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Fortuna
2015-12-23, 05:33 PM
Archpriest of Spite 3BB
Creature - Vampire Cleric U
Flying
If you would gain life, you may have each player lose that much life instead. If you do, put a +1/+1 counter on Archpriest of Spite.
3/3

tgva8889
2015-12-23, 07:39 PM
Also:
Target Creature.

Target Creature.

Draw a card.Kidding... sort of?

That's not actually a viable template, because you have to actually do something to the creature if you use that template. Otherwise, the correct template is to actually "Choose (up to) some number of target creatures." Also, it's functionally different, because the present template can't target the same creature twice.

bekeleven
2015-12-23, 08:58 PM
That's not actually a viable template, because you have to actually do something to the creature if you use that template.I don't recall this being a rule, and since no card does this, we can't compare past templating.


Also, it's functionally different, because the present template can't target the same creature twice.You could say "Target Creature. Up to one other target creature." but I thought my example was far funnier.

Blue Ghost
2015-12-23, 09:18 PM
I don't think "target" has been used as a verb in Magic templating. Willing to be proven wrong on this.

Personally, I don't like this design very much; it feels too much like doing something clever for cleverness's sake, rather than because it's actually good for gameplay. It would be much less confusing to simply give the targets a marginal benefit. But if you were going with it, I think Jormengand's wording is the best.

tgva8889
2015-12-23, 09:29 PM
I don't recall this being a rule, and since no card does this, we can't compare past templating.

I agree with the above, in that target is not a verb and no Magic card has text which asks you to perform a game action that doesn't include a verb. Targeting a thing is not a game action, it is a condition upon which a game action occurs. You cannot, for example, write the text "A creature" as a spell effect, because that doesn't mean anything. So why can you write "Target creature"? You would have to write "Target a creature," which the rules do not support because targetting is not a game action; thus, the correct template is to perform a game action, "choose," and then indicate what you are choosing, which is "a target creature."

To further emphasize this point, the card Crystalline Nautilus (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380390) uses the text "becomes the target," rather than "is targeted," for example. This is, perhaps, because the word "target" in Magic refers to a noun, "the target." In this case, then, whenever a spell says "Target [thing]," the word after is actually describing the target; when I play Terminate, the target is destroyed, but the target must be a creature. In any case, to say "Target creature" is to have text on a spell or ability which contains no game actions; it makes no sense, because you can't take game actions that aren't there. Spells and abilities all dictate that one or more of the players or objects take or have performed upon them certain game actions, and targetting is not a game action.

bekeleven
2015-12-23, 09:44 PM
I agree with the above, in that target is not a verb and no Magic card has text which asks you to perform a game action that doesn't include a verb. Targeting a thing is not a game action, it is a condition upon which a game action occurs. You cannot, for example, write the text "A creature" as a spell effect, because that doesn't mean anything. So why can you write "Target creature"? You would have to write "Target a creature," which the rules do not support because targetting is not a game action; thus, the correct template is to perform a game action, "choose," and then indicate what you are choosing, which is "a target creature."It is a noun. The templating is that you say the target, and then specify the game action. Target player.... discards a card. Target creature... gets +1/+1 until end of turn.

"Target Creature {null}"

Dr.Gunsforhands
2015-12-23, 10:39 PM
Wouldn't that make Target more of an adjective? Wait, check that - MtG uses it as a weird combination of an adjective, a noun, and a definite article, like, "this," or, "that."

Anyway, as much as I love cards that sound like they came from a certain recurrent neural network, 'choose (up to n) target <noun>,' is still the sentence of choice for cards that need targets but might not actually do anything to them.

tgva8889
2015-12-24, 12:42 AM
It is a noun. The templating is that you say the target, and then specify the game action. Target player.... discards a card. Target creature... gets +1/+1 until end of turn.

"Target Creature {null}"

The problem is that "target creature" is not a full description of a thing. It is, linguistically, at best a phrase. So to just say "Target creature." is not actually a complete line of text; it is not viable as a sentence, and thus not viable as the text of the part of a spell or ability.

Linguistically, let's look at the cards you've suggested. "Target player discards a card" is a complete sentence which indicates that the target, in this case a player, must perform the game action of discarding a card. A noun verbs. Great. Let's look at another example. "Target creature gets +1/+1 until end of turn." This indicates that the target, in this case a creature, has some change implemented on it. A game action is performed; the stats of the creature are altered until such time as the effect tells the game to cease doing so, the end of the turn. A noun verbs. If I just write the text "Target creature." that means nothing. Target is either a noun, the subject of the sentence which we are clarifying by stating that the target is a creature, or an adjective describing that a creature is also being targeted. Thus we have, at best, an adjective and a noun. This is not a complete sentence; nothing is occurring here. Thus, it is not a viable template for the effect of a spell or ability.

Let's look at some more examples, indicating why this wording is used:

Arcbond (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=391793): "Choose target creature. Whenever that creature is dealt damage this turn, it deals that much damage to each other creature and each player." Arcbond uses this template in order to create a very specific game situation. The spell first asks you to choose a target creature; this is important because the ability that follows needs to have this choice spelled out for it in advance. It then creates a special triggered ability which states that should a condition be met ("Whenever that creature is dealt damage this turn"), a specific other thing will happen (the rest of the text). Note that this 1) avoids confusion about exactly what the spell does and 2) has each sentence declare a specific game action which results from a specific situation. For example, we could template this ability as follows:

"Whenever target creature is dealt damage this turn, it deals that much damage to each other creature and each player."

However, the reason we have not done that is that we are targeting a creature, but we are not actually doing anything to it. When targeting is used, you must actually perform a game action to or from the target. That is, either the target performs a game action, or a game action is performed on the target. The alternate wording does not clearly state this; in fact, no game actions actually occur to or from the target in performing the resolution of the spell. Let's look at another example to demonstrate:

Ashling, the Extinguisher (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=151137): "Whenever Ashling, the Extinguisher deals combat damage to a player, choose target creature that player controls. He or she sacrifices that creature." This also uses the "choose target [object]" template. Now, we could write this ability as follows:

"Whenever Ashling, the Extingisher deals combat damage to a player, that player sacrifices target creature he or she controls."

To clarify our discussion (and since it's the same in both wordings anyways), let's ignore the first part, before the comma. We have two different writings:

"...choose target creature that player controls. He or she sacrifices that creature."
"that player sacrifices target creature he or she controls."

This is somewhat unique in that sacrificing itself usually doesn't have targets, but there's no reason it can't; see Arcum Dagsson (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=122124). The template on it is different, though; it says "Target [object]'s controller sacrifices it." The "target" phrase is used as a descriptor for the action; these abilities are actually written not as "[player indicator] sacrifices [object indicator]" because, well, linguistically it doesn't make any sense; it would be like saying "Target [object]'s controller sacrifices that target object;" we just say "it" because we already had to describe it. We note here that the second wording which I wrote of Ashling's ability is strange because, well, you can't sacrifice things you don't control, so why are we clarifying that? Well, because the important part is that you can only target a creature that the player you dealt combat damage to controls. It is similar here; we are specifying at the beginning that you must choose target creature controlled by the player who was dealt combat damage to clarify who, in the second action, is sacrificing that thing. It is for consistency of templating, it seems. Strange but interesting.

Another interesting case: Blast of Genius (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=368985): "Choose target creature or player. Draw three cards, then discard a card. Blast of Genius deals damage equal to the discarded card's converted mana cost to that creature or player." This card uses the template because it wishes to inform and clarify that this spell has a target, and you need to know that before performing the other game actions this spell asks you to perform. It is so important that it asks you to take the action of choosing a target beforehand.

Cauldron of Souls (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=152065): "T: Choose any number of target creatures. Each of those creatures gains persist until end of turn." Now why does this card have this template? Surely it could just say "Any number of target creatures each gain persist until end of turn," right? We even have examples from the Strive template (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380365) that question this. Honestly, I'm not exactly sure why this one is templated this way; my guess, however, would be for clarity. Strive cards do not use this template because they have Strive explaining to you how to decide how many targets there are. Cauldron explicitly just says to choose however many targets there are.

Confusion in the Ranks (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=49528): "Whenever an artifact, creature, or enchantment enters the battlefield, its controller chooses target permanent another player controls that shares a card type with it. Exchange control of those permanents." Again, this template is used to clarify 1) who is doing the exchanging (it's you, and that does matter) and 2) what is being exchanged (the triggering permanent and the target permanent). We note that the "choose target" template is always used so that you are not simply throwing the words "target [object]" into the middle of an ability which might create confusion.

I would thus suggest that, as clarification, the proper template must be "Choose target creature," rather than just "Target creature" because 1) it allows the card to be written in proper American English grammar, and thus be translated to proper grammar in other languages and 2) the spell is written such that it is clear what game actions are being performed. In this case, the game action being performed is that the player casting the spell chooses the target creature for some purpose (that purpose being nothing in this case). If the text of the card were simply "Target creature. Draw a card," the first sentence would not be written in proper sentence structure and thus would cause confusion, and the card would create confusion about what targeting the creature is supposed to do. Like, I am targeting this creature, but yeah? Am I doing anything with that? No?

This is all also ignoring the functional differences between any template which reads "Target creature." and any template which reads as the card is written now, "Choose up to X target creatures," which significantly includes that you can play it without targeting any creatures so your spell can't be countered by the state-based effect which counters spells that only have illegal targets.

Misothene
2015-12-24, 01:25 AM
Assault Coordinator WG
Creature- Human Soldier U
Each creature you control assigns combat damage equal to its toughness rather than its power.
0/3

Blue Ghost
2015-12-24, 02:08 AM
The whole argument about wording and legality can be avoided if the spell did something to the creatures it targeted. Is there any compelling reason for it not to?

Gandariel
2015-12-24, 07:16 AM
Wow, it seems my card spurred quite a bit of discussion.

I edited it now, so that the targeting sorta does have a point. You need 2 creatures on the board in order to get the draw

(I don't need to add "different", right?)

Also, yes, there is a reason why the spell does nothing to the targeted creatures. It's a 1 mana cantrip, and it can't do anything too powerful, especially since this card would be printed in a format where just targeting two creatures is a nice effect on its own.

The only thing weak enough (and blue enough) that I could think of was to change the creature's color, but it felt equally pointless.
So I just went with a very light condition on the draw.

It might even make for some interesting scenarios: you have to target enemy creatures, but all your opponent has is creatures that buff whenever targeted...

tgva8889
2015-12-24, 02:46 PM
Text should all be one line for proper templating. :smallsmile:

Atomburster
2015-12-25, 05:58 AM
Ring of Understanding 1
Artifact - Rare
The first creature spell you play each turn has Convoke.

Blue Ghost
2015-12-25, 03:00 PM
Sulvan Gadgeteer 1UR
Creature - Goblin Artificer (U)
Whenever you discard a card, you may pay {1}. If you do, put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield.
2/3

LaZodiac
2015-12-29, 03:17 AM
Goblin Hordedriver 4R
Creature - Orc (R)
Whenever a Goblin enters the battlefield under your control, you may have it get +2/+0 and gain haste. If you do, sacrifice it at the beginning of your next end step
3/3
A little aiming, a lot of firing.

Ninjaman
2015-12-29, 06:36 AM
Recouring Thoughts - 1U
Instant - U
Draw a card.
At the beginning of each end step, if you cast an instant or sorcery spell not named "Recouring Thoughts" this turn, you may return Recouring Thoughts from your graveyard to your hand.

mystic1110
2015-12-29, 01:06 PM
Obsessive Mycologist 3G
Creature - Elf Druid [U]
Whenever an Aura becomes attached to Obsessive Mycologist destroy target noncreature permanent.
“That's how the madness of the world tries to colonize you: from the outside in, forcing you to live in its reality.” - Jeff VanderMeer, Annihilation
2/3

CantigThimble
2015-12-29, 05:30 PM
Apostle of Unity 1B
Creature - Human Cleric U
2B, Sacrifice three colored creatures that do not share a color: Put an 8/8 black demon token with menace and lifelink onto the battlefield.
2/1

While this does have the issue of putting too many eggs in one basket you can also activate this on any end step they don't have much mana up and kill two of their creatures before they can use their removal/bounce.

Ninjaman
2015-12-29, 07:41 PM
Apostle of Unity 1B
Creature - Human Cleric U
2B, Sacrifice three creatures that do not share a color: Put an 8/8 black demon token with menace onto the battlefield.
2/1

While this does have the issue of putting too many eggs in one basket you can also activate this on any end step they don't have much mana up and kill two of their creatures before they can use their removal/bounce.

