

"As it enters the battlefield" abilities don't use the stack, and thus can't "target." You would have to say this:

Gift 2 (As this enters the battlefield, an opponent chooses a permanent you control and may gain control of it. This enters the battlefield with two +1/+1 counters on it.)

Or

Gift 2 (As this enters the battlefield, choose a permanent you control. An opponent may gain control of it. This enters the battlefield with two +1/+1 counters on it.)

Not sure which is closer to your original intent. The former guarantees your opponent just steals your best permanent (on turn two, probably this), but maybe that's what you wanted.

Ramza00
2014-09-08, 04:19 PM
Gift 2 (As ~ enters the battlefield, target opponent may gain control of target permanent you control. ~ enters the battlefield with two +1/+1 counters on it.)
3/3

Everybody is trying to harp on the language of this ability, I do not want to pile on for I am also bad at wording of abilities but maybe I can help and do not see this as criticism please :smallsmile: for example I was just suggested language correction just a few posts ago.

The language is very important from a rules perspective, even though it is confusing, I will try to explain.

----

So based off what I am reading you want to do A) a triggered ability such as much ETB (enter the battlefield effects are) that causes a static ability to occur if the conditions is not met or B) a static ability that triggers a triggered ability if the conditions are not made.

This is very important for triggered abilities go on the stack, but static abilities abilities do not. Actions that do not use the stack, such as paying costs, playing mana abilities or turning a face-down creature with morph face-up, cannot be responded to. With B the opponent may choose to do X or Y as part of the cost but it is a personal choice he can't respond to it with his cards. In other words if I play a card that tells me to sacrifice a monster as part of its cost, someone can play a card preventing me from playing that card but he can't prevent me from sacrificing the monster once the effect already resolves. Now as part of the cost I get to chose which of my monsters I sacrifice, but I can't play a card to change the choice. This is why things such as sacrifice is so nasty for things like indestructible, regeneration, hexproof on the creature, and circle of protection do not stop it.

The downside/upside of static abilities while they can't be responded with spells on the stack, can't target.

If B then all you did was recreate Tribute.


"Tribute 3 (As this creature enters the battlefield, an opponent of your choice may put 3 +1/+1 counters on it.)
When Nessian Demolok enters the battlefield, if tribute wasn't paid, destroy target noncreature permanent.."

Gift 2 (As this creature enters battlefield, an opponent of your choice may put 2 +1/+1 counters on it. If Gift was not paid, target opponent may choose target permanent you control and gain control of it

Now if you want to make Gift an ETB there is one card that I know of that is a very close comparison.

When Vexing Devil enters the battlefield, any opponent may have it deal 4 damage to him or her. If a player does, sacrifice Vexing Devil.

Gift 2 (When this creature enters the battlefield, any opponent may choose to obtain control of a permanent you control. If a player does, place 2 +1/+1 counters on Elf of Glitterden.

BillyDeeWilliam
2014-09-08, 07:15 PM
Too good of a creature for blue at 2 mana, especially for a common.
Also regardless of power/mana, it doesn't feel like a common.

Added white to make it the right colors, and upped the mana cost. And I agree that three keywords is a little much for a common, but I couldn't think of any flavor text, and it feels much more flavorful for a card called 'Ambusher' to have flash and first strike than not.

Ninjaman
2014-09-09, 03:14 AM
Vampire Slayer - 3B
Creature - Vampire Warrior - C
Slayer (Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.)
"Oh, I thought you meant he slays vampires"
"He does that too."
3/3

TiaC
2014-09-11, 06:23 PM
Master Blaster 3
Artifact Creature - Construct C
Charge Up 1 (At the end of your turn, if ~ has not attacked, put a +1/+0 counter on it. Otherwise remove all +1/+0 counters from it.)
1/4
Oh, just you wait!

Good blocker, should see play in limited. +1/+0 counters are something that WotC tries to avoid. The keyword gets insane fast with larger numbers. 7/10


Fat Spriggan 3G
Creature - Goblin C
Glutton - Whenever a creature dealt damage by ~ this turn dies, put a +1/+1 counter on ~.
Anything that can fit a bear in its mouth needs to be avoided.
3/3

An ability that has appeared on many a card. Not sure about the keyword name, but generally good. 8/10

Jeskai Illusionist 1WU
Creature - Efreet Rogue C
When Jeskai Illusionist comes into play, beguile target creature. (You decide how that creature attacks and blocks this turn.)
2/4

Great use of keywording. This could see play on all sorts of cards and could easily be a major mechanic in a block. However, I don't think this was the best card to showcase it. 8/10

War Veteran WW
Creature - Human Soldier C
Survivor (At the beginning of each end step, if this creature attacked or blocked this turn, put a +1/+1 counter on it.)
She carries each scar as proudly as any medal.
2/2

Scary, scary limited card. I like the mechanic, but this is just too effective, especially at common. 6/10

Curious Eye 2U
Creature – Germ ( C )
When Curious Eye enters the battlefield, look at target player’s hand.
Liquidform (When this creature dies, return it to its owners hand.)
1/1
"The spies I send into the Darkness realm get caught when their teeth chatter in fear. I think I've solved the problem." –Zaltan

This keyword would slow limited to a crawl, I think. It also can't do anything but defend. 3-mana 1/1s need to do something cool in play. 5/10

Cathar Champions 2WW
(Picture shows two warriors standing back to back and weapons raised, clearly identifiable as Elder Cathar and Selfless Cathar despite their armour.)
Creature - Human cleric warrior C
Union - "Elder Cathar", "Selfless Cathar" (When you cast this card, you may sacrifice the named cards instead of paying its mana cost.)
When Cathar Champions enters the battlefield, if you paid the union cost, put a +1/+1 counter on each human you control.
4/4

I don't really like this. The keyword is useless in limited and unlikely to see much constructed play outside a card or two due to the card disadvantage. The cards mentioned have the same mana cost as this, making it even worse. The card is also a bit too complicated for a common. 2/10

Vengeful monstrosity 2B
Creature- Horror C

Revenge (When this permanent would die, you may instead exile it. If you do, your opponents each sacrifice a permanent that shares a type with it.)

1/1.

Simple, could stand to be a 2/1 or at least a 1/2 I think. A set with this would make it hard to keep a board presence, which would be interesting in limited. 7/10

Phyrexian Essence 4BB
Sorcery C
Compleat 3 target creature. (To compleat 3 a creature, put three -1/-1 counters on it. If that creature dies the turn it was compleated, return it from the graveyard to the battlefield under your control.)
A single drop is all it takes to know the glory of Phyrexia.

I don't really see this coming up enough to keyword. I also think the word is awkward. As to the card, I really don't see it ever being played in constructed and rarely in limited. 3/10

Aspiring Necromancer-2B

Creature-Human Wizard-C

Aspirant 2 (When this card would die, you may instead pay the mana cost again. If so, this card loses Aspirant 2, and 2 +1/+1 counters are placed on it.)

Sometimes, Necromancers simply die...Sometimes, they become something more.

2/2

This keyword leads to slightly funky incentives, should make for interesting games. What with undying and monstrous, I worry it's a bit too similar. The card itself seems well balanced and generally interesting. 7/10

Panicked Thoughts 4UU
Instant - C
Desperation - (If you control the fewest permanents among all players, you may spend life as if it were colourless mana to cast this spell)
Draw three cards.

