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AgentPaper
2014-08-07, 12:26 AM
So, since the YMtC threads have been fairly popular, I've decided to make a third contest, this one fairly different from the other two. Rather than having a weekly contest with many entries and judging and a winner being declared who makes the next contest, instead everyone is a contestant, a judge, and the creator of the next contest all at once!

Each post should contain a short critique of the card made by the poster before them, a card that meets the challenge posted by the poster before them, and a new challenge for the next poster to take on.

Other contests:
You Make the Card (http://www.giantitp.com/forums/showthread.php?365285-MtG-You-Make-the-Card-III-Wrath-of-the-Khans)
You Make the Mini-Set! (http://www.giantitp.com/forums/showthread.php?t=284678)


There is no time limit on when a challenge can be met, and no restriction on how often you can post other than that you can't fulfill your own challenges. If two people respond to the same challenge, the next poster simply picks which of those to judge and meet the challenge of, though if you're up to it you could also try fulfilling both challenges at the same time, assuming that's possible.

As with the other challenges, cards should be submitted in text format, like so:

Card Name Mana Cost
Type - Subtype Rarity
Card Text
Flavor Text
Power/Toughness

For example:

Giant Spider 3G
Creature - Spider C
Reach (This creature can block creatures with flying.)
"It has a quickness about it that seems unnatural for its large size, yet its hunger is about right."
—Endril, Kalonian naturalist
2/4


Anyways, I'll start things off with the first challenge: Create a card that costs one white mana.

TiaC
2014-08-07, 02:14 AM
Deflect Pain W
Instant C
Redirect the next three damage that would be dealt to target creature this turn to another target creature.

Giant Spider: Overall, 3/10. Playable in Limited, but only barely. Allows green some response to flyers, but is probably overcosted. All-in-all, this feels like a card from a much earlier time. :smalltongue:

Create a card that uses Sweep (http://mtgsalvation.gamepedia.com/Sweep) in a new and exciting way.

Tom the Mime
2014-08-07, 02:54 AM
Interesting but I think probably a bit overpowered and redirecting 2 damage would probably be more appropriate. Compare with Lightning Bolt which is generally seen as too good. You lose the ability to target a player and you have to play it in reaction to damage but it also prevents the damage, likely saving the initial creature.

Seek Within Jukai 2G
Sorcery - Arcane U
Sweep - Return any number of forests you control to their owners hands. Search your library for a basic land card and put it into play tapped for each forest returned this way.

Create a card with a non-mana flashback cost (with a normal cost for casting it from your hand)

TiaC
2014-08-07, 03:11 AM
Yeah, you're probably right about that.

An interesting card, might work a little too well at fueling discard costs while still being good otherwise, but overall I quite like it.

Research's Reward 4U
Sorcery U
Draw three cards.
Flashback—Discard three cards.

Make a 1/1.

Kapow
2014-08-07, 05:57 AM
Hey there,

I'll try this...

I like Research's Reward, it has the right "blue" Feeling :smallwink:
Cost and effect seem to be right.

For my contribution:

Saprowing 1G
Creature - Saproling C
Flying,
When Saprowing enters the game "Scry 1"
Nature adapts!
1/1


Make a card with the "Dwarf"-subtype
(Dwarves get much to less love in MtG)

Jormengand
2014-08-07, 08:04 AM
Hehe. I quite like it, though scrying seems like something more blue than green.

Duergar infiltrator 2B
Creature - Dwarf Rogue
T: Look at target opponent's hand and choose a card. They discard another card.
Even the most evil of dwarves will never take the last thing you have in the world.
2/2

Make a card with WUBRG in its cost.

Anubis Dread
2014-08-07, 12:17 PM
This is pretty interesting - you'll always have to leave something in their hand, but it will always be the worst thing they have. Unfortunately at such a low cost with no cost to activate it's still far more potent than it should be. Plus instant speed discard is a huge no no. 5/10

True Decimation WUBRG
Sorcery
Destory target land, target creature, target artifact, and target enchantment.
True power is not in what you can create, but what you can destroy.

Challenge: Make a creature with at least ten power that costs three or less.

Lord Ruby34
2014-08-07, 12:46 PM
I feel like this should destroy five things, one for each color. Plus, this already an effect that R/G can do. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382250)

Billowing Flamekin R
Creature- Elemental R
Pay one life: Billowing Flamekin's power becomes one until the end of the turn. This ability can only be activated if you don't control Billowing Flamekin.
10/1

Design a five color utility land.

AgentPaper
2014-08-07, 01:16 PM
Billowing Flamekin: Interesting, basically drains your opponent of 1 life per turn until they can kill it off. You can't block well with it either, since your opponent will just make it a 1/1 after you declare blockers. Unfortunately it's a bit boring just because it will basically never get to use it's full 10 power for anything unless your opponent literally can't pay that 1 lift. 6/10

Chichen Itza
Legendary Land M
T, Sacrifice an enchantment: Add WW to your mana pool.
T, Discard a card: Add UU to your mana pool.
T, Sacrifice a creature: Add BB to your mana pool.
T, Sacrifice an artifact: Add RR to your mana pool.
T, Sacrifice a land: Add GG to your mana pool.

Challenge: Create a card based on Mesoamerican culture.

Kapow
2014-08-07, 03:41 PM
The sacrifice effect is very flavourful.
It's perhaps a bit unbalanced between the colors, but I like it.

Ollamaliztli 2BW
Enchantment R
At the end of your turn tap X creatures, where X is the number of game-counters on Ollamaliztli plus one, put a game-counter on it and target player gains control of it.
Or sacrifice it and lose life equal to the number of game-counters on it.


Challenge: Create a card that is Steampunk-themed

Anubis Dread
2014-08-07, 11:21 PM
This is pretty interesting, but the templating is pretty sloppy. It also doesn't feel all that black, even with the life loss. Still it seems like a fun card for multiplayer especially, 6/10.

Steam Core 5
Artifact
At the beginning of your upkeep, but a charge counter on Steam Core. Then, Steam Core deals damage equal to the number of charge counters on it to target creature or player and to you.
The problem with powering all your technology with blistering hot water is splash back.

Challenge: Create a creature with four creature types.

Blue Ghost
2014-08-07, 11:31 PM
Templating needs to be cleaned up a bit. Gameplay-wise, tapping creatures at end of turn won't do much, since your opponent's creatures will just untap next turn, and if there aren't enough opposing creatures to tap, you can choose your already-tapped creatures. It's an interesting minigame, but I think it's too busy, and it's not clear what purpose it's supposed to serve in an actual game of Magic.

Gear Golem 2
Artifact Creature - Construct (C)
Spend only colorless mana to cast Gear Golem.
3/3

Ninja'd.

I feel like at 5 mana, the self-damage drawback isn't necessary, or at least shouldn't be that drastic. Without the drawback, it would be quite fun.

Fallen Servitor 2WWBB
Creature - Angel Demon Cleric Warrior (R)
Flying, lifelink
B, Sacrifice another creature: Put a +1/+1 counter on Fallen Servitor, and target player loses 2 life.
W, Sacrifice Fallen Servitor: Put a +1/+1 counter on each other creature you control. Those creatures gain indestructible until end of turn.
5/5

Next: Create an artifact for one of the minor gods of Theros.

Eternis
2014-08-10, 04:35 AM
Love the card, looks like a good amount of power for the mana cost, and some cool abilities that aren't ovepowered/overcosted/whatnot.

Urn of Ephara 2WU
Legendary Enchantment Artifact
Creatures you control have +0/+1
3WU, T: Each blocking creature deals damage to the creature it's blocking equal to its toughness.

Make a card with Flying

Discussion w/ TPBM

The activation can happen at instant speed, and is in addition to the combat damage dealt by the blockers. It's not meant to be used everywhere, but where it is intended, (i.e a /defender/ deck) it's FAAAR from underpowered.
Also, it's "each creature", rather than each creature you control, which makes it ridonculous in multiplayer.
However, you are right that the primary effect is too weak for the cost. That is an issue... I'd probably buff it to +0/+2.

TiaC
2014-08-10, 05:38 AM
The primary effect feels weak for the cost and the activation is too high. Interesting idea, I like the toughness-as-power bit but it is unlikely to see much play.

Subverting Imp 2BB
Creature -Imp (U)
Flying
When Subverting Imp deals combat damage to a player, it deals that much damage to target creature that player controls. If a creature dealt damage this way would die this turn, gain control of it instead.
2/2

Make a card that has two instances of the same keyword. (e.g. Flashback -2G, Flashback -pay 5 life.)

Jormengand
2014-08-10, 07:06 AM
Velocity Golem (C)
(Picture shows a metal humanoid falling from the sky, burning from the friction.)
3: Suspend 2
3: Suspend 5
When you remove a time counter from Velocity Golem, if it has 4 time counters, put an impact counter on it.
When Velocity Golem enters the battlefield from exile, if it had an impact counter on it, you may destroy up to 2 target permenants.
5/5

TiaC
2014-08-10, 07:40 AM
Psst. You also need to review my card and make a new challenge.

Jormengand
2014-08-10, 12:28 PM
Oh yeah, sorry.

Your card basically reads "When this card becomes the target of a card which increases its power, target battlecruiser player loses the game. The ability to grab anything up to Eldrazi from your opponent if you increase its power is... a bit much.

The card itself is fine, the ability to pump it up and steal your opponent's battlecruisers is a bit strong IMO.

New challenge is to make a card which changes or removes one of the rules of the game entirely for its duration.

Blue Ghost
2014-08-10, 07:50 PM
Gameplay-wise, I like it. Both modes are quite fair, and it's something that I would be satisfied with getting at any time, as is important with a suspend card. But before I'd print it, I'd want to see if we could find a less clunky templating for it.

Ethereal Distorter 1U
Creature - Elemental (U)
Flying
Each player skips his or her precombat main phase.
1/2

Next: Create a hybrid card.

Fortuna
2014-08-10, 08:05 PM
That's... really strong. It denies a significant chunk of spells outright, on a reasonable body. It needs to cost significantly more, to shut down one-turn steal spells, combat-only haste, sorcery-speed buffs, and probably other things I've not thought of.

Fleeting Notions X(U/R)(U/R)(U/R)
Sorcery - U
If you spent R to cast this spell, every player discards X cards and draws X cards. Then, if you spent U to cast this spell, target player draws X cards.

Next player: Make a permanent with flash.

TiaC
2014-08-10, 11:19 PM
The red option is definitely weaker than the blue. It's probably costed right for both, but not really worth it without blue.

Spellheart 4U
Creature- Elemental
Flash
Imprint — When Spellheart enters the battlefield, exile target spell card from the stack.
When Spellheart dies you may cast the exiled card without paying its mana cost.
3/3

Make a card with at least four keyword abilities.

AgentPaper
2014-08-10, 11:44 PM
I get the feeling that you wanted this to be 4U, not 4B, since countering and re-casting cards is very much not a black thing to do. I do like the idea of a creature that steals a spell and lets you cast it later, though the flavor might have been better if the spell somehow modified the creature, for example gaining power and toughness equal to the CMC of the stolen spell. Still, a nice idea, 5/10.

Multus Golem 5
Artifact Creature - Golem R
W: Multus Golem gains vigilance until end of turn.
U: Multus Golem gains flying until end of turn.
B: Multus Golem gains lifelink until end of turn.
R: Multus Golem gains first strike until end of turn.
G: Multus Golem gains hexproof until end of turn.
Sometimes one head is better than five.
5/5

Challenge: Make a Planeswalker.

TiaC
2014-08-11, 12:33 AM
I get the feeling that you wanted this to be 4U, not 4B, since countering and re-casting cards is very much not a black thing to do. I do like the idea of a creature that steals a spell and lets you cast it later, though the flavor might have been better if the spell somehow modified the creature, for example gaining power and toughness equal to the CMC of the stolen spell. Still, a nice idea, 5/10.

You're quite right, 4U was the plan. I considered P/T=CMC, but I didn't want a 6+ cost counterspell. It seemed too hard to use.

As to Multus Golem, I think it's quite nice. First Strike feels a little out of place for some reason. 8/10


Eredran, Knowledge Seeker
+1: Scry 2, Fateseal 1
-2: Search target player's library for a card and place it on top of their library.
-5: All players draw seven cards, then all opponents discard their hands.
3

Make a card that cares about the stack.

Fortuna
2014-08-11, 04:06 AM
Well, he needs a mana cost - I'd estimate, oh, maybe 2UU or 3UU? Serious templating issue there regardless. I really like his -2, since that's not an effect I've seen before. His +1 is useful, albeit rather unexciting. His -5 (which is only two turns away from hitting play, I note) seems a little inelegant; I would remove either the opponent draw (which is effectively mill) or the opponent discard (converting the opponent draw into mill).

Spell-Siphon 2
Artifact - R
T: Add 1 to your mana pool for each spell on the stack.

Next person, make a land.

Eternis
2014-08-11, 07:10 AM
Looks like a fairly good card, although...
It's only really going to be useful in situations where you want large numbers of spells on the stack, in which case you're generally dealing with counterspells or buffing spells, in which case you'd want coloured mana. That, and the fact that it can only provide mana when something's already on the stack, would probably allow it to go for "one mana of any colour" instead of just "1".
ANYWAY
This card is pretty bad...

Lair of the Beast
Land - R
T: Add G to your mana pool. Put a 0/1 white goat creature token into play under your opponent's control.
9, T, Sacrifice Lair of the Beast: Put a 7/7 green beast creature token named The Dweller into play under your control. It has "Whenever a goat token dies, put a +1/+1 counter on The Dweller".

Create an instant or sorcery that permanently changes a permanent.

Blue Ghost
2014-08-11, 09:31 PM
It's clever. I'm not fond of complex abilities on tokens though. Maybe have it be a one-shot effect that destroys Goats and puts +1/+1 counters on the token equal to the number destroyed?

Equalize 1 U/B
Instant (U)
Target creature loses all abilities. (This effect is permanent.)
"The era of bending is over. A new era of equality has begun.
-Amon, Equalist

Next: Make a legendary Spider.

@v: Most big creatures have quite threatening bodies. And there are straight-up kill spells for two mana.

Keledrath
2014-08-11, 11:11 PM
Okay, warning, I'm terrible at this.

I think it's quite cheap for that fact that it's an instant speed card that more or less counters everything rare or better. In my experience, you don't get a lot of raw beatsticks outside of Green.
That said, it is an interesting ability that could also be used to remove negative factors from your own creatures.

Shlob
Legendary Spider R
Suspend 5 GB
When you remove a time counter from Shlob, place a web counter on a creature. Creatures with web counters lose Flying, Unblockable, X-walk , and Protection from [colors] and creatures.
Shlob does not untap during your upkeep.
Sacrifice a Human, Halfling, Elf, Dwarf, or Orc: Untap Shlob
Reach, Vigilance
7/7
Flavor Text: [I]What do you mean we got a discount giant spider?

Next: Make a non-permanent with Morph

TiaC
2014-08-12, 02:41 AM
Shlob has a few templating issues. (Unblockable isn't a keyword, you can just say landwalk, and Protection from [colors] and creatures should probably just be Protection. Untap step ≠ Upkeep step.) I like the idea of "no evasion for you", but I'm doubtful of the execution. The combination of an untap cost and Vigilance is odd and feels anti-synergistic. 2/10

Golem Electrocore
Instant U
If Golem Electrocore would be turned face up, place it on the stack face up instead.
Deal 3 damage to target creature or player.
Morph R

Make a blue card that is a mana source. (Not the obsolete card type.)

Jormengand
2014-08-12, 03:34 AM
Needlessly complicated. A colourless 2/2 with no types and "R, Sacrifice ~: Deal 3 damage to target creature or player" would be almost the same, except I suppose that your opponent can't see that you can do the damage, but really any opponent who isn't ready to be lightning bolted was doing something wrong anyway.

Font of Inspiration 2UU
Enchantment U
Tap two untapped islands you control: Add UUU to your mana pool.

Design a card which causes you to win the game.

Tom the Mime
2014-08-12, 03:42 AM
Typically you still need a mana cost for morph cards - all other morph cards you can morph then flip or hardcast straight away. I'd recommend 1R as the cost and then you basically get a much more versatile volcanic hammer which should be okay at an uncommon. Maybe make it a sorcery instead to make it a bit less versatile when cast directly from your hand to make up for the fact that it can be a creature if you need it to be (you could still flip it at any time once it was out). Not a bad idea but needs a bit more execution.

I like the challenge here because I have a bit of a soft spot for Energy Tap (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=2152).

Energy Conduit 3U
Enchantment - R
Creatures with fatigue counters do not untap during their controllers untap step
T: Tap an untapped creature you control and put a fatigue counter on it. Add X colourless mana to your mana pool where X is that creatures converted mana cost
X: Remove a fatigue counter from a creature with a converted mana cost of X

Make a card that encourages people to use of basic lands over non-basic lands in a format

TiaC
2014-08-12, 03:50 AM
Font of Inspiration:Well, as written you don't need to control the islands and they don't need to be untapped. Setting that aside, I like it but suspect that it is horribly broken with the right combo. I'm not sure if it's really all that blue. 5/10 (6/10 with obvious mistake fixed)

Energy Conduit: I too have a bit of a soft spot for Energy Tap. You also forgot to limit this to untapped creatures. I quite like this, it is a very blue mana source. 9/10

From the Jaws of Defeat 4UU
Sorcery R
Until the end of target opponent's next turn, if you would lose the game, you win the game instead.
Until the beginning of your next upkeep, you may not pay life.

Urban Elf 1G
Creature -Elf C
T: Add G to your mana pool. If your opponent controls a non-basic land, add GG instead.
1/2

(That second one was a little rushed, I think.)

Make a creature with defender.

Jormengand
2014-08-12, 04:34 AM
they don't need to be untapped.

Uh, yes they do, because you can't tap something tapped, otherwise you could just tap one island forever. In any case, I'll fix the wording to make them your islands.

Anyhow, Crypt Ghast didn't destroy too much, so I'm hoping it won't be too broken.

TiaC
2014-08-12, 04:47 AM
Uh, yes they do, because you can't tap something tapped, otherwise you could just tap one island forever. In any case, I'll fix the wording to make them your islands.

Anyhow, Crypt Ghast didn't destroy too much, so I'm hoping it won't be too broken.

If it looks like "T:" then it has to be untapped. If it is "Tap an X:" then you can tap something that's already tapped. This (http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[%22tap%20an%20untapped%22]) seems to agree.

You're probably right about the balance though.

Blue Ghost
2014-08-12, 12:12 PM
from the Jaws of Defeat: This is an effect that really needs to be done sometime. I don't know how effective it would be though. How many ways are there to force a loss, and are they worth 6 mana?

Urban Elf: I don't think the presence of this card would do much to discourage people from playing nonbasics. It's not worth weakening your mana base to keep an opponent from potentially getting an extra mana. Most of the time this will be a double mana dork for 2, which may not be a good idea.


Wall of Lightning WRR
Creature - Elemental Wall (U)
Defender
Wall of Lightning can block any number of creatures.
"Furt, you go first."
6/1

Next: Create a card based on a food item.

Fortuna
2014-08-14, 04:00 AM
Interesting. Tricky to balance, but my feeling is that it's probably about right - it's quite colour heavy, though, and I might make it 1WR or W{W/R}R (however you order that). Cool concept, and pretty good execution - 9/10 from me.

Jade Coffeepot 4
Artifact - U
0: Untap target tapped creature and put a weariness counter on it. The next time it would become untapped, remove that weariness counter instead.

Next challenger, make a counterspell. (But interpret that as broadly as seems reasonable to you.)

TiaC
2014-08-14, 04:17 AM
I'm not sure if it was intentional to effectively grant all your creatures vigilance, but I don't think it overpowers the card. I quite like this, it has a simple effect that allows for a lot of strategic depth. 10/10, well done.

Unstable Disruption 1U
Instant - U
Counter target spell.
If Unstable Disruption is not the topmost object on the stack, counter it.


(Can I even do a triggered ability that triggers from the stack?)

Make a card with a big risk to it.

Fortuna
2014-08-14, 05:20 AM
It doesn't actually grant all your creatures vigilance. If you attack with a creature, and then use the coffeepot to untap it, then you won't remove the weariness counter until it would next untap - which means that if it has a tap effect, you'll probably remove it (and leave it tapped) at the beginning of your next turn, and otherwise, you might not remove the weariness counter for a couple of turns - the best you get is attack -> untap with coffeepot -> attack next turn -> remove counter in next untap step -> untap with coffeepot again.

Hee. That's a funny card. But it could probably be worded better, since triggered abilities need to use 'when' or 'whenever' - perhaps "Whenever a spell or ability is played while Unstable Disruption is on the stack, counter Unstable Disruption." Still, a neat little twist on counterspells. 8/10.

Mind Swap 4UU
Sorcery - R
Until the end of your next turn, target opponent controls you. Until the end of that player's next turn, you control that player. If you or that player would win or lose the game while one of you still controls the other, the other wins or loses instead.

Next player: Make a Cat.

somethingrandom
2014-08-14, 05:32 AM
House Cat W
Creature - Cat U
T:Tap target human
B,T :Destroy target Rat
0/1

TiaC
2014-08-14, 05:43 AM
You're right, it's not as good. However, it does allow you to both attack and block with the same creature.

Mind Swap is a very cool idea, but the anti-suicide text confused me. Also, you can leave yourself completely open beforehand to grab a win. It's a hard card to judge, but that's what I get for asking for risk. 7/10, mainly for confusion.

Cheshire Cat 1U
Creature - Cat U
UU: Cheshire Cat is unblockable and gains shroud until end of turn.
2/1

Make a green or white Dragon.

Edit: I'll leave judging it to the next person, but you couldn't fit in a T:Destroy target Wizard?

Eternis
2014-08-14, 07:17 AM
House Cat: Adorable, great idea, but why is the activated ability black? That makes no sense.
6/10 (would've been 9/10 likely with the activated ability being white or colourless)

Mr. Snuffles, the Cheshire Cat: Totally legit. I love how the cost for the activated ability is relatively expensive, but it's offset by /being activated/ and the card being a 2/1.
8/10 (It's still a weaker version of invisible stalker, but I considered it an overpowered card anyway.)

Martyr, First Dragon 8WW
Legendary Creature - Dragon MR
Flying, Vigilance
When ~ dies, exile it, then each player returns all artifacts, creatures, and land cards that were put into their graveyard from the battlefield this turn to play.
~ may block any number of creatures.
4/8

Make a Legendary (Hob)Goblin

Jormengand
2014-08-14, 07:36 AM
Above: looks overcosted for what is, essentially, a weaker creature than its cost would suggest with a situational ability that can end up hurting you and over which you have no real control. Given that your opponent can, say, sacrifice a ton of SBAs and then Vindicate your face off... yeah...

Redcloak 5BB
Legendary Creature - Goblin Cleric R
Affinity for goblins.
Goblins you control get +1/+1
X, T: Put an X/X colourless elemental creature token into play.
2/2

Next: Make a god.

Blue Ghost
2014-08-15, 10:03 PM
That's a really weird card. Why would a goblin lord make colorless elementals? Yes, I know that's one of Redcloak's abilities in the comic, but I think you could find a better way to represent him that makes sense on a Magic card.

Heliod, Fallen God 3WB
Legendary Enchantment Creature - God
If you control fewer than five Clerics, Heliod is not a creature.
Whenever a source would deal damage to you, prevent half that damage, rounded down, and put a 1/1 black and white Cleric creature token onto the battlefield.
7/7

Design notes:
This is supposed to represent Heliod some years after his murder of Elspeth comes to light, and the people of Theros have stopped worshipping him. He still draws power from belief, but he no longer counts devotion as he's no longer worshipped anyone but the most fanatical cultists (represented by clerics). He no longer has indestructible, as he has been weakened by the lack of worship. Mechanically, the 7/7 body is meant to make up for the lack of indestructible. Flavorwise, it represents that he's now fighting with all his remaining power, whereas previously he's only appeared as an avatar.

Next: Make a common green sorcery.

Fortuna
2014-08-16, 02:08 AM
Interesting. It's hard to balance - five is a lot of clerics, but he helps turn himself online. However, any reliable way to deal damage to yourself potentially makes him very powerful (although the easiest way to do that is usually to ping everything, which removes the tokens he makes). It's probably okay, but makes me very nervous. I'd say 8/10.

Blossoming Rites G
Sorcery - C
Until end of turn, lands you control have every basic land type in addition to their other types. Draw a card.

Next person: Make a spell with X in its cost.

Anubis Dread
2014-08-16, 10:39 AM
That's an interesting one. My gut reaction is that's it's slightly too efficient, but since it's only fixing rather than acceleration even if it was too powerful it would still be pretty far down the ladder. It would fit in well with a multi-color set for certain. It's also really cute with creatures and effects that use basic land types. 9/10, and it was tempting to give a perfect score.

Revenge of the Weak XWWW
Sorcery R
Exile all creatures with power X or greater.
"As the lowly shephard whimpered and shook in fear, a great light blast across the horizon. The giants, who stood tall, were erased by its fury, but the lowly shephard was spared."
-Book of Heliod

Challenge: Create a card called Defenestrate.

Jormengand
2014-08-16, 12:59 PM
^: It seems to be a bit much. It's basically an "Exile all creatures" for 3, which is not on, (http://magiccards.info/query?q=!Merciless+eviction&v=card&s=cname) or you can pay more to stop it hitting your own weenies.

Defenestrate 1R
Sorcery - U
As an additional cost to play defenestrate, sacrifice any number of artifacts you control. For each of those artifacts, deal damage to target creature or player equal to the converted mana cost of that artifact.
"The bigger they are, the harder they fall" has two meanings.

V: Create a creature with a Converted Mana cost of at least 12.

Fortuna
2014-08-16, 05:03 PM
Wow. That's... a hell of a finisher. In an artifact-heavy deck, that could easily be very high damage for comparatively cheap. I think it should be a rare, particularly if the block is at all artifact themed, and probably cost 3R rather than 1R. 7/10

The Sleeper 15
Legendary Creature - Horror MR
Suspend 10: 3
At the beginning of your upkeep, if The Sleeper is suspended, you may sacrifice a creature. If you do, remove a time counter from The Sleeper.
You may choose not to untap The Sleeper during your untap step.
The Sleeper cannot have haste.
1: Exile The Sleeper. Return it to play under your control at the beginning of your next upkeep.
T: You control target player so long as The Sleeper remains tapped.
0/15

EDIT: Yeah, I see your points. Looking back at it, I'd probably remove the sacrifices - which make it a bit busy - and just leave it with a high Suspend count. Maybe even remove its casting cost. The exile for 1 is an important part of it, though - unlike the big Eldrazi, The Sleeper doesn't actually do anything other than draw hate when it happens - it needs to come into play and stay in play to do anything. You might have a point about the toughness, though - that could probably go to 5, or even 3 or 1, to allow your opponent to struggle to deal with it for longer.

Ah well. We live and learn.

Next up, design a spell that casts another spell!