Apostle of unity+Eldrazi spawns or scions=Insane value

Atomburster
2015-12-30, 01:45 AM
Apostle of unity+Eldrazi spawns or scions=Insane value

Maybe 'Sacrifice 3 creatures with different colours'?

mystic1110
2015-12-30, 11:46 AM
Apostle of unity+Eldrazi spawns or scions=Insane value

1B for Apostle of Unity and 2B for the ability, and at least . . . two more cards and around 3 mana for a 8/8 with menance, doesn't really seem that broken though - that's at least 3 cards and at least 3BBXXX (x being unknown color) for 1 8/8. . . if you want 2 8/8's that's . . . 5BBBXXXXXX and at least 5 cards. . . . if anything I think the card could make a much more powerful demon. . . or be even cheaper. :smallbiggrin:

Blue Ghost
2015-12-30, 08:03 PM
1B for Apostle of Unity and 2B for the ability, and at least . . . two more cards and around 3 mana for a 8/8 with menance, doesn't really seem that broken though - that's at least 3 cards and at least 3BBXXX (x being unknown color) for 1 8/8. . . if you want 2 8/8's that's . . . 5BBBXXXXXX and at least 5 cards. . . . if anything I think the card could make a much more powerful demon. . . or be even cheaper. :smallbiggrin:

You could achieve it with one other card, in Eyeless Watcher. Or something else, if you're willing to sac Apostle of Unity itself. But I agree, it's not really broken, especially since such a combo would presumably not be present in limited or standard, and there are far more broken things you can do in modern.

Sgt. Cookie
2016-01-01, 04:27 PM
I've not been playing MTG for very long, but this looks like a fun thing to try.


Grave of the Expendable 2BB
Enchantment - U
Whenever a Token Creature dies, it remains in its owner's graveyard for as long as Grave of the Expendable is in play.
BBB: Flip Grave of the Expendable. Play this ability only as a Sorcery.

Siege of the Forgotten
Enchantment
All Token Creatures in all graveyards enter the battlefield under your control. (This effect occurs before Grave of the Expendable leaves play.) All Token Creatures under your control have Haste and Undying.

tgva8889
2016-01-01, 07:12 PM
Sgt. Cookie, symbols are represented in the following ways:
W, U, B, R, G, C - the 6 different mana symbols.
1, 2, 3, etc. - amounts of generic mana
T - the tap symbol
Some people use these brackets {} around the symbols, but we here generally don't.
So for example, the mana cost of your card should be written as 2BB, and the ability it has should be written with the cost BBB.

Also, the first ability of your card as written at time of this post doesn't do anything, because tokens already go to the graveyard when they would normally be put there. They just don't stay there for very long.

Diego Havoc, can we put some sort of "this is how to format your symbols" info in the first post? I don't care what format we choose, but we should standardize it and make it clear.

Sgt. Cookie
2016-01-01, 07:34 PM
Thank you for that formatting guide!

Thanks for pointing that out, I always get that detail confused.

Dr.Gunsforhands
2016-01-01, 10:26 PM
I'm not sure what time zone anyone is in, but I distinctly recall setting the deadline for today! As such... I'll do judging tomorrow afternoon, because that's also when I'm most likely to be awake this weekend.

Beacon of Chaos
2016-01-02, 05:50 AM
Diego Havoc, can we put some sort of "this is how to format your symbols" info in the first post? I don't care what format we choose, but we should standardize it and make it clear.
Done! _

Ninjaman
2016-01-02, 10:42 AM
@Diego Havoc
Q is the untap symbol
you might want to add hybrid and phyrexian mana to the list as well.

Beacon of Chaos
2016-01-02, 11:28 AM
@Diego Havoc
Q is the untap symbol
you might want to add hybrid and phyrexian mana to the list as well.
It is? Weird. Okay, I'll add those.

Dr.Gunsforhands
2016-01-03, 01:01 AM
New Years' Judging! I'm trying to play around the multi-quote limit this time, so this is going to take a few posts. This is batch #1.


Goblin Hordedriver 4R
Creature - Orc (R)
Whenever a Goblin enters the battlefield under your control, you may have it get +2/+0 and gain haste. If you do, sacrifice it at the beginning of your next end step
3/3
A little aiming, a lot of firing.

At first, I thought the idea was for a simple goblins archetype, but then I realized you purposefully made her an orc, and also that any goblin getting the benefit dies by the end of the turn. I suppose the idea is to just lash out with a series of hasty goblins, possibly all played at once, commanded, buffed and sacrificed by their orc overlords. It sounds fun, and thematically, it's amazing.

It's still a pretty big tradeoff for the ability to keep them around for later attacks - especially in limited, where each goblin you throw away will usually still cost a card. It's probably fair, just tricky to play correctly. On a rare 3/3 for 5, an orc asking for goblins is probably conditional enough that she doesn't need the drawback necessarily.

Also, she's an orc with the word goblin in the card name. That's just confusing, yo. They'll probably swap it out for a proper noun, like Mardu.



Strength of Madness 3B
Enchantment (U)
Whenever you discard a card, you may pay 2. If you do, draw a card, then each opponent loses 2 life and you gain 2 life.

My beef with this card is that, thanks to the replacement effect, it doesn't need so much an archetype as a single discard outlet before it turns into a machine gun - you might even want to save your mana for more life drain rather than pay your madness costs. It's probably not overpowered, but it still feels filthy. If it just replaced the cards, that would probably have been enough to push me into the nuts madness deck already.

Presumably, I guess the set's discard outlets would all have their own mana costs associated with them to keep this thing in check, but now we're just limiting our design space.


Taichi Umezawa-UBR
Legendary Creature-Human Warrior
Whenever ~ becomes blocked, it gains +X/+Y until the end of turn where X is the attacking creature's toughness and Y is the attacking creature's power.
I refuse to stand by while the monster my ancestor defeated runs rampant. I will defeat him again, no matter the cost.
1/1

...what are the Umezawas doing on Dominaria again? Eh, whatever. :smalltongue:

I think you made a mistake in the way you worded the ability. It only triggers when he's blocked, which would make him the attacking creature... I'd correct it and review the result, but there are at least three other possible intentions you could have had. In retrospect, I kind of wish that we all gave as much help with this as with Gandariel's card.


Void touch U
Instant - U
Choose two target creatures. If you do, draw a card.

It's cute, and it triggers all of your Theros-style heroic effects. Working as intended! That said, while it's a nice support card, even the deck that wants it really isn't building around this card itself. You don't see it in your first pack and think, "Shyeah, Blue Heroic here I come!" You pick it up later on, once you already know for sure that you're in the right archetype.


Seek the Sky 3W
Enchantment R
Token creatures you control get +1/+1 and have flying.
Yep, I see this card and want to build the token deck. It could probably have gotten away with being cheaper, and white tokens sometimes have flying anyway, and of course there have been plenty of other anthems before, but this is still just the kind of card this contest is looking for.


<this character is featured in the set's story articles>
Lora, Keep Elite 2W
Legendary Creature - Human Knight R
1W, T: Put a +1/+1 counter on any number of target creatures with base power and toughness 1/1. ~ gets -1/-1 until end of turn for each counter placed this way.
"My smiths will arm you and my words will guide you. We shall not fall again."
1/3
I can see the effort that went into flavoring this card - she gets 1/1 conscripts and lends her strength to them, making them a huge force over the course of a few turns. If she always hit each 1/1 creature you had, that would be amazing, and maybe just a tad too good. If she just hit up to two 1/1s you had, that would still be great, however conditional. Right now, she leads from the rear by buffing one or two mooks at a time, then usually sacrifices herself for a big charge at the end of the game... which is also quite nice, though it takes some thought to spot and feels kind of weird. A new player might not see it unless you split the two modes into separate abilities. Another thing to think about is that she's actually quite awful her own, which is weird for a set's legendary hero.

The question is, do I see her and build the token citizen deck right away, or is she just a nice little bonus if I happen to go into that deck anyway? Hmm...


Magmatic Birth 2R
Enchantment R
Whenever a red instant or sorcery you control deals damage to an opponent, put a 2/1 red elemental creature token into play under your control.
Oooh, the burn deck enabler. I actually kind of like this. It's not very flashy, but it's enough to make you consider building a deck that would otherwise suffer for a lack of creatures. Just what this contest needs!


Sacrificial Hydra 2B
Creature - Hydra - U
At the beginning of your upkeep put a +1/+1 counter on Sacrificial Hydra.
Whenever you would sacrifice a creature, you may remove a +1/+1 counter from Sacrificial Hydra instead.
"An infinite source of blood and flesh and a pet! I should have thought of this sooner!" - Braids, Cabal Minion
1/1

I'm not sure how to template the key ability here, but your intention is pretty clear. It wants to be in a cool Exploit-like deck where it can sit around for a few turns and then support all of your sac outlets with its heads. It's a neat idea, but it reminds me of Void Touch - you're not going into the archetype because the hydra made you want to. In this case, though, the hydra is probably fine without as a simple snowballing beastie, so it might be more playable anyway.

...okay, maybe it makes me want to go into that deck a little bit, just so I could say I used one of these weird hydras for its intended purpose. That doesn't necessarily make it a good plan. :smalltongue:


Archpriest of Spite 3BB
Creature - Vampire Cleric U
Flying
If you would gain life, you may have each player lose that much life instead. If you do, put a +1/+1 counter on Archpriest of Spite.
3/3

Ooh, the black lifegain/extort deck. This fits my purposes quite well. From a playability standpoint, it's most likely kind of lame. Life gain, while weak, can usually only be good for you, and this turns it into a more mutual effect that could bite you in the butt - just out of spite, presumably. Still, you did say, 'may,' so it should be all upside. Kind of a weird effect to have at uncommon, but they've done weirder things, especially in small sets.


Assault Coordinator WG
Creature- Human Soldier U
Each creature you control assigns combat damage equal to its toughness rather than its power.
0/3

Assault Formation was the exact thing I was thinking of when I made this contest. This mimicry is a bit on the nose, but it's still fun. It does feel weird to have it on a Watchwolf... even if modern creatures seem to think Watchwolf isn't good enough anymore, this thing is efficiency incarnate for what it does and I'd be happy to have it as a rare. I guess it's still easier to remove than an enchantment.

- - - Updated - - -

Batch #2. There's one more on the way.


Ring of Understanding 1
Artifact - Rare
The first creature spell you play each turn has Convoke.
Well, that's an interesting one. The mono-ring weenie-into-battlecruiser deck has potential, but assessing this thing's power is going to be a rough task. I don't know how much the effect needs to cost, but I'm sure it's more than (1). I can also say that it desperately needs to cost green mana, and should probably use both of the Selesnya colors just because of the theme. Still, as a card that inspires a wacky deck you'd never make otherwise, it fits my primary design goal perfectly.


Sulvan Gadgeteer 1UR
Creature - Goblin Artificer (U)
Whenever you discard a card, you may pay {1}. If you do, put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield.
2/3
It has the same goal as Strength of Madness, without the gross machine gun implications. In blue/red, it also makes me think of looting effects. This is one of those cards that makes me want to play Epiphany Storm. Running epiphany storm, and having it actually work? That's the best feeling in the world.


Recouring Thoughts - 1U
Instant - U
Draw a card.
At the beginning of each end step, if you cast an instant or sorcery spell not named "Recouring Thoughts" this turn, you may return Recouring Thoughts from your graveyard to your hand.

This feels like an exercise in not being quite sure when to quit. My first reading of this card made it similar to Evermind - you cast it, and if you cast another instant or sorcery spell in the same turn, you get it back. It would trigger off of non-arcane stuff, but you couldn't use it more than once per turn, so it's not strictly better. I actually liked that reading quite well! It made me want to make a weird prowess-y deck with a load of now-cycling instants.

Then I read it again and realized that it also came back even if you wait until a few turns later, and now I'm not sure. I do have to keep in mind that Evermind actually really sucks, so this is probably not overpowered, I guess... though it's still instant-speed card draw and you don't even need to plan ahead anymore and eeeeeeh... yeah, I guess it's really much better this way.

The word you're looking for is spelled, "recurring," though. :smalltongue:


Obsessive Mycologist 3G
Creature - Elf Druid [U]
Whenever an Aura becomes attached to Obsessive Mycologist destroy target noncreature permanent.
“That's how the madness of the world tries to colonize you: from the outside in, forcing you to live in its reality.” - Jeff VanderMeer, Annihilation
2/3
Hey, I like auras! Though, not quite as much as mushrooms hate lands, apparently. This is kind of a weird support card, and if you are inspired to build the deck that really uses and abuses it, the land-killing oppression might get out of hand. That's when the fun police come and kick down your door, and nobody wants that.


Apostle of Unity 1B
Creature - Human Cleric U
2B, Sacrifice three colored creatures that do not share a color: Put an 8/8 black demon token with menace and lifelink onto the battlefield.
2/1

Another weird one. Weird's good, I like weird. This thing might be a little easier to activate than it looks, but an 8/8 menace might be about right for 5 mana and three cards. I miiight recommend that you make it tap itself as part of the cost, just to make sure your opponent has a moment to dodge the huge bomb. If it gets to use the ability more than once in its lifetime, it almost surely should be rare, too; at uncommon, you should probably make sure that one of the things it sacrifices is itself.

The fact that you'd never get to use it unless you specifically built your deck around it is still pretty priceless, though. And to give credit where it's due, an 8/8 menace is just big enough to be worth the wait without being completely world-shattering.

Dr.Gunsforhands
2016-01-03, 02:16 AM
I guess batch 3 is just this one card. I'll do judging soon after. Also, I guess the board automatically appends this to my last post now, unless someone posts in the meantime. EDIT: Or not!


Grave of the Expendable 2BB
Enchantment - U
Whenever a Token Creature dies, it remains in its owner's graveyard for as long as Grave of the Expendable is in play.
BBB: Flip Grave of the Expendable. Play this ability only as a Sorcery.