While you said that this would only go on defensive cards, I worry that it would be too easy for an aggro deck to game qualification. It's a really nice idea, but also a very abusable one. I like the card, although it feels like an uncommon. 6/10

Mossflower Bladeslinger 1 R/G
Creature - Squirrel Warrior (C)
Skirmish (When this creature would deal combat damage to a player, you may instead have it deal that much damage to target creature that player controls.)
The smallest of Mossflower's creatures can be the most perilous of fighters.
2/1

This is like control for aggro decks. Not amazingly different from provoke. It's a solid card though. 7/10

Windsong Drake 1UU
Creature- Drake C
Flying
Transpose 1UU (1UU: Counter this spell. If you do, search your library for a card with the same converted mana cost as this spell and cast it without paying its mana cost. Transpose only as this is on the stack.)
Musicians have tried for centuries to replicate its melody, as only few live to hear it through.
2/1

Not enough new design space relative to transmute and too expensive to pull off. The card is pretty generic. 4/10

Myriad Legionnaire 1W

Creature - Human Solider - C

Legion (When this creature enters the battlefield, you may pay its mana cost. If you do, search your library for a creature card with the same name as this creature and put it onto the battlefield. Then shuffle your library.)

Other creatures named Myriad Legionnaire get +1/+1.

1/1

Should be a 1/2 or a 2/1. It's not clear if you wanted this to chain. I'm not sure how well the keyword will work without the second ability. 6/10

Spiny Growth 1G
Enchantment - Aura C
Enchant Creature
Enchanted creature has pin (Enchanted creature's controller may have enchanted creature assign its combat damage as though it weren't blocked).

Another ability that has been printed un-keyworded before. This could make limited very fast if common in its set. The card might see some limited play, but even that's a maybe. 7/10

Justiciar Cube 2
Artifact Creature - Axiom C
Removal (If ~ would deal lethal damage to a creature, exile it instead.)
Resolute (If ~ would be exiled from play, it is sent to the graveyard instead.)
1/1
Enforcers of logic and reason, tasked with maintaining order via unmaking hooligans.

I'm not sure if Removal works as written. Overall, I think that the effect is too minor. There are many games where this would play no different if it were a vanilla 1/1 for 2. With that in mind, I think this is overcosted. 2/10

Fungal Creep 1G
Sorcery - C
Put a 2/2 green and black Plant Zombie creature token onto the battlefield under your control.
Host B (B, exile this card from your hand: choose target creature. When that creature dies, you may cast this spell without paying its mana cost. Choose a host only any time you could cast a sorcery.)

Interesting, you not only get the effect cheaper, but in a different color and at instant speed. I like the public information aspect. The card itself is a pretty simple version of the effect, but feels right for its cost and colors. 9/10

Marahan Firebrand 2RR
Creature - Human Warrior C
When Marahan Firebrand enters the battlefield Revolt. (Exile cards from the top of your library until you exile a nonland card. This card deals damage equal to its power to each creature and planeswalker that shares the exiled card’s converted mana cost. Put all cards exiled this way on the bottom of your library in a random order.)
2/1

Revolt feels a little too complicated for not much payoff. The ability is also unlikely to appear on many cards, as its effect is very color-limited. The card itself is very overcosted, as revolt is symmetrical and can make it kill itself. 3/10

Scion of the Deep Shadow{B/G}{B/G}
Creature – Elf Shaman – Common

Animaphage 1 – At the beginning of your upkeep, exile 1 card from the top of your library, you gain 1 mana of any color, until end of turn this mana doesn't empty from your mana pool as steps and phases end.
New life prospers due to being grafted onto the remains of the old. It prospers and regenerates from its forerunner’s fatality-Golgari Elf Shaman

1/2

This seems unlikely to appear on too many cards, and in few colors at that. The color-fixing might be too easy, especially as this can be played with only black. Balance feels about right otherwise. 6/10

Ambusher il-Kor; 1WU
Creature-Kor Rogue; C

Flash, first strike

Envelop (Whenever this creature blocks a creature without envelop, the blocked creature gets -1/-1)

1/1

Hm, anti-flanking. There are a lot of similar abilities, and blocking-only abilities aren't that interesting. Anti-bushido would probably have been better. Cool card, but I think this could be a 2/1 or cost just WU. 6/10

Cunning Rogue 2U
Creature - Human Rogue C

First Strike
Backstab (Whenever ~ attacks a player and isn't blocked, you may have target creature controlled by that player block it.)

2/2

A little too similar to provoke. Also too similar to Blue Ghost's keyword. This card doesn't feel very blue, what with first strike and all. 6/10

Elf of Glitterden 1G
Creature - Elf C
Gift 2 (When this creature enters the battlefield, choose a permanent you control any opponent may choose to obtain control of that permanent. If a player does, place 2 +1/+1 counters on Elf of Glitterden.
3/3

Gift is probably too easy to game with useless cards. It also seems a bit too complicated, as a 5/5 that Donates would not be too different. The card is insane in aggro. Put some auras in your deck and it has no downside as a turn 2 5/5. 4/10

Razorfin Sneak 2U
Creature- Merfolk Rouge C
Islandwalk
Distort 2 (This creature cannot be the target of spells with a converted mana cost of two or less)
He uses the tide for both cover and concealment.
2/2

Distort is a nice way of preventing cheap trades. It would allow for a block where bombs were more playable. (Perhaps adding 2 to the cost of anything that targets it would have been better.) I'm not fond of islandwalk here, flying would be nicer. Overall, this is not a card that would be targeted much anyways. 7/10

Vampire Slayer - 3B
Creature - Vampire Warrior - C
Slayer (Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.)
"Oh, I thought you meant he slays vampires"
"He does that too."
3/3

Onasuma made this exact card upthread. I gave it an 8/10. I'm not rating this though.


Dr.Gunsforhands with Fungal Creep and Host. This is a mechanic that could be a major component of a whole block.

23 cards was a bit much...

Eternis
2014-09-12, 02:36 AM
Host: Choose a host only any time you could cast a sorcery.

Interesting, you not only get the effect cheaper, but in a different color and at instant speed. I like the public information aspect. The card itself is a pretty simple version of the effect, but feels right for its cost and colors.
Not that I'm complaining about the ruling, because I totally agree, great card and all that, LOVE the keyword, but...
Not instant speed.
Specified.

TiaC
2014-09-12, 02:58 AM
Not that I'm complaining about the ruling, because I totally agree, great card and all that, LOVE the keyword, but...
Not instant speed.
Specified.

Host can only be used at sorcery speed, but the creature dies at instant speed.

Dr.Gunsforhands
2014-09-12, 03:28 PM
Hooray! GG everyone. I was worried that Host was a little too much like Haunt or Morbid, but I liked that upon examination neither can quite duplicate the functionality of the other.

Okay, so, new challenge. I think I'll bring back the design-o-bot 2000 for this:

The set I am creating requires a card to fill the following design space:
- The card must be a permanent.
- The card's mana cost must have exactly three white mana symbols, and no other colored mana symbols.
- The card must have the Mythic rarity.

...well, that just sounds boring. There are already a bunch of powerful, iconic cards like that.

...

- The card may not be an Angel creature.