BillyDeeWilliam
2014-08-16, 08:48 PM
A very interesting idea, and one I'd love trying to build a deck around. My problem with it is that it's both too cumbersome and too noninteractive. Suspend wasn't a great mechanic to begin with, but there are several cards from Time Spiral that allow you to remove time counters from cards. Thus, combined with the sac method, you could have this out by turn four or so (I'm not certain of that). And with a U/G control deck plus mana accel, it'll be pretty easy to make the game last that long. I think it would be much better to have a way for the opposing player to add time counters.

Also, the ability to exile it for one seems too powerful. Sure, you might have to keep removing it, and therefore never actually use its ability, but that's a great way to cause all your enemy's removal to fizzle, and is super cheap. And the enemy is essentially forced to constantly respond, or else you'll tap it and the game will be over. Once it's tapped, there is no way whatsoever for the opponent to take control of him or herself again, and so they have to respond the turn it comes into play, and even then it'll still be hanging over their heads. In short, if you get it into play, it's only really luck that will save them, especially if they're not playing a color with a lot of good removal (like green, red, or white, excepting the likes of Path to Exile). 15 toughness is also a little too much, since it makes it virtually impossible to burn unless you can copy spells a bunch. Also seems like it should be an Eldrazi, considering that it's a colorless horror. 8/10 for sheer insanity. Now, onto my card:

Desperate Domination X1UR
Instant-R

Target player reveals his or her hand. You may cast a spell in that player's hand with converted mana cost X or less without paying its mana cost. If it is a creature spell, you control the creature.

What's the worst that could happen?
- Last words of Timion the Mad, Izzet test caster.

Next challenge: create a wedge planeswalker, ala Khans of Tarkir.

Blue Ghost
2014-08-18, 12:45 AM
I like it! I'm not a fan of colorless casting costs alongside Xs, but other than that, this seems like a really fun and fair card.

The Zendikar Coalition 2GWB
Planeswalker - Nissa Sorin Gideon (M)
+2: Until your next turn, spells and abilities your opponents control can't cause you to sacrifice permanents.
-1: Creatures your opponents control get -1/-1 until end of turn.
-8: Exile all creatures. You get an emblem with "Your opponents can't cast creature spells with converted mana cost 6 or higher".
Loyalty 5

Next: Create a double-faced commander.

Fortuna
2014-08-18, 02:48 AM
Honestly kind of... underwhelming. A card representing three Planeswalkers working together ought to make Timmy's eyes light up like five Christmases came early. This, however... the +2 leaves a window for instant speed and doesn't protect you in your upkeep at all, the -1 is passable, and the -8 is devastating in some cases but utterly ignorable in others. It seems to have been designed as the anti-Eldrazi card, and I guess it does that, but it's just kind of... bland, which is never a word that should be applicable to any Planeswalker card. 6/10.

Wolf-Raised Chieftain 3RG
Legendary Creature - Human Werewolf Warrior MR
When Wolf-Raised Chieftain attacks, if no spells have been cast this turn, you may transform any number of Werewolf creatures you control.
Other Werewolf creatures you control have +2/+0.
5RG: Put Wolf-Raised Chieftain onto the battlefield from the command zone, then transform it.
At the beginning of each upkeep, if no spells were cast last turn, transform Wolf-Raised Chieftain.
5/4

///

Man-Scarred Alpha (Red-green colour indicator)
Legendary Creature - Werewolf MR
Other Werewolf creatures you control have +2/+2.
Spells you cast are not counted when determining how many spells have been cast.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Man-Scarred Alpha.
6/6

Next player, make an engine (a card that converts one resource - mana, permanents, cards in hand, life, whatever - into another).

BillyDeeWilliam
2014-08-18, 02:18 PM
Super cool. Tribal is my favorite. Werewolf tribal was a deck I always wanted to build, but I never felt brave enough to confront the transform mechanic (especially considering that I only ever play with proxies printed off the internet). And this definitely buffs the werewolf tribe a lot, though I question the Commander-only function (forgetting, for a moment, that the challenge was to create a transforming commander). Apart from not being a fan of Commander, werewolf tribal seems weak in Commander, considering it's singleton and werewolves only really exist in Innistrad, though I really have no idea since, again, I don't play commander. I also think I'd simplify the "Spells you cast are not counted when determining how many spells have been cast" to something like "You choose whether Werewolf creatures you control transform." Of course, that raises interaction issues with the almost-as-badass Immerwolf. Now, my engine:

Mustering Ground 1RW
Enchantment-R

1RW: Put a 1/1 red and white Soldier creature token onto the battlefield.

Soldiers you control get +1/+1.

{R/W}: Soldiers you control gain first strike or haste until end of turn.

The crucible of the Legion's might.


Next challenge: Make a card using the new Raid mechanic from Khans of Tarkir, like Mardu Heart Piercer (http://www.magicspoiler.com/khans-tarkir/). If you couldn't tell already, I'm super excited about this new block. I've wanted to make a non-Commander wedge deck since I made a treefolk deck based on Doran the Siege Tower.

Dr.Gunsforhands
2014-08-24, 01:36 AM
Mustering Ground does its job well, but feels a bit clunky in the process... I found myself wondering what sets it apart from every other soldier-token generator, and it's clear that the real star of the show is the ability to give all of your creatures +1/+1, first strike, and haste every turn for a very reasonable price. The first strike-or-haste ability does seem a little off to me, though. It's cheap, yet it applies to all of your creatures at once, but then again you have to activate it twice if you want to give the token haste... ick. I'd rather have those things as static abilities, even if it means the enchantment itself would have to cost more, just to make it less complicated. Or you could just make the tokens themselves come with first strike and haste; there's no law against it or anything, and it might feel better than putting that 1-mana tax on all of them.

Anyway, I don't think I really like the Raid mechanic, but here we go:

Battlefield Necromancer 2BB
The sun has set on a corpse-strewn plain. A dark-haired woman in the Mardu cloth-and-breastplate armor is on the ground, stoically examining the body of a fallen comrade, waving over a couple of mounted mooks in the background to help lift and carry him. Her own horse - black, naturally - is also in the shot.
Creature - Human Wizard U
Raid - When Battlefield Necromancer enters the battlefield, if you attacked with a creature this turn, return the top creature card of your graveyard to your hand.
"This one's got a bit of fight left in it."
3/3

Next Challenge: Make a card that makes your opponent discard.

TiaC
2014-08-24, 02:05 AM
Nice simple card, the effect plays very well with raid. I fully expect to see something like this in the set. My only complaint is that this feels like a common. 8/10

Intellect Drain 3UB
Sorcery U
Draw X cards, where X is 3 minus the number of cards in target player's hand, then that player discards three cards.


Make a common combat trick.

Jormengand
2014-08-24, 05:23 AM
^: Please explain what you actually mean when giving your challenges, so I know what you're on about. I assume you mean a common instant that does stuff to modify combat?

As written, you're either drawing negative cards, or they're not discarding as many cards as you would like. I'm not honestly sure how your card is meant to work.

Retreat 1W
Instant - C
Untap target attacking creature you control. It's no longer attacking. If it was being blocked by a creature, it stops being blocked by that creature.

Next: Create a card that allows you to see something you normally can't see.

TiaC
2014-08-24, 06:22 AM
^: Please explain what you actually mean when giving your challenges, so I know what you're on about. I assume you mean a common instant that does stuff to modify combat?

Exactly, sorry.


As written, you're either drawing negative cards, or they're not discarding as many cards as you would like. I'm not honestly sure how your card is meant to work.

If they have 3 or more cards, they discard three. If they have fewer than three, they discard their hand and you draw cards enough to make up the difference. I used similar wording as The Rack, so I think the matter of negative numbers isn't a problem.

As to Retreat, it ends up being a weaker effect than regeneration most of the time. I think this is too likely to result in card disadvantage. Could definitely be stronger. 4/10

Unscrupulous Spymaster 1U
Creature - Human Rogue U
2/U:Look at target player's hand or the top card of their library. Any player may play this ability.
1/2

Make a one-cost 1/1.

Fortuna
2014-08-24, 06:43 AM
Nice. Simple, gives you an edge if your opponent doesn't have blue and it's cheap enough with a good enough body to be okay even if they do. 9/10.

Flameling R
Creature - Elemental U
Defender
R: Flameling gets +1/+0 until end of turn.
1/1

Next player, make an equipment.

Jormengand
2014-08-24, 10:08 AM
That works, I suppose, although... I worry that it's not useful enough. I mean, 1-drops include a 1/1 flying, a 1/1 which gains +1/+1 when you play a human, and a 1/1 which can tap to give you a hit point. When you have a defender who has to spend mana to buff his attack (thereby pretty much ignoring the entire point of being a 1-drop), it's not exactly very good.

The Fellblade 6
Legendary Artifact - Equipment MR
Equipped creature gets +10/+0 and has deathtouch. During your upkeep, put a -1/-1 counter on equipped creature.
Eqiup 6
Even the wielder must succumb to its baleful effects.

Next: Create a mythic rare which only has a maximum of 12 words in its text box (apart from reminder text and flavour text).

Dr.Gunsforhands
2014-08-25, 10:55 PM
Fellblaaade, why are you giving that creature Deathtouch when you've already given it +10 attack? Did that not strike you as redundant? Are you planning on equipping a creature with trample? Because that seems like it'd get out of hand in a hurry. ...actually, my main problem is that this card is trying to be two things at once. As it stands, the drawback doesn't really matter; if you can equip this to a Tormented Soul and attack with it, either it or your opponent will usually be long dead before your upkeep rolls around to enforce the flavor text. It might be a bit undercosted for the sheer amount of damage it can deal, too. It's okay to have something that your opponent simply has to deal with before your next turn, but I think this one needs a bit of refining still.

EDIT: I think I may have figured out how to make this work:

Elspeth, Keeper of Faith 5WW
Planeswalker - Elspeth MR
+2: Gain 8 life.
+0: Exile target creature.
-15: Win the game.
Loyalty: 7
Elspeth, Keeper of Faith 1WW
Planeswalker - Elspeth MR
+2: You gain 5 life
-12: You win the game.
Loyalty: 4

Elspeth, Keeper of Faith 3WW
Planeswalker - Elspeth MR
+2: You gain 5 life
+0: Target creature gains Defender. (This effect doesn't end at end of turn.)
-15: You win the game.
Loyalty: 3

Next challenge: Create a card with variable colors. (So, it may be green in some circumstances but blue in others for whatever reason.)

Blue Ghost
2014-08-26, 02:47 PM
Even at 7 mana, this seems really strong. A free exile every turn could get oppressive. But my main concern is the aesthetics. The abilities don't fit together in any meaningful way, and the terseness feels like a gimmick rather than something the card naturally wants.

Prism Golem 4
Artifact Creature - Golem (U)
At the beginning of your upkeep, Prism Golem becomes the color of your choice other than its current color.
Prism Golem has protection from spells and permanents that share a color with it.
4/4

Next: Make a dual land.

BillyDeeWilliam
2014-08-26, 03:42 PM
Pretty cool. It's a good way to get around your opponent's pesky control, and potentially a good finisher for control. And although I don't build artifact decks, I'm sure there's plenty of fun shenanigans, color based and otherwise, that this card would enable to be had. Now, my card:

Living Library-R
Land

T: Add U or G to your mana pool. Whenever Living Library is tapped for mana, exile a card from your graveyard. If you can't, pay 2 life.

3UG: Until end of turn, Living Library becomes a */* blue and green Avatar creature with power and toughness equal to the number of cards in your hand.

The seat of an ancient and mighty intelligence.

And this isn't for the challenge, just for fun, but I wanted to make a super wedge land because, as you all know by now, I'm super excited for Tarkir.

Frontier Fortress-R
Land

Frontier Fortress comes into play tapped.

T: Add U or G to your mana pool. If this mana is used to cast a non-creature spell, you may cast that spell as though it had flash.

T: Add R or G to your mana pool. If this mana is used to cast a creature spell, that creature gains haste or trample until end of turn.

We have been at the mercy of the khans for too long. Now they will know our fury.

Next challenge: Create a card using a little-used or old keyword (like Flanking (http://magiccards.info/query?q=o%3Aflanking&v=card&s=cname) or Delve (http://mtgsalvation.gamepedia.com/Delve)) or creature type (like Pirate (http://magiccards.info/query?q=t%3A%22pirate%22&v=card&s=cname))

TiaC
2014-08-26, 04:00 PM
I think the 2 life cost is a bit steep. I like the manland aspect. There isn't really any synergy between the abilities though. 6/10

Hopeful Summoning XUU
Instant U
Cascade
Buyback 2

Make a mythic rare that has only keywords and ability words.

Jormengand
2014-08-26, 04:37 PM
Doesn't work properly. Cascade cares about your CMC, not your MC, so the X is useless. If it worked, it would be a fairly decent card, even though I don't think I'd use it.

Strategem 6WWUU
Sorcery - MR
Convoke
Scry 10
The best plan is so convoluted that any description of its design will be unbelievable. Reason, our most cherished virtue, is also our greatest disguise.

Yes, the name and flavour text are cribbed from WoO, but the effect isn't. On that note,

V: Create a card that makes someone take an extra turn.

Fortuna
2014-08-26, 04:46 PM
I think that's in the wrong colour - its nature of "Feck it, let's see what's on top!" suggests red to me, not blue. Besides that, though, it's good - the buyback is a nice touch, ensuring that if you cascade into it you still have a chance to actually use it, where otherwise it would face some messy antisynergy. Put it in red and you've got a very nice card.

Relentless Horror 5BB
Creature - Horror MR
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
5/5

Next up, make a burn spell (a spell that only or primarily deals damage).

TiaC
2014-08-26, 04:48 PM
Doesn't work properly. Cascade cares about your CMC, not your MC, so the X is useless. If it worked, it would be a fairly decent card, even though I don't think I'd use it.
Not quite.

202.3b When calculating the converted mana cost of an object with {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.

BillyDeeWilliam
2014-08-26, 04:57 PM
Crap! I knew I should have looked back before posting this. In any case, this is in response to thisisacat's Hopeful Summoning at the end of page 3.

Yeah, I totally forgot about synergy. I was just thinking about a finisher for U/G control. As to your card, I never really liked cascade, and it feels too recent and prominent, given the fracas over Bloodbraid Elf (http://magiccards.info/query?q=bloodbraid+elf&v=card&s=cname). Cascade's also not a mono color ability. Nevertheless, I do like the card itself. It reminds me of Desperate Domination, which I made a week or so ago. It's always fun (but not always game-winning) to take that kind of plunge, and buyback gives you a nice little means to hedge your bets. That's also part of why I feel like the card would have been more flavorful as blue/red. Still, a fun concept. 7/10.

Akroma, Angel of Gaea-2GGGGGG
Legendary Creature-Angel; MR

Trample, vigilance, chroma, protection from blue and from black.

Landfall-Whenever a land enters the battlefield under your control, creatures you control get +2/+2 and trample until end of turn.

*/*

Also made a new version of Living Library, to make it more synergistic, although now it might be too complicated (and noncompliant with Blue Ghost's challenge):

Living Library
Land; R

T: Add 1 to your mana pool.

T: Draw a card. Exile cards from your graveyard equal to that card's converted mana cost. If you can't, exile your graveyard and pay 5 life.

3UR: Until end of turn, Living Library becomes a */* green and blue Avatar creature with power and toughness equal to the number of cards in your hand.

Next challenge: Make a legendary creature inspired by a character from science fiction or fantasy (other than OotS or MTG).

Jormengand
2014-08-26, 05:03 PM
Not quite.

Ahh, okay. Fair enough.

^^: You could just give it indestructible, because the +1/+1 and -1/-1 cancel out. In any case, I'm not sure, but I feel a 5/5 indestructible for 7 is about okay.

^: Um, okay, but... whuh. It looks like she's trying to do too much stuff at once.

^^:

Transdimensional lightning bolt 4R
Instant - R (Un-set)
Deal 5 damage to a creature or player in a game you can see from your seat.

^:

Indrick Boreale 2WWRR
Legendary creature - Human Marine MR (Un-set)
T, yell "SPESS MEHRENS" at the top of your voice: put a 3/3 white human marine token into play under your control.
3/3

V: Create a card that gives someone an extra turn.

BillyDeeWilliam
2014-08-26, 05:13 PM
I think that's in the wrong colour - its nature of "Feck it, let's see what's on top!" suggests red to me, not blue. Besides that, though, it's good - the buyback is a nice touch, ensuring that if you cascade into it you still have a chance to actually use it, where otherwise it would face some messy antisynergy. Put it in red and you've got a very nice card.

Relentless Horror 5BB
Creature - Horror MR
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
5/5

Next up, make a burn spell (a spell that only or primarily deals damage).

I like the combination of undying and persist, but it's not clear which would trigger first. You'd need to change persist, probably, so that the card only has persist as long as it has a +1/+1 counter on it. Thus, when it dies for the first time, it comes back with the undying buff. When it dies again, with the +1/+1 on it, it comes back with the persist debuff. Not perfectly executed, but a fun idea to make a really persistent creature. 7/10.

Gathering Storm-2RR
Instant; MR

Replicate-R (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)

Gathering Storm deals 3 damage to target creature or player.

It's only a few clouds. Stop scrambling.
-Last words of Kallana, Conclave Templar

@ Jormengand: Oh man. Unsets and Warhammer 40K? A poster after mine own heart. Warhammer is one of my favorite science fiction/fantasy universes ever (though I don't play tabletop), and I've been bitching to anyone who will listen lately that we're far overdue for a new unset. The cards themselves are kinda iffy, but they're trollish and just plain funny, respectively, so you get an 11/10.

And since my card creating machine is little worn out right now, I'm going to pass the buck for your challenge to the next poster.

Next Challenge: Jormengand's: Create a card that gives someone an extra turn.

Tom the Mime
2014-08-26, 07:13 PM
The replicate cost seems far too small - when it's replicated once it's tolerable for its rarity at 6 partially splittable damage for 5 mana but past that it gets out of hand. I think you probably compared the replicate cost with lightning bolt and thought it was okay to copy it at 1 mana on a spell which is otherwise overcosted but forgot to take into account the card advantage. 3/10

Time dilation - 5
Artifact R
At the beginning of each players end step, that player takes an additional turn. Skip the end step of the additional turn.


Don't think I phrased it well but it's meant to be like howling mine but for turns, not cards. It's probably be very abusable but it could be interesting.

Next challenge: Make an uncommon equipment card

Anubis Dread
2014-08-26, 08:48 PM
This card is interesting to say the least. It's very powerful, and very abusable, but it's hard to pin down how much of each it is. It's important to note that you get the first additional turn, and also that if you use an extra turn card during the extra turn, you get a third turn followed by this triggering a fourth turn. Which is pretty damn nuts, this is basically an instant win combo with anything that grants additional turns. Ironically I can also see it as an incredibly powerful finisher in Red Deck Wins - just one more combat phase can make or break a game after all. 6/10 - a bit too powerful, but interesting regardless.

Enforcer Suit 4
Artifact - Equipment U
Equipped creature is a 3/3.
Living Weapon (When Enforcer Suit enters the battlefield, but a 0/0 Black Germ token onto the battlefield and attach Enforcer Suit to it.)
Equip 4

Challenge: Create a card that involves random chance.

BillyDeeWilliam
2014-08-26, 09:25 PM
The replicate cost seems far too small - when it's replicated once it's tolerable for its rarity at 6 partially splittable damage for 5 mana but past that it gets out of hand. I think you probably compared the replicate cost with lightning bolt and thought it was okay to copy it at 1 mana on a spell which is otherwise overcosted but forgot to take into account the card advantage. 3/10

Time dilation - 5
Artifact R
At the beginning of each players end step, that player takes an additional turn. Skip the end step of the additional turn.


Don't think I phrased it well but it's meant to be like howling mine but for turns, not cards. It's probably be very abusable but it could be interesting.

Next challenge: Make an uncommon equipment card

Wow. 3/10? Really generous of you. You may have noticed that it was a mythic rare, and more to the point, I don't like X spells much because they're too expensive and don't really improve as you pump mana into them. Mine, I think, is a real finisher without having to resort to a lot of ridiculous copying, which is hard to set up. I apologize if I sound snippy, but it just seems like people are too critical of things other people create for fun. None of us, I don't think, claim to be actual designers.

Anyway, I feel like Spike (http://mtgsalvation.gamepedia.com/Spike#Spike) would enjoy your card too much. With mana acceleration or in a decent artifact deck, it could come out on turn 2, and it's all down hill from there. In the right deck, it could guarantee a turn three win in a non-aggro deck. Artifacts are already strong enough. And skipping the end step creates weird interaction issues with the Cleanup Step (http://mtgsalvation.gamepedia.com/Cleanup_step), which is not very well known but is pretty important. Depending on the ruling(s) this card would undoubtedly receive, it could let you abuse any spell the effects of which end with the end step. Notably, any creature you have to sacrifice at the end of turn survives. And, if you wanted to make a Holwing Mine for turns, you could have made it more interactive by giving it the same 'if untapped' condition. Giving everyone extra turns so profligately is also a good way to end up with a drawn out and frustrating game. On the other hand, it could be interesting if it was just an artifact or enchantment that had 'Sac: Target player takes an extra turn after this one.' Currently, in modern, the going rate for an extra turn is indeed five mana (http://magiccards.info/m10/en/75.html), and having it in your back pocket on the battlefield would be cool. It being an artifact is still an issue, since, again, artifacts don't really need any more power. But I do like the idea of an extra turn version of, say, Seal of Fire (http://magiccards.info/query?q=seal+of+fire&v=card&s=cname). I don't think there's necessarily anything wrong with the phrasing, which is probably cribbed from Lighthouse Chronologist (http://magiccards.info/query?q=seal+of+fire&v=card&s=cname). Regardless, giving anyone extra turns is a clunky concept that's hard to express in rules-y terms.

Spellshaper Longbow-1UR
Artifact-Equipment; U

Equipped creature has "1, T: Discard a card: Equipped creature deals 3 damage to target creature or planeswalker."

Equip-UR

You'd be forgiven for thinking it was just a bow. But you may not survive it.

@Anubis

Unspectacular, but solid. From a flavor standpoint, I love living weapons (very Phyrexian and evil-seeming), though I don't personally use them. If it had been me making this cardn, I might have tried to vary the flavor a bit by making it a 0/0 white Spirit or something (since there's nothing specific to connect it to Phyrexia and therefore no reason why it has to be evil), but that possibly causes tribal issues. Still, excellent for artifact decks that need some time to get going. Cheaper than Batterskull, but tougher than most other living weapons. My response to your challenge doesn't involve a ton of random chance, but it's something that I've been kicking around for a while and want to see what people think:

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

Next challenge: Make a non-creature tribal spell (tribal instants, sorceries, and enchantments).

somethingrandom
2014-08-27, 03:30 AM
Not sure how to judge this one. I don't like it his +2 ability seams like it could make tactical play difficult if not impossible for your opponent. Which when it is repeatable seams very powerful for 5 mana 4/10 (I am aware I may be being rather harsh)

one that works for this challage and the one before it
Just on of the crowd 2R
Enchantment
If a spell or ability targets a creature you control it targets a random creature you control that shares a creature type with that creature(only include valid targets as possible targets). (If a goblin was targeted with an efffect that targets a non black creature the effect would instead target a non black goblin you control)

Challange: make a goblin that is not red or black.

AgentPaper
2014-08-27, 03:42 AM
one that works for this challage and the one before it
Just on of the crowd 2R
Enchantment
If a spell or ability targets a creature you control it targets a random creature you control that shares a creature type with that creature(only include valid targets as possible targets). (If a goblin was targeted with an efffect that targets a non black creature the effect would instead target a non black goblin you control)

Don't forget to judge the card above you, and provide a new challenge (just edit them in).

Fortuna
2014-08-27, 09:05 PM
Not sure how to judge this one. I don't like it his +2 ability seams like it could make tactical play difficult if not impossible for your opponent. Which when it is repeatable seams very powerful for 5 mana 4/10 (I am aware I may be being rather harsh)

one that works for this challage and the one before it
Just on of the crowd 2R
Enchantment
If a spell or ability targets a creature you control it targets a random creature you control that shares a creature type with that creature(only include valid targets as possible targets). (If a goblin was targeted with an efffect that targets a non black creature the effect would instead target a non black goblin you control)

Challange: make a goblin that is not red or black.

Your wording needs work - something like this needs to be a triggered ability, and this isn't worded right for that. Better would be "When a creature you control becomes the target of a spell or ability, choose new targets for that spell or ability at random from creatures you control that share a creature type with that creature". As to the effect, I'm not sure about it; it seems very powerful in the right deck for its cost, but on the other hand, it does nothing about what would traditionally be the best answer to that deck - wrath. Still.... I would be more comfortable with it as an activated ability, I think.

Grikk, the Redeemed 2WW
Creature - Goblin Monk R
First Strike
If Grikk, the Redeemed would deal damage, prevent that damage and prevent the next X damage that would be dealt to target creature this turn, where X is the amount of damage Grikk would have dealt.
4/4

Next player, make a card without a mana cost (Nonexistent mana costs can't be paid.)

Jormengand
2014-08-28, 02:39 AM
Having read this... I'm concerned that it's a bit too good at blocking.

"Uh, excuse me, that 7/7 you have there? Yeah, I'm going to block it. Yes, every turn. And yeah, I do cost only 4."

Deathtrap assassin
Artifact creature - assassin construct R
Deathtouch
Morph (Play this card face-down as a 2/2 creature for 3)
When this creature blocks or becomes blocked by another creature, flip it face up.
1/1

V: Create a card that changes another card or cards' type (not subtype).

BillyDeeWilliam
2014-08-28, 11:49 AM
Okay, I love everything about this card. It's super simple and really effective, and having no mana cost is cool in general, even though its the challenge. It might be a little too powerful, since it basically has no mana cost, at least when the time comes to actually kill. I never know how to evaluate the impact of the 3 colorless cost to initially play a morphed creature face down (since I've never really made a deck with morph), but from the comments I've received on morph cards I created last week, I think it's pretty negligible.

Setessan Enchanter-2GG
Creature-Human Druid; R

G: Target noncreature enchantment becomes an enchantment creature with power and toughness equal to its converted mana cost until end of turn.

Heroic: Whenever you cast a spell that targets Setessan Enchanter, enchantment creatures you control get +1/+1 until end of turn.

2/4

Next challenge: Create a nonblue or multicolored Pirate (http://magiccards.info/query?q=t%3A%22pirate%22&v=card&s=cname).

Anubis Dread
2014-08-28, 06:24 PM
Wow this thing is incredibly efficient. A 2/4 for 4 is about the turning point for 'is this thing at least moderately efficient for its size', and then that ability has some crazy potential. Most things that have the potential to creature huge beat sticks out of nowhere (ala Tezzeret) are either more expensive, one use, or have some limitation like tapping. This however can make as many beat sticks as you have mana, and they can be nasty.