Siege of the Forgotten
Enchantment
All Token Creatures in all graveyards enter the battlefield under your control. (This effect occurs before Grave of the Expendable leaves play.) All Token Creatures under your control have Haste and Undying.

Ha, "flip." For someone who claims not to have been playing MtG for very long, you seem to have the decade-old terminology down. :smalltongue:

Anyway. This card doesn't work because tokens aren't actually, well, cards. They can't really exist in a discard pile or anything, and even Undying doesn't help them. You can't really exile them, either, so I can see how getting this to do what you want is a tough job.

Dr.Gunsforhands
2016-01-03, 03:19 AM
Archetypes:Kolaghan Orc/Goblin Slavedriver ("get 'em!")

White 1/1's ("better in commander, probably")

Mono-red Rapid-Birth ("screw it, we're going all in on this")

White/Green Big Butts ("haha, yesssss")

Black Looter Madness ("oh my god, this is good")

Izzet Looter Madness ("get 'em!")

Vampire Lifelink ("from hell's heart I stab at thee")

Battlecruisers For Everyone ("I really want this to work")

Multicolor coalition-demon-thing ("okay yeah wow I see how the flavor might be a bit off now")

Uhh... Yeah, this was hard.

Blue Ghost's Gadgeteer wins the day! The idea of drafting a pile of looting effects to summon a horde of pirate-thopters is amusing.

Blue Ghost
2016-01-03, 09:50 PM
A lot of great entries this time around. Good work everyone! :smallsmile:

New contest:

Make a card using a piece of artwork by sandara (http://sandara.deviantart.com/gallery/).

Please note which artwork you're using. I will be rendering your submissions at judging.

LaZodiac
2016-01-03, 10:14 PM
Valiant of Glen Wilt-leaf (http://sandara.deviantart.com/art/Corgi-and-fairy-355200334?q=gallery%3Asandara%2F514931&qo=89) 1GW
Creature - Faerie Knight (U)
First Strike
GW: ~ gains Trample and +2+2, and loses First Strike until end of turn. Activate this ability only once per turn.
2/1
Since Oona's passing, the fae have taken to the world in their own way. The world has followed suit.

still sort of a work in progress...

Atomburster
2016-01-03, 10:22 PM
Chimeric Fusion UBG
Sorcery (Instant) - Rare

Split-Second
Play Chimeric Fusion only when there are at least three (3) cards on the stack. Counter all cards on the stack, then summon a X/X Chimeric Wolf, where X is the number of cards countered in this fashion. Chimeric Wolf is all colours.

(Illustration- 'weeping wolf (http://sandara.deviantart.com/art/weeping-wolf-512936303)'.)

bekeleven
2016-01-03, 10:55 PM
Double faced cards are fun!

http://i.imgur.com/Pjm8Hkc.png

The Underlord BG
Legendary Creature - Faerie Knight
At the beginning of your upkeep, sacrifice a permanent.
~'s power and toughness are equal to 1 plus the number of permanent cards in your graveyard.
At the beginning of your end step, if you didn't play a land this turn, transform ~.
"My husband is no the most forgiving."
-Katlin, Springcaller.
1+*/1+*
------------
Katlin, Springcaller
[G]Legendary Creature - Human Druid
At the beginning of your upkeep, you may search your library for a basic land and put it onto the battlefield tapped.
~'s power and toughness are equal to 1 plus the number of lands you control.
At the beginning of your end step, if two or more lands entered the battlefield this turn, transform ~.
"Live and death are a circle. May it remain unbroken."
-The Underlord
1+*/1+*

Hades and Persephone 1 (http://sandara.deviantart.com/art/hades-and-persephone-1-91425066)

tgva8889
2016-01-03, 11:04 PM
I'm pretty sure a rather large number of both discard and sacrifice outlets these days require additional mana.

Dr.Gunsforhands
2016-01-04, 12:08 AM
I'm pretty sure a rather large number of both discard and sacrifice outlets these days require additional mana.

Probably so that they could try designs like yours, yeah. I might have been a bit hard on you - the chain-gun effect would certainly make me want to use those outlets as much as possible, and that's exactly what I was looking for. I'll drive myself insane if I keep trying to rethink my judgement call, though.

Fortuna
2016-01-04, 12:21 AM
Mourning Colors (http://sandara.deviantart.com/art/hades-and-persephone-2-210920648) WB
Enchantment - U
Whenever a creature dies, you may tap target creature.

Ninjaman
2016-01-04, 04:13 AM
I totally haven't already designed a dozen cards with art by Sandara :smallbiggrin:

This should be fun.

braveheart
2016-01-04, 05:47 AM
Black lion http://sandara.deviantart.com/art/black-lion-316408584


Betray the Pride 4BB
Sorcery - U
Destroy target Creature, then each creature that shares a Subtype with it gets -2/-2 until end of turn
"Brother, how could you"

Ionbound
2016-01-04, 11:03 AM
Illuriel, Angel of Death (http://sandara.deviantart.com/art/Black-Angel-464724631?q=gallery%3Asandara%2F514931&qo=51)-2WWBB

Legendary Creature-Angel-MR

Flying

At the beginning of their upkeep, each opponent sacrifices a creature.

At the beginning of your upkeep, return target creature from a graveyard to the battlefield under your control.

When you control the scales, it's easy to tip them in your favor.

4/4

Sgt. Cookie
2016-01-04, 04:37 PM
http://i.imgur.com/zBToBc7.png


http://i.imgur.com/ZNq29oQ.png

This making malarkey's fun.

LaZodiac
2016-01-04, 04:47 PM
http://i.imgur.com/ZNq29oQ.png

(The creature Alara makes is a Token Creature in addition to its other types and therefore cannot be targeted by Alara.)
("[A]t the time of selection" means that boosts from equipment, sorceries, +1/+1 counters, etc, are taken into account to determine the Power and Toughness of the token.)


This making malarkey's fun.

The phrasing you want is "Current power and toughness etc etc" and not "at time of selection". Also, "Types" not type.

mystic1110
2016-01-04, 04:53 PM
Vain Harpy (http://sandara.deviantart.com/art/vain-harpy-147027962) BW
Creature - Harpy [R]
Flying, lifelink
When Vain Harpy enters the battlefield, look at the top three cards of your library. You may reveal an aura or equipment card from among them and put it onto the battlefield attached to Vain Harpy. Put the rest on the bottom of your library in any order.
1/1

Sgt. Cookie
2016-01-04, 05:08 PM
The phrasing you want is "Current power and toughness etc etc" and not "at time of selection". Also, "Types" not type.

Thanks. Corrected the wording.

Jormengand
2016-01-06, 09:36 AM
Soulburn Shaman (http://sandara.deviantart.com/art/Forest-Shaman-66212376) BG
Creature - Elf Shaman R
Sacrifice a creature: Add one mana of any colour to your mana pool.
Your soul will serve better as fuel for another than for yourself.
1/1

Beacon of Chaos
2016-01-06, 01:37 PM
Adventuring Party (http://sandara.deviantart.com/art/a-party-of-cats-427205264) 2W

Enchantment R

Whenever you attack with a Cleric, a Knight, and a Wizard at the same time, each of those creatures gets +1/+1 and gains Flanking and Lifelink until end of turn.

Whenever you block with a Cleric, a Knight, and a Wizard at the same time, each of those creatures gets +1/+1 and gains First Strike and "1W,T: Regenerate another target blocking creature." until end of turn.

Blue Ghost
2016-01-10, 09:17 PM
Judgment has been rendered! I took the liberty of reformatting some of your cards to correct templating errors. Hope you don't mind.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Designs%20by%20Others/Valiant%20of%20Glen%20Wilt-Leaf_zpsyrdg1mcr.png

A pretty simple card, nothing new, but a proven formula. I'm not sure on the flavor of the ability here. I guess it represents the faerie letting the dog take over? But shouldn't they be fighting as a unit in the first place?
The power level here is pretty low. Gold uncommons are usually pretty pushed as an incentive to draft a color pair. Your card has the power level of a medium-tier common, lower if you factor in the multicolor-ness, so it doesn't do the job that gold uncommons are supposed to do. It's also very simple and could easily be common if it were not multicolor. I think this could easily be a white card with a green activated ability; that makes more sense, considering that its body is completely white and its ability is completely green.
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Designs%20by%20Others/Chimeric%20Fusion_zps57du8yul.png

Okay, so let's take a look at what this card actually does in a game. You need three other spells on the stack to even cast it. Not abilities, actual cards. Having three spells on the stack is a very rare occurrence, and it's almost guaranteed that on the rare occasions when it happens, one of the spells will be your own. So in the vast majority of games, this is uncastable, and when you do get to cast it, it's going to counter at least one of your own spells, which you paid mana for in addition to the three different colors of mana you need for this. And what do you get for it? A 3/3 token. This hoses storm decks, but besides that, this is way too narrow to ever be played.
http://i.imgur.com/Pjm8Hkc.png

I love the flavor here. A double-faced card with characters representing the changing of the seasons, with appropriate mechanics backing it up? Beautiful.
I playtested this card a bit, and unfortunately, I found it really awkward to play with. The requirement of sacrificing a permanent every turn is really harsh, and a big vanilla body is not worth that cost. So you would want to flip him right away, but to do so, you have to skip your land drop, which is not fun and not something you want to incentivize players to do. The back side's ability to fetch a land every turn is quite cool, but the land coming into play tapped sets you even further back in mana. And you can't play lands without flipping her back to the frront side, making all the lands you draw dead. I love the idea you have here, but it does not work well in practice.
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Designs%20by%20Others/Mourning%20Colors_zps7u6pzhmk.png

This could really benefit from some flavor text. The mechanical flavor isn't a home run (Why would your opponents' creatures mourn every time one of your creatures die?), but I can see what you were going for.
A simple and unique card, which is good. Death triggers and tappers both go way back in Magic, but combining them isn't something we've seen before. And the reason behind that is fairly obvious: Most creature deaths happen in combat, at which point tapping creatures does nothing. This could go well with sac outlets, but you're not always going to want to tap at the same time you want to sacrifice a creature. There are times when this is going to be useful, but there are a lot of conditions that need to be met, and a large part of those are dependent on the opponent's actions. It's not a card that I see getting much play.
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Designs%20by%20Others/Betray%20the%20Pride_zps24rebnl0.png

The flavor here doesn't feel like a betrayal at all; more like some kind of plague or curse or something. Too expensive for constructed formats, but it's a serviceable removal spell in limited, and the power level is highly dependent on the format. The potential for blowouts is really high, and might be too punishing at uncommon.
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Designs%20by%20Others/Illuriel%20Angel%20of%20Death_zpsvcpksyob.png

An elegant and exciting design, if a bit worrying in terms of power level. Unfortunately, there is already a legend (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214382) that does almost the exact same thing, and does it better, IMO. This doesn't feel white at all; both her abilities are firmly black. White does get reanimation occasionally, but it's much more strongly associated with black, to the point that I don't feel the white in the mana cost is justified.
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Designs%20by%20Others/Alara%20the%20Painter_zpsogghqyv6.png

Copy effects are firmly in blue's section of the color pie. This isn't exactly copying, as it doesn't copy the card's identity or abilities, but it's similar enough that it feels much closer to blue than green/white. I think it would be much simpler and easier to understand if you simply used the existing copy templating, modified as necessary. Why does it not copy legendary creatures or tokens? I don't see a real development reason for that, and it unnecessarily complicates the card.
The costs and numbers feel aesthetically off. It's a 2/2 for 6 mana, with a massive color weight (I've talked previously about why unnecessarily large color weights aren't good design). And then there's the unbalanced mana cost in the activated ability. I'm not sure what your rationale was for these decisions.
I do like the concept behind it. A creature that can repeatedly make copies of things is really cool. With some iteration, this could be a really good design.
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Designs%20by%20Others/Vain%20Harpy_zpsgv8z3omc.png

A nice simple, flavorful ability. I'm not sure how it'll play out, but it looks really swingy. Even in an Aura-heavy deck, there's a fairly high chance of the ability simply missing, in which case you're left with just a 1/1 flying lifelink (which admittedly isn't as useless in an Aura deck as it is elsewhere). And then there's the chance of getting out an Eldrazi Conscription turn two... Haven't gotten the chance to test this yet, but the swinginess is a major potential problem.
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Designs%20by%20Others/Soulburn%20Shaman_zpsqncscznf.png

I really, really like this design. It's very flavorfully resonant, very powerful, and very fun in gameplay. It creates meaningful choices for the player (is it worth permanently giving up a creature to cast your spell a turn early?), and it adds a new dimension to the game. There is an existing card with this ability (Phyrexian Arena (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405337)), but this being a creature is in my opinion an improvement in gameplay, as it allows more opportunity for interaction and gives it the option to sacrifice itself. It might be too dangerous for today's metagame, but I can totally see it being printed in a commander product. Good job.
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Designs%20by%20Others/Adventuring%20Party_zpsv7asqu2g.png

Pretty sure the templating is off, but I had no idea how to correct it, so I kept it as is except for putting keywords in lowercase.
This requires attacking or blocking with creatures of three specific different types at once, which requires a very dedicated deck and is also very difficult to pull off in gameplay. It's something for the uber-Johnny, but most players aren't going to be interested.
As to the benefits it gives you... That's really complicated. You have four different keyword mechanics to worry about, two of which are non-evergreen (regenerate has been phased out of evergreen into deciduous). That's a massive mental burden on the player. Why can't you have it grant the same benefits on attacking and blocking?
Attacking gives flanking and lifelink. Flanking is not evergreen, and has significant gameplay issues. Lifelink on attack is fine.
Blocking gives first strike and regeneration. First strike is a decent choice for blocking, but regeneration has some significant issues here. First, it's not in white's color pie. Second, its functionality overlaps significantly with first strike to the point of redundancy. Finally, having the creatures not able to regenerate themselves, while flavorful, is a massive gameplay complication with no actual mechanical benefit.
All in all, the seed idea is possibly workable, if rather quirky, but the execution is way too complex.