Is this an acceptable restriction?

Okay, sure. Go for it.

Create a Mythic Rare permanent, other than an Angel creature, with exactly three white mana symbols in its mana cost and no other colored mana symbols.

Mystic Muse
2014-09-12, 03:34 PM
Colorless mana is still fine, right?

Ionbound
2014-09-12, 03:36 PM
Eternal Banishment-4WWW

Enchantment-MR

When Eternal Banishment enters the battlefield, Exile all creatures your opponent controls.

When Eternal Banishment leaves the battlefield, an opponent divided all Exiled creatures into two piles. Put one pile in the graveyard and the other onto the battlefield under your opponent's control.

LaZodiac
2014-09-12, 03:46 PM
Sir Odric, of Innistrad 2WWW
Planeswalker - Odric (Loyalty 4) (MR)
+1: Put one 2/2 white Knight creature token with Vigilance on the battlefield
-2: Target creature gains +X+X until end of turn, where X is equal to the number of creatures you control
-6: You get an Emblem with "You decide which creatures block and how they block"

Based on my original (faulty) belief that Odric was a planeswalker. IT COULD HAPPEN.

BillyDeeWilliam
2014-09-12, 05:42 PM
Fire-Eye, the Bladestorm WWW
Legendary Creature-Fox Samurai; MR

Double strike, Bushido 2

Samurai creatures you control have "{R}: This creature gets +1/+0 until end of turn."

In the face of Takeno's dogmatism and Konda's distraction, his fury leads the armies of Eiganjo to victory.

1/3

r2d2go
2014-09-12, 06:23 PM
Silent Guardian 2WWW
Artifact Creature - Construct M
Indestructible, Defender
Whenever a creature you control dies, exile Silent Guardian.
While Silent Guardian is in exile, creatures you control have indestructible.
During your upkeep, if Silent Guardian is in exile, put it onto the battlefield.
You shall not pass.
5/5

Eternis
2014-09-12, 06:59 PM
Gustcloak Shimmer 2WWW
Tribal Enchantment - Soldier
Whenever a creature you control becomes blocked, you may untap that creature and remove it from combat. If you do so, you may put a 0/1 Illusion Soldier creature token with defender into play.

mystic1110
2014-09-12, 09:02 PM
Harmony WWW
Creature - Incarnation M
As long as Harmony is in your graveyard and each opponent has a life total equal or greater than yours, then as long as you control a creature card with flying on the battlefield, creatures you control have flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.
2/7

Dr.Gunsforhands
2014-09-12, 10:12 PM
Colorless mana is still fine, right?

This is correct.

Misothene
2014-09-13, 02:08 AM
Force Monopoly 1WWW
Enchantment- MR
At the beginning of each upkeep, detain and put a crime counter on each non-Soldier creature that attacked or blocked last turn.
Whenever a creature with two or more crime counters on it attacks or blocks, destroy it.
At the beginning of your upkeep, if your opponents control three or more creatures with at least one crime counter on them, you may put two 1/1 white Human Soldier creature tokens onto the battlefield.

Zaydos
2014-09-13, 02:17 AM
Knight's Oath 1WWW
Tribal Enchantment - Knight MR
At the beginning of your upkeep put a 2/2 white Knight creature token with First Strike and Protection from Black onto the battlefield.
Exile 5 untapped Knights you control: Destroy all creatures target player controls.
No evil takes root where the knights errant ride.

Fable Wright
2014-09-13, 02:40 AM
Grace WWW
Tribal Enchantment - Angel MR
Creatures you control lose all abilities except for Flying and Vigilance. They are White Angels.
Spend only White mana to cast spells or activate abilities, as though it were mana of any color.
When Grace enters the graveyard from the battlefield, put a +1/+1 counter on each Demon and Devil you control.

(Note: White and Angel override their normal colors and types instead of supplementing them.)

BillyDeeWilliam
2014-09-13, 03:03 AM
Kobun, the Bladestorm 1WWW
Legendary Creature-Ogre Samurai; MR

Double strike, Bushido 2

Samurai creatures you control have "{R}: This creature gets +1/+0 until end of turn."

Driven from Sokenzan, he renounced his heritage and swore his sword to the Lord of Eiganjo. Now his ferocity inspires armies to victory.

2/3

So, originally, this guy was a fox samurai, but I decided that there were plenty (relatively) of those, and so I made him an ogre samurai, which I think is much more interesting. The problem is the flavor. It feels odd to have a monowhite (or even non-black or red) ogre. The idea is that, to be accepted into Konda's service, he had to give up completely his ogre-ness, as it were, and assimilate to human/kitsune samurai culture. Of course, that's pretty much impossible, so he's still got some pretty substantial red traits, which rubs off on the samurai he fights with (hence the lord ability giving samurai firebreathing). I also had to increase his power, because there are no ogres with less than two power, which meant I had to up the mana cost to four as well. I still worry, as always, that he's undercosted.

In any case, I'm still kicking around the previous version of the card:

Fire-Eye, the Bladestorm WWW
Legendary Creature-Fox Samurai; MR

Double strike, Bushido 2

Samurai creatures you control have "{R}: This creature gets +1/+0 until end of turn."

In the face of Takeno's dogmatism and Konda's distraction, his fury leads the armies of Eiganjo to victory.

1/3

But there's flavor issues here, as well. For one, there are no indications in Kamigawa that the kitsune are anything other than completely monowhite, which is contradicted by the red ability. On the other hand, in both western folklore and in Japanese and Korean folklore, foxes (and kitsune, in the latter) are oftentimes portrayed and mischievous or capricious, which could point to red. And while I'm maybe even more worried about undercosting here than for the ogre version, there's something very appealing to me about a 1/3 double strike, for some reason (possibly Prophetic Flamespeaker, which I think is about the coolest card in Theros).

Thoughts?

Jormengand
2014-09-13, 05:28 AM
Blinding Glory 3WWW
Legendary Enchantment - MR
When Blinding Glory enters the battlefield, tap all creatures target player controls. Creatures that player controls enter the battlefield tapped. Creatures that player controls don't untap during their controller's untap step.

Fortuna
2014-09-13, 07:10 AM
Final Glories 1WWW
Enchantment MR
W: Target creature you control gets +2/+2. Sacrifice it at the beginning of the next end step. Target each creature with this ability only at most once each turn.

Misothene
2014-09-13, 11:46 AM
Blaze of Glory 1WWW
Enchantment R
W: Target creature you control gets +2/+2. Sacrifice it at the beginning of the next end step. Target each creature with this ability only at most each turn.

Three issues:
Name's taken, (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202450) by a reserved list card, I think.
2. Needs to be Mythic, not just rare.
3. I think you accidentally left out the word "once."

Ninjaman
2014-09-13, 12:29 PM
Archon of Verdicts - 4WWW
Creature - Archon - R
Flying
When Archon of Verdicts enters the battlefield, exile all other creatures.
"You are all guilty!"
4/4

Mystic Muse
2014-09-14, 12:54 AM
Sonata, the Peacekeeper 1WWW

Legendary Creature - Siren MR

Protection from Red, defender

{t}: Gain control of target attacking creature, and remove it from combat.

0/6

I have seen my sisters lead men to die for some twisted pleasure. The last thing this world needs is more death.