The thing that saves it though is the card type - enchantments are notoriously hard to cheat out, unlike artifacts, and are also underwhelming when not auras. And Auras die and go to the graveyard the turn after their animated since they fall off of the creature their enchanting if they turn into a creature and then don't reattach at the end of the turn. Not sure if that's a bug or a feature though :smallconfused:. Powerful but niche is a great place to be, so 8/10.

Redsea Raider R
Creature - Human Pirate C
Islandwalk
"Mountain banditry is good and all, but it's just the kiddie pool. The open sea, now THAT'S where it's at!"
2/1

Challenge: Make a card with Cascade

Tom the Mime
2014-08-28, 06:26 PM
Having read this... I'm concerned that it's a bit too good at blocking.

"Uh, excuse me, that 7/7 you have there? Yeah, I'm going to block it. Yes, every turn. And yeah, I do cost only 4."

Wall of stone can do that for even less even if it is a bit less versatile in being able to keep attackers and other creatures alive if it's not needy for a fatty.

Blue Ghost
2014-08-28, 10:11 PM
I applaud the choice of a pirate in red. I feel that red and black are much more in flavor for pirates than blue. It's a nice simple common, and islandwalk is a perfect ability for it. That said, 2/1 for a 1-drop red common with no drawback is really rather strong. Bump it up to 1R, and it'll be perfect (if a lot less exciting).

Asha's Favor 2GW
Enchantment
Cascade
At the beginning of your upkeep, gain 4 life and return Asha's Favor to your hand.

Next: Make a card based on your favorite video game.

Keledrath
2014-08-28, 11:11 PM
Looks fun. I'm only vaguely familiar with Cascade, since it hasn't been in print since I started playing, but my understanding is that they are generally overpriced because Cascade is a great effect.

Cael Hammer 3
Artifact Equipment R
Equip 2
Equipped Creature gets +4/+0 and Trample
When Equipped Creature attacks, destroy all Walls

"Gods ain't gonna help you son" Rucks

Challenge: Make a card using both Bushido and Ninjitsu

BillyDeeWilliam
2014-08-28, 11:35 PM
First, welcome. We can always use new blood. Check out the other (http://www.giantitp.com/forums/showthread.php?365285-MtG-You-Make-the-Card-III-Wrath-of-the-Khans) card creation (http://www.giantitp.com/forums/showthread.php?284678-Magic-the-Gathering-You-make-the-Mini-Set!) threads while you're about. Thanks also for a great challenge. The card below may be my favorite card I've ever made.

I don't play Bastion, so I'm not sure how the flavor lands in that universe, but I like it in general. It's a good equipment, maybe a little too reminiscent of Loxodon Warhammer (http://magiccards.info/query?q=loxodon+warhammer&v=card&s=cname) and/or Behemoth Sledge (http://magiccards.info/query?q=behemoth+sledge&v=card&s=cname), but both of those are some of my favorite equips ever, and they're both from before you played, if Cascade hasn't been in print since you began. It might be a tad undercosted, but I generally make cards that are either overpowered or undercosted myself, so I can't really criticize on that ground, and I'm a sucker for incremental powercreep anyway. The wall effect is really situational, since not a lot of decks run walls. That said, there are some excellent (http://magiccards.info/query?q=wall+of+denial&v=card&s=cname) walls (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=270314) that could make some super irritating control decks even more irritating, or help with mana ramp (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193610). This card would probably be great as a sideboard, especially in metalcraft or equipment decks.

Kenshin Battle-Mind 1UUR
Legendary Creature-Human Samurai Ninja; R

Bushido 2, Ninjutsu 2UUR

Whenever Kenshin Battle-Mind enters the battlefield tapped and attacking, you choose which creatures block this combat and how those creatures block.

Whenever a creature blocking or blocked by Kenshin Battle-Mind dies, draw cards equal to Kenshin Battle-Mind's Bushido number.

Duty and cunning are not mutually exclusive, my Lord Konda.
-Upon his dismissal from the Eiganjo Guard.

2/1

Next challenge: Create a card using the Cipher (http://magiccards.info/query?q=o%3Acipher&v=card&s=cname) mechanic. Don't worry about colors, though. Dimir always bored me, except for the thought-sucking vampires.

Ramza00
2014-08-29, 12:13 AM
Previous Card
Kenshin Battle-Mind 1UUR
Legendary Creature-Human Samurai Ninja; R

Bushido 2

Ninjutsu-2UUR

Whenever Kenshin Battle-Mind enters the battlefield tapped and attacking, you may have up to two target creatures block it.

Whenever a creature blocking or blocked by Kenshin Battle-Mind dies, draw cards equal to Kenshin Battle-Mind's Bushido number.

Duty and cunning are not mutually exclusive, my Lord Konda.
-Upon his dismissal from the Eiganjo Guard.

2/1

It just feels like too clunky of a card and just too messy with interactions and just asking for headaches. If it plays like it should it will be up to 4 cards drawn for 5 mana but you also unsummon one of your cards and you have a 6/5 for 1 turn that becomes a 2/1.

But what happens when you were attacking with two creatures originally a 6/6 and a 1/1. The opponent has two defenders lets call them 4/4. The 1/1 is unblocked while the two 4/4s block the 6/6 so you ninjutsu and summon your ninja and chose the triggering effect to attack those 4/4s at the same time your 6/6 is attacking. Thus you get to do 12 damage in a way you chose and he gets to do 8 damage in a way you chose? You get to draw 4 cards since you decide the split up the damage 6 and 6 on the two defenders and you either lose your ninja and your 6/6? It is legal and makes sense but it is just clunky for the sake of clunky.

----

Now lets say we just have a 6/6 attacking two 4/4s. The defender wants to save those two 4/4s due to their special abilities so he choses to eat the 6 damage. Then you use ninjutsu and swap the 6/6 with your 2/1 ninja you chose to trigger those 4/4s and force them to block. You can kill 1 and draw 2 cards while you lose your ninja in the trade.

But lets make it more complicated. Lets add doomblade into this. Lets say you swap the 6/6 with your ninja, you force the person to block, this triggers bushido so you put your ninja to 6/5, now before damage is done you interupt with your instant doomblade. Now remember declaring blockers is a seperate step from doing damage. Yet the creatures are considered block triggering the effect about bushido pumping them up and how much cards you get (thus 4) but you doomblade one 4/4, and now the 6/5 is running in the 4/4 and bashes it in. Now you draw 4 cards have a 2/1 ninja on the field.

But if you said doomblade just a second too late when damaged is dealt you now lose your ninja and the blocker loses his 4/4.

But if you doomblade before activating your ninjutsu and the ninja is on the field then you only draw 2 cards, the ninja is a 4/3 and it dies when it hits the 4/4 (its a trade)

----

In sum the card is clunky and asking for headaches. It is not bad from a balance perspective and you can do interesting things with it, but when you have to bring out the rule lawyering book and have to be very precise when you trigger the effect the game is no longer fun to me and I think most magic players. Instead of playing a game you are creating a headache.

-----

RRUU
Shock Tactics
Sorcery-R
* Deal 2 damage to target creature or player
* Return target permanent to its owner's hand
* Cipher
They came from...behind

Challenge: Make a three color card that does not follow the shards of alara, the card must possess abilities of all three color in the color wheel. For simplicity sake this means

Red + white + blue = Jeskai (clan on Tarkir) or Raka (from Apocalypse)
Red + white + black = Mardu (clan on Tarkir) or Dega (from Apocalypse)
Green + blue + black = Sultai (clan on Tarkir) or Ana (from Apocalypse)
Blue + red + green = Temur (clan on Tarkir) or Ceta (from Apocalypse)
Black + white + green = Abzan (clan on Tarkir) or Necra (from Apocalypse)

Fortuna
2014-08-29, 08:20 PM
(Pssst. You're supposed to critique the previous card.)

Seems potentially quite strong. That repeatable bounce, put on something unblockable, hurts the ability to keep board presence a lot, particularly expensive board presence. Add in the shock, which is either thinning out the blockers or just punching them in the face, and I feel like this is a bit undercosted.

Caller of the Horde 4WBR
Creature - Human Warrior Cleric R
When Caller of the Horde enters the battlefield, put two 1/1 red Warrior tokens with haste into play.
1B, T, sacrifice X non-Zombie creatures: Put X 2/2 black Zombie Warrior tokens into play.
Whenever a creature enters the battlefield under your control, each other creature you control that shares a creature type with it gets +1/+0 until end of turn.
2/5

Next player, design a creature with at least eight power.

Ramza00
2014-08-29, 10:23 PM
For a 7 mana card it is alright I think on the power scale and flavor. In future turns it can get quite silly but not on the turn it is played for it needs new creatures to hit the field or mana to pump it.

The biggest effect is all your warriors already on the field get +3/0 due to 3 warriors hitting the field, and you also gain two new +3/+1 creatures to attack with. Talk about a boros swarm if you accrued enough tokens/creatures already and that is the first turn.

On the second turn it get quite silly for you can declare attackers, you declare blockers. Before damage is dealt you purposefully sacrifice weak creatures that were going to die anyway since they were blocked and now your other zombies and warriors will get a big boost for X new zombie will enter the field.

Stupidly powerful but then again it is a 7 drop.

----

Titanic Zombie BBB
(Picture is a sewn together giant, created from the corpses of many beings, humanoid and monster)
Creature-Zombie Giant
Trample
As an additional cost to cast titanic zombie sacrifice three creatures.
During your upkeep you must sacrifice a creature or else sacrifice titanic zombie. Each time you sacrifice a new creature Titanic Zombie gets a +1/+1 counter
8/1
One man's life or death is but a small price to pay to give my great creation form

----

Challenge Make a three color charm. It must have three different mana symbols in the cost, it must have three effects based on the color wheels, and it is instant speed.

Jormengand
2014-08-31, 11:45 AM
Seems far too easy to cheat out with 1-drops, Gather the Townsfolk, and so forth. Not sure I'm a big fan of how easy it is to do that.

Legion's Charm 2WWUUBB
Instant R
Choose one:
- You gain 20 life and scry 5
- Target player discards their hand and target player draws 7 cards.
- Tap all of target player's creatures. That player loses half their life.

Next: Create a card which makes you lose the game.

Keledrath
2014-08-31, 12:16 PM
Very interesting. The first ability just doesn't compete though. The second is okay, and the third is an insane game ender.

Desperate Ploy 3RR
Sorcery M
Discard your hand. Draw 7 cards. For the rest of the game, your spells cost 0 mana.
At the end of your next End Step, you lose the game.

"Sometimes, you just have to trust to fate."

Challenge: Create a Werewolf that is not red or green

Eternis
2014-08-31, 05:09 PM
Hm... To be honest, I really like that card.
You end up ditching what you know to be right for a hand of what could be seven lands, but will also likely win you the game.
The only real downside I can see is that there are quite a few decks that can capitalise on that (discard/draw for flashback, as one example), but hey! It's literally an all-or-nothing gamble!

I assume you're referring to the transforming werewolves rather than Greater/Lesser/Treacherous werewolves.

Marsh-Fen Child 2BB
Creature - Human Werewolf C
At the beginning of each upkeep, if no spells were cast last turn, transform ~.
1/2

Travellers' Bane
Creature - Werewolf
Intimidate
At the beginning of each upkeep, if a player cast two or more spells last turn, transform ~.
6/5

Make a half-breed creature (elf human, human dwarf, dwarf goblin, goblin dragon, whatever)

Fortuna
2014-08-31, 05:50 PM
Seems overcosted - put it at 2B and it would be better. It just costs too much for something that dies to Pyroclasm and may never transform.

Hideous Fusion 2UG
Creature - Mutant R
As Hideous Fusion enters the battlefield, choose two creature types other than Mutant. Hideous Fusion is those types in addition to its other types.
Hideous Fusion has +1/+1 for each other creature that shares a creature type with it.
0/0

Next up, make a card that flips a coin.

Ionbound
2014-08-31, 05:55 PM
False Choice-2WWBB

Sorcery-R

Flip a coin. If head, you draw two card. If tails, your opponent discards two cards.

When offered a choice by the Orzhov, you'll always wish you chose the other option.

@\/ The reason why it costs six is that, no matter what happens, you're getting a two-card advantage, which is really scary a lot of the time. Jace's Ingenuity is 5, and I think that one more for one one less card and the chance of trading it for a two-card discard on your opponent's part is worth the 1 extra mana.

Jormengand
2014-08-31, 05:59 PM
Seems very overcosted for what it does, especially as you can't choose.

Forgotten Challenge 3UB
Instant R
Counter target spell and exile it. Search target player's library for all spells with the same name as that spell, and exile them.
But guys, seriously, remember to post new critiques and challenges.

Next: Create a card which is really meta.

Ramza00
2014-09-01, 11:30 PM
I like your card for a forgotten challenge but you should really work on the flavor text.

I also would have made it 2BUU since in effect it is counterspell and surgical extraction rolled up into 1 card and having the same mana symbols in your card would just be a nice touch (two instants and you convert the phyrexian mana into a 2 colorless+B)

-----

My Creation


Color Wheel Revive WUGRB
Sorcery-Mythic Rare

Search your library for the following 5 cards and put up to one of each in your hand. Then Shuffle your library
Healing Salve, Unsummon, Raise Dead, Bolt, Giant Growth

Even the originals, the alpha eventually fade away and do not reappear. What was once modern is no longer to be seen in the new land of the gods, exiled they are, they were here only for an instant or were swept away via sorcery yet they still resonate with universal foundation.


Challenge: Turn a literary classic theme into a magic card. You then have to use the flavor text being a quote from the book.

----

Since it is hard to explain the challenge, here is an example from tale of two cities


The Best of Times, The Worse of Times
WWBB

Sorcery-Rare

Target Player Draws a Card, Gains 1 Life, and may play a land from his hand
Target Player Discards a Card, Loses 1 Life, and places one of his lands from the field onto the bottom of his library

It was the season of Light, it was the season of Darkness, it was the spring of hope, it was the winter of despair

Dr.Gunsforhands
2014-09-02, 01:06 AM
Color Wheel Revive WUGRB
Sorcery-Mythic Rare
Search your library for the following 5 cards and put up to one of each in your hand. Then Shuffle your library
Healing Salve, Unsummon, Raise Dead, Bolt, Giant Growth
Even the originals, the alpha eventually fade away and do not reappear. What was once modern is no longer to be seen in the new land of the gods, exiled they are, they were here only for an instant or were swept away via sorcery yet they still resonate with universal foundation.

I could spend the next two hours picking away at your card's grammar and wording issues, but it's pretty clear that making a card that works properly was never the point here. It's supposed to be funny, and as such the intended effect - to tutor up 5 specific, mediocre cards from M:tG history - is so mind-numbingly absurd that you just want to put it in the front of your trade binder so you can bask in its illogical glory whenever you get it out.

Still, I kind of want to reword it and maybe simplify it a bit, so:

Color Wheel Revive (edited for game grammar) WUBRG
Sorcery - MR
Search your library for up to five cards with different names named Healing Salve, Unsummon, Raise Dead, Lightning Bolt, or Giant Growth and put them into your hand. Then shuffle your library.

...and just for fun, my version, which specifically references the instants from Alpha:

Five Boons WUBRG
Instant - MR
Choose one - target player gains three life; or prevent the next 3 damage that would be dealt to target creature or player this turn.
Target player draws 3 cards.
Target creature gets +3/+3 until end of turn.
Five Boons deals 3 damage to target creature or player.
Add BBB to your mana pool.

Entry time:

A Modest Proposal 3BG
Enchantment - MR
Tap an untapped creature you control: put a 0/1 green Child creature token onto the battlefield.
Sacrifice a Child: add one mana of any color to your mana pool.
Let no man talk to me of other expedients 'till he hath at least some glimpse of hope that there will ever be some hearty and sincere attempt to put them into practice.

New challenge: Make a card that helps you deal with board-clearing effects (such as Day of Judgement (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220139) or Flame Wave (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=84672))

Fortuna
2014-09-02, 01:28 AM
Hah. Funny. I think I would have preferred it as "Creatures you control have "T: Put a 0/1 green Child creature token into play"", but that's not much of an arguing point. Pretty good, overall.

I'm gonna cheat a little here - I wrote this card a while back, but it fits here too perfectly to not use.

Fight To The Last 2WW
Enchantment R
Creatures you control have indestructible.
Whenever a creature you control takes lethal damage, sacrifice it at the beginning of the next end step.

Next person, make a card with at least two types.

Eternis
2014-09-02, 02:39 AM
Like the card, wording is a bit dodgy though. Then again, not sure how I'd improve it.

Icarus' Wings 2WWRR
Legendary Enchantment Artifact R (Three types! ... if you include the metatype.)
Each creature has flying.
Whenever a creature with power 5 or more attacks, destroy that creature at end of combat.

Next person, make a card named "Lost Way".

TiaC
2014-09-02, 03:27 AM
It fits the myth, but the colors are weird. Flying does nothing when everyone has it. It could also stand to cost less. 4/10

Lost Way 2UU
Enchantment - R
At the beginning of your upkeep, you may phase out any number of creatures you control.
Whenever a creature you control phases in, it can't be blocked this turn.
"If you know where to look, the Lost Ways can get you anywhere you'd care to go. Just don't expect it to be fast."

Make a creature that your opponent will find impossible to kill.

Jormengand
2014-09-02, 08:12 AM
Hmm... interesting. I'm not sure how powerful it is, but it's a cool card idea.

Amkii the Ineffable 6WW
Legendary Enchantment Creature - Angel God MR
Flying, Hexproof, Protection from creatures.
Amkii is indestructable.
If your devotion to white is less than 6, Amkii isn't a creature.
Amkii can't be exiled. Amkii can't be countered.
6/6

Sorry, that had to be done. :smalltongue:

Anyway, make a card that copies itself a buncha times.

Gandariel
2014-09-02, 08:57 AM
Hm, neat. It falls in the "whatever, costs 8" range, but the concept is cool.
Also, if it costs 8 i'm pretty sure the devotion thing won't really ever matter

The ideal candidate here is Sprouting Phytohydra:
i had even made a deck around it, it was stupidly fun.
Based on an infinite combo, it relied on two "pieces":
one that made her die and respawn infinite times (i found a red enchantment that says "whenever a creature comes to play, deal 2 damage to it" and 1 or 2 similar things)
and one that made use of that (goblin sharpshooter and a couple others)

It actually worked reliably in casual play! Could win at turn 5 with good draws, and turn 6 with a reasonable chance

whops, got distracted. Back to the challenge!


Living Blood 2R
Enchantment - R
Whenever a player takes 2 or more damage, summon a red 1/1 Bloodspawn token with Haste.
Sacrifice 3 Bloodspawns: Create a copy of Living Blood
Blood usually generates more blood

Make a card that looks incredibly good and strong until you read the very last line of text, when it becomes bad, or average.

Keledrath
2014-09-02, 09:53 AM
That sounds really fun. I want to use that.

The Might of Nature 1GG
Creature- Avatar M
Indestructible, Shroud, Vigilance, Haste, Lifelink, Reach, Trample
0: You may exile The Might of Nature and return it to the battlefield (flicker)
The Might of Nature cannot attack, block, or deal damage
15/15

Sadly, Power/Toughness have to come after text, but still.


Challenge: Make a Legendary Artifact Equipment based off of one of the Legacy weapons from Tome of Battle: Book of Nine Swords.

Gandariel
2014-09-02, 12:41 PM
i said makes it decent, not unplayable (aside from some cheesy combos i guess)! :P

Keledrath
2014-09-02, 12:46 PM
i said makes it decent, not unplayable (aside from some cheesy combos i guess)! :P

You mentioned Bad.

Also, IIRC, there is a green card that gets better bonuses the larger your biggest creature is, or something like that.

Jormengand
2014-09-02, 01:08 PM
Incidentally, it's usually considered bad form to require that people have read a certain, specific book to respond to your challenge.

Blue Ghost
2014-09-02, 05:20 PM
That... is not a good card. Having half a dozen keywords which will never see use is unnecessary and poor form. The card itself does nothing by itself, and is totally broken with the right combos. This is not printable, even as a silver-bordered card. (Un-cards have to play well, which this doesn't.)

Desert Wind 3
Legendary Artifact - Equipment (M)
Equipped creature has first strike.
When equipped creature attacks, reveal the top card of your library and put it into your hand. If it is an instant or sorcery card, equipped creature gains +X/+0 until end of turn, where X is that card's converted mana cost.
Equip WUR

Next: Make a Pokemon.

Dr.Gunsforhands
2014-09-02, 09:07 PM
I've never read Bo9S, and while I hear about it a lot around here I still have no idea what the heck it's about. Luckily, this thing holds up on its own as a card, though I'm not sure what kind of weapon it's supposed to be. Just a fancy sword, I guess? Maybe a war fan? Anyway, it's a neat card-drawing tool, somewhat comparable to Mask of Memory but with some added combat effectiveness... plus you get the card no matter what your opponent does.
My only real issue is that the +X/+0 seems like it doesn't work as well as it should because it's specifying instants and sorceries. I don't know if you're trying to emulate some class feature that interacts with spells or what, but I feel like the ability would be more fun (and easier to use) if it didn't check for card type before looking at the mana cost. I mean, if you're using the ability, then you're obviously running some creatures, and you'd want them to count too, right?

Viridian Crawler G
Creature - Insect C
Evolve (Whenever a creature with greater power or toughness than this creature enters the battlefield under your control, you may put a +1/+1 counter on this creature.)
Viridian Crawler gets -2/+2 as long as it has exactly one +1/+1 counter on it.
Viridian Crawler has flying as long as it has two or more +1/+1 counters on it.
Who's That Pokémon?!
1/1

New challenge: Make an instant that can turn the tables when you're about to lose the game.

Eternis
2014-09-03, 05:44 AM
Love the card. Works well.
8/10, a LITTLE too complicated for a common.

Bottleneck Despair RRBBBWW
Instant R
As an additional cost to play Bottleneck despair, sacrifice a blocking creature.
Prevent all combat damage that would be dealt this turn.
Destroy up to X target attacking creatures, where X is the power of the sacrificed creature plus the toughness of the sacrificed creature.
If the sacrificed creature is a Warrior, Soldier, or a Samurai, destroy all attacking creatures instead.
Split Second

Create a card based on a song you like.

Jormengand
2014-09-03, 11:23 AM
Hrrm. I worry that it may be a little bit too much to smash through all your opponent's attacking things with a single spell, at split second speed, but for a seven-drop that's probably just about okay.

A Lot Like Me (https://www.youtube.com/watch?v=ix9d6SrWBM0) 4WWBB
Sorcery - R
If target opponent has more permanents than you, that player sacrifices permanents until they have the same number of permanents as you. If that opponent has more life than you, they pay life until they have the same amount of life as you. If that opponent has more cards in their hand than you, that player discards cards until they have the same number of cards as you.
Tell me, who do you see? 'Cause you look a lot like me.

Create a card which targets something which isn't a permanent or a player.

Fortuna
2014-09-03, 05:23 PM
Nice, but has some wording issues. If someone has a replacement effect for losing life, discarding cards or sacrificing permanents - and I'm not sure they exist, but it would be easy to imagine one - which prevents the condition from ever being reached, this card could freeze the game state. Better is "that player sacrifices permanents equal to the difference between the number of permanents you control and the number of permanents they control", and the equivalent wording for the rest of the clauses. It's also, possibly, a little expensive for its effect, although I'd hesitate to cut it down too far.

Lurking Return 2BBB
Enchantment - Aura
Enchant creature card in a graveyard
When a creature card is put into the same graveyard as enchanted card, put the enchanted card into play under your control, then attach Lurking Return to a creature card in a graveyard.

Next player, make a wrath (a card that gets rid of all or almost all creatures in play).

Ramza00
2014-09-03, 06:09 PM
Lurking Return 2BBB
Enchantment - Aura
Enchant creature card in a graveyard
When a creature card is put into the same graveyard as enchanted card, put the enchanted card into play under your control, then attach Lurking Return to a creature card in a graveyard.
I really like the effect it but I do not know if the mana cost is right, it is the same cost as unburial rites but arguably it is better, sure it does not recur the creature instantly but it has a far better repetition, no matter what you are getting a creature when you either kill your opponent's creatures and steal his cards or you always are bring out a card from your graveyard. And it is so easy for black to kill a creature with things such as "discard," "destroy," "sacrifice," "deathtouch," and "-x/-x" being in their color wheel.

I also do not know if that last line's wording is correct. You have
then attach Lurking Return to a creature card in a graveyard
should not it say "then attack Lurking Return to a target creature within a graveyard" or "then attach Luring Return to a creature within target graveyard" (I am pretty sure the first is more correct)

And would it be Enchantment - Aura enchant creature card in graveyard or would it be enchant graveyard?

That said I like it.

Next player, make a wrath (a card that gets rid of all or almost all creatures in play).
So I made a planeswalker for planeswalkers are the most fun wrath effects. Oh sound out his name ;)
Blasfemie Boult, the Arcane Lawyer
RUUWWW
Planeswalker- Blasfemie - MR
+1 Blasfemie Bout deals 1 damage to each creature you do not control
+0 Return target non land permanent to its owner’s hand
-3 Exile all creatures with power 4 or greater
-6 Exile all other permanents and gain 1 life for each permanent exiled this way
3 Starting Loyalty

The mana cost was chosen for it is no Garruk Apex Predator 7, this card sucks so bad for how board changing it is, it is better than Karn Liberated .Blasfemie it is arguably better than Elspeth (I was trying to make an anti Elspeth) but hopefully the pain in the butt mana cost will make up for that

----

Challenge:

Black has the least amount of monocolor planeswalkers (only 4, 3 of which is Llan, while all the other colors have 6, 7, or 8 planeswalkers)
Furthermore Vraska (black green planeswalker) and Ashiok (black blue planeswalker) only have 1 planeswalker and almost no cards that reference them
Thus turn Vraska or Ashiok into a pure black planeswalker. Try to not use abilities that the other black planeswalkers have for you do not want to steal their themes.

Dr.Gunsforhands
2014-09-03, 09:40 PM
Ow, my head... nothing this thing does helps with anything else it does, nothing about the abilities seems especially lawyer-like, the casting cost is just weird, and it barely even qualifies as a wrath except under very specific circumstances. I'd go for the, 'well, it's supposed to be a joke,' angle, but I can't even tell what kind of theme you're going for; Blasfemie just seems to have a bunch of other planeswalker's abilities roughly taped together. It (he? she?) does let you sort of restrict your opponent to 2- or 3-toughness creatures, or bounce something instead if that's more beneficial, which makes it very versatile, so it's pretty nice, when you think about it. It just feels more like a fiddly toolbox than a planeswalker.

Ashiok, Nightmare Harvester 2BB
Planeswalker - Ashiok MR
+1: Put the top 5 cards of your library into your graveyard.
+1: Each player discards a card.
-7: Return all creature cards from your graveyard to the battlefield under your control.
Loyalty 4

Next Challenge: Doggy challenge! Make a hound.