Jormengand, with Soulburn Shaman! An excellent design in flavor, elegance, and gameplay.

LaZodiac
2016-01-10, 09:26 PM
Congrats to the winner, they deserved it :smallamused:

Jormengand
2016-01-10, 09:52 PM
I don't know why you said Phyrexian Arena had the same ability, when it doesn't? But anyway:

For this challenge, Create a Mythic Rare.

Blue Ghost
2016-01-10, 09:53 PM
I don't know why you said Phyrexian Arena had the same ability, when it doesn't? But anyway:

For this challenge, Create a Mythic Rare.

Sorry, I meant Phyrexian Altar (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23226).

Jormengand
2016-01-10, 09:53 PM
Sorry, I meant Phyrexian Altar (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23226).

Which actually has oddly similar flavour text to my card... :smalltongue:

Ninjaman
2016-01-11, 12:35 AM
I totally want Jormengand's card for my Karador deck.

Ionbound
2016-01-11, 09:07 PM
Tamiyo, Moon-Cursed-1UGR

Planeswalker-Tamiyo-MR

+1: Place a Green and Red 2/2 Werewolf Token on the battlefield under your control.
-3: Gain control of target creature. It becomes a werewolf in addition to it's other types and gains "At the beginning of each upkeep, if no spells were cast last turn, this creature gains +2/+2."
-9: Search your library for any number of werewolf creatures and place them on the battlefield under your control.

5

EDITED to add a third color to Tamiyo's manacost (reflecting the fact that she is very much three colored) and adding one loyalty due to the more difficult casting.

LaZodiac
2016-01-12, 01:50 AM
Emmara, Voice of Many 3GW
Legendary Creature - Elf Shaman (MR)
Whenever a token creature enters the battlefield under your control, Support 1
GW: Put a 1/1 green Saproling creature token onto the battlefield.
4/6
When she speaks, so too does the Conclave.

bekeleven
2016-01-12, 03:37 AM
No render. Maybe in a bit.

Runehand Evoker 1BBB
Creature - Human Wizard [M]
If an opponent would begin an extra turn, instead that player skips that turn and you take an extra turn.
T: Exile target permanent an opponent controls unless its controller takes an extra turn after this one.
"I have placed a scale above the abyss. Care to take your measure?"
2/3


I playtested this card a bit, and unfortunately, I found it really awkward to play with.
Is it possible you were mistaking it for a 2-drop?

mystic1110
2016-01-12, 04:01 PM
Marit Lage, Frozen Eternity SCWUBRG
Legendary Snow Creature - Eldrazi M
(C represents colorless mana. S can be paid with one mana from a snow permanent.)
Devoid, Flying
Whenever Marit Lage attacks you may control defending player during that player's next turn, if you do Marit Lage doesn't untap during your next upkeep.
The mere spawn of Emrakul had gorged on destiny until she herself became a Titan - good thing she was frozen and trapped like the others. Only instead of Hedrons it was Ice.
14/14

braveheart
2016-01-12, 04:25 PM
Evergrowth Ooze 1G
Creature - Ooze - MR
Trample
At the beginning of your upkeep you may either put a token copy of Evergrowth Ooze onto the battlefield, or put a +1/+1 counter on Evergrowth Ooze
"It will always grow and divide, and I can shape it's path, but never stop it" - Oozekeeper Druid
1/1

Re'ozul
2016-01-12, 04:34 PM
Evergrowth Ooze G
Creature - Ooze - MR
Trample
At the beginning of your upkeep you may either put a token copy of Evergrowth Ooze onto the battlefield, or put a +1/+1 counter on Evergrowth Ooze
"It will always grow and divide, and I can shape it's path, but never stop it" - Oozekeepsr Druid
0/1

Wouldn't the following make more sense:


At the beginning of your upkeep, put a +1/+1 counter on Evergrowth Ooze.

Remove a +1/+1 counter from Evergrowth Ooze: Put a token that is a copy of Evergrowth Ooze onto the battlefield.

I guess you wanted to give it a tempo downside, so you made the the token creation a once per turn thing?

braveheart
2016-01-12, 05:34 PM
Wouldn't the following make more sense:


I guess you wanted to give it a tempo downside, so you made the the token creation a once per turn thing?

Tempo was the idea, it also leaves it very vulnerable if you don't make it larger, and instead focus on making a lot of them

Beacon of Chaos
2016-01-12, 05:42 PM
Pretty sure the templating is off, but I had no idea how to correct it, so I kept it as is except for putting keywords in lowercase.
This requires attacking or blocking with creatures of three specific different types at once, which requires a very dedicated deck and is also very difficult to pull off in gameplay. It's something for the uber-Johnny, but most players aren't going to be interested.
Eh, it was just a funny idea I had for a card. I knew it wasn't going to be good.


As to the benefits it gives you... That's really complicated. You have four different keyword mechanics to worry about, two of which are non-evergreen (regenerate has been phased out of evergreen into deciduous). That's a massive mental burden on the player.
Man, wait until you see Akroma. :smallamused:

When was Regenerate phased out?


Flanking is not evergreen, and has significant gameplay issues.
Such as?


but regeneration has some significant issues here. First, it's not in white's color pie.
Granted, it's not common, but it's not like white can't do regenerate. (http://gatherer.wizards.com/Pages/Search/Default.aspx?text=+[%22regenerate%20target%22]&color=|[W])

Ionbound
2016-01-12, 08:53 PM
As of BFZ, Diego. I believe 'Dark Dabbling (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398466)' is meant to be one of the last cards for the foreseeable future with Regenerate.

Blue Ghost
2016-01-13, 12:15 AM
Eh, it was just a funny idea I had for a card. I knew it wasn't going to be good.
That's fine. It's not like I've never made any bad cards.


Man, wait until you see Akroma. :smallamused:
Akroma is on the more complex side of the spectrum, but that's the point of the card. Complexity is always a negative; in Akroma's case, the awe factor of the keywords outweighed the complexity. And all Akroma's keywords are evergreen, so it's easy to remember what they do, and with the exception of protection, are all static abilities that revolve around combat, so they form a fairly cohesive unit.


When was Regenerate phased out?
Huh, I guess I was wrong. I thought regenerate was phased out in Origins along with the other weird, overly complicated evergreen abilities. Since they removed protection, I'm fairly confident that they'll phase out regenerate sometime in the near future. But for the time being, you're right, it's still evergreen.


Such as?
The fact that no one remembers that flanking works on other flankers. The lack of resonant flavor (it's supposed to represent units on horseback, but few people recognize that). The ability to kill blockers before combat begins. The P/T reduction in white/red. And since it's not evergreen, by using it, you're committing to make it a returning set mechanic, and I don't think flanking is a good candidate to make a return.


Granted, it's not common, but it's not like white can't do regenerate. (http://gatherer.wizards.com/Pages/Search/Default.aspx?text=+[%22regenerate%20target%22]&color=|[W])
Okay, I was wrong there. I guess white cards can regenerate other things. My other points about regeneration still stand.

tgva8889
2016-01-13, 01:02 AM
You mean, unlike the Oath of the Gatewatch card that regenerates a creature? Magic Origins was a set ago. Regenerate is still a thing they are doing.

Gandariel
2016-01-13, 08:54 AM
Marit Lage, Frozen Eternity SCWUBRG
Legendary Snow Creature - Eldrazi M
(C represents colorless mana. S can be paid with one mana from a snow permanent.)
Devoid, Flying
Whenever Marit Lage attacks you may control defending player during that player's next turn, if you do Marit Lage doesn't untap during your next upkeep.
The mere spawn of Emrakul had gorged on destiny until she herself became a Titan - good thing she was frozen and trapped like the others. Only instead of Hedrons it was Ice.
14/14

This is very, very scary.
Not sure about when you hard cast it, but cheating him into play is definitely too dangerous.

It needs some form of anti-cheat measure like Phage or Progenitus

mystic1110
2016-01-13, 12:13 PM
This is very, very scary.
Not sure about when you hard cast it, but cheating him into play is definitely too dangerous.

It needs some form of anti-cheat measure like Phage or Progenitus

I don't think so - In legacy there are so many better things to reanimate or show and tell (Emrakul, Grissle), especially since to lock out an opponent you need an untap effect (and given this has no protection). In modern, if you're cheating anything out it will also be Emrakul and Grissle - the question really is . . . is this card better to reanimate than either of those - the answer is no. Additionally, the combo decks that use the shoal's can't use this due to devoid.

Tom the Mime
2016-01-13, 07:11 PM
No render. Maybe in a bit.

Runehand Evoker 1BBB
Creature - Human Wizard [M]
Whenever an opponent would begin an extra turn, instead that player skips that turn and you take an extra turn.
T: Exile target permanent unless its controller takes an extra turn after this one.
"I have placed a scale above the abyss. Care to take your measure?"
2/3


Needs rewording for the choice and needs to be target permanent an opponent controls. Otherwise the turn after it comes out, you have an infinite turn engine for 4 in black.

bekeleven
2016-01-13, 10:32 PM
Needs rewording for the choice and needs to be target permanent an opponent controls. Otherwise the turn after it comes out, you have an infinite turn engine for 4 in black.

What's the issue with the wording of the choice?

tgva8889
2016-01-13, 10:35 PM
First ability should either be a replacement effect or a triggered ability, and needs to be worded properly to be whichever one you decide. Also yes, as worded the first ability allows you to just tap to target a permanent you control and take an extra turn after this one every turn for no cost.

Blue Ghost
2016-01-14, 12:15 AM
Sorath, Solemn Guardian 4WW
Legendary Creature - Angel (M)
Flying
You have protection from everything.
"This realm has seen a thousand years of peace, and I shall ensure it sees a thousand more."
4/4

http://i1283.photobucket.com/albums/a560/BlueGhostITP/White/Sorath%20Solemn%20Guardian_zpspibzez31.jpg

tgva8889
2016-01-14, 12:55 AM
Shadow of the Lake BBB
Creature - Shade (M)
Whenever you tap a Swamp for mana, if a creature an opponent controlled died this turn, add B to your mana pool (in addition to the mana that land produces).
Whenever you tap a Swamp for mana, if an opponent discarded a card this turn, add B to your mana pool.
B: Shadow of the Lake gets +1/+1 until end of turn.
1/1

Misothene
2016-01-14, 03:17 AM
Dimension Seal 1
Artifact- MR
As Dimension Seal enters the battlefield, choose a planeswalker type.
Players can't cast planeswalker spells of the chosen type or activate abilities of planeswalkers of the chosen type.
Though Niv-Mizzet could never replicate the planeswalker spark, he found a way to neutralize it.

Gandariel
2016-01-14, 03:50 AM
I don't think so - In legacy there are so many better things to reanimate or show and tell (Emrakul, Grissle), especially since to lock out an opponent you need an untap effect (and given this has no protection). In modern, if you're cheating anything out it will also be Emrakul and Grissle - the question really is . . . is this card better to reanimate than either of those - the answer is no. Additionally, the combo decks that use the shoal's can't use this due to devoid.

But emrakul does have the graveyard shuffle thingy.
Anyways, was just a suggestion :)

Sgt. Cookie
2016-01-14, 08:01 PM
I have an idea, but am uncertain of the cost, so help there would be appreciated.


Perfect Enemy
Legendary Artefact Creature - MR

Defender

Perfect Enemy's Power and Toughness are equal to 1 + Target Creature's Toughness and Power, respectively. This ability can target a creature even if it would normally be immune to being targeted. (Target Creature is selected as Perfect Enemy comes into play. All references to "Target Creature" within Perfect Enemy's abilities refer to the creature chosen for this effect.)

If Target Creature leaves the Battlefield, Target another Creature, like above, gaining all the benefits. This time, however, Perfect Enemy's current Power and Toughness are used, instead of 1. This ability stacks with itself.

Perfect Enemy can only block Target Creature.

If it could act offensively, then it would truly be a perfect weapon. Alas, then, it has the capacity for only one foe.

tgva8889
2016-01-14, 08:11 PM
You can't have a creature just target something; only spells, activated abilities and triggered abilities target. As such, if you want this card to work, you have to figure out some way of making it indicate what the "chosen creature" is permanently.