Misothene
2014-09-14, 12:59 AM
Sonata, the Peacekeeper 1WWW

Legendary Creature - Siren MR

Protection from Red, defender

{t}: Gain control of target attacking creature, and remove it from combat.

0/6


Changing control already removes a creature from combat. Unless your intention is to allow you to use this ability to save your attackers from a favorable block, this text doesn't do anything.

AgentPaper
2014-09-14, 01:18 AM
Changing control already removes a creature from combat. Unless your intention is to allow you to use this ability to save your attackers from a favorable block, this text doesn't do anything.

Don't know if he was aware of that, but it should stay anyways. Changing control removing creatures from combat isn't immediately obvious, so you would need reminder text to let newer players know that was how it worked. But then you'd also have to provide further explanation that it wouldn't do anything if you used it on your own creatures, since you don't control them, so it's simpler and shorter to just spell it out. Plus, a niche use for players to discover is always a nice bonus on a card.

Blue Ghost
2014-09-14, 01:25 AM
Don't know if he was aware of that, but it should stay anyways. Changing control removing creatures from combat isn't immediately obvious, so you would need reminder text to let newer players know that was how it worked. But then you'd also have to provide further explanation that it wouldn't do anything if you used it on your own creatures, since you don't control them, so it's simpler and shorter to just spell it out. Plus, a niche use for players to discover is always a nice bonus on a card.

Agreed. Plus it really reinforces the card's flavor.


Apotheosis 3WWW
Enchantment (M)
Creatures without flying can't attack you.
Whenever you cast a white spell, put a 4/4 white Angel creature token with flying onto the battlefield.
"I am the wings of justice. I am light and life. And I am your final judgment."

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Apotheosis_zps21a20235.jpg

bryn0528
2014-09-14, 08:01 AM
Skybreacher, the Odd 3WWW
Creature - Frog Knight MR
Reach. Vigilance. First strike.
~ can block any number of creatures.
~ can block creatures as if they did not have shadow, intimidate, or landwalk.
None in land, sea, or air can pass his lance.
2/4

Debating on whether or not to keep "can defend shadow" because I don't see why. I specified intimidate, should I also specify fear? Is "landwalk" the correct way to term this, or should it say "any landwalk" or "any landwalk ability"? Are there any other block ignores that I don't know about, save for "unblockable"? Should I also include an ability to defend against unblockable? Could I condense it all down to say "~ can block any creature, no matter what"? I removed the "gives flying creatures first strike/vigilance", how much weaker should that make it? Is it too powerful--I only just realized how good first strike + "can block any number of creatures" can be (like wow, it sounds pretty awesome). Is this too weak? 6 is a pretty heavy mana cost, especially for just a 2/4. Should I boost his power/toughness?

Gandariel
2014-09-14, 12:37 PM
Avatar of Light 3WWW
Creature - Avatar MR
Each land is a Plains in addition to its other land types.
When ~ attacks, tap all nonwhite creatures.
Light in its purest essence purifies even the deepest darkness.
5/5


-----

So, the space for "costly card with a very strong effect" is pretty crowded already, so i went for a thematic thing with it.
Light turns everything it touches into white, and blinds enemies (tapping them) when attacking
The first ability is mostly just flavor, although I guess you could use stuff like plainswalk, or some other combo. I'm sure somebody would figure out a way to break it :P

Lord Ruby34
2014-09-14, 12:58 PM
Unbezwingbar, the Unbroken Wall 2WWW
Legendary Creature - Wall MR
Defender
2W: Destroy target attacking creature.
Unbezwingbar can block an additional creature for each soldier you control.
0/15

TiaC
2014-09-14, 03:21 PM
Pax WWW
Enchantment -MR
If a creature would deal damage, its controller gains that much life instead.
Pay 10 life: Destroy Pax. Any player may play this ability.

Ramza00
2014-09-15, 01:19 AM
Breaker of Chains 3{W}{W}{W}

Creature - Legendary Human - Mythic Rare

Protection from Red

When Breaker of Chains enters the battlefield exile target non creature permanent, put one 1/1 white human creature token onto the battlefield

{W}{W}{W}, {T}: Exile Breaker of Chains, then return Breaker of Chains to the battlefield under your control.

“How many must you have to spare us?”
“One hundred and sixty-three,” she answered.

1/2

Yes this is a powerful card, and it has a flicker effect that allows it to repeat its ability, but due to summoning sickness you can only do this ability once a round.

Remember you can't tap the turn this card when enters the field from the hand or from the flicker effect due to summoning sickness, thus it may be hard to kill but it still can be done often your opponent will have to kill it during its first round or if he fails to do that, he will have to use two cards/effects instead of just one due to the flicker.

Mystic Muse
2014-09-15, 01:38 AM
When Breaker of Chains enters the battlefield exile target non creature permanent, put one 1/1 white human creature token onto the battlefield

Just pointing out, the wording should be "put A 1/1 white human creature token onto the battlefield."

TiaC
2014-09-15, 02:08 AM
Yes this is a powerful card, and it has a flicker effect that allows it to repeat its ability, but due to summoning sickness you can only do this ability once a round.

Remember you can't tap the turn this card when enters the field from the hand or from the flicker effect due to summoning sickness, thus it may be hard to kill but it still can be done often your opponent will have to kill it during its first round or if he fails to do that, he will have to use two cards/effects instead of just one due to the flicker.

As written, its flicker ability can be used even when summoning sick. If you want that not to be the case, the ability's cost should be "{W}{W}{W}, T:".

Eternis
2014-09-15, 06:34 AM
unbezwingbar, the unbroken wall 2www
legendary creature - wall mr
defender
2w: Destroy target attacking creature.
Unbezwingbar can block an additional creature for each soldier you control.
0/15

yus.
Mythic rare.
Legendary.
Wall.
I love you forever.

onasuma
2014-09-15, 09:04 AM
Leonin Guardian 2WWW
Creature - Cat Warrior MR
Reach
Whenever you play a plains from your hand, prevent all damage from sources your opponents control until the start of your next turn.
3/6

Ramza00
2014-09-15, 12:52 PM
As written, its flicker ability can be used even when summoning sick. If you want that not to be the case, the ability's cost should be "{W}{W}{W}, T:".

That what I thought I wrote.

{W}{W}{W}, {T} Breaker of chains: is the same as {W}{W}{W}, Tap Breaker of chains: correct? Or am I wrong? I thought everything left to the colon is the cost of using an activated ability, and the commas are used to separate different units of that cost to make it easier to read.

Whatever, I changed it

Just pointing out, the wording should be "put A 1/1 white human creature token onto the battlefield."
Thank you. It is was a silly mistake, but these trivial things matter.

Unbezwingbar, the Unbroken Wall 2WWW
Legendary Creature - Wall MR
Defender
2W: Destroy target attacking creature.
Unbezwingbar can block an additional creature for each soldier you control.
0/15
Maybe this was intentional, but you can use that ability while attackers are being declared before you assign blockers and thus you do not need to actually block with the wall if you have enough mana?

Throw a hexproof artifact on it or the white spell privilleged position and you have an unstoppable defense where you can just turtle to your win condition. Well wraths still kill it but there are many ways white can grant its creature's indestructibility for a turn or permanently. Or you can just play blue/white and have a counterspell or two as a backup.