Tom the Mime
2014-09-03, 11:41 PM
Nice card, good synergy, probably a tad undercosted. Compare with Liliana Vess (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=383300) which costs 1 more and has the same difference between the starting loyalty and ultimate cost. I'd favour the brute force of Ashiok rather than the tutor then discard option for Liliana (which slows you down a couple of turns) and I feel that at least one of the following would be needed: Lower the starting loyalty by 1, up the ultimate cost by 1 or make one of the +1's a 0. Still good though.

Maybe not technically a hound but still hound related.

Hu, Hound Releaser - 3WG
Legendary Creature - Human R
When ~ comes into play, put 2 2/2 green and white hound tokens into play
Hounds you control have First Strike
Hu let the dogs out
1/1

Next challenge: Make a 0 cost artifact

Fortuna
2014-09-03, 11:57 PM
That pun is bad and you should feel bad. Fortunately, the card's pretty good.

Emerald Shard 0
Artifact C
1, sacrifice Emerald Shard: Add G to your mana pool and draw a card. Spend only non-green mana to play this ability.

Make a card with the Bear subtype.

Ramza00
2014-09-04, 01:26 AM
That pun is bad and you should feel bad. Fortunately, the card's pretty good.

Emerald Shard 0
Artifact C
1, sacrifice Emerald Shard: Add G to your mana pool and draw a card. Spend only non-green mana to play this ability.

Make a card with the Bear subtype.

Needs some flavor text or something to make it unique. So far it is just a boring mana fixer that cantrips itself. It just feels flat then again it is a common so maybe I am being too hard on it.

----

Hibernating Polar Bear 1W
Creature – Bear - Uncommon
Defender
Whenever Hibernating Polar Bear blocks, you may draw a card.
Extort (Whenever you cast a spell, you may pay W/B. If you do, each opponent loses 1 life and you gain that much life.)
Some bears sleep all year.
2/2

----

Challenge: Make a card with a witch subtype but you are not allowed to use black mana to cast it (using black mana symbols to cast the colorless part is fine).

Blue Ghost
2014-09-04, 11:18 AM
I am confused. Why does a sleeping bear have extort? Why does it draw you cards? Why is it White? If it had a flavor that made sense, the card would be decent, though being a 2-power blocker that draws may discourage attacking too much.

Witch is not a Magic subtype, so I'll just make a witch (not a Witch). Also, couldn't you just say nonblack witch?

Balefire Witch 1RR
Creature - Human Shaman (or Witch, if you insist) (R)
When Balefire Witch enters the battlefield, choose a player.
Whenever a creature the chosen player controls is dealt damage, Balefire Witch deals that much damage to the chosen player.
"One ounce of hellfire for every drop of blood spilt."
2/1

Next: Make a mythic rare that would fit in Theros block.

Ramza00
2014-09-04, 12:45 PM
I am confused. Why does a sleeping bear have extort? Why does it draw you cards? Why is it White? If it had a flavor that made sense, the card would be decent, though being a 2-power blocker that draws may discourage attacking too much.

Witch is not a Magic subtype, so I'll just make a witch (not a Witch). Also, couldn't you just say nonblack witch?
Usually they make witches the spellcaster subtype. I do not know why I said witch subtype in my head I meant make a witch with a spellcaster subtype, but I blame lack of sleep.

As for the bear thing many "basic" animals are under the white color several hundred in fact. I was trying to create a bear that was not just grizzly bears so making it white, removing it from the world of trees to an empty ice desert plain, (thus probably plains or islands), giving it defender but with an advantage such as card draw, and I thought extort felt like hibernation where you store food (mana) for some bigger gain (life gain).

Whatever it was a silly card and your criticism are very much valid :smallsmile:

Someone continue Blue Ghost card and challenge. I may get around to it but I have a busy day.


I am confused. Why does a sleeping bear have extort? Why does it draw you cards? Why is it White? If it had a flavor that made sense, the card would be decent, though being a 2-power blocker that draws may discourage attacking too much.

Witch is not a Magic subtype, so I'll just make a witch (not a Witch). Also, couldn't you just say nonblack witch?

Balefire Witch 1RR
Creature - Human Shaman (or Witch, if you insist) (R)
When Balefire Witch enters the battlefield, choose a player.
Whenever a creature the chosen player controls is dealt damage, Balefire Witch deals that much damage to the chosen player.
"One ounce of hellfire for every drop of blood spilt."
2/1

Next: Make a mythic rare that would fit in Theros block.

Dr.Gunsforhands
2014-09-04, 08:42 PM
At first, I was mostly worried about Shivan Meteor and Lightning Axe combos, but really, that part isn't so bad; those cards are old, she's relatively easy to kill, and most good burn spells could just as easily have gone to the face anyway if that was your priority. No, BW is actually at her most effective when you play her pre-combat and swing in for lethal damage. Assuming they're not just dead, your opponent can still make trades, but she still makes them a lot less favorable. It works especially well when you consider red's fondness of high-power, low-toughness creatures. I actually love the ability, I just think it's probably coming too cheaply. I think she might have to be legendary, too; the combo potential goes sky-high if someone plays out more than one of this thing, and I actually kind of like the idea of building a commander deck around this.

Thog Swingaxe 3RRG
Legendary Creature - Minotaur Warrior MR
Trample
Heroic - Whenever Thog Swingaxe becomes the target of a spell you control, it gets +5/+0 until end of turn.
4/5

New Challenge: Make a card that does something at the beginning of your upkeep!

Ramza00
2014-09-05, 02:14 AM
Hopes Thog misses.

Nice card, I really do not have anything negative to say besides Thog (the inspiration) is a half orc and probably not a half minotaur. There is also a barbarian subtype that may be more apt.

That said whatever you do, do not give Mr. Swingaxe swiftfoot boots Thog not scared, Nale gave Thog boostershot against cooties (http://www.giantitp.com/comics/oots0257.html)

----

Collective Farming
W/B, W/B, W/B
Enchantment-Rare
At the beginning of your upkeep, if an opponent controls more lands than you flip a coin.
If heads you may sacrifice target lands from each opponent until they have the same number of land as you.
If tails you may search your library for any plain or swamp land card and put it onto the battlefield tapped. Then shuffle your library.
A great sword was brought and the wise sage ordered, cut the world in half! That way each of you can have only part of it.

----

Challenge: Make a card that is "anti-commander" to be used in edh.

Fortuna
2014-09-05, 02:35 AM
You can't sacrifice lands you don't control. I'll assume you meant "Destroy X target lands, where X is the difference between the number of lands you control and the number of lands they control."

This is... potentially really scary. Nonland permanents that make mana, a way to sacrifice lands, and this can start to look an awful lot like destroying all lands. Land destruction is usually in red, and... I just really don't like this card.

Now. Anti-commander cards... well, frankly, it's an area of design space I also just don't like. So let's have a soft one.

Ban WWUU
Enchantment R
Flash
When Ban comes into play, counter target spell. If you do, spells with the same name as that spell can't be cast while you control Ban.

Make a creature that's clever. (Interpret that how you will)

Gandariel
2014-09-05, 03:32 AM
Hm, looks nice.
I never really took interest in any kind of metagame (i usually played casual with friends) so i don't exactly know how much "name a card, it can't be used" effects are worth.
Apparently, a lot.

So i'll say it's a pretty powerful card, although it can be hard to keep 4 mana open like that


A Clever card... huh

Izzet battlemage 2RU
Creature - Spellcaster R
Your creatures cannot attack.
1RU, tap an untapped creature you control: choose a tapped creature, then choose a creature. Those two creatures fight
2/2
War is so chaotic. Things work much better my way.

This is clever because you can execute better trades.
Also, horrible wording, i know, but i wanted to make it possible that a creature fights itself (so when you're done you can sacrifice the battlemage and start attacking)
I went a bit far with the ability, so i really don't know if it's too strong.
Still, the high mana cost on the ability means it can't really be spammed


Next person, make a card that would work well with Norin the Wary (http://shop.tcgplayer.com/magic/time-spiral/norin-the-wary)

TiaC
2014-09-05, 04:36 AM
Well, as written, if your opponent controls a tapped creature, you can make it fight their other creatures. "Your creatures cannot attack" should be "creatures you control cannot attack". It's also a bit too expensive given that drawback. I think this is usually going to be pretty weak.

Avenging Renegade 2R
Creature - Human Rogue U
Whenever a creature you control leaves play, Avenging Renegade gets +2/+0 and first strike until end of turn.
2/2

I made a card for the last challenge too, but didn't get around to posting it.
Time Bubble XXU
Enchantment -Aura
Enchant permanent
Fading X
Enchanted permanent loses all other types and abilities and become an enchantment.
Enchanted permanent cannot be sacrificed.


Make a card with at least two of the keywords that do something involving +1/+1 counters. (E.g. Unleash, Modular, Tribute, Graft...)

Fortuna
2014-09-05, 05:01 AM
That gets really really scary with sacrificing things. Put that in a Prossh deck and watch people die. I'd make it only trigger the first time each turn; that seems fairer for the cost. Maybe bump it to 3/2.

Plasmic Krasis UG
Creature - Mutant Ooze R
Evolve (Whenever a creature enters the battlefield under your control, if it has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Graft (Whenever a creature enters the battlefield under your control, you may move a +1/+1 counter from this creature onto it.)
1/1
The most brilliant concepts come from the fusion of the old and the new.

Make a card with one of the clan mechanics from Khans of Tarkir (Prowess, Outlast, Delve, Raid and Ferocious).

TiaC
2014-09-05, 05:23 AM
That gets really really scary with sacrificing things. Put that in a Prossh deck and watch people die. I'd make it only trigger the first time each turn; that seems fairer for the cost. Maybe bump it to 3/2.

I tried that, but the templating gets messy.

Fortuna
2014-09-05, 05:39 AM
I tried that, but the templating gets messy.

Messy? How so?

"The first time a creature you control leaves play each turn, ~ gets +2/+0 and first strike until end of turn."

Or even simpler, make it a static ability:

"If a creature has left play from your control this turn, ~ has +2/+0 and first strike."

bryn0528
2014-09-05, 12:55 PM
Plasmic Krasis UG
Creature - Mutant Ooze R
Evolve (Whenever a creature enters the battlefield under your control, if it has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Graft (Whenever a creature enters the battlefield under your control, you may move a +1/+1 counter from this creature onto it.)
1/1
The most brilliant concepts come from the fusion of the old and the new.

A very wonderfully thought out card. Since at any given time you're only limited to a single token (and when grafting it specifies that creature) it prevents its power from being abused. If you choose to forgo grafting entirely and just keep evolving your ooze, it gets more and more difficult to place a new creature out that's strong enough, so good there as well. It's not overpowered, while being a good enough effect to want to have it.

The only concern might be that a player has to remember the check each time he or she plays a new creature (as voiced in what Design 103 (http://archive.wizards.com/Magic/magazine/article.aspx?x=mtgcom/daily/mr253) Mistake #2) but honestly that's such a simple check, and the effect of a +1/+1 token is easy to keep track of in itself. So I really like this card.



Make a card with one of the clan mechanics from Khans of Tarkir (Prowess, Outlast, Delve, Raid and Ferocious).

Dragonfist Technique 3RGB
Instant - R
Untap all creatures you control. They gain first strike and deathtouch until end of turn.
Ferocious - If you control a creature with power 4 or greater, that creature also gains double strike until end of turn.
There are many Jeskai styles: Riverwalk imitates flowing water, Dragonfist the ancient hellkites, and Flying Crane the wild aven of the high peaks.

Make a card that changes hand size, or otherwise involves the card hand of a player.

Jormengand
2014-09-05, 01:13 PM
Ouch. A six-drop that can kill of your opponents blocked/blocking creatures and there's very little they can do about it is pretty nasty. In honesty, not sure what the doublestrike is doing when anything which takes a first strike deathtouch to the face is dead anyway.

Refresh 2U
Sorcery - R
When you play Refresh, exile your hand, then draw X cards where X is the number of cards exiled this way. At the end of your turn, put your hand on top of your library in any order, and shuffle your library. Then put all cards exiled with Refresh into your hand.

Next: Create a card that gets rid of all the land.

bryn0528
2014-09-05, 01:50 PM
Ouch. A six-drop that can kill of your opponents blocked/blocking creatures and there's very little they can do about it is pretty nasty. In honesty, not sure what the doublestrike is doing when anything which takes a first strike deathtouch to the face is dead anyway.

Is that too good? I'm a bit helpless honestly when it comes to power levels, only having been a casual player myself. As evidenced by my lack of foresight in giving double strike.. I considered first trample, but I don't think any of the other Khans of Takir cards have that ability. Also thought about lifebond, but it didn't fit thematically; also really worried that it might be too good.

What about flying instead? It could bypass most creatures to deal player damage instead. I think that works nicer, since you don't really need the high strength to take out creatures anyway (because they all have first strike and deathtouch anyway).

TiaC
2014-09-05, 02:41 PM
Messy? How so?

"The first time a creature you control leaves play each turn, ~ gets +2/+0 and first strike until end of turn."

Or even simpler, make it a static ability:

"If a creature has left play from your control this turn, ~ has +2/+0 and first strike."

Because I'm dumb apparently. I don't know why I had such a hard time.

Sorrcerousflux
2014-09-05, 05:41 PM
Ouch. A six-drop that can kill of your opponents blocked/blocking creatures and there's very little they can do about it is pretty nasty. In honesty, not sure what the doublestrike is doing when anything which takes a first strike deathtouch to the face is dead anyway.

Refresh 2U
Sorcery - R
When you play Refresh, exile your hand, then draw X cards where X is the number of cards exiled this way. At the end of your turn, put your hand on top of your library in any order, and shuffle your library. Then put all cards exiled with Refresh into your hand.

Next: Create a card that gets rid of all the land.

Never done this before! woot, going to try my hand with 0 experience making cards.

Glorious Return 5GW
Sorcery-R

when you play this card all lands are exiled; each player gains the amount of cards exiled as life, this cannot increase life total past 20, additional life gain dose not occur.

place X +1/+0 tokens on one creature you control, where X is the number of lands you controlled that were destroyed.

"The powers of nature refresh themselves, despite your pleas for mercy" ~selesnia guildmage~

Eternis
2014-09-05, 08:02 PM
Never done this before! woot, going to try my hand with 0 experience making cards.

Glorious Return 5GW
Sorcery-R

when you play this card all lands are exiled; each player gains the amount of cards exiled as life, this cannot increase life total past 20, additional life gain dose not occur.

place X +1/+0 tokens on one creature you control, where X is the number of lands you controlled that were destroyed.

"The powers of nature refresh themselves, despite your pleas for mercy" ~selesnia guildmage~

Erm... Nope.
Firstly, you need to rate the previous card and designate a challenge.
Secondly...
THIS CARD :smallyuk:
I'm just going to re-write it.



Glorious Return 5GW
Sorcery-R
Exile all lands.
Each player gains life equal to the number of land cards exiled this way. This cannot increase a player's life total above 20.
Put X +1/+0 counters on target creature you control, where X is the number of land cards you controlled that were exiled this way.
"The powers of nature refresh themselves, despite your pleas for mercy" ~selesnia guildmage~


Even in this form, it doesn't make a lot of sense anywhere. Thematically speaking, how the heck does the exiling of lands constitute a glorious return? Life gain, maybe.
Game-wise, you make it the kind of card you'd want to play when your opponent is in a winning position..
Except it prevents you from having a comeback because your opponent will still have their creatures. In addition, counters that AREN'T +1/+1 or -1/-1 have had MAJOR attempts by WOTC to phase them out. That, and +1/+1 counters actually work better for your card. Why on earth would it only increase a creature's power?
And finally, why cap the life gain at 20? I understand that you don't want your opponent reaching too high a life total, but why cap yourself?
Ugh. This card was incredibly confusing, and not all that good. 2/10 (you put effort into it, and it has some interesting ideas.)
Still, I like a few of the ideas in there (as I mentioned), and I have no doubt that with a bit of practice, you could get GREAT at this thang.

Jormengand
2014-09-06, 06:09 AM
Lost challenge 2WG
Sorcery - R
Target creature you control fights target creature you don't control. Then, for each of those creatures that wasn't destroyed in this manner, exile that creature.
No, really guys, you need to start remembering to post challenges.

Challenge: Create a card with a permanent type and a non-permanent type (like instant creature or sorcery enchantment). You don't have to be able to cast it as both of those at the same time.

Fortuna
2014-09-06, 06:25 AM
What is it with the past few days and people thinking damage destroys? Neither of the creatures can possibly be destroyed until the spell finishes resolving and state-based effects are checked, so this basically just reads "Exile target creature you control and target creature you don't control."

I'm... pretty sure this is forbidden tech. Dead space. Black Magic. Here be worse things than dragons. This challenge, in short, should by all rights not be. But if it must be, let's do... this.

Duck G // Cover W
Creature - Bird R // Instant R
U: Duck gains flying until end of turn. // Prevent all combat damage that would be dealt to target creature this turn.
1/2 //

Next player, make an artifact.

r2d2go
2014-09-06, 02:37 PM
...does that essentially give the creature Flash? So confused... very interesting though! :smalltongue:

Oh, and tribal instants are creature instants, so... :smallbiggrin:

Claws of the Temur 2GUR
Artifact - Equipment
When Claws of the Temur enters the battlefield, put a 0/1 green, blue and red elemental spirit on the battlefield and equip Claws to it.
Equipped creature gets +2/+1, haste, trample and "1U - return this creature to its owner's hand."
Equip 3

Challenge: Make a mythic-rare level one drop, as balanced as you can :smalltongue:

Jormengand
2014-09-06, 02:59 PM
Hmm... interesting. Seems like a really odd card, but not too powerful or underpowered.

Lord of the Five 1
Legendary creature - Human Wizard MR
As an additional cost to play Lord of the Five, sacrifice an untapped plains, an untapped island, an untapped swamp, an untapped mountain and an untapped forest that you control.
Lord of the five is all colours.
Creatures you control have lifelink, hexproof, deathtouch, haste and trample.
5/5

Next: Create a card that messes with colours.

bryn0528
2014-09-06, 06:57 PM
Lord of the Five is terrifying, though I suppose that's half the point. I don't see any way to really circumvent it, but maybe that's just me. Definitely an "I win" sort of card. I'd hazard a guess to say it should probably cost more, but who knows.

Prismatic Hunger 2U
Sorcery - U
Until end of opponent's turn*, all mana produced is colorless.
The idea of separation is only illusion. In the end, all things are just dust and mist.

*: Is this the correct syntax? I am highly unsure.
Next: Make a sorcery with a mana cost of "WUBRG".

Dr.Gunsforhands
2014-09-07, 01:03 AM
You could have it last until the end of, 'target opponent's,' next turn, but it would be really weird. They usually just say that it last until the beginning of your next upkeep or something, or that the effect lasts, 'during,' target opponent's, 'next,' turn. That aside, the card is actually much more powerful than you're giving it credit for; your opponent just won't be able to cast spells or use most abilities next turn, to the point where it's almost like they've lost the turn. They could still attack you with what they already have, if anything, but it's still pretty oppressive. I don't know how much this effect would have to cost these days, but it's more than 3 mana and it definitely has to be rare.

Time's Up, Let's Do This WUBRG
Sorcery - R
Convoke
Time's Up, Let's Do This deals 5 damage to target player and you gain 5 life.
Draw a card.

Next challenge: Make a rat!

bryn0528
2014-09-07, 01:45 AM
You could have it last until the end of, 'target opponent's,' next turn, but it would be really weird. They usually just say that it last until the beginning of your next upkeep or something, or that the effect lasts, 'during,' target opponent's, 'next,' turn. That aside, the card is actually much more powerful than you're giving it credit for; your opponent just won't be able to cast spells or use most abilities next turn, to the point where it's almost like they've lost the turn. They could still attack you with what they already have, if anything, but it's still pretty oppressive. I don't know how much this effect would have to cost these days, but it's more than 3 mana and it definitely has to be rare.

I was definitely hesitant about it's power level. I suppose it could be until the end of your next turn, so that it likewise hurts you, but that doesn't sound like good design. They could also still use most artifacts. But definitely noted--I seem to have a habit of under estimating just how good some effects can be.


Time's Up, Let's Do This WUBRG
Sorcery - R
Convoke
Time's Up, Let's Do This deals 5 damage to target player and you gain 5 life.
Draw a card.

This is a good card, but nothing terribly special in all honesty. Convoke is always nice, especially on something that requires so many different colors. Really though, I like the draw a card effect on sorceries and instants.


Next challenge: Make a rat!

I was in the process of turning one online CCG into Magic cards, and I literally just finished making two rats, actually!

Daramek Herd of Rats R
Creature - Rat C
Whenever a creature deals combat damage to ~, tap that creature. It does not untap during its controller's next untap phase.
0/1
"With silent devotion, they caress the Earth with tiny fingers under the night sky. Blessed is their fur, their blood, and their dung." --Litany of the Shepherd

Next: Since I did two so close together, you can make a rat too! Or, if you don't want to make a rat, you can make a goat.

Fortuna
2014-09-07, 02:16 AM
That's... not a red card. The effect it has is blue, and commons shouldn't colour-bleed too much.

Heina, Ninja Master 3UB
Legendary Creature - Rat Ninja R
Deathtouch
T: You may reveal a creature card from your hand and pay its costs. If you do, return an unblocked attacking creature you control to its owner's hand and put that creature into play tapped and attacking. Activate this ability only during combat after blockers are declared.
2/4

Make a Weird.

r2d2go
2014-09-07, 02:36 AM
The rats are red because the color of the card in the game is red :smalltongue: War of Omens is pretty cool!

Also, quick comment on the cost of convert-to-colorless: White gets Silence for W, which stops a player from casting spells for a turn. Same thing but covers colorless and doesn't cover abilities, for 1 mana.

Anyway... Interesting ninja rat, pretty solid. The reverse ninjitsu is definitely cool, but I think it would make way for some unintended combos... Not that that's necessarily bad, of course :smalltongue: and the fact that it's on the board means it can be played around more easily. That said, it doesn't help actual ninjas, so I might call it "tutor" or "instructor" instead of "master".

Crasher Weird (U/R) (R/G) (U/G)
Creature - Weird R
Whenever you cast a red instant or sorcery, Crasher Weird gains +1/-1, trample and haste until end of turn.
Whenever you cast a blue instant or sorcery, return Crasher Weird to its owner's hand and deal 1 damage to target creature or player.
We took advice on experiment #6458 of the Weird project from the Gruul and the Simic. The results were impressive, if... hard to control.
3/4

Challenge: Make a green/red/blue card, or a red/black/white card, with at least three keyword abilities somewhere (e.g. trample, haste, lifelink).

Jormengand
2014-09-07, 05:20 AM
The rats are red because the color of the card in the game is red :smalltongue: War of Omens is pretty cool!

Yeah, but vespitole are totally not green (more W/B), daramek seem G to me, with splashes of R and B, I could make the case for metris being U, and Endazu should probably be UB.

Anyway, the crasher weird is... well, weird. It basically makes you not want to be casting blue spells, which is an odd thing for a blue spell to do. It's not overpowered at all, I'm just not sure what it's meant to do.

Anyway, since this is apparently a thing we're doing:

Vespitole Knight 2WBR
Creature - Human Knight R
Vigilance
Intercepts (If a creature you control would take damage, the card with the highest current toughness with Intercepts takes the damage instead; you choose if two creatures are tied).
Retaliates (When this creature takes damage, deal 1 damage to target creature you don't control).
1/4

I reckon we all know the flavour text, and putting that on a card with so much reminder text would be a bit much.

Challenge: Make a card that is a human, costs only one mana, and ruins everything (akin to Champion of the Parish).

Gandariel
2014-09-07, 02:15 PM
Hmm, your card feels... weak.
Especially when it costs 5 mana from 3 colors. Neat idea though

Now.

Arcane Spelleater U
Creature - Human R
Whenever an opponent casts a spell, ~ gains +2/+2 until the end of turn.
1/1

For the next challenge.... Make a card with the phrase "win (or wins) the game" in it.

Jormengand
2014-09-07, 02:39 PM
The idea was that if you had lots of big Intercepts/Retaliates cards, they could be a major pain in the butt for your opponent.

Ehh. Can be good as a big blocker, but doesn't have the same "Now you have ruined everything" that I was hoping for that you get from CotP.

You Have Ruined Everything 7
Sorcery - R
If a player controls three or more colourless Eldrazi creatures, that player wins the game.
You monster.

Next: Create a planeswalker who is actually four blokes (http://tvtropes.org/pmwiki/pmwiki.php/Main/ActuallyFourMooks) (doesn't actually have to be exactly four).

Gandariel
2014-09-07, 03:03 PM
Yes, it works as a blocker, but you can also use it on your turn. Cast your stuff before combat and you may get some boosts from his instants.

Ramza00
2014-09-07, 07:21 PM
I like your card, but I do not think it would work on eldrazi tokens as intended correct? (this needs to be added). Do you mean for it to work on eldrazi drones as well, the cheapest has a cmc of 2 and most 5 or 6 cmc?

Of course it is mostly useless in actual play if you meant the big eldrazi's most likely, once you cast 3, 8+ CMC creatures plus a 7 CMC sorcery either the other player scooped or you going to win the game effectively next turn when you attack. Thus you just gave a 7 CMC sorcery to make sure you end the game this turn instead of next turn, but you would only want to do so after casting the latest eldrazi and thus need about 15 free mana, some eldrazi tokens, or cheating those cards in play.

-----


Next: Create a planeswalker who is actually four blokes (doesn't actually have to be exactly four).

Team RWBY (Mana Cost is RWUBG in other words all five colors)

+1 Target creature gains haste until end of turn.
+1 Target player, exiles the top card of his library. You may play it this turn.
+1 Target creature gains hexproof until end of turn.
+1 Target creature gets +3/+3 until end of turn.
-4 You may activate all the abilities at once, target creature gains haste until end of turn, target creature gains hexproof until end of turn, target creature +3/+3 until end of turn, target player, exiles the top card of his library. You may play it this turn.
4 Starting Loyalty
But, why would I need friends if I have you?


(Yeah I did 5 abilities, because all planeswalkers should have ultimates, and I made it use all 5 colors from the color wheel)

------

Challenge, Make a real life current or historical band player or band into a planeswalker.

Dr.Gunsforhands
2014-09-07, 07:35 PM
Also, quick comment on the cost of convert-to-colorless: White gets Silence for W, which stops a player from casting spells for a turn. Same thing but covers colorless and doesn't cover abilities, for 1 mana.

Huh, so it is. I guess the whole guaranteed card disadvantage thing counts for a lot. Sorry I was so harsh, Bryn; if anything, I guess this means your version was overcosted... although I guess paying three mana might be worth it to extend your lead if you want to build a draft deck around an uncommon.