I'm not sure if the rules of layers work such that a creature can have its power and toughness set to a value which includes a calculation of its current base power and base toughness. So I'm pretty sure that you just can't make this card work exactly the way that you want because of the rules. You probably have to use stupid counters. My suggestion instead is to not make a card that continually grows when things die, because that's just hard to make work within the rules as written.

Here's what I've got:

1st ability: "As Perfect Enemy enters the battlefield, choose a creature. Pefect Enemy's base power becomes that creature's power plus 1 and its base toughness becomes that creature's toughness plus 1."

Last ability: "As long as any chosen creature is on the battlefield, Perfect Enemy can't block creatures other than the chosen creature."

Edit: There are several other ways to make a very similar card; an aura, for example, would make a lot of the wording super easy. A static enchantment might also work, but an aura would be VERY easy.

Blue Ghost
2016-01-14, 11:32 PM
Yeah, tgva8889's wording sounds good. I think the card would be just fine with just those abilities. The middle ability seems to add unnecessary complication to the card without that much gameplay improvement. Simplicity is key in design; you want to trim your card down to its barest essence.

Also, have you considered using Clone (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370622) technology? Or maybe +1/+1 counters? That might be close to what you want here.

If you or anyone else wants to discuss design in detail, feel free to PM me. :smallsmile:


Is it possible you were mistaking it for a 2-drop?

Nope. I recognized that trying to get it out on turn 2 is dumb. But even on later turns, you still have to skip your land drop, and by the time you can afford to throw away permanents (if that ever happens), there isn't really any payoff.


Tempo was the idea, it also leaves it very vulnerable if you don't make it larger, and instead focus on making a lot of them

You have to kill every single copy to stop it. I think that's the opposite of vulnerable.

Ninjaman
2016-01-15, 12:58 AM
Sprouting Titan - 5GG
Creature - Elemental Giant - M
5: Destroy target noncreature permanent.
10: Creatures you control get +3/+3 and gains trample until end of turn.
20: Draw cards equal to the greatest power among creatures you control.
7/7

Fortuna
2016-01-15, 01:16 AM
This is a really, really general challenge, I have to say. Finding it difficult to get inspired with no mechanical or flavour hooks at all.

Mortal Sublimation 7UU
Enchantment - MR
When you have only one opponent, sacrifice Mortal Sublimation.
Players can't attack you or planeswalkers you control.
If you would begin a turn, skip that turn instead.
You can't cast spells or activate abilities.
You may look at each player's hand and the top card of each library at any time.
Whenever a player casts a spell or activates an ability, if you haven't countered a spell or ability this turn, you may counter that spell or ability.
One with the cosmos, the dragon's reach had never been longer.

bekeleven
2016-01-15, 01:51 AM
Nope. I recognized that trying to get it out on turn 2 is dumb. But even on later turns, you still have to skip your land drop, and by the time you can afford to throw away permanents (if that ever happens), there isn't really any payoff.
Drop it turn 5 along with a 2drop. Two things can happen from here on in:

1. You don't draw a land the next turn. In that case, your mana acceleration is equal to or greater than it would've otherwise been every single turn - greater starting the first turn you don't draw a land. In addition, you're thinning a land from your deck each turn so while you will eventually cultivate a grip of them, it will take longer.

2. You draw a land on your next turn. In that case, your mana production will be 1 lower for 1 turn (or for 2 turns if you draw 2 lands in a row, which is pretty unlikely, especially with the thinning).

If at any point you decide you need a finisher, you can start dropping your grip of lands 1/turn and saccing them to the underlord to grow him. Then once your needs change or you run out of lands, swap back.

tgva8889
2016-01-15, 02:51 AM
Fortuna, Transcendence (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=8875) is already a card. :smallsmile:

Also, if the given criteria isn't enough, you can always restrict yourself more. Restrictions breed creativity, as a famous Magic designer once said, and then said again and again.

Fortuna
2016-01-15, 03:08 AM
Fortuna, Transcendence (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=8875) is already a card. :smallsmile:

Also, if the given criteria isn't enough, you can always restrict yourself more. Restrictions breed creativity, as a famous Magic designer once said, and then said again and again.

Ah damn, thanks. And yes, I did that - I went down to 'mythic noncreature representing some sort of cosmic oneness' - but I had rather have had the restrictions from the start, y'know?

tgva8889
2016-01-15, 10:09 PM
Sometimes, as designers, we have to make our own restrictions. The world doesn't always present us with strict criteria. Plus, less restrictions actually often makes the challenge harder, which can be more fun.

Sgt. Cookie
2016-01-15, 10:39 PM
Aright, all that stuff that was said has been taken into account and processed. Still no idea as to Mana cost, though.

And something else that came to mind...


Perfect Enemy
Legendary Artefact Creature - MR

Defender, Reach

As Perfect Enemy enters the battlefield, choose a creature. Perfect Enemy's base power becomes that creature's toughness plus 1 and its base toughness becomes that creature's power plus 1.

As long as the chosen creature is on the battlefield, Perfect Enemy can't block creatures other than the chosen creature. Perfect Enemy can always block the chosen creature, even if effects or abilities would render it unblockable.

It stands watch, eternal and unending, from the day it was created. What it was made to face, none know...

1*/1*

Jormengand
2016-01-16, 08:43 AM
What's Perfect Enemy's mana cost meant to be, or are you supposed to have to cheat it on?

Sgt. Cookie
2016-01-17, 03:56 PM
That's what I'd like some help with. I don't have any idea what this sort of effect would be worth.

Tom the Mime
2016-01-17, 06:42 PM
Probably 1WU, maybe even WU in some formats given rarity. Until you get removal or bounce it, it basically reads as "target creature can't attack" with some slight nuances. After that, it's still just a decent flying wall. Interesting concept but it seems like it'd be really dull in practice and the flavour doesn't match how it would be played.

Blue Ghost
2016-01-17, 09:37 PM
It's an artifact, so it should be colorless. Maybe 4 mana.

And I agree with the assessment. Gameplay is almost identical to Pacifism, with added comprehension complexity.

tgva8889
2016-01-18, 03:17 AM
Pacifism that can be destroyed with Giant Growth.

Ninjaman
2016-01-18, 04:14 AM
Pacifism that can be destroyed with Giant Growth.

And any enchantment or equipment. 2 would probably be a completely fair, and even then it wouldn't see play outside of limited.

Fortuna
2016-01-18, 11:39 PM
Judging time?

Jormengand
2016-01-19, 01:36 PM
Jormengand's Judgement 4UU
Sorcery - R
Target player with the best submission wins the game.
Best in my opinion, that is.


Tamiyo, Moon-Cursed-1UGR

Planeswalker-Tamiyo-MR

+1: Place a Green and Red 2/2 Werewolf Token on the battlefield under your control.
-3: Gain control of target creature. It becomes a werewolf in addition to it's other types and gains "At the beginning of each upkeep, if no spells were cast last turn, this creature gains +2/+2."
-9: Search your library for any number of werewolf creatures and place them on the battlefield under your control.

5

This is full of formatting oddness. For a start, the werewolf token isn't a creature and its characteristics are listed in the wrong order. Second, the creature gains +2/+2 indefinitely when I assume it's meant to last just a turn. Third, you can't search your library for werewolf creatures, only werewolf creature cards.

But more to the point, it's a cheap, possibly repeatable mind control in a couple of extra colours. Even just getting the -3 off once and then spamming 2/2 tokens is neat enough for the cost. I'm not sure it should be that powerful.


Emmara, Voice of Many 3GW
Legendary Creature - Elf Shaman (MR)
Whenever a token creature enters the battlefield under your control, Support 1
GW: Put a 1/1 green Saproling creature token onto the battlefield.
4/6
When she speaks, so too does the Conclave.

Hmm.

I like it, but it doesn't feel quite mythic. It's definitely nice, but I wouldn't bat an eyelid at it being listed as rare.


Runehand Evoker 1BBB
Creature - Human Wizard [M]
If an opponent would begin an extra turn, instead that player skips that turn and you take an extra turn.
T: Exile target permanent an opponent controls unless its controller takes an extra turn after this one.
"I have placed a scale above the abyss. Care to take your measure?"
2/3

So I have a problem with this being black; the only black extra turn effect is from planar chaos. Also, monoblack doesn't usually exile permanents. But the main striking feature of this card is that choosing to take an extra turn after this one is pointless unless you can already destroy the runehand evoker before you take that turn, because it will untap on the controller's extra turn anyway and get to do everything again. Also, this becomes nasty with Captain of the Mists, Disciple of the Ring, or anything else that can untap it repeatedly.


Marit Lage, Frozen Eternity SCWUBRG
Legendary Snow Creature - Eldrazi M
(C represents colorless mana. S can be paid with one mana from a snow permanent.)
Devoid, Flying
Whenever Marit Lage attacks you may control defending player during that player's next turn, if you do Marit Lage doesn't untap during your next upkeep.
The mere spawn of Emrakul had gorged on destiny until she herself became a Titan - good thing she was frozen and trapped like the others. Only instead of Hedrons it was Ice.
14/14

Eldrazi Marit Lage? That feels somehow wrong. Why WUBRG mana cost when Marit used to be monoblack? Why did Marit lose indestructible? Why no anti-resurrection clause? This also turns into an instant lockdown with anything that can untap it.


Evergrowth Ooze 1G
Creature - Ooze - MR
Trample
At the beginning of your upkeep you may either put a token copy of Evergrowth Ooze onto the battlefield, or put a +1/+1 counter on Evergrowth Ooze
"It will always grow and divide, and I can shape it's path, but never stop it" - Oozekeeper Druid
1/1

So this doesn't really feel mythic. It's templated wrong, but whatever that's okay. I like the flavour text, though one wonders what kind of druid keeps oozes. I'm a little worried that it may end up just being more annoying than anything else, but it seems like an interesting idea anyway.


Sorath, Solemn Guardian 4WW
Legendary Creature - Angel (M)
Flying
You have protection from everything.
"This realm has seen a thousand years of peace, and I shall ensure it sees a thousand more."
4/4

This feels both mythic, and really annoying. It's like a somehow more irritating version of Platinum Angel: not only can your opponent not kill you, they can't even progress towards killing you while it's alive. Also, Prot. Everything is something I feel should be a unique ability of Progenitus. It's part of his shock value.


Shadow of the Lake BBB
Creature - Shade (M)
Whenever you tap a Swamp for mana, if a creature an opponent controlled died this turn, add B to your mana pool (in addition to the mana that land produces).
Whenever you tap a Swamp for mana, if an opponent discarded a card this turn, add B to your mana pool.
B: Shadow of the Lake gets +1/+1 until end of turn.
1/1

So this is a little like Crypt Ghast. It's like Crypt Ghast's big bro, only it's littler than Crypt Ghast so if you tap out it can be pinged to death. Of course you're unlikely to need to tap out with that ability.

I'm not sure whether or not I like this card. On the one side, it can ramp you up massively, but on the other, it requires a lot of engineering to do, so I'm not certain. One thing I'm not really sure of is the flavour - the combination of mana accel and shadowbreathing makes sense from a mechanical standpoint, but I don't really get much flavour from it.


Dimension Seal 1
Artifact- MR
As Dimension Seal enters the battlefield, choose a planeswalker type.
Players can't cast planeswalker spells of the chosen type or activate abilities of planeswalkers of the chosen type.
Though Niv-Mizzet could never replicate the planeswalker spark, he found a way to neutralize it.

See, I don't really like this kind of card design. The "Opponents can't do X" kind of card has to be done carefully or it turns into "Opponents can't have fun". The fact that it's either a dead card or a major annoyance, plus the fact that everyone is going to be saying "Jace" every time, doesn't seem amazingly fun.


Sprouting Titan - 5GG
Creature - Elemental Giant - M
5: Destroy target noncreature permanent.
10: Creatures you control get +3/+3 and gains trample until end of turn.
20: Draw cards equal to the greatest power among creatures you control.
7/7

I'm wary of 5: destroy target land. Bramblecrush costs 2GG and a card to do that, after all. I worry that with the amount of mana ramp you'll probably run, you'll end up just using this to shut enemies down and ignore the other cool things it does. I'm almost certainly going to prefer destroying 4 noncreatures to drawing so many cards that the exact number doesn't matter because I'm almost invariably going to end up discarding some. The 20 ability honestly seems a bit tacked on so that you can say it has one.


Mortal Sublimation 7UU
Enchantment - MR
When you have only one opponent, sacrifice Mortal Sublimation.
Players can't attack you or planeswalkers you control.
If you would begin a turn, skip that turn instead.
You can't cast spells or activate abilities.
You may look at each player's hand and the top card of each library at any time.
Whenever a player casts a spell or activates an ability, if you haven't countered a spell or ability this turn, you may counter that spell or ability.
One with the cosmos, the dragon's reach had never been longer.

This card is a really nice idea, but it pretty much reads "You can't play the game, and no-one else can either." It becomes useless if someone has more than one kind of life draining effect, and everyone will constantly hate you for your ability to counter stuff over and over again, so they'll be going for you.


Perfect Enemy
Legendary Artefact Creature - MR

Defender, Reach

As Perfect Enemy enters the battlefield, choose a creature. Perfect Enemy's base power becomes that creature's toughness plus 1 and its base toughness becomes that creature's power plus 1.