Zaydos
2014-09-15, 12:58 PM
That what I thought I wrote.

{W}{W}{W}, {T} Breaker of chains: is the same as {W}{W}{W}, Tap Breaker of chains: correct? Or am I wrong? I thought everything left to the colon is the cost of using an activated ability, and the commas are used to separate different units of that cost to make it easier to read.

It's not, looking over the comprehensive rulebook it specifies abilities with the "tap symbol" cannot be used, and that's why creatures like Skirk Fire Marshal (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=157936) can tap themselves the turn they come into play. It's not that it's not part of the cost, it's that the summoning sickness rule applies to {T} but not "Tap {insert blank here}". Yes I know this only because of the Elf vs Goblins duel deck.

Lord Ruby34
2014-09-15, 01:01 PM
Maybe this was intentional, but you can use that ability while attackers are being declared before you assign blockers and thus you do not need to actually block with the wall if you have enough mana?

Throw a hexproof artifact on it or the white spell privilleged position and you have an unstoppable defense where you can just turtle to your win condition. Well wraths still kill it but there are many ways white can grant its creature's indestructibility for a turn or permanently. Or you can just play blue/white and have a counterspell or two as a backup.

All of this is intentional. Walls have historically been fairly bad in constructed, and the ones that have seen play are mostly due to their ability to cantrip. This is actually a fairly reasonable five mana play. It's not a win condition in and of itself, but it is a control card that lends itself to a more creature based list, which is interesting considering the usual draw-go-wrath decks that run around standard. Honestly, I'm still not sure that this would even see play in standard. It's hard to design a playable wall.

Ramza00
2014-09-15, 01:45 PM
It's not, looking over the comprehensive rulebook it specifies abilities with the "tap symbol" cannot be used, and that's why creatures like Skirk Fire Marshal (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=157936) can tap themselves the turn they come into play. It's not that it's not part of the cost, it's that the summoning sickness rule applies to {T} but not "Tap {insert blank here}". Yes I know this only because of the Elf vs Goblins duel deck.

I see what you mean now. Well I meant the little {T} symbol which our forums can't display without embedding an image. Not like your Skirk Fire Marshal.

somethingrandom
2014-09-16, 05:20 AM
Algandri, Lord of Light 3WWW
Legendary Enchantment Creature — God MR
Indestructible
As long as your devotion to white is less than eight, ~ isn't a creature.
Other white creatures you control get +2/+2 and have vigilance
WWW: Exile target black creature.
7/7

Beacon of Chaos
2014-09-17, 07:10 AM
Prepare for Battle 1WWW

Enchantment - MR

0: Put 3 1/1 white soldier creature tokens onto the battlefield. End the turn. Any player may play this ability, but only during his or her upkeep and only once per turn.

I have absolutely no idea how powerful this may be, nor if it is well costed. It's just an idea I came up with that sounded interesting.

Gandariel
2014-09-17, 07:25 AM
Prepare for Battle 1WWW

Enchantment - MR

0: Put 3 1/1 white soldier creature tokens onto the battlefield. End the turn. Any player may play this ability, but only during his or her upkeep and only once per turn.

I have absolutely no idea how powerful this may be, nor if it is well costed. It's just an idea I came up with that sounded interesting.

Considering that doing this skips your draw (draw step is after upkeep), that you can only first use it on turn 5, that it doesn't allow you to play *anything* except for instants and that, for whatever utility it gives your opponent can use it too, i'm gonna go ahead and say it's really bad. Something like, you can only do it in your upkeep but you can't attack? or you can't play spells? or you can't draw?

An entire TURN for 3 1/1 creatures is really too much. Frankly, even 3 1/1 tokens for 4 mana as a sorcery wouldn't be amazing

Beacon of Chaos
2014-09-17, 07:55 AM
Haha, fair enough. The original idea had a single much larger token creature, but I wasn't sure if that was too good.

I'll play around with the idea.

AgentPaper
2014-09-19, 07:10 PM
Heliod's Prison WWW
Legendary Enchantment M
2W: Exile target creature until the beginning of your next upkeep.
Whenever a creature exiled by Heliod’s Prison would return from exile, you may pay W to have it instead remain in exile until the beginning of your next upkeep.

Saposhiente
2014-09-19, 07:24 PM
Heliod's Prison WWW
Legendary Enchantment M
2WW: Exile target creature until the beginning of your next upkeep.
Whenever a creature exiled by Heliod’s Prison would return from exile, you may pay 1W to have it instead remain in exile until the beginning of your next upkeep.

A very expensive Oblivion Ring. The prospect of exiling more than one creature is unrealistic; it just costs too much mana to do that.

AgentPaper
2014-09-19, 07:39 PM
A very expensive Oblivion Ring. The prospect of exiling more than one creature is unrealistic; it just costs too much mana to do that.

Hm, may have been a bit too conservative with the mana costs. I'll give it another look.

Dr.Gunsforhands
2014-09-20, 12:45 AM
Silent Guardian 2WWW
Artifact Creature - Construct M
Indestructible, Defender
Whenever a creature you control dies, exile Silent Guardian.
While Silent Guardian is in exile, creatures you control have indestructible.
During your upkeep, if Silent Guardian is in exile, put it onto the battlefield.
You shall not pass.
5/5
This seems like a very annoying card. Annoying for you because it's never quite where it needs to be when you most need it to be there, and annoying for your opponent because they have to think through how this thing might trigger and whether or not that's what they want and how on earth can they even kill anything while it's around and GAH. My biggest concern, though, is that you can discard it when you're on the draw and then effectively play it from the graveyard with something like Headstone (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=2924). This may have been intentional, but it's weird and breakable enough that you can make this literally impossible to get rid of in the right deck... which could get really, really annoying.


Gustcloak Shimmer 2WWW
Tribal Enchantment - Soldier
Whenever a creature you control becomes blocked, you may untap that creature and remove it from combat. If you do so, you may put a 0/1 Illusion Soldier creature token with defender into play.
...huh?

It's actually pretty interesting, and the effect is actually quite white when I think about it, even though the flavor feels bluish. Still, the tokens seem like a strange addition, when giving all of your creatures the gustcloak ability would have already been cool. It's also weird that it gives you more blockers in a circumstance where you're already freeing up more blockers, adding more incentive for your opponent not to block if they'd rather be attacking anyway.


Harmony WWW
Creature - Incarnation M
As long as Harmony is in your graveyard and each opponent has a life total equal or greater than yours, then as long as you control a creature card with flying on the battlefield, creatures you control have flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.
2/7
This thing is... weird. It's a lot to try and keep track of for a card that's supposed to be dead. It's exceedingly interesting, but to me it kind of it embodies the worst parts of the other do-stuff-from-the-graveyard incarnations. Also, it's a 2/7 for 3, which seems like it'd be great on its own.


Force Monopoly 1WWW
Enchantment- MR
At the beginning of each upkeep, detain and put a crime counter on each non-Soldier creature that attacked or blocked last turn.
Whenever a creature with two or more crime counters on it attacks or blocks, destroy it.
At the beginning of your upkeep, if your opponents control three or more creatures with at least one crime counter on them, you may put two 1/1 white Human Soldier creature tokens onto the battlefield.
Interesting that you worded it to affect your own non-soldiers, but this still feels like a needlessly complicated way to go about what it's trying to do. The three-strikes rule would have worked on its own card, making soldiers when your opponents attack would have worked on its own card, and the detaining would have worked on its own card. Putting the three together just feels like too much... although I guess it would be fun if you could make a planeswalker to do something similar.