Anyway, the actual game at hand! The idea behind You Have Ruined Everything feels redundant. Can you think of a situation where you control three Capital-E Eldrazi and aren't already winning? Maybe that was the whole idea. However, I think that the little Eldrazi Spawn tokens are also technically colorless Eldrazi, as would be any colorless changelings, so that actually makes this thing a bit too easy to trigger. Effects like this usually wait to trigger until the beginning of your upkeep, just to give your opponents one last chance to address the situation before you declare yourself the victor; if you add that little bit of functionality, it might actually be okay, except for the Spawn thing. Maybe if you looked specifically for non-token Eldrazi?

Okay, so, a planeswalker of some sort...

Vraska the Hydra-Headed 2GG
Planeswalker - Vraska MR
+1: Put a 1/1 green Snake creature token with, 'G: regenerate this creature,' onto the battlefield.
-2: Creatures you control gain deathtouch until the beginning of your next upkeep.
-6: Search your hand, library and graveyard for up to two Vraska planeswalkers and put them onto the battlefield, then shuffle your library. You gain an emblem with, "The, 'Legend Rule,' doesn't apply to Vraska planeswalkers you control."
Loyalty: 3


Team RWBY - WUBRG
Planeswalker - Reggie Wanda Bob Yggdrasil - MR
+1 Target creature gains haste until end of turn.
+1 Target player, exiles the top card of his library. You may play it this turn.
+1 Target creature gains hexproof until end of turn.
+1 Target creature gets +3/+3 until end of turn.
-4 You may activate all the abilities at once, target creature gains haste until end of turn, target creature gains hexproof until end of turn, target creature +3/+3 until end of turn, target player, exiles the top card of his library. You may play it this turn.
Loyalty: 4

Ha ha I know nothing about that show! I guess there's, like, a forest?

All of the abilities except for the hexproofing one are okay. The hexproofing one runs into a problem since your opponent can just respond to it this turn, and it won't be able to stop them during their own turn; that's why some planeswalkers are so fond of the phrase, 'until the beginning of your next upkeep.' The top card thing feels out of place, too; I suspect the flavor you want would be more like, 'whenever target creature deals combat damage to a player this turn, that player discards a card.' More concerning is that the ultimate wouldn't feel very good to actually use, since the abilities don't really add up to anything special as a combination; you might be better off making some kind of emblem, or spitting out a big creature with all of those abilities.

Also, that is a lot of text, but you already knew that. :smalltongue:


Challenge: Make a real life current or historical band player or band into a planeswalker.

Uh...hmm...

Al Yankovic, He Writes Parodies Sometimes 1UR
Planeswalker - Al MR
+1: Choose target creature you don't control. Put a token onto the battlefield that's a copy of that creature. It gains haste until end of turn. Exile the token at the beginning of the next end step.
-2: Put a token onto the battlefield that's a copy of target enchantment.
-5: Politely ask another target player whether you can use their next turn. If that player says yes, you control that player during their next turn. Otherwise, gain an additional turn after this one.
Loyalty 2

Ramza00
2014-09-07, 11:49 PM
Ha ha I know nothing about that show! I guess there's, like, a forest?

All of the abilities except for the hexproofing one are okay. The hexproofing one runs into a problem since your opponent can just respond to it this turn, and it won't be able to stop them during their own turn; that's why some planeswalkers are so fond of the phrase, 'until the beginning of your next upkeep.' The top card thing feels out of place, too; I suspect the flavor you want would be more like, 'whenever target creature deals combat damage to a player this turn, that player discards a card.' More concerning is that the ultimate wouldn't feel very good to actually use, since the abilities don't really add up to anything special as a combination; you might be better off making some kind of emblem, or spitting out a big creature with all of those abilities.

Also, that is a lot of text, but you already knew that. :smalltongue:
About RWBY. The show is a cgi done by one of the guys who did red vs blue, it is trying to feels like final fantasy or an anime. There are 4 girls and currently they are in training to fight monsters. The first letter of their name spell RWBY and the main character name is Ruby Rose. They 4 girls each have a special ability (which they call semblance) the 4 abilities is as follows.

R-Super Speed aka Haste, weapon is a Scythe which is also a sniper rifle
W-Glyphs but she is just a typical mage with so many abilities in her toollbox, aka Card Advantage, weapon is a magic wand/rapier
B-Shadow (clones) which she uses to attack or to take hits for her, since the enemy targets what he thinks is the real one but in reality it is a shadow, Hexproof, weapon is a kursigama that can also be a straight katana as well as a pistol. Personally I think her weapon is stupid.
Y-Super Strength and the generation of fire, now that I think about it this may not be exactly what I should have shot for, because she has the ability to take damage and decrease it all the while adding to her strength. Weapon is gauntlets that can also fire bullets in a wide area like a shotgun


Before the show came out they had some nice simple trailers that you can find on youtube. I am linking them here https://www.youtube.com/watch?v=pYW2GmHB5xs&list=PLVor7jEbwN_FGO-9dfur87kuIv5CmKBXD

Dr.Gunsforhands
2014-09-08, 12:12 AM
Okay, neat... I guess all I have to say to that is that you could probably do that sort of thing in PMs in the future, so as not to derail the thread too much. :smalltongue:

Really, though, I just need to post the next challenge, because I forgot!

Make a Combat Trick!

r2d2go
2014-09-08, 12:40 AM
Okay, neat... I guess all I have to say to that is that you could probably do that sort of thing in PMs in the future, so as not to derail the thread too much. :smalltongue:

Really, though, I just need to post the next challenge, because I forgot!

Make a Combat Trick!

Comment on yours: The +1 seems pretty strong. I mean, it's not quite as good as Traitorous Blood, but as a +1 on a 3 mana planeswalker? Not broken-powerful but it seems to be a pretty big (repeatable) impact for a 3 drop.
-2 seems a bit the opposite. I mean, I guess it stays, but... is copying an enchantment that big of a deal? Especially on a planeswalker that starts with 2 loyalty. I suppose 3 mana to permanently copy an enchantment is ok value, but still.
-5 seems pretty weak as well. Ral Zarek is the same distance from his starting loyalty as that, and he gets 2.5 turns on average. While he's random, he also doesn't give the opponent a choice in the matter, and he's more durable to start. That said, his other abilities are less powerful, and he costs more, but... Eh, it's probably fine :smalltongue:

Controlled Chaotic Growth (U/R)(U/G)(R/G)
Instant - R
Target creature gets +1/+1 until end of turn.
If green mana was spent to cast this spell, it also gains +1/+1 and trample.
If blue mana was spent to cast this spell, it also gains +0/+2 and flying.
If red mana was spent to cast this spell, it also gains +2/+0 and haste.
The results of experiment #6458 of the Weird project impressed us enough that we implemented their techniques in the Aberrant Enhancement project. The results were similarly impressive, but still difficult to control.

Note: The second effect is a separately targeted effect. Also, I hope it doesn't violate the challenge, but it's intended as a sort of half combat trick half precombat buff.

Challenge: Create a card that uses one of the Tarkir color wedges, and involves dragons.

Edit: Nobody like that challenge? :smalltongue: If not, try: Create a dual color card that deals direct damage.

Fortuna
2014-09-09, 02:15 AM
Interesting card technology. You can cast it for only two of the colours, but it really shines if you cast it for URG.

Really shines. Cast for URG, "Target creature gets +4/+4 and trample, flying and haste." Even if you meant to include 'until end of turn', that's really good, ensuring that a fat creature can swing through for the win even through flying blockers, with +4 power to really punch and +4 toughness to perhaps swing another turn. I think the first clause is just a bit much; I would have done it as...
"Choose target creature. If green mana was spent to cast this spell, it gets +1/+1 and trample until end of turn. If blue mana was spent to cast this spell, it gets +1/+1 and flying until end of turn. If red mana was spent to cast this spell, it gets +1/+1 and haste until end of turn."

Regrettably, your two challenges aren't compatible. I'll do the easy one, therefore. EDIT: Or incorporate them both, going for wedge (which has three dual colours in it!)

Dragon's Roar XURG
Sorcery R
Choose one or more:

Dragon's Roar deals X damage to target creature or player.
Target non-Dragon creature gets -X/-0 until end of turn.
Target Dragon creature gets +X/+0 until end of turn.


Next player, make a 2/2 for two mana.

TiaC
2014-09-09, 03:01 AM
The -X/-0 effect feels out of place on a sorcery, especially such an offensive card. This could make for quite the finisher. However, the high mana cost and tri-color requirements seem to balance it. 7/10

Bearly-Dead Bear GB
Creature - Bear R
As an additional cost to cast ~, exile two cards from your graveyard.
You may cast ~ from your graveyard.
2/2

Make a blue elf.

r2d2go
2014-09-09, 04:06 PM
I like the bear! And the pun! It seems like it'd be an awesome card for limited, maybe some golgari decks (though many rely on having lots of cards in your graveyard, not getting rid of them).

Kol, Head Researcher 2URG
Legendary Creature - Elf Artificer M
UR - Deal 1 damage to target creature or player.
UG - Target creature gets +1/+1 until end of turn.
GR - Target creature you control fights target creature you don't control.
Niv-Mizzet has approved further research into the Natural Incorporation project. The hope is to surpass all prior creations in power... but first, we must learn to control it.
3/5

Challenge: Make a creature with 0 power.

Jormengand
2014-09-09, 04:17 PM
The card-advantage-independent 1-damage poke, even if it's overpriced 1-damage poke, concerns me, as does the infinite fighting. Then again, on a card that costs so much, it might be okay, but...

Infinite fighting worries me.

Whirlwind of Souls 0
Legendary Creature - Spirit R
As an additional cost to cast whirlwind of souls, sacrifice a white creature, a blue creature, a black creature, a red creature and a green creature that you control. When it enters the battlefield, put X +1/+1 counters on it, where X is the total power of the creatures you sacrificed to cast Whirlwind of Souls.
0/0

Next: Create a Creature - human elf.

Fortuna
2014-09-09, 04:20 PM
You really do like that wedge, don't you? This example is very strong - I think possibly a little too strong. This is a removal powerhouse, providing fight, pump and ping without needing to tap for any of them. If your opponent doesn't have any creatures, you can just save your mana and burn them at the end of their turn. I think its toughness should drop, so it's easier to get rid of, and probably the second ability should be "Another target creature".

Mountain Monk 2WW
Creature - Giant Monk R
Mountain Monk, creatures blocking Mountain Monk and creatures Mountain Monk is blocking assign combat damage equal to their toughness instead of their power.
0/4

Make an artificer.

BillyDeeWilliam
2014-09-09, 05:11 PM
The wording's a little clumsy, but I'm a huge sucker for anything similar to Doran, the Siege Tower (http://magiccards.info/lw/en/247.html). It's not a super strong effect here, or super game-changing like Doran, so it could possibly be better, but I still really like the effect.

Prahv Powermage 1UU
Creature-Vedalken Artificer; R

The activated abilities of artifacts you control cost 2 less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana.

His genius powers the machinery of the Senate's 'justice.'

1/2

Since he's the last Khan that hasn't yet been spoiled, design Surrak Dragonclaw, Khan of the Temur Frontier (red, blue, green).

r2d2go
2014-09-09, 07:15 PM
Dibs! Yeah, I like URG XD

Powermage is... Eh, sure, why not. After all, it's easier to remove than Training Ground. Still, opens up more infinite combos.

Surrak Dragonclaw 4URG
Legendary Creature - Human Warrior M

Trample, haste
When Surrak Dragonclaw enters the battlefield, put a 4/4 green bear token on the battlefield.
Whenever Surrak Dragonclaw attacks for the first time each turn, there is an additional combat phase after this phase, and other creatures you control get +1/+1, trample and haste until end of turn.
URG - Return Surrak Dragonclaw to its owner's hand.

4/4

Challenge: Make an Angel with CMC of 5 or less.

Fortuna
2014-09-09, 07:36 PM
...why is he blue? Like, I get that he's Temur and so has to be RUG, but apart from his mana cost nothing on this card seems blue at all. This could have cost 5RG without a problem. I like the unusual take on an extra combat phase, though - since he doesn't untap your creatures, and he's in the wrong colours for frequent vigilance, he mostly wants to swing alone first, followed by the rest of your army. Interesting design, but it's a Gruul card, not a Temur card.

Dawn's Messenger 3WW
Creature - Angel Scout U
Flash
Flying
When Dawn's Messenger enters the battlefield, untap all creatures you control. They get vigilance until end of turn.
4/5

Make a dual land.

bryn0528
2014-09-09, 08:26 PM
Surrak Dragonclaw 4URG
Legendary Creature - Human Warrior M

Trample, haste
When Surrak Dragonclaw enters the battlefield, put a 4/4 green bear token on the battlefield.
Whenever Surrak Dragonclaw attacks for the first time each turn, there is an additional combat phase after this phase, and other creatures you control get +2/+2, trample and haste until end of turn.

4/4

7 mana for a total of 8/8 seems pretty fair to me, with trample and haste being a nice little addition. Since it only adds to half, it might be even a little weak, especially since it is tri-colored. I'm not sure what good an extra combat phase might be, though I'm sure it has its uses (more so when you have vigilance). Plus the wording seems a little clunky. It appears that you're intending Surrus to attack first, alone, and have him buff all other creatures, which then attack in the second combat phase. Honestly, for every creature to be getting that much of a buff every single turn for really no cost at all makes this card start to be really heavy. I know it's supposed to be a powerful card but there's honestly this air of awkwardness for it, at least for me.



Challenge: Make an Angel with CMC of 5 or less.

Angel of Flaying 2UB
Creature - Angel Wizard R
Flying.
Whenever ~ deals combat damage to a player, that player discards cards from his or her hand equal to the damage taken. ~'s controller then draws that many cards.
Your skin looks so nice. Could I borrow it some time?
2/2

Next: make a creature of an animal subtype that isn't seen very often (e.g. octopus, elephant, aurochs).

Ionbound
2014-09-09, 08:36 PM
Impressive and terrifying. I'd absolutely run it in a mill deck. 9/10.

Giant Mantis Shrimp-2BU

Creature-Shrimp-U

Deathtouch

These are my Murdersticks. There are many like them, but these are mine.

2/4

Challenge: Make a werewolf.

r2d2go
2014-09-09, 08:43 PM
...why is he blue? Like, I get that he's Temur and so has to be RUG, but apart from his mana cost nothing on this card seems blue at all. This could have cost 5RG without a problem. I like the unusual take on an extra combat phase, though - since he doesn't untap your creatures, and he's in the wrong colours for frequent vigilance, he mostly wants to swing alone first, followed by the rest of your army. Interesting design, but it's a Gruul card, not a Temur card.

(Just a response, not a card)

I originally wanted to have him draw you cards or bounce creatures, but in the end I went with the simpler build. I didn't want him too strong, really wanted the bear, and once I hit on the extra combat phase (nerfed as noted, which I thought was cool, thanks by the way :smallsmile:) I felt I had already hit the cap on power and 7 mana (and, the other khans are at 3/4/5/6, I felt obligated to keep it there :smalltongue:). I think I'll nerf the anthem buff (maybe just Haste and Trample, or Haste, Trample and +1/+1) and give it a bounce ability.

Actually... Sure, I'll go out of order :smalltongue:

Kol, Izzet Outcast 2URG
Legendary Creature - Weird Werewolf M
At the beginning of each upkeep, if no spells were cast last turn, transform Kol, Izzet Outcast.
URG - Counter target spell unless its controller pays 3, then deal 3 damage to Kol, Izzet Outcast.
With my failure, I am no longer what I used to be. But my research was a success. I have become what I have dissected, what I have attempted to mimic. Perhaps I can become more.
3/5 (5/3)

Kol, Harbinger of Destruction
Legendary Creature - Werewolf Weird M
At the beginning of each upkeep, if a player cast two or more spells, transform Kol, Harbinger of Destruction.
(U/R)(U/G)(R/G) - Counter target spell unless its controller pays 3. Kol, Izzet Outcast gets +2/+2 and trample until end of turn.
I will conduct one more experiment. The subject shall be myself. Perhaps... Perhaps I can regain what I have lost.
5/3

Challenge: Make a creature that deals damage to itself!

Blue Ghost
2014-09-10, 02:30 PM
An Izzet werewolf? I don't think there are werewolves on Ravnica...

More to the point, repeated, controllable counterspelling that's not even limited to once a turn? Way to lock opponents out oc the game completely.

Firebelcher Frog 3R
Creature - Frog (U)
R: Firebelcher Frog deals 1 damage to each creature.
3/3

Next: Design a card geared toward Two-Headed Giant.

r2d2go
2014-09-10, 03:04 PM
An Izzet werewolf? I don't think there are werewolves on Ravnica...

More to the point, repeated, controllable counterspelling that's not even limited to once a turn? Way to lock opponents out oc the game completely.

(Again not a card, just a response)

Well, it's a counterspell that costs 3 of very constricted coloring and is limited to once a turn to start (and turns your 3/5 for 5 into a 3/2). On a 5 costed creature with 3 of specific mana. Transforming it requires no spells to be cast at all the next turn - that means if your opponent has more than one spell he can cast, or if you don't have 8 mana of the right colors, it's not transforming that turn. Lastly, the card has no protections other than the counterspelling - a control deck can counter it, any rushy deck can just cast two spells and keep it mediocre. The point is, if you manage to jump through the many hoops to transform it, and keep it alive to untap your lands, you win... in a couple turns, as long as your opponent doesn't have anything that will get things past the one creature in the next turn or two. For a five mana mythic rare (that's really more like an eight mana mythic rare if you want to have a reasonable chance of transforming it), I think that's fair.

Blue Ghost
2014-09-10, 10:16 PM
(Again not a card, just a response)

Well, it's a counterspell that costs 3 of very constricted coloring and is limited to once a turn to start (and turns your 3/5 for 5 into a 3/2). On a 5 costed creature with 3 of specific mana. Transforming it requires no spells to be cast at all the next turn - that means if your opponent has more than one spell he can cast, or if you don't have 8 mana of the right colors, it's not transforming that turn. Lastly, the card has no protections other than the counterspelling - a control deck can counter it, any rushy deck can just cast two spells and keep it mediocre. The point is, if you manage to jump through the many hoops to transform it, and keep it alive to untap your lands, you win... in a couple turns, as long as your opponent doesn't have anything that will get things past the one creature in the next turn or two. For a five mana mythic rare (that's really more like an eight mana mythic rare if you want to have a reasonable chance of transforming it), I think that's fair.

Sorry if I was rude. I was too hasty in writing.
I still disagree with your analysis. Counterspelling is a very powerful effect. Many people dislike playing against counterspell-heavy decks, but with those, you can manage by trading spells for counterspells. An unlimited source of counterspells that costs you no card advantage is not something I think anyone would want to play against. Yes, this may be too highly costed for standard play, but in a format like commander, this would be downright oppressive. A card-free counterspell every turn is insanely strong. Yes, I can power through it if I have enough cards and mana to do so, but it's extremely heavy card disadvantage to do so. To remove this guy requires that I have two different removal spells in hand on the exact same round you cast it; otherwise there's very little I can do to stop it from transforming and giving you the ability to counter everything I play. You say it has no protection other than counterspelling, but counterspelling is the most powerful form of protection in the game. Indestructible and hexproof can be played around with time, but this doesn't give you time, and requires you to be very lucky and sacrifice heavy amounts of card advantage to get rid of it. All in all, I think it's much too oppressive. Now, if it were a soft counter like Mana Leak, that would be more reasonable, though even then I would be careful with it.

That's just my opinion; I might be wrong. What does the community think?

Tom the Mime
2014-09-11, 01:41 AM
I'm with Blue Ghost here - repeatable countering that doesn't even tap is far too strong. If tapping it was in the cost, it might be okay but would probably still be too strong. Compare with Ertai (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5146) who costs 2 less but is much more fragile and costs more and taps to counter something.

Below is the list of creatures that can counter spells without sacrificing or tapping themselves - it's a short list.

Soratami Savant (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=80417) - they can pay mana to get push through it and if you keep countering with it they'll get more of a land advantage, letting them push stuff through easier
Voidmage Prodigy (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=108811) - sacrificing a wizard means you aren't generating a huge card advantage countering spells
Patron Wizard (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=29925) - only 1 extra mana for each wizard tapped, a bit like a reverse convoke
Callow Jushi (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74489) - lots of setup before you can even start countering and even then they can push through with mana
Hisako (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=50474) - no card advantage due to the discard and it's very conditional
Lullmage Mentor (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=190404) - if you can activate this twice in one turn you should have won already

Now to the challenge:

The frog is okay but I'd probably make it a 2/2 given how it can be used as a boardwipe. Nice idea though.

Sharing is Caring - X (W/G)(W/G)
Instant - R
Add X to target players mana pool

Obvious way to use it is to cheat out a big spell in 2HG, especially if you run it in a ramp deck. Could be all sorts of fun in the right commander game though.

Next challenge: Make a card with convoke

somethingrandom
2014-09-11, 06:52 AM
Will of the People 5W
Sorcery R
Convoke
Exile target creature

Gandariel
2014-09-11, 07:19 AM
Will of the People 5W
Sorcery R
Convoke
Exile target creature

next challenge?

Jormengand
2014-09-11, 11:29 AM
A not-very-exciting but functional card.

Unchallenged Edict 1UU
Sorcery - R
Spells you cast this turn can't be countered.

Challenge: Make a card which casts your spells for you.

r2d2go
2014-09-11, 11:56 AM
Sorry if I was rude. I was too hasty in writing.
I still disagree with your analysis. Counterspelling is a very powerful effect. Many people dislike playing against counterspell-heavy decks, but with those, you can manage by trading spells for counterspells. An unlimited source of counterspells that costs you no card advantage is not something I think anyone would want to play against. Yes, this may be too highly costed for standard play, but in a format like commander, this would be downright oppressive. A card-free counterspell every turn is insanely strong. Yes, I can power through it if I have enough cards and mana to do so, but it's extremely heavy card disadvantage to do so. To remove this guy requires that I have two different removal spells in hand on the exact same round you cast it; otherwise there's very little I can do to stop it from transforming and giving you the ability to counter everything I play. You say it has no protection other than counterspelling, but counterspelling is the most powerful form of protection in the game. Indestructible and hexproof can be played around with time, but this doesn't give you time, and requires you to be very lucky and sacrifice heavy amounts of card advantage to get rid of it. All in all, I think it's much too oppressive. Now, if it were a soft counter like Mana Leak, that would be more reasonable, though even then I would be careful with it.

That's just my opinion; I might be wrong. What does the community think?

Hm, good points, I wasn't really thinking of Commander. I changed it to a soft counter (pay 3 or counter), I think that should work better - after all, it costs the opponent the same mana it uses. That said, I'll note that none of the cards listed by Tom the Mime cost more than four, and none are mythic rare. To provide a comparison Callow Jushi (who Tom stated has "lots of setup") is a whole lot easier to set up than getting off a werewolf trigger turn 5 or turn 8, is uncommon, and is rated only 3.5ish on Gatherer. That said, it's also a much softer counter. I think with the added 3 to negate option, it's comparable to Soratami Savant untransformed (essentially 1/turn with small penalty unless you're willing to sacrifice things, much like the land bounce). When transformed, it's obviously a lot stronger but... I'm okay with that, being a 5 drop mythic rare :smalltongue:

Anyway, to the challenge!

Thrasher Weird - 2(U/R)(R/G)(U/G)
Creature - Weird R
Whenever a spell targeting Thrasher Weird resolves, it gains hexproof until end of turn.
Whenever Thrasher Weird attacks, discard a random card from your hand.
If the card is an instant or sorcery, Thrasher Weird casts the spell, then deal damage equal to the spell's CMC to Thrasher Weird.
If the card is a creature, Thrasher Weird gets +X/+X, where X is the exiled creature's toughness, and gains trample until end of turn.
RUG - Thrasher Weird gains -1/+1 until end of turn.
The Natural Incorporation project has succeeded beyond our wildest dreams. Unfortunately, it has turned on us... This may be the last of my journals. Perhaps, some day, we will learn to control this monstrosity... -Last journal of Kol, Head Researcher
4/4

Thrasher Weird - 2(U/R)(R/G)(U/G)
Creature - Weird R
Whenever Thrasher Weird attacks, discard a random card from your hand.
If the card is an instant or sorcery, Thrasher Weird casts the spell, then deal damage equal to the spell's CMC to Thrasher Weird.
If the card is a creature, Thrasher Weird gets +X/+X, where X is the exiled creature's toughness, and gains trample until end of turn.
The Natural Incorporation project has succeeded beyond our wildest dreams. Unfortunately, it has turned on us... This may be the last of my journals. Perhaps, some day, we will learn to control this monstrosity... -Last journal of Kol, Head Researcher
3/5

And to preemptively provide explanation...
The second ability was balanced approximately to things like Sapling of Colfenor (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=157973) or Narset, Enlightened Master (3WRB, 3/2 first strike hexproof, on attack, exile top 4 cards, you may cast noncreature spells exiled). I figured it's around the same as Narset (since it puts you at card disadvantage, and only gets one card) and a little weaker than the Sapling (no Indestructible, hurts self, card disadvantage, but is somewhat more likely to get something).

[email protected]: Yeah, it won't fit into a text box particularly well. Working on it :smalltongue: (that said, note that a lot of the time I'll be continuously working on something after I post it, so the first few minutes after posting might just be the concept).
Also CMC for spells with X are considered X = 0. Not sure exactly where it's noted, but I do know they put reminders on gatherer rulings for pretty much everything that casts a spell without paying the cost.

Challenge: Make a card with CMC > 5 that grants a form of evasion.

Jormengand
2014-09-11, 12:13 PM
That will never, ever, ever, in a million years fit inside a text box. It's way too complicated, and it doesn't specify what happens if you cast a spell with X in it.

Evade 4WW
Enchantment -R
Creatures you control have Hexproof and Protection from Black.
If a spell would target Evade, you may pay 2W. If you do, counter that spell.

Next: Create a creature - Human Elf.

Blue Ghost
2014-09-11, 11:25 PM
The obvious point of comparison is Privileged Position. Evade costs 1 more mana, at approximately equal color restrictiveness (2 colored vs. 3 hybrid), affects only creatures, and adds on some self-protection, and protection from black. Honestly, I don't know why protection from black is there; it feels kind of out of place on the card. The obvious issue here is that counterspelling is a strictly blue ability, and hexproof is now out of white's color pie as well. There will need to be a very good reason for that color bleed. Assuming that such a reason is present in the set, the card is pretty decent, and I can see being played in control decks as well as being a major player in commander.

Glenvale Ambassador GW
Creature - Human Elf Advisor (U)
T: Add {G} or {W} to your mana pool. You gain 1 life.
3GW, T: Put a 1/1 white Human creature token and a 1/1 green Elf creature token onto the battlefield.
In troubled times, those with dual heritage are a blessing to both their races.
1/2

Next: Create a nonland card that represents a location.

bryn0528
2014-09-12, 02:55 AM
Glenvale Ambassador GW
Creature - Human Elf Advisor (U)
T: Add {G} or {W} to your mana pool. You gain 1 life.
3GW, T: Put a 1/1 white Human creature token and a 1/1 green Elf creature token onto the battlefield.
In troubled times, those with dual heritage are a blessing to both their races.
1/2

Yay half elves! I always seem to really like creatures that you can tap for mana. There's tons of common land cards that have similar tap effect, so very understandable. 5 mana I think is entirely too much for just 2 1/1 creatures (especially as green). Presence of Gond (http://magiccards.info/c13/en/161.html) is an enchantment that's only a common, which gives you a 1/1 for 3... I would lower the ability to 1GW, T.