As long as the chosen creature is on the battlefield, Perfect Enemy can't block creatures other than the chosen creature. Perfect Enemy can always block the chosen creature, even if effects or abilities would render it unblockable.

It stands watch, eternal and unending, from the day it was created. What it was made to face, none know...

1*/1*

Yeah, this is just an odd way of preventing a creature from blocking, unless you want to cast it, drop a kill spell on the enemy creature, and use it as a slightly strange wall.

tgva's Shadow of the Lake. Props to Ninjaman and LaZodiac for really nice cards. Also congrats to Bekeleven and Fortuna for really interesting flavour on your cards.

mystic1110
2016-01-19, 01:50 PM
Congrats to the winner!

As an aside RE my card: I think people overestimate the need of anti-resurrection clauses. In legacy there are reanimation spells that are at instant speed and get around them anyway letting one reanimate Emrakul itself. In modern that combo still exists (but not permanent) and Griselbrand also exists. Additionally many other game winning creatures do not have that clause. In Standard, yes, reanimation would be easy, but the spells that reanimate are weak. I am not saying that the card I made is good, but I think people need to reevaluate the need of anti-reanimation clauses in general.

tgva8889
2016-01-19, 10:00 PM
Like usual, the card started with flavor that made sense and then I forgot to change the name when I found a different mechanical angle. It was originally a reference to Lake of the Dead (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382995).

I did like a few of the cards this week, so kudos to everyone who participated.

My challenge: Make an uncommon card from Innistrad (the world, not the set) that is not double-faced.

Edit: I will be including flavor in your score, because this is a flavor contest, so do consider it. I will be ignoring card images completely, and would prefer that you keep them very separate from your card idea in your post for the purposes of me quoting every card.

Ionbound
2016-01-19, 10:27 PM
Tainted Supplies-BB

Sorcery-U

Creature tokens get -3/-3 until the end of the turn.

There was no greater horrors for the Cathars than realizing their rations were tainted with a Ghoulcaller's plague.

Passive Pete
2016-01-19, 11:00 PM
Bad Moon's Rise 2B
Instant - U
Whenever a nontoken creature you control dies this turn, put a 2/2 black zombie token onto the battlefield tapped

Sgt. Cookie
2016-01-19, 11:10 PM
I don't know how much this will change, and this is all I know about it, but here's the biggest change from the new set:


Colourless is now, basically, a colour.


There's a new land, Wasteland, that generates colourless mana... except there are creatures that require mana from wastelands. So... yeah...

New colour to play with. Fun times. Fun times.


Note: I don't actually know the "name" of this new colour. From what I've been told I think it's Devoid, but don't quote me on that.

tgva8889
2016-01-19, 11:12 PM
Sgt. Cookie: Wrong thread?

Sgt. Cookie
2016-01-19, 11:27 PM
Not really? I mean, I'll get round to posting it in the main MTG thread, but I figured it'd be useful to mention here regardless.

LaZodiac
2016-01-19, 11:40 PM
Not really? I mean, I'll get round to posting it in the main MTG thread, but I figured it'd be useful to mention here regardless.

You're late and also incredibly wrong. In short, all that changed was there is now a mana symbol for Colorless. There's also a new basic land that makes C, but it's not getting reprinted any time soon and it's also NOT a new basic land TYPE.

I'll make a card later just wanted to point this out!

Sgt. Cookie
2016-01-19, 11:55 PM
Like I said, I never went to the prerelease. It was just what I head. Thanks for the clarification, though.

Beacon of Chaos
2016-01-20, 11:10 AM
Sanctified Gravekeeper 2W

Creature - Human Cleric - U

Creature cards in graveyards cannot be returned to the battlefield or to a player's hand.

Activated abilities of creature cards in graveyards can't be activated.

"Let them rest."

2/2

bekeleven
2016-01-20, 11:18 AM
Wall of Bodies 1BB

Creature - Zombie Wall [U]

Defender

If damage would be dealt to ~, instead put that many cards from the top of your library into your graveyard.

Hack all day if you want to.

0/1


Basically how it's always worked. The problem is that until now certain concepts have been linked together and now they're not. Meaning it's possible for someone to have had a mental model that was correct until now, and is now incorrect.

Basically, colorless matters:

1. Devoid is a keyword meaning that a card is colorless. So colorless-matters will trigger off of it, despite it having colored mana in the cost. Devoid has no effect on cards that are already colorless (because they have no color in their mana cost).

2. Colorless mana is not generic mana. Simply, colorless mana (AKA diamond mana, AKA Wastes mana, AKA C) is mana that you add to your mana pool, and now has a new symbol associated with it: See this image (http://i.imgur.com/xzSrtSn.jpg). Generic mana is only used in costs. This is true for other things like snow mana or hybrid mana; nothing in the game says "Add 1 {W/U} to your mana pool" because there are only 6 types of mana that can be in your mana pool: White, blue, black, red, green, and colorless. This is mentioned in the next of Zendikar Resurgent (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=407657).

3. Generic mana, which can be used in costs, means "any mana." Colorless mana, which can be used in costs or generated, means "colorless mana." However, it's unlikely using colorless mana in costs will come up much after this set, since it's primarily being used as an eldrazi thing. That said, the new basic land, called Wastes (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=407694), will probably be used a lot in colorless commander decks.

I chose monoblack because the card's design was built around high-risk, high-reward gameplay. It was about reading the board and your opponent. Simply put you go "Do you have a kill spell? If no I destroy your stuff. If yes, I'm giving you an extra turn." I probably could've emphasized that more in the card's design, like by making it activate only during an opponent's main phase, making it vulnerable to sorcery removal and impossible to chain.

Jormengand
2016-01-20, 12:27 PM
Blast Ablaze 1RR
Instant U
Blast Ablaze deals 1 damage to target creature for each human you control.
Humans have three advantages over zombies: their ingenuity, their passion, and their ability to get out of the way of things quickly. Fire is the avatar of all three.

mystic1110
2016-01-20, 12:53 PM
Become Silverware 2W
Enchantment - Aura [U]
Enchant permanent
You can't choose a non-creature permanent as Become Silverware's target as you cast Become Silverware.
Enchanted permanent is an Artifact Equipment with "Equipped Creature has +1/+1" and "Equip - 1", and it loses all other abilities, card types, and creature types.

enderlord99
2016-01-21, 10:37 AM
Become Silverware 2W
Enchantment - Aura [U]
Enchant creature
Enchanted creature is an Artifact Equipment with "Equipped Creature has +1/+1" and "Equip - 1", and it loses all other abilities, card types, and creature types.
"I never understood why people didn't find the "Good" witch's curse more horrific. I would rather spend my life searching for my lost heart than spend my life as a spoon."

Since the thing being enchanted is no longer a creature, but "Enchant Creature" is still the first line of rules text on this, you should probably add "this effect doesn't remove ~"

mystic1110
2016-01-21, 10:40 AM
Since the thing being enchanted is no longer a creature, but "Enchant Creature" is still the first line of rules text on this, you should probably add "this effect doesn't remove ~"

Good point!

LaZodiac
2016-01-21, 10:52 AM
Nephalia Drowner 2U
Creature - Merfolk (U)
When ~ deals combat damage to a player, target player puts the top card of their library into his or her graveyard.
Whenever a player puts a card from their library into their graveyard, draw a card.
2/2
Their mournful song fills the salty air, sea foam gathered around the bodies of those drawn to it, forever lost.

tgva8889
2016-01-21, 05:57 PM
Since the thing being enchanted is no longer a creature, but "Enchant Creature" is still the first line of rules text on this, you should probably add "this effect doesn't remove ~"

I don't think that text actually works. This isn't like protection, this is the rules saying that you can't enchant a noncreature with an enchant creature.

Blue Ghost
2016-01-21, 11:58 PM
Hunt of the Howlpack 1G
Enchantment (U)
Whenever a creature you control transforms, you may have it fight another target creature.
“The priests claim to offer us freedom. So let us give them a taste of what our freedom is about.” -Tovolar, Mondronen alpha

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Green/Hunt%20of%20the%20Howlpack_zpsfto03g8q.png

mystic1110
2016-01-22, 10:24 AM
I don't think that text actually works. This isn't like protection, this is the rules saying that you can't enchant a noncreature with an enchant creature.

I think you're right. I think the solution is to use Dream Leash tech.

I.e.

"Enchant permanent
You can't choose an untapped permanent as Dream Leash's target as you cast Dream Leash."

So . . .

Become Silverware 2W
Enchantment - Aura [U]
Enchant permanent
You can't choose a non-creature permanent as Become Silverware's target as you cast Become Silverware.
Enchanted permanent is an Artifact Equipment with "Equipped Creature has +1/+1" and "Equip - 1", and it loses all other abilities, card types, and creature types.


A little wordy now - so unfortunately no flavor text.

Dr.Gunsforhands
2016-01-22, 01:33 PM
Restore to Humanity 5W
Instant - U
Exile up to two target non-Human attacking creatures. Put a 1/1 white Human Citizen creature token onto the battlefield for each creature exiled this way.
"Anton! And... Rover?"


Restore to Humanity 1(w/u)
Sorcery - U
Exile target non-human creature. If you do, its controller puts a 1/1 Human creature token with the same name and colors as the exiled creature onto the battlefield.
"Anton! And... Rover?"

tgva8889
2016-01-22, 02:52 PM
Note to the competitors: please do not make mechanical assumptions about what mechanics may or may not be present in Innistrad. I'm looking for cards like the ones in Magic Origins which referenced planes we'd been to before, not cards that could have theoretically been printed in original Innistrad block. I want cards I know are from Innistrad because of the sorts of flavor or stories they tell, not because they reference transforming cards or Morbid or Fateful Hour or Soulbond or whatever. Mechanics can appear anywhere; flavor is plane-specific.

LaZodiac
2016-01-22, 04:21 PM
Note to the competitors: please do not make mechanical assumptions about what mechanics may or may not be present in Innistrad. I'm looking for cards like the ones in Magic Origins which referenced planes we'd been to before, not cards that could have theoretically been printed in original Innistrad block. I want cards I know are from Innistrad because of the sorts of flavor or stories they tell, not because they reference transforming cards or Morbid or Fateful Hour or Soulbond or whatever. Mechanics can appear anywhere; flavor is plane-specific.

I hope I've got that going on, because gothic horror/germanic mermaids that drown people ARE a thing. Guess we'll see once judging time comes around :smallwink:

Blue Ghost
2016-01-23, 04:18 AM
Note to the competitors: please do not make mechanical assumptions about what mechanics may or may not be present in Innistrad. I'm looking for cards like the ones in Magic Origins which referenced planes we'd been to before, not cards that could have theoretically been printed in original Innistrad block. I want cards I know are from Innistrad because of the sorts of flavor or stories they tell, not because they reference transforming cards or Morbid or Fateful Hour or Soulbond or whatever. Mechanics can appear anywhere; flavor is plane-specific.

I would have preferred if you had specified that at the onset, since there's no way that could have been deduced from the prompt.
I disagree with your statement that "mechanics can appear anywhere." Planes have solid mechanical identities as well as flavor ones; while a return to a plane does not have to have the same mechanics as the original, if a card has, say, infect, one can immediately place it as a New Phyrexia card. Mechanics are tied to flavor, and you cannot make a clear separation between the two.
If you're looking for an Origins-style card, it's reasonable to require that it not have set-specific mechanics, but again, I think you should have specified that from the start.

bekeleven
2016-01-23, 11:57 AM
If you're just looking for flavor, why did you specify rarity? Uncommons have certain roles that they fulfill both in draft and in constructed.

tgva8889
2016-01-23, 01:18 PM
Just because Uncommons have specific roles they play in a set doesn't mean they can't be flavorful and well-designed. The challenge wasn't supposed to be super-easy.


I disagree with your statement that "mechanics can appear anywhere." Planes have solid mechanical identities as well as flavor ones; while a return to a plane does not have to have the same mechanics as the original, if a card has, say, infect, one can immediately place it as a New Phyrexia card. Mechanics are tied to flavor, and you cannot make a clear separation between the two.

I disgree; there are many reasons mechanics don't return, and we cannot know them all. Just because a mechanic is tied to somesuch or whatever does not mean you 1) can't make a card that doesn't have that mechanic and that 2) that mechanic is somehow unique to that world. There's no reason why any of the mechanic on Innistrad can't appear on other worlds in other times except that they, as of right now, don't. I would avoid relying mainly on a specific keyword or ability word, therefore, to stake your claim to an Innistrad card, because I would have graded you down on it even if I hadn't said anything.

I apologize if you think it is unfair, but I am merely stating it because otherwise my opinions on what mechanics will or will not return and what will feel proper or not will affect the judging, all of which is information none of you have unless you are mind-readers. Now I'm telling you straight-up, so you have the option to alter your submission. I did specify non-double faced, because that's the most identifiable mechanic from Innistrad.

Blue Ghost
2016-01-23, 05:48 PM
I don't mind making a new submission, and I already have another idea lined up. But I'm going to have to push back, because I strongly disagree with your points.