Knight's Oath 1WWW
Tribal Enchantment - Knight MR
At the beginning of your upkeep put a 2/2 white Knight creature token with First Strike and Protection from Black onto the battlefield.
Exile 5 untapped Knights you control: Destroy all creatures target player controls.
No evil takes root where the knights errant ride.
This... works, mostly. It takes quite a bit of effort to turn it into a one-sided board wipe, and the most efficient way to make it happen makes it wipe most of your own board, too. The fact that the enchantment sticks around afterwards (you don't have to sacrifice it) makes it rather scary, though. I'd say that the tokens are a bit more complicated than they need to be and that it doesn't really need to be a tribal enchantment to do its job, but overall the idea is pretty neat. I just might have rather made it sacrifice itself for the board wipe. Also, the name and flavor is kind of weird for what it does, since it feels more like an inquisition... crusade... thing. I mean, it wipes out your opponent's knights, too, right?


Grace WWW
Tribal Enchantment - Angel MR
Creatures you control lose all abilities except for Flying and Vigilance. They are White Angels instead of their normal colors and types.
Spend only White mana to cast spells or activate abilities, as though it were mana of any color.
When Grace enters the graveyard from the battlefield, put a +1/+1 counter on each Demon and Devil you control.
The card suggests a very interesting deck be built around it, but not one that I think I want to play. I note that it doesn't actually give your creatures those abilities, for whatever reason. I imagine the primary goal was to remove the drawbacks on the more aggressive demons and devils, and then make them more powerful later on, but if you're playing the demon deck, why are you splashing for triple-white? And if you're playing a deck with white creatures that aren't angels already, what does this do for them, and where's the connection? The result is a card that, while interesting, doesn't quite do enough to serve its intended flavor purpose.


Blinding Glory 3WWW
Legendary Enchantment - MR
When Blinding Glory enters the battlefield, tap all creatures target player controls. Creatures that player controls enter the battlefield tapped. Creatures that player controls don't untap during their controller's untap step.
This card would be maddening to play against. It wins you the game in a slow and painful manner and it doesn't even require any setup to work. You can forgive that for an 8-drop or something, sometimes, but in addition to the recursion problem this can come out on turn 6, which is slow-ish in some formats but still nothing to sneeze at. Powerful, interesting, and not impossible to beat assuming that everyone can spontaneously agree that it's okay for enchantment-hate to be mandatory, but still, yuck.


Archon of Verdicts - 4WWW
Creature - Archon - R
Flying
When Archon of Verdicts enters the battlefield, exile all other creatures.
"You are all guilty!"
4/4
Aren't Archons just male Angels? Ah well, good enough for me.

I was thinking that this guy might be a bit more powerful than he should be, but then I remembered that stupid Phyrexian something-or-other that gives you a big horror after it clears the board, so this isn't that bad. It is a lot easier to reanimate, though, so I'd worry about that next.

Also the flavor text makes me think he's surrounded by little plushie dragons for some reason.


Sonata, the Peacekeeper 1WWW

Legendary Creature - Siren MR

Protection from Red, defender

{t}: Gain control of target attacking creature, and remove it from combat.

0/6

I have seen my sisters lead men to die for some twisted pleasure. The last thing this world needs is more death.
I note with some shock that at no point does she give the creature back - not even when she dies. Also, I think the flavor text should be above the power and toughness so that it reads more like a real card, but that's probably just me. It seems like at some point she was supposed to grab the creature permanently but also give it defender or something, and it got lost in translation somewhere. I do enjoy the white mind control in general, and the fact that your opponent still gets to decide what they attack with and when offsets its power significantly, but this is still too much for too little investment; she's tougher and easier to get a hold of than Rubinia, and can use her ability repeatedly with no risk of retrieval.


Apotheosis 3WWW
Enchantment (M)
Creatures without flying can't attack you.
Whenever you cast a white spell, put a 4/4 white Angel creature token with flying onto the battlefield.
"I am the wings of justice. I am light and life. And I am your final judgment."
Hmm. Not quite as crazy as Jormungand's same-cost enchantment, though the defensive effect is still a fairly powerful one on a hard-to-kill permanent. It lets you reduce incoming damage immediately as you set up instead of being a sitting duck for a turn, which is impressive.
The tokens pop out at about the same tempo as just generating them on your upkeep or something, which itself would be somewhere between reasonable and boring. Triggering it this way raises the tension a bit for both players, which is nice. The flavor's a bit weird. So, you're an angel, but you also make more angels? Huh.


Skybreacher, the Odd 3WWW
Creature - Frog Knight MR
Reach. Vigilance. First strike.
~ can block any number of creatures.
~ can block creatures as if they did not have shadow, intimidate, or landwalk.
None in land, sea, or air can pass his lance.
2/4I don't really know what to make of this guy. He's fun. He could probably cost less. He wants to be green; that's the color most interested in things like Reach and Blocks Shadow. I guess that's the main bug in my bonnet. Which he'll probably eat.


Avatar of Light 3WWW
Creature - Avatar MR
Each land is a Plains in addition to its other land types.
When ~ attacks, tap all nonwhite creatures.
Light in its purest essence purifies even the deepest darkness.
5/5It's okay. It effectively makes all of your creatures unblockable, which seems really scary, but then so does a blue uncommon so what do I know.


Unbezwingbar, the Unbroken Wall 2WWW
Legendary Creature - Wall MR
Defender
2W: Destroy target attacking creature.
Unbezwingbar can block an additional creature for each soldier you control.
0/15Comparable to Mystic Muse's Sonata, in some ways. The wall can make your opponent run out of gas in a hurry, and it's so fat that getting rid of it is not going to be pleasant. Green and red would have particular frustration against this thing. For that, I'm not sure whether it's the good or bad kind of powerful, but powerful it is.

That last ability doesn't really add much, though.


Pax WWW
Enchantment -MR
If a creature would deal damage, its controller gains that much life instead.
Pay 10 life: Destroy Pax. Any player may play this ability.
Hmm. I may have to come back to this one. It's weird, but at this rarity for that mana cost it's the kind of interesting that's worth looking into. I can hear Johnny drooling over it already. From what I can tell, though, it usually just reads, 'prevent the next X points of damage that would be dealt to your stuff, where X is 10 minus the amount of life your opponent is comfortable paying.' Which... is generally not very good.


Breaker of Chains 3{W}{W}{W}
Creature - Legendary Human - Mythic Rare
Protection from Red
When Breaker of Chains enters the battlefield exile target non creature permanent, put one 1/1 white human creature token onto the battlefield
{W}{W}{W}, {T}: Exile Breaker of Chains, then return Breaker of Chains to the battlefield under your control.
“How many must you have to spare us?”
“One hundred and sixty-three,” she answered.
1/2But... if someone's anti-red, wouldn't they like chains?

More seriously, this thing really is kind of a flavor mess. I guess the idea is that all noncreature permanents have soldiers locked up inside them for some reason, but I'm not really seeing it. I'm not sure how I feel about the repeated land destruction in commander, either.