On a completely unrelated note, I always like how you layout your information.


Next: Create a nonland card that represents a location.

I made something like that for the mini-set challenge... so here's I guess a similar idea.

Wandering Trail UUBB
Creature - Illusion R
Defender. First Strike.
When ~ becomes the target of a spell or ability, sacrifice it.
~'s power is equal to the number of Forests you control.
~'s toughness is equal to the number of Islands you control.
"Two roads diverged in a yellow wood and I took the one that didn't even exist." -Jace Beleren
X/X

Next: make a card of two opposing colors that costs 2 mana.

Gandariel
2014-09-12, 07:29 AM
That card is... really,really, REALLY weak. And definitely not worth the Rare status.
Four (hard to get) mana for a 2/2? with Defender? That dies so easily?
Really, the sacrifice part just makes it completely unplayable.
If it hadn't that ability and was a *+1/*+1 maybe it would have worked better.

Anyways, here's my card

Draining Helix 1WB
Sorcery U
Target player sacrifices a nonland, nontoken permanent and you gain life equal to that card's converted mana cost.



Next challenge: Make a card that interacts with Sprouting Phytohydra (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=111220)!

Keledrath
2014-09-12, 12:36 PM
That card is... really,really, REALLY weak. And definitely not worth the Rare status.
Four (hard to get) mana for a 2/2? with Defender? That dies so easily?
Really, the sacrifice part just makes it completely unplayable.
If it hadn't that ability and was a *+1/*+1 maybe it would have worked better.

Well, that's a thing with illusions. Though I do agree that it's overcosted, since illusions are generally BS powerful for their mana costs due to that drawback (Phantasmal Bear = 2/2 for 1)


Anyways, here's my card

Draining Helix 1WB
Sorcery U
Target player sacrifices a nonland, nontoken permanent and you gain life equal to that card's converted mana cost.

I like it. Though I would personally have just made the cost WB, since the opponent chooses what card is destroyed.


Next challenge: Make a card that interacts with Sprouting Phytohydra (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=111220)!

Okay...

Spawning Pool UUGG
Enchantment M
For every creature that shares a name, those creatures get +2/+2

The blue is mixed in because it feels like a Simic kind of card to me


Challenge: Make a card based off of a character from a MOBA (and name the MOBA)

For those who aren't aware (I'm sure there's someone), MOBAs are games like League of Legends, DOTA 2, Smite, Awesomenauts, Heroes of the Storms, etc.

r2d2go
2014-09-12, 01:17 PM
Annie Hastur, the Dark Child 2RR
Legendary Creature - Human R
Tap, RR - Deal X+1 damage to target creature or player. If this kills a creature, add RR to your mana pool.
Tap, RR - Deal X damage equal to up to 3 creatures.
Tap, 2RRR - Put a X/X red bear onto the battlefield with "each turn, deal 1 damage to up to 2 creatures".
Whenever Annie or a red bear kills a creature, put a +1/+1 counter on Annie. X equals Annie's power.
0/1

(League)

Challenge: Make a planeswalker without a positive loyalty cost.

Edit(log): Though I threw in the black as a balancing factor (hard to activate the abilities if you have to make your land base partly black), I decided to get rid of that and other things. Ramps harder but you can't throw out 4/4 bears each turn right away anymore.

Beelzebub1111
2014-09-12, 01:54 PM
I like the concept, but If you are going to have the cost be two colors and give it three activated abilities, the other colors should show up in the activated ability cost. Also, limitless 4/4 bears that deal damage to creatures every turn is a bit OP.

Losova, Barbarian Queen 3RR
Planeswalker -- Losova, Mythic
0: Put a 2/2 red Barbarian token onto the battlefield
-2: Target player sacrifices and artifact. If they do, you gain an emblem with "Barbarians you control gain +1/+1"
-4: Barbarians you control gain +3/+3, trample, and haste until end of turn. For each barbarian that deals damage to an opponent this turn, that player sacrifices a permanent.
Loyalty: 7

Challenge: Make a Rigger

Ninjaman
2014-09-12, 03:20 PM
Generally tribal planeswalkers are a bad idea, and planeswalkers without plus abilities are difficult to pull off. The second ability will often not do anything and be too powerfull when it does. The walker basically does nothing other than making a lot of 2/2's and overrunning+multiple stone rain if left unanswered, kind of boring.

Snare Rigger - 1W
Creature - Human Rigger - C
3, T: Assemble a contraption. (Put a colorless artifact token onto the battlefield.)
T, Tap an untapped contraption you control: Tap target creature.
1/2

Challenge: Make a card that generates card advantage without drawing cards.

Jormengand
2014-09-12, 03:36 PM
Interesting, I suppose, but... it's kinda complicated for what it does, and the total cost for something that can be shocked off the field and requires two turns of setup.

It Will Not Die 5BB
Enchantment - MR
If a permanent you control would be destroyed, you may put it in your hand instead.
It will live. It will fight. It will fall. But it will not die.

Next: Taking into account the feedback for a card you've made before, make a better version of that card.

r2d2go
2014-09-12, 04:21 PM
Interesting, I suppose, but... it's kinda complicated for what it does, and the total cost for something that can be shocked off the field and requires two turns of setup.

It Will Not Die 5BB
Enchantment - MR
If a permanent you control would be destroyed, you may put it in your hand instead.
It will live. It will fight. It will fall. But it will not die.

Next: Taking into account the feedback for a card you've made before, make a better version of that card.

...can I take this if I do that continuously? :smalltongue:

Thrasher Weird - 2(U/R)(R/G)(U/G)
Creature - Weird R
Whenever ~ attacks, you may discard a random card from your hand. If it's a creature, ~ gets +2/+2 trample until end of turn. If it's an instant or sorcery, cast that instant or sorcery without paying it's mana cost.
The Natural Incorporation project has succeeded... in a way. - Last journal of Kol, Head Researcher
3/5

Challenge: Make a card that flips a coin.

AgentPaper
2014-09-12, 04:35 PM
Thrasher Weird: Definitely an improvement, though it seems odd that it casts the spells while creatures just give a flat bonus. Discarding from your hand also allows you to control the outcome which is a nice touch, though not to the degree of picking exactly what you want it to use, unless you only have one card of course.

Cheating Imp 1B
Creature - Imp U
Flying
T: Flip target coin. (This changes the result of that coin flip.)
1/1

Next Challenge: Make an equipment card that doesn't represent a weapon.

Zaydos
2014-09-12, 04:36 PM
The fact that it's random can help balance it a bit, combined with cards you might want to hold onto, means that it's not too powerful. Looks pretty reasonable for its mana cost (2 colors and 5 total). I don't really see me running this in either Simic or Izzet, but if I was running something with a bunch of big cost instants/sorceries maybe. I mean you could build a deck around a card like this, though I'd not know what to build.

Chaos Spark - R
Instant U
Flip 3 coins. For each flip you win deal 1 damage to target creature or player.
A little bit of lightning, a little bit of fire, and a little bit of ice. Let's see what that makes.
-Laughing Tom, the Mad Mage

I like it, I'm not sure about the CMC but it fits as black thematically and most flips are red so it encourages a multi-color playstyle or could be a sideboard item for fighting decks that used coin flips if those ever got popular.

Thinking Cap - 1U
Artifact - Equipment U
Equipped creature has "whenever this creature takes damage draw a card"

Equipped creature has "U, T: Deal 1 damage to this creature."

Equip 3.


Create a card based upon your favorite RPG character.

Beelzebub1111
2014-09-12, 05:03 PM
I'm not much of a fan of colored artifacts, but I think this one's okay. There's certainly a (http://magiccards.info/di/en/95.html) few (http://magiccards.info/shm/en/89.html) creatures (http://magiccards.info/query?q=Fungusaur) I can see this being equipped on.

Murlynd, Divine Sheriff 3WU
Legendary Creature -- Human Knight Wizard
Vigilance, Reach
T: Deal one damage to target creature
Whenever Murlynd, Divine Sheriff deals damage to a creature, it phases out
"Always bring a gun to a magic fight"
2/5

Challenge: Theme: Beeble

r2d2go
2014-09-12, 05:16 PM
Pretty cool, with Vigilance and the phase-ping. Not overly powerful but definitely a useful card.

Barrage of Beebles: 3UU
Tribal Instant - Beeble R
Choose two of the following abilities, where X is the number of beebles you control:
Return target creature with power less than X to it's owner's hand.
Gain control of target artifact with CMC less than X.
Put an X/X beeble token onto the battlefield.
Put X 1/1 beeble tokens onto the battlefield.

Challenge: Make a card that generates mana.

Jormengand
2014-09-12, 05:23 PM
Two of the following abilities, where X is the number of beebles you control? Seems a bit odd.

Anyway, casting this spell twice is pretty much a win, because of all your 1/1 beeble tokens. If you're not built to ruin everything, the card is near useless except if you're really lucky with what your opponent has down.

Immortal Spire 6
Legendary Artifact MR
T: Put a power counter on Immortal Spire
T, remove X power counters from Immortal Spire: Add X to your mana pool.
Power is nothing if you can't have it all at once.

Next: Create a card with a tribal theme, but that works in any tribal deck, no matter what it's tribal for (Such as Door of Destinies).

Ionbound
2014-09-12, 05:31 PM
Wow. That seems like it would be really scary in ramp monstrosity decks. Getting an influx of +5-6 Mana on a Hydra Broodmaster, for instance, seems a bit OP. 6/10

United We Stand-2WW

Enchantment-U

Creatures you control get +0/+1 for each other creature of the same type you control.

Challenge: Make an Innistrad Planeswalker.

BillyDeeWilliam
2014-09-12, 05:40 PM
Firetail, the Blade Storm WWW
Legendary Creature-Fox Samurai; MR

Bushido 2

R: Firetail, the Blade Storm gets +1/+0 until end of turn.

Samurai creatures you control have double strike.

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

1/3

Meant to post this in the main thread. Oops.

Zaydos
2014-09-12, 06:24 PM
I honestly thought there was a card that did that already, can't find it though. Potentially pretty powerful in White, but mostly just makes your tokens into things to block fatties. I could see myself using it, though. I'd say the mana cost is accurate, one more in colorless can get an artifact which works for both players and does +1/+1 but that is a double edged sword where this is not, it might could go 1 less but that'd probably be too strong especially as an uncommon.

Damalia Wood Witch 2GR
Planeswalker - Damalia Mythic
At the beginning of each upkeep, if no spells were cast last turn, transform Damalia Wood Witch.
+1: Put a Green 0/4 Plant token with Defender onto the battlefield under your control.
-1: Search your library for a Forest or a Mountain and put it onto the battlefield under your control. Then shuffle your library.
-6: Search your library for up to 5 creatures with a total converted mana cost of 5 or less and put them into play. Then shuffle your library.
Loyalty: 4.

Damalia Moonspeaker
Planeswalker - Damalia
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Damalia Moonspeaker.
+1: Put a Green and Red 2/2 Werewolf with First Strike onto the battlefield under your control.
-1: Target creature you control gains +2/+2 until end of turn and fights target creature you do not control.
-3: You gain an emblem which says: “Non-Human Werewolves you control can't transform.”

Make a Land which transforms.

Beelzebub1111
2014-09-12, 06:45 PM
The Wood Which side seems a bit weak. Also, for space saving, there should be two abilities per side Like garruk for example (http://magiccards.info/query?q=t%3Aplaneswalker+o%3Atransform).

Fallen Colossus
Land R
T:Add {1} to your mana pool. If you have 7 or more mana in your mana pool, Transform Fallen Colossus
The children climb on his fallen body, the once proud form decayed to nothing

The Titan Reborn
Artifact Creature -- Golem
Trample
8/8

Challenge: A creature with Banding.

Eternis
2014-09-12, 06:56 PM
Reasonable uncommon, but it doesn't work for non-white tribals. Ergo, NOPE.
4/10 (Did not follow the instructions, but was a very respectable card nonetheless)

Alphonse, of Weirfell 3RG
Plansewalker - Alphonse
+2: Put a 1/1 green and red wolf creature token onto the battlefield.
+2: Put a +1/+1 counter on target Wolf you control.
+1: Target wolf you control fights target creature you don't control.
At the beginning of your upkeep, if no spells were cast last turn, transform ~.
4

Alpha Alphonse
Planeswalker - Alphonse
-2: Put 2 2/2 green and red wolf creature tokens with haste onto the battlefield.
-1: Each wolf you control gets +1/+1 and trample until end of turn.
-6: Put an emblem into play under your control that says: "Wolf creatures you control get +2/+0 and first strike when attacking."


Make a lich.

r2d2go
2014-09-12, 07:07 PM
Reasonable uncommon, but it doesn't work for non-white tribals. Ergo, NOPE.
4/10 (Did not follow the instructions, but was a very respectable card nonetheless)

Alphonse, of Weirfell 3RG
Plansewalker - Alphonse
+2: Put a 1/1 green and red wolf creature token onto the battlefield.
+2: Put a +1/+1 counter on target Wolf you control.
+1: Target wolf you control fights target creature you don't control.
At the beginning of your upkeep, if no spells were cast last turn, transform ~.
4

Alpha Alphonse
Planeswalker - Alphonse
-2: Put 2 2/2 green and red wolf creature tokens with haste onto the battlefield.
-1: Each wolf you control gets +1/+1 and trample until end of turn.
-6: Put an emblem into play under your control that says: "Wolf creatures you control get +2/+0 and first strike when attacking."


Make a lich.

Erm... You were double-ninja'd. Also, the challenge was "no matter what it's tribal for", which can easily be interpreted as it works for any one creature type. After all, nothing's stopping a non-white tribal from splashing white for a card - it's the creature type that defines tribal, not the color.

Anyway, your card lacks the transform-back option, though that's fine. Otherwise it seems... reasonable? The fact that his abilities are +2 helps, but they just don't do enough for a five drop planeswalker. Even his transformed ultimate is pretty meh, and that takes transforming AND having his loyalty high enough. All in all, a little weak.

Edit: Actually, sure, I'll make a lich...

Flametounge Lich 3UBR
Creature - Lich R
Whenever you cast an instant or sorcery:
If it draws you cards, deal 3 damage to target creature or player.
If it destroys a creature, draw a card.
If it deals damage, destroy target creature.
3/4
Power? I can show you power...

@Beelzebub:
Seems pretty good. Will sometimes be a free fatty, but lack of game-breaking abilities means it's never going to be too great, and the tap for one means it'll never be too awful.

Benalish Flag-Bearer 2W
Creature - Human Soldier U
Humans you control have Banding.
2/2
To me!

Challenge: Create a card that interacts with a graveyard.

bryn0528
2014-09-12, 07:21 PM
Fallen Colossus
Land R
T:Add {1} to your mana pool. If you have 7 or more mana in your mana pool, Transform Fallen Colossus
The children climb on his fallen body, the once proud form decayed to nothing

The Titan Reborn
Artifact Creature -- Golem
Trample
8/8

I like this card, especially since one side is a land but the other is not. I also really like that the transformation condition isn't "you did/didn't cast a spell or spells", because that seems really over used. Definitely scary though, because you still have that 7 mana in your pool, so it's like getting a big creature for free. A fun consideration: killing The Titan Reborn instead transforms it back into Fallen Colossus (probably too good then). Definitely like the flavor of this, though.


Challenge: A creature with Banding.

Isn't Banding being discontinued?

Commanding Image WUG
Creature - Human Wizard Advisor U
Banding.
Illusions you control have trample.
It may be difficult trying to herd unreal things, but it is well worth the effort.
1/1

Next: Make a con artist.


Edit: I got double ninja'd too. :smallfrown:

Zaydos
2014-09-12, 07:36 PM
@r2d2go: It's almost a human lord, which used to be a major no-no, but it's also feels worse than most lords. I mean being able to assign damage on the block is useful, especially if you have a lot of toughness 2+ creatures. It'd be too strong with a +1/+1 to humans you control, but I feel a needs a little something, maybe an activated ability to grant +0/+1 to humans you control until end of turn; even if it cost enough to make the ability only situationally useful (i.e. "well I top decked a land this turn") and was limited to 1/turn it might still make it just a little bit better.

Grave Krasis 1(U/B)(G)
Creature - Beast Mutant U
Evolve
T, remove a number of +1/+1 counters from Grave Krasis: Return target creature card in your graveyard with a converted mana cost less than the number of +1/+1 counters removed this way to the battlefield.
(B/G)(U/G), T, remove a number of +1/+1 counters from Grave Krasis: Return target creature card in a graveyard with a converted mana cost less than the number of +1/+1 counters removed this way to the battlefield.
0/2

And because I'm being ninja'd...

@bryn0528
3 color cost. Banding + Trample have synergy, but you don't really want to put this in a band (1 toughness) and it requires you to be playing a lot of illusions which isn't the most likely for WUG (illusions tend to be cheap Blue fatties and G tends to have things to make up for cheap and better fatties). I'd say it should probably be a 2/4 or 3/3 on its own.

Dream Salesman UB
Creature - Human Con Artist R
T: Target opponent must declare a card type (Tribal, Planeswalker, Creature, etc). Reveal the top card of your library if it is not a card of the declared type target creature you control gains Hexproof until end of turn.
UB, T: Choose one card at random from target opponent's hand, and one card from your hand. Exile both cards face up. You may play any card exiled this way that you do not own, and your opponents may play any card exiled this way that you own. Use this ability only as a sorcery.
0/2

Make a card with Overload (the Izzet guild ability).

r2d2go
2014-09-12, 08:14 PM
Not sure if this is a two-in-a-row thing with the ninjas flying around, but... eh :smallbiggrin:

Both cards are pretty good - Grave Krasis is nice, not too powerful but encourages lots of little steals due to evolve. Dream Salesman... figuring out what it's supposed to be doing is a fun exercise :smalltongue: at UB it seems reasonably costed, though.

Aether Bolt RU
Instant - R
For target creature, flip two coins. Then, deal 1 damage to that creature, plus 2 damage per head for all coins flipped this turn.
Overload 1RU

Note: Yep, it's target creature and not target creature you don't control. Overload is a board clear :smallbiggrin: it's also strengthened by other random cards, but otherwise averages to a searing spear.

Challenge: Make a card using Tarkir wedge colors that creates tokens.

Ninjaman
2014-09-12, 08:54 PM
Not a huge fan of coinflipping on cards, but this effect is definately one of the better. Though it would be very anoying to play with against (does it sweep or not?)

Loxodon Recruiter - 1WBG
Creature - Loxodon Soldier - R
Outlast - 1W
Whenever a +1/+1 counter is placed on a creature you control, put a 1/1 warrior token onto the battlefield.
3/3


Make a creature with two creature types that rarely go together.

Blue Ghost
2014-09-12, 09:28 PM
I like this one. Has real potential, great fit in Abzan, looks quite fun. I don't see any major flaws. Not sure if the power level is right, but it's good enough to be shipped off to development.

Mordant Dracolich 4BB
Creature--Dragon Zombie (M)
Flying
When Mordant Dracolich attacks, each creature defending player controls gets -2/-2 until end of turn.
5/5

Next: Make a Plane card (Planechase)

r2d2go
2014-09-13, 12:40 AM
I like this one. Has real potential, great fit in Abzan, looks quite fun. I don't see any major flaws. Not sure if the power level is right, but it's good enough to be shipped off to development.

Mordant Dracolich 4BB
Creature--Dragon Zombie (M)
Flying
When Mordant Dracolich attacks, each creature defending player controls gets -2/-2 until end of turn.
5/5

Next: Make a Plane card (Planechase)

Seems... plain for a mythic, I guess :smalltongue: the power level's fine, since it's a repeatable one sided wipe/debuff on top of a somewhat above curve body. It's a good card, it's just not flashy or showy. I guess we need more of those cards, so... good job! :smallsmile:

Anyway, seems people aren't plane-builders... so why the heck not, I'll take a stab at it :smallbiggrin:

The Mindbreak

Whenever you cast a spell, flip a coin. On heads, the spell gains Cascade. On tails, you take damage equal to the spell's converted mana cost.

Whenever you roll Chaos, all spells gain "You may Cascade" until end of turn.

Still figuring out if that's a new Plane, an area in a Plane, or what...

Challenge: Make a split-second instant (preferably in which the split second makes a big difference).

Zaydos
2014-09-13, 01:55 AM
I don't really know how to judge a plane, but it definitely causes some chaos. If you're going for a dice flip theme you might be able to build a deck around it, but the double edged nature of it means it's hard to build a deck around and would probably not be included in the plane deck unless using a communal one and you have a joker in your midst (I'd throw it in just to mess with everybody equally).

Gaea's Aegis 1G
Instant U
Split Second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)

Target creature gains Hexproof and Indestructible until end of turn.

Challenge:
Make a thallid (fungus creature, thallid in its name, has "At the beginning of your upkeep, put a spore counter on ~.

Remove three spore counters from ~: Put a 1/1 green Saproling creature token onto the battlefield.")

@v: I want it... but you left off it's P/T.

AgentPaper
2014-09-13, 02:52 AM
Gaea's Aegis: I like it, basically a green counterspell without breaking the color pie. Compares favorably to Withstand Death and Mortal's Resolve, a bit stronger than those but those weren't exactly stellar cards to begin with, so it's likely just fine. I don't really like Split Second as a mechanic, but I can hardly fault you for that and this is a good use of it, so 8/10.


Mirror Thallid 3U
Creature - Fungus R
At the beginning of your upkeep, put a spore counter on Mirror Thallid.
Remove three spore counters from Mirror Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice three Saprolings: Put a token onto the battlefield that's a copy of target creature you control.
3/3

Next: Since it got skipped over, make a card based on your favorite RPG character. Doesn't need to be the character himself, necessarily.

Eternis
2014-09-13, 03:18 AM
Again, no power/toughness. Very powerful and nice card though. 5/10 (would be 9 for a reasonable power/toughness)

Link, Hero of Hyrule 3WG
Legendary Creature - Elf Warrior (MR)
0: Equip target Equipment to ~. Activate this ability only during your turn.
X, Exile ~: You may search your library for an equipment card with converted mana cost X and put it into play. At the end of your next turn, return ~ from the exile zone to play.
~ gets +0/+1 for each equipment card you control.
2WG: Return ~ from your graveyard to your hand.
1/3

Make a combat trick cantrip (1-2 mana card that affects creatures, generally during the combat step).

BillyDeeWilliam
2014-09-13, 03:24 AM
Mirror Thallid 3U
Creature - Thallid R
At the beginning of your upkeep, put a spore counter on Mirror Thallid.
Remove three spore counters from Mirror Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice three Saprolings: Put a token onto the battlefield that's a copy of target creature you control.


Next: Since it got skipped over, make a card based on your favorite RPG character. Doesn't need to be the character himself, necessarily.

Holy combos, Batman. With Doubling Season, Gilder Bairn, Biovisionary or probably a half dozen other cards I can't think of off the top of my head, you could get up to some truly bonkers Simic shenanigans with this guy. I admit, I've always kinda hated thallids (because I thought they were boring and slow), but you've made me a believer, especially with it being monoblue. I love when monocolor cards have off-color abilities. Really cool.

The Doomhammer-1RW
Legendary Artifact-Equipment; R

Equipped creature gets +2/+2 and has "{RW}, T: Destroy target black or blue creature."

As long as equipped creature is named Thrall, Warchief, it has "Whenever equipped creature attacks, you choose which creatures block this combat and how those creatures block."

Equip 3

Hint: in this Warcraft set, Thrall has vigilance.




Link, Hero of Hyrule 3WG
Legendary Creature - Elf Warrior (MR)
0: Equip target Equipment to ~. Activate this ability only during your turn.
X, Exile ~: You may search your library for an equipment card with converted mana cost X and put it into play. At the end of your next turn, return ~ from the exile zone to play.
~ gets +0/+1 for each equipment card you control.
2WG: Return ~ from your graveyard to your hand.
1/3

Make a combat trick cantrip (1-2 mana card that affects creatures, generally during the combat step).

Wacky. I like it. The flavor is strong, even though I never really got into Zelda. It's a very persistent card, which matches up well with what little I know of Link's personality. Obviously, it would be powerful in the right equipment deck, but I wonder if it's not a little too complicated. I don't think that it would fit in a text box, for example. Instead of the complex exile mechanic, you might simply have a tap mechanic (i.e., X, T: You may search your library for an equipment card with converted mana cost X and put it into play. ~ doesn't untap during your next untap step). Still, very fun and appealing to me personally, since I immediately glommed on to equipments and never really let go back when Mirrodin first came out.

Riddlemancy {R/W}U
Instant-U

As an additional cost to cast Riddlemancy, tap target creature you control.

Return target attacking or blocking creature to its owners hand.

Draw a card.

That's not it, either.
-Tsendiin the Infuriating

The flavor for this card is based off a card I created for the main challenge a while back.

Next challenge: redesign any card thus far spoiled from Khans of Tarkir (http://www.magicspoiler.com/khans-tarkir/).

bryn0528
2014-09-13, 03:53 AM
Mirror Thallid 3U
Creature - Thallid R
At the beginning of your upkeep, put a spore counter on Mirror Thallid.
Remove three spore counters from Mirror Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice three Saprolings: Put a token onto the battlefield that's a copy of target creature you control.

Thallid's are quite interesting. It's nice that this is a blue card, since there aren't any blue thallids. It definitely has some potential to be quite scary, especially in a blue/green fusion, which this really just begs to be put in. It's creature type should be Fungus, though, since thallid isn't a creature type. Also, as Zaydos has noted, it's lacking a power and toughness. 3/3 sounds good though? Thallids look to be all over the place in terms of CMC and P/T.



Next: Since it got skipped over, make a card based on your favorite RPG character. Doesn't need to be the character himself, necessarily.

I thought someone did this.. but maybe I'm just mistaken. I'll gladly take it myself.

Slayer of the Colossus 3WW
Creature - Human Warrior MR
During your upkeep, for each creature that you do not control that has greater power than ~, put one +1/+1 token on ~.
~ can only be blocked by one creature whenever it attacks. This must the creature the opponent controls with the highest power that is able to defend.
~ cannot block creatures with power 2 or less.
You could never imagine the beasts this boy has slain. No one knows his reasons.
2/3

Next: Make a colossus for the above to slay.
Edit: Double ninja'd yet again. Maybe I just take too long on these.

Fortuna
2014-09-13, 07:44 AM
Holy combos, Batman. With Doubling Season, Gilder Bairn, Biovisionary or probably a half dozen other cards I can't think of off the top of my head, you could get up to some truly bonkers Simic shenanigans with this guy. I admit, I've always kinda hated thallids (because I thought they were boring and slow), but you've made me a believer, especially with it being monoblue. I love when monocolor cards have off-color abilities. Really cool.