Of course not every mechanic in Innistrad is going to return, and most of them have a possibility of making it to other sets. But they are still flavorfully tied to Innistrad. Mechanics are as much a part of flavor as card image and flavor text. Theros is about enchantments as much as it is about Greek mythology, Mirrodin is about artifacts, and Zendikar is about lands. Is it a coincidence that landfall and allies appeared in both Zendikar blocks and nowhere else? That Scars of Mirrodin used both metalcraft (a direct evolution of affinity) and imprint? For the most part, the keywords that get reprinted across planes tend to be restricted to very flavor-neutral mechanics like cycling, kicker and flashback.

Yes, we don't know the full context of the set. But "don't make mechanical assumptions" is not the standard operating procedure of this thread; it's not in fact possible, since cards do not exist in a vacuum. Every card, especially at common and uncommon, is a component of an environment, and cannot be fully judged outside of it. Since we're not making entire environments, the standard procedure is to make whatever assumptions are needed for the card submission to function as intended, and have the reasonableness of the assumptions be part of the criteria for judging. Let's take the entry you submitted for bekeleven's contest, Keral Keep Pilgrimage (http://www.giantitp.com/forums/showsinglepost.php?p=20171704&postcount=189). Your card relied on the assumption that Pilgrimages exist and are supported in the environment, which was nowhere stated in the prompt. How is the assumption that a high-profile existing mechanic will be returning less valid than that? Your prompt asked for a card from Innistrad, so it's an entirely reasonable assumption that the set it's from takes place on Innistrad, and that at least a few of the original Innistrad mechanics will be returning. If the set is a core set, that's a different story, but that was not stated in your prompt, and that comes with different assumptions of its own.

Even in Magic Origins, which did not use plane-specific keywords, many cards used mechanics to tie them to their plane of origin: Call of the Full Moon (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398457), Zendikar's Roil (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398518), and Herald of the Pantheon (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398460), to name a few. Are these cards less flavorful than the cards with generic mechanics? No, the mechanical ties to their planes enhance the flavor of the card, not take away from it.

Does my current submission not feel like an Innistrad card? It shows a slice of current happenings on Innistrad, of the werewolves' response to the Cursemute, and it does so by referencing an existing mechanic. I'm not arguing that my submission is somehow special or should be an exception; rather, the telling of a story through mechanics is the norm in flavorful design.

How was anyone supposed to discern the intention of your "no double-faced cards" restriction? It's a far cry from that to "no returning mechanics," or even "double-faced cards don't exist in the set."

I'm perfectly fine with making a new submission. But I don't think "no mechanical assumptions" is an expectation that can be reasonably inferred. If you're going to expect things that depart from the norm, I ask that you please state those expectations up front.

Sgt. Cookie
2016-01-23, 08:56 PM
Human-Taker 2B
Creature - Vampire Warrior (U)
Human-Taker has Protection from Humans as long as it's attacking.
Whenever Human-Taker or another Vampire you control destroys a Human controlled by another player, it does not go to its owner's graveyard. Instead, place it in exile under your control.
Exiled Humans you control may be sacrificed as if they were on the battlefield whenever an effect you control would require a sacrifice. (Humans sacrificed in this manner return to their owner's graveyard(s))
2/2
"Hurry! They're escaping! After them! Or it'll be your hides I sell to the families!"



How does this one look?

Dr.Gunsforhands
2016-01-24, 12:11 AM
Whenever Human-Taker or another Vampire you control destroys a Human controlled by another player, it does not go to its owner's graveyard. Instead, place it in exile under your control...

This is the most problematic bit.

1. Creatures don't destroy each other, per se.
2. Exiled cards don't have controllers, per se.

The ability you're trying to make looks more like this:

"Whenever a creature that was dealt damage by a creature you control this turn would die, exile it instead."

I can't think of any existing cards with anything like the last ability, so you're probably going to get some slack even if it seems weird. Here's my own attempt at it:

"You may put a card exiled with <this card> into its owner's graveyard rather than sacrifice a creature to pay for spells and abilities."

Last, but not least, we're both making the baseless assumption that a set taking place in Innistrad is going to have some kind of Human Tribal theme. :smalltongue:

Misothene
2016-01-24, 01:44 AM
Horrid Amalgamation 1UB
Sorcery- U
Exile a creature card from your graveyard, then exile a second creature card from your graveyard. If you do, put an X/Y blue and black Zombie creature token onto the battlefield, where X is the power of the first card exiled this way and Y is the toughness of the second card exiled this way.

tgva8889
2016-01-24, 03:23 AM
I did not mean to say "ignore mechanics completely," and if that was your interpretation of what I said I apologize for being unclear. I feel there is a difference between certain uses of the mechanics, like (for example) a card that directly references Flashback cards, and a card like Zendikar's Roil (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398518). Yes, obviously this is a landfall card. Or a card like Call of the Full Moon (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398457), which references the Werewolf mechanic. This is very different than a card that says, for example, "When a creature transforms, do this thing" in my opinion. I'm basically asking people to be more clever than "look, this card works perfectly with a bunch of Innistrad mechanics!" with whatever card they make. As a note from Magic Origins, for example, Herald of the Pantheon is from Theros, but mechanically the tie is weak, it's mostly relying on other things, like the name, art, and creature type. A similarly mechanical card, Blessed Spirits (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398628), is not from Theros, but from Innistrad, which I can tell from the art and guess from what it portrays, which is a bunch of returned child spirits. I consider Herald of the Pantheon actually a very heavy-handed way of saying "Look at me, I'm from Theros!" and don't really consider it to be a successful flavorful card, because the mechanics don't speak of flavor. To put it in different context, Herald of the Pantheon is much more of a Mel success than a Vorthos success. I consider Call of the Full Moon more clever, because the card outside of the Innistrad context is just strange power boost aura, but when you put it in that context the flavor fills in the mechanics and you get it; it's a Werewolf. Note, however, that it doesn't go the heavy-handed route of actually making the creature a werewolf. Zendikar's Roil isn't a super-special design, but I get what it's trying to do; the lands are alive on Zendikar, so when you play lands you get elementals. It's also a Landfall card to solidify the reference, but 1) that's an ability word so they can print that effect whenever they want, but they didn't idenfity it as Landfall, so unless you knew it didn't matter and 2) if you ignore the Landfall the card was still flavorfully Zendikar; the land on Zendikar itself attacks, unlike on other planes, which is one thing that makes Zendikar special. Both of these card are different than a hypothetical card that no one made which says "when a creature transforms, do this awesome thing." That card makes me think "I mean, I guess it's on Innistrad, but I don't feel like this card gives me the feel that it belongs on Innistrad, that it's at home there" personally. Maybe it could sell me if it made some great sense. I guess I'm asking people to try to sell me harder rather than supporting or reusing old Innistrad mechanics, and I'm trying to establish that I will judge that way ahead of time so no one is surprised.

I think the assumptions you make me make matter, and will affect your judging. I'm not saying I'm going to judge your card in some sort of vaccuum where none of the mechanics you put on it matter; if you decide that you want your card to have Soulbond, for example, I'm going to assume that's a thing that makes sense when I'm judging. But unless you make that Soulbond feel really flavorful (soulbond is a great example because almost 0 of the existing soulbond cards are really flavorful IMO) I'm probably going to say something like "this is a heavy-handed way of making your card be on Innistrad; maybe try to get something more flavorful in there next time." So I'm trying to say that you should consider what assumptions I am making when I judge your card, because they might affect your flavor score.

Using my submission as an example, I tried to make a card that made some assumptions, but didn't actually rely on them to be interesting. Yes, obviously Keral Keep Pilgrimage is more interesting if there are more Pilgrimages, but even if there aren't the card does something that no other card does exactly, and is still interesting in a random red deck even if you don't have a single other Pilgrimage and never intend to. If you submitted the card Kalastria Healer (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=401929), I'd assume that there are some Allies in this environment, but there are some assumptions I might not get to that greatly affect how that card fits into its environment, so obviously I (and everyone else who originally saw the card) would judge it differently. The assumptions you make me make matter, and chances are I'll be wrong about some of them, so you should be careful about which ones you make me make.

"The world of Innistrad" does not necessarily have some mechanics; we've seen it, in fact, have two pretty different sets of mechanics already, one of which involved no transforming cards or Werewolves whatsoever and not one card that even referenced the mechanic, one of which involved no cards with Flashback, one of which involved none of the zombies that exile cards from the graveyard, one of which that didn't really involve teaming up in any fashion, one in which werewolves killed humans and one in which wolfir worked with humans. Yes, mechanics are an element of the world, but mechanics shift and change sometimes. As such, I would prefer that I know your card comes from Innistrad for much more reasons than "because it has this Innistrad mechanic" or "because it supports this Innistrad mechanic" and I'm trying to say that right now up front. I'm telling you now that if you try to get flavor points by writing the word "Undying" on your card, I might ask for a little more effort. Since I am grading flavor (I edited this into the first post an hour later which I assume was fine; if not I apologize for that too), I figure I should clarify that when I ask for flavor, I ask for something special.

I'm not going to respond to your card now, because it would be unfair to give you feedback right now when everyone else has to wait for the judging deadline.

Given that people did not discern it from my restriction, I've decided to be more heavy-handed about it now so that you all know far enough in advance of the judging date to reconsider your cards, or not, with my judging preferences/criteria more set out. If you'd like and everyone agrees, we can change the rules of the contest or push back the date of judging, or I can just step down now. I'm not opposed to suggestions in this regard.

ben-zayb
2016-01-24, 03:26 AM
Not sure if this is what the challenge is looking for, but here goes:



Vivid Portrait WB
Artifact Enchantment - Aura (U)
Enchant creature, Cumulative Upkeep - 1 life
Whenever damage would be dealt to enchanted creature, put that many age counters on Vivid Portrait instead.
When Vivid Portrait leaves the battlefield, enchanted creature gets a -1/-1 counter for each age counter Vivid Portrait had.
Once a vibrant image of youthful spirit, the portrait now reveals nothing but an embittered, rotten, soul.



I'm torn between using "put that many age counters" and "put an age counter", since I can't quite gauge whether the latter would be too powerful for an uncommon. Anybody got thoughts on this?

Sgt. Cookie
2016-01-24, 08:04 AM
Lets give this another shot:

Human-Taker 2B
Creature - Vampire Warrior (U)
Human-Taker has Protection from Humans as long as it's attacking.
Whenever a Human that was dealt damage by a Vampire you control this turn would die, exile it instead.
You may put a Human that was exiled by Human-Taker into its owner's graveyard rather than sacrifice a creature to pay for spells and abilities.
2/2
"Hurry! They're escaping! After them! Or it'll be your hides I sell to the Families!"

Ninjaman
2016-01-24, 07:48 PM
Lets give this another shot:

Human-Taker 2B
Creature - Vampire Warrior (U)
Human-Taker has Protection from Humans as long as it's attacking.
Whenever a Human that was dealt damage by a Vampire you control this turn would die, exile it instead.
You may put a Human that was exiled by a Vampire you control into its owner's graveyard rather than sacrifice a creature to pay for spells and abilities.
2/2
"Hurry! They're escaping! After them! Or it'll be your hides I sell to the Families!"

"exiled by Human-Taker" since it is Human-Taker that exiles them with the first ability.

Sgt. Cookie
2016-01-24, 07:59 PM
Thank you.

Dr.Gunsforhands
2016-01-24, 10:11 PM
Given that people did not discern it from my restriction, I've decided to be more heavy-handed about it now so that you all know far enough in advance of the judging date to reconsider your cards, or not, with my judging preferences/criteria more set out. If you'd like and everyone agrees, we can change the rules of the contest or push back the date of judging, or I can just step down now. I'm not opposed to suggestions in this regard.

Just do the judging whenever you feel like doing the judging, dude. We all knew the contest was mostly on flavor going in. As long as the old mechanics are helping the card tell a story, it's not as though we're being penalized for referencing them, right?

(Then again, I know my entry isn't very good regardless, so take my advice with a grain of salt. :smalltongue:)

tgva8889
2016-01-25, 01:08 AM
Contest closes on Tuesday, the 26th.

Blue Ghost
2016-01-25, 01:21 AM
Thanks for your reply. I believe I see where you're coming from, and you have the right to use your own criteria for judging. However, I still disagree with your stance, and I think there is value in continuing this conversation as an exercise in the theory of card design. Please don't take my disagreement as a disparagement of your skill as a designer or judge; I'm just seeking fruitful dialogue.


I did not mean to say "ignore mechanics completely," and if that was your interpretation of what I said I apologize for being unclear. I feel there is a difference between certain uses of the mechanics, like (for example) a card that directly references Flashback cards, and a card like Zendikar's Roil (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398518). Yes, obviously this is a landfall card. Or a card like Call of the Full Moon (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398457), which references the Werewolf mechanic. This is very different than a card that says, for example, "When a creature transforms, do this thing" in my opinion.

What is the pertinent difference? Is it regarding flavor, or mechanical implementation? I'm not seeing why one is necessarily less flavorful than the other. Zendikar's Roil and Call of the Full Moon tie back to their respective planes using references to mechanics, and that is part of their flavor strength. Why would a card that utilizes keyword mechanics directly be less flavorful?


I'm basically asking people to be more clever than "look, this card works perfectly with a bunch of Innistrad mechanics!" with whatever card they make.