Leonin Guardian 2WWW
Creature - Cat Warrior MR
Reach
Whenever you play a plains from your hand, prevent all damage from sources your opponents control until the start of your next turn.
3/6Meow... meow, meow, meow meow meow meow meow meow meow. Meow meow meow meow meow meow meow meow meow meow. Meow meow meow meow meow meow meow meow, meow meow meow meow meow meow meow meow meow meow meow meow meow meow. Meow, meow meow meow meow meow meow meow: meow meow meow meow meow meow meow, meow meow meow meow meow meow meow meow meow meow? Meow meow meow meow meow meow meow, meow.

Hmm... well, first, I'm not sure why it has reach. It makes it feel like it wants to be green. I do kind of like the second ability, but I think it could have benefited from referring to the next combat phase. Then, you would have another decision to make: play it first main and attack safely, or play it second main and nullify their next attack? Doing both doesn't really make it bad, though.


Algandri, Lord of Light 3WWW
Legendary Enchantment Creature — God MR
Indestructible
As long as your devotion to white is less than eight, ~ isn't a creature.
Other white creatures you control get +2/+2 and have vigilance
WWW: Exile target black creature.
7/7This guy's powerful, but he's hardly breaking new ground.


Heliod's Prison WWW
Legendary Enchantment M
2W: Exile target creature until the beginning of your next upkeep.
Whenever a creature exiled by Heliod’s Prison would return from exile, you may pay W to have it instead remain in exile until the beginning of your next upkeep.Clever! This is a kind of repeatable removal I can get behind. My only complaint is that it has no real reason to be legendary; there's no reason Heliod can't sponsor multiple prisons, after all, even though he probably doesn't want to given the way they happen to work. Plus he already wakes up just from being on the board with the thing.

There are a lot of fun entries this week, which is great. There are some cards that were discarded for Jankiness or Power concerns, and others because they seemed too familiar, even though they were darned cool; Sonata, Knight's Oath, and Pax in particular. Leonin Guardian wound up finally getting ruled out because of its name, of all things; it seems like a name for a common, and it doesn't quite stand out enough for me to go, "THE Leonin Guardian?!"

The last two on the list, after a long process of nitpicking, wound up being Apotheosis and Heliod's Prison, which managed to sneak in while I was typing this and steal the spotlight from some of the other removal-focused cards. The thing's mad versatile; you can even lock Heliod up in his own prison for a night to save him from removal, if you're so inclined. It may be an expensive oblivion ring, but it's an oblivion ring that can always switch to your opponent's best creature, kind of like Cage of Hands, a bad card that I've always had a soft spot for. It creeps up to be even better in commander, as you build up enough mana to hold on to multiple prisoners; people will avoid attacking you with their best creatures for fear of you holding them in contempt indefinitely.

Apotheosis is no slouch either, though: an impressive defensive ability taped to a token generator that will, sooner or later, win you the game. It's big and potent enough that it feels like a game-altering bomb when you open it up, as a mythic should, and it could become relevant as a win condition for a constructed control deck. It's probably the constructed application that makes this thing a little stronger than its more multiple-turn-intensive competition... although, if your opponent plays one creature per turn and you don't miss your land drops, the prison can practically do the whole control deck's job until Apotheosis pops out, at which point you just float over the freed prisoners' heads making faces at them. Assuming they don't have flying, of course. You'll still need to break out the arrests for those. And then also get angels.

Geez this is hard.
Blue Ghost wins with Apotheosis! It feels more like a big, Mythic effect, albeit one from a core set, while the prison feels like it could get away with being a regular rare.

Mystic Muse
2014-09-20, 12:50 AM
...Dammit, yeah, I entirely forgot about the control changing effect ending when she dies.

I would point out that Rubinia is both a rare, and allows for significantly more leeway in what you can use with her in commander, whereas this is a mono-white Mythic, that dies to most non-red removal.

LaZodiac
2014-09-20, 12:54 AM
You forgot my card :smallamused:

Anyway, congrats to the winner!

Blue Ghost
2014-09-20, 01:13 AM
The flavor's a bit weird. So, you're an angel, but you also make more angels? Huh.


The idea is that you're an archangel, a commander of the angel legions. You have angelic powers yourself, and can also summon more angels to do your bidding.

That was a good contest. Thanks for the win, and congrats to everyone who participated. A lot of great cards this time around. :smallsmile:

Next contest: Make a different-color version of an existing rare or mythic rare. How different it is from the original is up to you, as long as it's recognizable in flavor, mechanics or both.

LaZodiac
2014-09-20, 01:18 AM
Gerrard, Servant of Volrath 3BB
Legendary Creature - Human Warrior (R)
At the beginning of your upkeep, target player loses 1 life for each card in their hand
3B Destroy target creature. Activate this ability only if ~ is attacking.
"Once defiant, now tame. Once kind, now merciless." - Volrath
3/4

Dr.Gunsforhands
2014-09-20, 01:37 AM
Egad, I actually missed a bunch of them. I think that the multi-quote function dropped them when I added too many. Sorry! Here they are:


Eternal Banishment-4WWW
Enchantment-MR
When Eternal Banishment enters the battlefield, Exile all creatures your opponent controls.
When Eternal Banishment leaves the battlefield, an opponent divided all Exiled creatures into two piles. Put one pile in the graveyard and the other onto the battlefield under your opponent's control.
This thing doesn't really need the second ability - Mass Oblivion Ring would already be super fun.


Sir Odric, of Innistrad 2WWW
Planeswalker - Odric (Loyalty 4) (MR)
+1: Put one 2/2 white Knight creature token with Vigilance on the battlefield
-2: Target creature gains +X+X until end of turn, where X is equal to the number of creatures you control
-6: You get an Emblem with "You decide which creatures block and how they block"
This one actually would have had a good chance of winning if the multi-quote function didn't crap out on me. The knights and bonuses are well-balanced, and the ultimate is over-the=top enough to justify the WWW in the cost. There's really not much reason to use the second ability, though; I feel like defending Sir Odric for one more turn to get the game-breaking emblem is going to be better than the sorcery-speed chorus of might.


Fire-Eye, the Bladestorm WWW
Legendary Creature-Fox Samurai; MR
Double strike, Bushido 2
Samurai creatures you control have "{R}: This creature gets +1/+0 until end of turn."
In the face of Takeno's dogmatism and Konda's distraction, his fury leads the armies of Eiganjo to victory.
1/3
Oh hey, you changed him back to a fox. That's cool. It's kind of odd that something with such a heavy-white cost would wind up with a heavy-red ability like that, but he'd still go really well with whatshisface, the smiling cat.

BillyDeeWilliam
2014-09-20, 03:07 AM
Aurelia Nightflame 3RUW
Legendary Creature-Angel Ninja; MR

Ninjutsu 2RUW

Flying, lifelink

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

Whenever Aurelia Nightflame attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.

I have returned. We will prevail.

4/3

Does she need Prowess, or is that just too much?

Had a better idea.

Jormengand
2014-09-20, 05:23 AM
Champion of the Grave B
Creature - Human soldier R
Whenever a human creature you control dies, put a +1/+1 counter on Champion of the Grave.
I could not save them. But I can still save myself.