The Doomhammer-1RW
Legendary Artifact-Equipment; R

Equipped creature gets +2/+2 and has "{RW}, T: Destroy target black or blue creature."

As long as equipped creature is named Thrall, Warchief, it has "Whenever equipped creature attacks, you choose which creatures block this combat and how those creatures block."

Equip 3

Hint: in this Warcraft set, Thrall has vigilance.

RW doesn't usually do destroy effects. And cards with named-card interactions are, in my opinion, just not good design. In total, eh.


Wacky. I like it. The flavor is strong, even though I never really got into Zelda. It's a very persistent card, which matches up well with what little I know of Link's personality. Obviously, it would be powerful in the right equipment deck, but I wonder if it's not a little too complicated. I don't think that it would fit in a text box, for example. Instead of the complex exile mechanic, you might simply have a tap mechanic (i.e., X, T: You may search your library for an equipment card with converted mana cost X and put it into play. ~ doesn't untap during your next untap step). Still, very fun and appealing to me personally, since I immediately glommed on to equipments and never really let go back when Mirrodin first came out.

Riddlemancy {R/W}U
Instant-U

As an additional cost to cast Riddlemancy, tap target creature you control.

Return target attacking or blocking creature to its owners hand.

Draw a card.

That's not it, either.
-Tsendiin the Infuriating

The flavor for this card is based off a card I created for the main challenge a while back.

Next challenge: redesign any card thus far spoiled from Khans of Tarkir (http://www.magicspoiler.com/khans-tarkir/).

Costs don't target. This has no reason to be red - it should be straight WU. Still, pretty good.


Thallid's are quite interesting. It's nice that this is a blue card, since there aren't any blue thallids. It definitely has some potential to be quite scary, especially in a blue/green fusion, which this really just begs to be put in. It's creature type should be Fungus, though, since thallid isn't a creature type. Also, as Zaydos has noted, it's lacking a power and toughness. 3/3 sounds good though? Thallids look to be all over the place in terms of CMC and P/T.




I thought someone did this.. but maybe I'm just mistaken. I'll gladly take it myself.

Slayer of the Colossus 3WW
Creature - Human Warrior MR
During your upkeep, for each creature that you do not control that has greater power than ~, put one +1/+1 token on ~.
~ can only be blocked by one creature whenever it attacks. This must the creature the opponent controls with the highest power that is able to defend.
~ cannot block creatures with power 2 or less.
You could never imagine the beasts this boy has slain. No one knows his reasons.
2/3

Next: Make a colossus for the above to slay.
Edit: Double ninja'd yet again. Maybe I just take too long on these.

You mean +1/+1 counters, and that second ability is worded really messily. Also... for each? So you mean, if I play him and my opponents control three 3/3s, in my next upkeep he gets +3/+3 and turns into a 5/6. Wow.

So! A redesigned Khans card, which is kind-of-but-not-really a colossus. Surrak Dragonclaw. Surrak really annoys me, because you know what? He could be printed in mono-green without issue. Which is just silly for the card that's meant to be emblematic of a three-colour wedge. So, let's try again.

Surrak Dragonclaw 2GUR
Legendary Creature - Human Warrior MR
Whenever a creature enters the battlefield, you may choose target creature its controller doesn't control. Its controller may have it fight that creature. If they don't, tap it and it doesn't untap during its controller's next untap step.
Other creatures you control have trample.
6/6

Make a card that shows off, flavour-wise, something cool from the next arc/shard (a colour and its two ally colours) block!

r2d2go
2014-09-13, 01:12 PM
Hm... Still seems pretty green, with blue in the tapping. Fighting is kind of red, but the connection is still a little vague. An improvement in color-alignment, definitely, but I think you could do more :smalltongue: maybe add abilities and lower the P/T? After all Ferocity only needs 4 to trigger.

Unyielding Defense 2GWU
Enchantment - Aura M
Enchanted creature has -3/+3, Defender, Exalted and Shroud.
You may redirect any damage to enchanted creature.

Challenge: Make a card that involves explosions, of some sort :smallbiggrin: interpret that however you want...

Beelzebub1111
2014-09-13, 01:23 PM
It's good, but needs some syntax on the third ability "All damage that would be dealt to you or another permanent you control is dealt to enchanted creature instead" is fine. it works better without the "unless it would die" clause. Too complicated.

One Ton Bomb 5
Artifact Uncommon
One Ton Bomb comes into play tapped
{t}, Sacrifice One Ton Bomb: Deal X damage to each creature where X is the number of creatures on the battlefield.

Challenge: Make a Spellshaper.

Zaydos
2014-09-13, 01:33 PM
A Green usable field wipe! Overall it's a worse Blasphemous Act (which is a great card) in that both are a field wipe based on number of creatures in play. This you can work around by having big enough beasts more easily than Blasphemous Act though so worse might not be completely accurate. I could see using it, though probably as a sideboard thing, in a big Green deck. My creature's P/T is equal to my 8 forests, your weenies, though, will never survive! Worse enough than other fieldwipes to make it as an uncommon to boot. 8/10.

Cytoplasm Shaper 2GU
Creature - Fish Spellshaper R
1GU, T, discard a card: Choose a nonlegendary creature on the battlefield. Target creature becomes a copy of that creature until end of turn.
1/4.

Make a Blue Elf that is not Green and has no Green mana symbols anywhere upon it.

Fortuna
2014-09-13, 02:15 PM
Strong. Repeatably turn your tokens into your enemy's biggest dudes - or repeatably turn your enemy's biggest dudes into tokens. Gets really, really mean with Master of Waves, where it becomes a destroy effect. Still, I think the standard spellshaper drawbacks balance it.

Elven Analyst 1U
Creature - Elf Wizard R
X, T: Add X mana of any one colour to your mana pool. Spend only mana of one colour to pay X.
1/3

Make a land that produces four or five colours.

r2d2go
2014-09-13, 03:37 PM
Interesting card, lets you move around mana... However, I'd put it at Uncommon and not rare, even if it lets you convert colorless.

Xanthanir, the Dormant Sanctuary
Legendary Land - R
T - 1
T, exile a card from your graveyard - Add one mana of any of that card's colors to your mana pool.
T, sacrifice ~, exile ten cards from your graveyard - add WUBRG to your mana pool, then gain 5 life.

Challenge - Make a card that deals direct damage, with CMC > 5.

Dr.Gunsforhands
2014-09-13, 05:04 PM
Hrm. The basic idea is interesting, but there's got to be a less complicated way of doing that; getting mana from lands isn't generally supposed to be such a hassle. I can kind of see why you did it this way instead of just exiling the cards from the graveyard for the costs; to prevent a self-mill deck from getting the ability too easily, right? I'd sooner have just made the last ability sacrifice the land, to avoid having to tack on that constant exile effect and to add weight to the big burst of mana it gives you. Another consideration: if you already have the right color of mana to have cast a particular spell, then you don't really need the middle ability. Also, this may be intentional, but I think the way the abilities are worded means that you can recast flashback cards over and over. Also also, I think that WotC decided that Legendary Lands are outlawed from now on for some reason. I forget why.

Long story short, I don't like it very much, and I think you'd need to go back to the drawing board to try and get the right effect from this thing.

Maelyn, the Crashing Wave 4URR
Legendary Creature - Elemental MR
When Maelyn, the Crashing Wave enters the battlefield, it deals damage to target player equal to the amount of mana spent to cast it. That player returns three creatures he or she controls to their owners' hands.
4/5

New Challenge: Make a creature that wants to be equipped or enchanted.

Zaydos
2014-09-13, 05:19 PM
At first I wonder why it doesn't just say 7 damage but it avoids it being cheated in for the damage and makes it more powerful as a commander. I'd say it's actually a little undercosted still with Evacuation costing 5 (evacuation is potentially better in the right situation in Commander but also can't be your commander), and even as an instant this is on a stick and comes in with 7 points of damage, plus as worded it seems to still bounce if cheated in. Ultimately it feels like it'd have been better as an instant or sorcery that dealt damage and bounced and without the creature stick. And the reasoning behind Legendary Lands being disallowed was that it caused weirdness with deck design due to the Legendary rule and more importantly that you could kill off your opponent's lands by playing legendary lands and that was dirty, and they changed the Legendary rule so now it's only on your side and have since started printing them again (and they didn't stop all that long since there was one in Zendikar block).

Dreamsprout Thallid 1G
Enchantment Creature - Fungus U
At the beginning of your upkeep, put a number of spore counters on Dreamsprout Thallid equal to its toughness.
Remove three spore counters from Dreamsprout Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice 2 saprolings: Destroy target enchantment.
1/1

Make something that hates artifacts.

Fortuna
2014-09-13, 05:20 PM
A commander. Hm. So, evaluated on its first cast (I can't see this being printed outside a commander set - spending words for something that will basically never come up elsewhere?) it's a 4/5 (six turn clock) that punches for seven and bounces three creatures.

I feel like it wants haste. I'd feel a lot better if this card had haste. As it is, it feels like it's just... a spell that comes with a body. With haste, it would be punching an opponent and clearing their board to swing, which would make it much more exciting and I think rather more coherent.

Swiftblade Trainee W
Creature - Human Soldier R
Double strike
0/2

Make a dragon angel.

EDIT: Ninjad!


Dreamsprout Thallid 1G
Enchantment Creature - Fungus U
At the beginning of your upkeep, put a number of spore counters on Dreamsprout Thallid equal to its toughness.
Remove three spore counters from Dreamsprout Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
Sacrifice 2 saprolings: Destroy target enchantment.
1/1

Make something that hates artifacts.

Hmm. Tricky to evaluate. I feel like this could get very strong with toughness-focused equipment - the same stuff that's a staple in a Doran deck would go beautifully on this. Depending on the set... this could be a very neat build-around-me uncommon, but I think it might be a bit too good for my taste in commander. Still, good job overall!

I'm going to take a slightly unusual spin on this.

Heretic's Hatred 1RB
Enchantment - R
Whenever a permanent comes into play under an opponent's control, Heretic's Hatred deals damage to that player equal to the number of mana symbols in that permanent's mana cost.

Still make a dragon angel.

r2d2go
2014-09-13, 06:38 PM
Swiftblade Trainee - Seems more red to me, or red/white, but eh white works well enough. The fact is it's a decent card even without buffs, but the buffs make it powerful in a dedicated deck. Pretty good!

Heretic's Hatred - Definitely an interesting card. It seems like it'd be a good sideboard card for Rakdos/Jund rush, since it'll do a pretty decent amount of damage for 3 mana over it's lifespan - or soak up a removal. Also good, not much I can suggest with this.

Sophia, Fiery Reckoner 3WWRR
Legendary Creature - Dragon Angel M
Flying, Vigilance
R - ~ gets +1/+0 until end of turn.
When ~ enters the battlefield or attacks, deal 2 damage to all other creatures.
Sacrifice a creature - Prevent the next 2 damage dealt to target creature.
5/5

Challenge: Make an Auroch!

Edit: Or if you don't like Aurochs, make a card that can block more than one creature.

Oh, and quick clarification @ my card's review: It does say "exiled with this card", so no infinite flashback. That said, I do like the sacrifice instead of one of each idea, so I'll add it in (makes it simpler, too). Lastly, at the "doesn't actually fix mana" thing, that was the idea - three tiers of power. Without instants/sorceries, it's blank mana, with instants/sorceries, it's a pretty normal land, with lots of instants/sorceries, it's a huge burst of mana.

Beelzebub1111
2014-09-13, 08:32 PM
Sacrifice a creature is more of a demon ability. I'd give it "{w}:Prevent 1 damage to target creature". That way it can protect your creatures from its own ability.

Ancient Aurochs 3GG
Snow Creature -- Aurochs U
Trample, First Strike
Whenever Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs
"I take it back, I'd rather deal with the Sabretooth tigers"
--Norin the Wary
2/3

Challenge: Planeswalker Urza.

AgentPaper
2014-09-13, 09:45 PM
Oh, and quick clarification @ my card's review: It does say "exiled with this card", so no infinite flashback. That said, I do like the sacrifice instead of one of each idea, so I'll add it in (makes it simpler, too). Lastly, at the "doesn't actually fix mana" thin, that was the idea - three tiers of power. Without instants/sorceries, it's blank mana, with instants/sorceries, it's a pretty normal land, with lots of instants/sorceries, it's a huge burst of mana.

It's not perfectly clear, but I think it does go infinite. The relevant rules text from flashback: "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack." This is roughly the same terminology your card uses, so one of them has to override the other. The general rule of this is 'specific trumps general', but I'm not sure which one would be considered more specific here. I would guess that your land trumps the normal flashback rules, or at least it's a very reasonable assumption to make, in which case the card is exiled with your card and thus can be put back into your graveyard to be cast again.

Overall though it's really just a big mess and only further confuses an already fairly confusing card.

r2d2go
2014-09-13, 10:39 PM
It's not perfectly clear, but I think it does go infinite. The relevant rules text from flashback: "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack." This is roughly the same terminology your card uses, so one of them has to override the other. The general rule of this is 'specific trumps general', but I'm not sure which one would be considered more specific here. I would guess that your land trumps the normal flashback rules, or at least it's a very reasonable assumption to make, in which case the card is exiled with your card and thus can be put back into your graveyard to be cast again.

Overall though it's really just a big mess and only further confuses an already fairly confusing card.

I mean, I guess if you consider "with this card" to mean "with mana paid with this card" and not "with the very clearly exile-causing ability a half-centimeter above". I'll change it to say "with the above ability" I suppose.

Edit: Actually, screw it, the exile's not worth dealing with :smalltongue: I'll just make it exile cards from your graveyard...

AgentPaper
2014-09-13, 11:49 PM
I mean, I guess if you consider "with this card" to mean "with mana paid with this card" and not "with the very clearly exile-causing ability a half-centimeter above". I'll change it to say "with the above ability" I suppose.

What? That's not what I'm saying at all. What I'm saying is, you cast a card with flashback (using normal lands), which triggers both the flashback "exile this instead of putting in graveyard" clause, and your lands similar "exile this instead of putting in graveyard" clause. Since the card can't do both of those at once, one of them takes precedence, and assuming your card's does so (as I think it should, but I'm not sure), then that card was exiled by your card, and thus can be returned to your graveyard using your card's activated ability, ready to be cast again.

Regardless, I agree that it's not really worth bothering with, as even if you got the right wording, it would still be clumsy and not especially interesting from a design standpoint.

r2d2go
2014-09-14, 01:28 AM
What? That's not what I'm saying at all. What I'm saying is, you cast a card with flashback (using normal lands), which triggers both the flashback "exile this instead of putting in graveyard" clause, and your lands similar "exile this instead of putting in graveyard" clause. Since the card can't do both of those at once, one of them takes precedence, and assuming your card's does so (as I think it should, but I'm not sure), then that card was exiled by your card, and thus can be returned to your graveyard using your card's activated ability, ready to be cast again.

Regardless, I agree that it's not really worth bothering with, as even if you got the right wording, it would still be clumsy and not especially interesting from a design standpoint.

Oh, sorry, now I get it. And I guess it's irrelevant now :smalltongue:

Dr.Gunsforhands
2014-09-14, 09:05 AM
Yay Aurochs. It feels like an Aurochs, so that's good. I don't think it really has any reason to have first strike in green, though, so if you want to keep the cost the same, I'd say to swap it out and perhaps make it a 2/5 or 3/5. Remember, you can't guarantee having more Aurochs out, so the racial upside doesn't need to be too costly.

The new version of Artoo's sanctuary is quite an improvement. You could even reclaim some of the flavor of the original by having the last ability exile, "One white, one blue, one black, one red and one green card from your graveyard," as that is intuitive enough to understand and isn't unprecedented. It's also possible to use this thing to fix your mana by way of early hybrid cards or self-discarding, which is cool on its own.

Anyway:

Urza, Planeswalker 3U
Planeswalker - Urza MR
+2: Look at each opponent's hand and the top card of each of their libraries.
-1: Search your library for a card named Urza's Mine, Urza's Power Plant, or Urza's Tower and put it into your hand. Then shuffle your library.
-7: Search your library for up to 7 artifact cards, reveal them, put them into your hand, and shuffle your library. You gain an emblem with, "you have no maximum hand size."
Loyalty: 3

New Challenge: Make a card that helps me understand the difference between a Snake (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74092) and a Naga (http://www.magicspoiler.com/mtg-spoiler/sultai-flayer/).

Zaydos
2014-09-14, 11:58 AM
Urza's Glasses reference, Urzatron, Legacy weapon, but seems too weak. Maybe it's just because of vague memories of Urza as the dude, the guy with magic beyond compare. The -7 ought to be able to win you the game that turn or the next even though my gut says its problematic because it doesn't win it for you this turn like many walkers' big things or ensure the opponent is out. The +2 is better than I'm giving it credit for, and assembling Urzatron and then plopping down more towers could be quite powerful. Still just doesn't wow me.

Sarugon Tails-then-Legs G
Legendary Creature - Naga Shaman
Level Up 1G (1G: Put a level counter on this. Level up only as a sorcery.)
Level 1-2:
2/3
Deathtouch

Level 3:
3/4
Sarugon Tails-then-Legs gains the Snake creature type and loses the Naga creature type.
Deathtouch
T: SarugonTails-then-Legs deals 1 damage to target creature.

1/2

Create a legendary werewolf.

Ninjaman
2014-09-14, 12:42 PM
I don't see the flavor. As a snake he can ping stuff, because? The card seems nice, a bit janky but really scary once you reach level 3. Wouldn't want to fight against it in limited.

Regnar, Captain of Kessig - 3G
Legendary Creature - Human Werewolf - R
Other Human creatures you control get +1/+1 and have vigilance
At the beginning of each upkeep, if no spells were cast last turn, transform Regnar, Captain of Kessig.
2/3
----
Regnar, Terror of Kessig
(Green)Legendary Creature - Human Werewolf - R
Other non-Human Werewolf creatures you control get +1/+1 and have trample
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Regnar, Terror of Kessig.
4/3

Create a green instant with a converted manacost five or greater.

Beelzebub1111
2014-09-14, 02:05 PM
The reason no werewolves are legends, is because with transform, legend rules get a bit wonky.you have one out, it transforms, you play a second one. They have different names so they both stay out until one of them transforms then they both go away. You'd need a rule that says that it has both names. That aside, you have an ability that's kind of mediocre for a rare legend. I'd make his were side a 5/5 at least. maybe have him give non-human werewolves an ability in addition to the +1/+1.

Retribution of the Living 3GGG
Instant Rare
Exile all Artifact Creatures, Zombies, and Skeletons

Challenge: Make something that uses Phasing offensively.

Ionbound
2014-09-14, 02:19 PM
Heh. Nice and very scary in a tribal format. Sadly, I think the last tribal block was Innistrad, so not that useful in Standard. Modern, though, would make this very, very lethal 8/10

Vampire Bloodhunter-3BB

Flying, Phasing

When ~ phases out, put a -1/-1 counter on a creature.

When ~ phases in, put a +1/+1 counter on ~.

4/3

Create a card that is a spy.

Fortuna
2014-09-14, 03:03 PM
The first ability should target, and you're lacking a type line.

This is kind of hard to judge, but I feel like it's overpriced. 5 for a 4/3 flier that doesn't swing for two turns, although when it does swing it's a 5/4, and it's shrunk something first... I dunno. Hard to say.

Unseen Master 3UB
Creature - Spirit Ninja U
Shroud, Unblockable
Whenever Unseen Master deals combat damage to a player, look at that player's hand.
T, name a card: Target player reveals a card with that name from their hand. If they don't, they reveal their hand. You may cast the named card from that player's hand.
1/5

Make a blue cat.

Ninjaman
2014-09-14, 03:37 PM
It's a ninja, it should have ninjutsu. Unblockable also no longer exists. Other than that it seems fine. Would see play in commander, and possibly standard control mirrors.

Leonin Scolar - 1U
Creature - Cat Wizard - U
As long as Leonin Scolar is equipped it has hexproof and can't be blocked.
Many wizards prefer ancient books and tomes, but leonin have a more direct approach.
2/1

Create a dragon with a converted mana cost of three or less.

Zaydos
2014-09-14, 05:06 PM
Weaker than an Invisible Stalker, but that's not necessarily a bad thing. If you're running equipments it'll be a strong card (unblockable + hexproof + bonus from equipment) and it's reasonably priced. I don't have the equipment cards to use it personally, but it appeals to me. 8/10(? I don't know how to give numerical ratings).

Also on the snake it was mostly just a way to represent it growing legs since Snake seems to be serpents or snakemen with legs and naga seem to be snakemen without legs with Coiling Oracle being an exception but also something presented as not being a natural snakeman anyway and more half snake half elf via magical gene splicing. I should have made it an archer instead of a shaman, though.

Now the card.

Flametongue Hatchling
Creature - Dragon R
Level Up: Sacrifice a red creature (Sacrifice a red creature: Put a level counter on this. Level up only as a sorcery.)
Level 1:
1/3
R: ~ gains +1/+0 until end of turn.

Level 2:
1/3
Flying
R: ~ gains +1/+0 until end of turn

Level 3:
3/4
Flying
R: ~ gains +1/+0 until end of turn.

0/2.

Challenge:
Make a card that uses morph and is not Blue, White, or Red.

@v: We have similar lines of thought it seems, wizard :smalltongue:.

Blue Ghost
2014-09-14, 05:10 PM
It fits for a blue leonin. Not sure how much blue cares about equipment, but I think it's appropriate. This can get really scary if the other player doesn't have ways to deal with artifacts. Might want to playtest this and see if it's broken.

Voracious Wyrmling R
Creature - Dragon
Level Up: Sacrifice a creature. Level up only once per turn.
Level 2-4: Flying (3/3)
Level 5+: Flying
R: This creature gets +1/+0 until end of turn. (5/5)
1/1



EDIT: Ninja'd.

Seems Zaydos and I had the same concept. I'll leave it to the next poster to judge both of ours.

Lurker in the Dark 2BB
Creature - Horror (R)
Morph 2BB
When Lurker in the Dark is flipped face-up, target player sacrifices a creature.
3: Flip Lurker in the Dark face-down.
4/3

Next: Create a card that emulates a mechanic from another game.

Jormengand
2014-09-14, 05:59 PM
Wow, those are almost the same. I like them, though.

I don't like Lurker in the Dark on principle because it reminds me of YGO's Stealth Bird, but the fact that you have to chuck 7 mana to do it makes it kinda inviable, actually.

Marshal 3W
Creature - Human soldier U
T: Use any number of abilities with the tap symbol on creatures you control without paying their tap cost.
0/1

Those who get the reference know the flavour text. :p

Next: Create a card which requires using five cards of different colours to play it.

r2d2go
2014-09-14, 06:16 PM
It's hard to judge the ability, but while it could probably break a thing or two it's probably not going to hurt anyone at 4 mana and an ability that you can't use the turn it goes down. That said, two of them is an infinite combo all on it's own, but eh, good enough :smalltongue:

Chromatic Chimera WURBG
Creature - Chimera M
Hexproof, Indestructible.
Chromatic Chimera cannot be countered.
As an additional cost to play Chromatic Chimera, exile a creature you control of each color.
Chromatic Chimera has the abilities of each creature exiled with the above ability.
5/5

(probably not balanced)

Challenge: Make a creature with a tap ability.

Zaydos
2014-09-14, 06:24 PM
I think the wording needs work, since I think as written you could just exile one creature. That said while potentially really powerful it's also hard to get out. Resistant to removal, but since it gets rid of 5 of your creatures it's likely to actually hurt as much as help, you'd need to be really careful about using this card. It fits a mythic for its ability, but I'd not use it and be disappointed pulling it.

Tentacle Shambler 3U
Creature - Horror U
Creatures with a Binding Counter on them do not untap during their controller’s untap step.
2U, T: Tap target creature and place a Binding Counter on it. Then if there are more creatures with Binding Counters on them than Tentacle Shambler’s toughness sacrifice Torrex Shambler.
2/4

Make an aura with a tap ability.

Beelzebub1111
2014-09-14, 09:26 PM
It should probably have something that removes the binding counters when it dies. That's all I can really say about it.

Pyromantic Chains 1R
Enchantment -- Aura C
Enchant Creature
Cumulative Upkeep: put a Flame counter on Pyromantic Chains
{T}:Deal X damage to enchanted creature where X is the number of Flame counters on Pyromantic Chains.

Challenge: Make a creature with a kicker cost.

r2d2go
2014-09-14, 09:57 PM
I like the ramping damage - 1, then 3, then 6, then 10... Good removal for a common, and could get played elsewhere in combo/enchantment decks.

Pyroclasm Flamekin R
Creature - Elemental R
Multikicker RR
When ~ enters the battlefield, summon a 1/1 red elemental tokens with haste for each time ~ was kicked. Then, creatures you control gain +1/+0 until end of turn for each time ~ was kicked.
1/1

Was also considering multikicker 1R, but I figured this works. Edit: Changed it since apparently I should :smallbiggrin:

Challenge: Make a creature that gets stronger over time (interpret this however you want :smalltongue:)

Dr.Gunsforhands
2014-09-14, 11:47 PM
This card... is actually really good. A bomb in limited, to be sure. I found myself trying to figure out how much mana you need to get a truly unreasonable amount of power out of it, and it's probably around 7 or 9. Of course, it's already pretty impressive when you're just spending 3 mana: for 2 and a red, a 2/1 haste that buffs your other creatures when it comes into play would be pretty good on its own. Combine that with its overall power and versatility, and I think this thing may be a bit too potent, especially since it can be splashed in without a second thought. You really should have gone with the multikicker, and maybe even changed the multikicker to RR or 2R.

Anyway, stronger over time, stronger over time...

Earthchild 2GG
Creature - Elf Warrior R
Trample
Whenever Earthchild attacks or blocks, it gets +X/+X until end of turn, where X is the number of lands the defending player controls.
1/1

Next Challenge: Make a creature that gets weaker over time.

EDIT: Yeah, I guess it's still usually big and bomb-y enough to be rare, so I should at least fix that much. U->R

Zaydos
2014-09-15, 12:29 AM
Fairly reasonable, though I might have made it a rare because of the Elf type. I mean it can be sparked away fairly easily, which is nice for Red, but Dungrove Elder is 1/1 weaker and only based on Forests you possess; Dungrove does have Hexproof but on something like this Trample is about as good (as long as Rancor is in use, though Dungrove will be a little better because of that). If it was a less supported tribe than Elf I'd say it'd even out, but as an Elf I'd say it feels like a rare.

Unstable Mutant U
Creature - Human Mutant R
At the beginning of each of your upkeep steps place a -1/-1 counter on Unstable Mutant
4/4
Let's see if the reference is gotten.
Make a 3 drop 3 color Mythic Rare that is not a creature.

r2d2go
2014-09-15, 12:39 AM
Seems pretty reasonable - blocks as a 4/4, then a turn as 3/3, then 2/2, then 1/1... seems like it'd be really strong in some decks, though blue is probably not one of them :smalltongue: maybe use it to stall for time. Maybe a bit strong but probably fine, and a good card overall.

Mutaburst RUG
Sorcery - M
Strive 2
Destroy any number of target creatures. For each creature destroyed, its controller reveals cards from the top of their deck until they reveal a creature, then puts the revealed creature onto the battlefield and puts the rest of the cards on the bottom of their deck.

Challenge: Create an equipment card that harms the equipped creature.

Fortuna
2014-09-15, 04:46 AM
This is incredibly strong with any kind of token generation, so long as you're careful to tweak your creature curve upwards and keep your small things noncreature - instants and sorceries that make tokens, of course, filling the gap. That it can also polymorph a strong creature your opponent has out is gravy. I think this needs a higher strive cost - maybe as high as URG.

Cruel Goad 1
Artifact - Equipment U
Whenever equipped creature takes damage, it gets +X/+0 and haste until end of turn, where X is the amount of damage.
1: Deal one damage to equipped creature.
Equip 1

Make an aura that you sometimes want to play on your creatures, and sometimes on your opponent's.

Gandariel
2014-09-15, 05:07 AM
Hm, looks pretty nice and balanced! 4 mana for +2/+0 and haste looks ok. Maybe a little on the weak side, but definitely ok.


Unbound Wrath R
Enchantment - Aura C
Enchanted creature gets +2/+0 and cannot block.

(you can use it for damage on your own creatures, or to make an enemy unable to block you when you swing for lethal. Also, nullifies Walls :P

My challenge: Make a card that synergizes with Gustcloak Savoir! (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=168348) (which is a pretty awesome card on itself, btw)

Beelzebub1111
2014-09-15, 05:22 AM
A solid common, I could see using it in a sealed format, but not much elsewhere.

Taunting Calvary RW
Creature --Goblin Knight C
Flanking
All creatures able to block Taunting Calvary must do so
"Now go away, or I will taunt you a second time!"
1/1


Challenge: make a card with the same theme as "Form of the Dragon (http://magiccards.info/sc/en/93.html)"

Ninjaman
2014-09-15, 05:43 AM
Lure is a green mechanic, also the card does too much for a common.

Form of the Angel - 4WWW
Enchantment - M
At the beginning of each end step, your life total becomes 20.
Creatures without flying can't attack you.

Create a green creature with flying.

Eternis
2014-09-15, 06:31 AM
Eeeeehhhhh....
So you're saying you become a 0/20 flying angel?
Noooooot quite what the card style is meant to symbolise, but whatevs. I like it, and it becomes a "can your opponent win the game in one turn and/or destroy the enchantment". Totally destroys the meta on red... decks in their entirety, but STILL COOL.

Flying Squirrel 1G
Creature - Squirrel C
~ has flying as long as you control two or more forests.
1/2

Challenge: Create a card based around a piece of artwork that you enjoy (perhaps using it as card art?).

Gandariel
2014-09-15, 10:00 AM
Squirrel is... The typical random common card you'd find in a pack. Nothing too specjal, but I like the theme (and the fact that it needs two trees to jump)

Joke submission:

Wrecking ball 2RR
Sorcery - R
Destroy target land.
~ deals 2 damage to all creatures.

I never meant to start a war..

EDIT:
Dammit, a card named Wrecking ball already exists!


Next challenge: make a Zelda boss. That is, a stupidly big and strong creature with an abusable, easy to exploit weakness

Dr.Gunsforhands
2014-09-15, 10:52 AM
In addition to the name being taken by a card that's already good, I think that Wizards thinks that land destruction needs to be more expensive than that these days. As such, your Wrecking Ball would be quite playable with either one of its two effects; having both makes it a very strong rare that could easily cost 5 and still be great. I wouldn't say it's that overpowered, but development would probably raise the cost to 7 or something because people hate land destruction so much.

Hmm, weaknesses...

Kitch Wurm 3GG
Creature - Wurm R
Whenever Kitch Wurm attacks, the defending player may pay {2}. If he or she does, put a 0/1 colorless artifact creature token named Distraction onto the battlefield under that player's control.
8/8

Next Challenge: Make a card that can destroy an artifact or enchantment, but doesn't have to.

Zaydos
2014-09-15, 11:06 AM
I like it. Really dangerous combined with Rancor. Couldn't cost more mana (6 mana starts getting you things like 8/8 trample cannot be countered), and as a rare it probably fits as a 5 drop.

Verdant Burst 2G
Instant U
Kicker: 1G

Choose one: destroy target artifact, destroy target enchantment, or search your library for a Forest, Island, Mountain, Plains, or Swamp and put it into play.

If ~ was kicked you may choose one or more of the effects on this card.

Challenge: Make something inspired by this card (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=2222).

Gandariel
2014-09-15, 11:41 AM
In addition to the name being taken by a card that's already good, I think that Wizards thinks that land destruction needs to be more expensive than that these days. As such, your Wrecking Ball would be quite playable with either one of its two effects; having both makes it a very strong rare that could easily cost 5 and still be great. I wouldn't say it's that overpowered, but development would probably raise the cost to 7 or something because people hate land destruction so much.


Really? I mean, i remember "regular" land destroyinhg spells (Stone Rain) costing 2R and being a random common, and Pyroclasm (which i know is really good) costing 1R.
Yeah, i guess 5 is a more appropriate cost, but not so much. Didn't really know Wizards suddenly realized they don't want land destruction

Also, love your Wurm :D

Zaydos
2014-09-15, 11:52 AM
Really? I mean, i remember "regular" land destroyinhg spells (Stone Rain) costing 2R and being a random common, and Pyroclasm (which i know is really good) costing 1R.
Yeah, i guess 5 is a more appropriate cost, but not so much. Didn't really know Wizards suddenly realized they don't want land destruction

Also, love your Wurm :D

Recent (M12+) examples are 4 for Stone Rain at common or 4 for Stone Rain with second option (such as destroy target artifact or destroy target enchantment) also at common. And 3GG for 2/2 deathtouch which nukes a land, artifact, or enchantment when it etbs.

Beelzebub1111
2014-09-15, 12:40 PM
Verdant Burst is pretty good. No real complaints. Typically "Choose one of three effects" is a charm, but I won't hold it against you.

Vervamon the Elder 1WW
Creature -Human Cleric Rare
{T}: Prevent the next 1 damage that would be dealt to target creature or player.
Whenever Vervamon the Elder or another white creature you control dies, draw a card
0/4

Challenge: Make a "Hunted" card

BillyDeeWilliam
2014-09-15, 01:14 PM
Good use of the speaker in the flavor text of Land Leeches. As for the card itself, it's maybe a little ho-hum (tap ability is weak), but card draw in white is definitely potentially powerful, especially in token or defensive decks where you plan to take a lot of casualties blocking.

Hunted Angel 1WW
Creature-Angel; R

Flying, first strike, vigilance

When Hunted Angel enters the battlefield, target opponent puts a 5/5 black and red Demon creature token with flying and undying onto the battlefield under their control.

5/5

Next challenge: Create a card that interacts with planeswalkers (adds loyalty counters, does damage, destroys, tutors for, or even another planeswalker designed to deal with other planeswalkers, like serial killer Garruk)

Ramza00
2014-09-15, 01:41 PM
Physician of the Lake {1}{G}{G}
Creature – Human Shaman – Rare
First Strike
Whenever Physician of the Lake deals combat damage to a creature put a green 2/2 leech creature token with first strike onto the battlefield.
{1}{G}: Place a -1/-1 counter on target creature, regenerate target creature
2/2


I do not like your hunted angel, it just seems like a way to stall the game for in effect you just gave both sides a creature. Oh the creature has undying and thus will have to be destroyed twice but in a trade you win the first time due to first strike. It just seems unfun. It is like playing a control player and someone groans for you know the game is just going to last forever.


Next challenge: Create a card that interacts with planeswalkers (adds loyalty counters, does damage, destroys, tutors for, or even another planeswalker designed to deal with other planeswalkers, like serial killer Garruk)
Blood Magic {2}{B}{B}
Sorcery - Uncommon
Search your library for a legendary card, reveal that card, and put it into your hand. Then shuffle your library. You lose life equal to its converted mana cost.
"Blood magic is a sword without a hilt, there is no safe way to grasp it."

----

Challenge: Create a card that uses divination magic as a theme (seeing the future), yet does not allow you to draw cards, or the see cards in someone’s hand or the top of someone’s library

Zaydos
2014-09-15, 01:58 PM
Because I liked the last two challenges

Hunted Eldrazi 4
Creature – Eldrazi R
Annihilator 1
When Hunted Eldrazi enters the battlefield, target opponent puts two 3/3 black Vampire creature tokens with flying onto the battlefield.
6/6

Jherul Traveling Diplomat 2WW
Planeswalker – Jherul MR
+2: Select target basic land you control and target basic land you do not control, control of the target lands switch.
+0: Place a loyalty counter on target planeswalker.
-5: Gain control of target planeswalker.
-8: You and target player exchange control of all permanents you each control.
Starting Loyalty: 3.

Now the actual game. On the leech one I think it's probably under costed. 2 mana for put a -1/-1 counter on target creature in mono-Green is dirty. It's token creation, however is dependent upon them attacking into it with something or blocking it and it serves as a useful wall for a bit but really just ends up being a 2/2 first strike that comes back worse once when it dies. I'd suggest increasing its mana cost by 1 or making it so you can only target your own creatures.

As for Blood Magic needs to cost less and/or not deal damage to you. Compare Diabolic Tutor (last reprinted M14 as an uncommon) with the same price which gets you any card, you don't have to reveal, and you don't take damage. Edit: Also I forgot to point out Planeswalkers aren't Legendary you need to include "or Planeswalker", the rules for them function slightly differently (with Legendary you could have Garruk Primal Hunter and Garruk Relentless at the same time).

Prophet’s Foresight 2(U/W)
Enchantment – Aura U
Enchant creature
If enchanted creature is White it gains +1/+1 and First Strike.
If enchanted creature is Blue it gains +1/+1 and “1: Counter target spell that targets enchanted creature or any aura attached to it.”
“To see the future is to escape it”

Make a version of a legendary creature which is different color(s) than the original similar to http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193871]Akroma ( and http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=247358]Akroma ( [url), Angel of Fury; if multicolored none of the colors can be the same and it must have the same number of colors.

BillyDeeWilliam
2014-09-15, 02:05 PM
I do not like your hunted angel, it just seems like a way to stall the game for in effect you just gave both sides a creature. Oh the creature has undying and thus will have to be destroyed twice but in a trade you win the first time due to first strike. It just seems unfun. It is like playing a control player and someone groans for you know the game is just going to last forever.


Blood Magic {2}{B}{B}
Sorcery - Uncommon
Search your library for a legendary card, reveal that card, and put it into your hand. Then shuffle your library. You lose life equal to its converted mana cost.
"Blood magic is a sword without a hilt, there is no safe way to grasp it."

----

Challenge: Create a card that uses divination magic as a theme (seeing the future), yet does not allow you to draw cards, or the see cards in someone’s hand or the top of someone’s library


Or you could, y'know, use any number of removal or control spells (Path to Exile and Pacifism, off the top of my head) available to white to get rid of the demon. And, more to the point, that's how 'hunted' cards work. You get a big, kickass creature for a major drawback in the form of a comparable creature(s) coming into the battlefield under and opponent's control.

As to your card, it doesn't actually interact with planeswalkers because they aren't creatures or legends (but the legend rule, as modified recently, does apply so that you can't have two different versions of the same planeswalker, since they share their name subtype). Otherwise, it's a good tutor for legendary creatures (and which appeals to me because I've been on a bit of Kamigawa kick lately), although the flavor seems off. Black doesn't really care about whether a creature is legendary or not. It only cares whether it will help you win, although black predominant tutor color. I also wonder if it shouldn't be a rare, but that's minor.

Split Second 1UR
Enchantment; R

At the end of your draw step, you may discard the card the card you drew this turn. If you do, draw a card.

I may not see far, but it's far enough.
-Melek, Izzet Paragon

Next challenge: Make a monocolor version of a creature that's usually in an enemy color (for example, monowhite demon, monoblue goblin, monoblack elf, monowhite vampire, etc.)

Ramza00
2014-09-15, 02:53 PM
Prophet’s Foresight 2(U/W)
Enchantment – Aura U
Enchant creature
If enchanted creature is White it gains +1/+1 and First Strike.
If enchanted creature is Blue it gains +1/+1 and “1: Counter target spell that targets enchanted creature or any aura attached to it.”
“To see the future is to escape it”

I like it, its is a 3 mana first strike, kinda hexproof, and a +2/+2 or a weaker version if you are not playing a multicolor deck


Make a version of a legendary creature which is different color(s) than the original similar to

Yosei, the Star of the Sea {4}{U}{U}
Legendary Creature — Dragon Spirit - Mythic Rare

Flying
When Yosei, the Morning Star leaves the battlefield, tap up to 5 target permanents. These permanents do not untap during its controller's next untap step.

5/5



Split Second 1UR
Enchantment; R

At the end of your draw step, you may discard the card the card you drew this turn. If you do, draw a card.

I may not see far, but it's far enough.
-Melek, Izzet Paragon
The Enchantment is fine, I would modify the language to something like “you may discard a card you drew this turn on your draw step, if you do, draw a card” since there are so many ways to modify your draw step and “the” I think is a bad language choice.


Next challenge: Make a monocolor version of a creature that's usually in an enemy color (for example, monowhite demon, monoblue goblin, monoblack elf, monowhite vampire, etc.)

Dragon of the Hordian 3{U}{U}
Creature – Dragon - Rare
Flying
Dragon of the Hordian gains +1/+1 for each artifact you control
2{U}, Discard a card; Gain Control of Target Artifact.
2/2

----

My challenge

Make a multicolored gold card that has blue, green, and red in its mana cost.

Zaydos
2014-09-15, 03:07 PM
And my ninja sense warned me to preview my post, thankfully.

I like Yosei it's effect is a little worse than the morning star's as it's only 5 things that don't untap but it's whenever it leaves the battlefield instead of dies, giving it that Blue blinky goodness.

Dragon of the Hordian is good in an artifact deck just as a beefy flyer but its real power will depend upon the metagame. I mean Mirrodin its ability to steal artifacts would be ridiculous, against someone who doesn't play many artifacts it's not that good, I would make the steal artifact effect cost 2UU instead of 2U or require tapping myself, because reusable artifact theft is potentially really powerful.

Urabosk the World Heart 3RUG
Legendary Creature - Elemental MR
Whenever land enters the battlefield under your control you may pay U to draw a card and/or pay R to deal 3 damage to target player or creature.
Whenever you draw a card you may reveal it, if it is a land you may pay G to put it onto the battlefield.
6/6

I'm a ninja, so I'm going to complete the challenge and repost what ninja'd you. In celebration of my mastery of ninjutsu, though, I will make a mono-green Ninja.

First a critique, though. Looking at it, I'd say it fails the challenge somewhat (it lets you draw cards, it has a cost of requiring you to discard a card first, but it lets you draw cards). Other than that, looking at similar cards there are ones that let you discard a card to draw at the cost of 2 mana as a 2 drop. I'd say this is probably worth 2 more mana as a one-time cost myself, even with the 1/turn limitation. Other than that it looks reasonable, and it is a rare and they often undercost those.

Cat Clan Seedtender 1G
Creature - Cat Ninja Druid U
Ninjutsu G [i](G: return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever ~ deals combat damage to a player look at the top X cards of your library you may place any number of lands from these cards into play tapped and the rest on the bottom of your library in any order.
1/1

And the ninja post

Because I liked the last two challenges

Hunted Eldrazi 4
Creature – Eldrazi R
Annihilator 1
When Hunted Eldrazi enters the battlefield, target opponent puts two 3/3 black Vampire creature tokens with flying onto the battlefield.
6/6

Jherul Traveling Diplomat 2WW
Planeswalker – Jherul MR
+2: Select target basic land you control and target basic land you do not control, control of the target lands switch.
+0: Place a loyalty counter on target planeswalker.
-5: Gain control of target planeswalker.
-8: You and target player exchange control of all permanents you each control.
Starting Loyalty: 3.

Now the actual game. On the leech one I think it's probably under costed. 2 mana for put a -1/-1 counter on target creature in mono-Green is dirty. It's token creation, however is dependent upon them attacking into it with something or blocking it and it serves as a useful wall for a bit but really just ends up being a 2/2 first strike that comes back worse once when it dies. I'd suggest increasing its mana cost by 1 or making it so you can only target your own creatures.

As for Blood Magic needs to cost less and/or not deal damage to you. Compare Diabolic Tutor (last reprinted M14 as an uncommon) with the same price which gets you any card, you don't have to reveal, and you don't take damage. Edit: Also I forgot to point out Planeswalkers aren't Legendary you need to include "or Planeswalker", the rules for them function slightly differently (with Legendary you could have Garruk Primal Hunter and Garruk Relentless at the same time).

Prophet’s Foresight 2(U/W)
Enchantment – Aura U
Enchant creature
If enchanted creature is White it gains +1/+1 and First Strike.
If enchanted creature is Blue it gains +1/+1 and “1: Counter target spell that targets enchanted creature or any aura attached to it.”
“To see the future is to escape it”

Make a version of a legendary creature which is different color(s) than the original similar to http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193871]Akroma ( and http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=247358]Akroma ( [url), Angel of Fury; if multicolored none of the colors can be the same and it must have the same number of colors.

Ok, now I need a challenge, umm... make a 4 color permanent.

Beelzebub1111
2014-09-15, 03:17 PM
Might make a good commander, although the cost puts it a bit late in the game for mana ramping, even if you can chain it with itself since the land does not come into play tapped.

Endless Drought BRGW
Enchantment Mythic
Islands produce colorless mana instead of blue mana.
Any player may sacrifice two islands during their upkeep to exile Endless Drought

Challenge: Make a creature for an apocalypse cult (Ana, Ceta, Dega, Necra, Raka)

r2d2go
2014-09-15, 03:35 PM
Seems pretty weak - sometimes you can ignore it, at least for awhile (multicolored decks), and at best it essentially destroys two lands. Which, you know, is a pretty strong effect, but as the best case scenario on a 4 CMC, 4 colored card, it might deserve a boost (perhaps 1BRGW, and three islands?) Still a good card, I like the mechanic.

Nevermind. Just realized that it shuts down counterspells, bouncing, etc for the turn because of the upkeep thing. Pretty good :smallbiggrin: still, I might make it convert all blue mana to colorless, so things like temples don't render it that much weaker.

Ceta Cult-Master 1URG
Creature - Human Wizard R
U, tap - Target creature gains flying until end of turn.
R, tap - Target creature gains first strike until end of turn.
G, tap - Target creature gains trample until end of turn.
Sacrifice a creature - Ceta Cult-Master gains +3/+3, flying, first strike and trample until end of turn. This can only be activated once per turn.
2/2

Challenge - Make a card based on a D&D class, spell, creature or item of your choice.

Ramza00
2014-09-15, 03:38 PM
Damn it, I did not make it in time. I had too much fun making this card
Jace the Brainwashed 3RWGB
+2 Look at Target Player’s Hand, Discard a Card. Deal damage equal to the card’s converted mana cost to target creature or player
-3 Exile Target Creature, Place X 1/1 green and white Elf Warrior creature token(s) onto the battlefield under your control where X is the converted mana cost of the card you exiled.
-X Remove X Cards from target player graveyard and place them in your hand, exile the rest of the cards from Target’s Players Graveyard
4 Loyalty

Pretty much I just wanted to a big finger to your opponent and Jace is such a card when he is pure blue. Here he is brainwashed and has abilities from other colors that can simulate blue effects but not in blue ways.

First one is card advantage with black and red flavoring.
Second is blue removal kinda like unsummon but worse, it is white and green
Third is card advantage again and it is black and white.
This card is broken powerful but then again it is supposed to be a 7 cmc planeswalker that requires 4 colors.



Endless Drought BRGW
Enchantment Mythic
Islands produce colorless mana instead of blue mana.
Any player may sacrifice two islands during their upkeep to exile Endless Drought
Card wise this is okay, 4 cmc , 4 colors and you give your opponent an out.

That said I do not like the only during the upkeep part, I understand why you have it, but it just feels non interactive and forcing the other player just to wait till his upkeep and he can't play spells when this hits the board. Yes he can play other non islands such as non basic land or basic land that is not islands.

Challenge: Make a creature for an apocalypse cult (Ana, Ceta, Dega, Necra, Raka)I do not understand your challenge, apocalypse cult? Ana, Ceta, Dega, Necra, Raka?

Zaydos
2014-09-15, 03:57 PM
Seems pretty weak - sometimes you can ignore it, at least for awhile (multicolored decks), and at best it essentially destroys two lands. Which, you know, is a pretty strong effect, but as the best case scenario on a 4 CMC, 4 colored card, it might deserve a boost (perhaps 1BRGW, and three islands?) Still a good card, I like the mechanic.

Nevermind. Just realized that it shuts down counterspells, bouncing, etc for the turn because of the upkeep thing. Pretty good :smallbiggrin: still, I might make it convert all blue mana to colorless, so things like temples don't render it that much weaker.

Ceta Cult-Master 1URG
Creature - Human Wizard R
U, tap - Target creature gains flying until end of turn.
R, tap - Target creature gains first strike until end of turn.
G, tap - Target creature gains trample until end of turn.
Sacrifice a creature - Ceta Cult-Master gains +3/+3, flying, first strike and trample until end of turn.
2/2

Challenge - Make a card based on a D&D class, spell, creature or item of your choice.

Reasonably priced I think. Maybe a little on the strong side but it's 3 color; you almost certainly want to put a limit of 1/turn to the sac effect though.

Totemist Warrior 2GG
Creature - Human Druid U
When Totemist Warrior enters the battlefield and at the beginning of each of your upkeep steps choose one of the following: Totemist Warrior gains +2/+2 until the beginning of your next upkeep; Totemist Warrior gains First Strike until the beginning of your next upkeep; Totemist Warrior gains Trample until the beginning of your next upkeep; or Totemist Warrior gains Hexproof until the beginning of your next upkeep.
3/3


Damn it, I did not make it in time. I had too much fun making this card
Jace the Brainwashed 3RWGB
+2 Look at Target Player’s Hand, Discard a Card. Deal damage equal to the card’s converted mana cost to target creature or player
-3 Exile Target Creature, Place X 1/1 green and white Elf Warrior creature token(s) onto the battlefield under your control where X is the converted mana cost of the card you exiled.
-X Remove X Cards from target player graveyard and place them in your hand, exile the rest of the cards from Target’s Players Graveyard
4 Loyalty

Pretty much I just wanted to a big finger to your opponent and Jace is such a card when he is pure blue. Here he is brainwashed and has abilities from other colors that can simulate blue effects but not in blue ways.

First one is card advantage with black and red flavoring.
Second is blue removal kinda like unsummon but worse, it is white and green
Third is card advantage again and it is black and white.
This card is broken powerful but then again it is supposed to be a 7 cmc planeswalker that requires 4 colors.


The -X ability is weird since normally they try and avoid having cards you do not own ending up in your hand; that can get messy apparently. Other than that it's powerful but it's a 4 color 7 drop planeswalker it'd be wrong if it wasn't.

As for a new challenge make a Land which does not give you mana.

BillyDeeWilliam
2014-09-15, 04:37 PM
Maybe a little too versatile and complex for a 4 cmc uncommon, but I do like charm-y cards, and a charm creature that activates every turn is very cool. Also very green, which is good. Unfortunately, I don't know much about D&D beyond OotS, really, so I can't give you as in-depth a critique as either of us might like, but your challenge is a cool one. Here goes:

Biograft Crèche
Legendary Land; MR

Biograft Crèche enters the battlefield tapped.

UG, T: Target creature you control becomes a copy of target creature until end of turn. Sacrifice that creature at end of turn.

3UUG, T: Target creature you control becomes a copy of target creature.

6UUGG, T, Sacrifice Biograft Crèche: Each creature you control becomes a copy of target creature.

Though this is madness, yet there is method in't.
-Momir Vig, Simic Visionary

I may have had too much fun with this. I apologize.

Next challenge: Create a non-black and non-red vampire.


Do you really need all three abilities? A single one of them would be fine; all three make the card way too clunky. And as a land, it really needs a mana ability. That said, each individual ability is pretty cool. Though not very green...

Just a clarification, the challenge was for a land with no mana ability. And I totally agree that three is too many, but I really liked the idea of a device with multiple settings, one that makes short-lived versions, one that makes stable versions, and one that makes tons of copies at the cost of destroying the device. I also agree that it's not super green. I tried to make it greener by requiring you to have another creature to imprint on, instead of making a token copy, but even that's pretty minimal. In the end, it just felt super Simic, so I made it green.

Blue Ghost
2014-09-15, 04:54 PM
Do you really need all three abilities? A single one of them would be fine; all three make the card way too clunky. And as a land, it really needs a mana ability. That said, each individual ability is pretty cool. Though not very green...

Jeleva's Scion 3U
Creature - Vampire (R)
Flying
When Jeleva's Scion deals combat damage to an opponent, tbat player puts that many cards from the top of his/her library into his/her graveyard. Draw a card for each creature card put into a graveyard this way.
3/2

Next: Make a colorless Eldrazi without annihilator.

r2d2go
2014-09-15, 04:55 PM
Seems a little too strong, especially the first ability. Zaydos' earlier card had a much more expensive but similar effect, and was called strong.


Cytoplasm Shaper 2GU
Creature - Fish Spellshaper R
1GU, T, discard a card: Choose a nonlegendary creature on the battlefield. Target creature becomes a copy of that creature until end of turn.
1/4.

That said, I like the idea, I just think it needs some more tweaking.

Colborn, Converted Archmage - 4WU
Legendary Creature - Vampire Wizard M
T, WU - Deal 2 damage to target creature or player.
T, 2WU - Deal 2 damage to up to 3 target creatures or players.
T, 4WU - Deal 2 damage to any number of creatures or players.
At the beginning of each combat, untap Colborn, Converted Archmage.
He might be "good" person now, but he's still a jerk.
1/7

Anyone read Two Year Emperor? :smalltongue:

Kinikos, the Dreamer 11
Legendary Creature - Eldrazi
Indestructible
When you cast ~, exile any number of permanents. ~ gets -1/-1 for each permanent exiled.
When ~ leaves the battlefield, return the exiled permanents under their owners control.
If ~ is put into a graveyard or into exile, shuffle it into your deck.
11/11

No idea if it's balanced, but hey, it's an Eldrazi :smalltongue:

Challenge - Make a card that's a bomb in limited, but pretty much unplayable in standard.

Ionbound
2014-09-15, 05:04 PM
Pretty interesting...The thing is, it looks like he has more red abilities than anything that looks white or blue. 6/10

Mindswap-2UURR

Sorcery-R

Trade Decks and Hands with your opponent.

Engaging TC-130 Mental Dislocator! ~Izzet Technomage

Challenge: Create a monogreen Zombie.