Yeah, it's basically just a flipped Champion of the Parish. But still. I might do something more innovative later.

LaZodiac
2014-09-20, 08:18 AM
Egad, I actually missed a bunch of them. I think that the multi-quote function dropped them when I added too many. Sorry! Here they are:


This one actually would have had a good chance of winning if the multi-quote function didn't crap out on me. The knights and bonuses are well-balanced, and the ultimate is over-the=top enough to justify the WWW in the cost. There's really not much reason to use the second ability, though; I feel like defending Sir Odric for one more turn to get the game-breaking emblem is going to be better than the sorcery-speed chorus of might.


It's okay, it happens :smallwink:

Thanks. The second ability is more based off of Crusader of Odric then anything else. And yeah, the Emblem is better to go for, but you never know what you're gonna need a big boost like that. Basically all walkers want to get their Ultimate out as opposed to doing anything else :smallbiggrin:

But yeah, at any rate, good luck everyone!

Tom the Mime
2014-09-20, 08:42 AM
For the planar chaos type challenge, why not make one who was referred to but not made.

Ixidor, Reality Shaper 2BB
Legendary Creature - Wizard R
T: Exile a creature card from your hand with X time counters on it where X is its converted mana cost. It gains suspend.
Pay 2 life: Remove a time counter from a suspended card you own. Activate this ability only any time you could cast a sorcery.
When Ixidor lost himself in rage, the world changed
2/3

The life loss flavour probably doesn't work as well because he didn't lose his arm in the planar chaos line.

mystic1110
2014-09-20, 11:14 AM
One with Everything W
Instant
Return cards discarded from your hand this turn from your graveyard to your hand.
When everything is possible, then nothing is.

Ionbound
2014-09-20, 11:37 AM
Moonlit Ranger-2WW

Creature-Wolf Archer-MR

Reach

T, 1RR: Deal 4 damage to target creature.

The curse still holds me, but now I fight for Avacyn.

4/4

Because, let's be honest, Werewolves and Wolfir didn't get enough love in the Innistrad block.

The_Tentacle
2014-09-20, 07:47 PM
Twist Reality 5UUU
Sorcery (R)
Each player shuffles each permanents he or she owns into their library, then reveals that many cards from the top of their library. Choose right or left. Each player puts all artifact, creature, and land cards revealed this way onto the battlefield under the control of the player to the chosen side, then does the same for enchantment cards, then puts all cards revealed this way that weren't put on the battlefield on the bottom of their library.


I think this actually might be too powerful, since in a blue deck you're usually not going to have very many permanents anyways, and you are able see what cards you would get if you choose each direction. But Blue is the color of control, and that's a more controlly flavor.

Ramza00
2014-09-20, 10:51 PM
Phyrexian Bounty 5B

Enchantment – MR

Whenever one of your opponents cast a creature spell, put a 3/3 black Zombie Spirit creature token onto the battlefield under your control.

Whenever a noncreature spell is cast by your opponent, put three -1/-1 counters on target creature your opponent controls.

Whenever a land enters the battlefield under an opponent's control, that player loses 3 life.

Our ancestors were born to inherit the world, and even in death they have not relinquished their dominion over it.

Trying to create a black version of Primeval Bounty. An enchantment where the dead curse the living for they have some primal dominion of the world and they will continue to haunt and curse new life and effect the outcome of any change.

Fable Wright
2014-09-21, 12:09 AM
Curse of the Revenant 5B

Enchantment – MR

Whenever one of your opponents cast a creature spell, put a 3/3 black Zombie creature token onto the battlefield under your control.

Whenever a noncreature spell is cast by your opponent, creatures that opponent control gets -2/-2 until end of turn

Whenever a land enters the battlefield under an opponent's control, that player loses 3 life.


First: Mono-black Zombie tokens are 2/2s, period. If you want to make a token other than a 2/2, there are plenty of other creature types you can use. Perhaps make the tokens 3/3 Horror tokens instead?
Second: The name doesn't mirror Primeval Bounty well at all. I had no idea what this was supposed to imitate until I saw your note. Perhaps something like Phyrexia's Bounty? Given that Phyrexia is all about griefer effects (punishing your opponent for their actions), the name and mechanics gel much more.
Third: I would swap the noncreature spell ability from infest to "whenever an opponent casts a noncreature spell, put 3 -1/-1 counters on target creature that player controls." I don't know where you get the impression that global effects can't target on a trigger.
Fourth: Death and Taxes is the name for a Modern and Legacy white weenies deck that supplements its "turn creatures sideways" strategy with a variety of mana denial effects to keep it in the game. Stax effects are effects that prevent/punish opponents for increasing their board state. There is a very big difference between the two.

Eternis
2014-09-21, 03:10 AM
Original: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370726

Profane Ritual 6BB
Image: Centre/Bottom depicts a kneeling cultist, hooded in black robes and grinning madly while slashing his own throat, lit by the hellfire of the ritualistic circle around him. Behind him, two incredibly muscled demonic forms rise from a rift in the earth itself.
Sorcery MR
Tap or sacrifice any number of untapped creatures you control. For each creature tapped this way, put a 4/4 demon creature token with flying onto the battlefield. For each creature sacrificed this way, put a 6/6 demon creature token with flying and trample onto the battlefield.
A call to tear the angels from the sky.

Ionbound
2014-09-21, 06:32 PM
Sorin, Guardian of the Wilds (http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=249985)-2GR

Planeswalker-Sorin-MR

At the beginning of each upkeep, if no spells were cast last turn, transform ~.

+1: Untap target Land you control.
-2: Until the end of your turn, whenever an attacking creature deals combat damage to a player, draw a card.
-7: Search your library for up to X lands and place them onto the battlefield under you control, where X is the number of lands you control.

3
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Sorin, the First Alpha

Planeswalker-Sorin.

At the beginning of each upkeep, if two or more spells were cast last turn, transform ~.

+1: Transform all human werewolves you control. They can't transform next turn
-2: Creatures you control must be blocked by two or more creatures until the end of the turn.
-7: You get an emblem, "Creatures that you control have trample, +3/+3, and First Strike."

BillyDeeWilliam
2014-09-23, 02:29 AM
Forget Aurelia Nightflame. She was too rote, although I can't promise I won't change this again to one of the Elspeths, the Jaya Ballard, or the Marit Lage I made for the Challenge thread (http://www.giantitp.com/forums/showthread.php?365653-MtG-You-Make-the-Card-Challenge!/page12).

Higure, Kamikaze 3UU
Planeswalker-Higure; MR

+1: Search your library for a Ninja creature card, reveal it, and put it into your hand. Shuffle your library.

-2: During the next combat, you may return an unblocked attacker to hand. If you do, put another Ninja creature card or creature card with converted mana cost five or less from your hand onto the battlefield, tapped and attacking.

-5: You get an emblem with "Creatures you control have hexproof and can't be blocked."

Loyalty: 3

Androgeus
2014-09-23, 05:49 AM
Human Werewolf Planeswalker-Sorin

You can't have creature subtypes without being a creature (or tribal)

onasuma
2014-09-23, 06:12 AM
Original: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4766

Mountain Thrower 3RR
Creature - Giant U
Tap, sacrifice a mountain: Deal 4 damage to target creature.
A specialised, but none the less effective skill
2/4