How do you define "clever"? A good design is one that works. Often the best designs are the most obvious ones, and trying to be too clever can often be a hindrance to good design.


As a note from Magic Origins, for example, Herald of the Pantheon is from Theros, but mechanically the tie is weak, it's mostly relying on other things, like the name, art, and creature type.

Theros is an enchantment block. On Theros, enchantment represent the gods and their acts and creations. Herald of the Pantheon is tying back to Theros by caring about enchantments, which were a major theme of Theros, the same way that Zendikar's Roil ties to Zendikar by caring about lands.


A similarly mechanical card, Blessed Spirits (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398628), is not from Theros, but from Innistrad, which I can tell from the
art and guess from what it portrays, which is a bunch of returned child spirits.
Agreed. Blessed Spirits has little mechanical tie to Innistrad.


I consider Herald of the Pantheon actually a very heavy-handed way of saying "Look at me, I'm from Theros!" and don't really consider it to be a successful flavorful card, because the mechanics don't speak of flavor. To put it in different context, Herald of the Pantheon is much more of a Mel success than a Vorthos success.
Setting aside the fact that Herald of the Pantheon actually does have strong mechanical ties to Theros, would you give the same assessment for Blessed Spirits?


I consider Call of the Full Moon more clever, because the card outside of the Innistrad context is just strange power boost aura, but when you put it in that context the flavor fills in the mechanics and you get it; it's a Werewolf. Note, however, that it doesn't go the heavy-handed route of actually making the creature a werewolf.
Making the creature a werewolf would be bad design because it's mechanically superfluous to the card and doesn't add anything to the flavor that the card doesn't already depict. If the card were in an Innistrad set, where werewolves were a mechanical theme, making the creature a werewolf would be much more acceptable design-wise.


Zendikar's Roil isn't a super-special design, but I get what it's trying to do; the lands are alive on Zendikar, so when you play lands you get elementals. It's also a Landfall card to solidify the reference, but 1) that's an ability word so they can print that effect whenever they want, but they didn't idenfity it as Landfall, so unless you knew it didn't matter and 2) if you ignore the Landfall the card was still flavorfully Zendikar; the land on Zendikar itself attacks, unlike on other planes, which is one thing that makes Zendikar special.
The landfall is the entire text of the card; if you ignored that, you would have nothing left. Yes, the card is an expression of Zendikar's living land, but that expression is done through the landfall mechanic. Sure, they could have expressed the flavor concept some other way, like making lands into creatures, but making lands into creatures is also part of Zendikar's mechanical identity. Mechanics and flavor are not separate. Many mechanics represent flavor concepts, and many flavor concepts are directly tied to mechanical identity.


Both of these card are different than a hypothetical card that no one made which says "when a creature transforms, do this awesome thing." That card makes me think "I mean, I guess it's on Innistrad, but I don't feel like this card gives me the feel that it belongs on Innistrad, that it's at home there" personally.
I agree that the use of a keyword mechanic alone is not sufficient flavor to place a card on a plane. But if it used transformation to express a specific happening on Innistrad, and did so that reflected the way that transformation was originally applied on Innistrad, supported with the name and flavor text, why would it not feel like it belongs on Innistrad?


Maybe it [I]could sell me if it made some great sense. I guess I'm asking people to try to sell me harder rather than supporting or reusing old Innistrad mechanics, and I'm trying to establish that I will judge that way ahead of time so no one is surprised.
Are you referring to keyword mechanics specifically? You agreed that Call of the Full Moon and Zendikar's Roil established their flavor at least in part through a mechanical connection, and you agreed that cards that do not have a mechanical connection are less strong flavorfully. Why would keyword mechanics not support flavor the way those mechanics do?


I think the assumptions you make me make matter, and will affect your judging. I'm not saying I'm going to judge your card in some sort of vaccuum where none of the mechanics you put on it matter; if you decide that you want your card to have Soulbond, for example, I'm going to assume that's a thing that makes sense when I'm judging. But unless you make that Soulbond feel really flavorful (soulbond is a great example because almost 0 of the existing soulbond cards are really flavorful IMO) I'm probably going to say something like "this is a heavy-handed way of making your card be on Innistrad; maybe try to get something more flavorful in there next time." So I'm trying to say that you should consider what assumptions I am making when I judge your card, because they might affect your flavor score.
This is generally fair.


(soulbond is a great example because almost 0 of the existing soulbond cards are really flavorful IMO)
That makes it a biased example. The lack of flavorful soulbond cards is due to failings of the mechanic and its implementation, not because mechanics are inherently disconnected from flavor. Would you say that landfall never adds to the flavor of the cards it appears on? Or undying, or transform, for that matter?


Using my submission as an example, I tried to make a card that made some assumptions, but didn't actually rely on them to be interesting. Yes, obviously Keral Keep Pilgrimage is more interesting if there are more Pilgrimages, but even if there aren't the card does something that no other card does exactly, and is still interesting in a random red deck even if you don't have a single other Pilgrimage and never intend to.
Keral Keep Pilgrimage absolutely relies on assumptions. If there were no other Pilgrimages in the environment, printing the card would make zero sense. Yes, a player can play Keral Keep Pilgrimage in a deck with no other Pilgrimages, but a designer absolutely could not print the card in a set without other Pilgrimages. Linearity of gameplay is not the only factor that determines what constraints a card places on a set. Does the fact that Keral Keep Pilgrimage could be played in a deck without other Pilgrimages make it inherently a better design than something fully linear like Burning Vengeance?


If you submitted the card Kalastria Healer (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=401929), I'd assume that there are some Allies in this environment, but there are some assumptions I might not get to that greatly affect how that card fits into its environment, so obviously I (and everyone else who originally saw the card) would judge it differently.
True, the presence of an ally lifegain limited archetype in BFZ changes the valuation of Kalastria Healer, but the presence of that archetype is not required for Kalastria Healer to be a viable card. Yes, in this case the assumptions to make are ambiguous. But in the case where a certain element is necessary for a card to perform its intended function, then one should certainly assume that those elements are present when judging.


The assumptions you make me make matter, and chances are I'll be wrong about some of them, so you should be careful about which ones you make me make.
Yes, assumptions matter. My personal take is that the choice of assumptions should be as generous as possible to the card while remaining within reason. To take the example of your Keral Keep Pilgrimage, it's clear to see that it's intended for an environment where there is a sufficient quantity of Pilgrimages to make a supported archetype. The card would play better if creatures could be Pilgrimages, but that does not make sense flavorfully, so that assumption cannot be made.


"The world of Innistrad" does not necessarily have some mechanics; we've seen it, in fact, have two pretty different sets of mechanics already, one of which involved no transforming cards or Werewolves whatsoever and not one card that even referenced the mechanic, one of which involved no cards with Flashback, one of which involved none of the zombies that exile cards from the graveyard, one of which that didn't really involve teaming up in any fashion, one in which werewolves killed humans and one in which wolfir worked with humans. Yes, mechanics are an element of the world, but mechanics shift and change sometimes.
There was a major mechanical shift from Innistrad to Avacyn Restored, but that was to reflect a drastic change in the setting itself, in other words, a flavor change. Furthermore, Wizards has gone on the record acknowledging that the lack of mechanical continuity in Rise of the Eldrazi and Avacyn Restored were design mistakes. When returning to a plane in a later block, we always see a deep mechanical continuity, and a number of returning mechanics to reflect that.


As such, I would prefer that I know your card comes from Innistrad for much more reasons than "because it has this Innistrad mechanic" or "because it supports this Innistrad mechanic" and I'm trying to say that right now up front. I'm telling you now that if you try to get flavor points by writing the word "Undying" on your card, I might ask for a little more effort. Since I am grading flavor (I edited this into the first post an hour later which I assume was fine; if not I apologize for that too), I figure I should clarify that when I ask for flavor, I ask for something special.
Again, mechanics cannot be separated from flavor. Undying, for instance, is a mechanical representation of a flavor aspect of the monsters of Innistrad. It can certainly be improperly used in a way that does not add to the flavor of the card, but it, along with almost any mechanic, can be used in a way to reinforce a card's flavor identity.


I'm not going to respond to your card now, because it would be unfair to give you feedback right now when everyone else has to wait for the judging deadline.
Fair. I'm not changing my entry; I stand by my submission as an adequately flavorful design, and I believe the assumptions it makes are both obvious and reasonable for a block set in Innistrad. I don't think any of the points you raised can be validly applied to it. We can discuss further after judging.

Thanks for engaging with me. I hope I didn't come across as overly harsh.

braveheart
2016-01-25, 02:36 PM
Souls Eater 2B
(Image of a bloated corpse waddling down a country road)
Creature - Zonbie - U
Whenever a creature damaged by Soul Eater this turn dies, exile it instead
Soul Eater gets +1/+1 for each creature exiled by Soul Eater.
It roams the world seeking a soul to fill the Void
2/4

Ninjaman
2016-01-25, 06:58 PM
Faithless Cathar - 1WB
Creature - Human Soldier - U
When Faithless Cathar deals combat damage to a creature, exile that creature.
There is nothing worse than staring at the face of your goddess and seeing only the vampire that created her.
2/2

tgva8889
2016-01-26, 01:30 AM
I used Blessed Spirits to demonstrate that I don't believe certain mechanical identities really connect to a plane. For example, "enchantments matter" is just not a direct enough tie to a plane that when I see that text box I figure it out. Hell, none of the elements of Blessed Spirits except the art really sell it on a plane. But that's not what the card is for; it's for Mel purposes, it's to support an archetype in a set. Herald of the Pantheon is, to me, the same way. Cards like Herald of the Pantheon and Helm of the Gods are just heavy-handed. Frankly, I don't think Enchantments were a good theme of Theros, and this was part of the reason I didn't really appreciate those elements. Like, yes, there were lots of enchantments there, but we didn't get a lot of cards that cared until Journey into Nyx. I was building that deck, I looked. It wasn't the "enchantment block" in the way that Mirrodin was the "artifact block." Theros was the greek-themed block, the world where gods are real and heroes battle monsters. Herald of the Pantheon doesn't really sell me on that with its text box, personally. Just my opinion; obviously you're welcome to your own.

"A good design is one that works" is not a very helpful statement either. What do you mean by "works"? If we start devolving into definitions, we get no where. I suggest that the design is clever because you only get there by knowing what the card is doing, by seeing the mechanics in action. Playing with Zendikar's Roil makes me feel like my lands are attacking, and that's how it sells the flavor. Playing with Call of the Full Moon makes me feel like my creature changed into something fearsome and then changed back. Playing with Claustrophobia makes me feel like I trapped your creature in a closet or buried them alive in a coffin or something and now they're freaking the **** out and can't untap. Mechanics as story. Yes, there are lots of ways to get there, and yes they chose to get there by referencing mechanics from those sets. You don't have to do that, though. For example, let's take a card that isn't even from Innistrad, but shows something happening on it that's very Innistrad: Cruel Revival (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398415). It's even a reprint from a different set, so they weren't even trying originally. But look; it's a cruel revival because it's killing someone and then bringing back a zombie version of them. Now, it's not perfect (because it's a reprint), but still, I get that sense from the card. I killed something and I got a zombie. Bam. Another flavor hit with a reference that involves no mechanics, but knowledge of the story: The Great Aurora (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398679). You can do it without banking on old mechanics.

I also find the flavor of Theros pretty lose in a general sense because what the hell even happened on that plane as a whole while we were there? I didn't really get it from the set. I got Elspeth's story, which was cool, but nothing else. So talking about Herald of the Pantheon as an example is hard for me because I barely understand the source material. "Enchantments matter" feels too mechanical for me and not enough story, so I just see that card and go "it's a mechanical card, it's not telling me a story at all." I guess it's supposed to make enchantments cheaper because it's saying "the gods are coming"? But then why does it gain me life? Just because? And why is this centaur special? Wouldn't the gods have made some sort of special herald, like an eidolon or something? That makes more sense to me. So I'm just confused, from a flavor perspective, looking at this card. Again, my opinion of Theros. I didn't know what was happening on the plane when we were there, so it just wasn't that interesting to me. And I still don't really know what's happening there. It's probably the world they've made in the last 10 years I care the least about.

I guess what I'm saying is please use mechanics to tell a story. Don't just use mechanics because they're from Innistrad. I'm asking people to not rely on the old mechanics as a crutch, but to make something with them. They are not enough; you have to do something with them if you want to use them. In terms of mechanical identity, show me more and make it matter if you want to use old mechanics. I want your text box to show me the flavor. Thus, I would prefer that you not rely on old mechanics because you should be focusing on making a flavorful card that fits on Innistrad. If you want to use old mechanics, fine, but you will have to convince me that it was worth it, that the story you are telling was best told with those mechanics.

Yes, a card that references pilgrimages makes little sense if there aren't more pilgrimages, but there's no reason you can't print such a card as the only one and get people to think. Wizards has done things like this before, and I think they were pretty successful. Anyone else remember Helm of Kaldra's name appearing on a card before it was printed? And let's not forget Future Sight. You can argue that set was mostly a mistake, but they did a lot of things for the first time there intending to reference them down the road, and I think that led to some strong successes. And, again, something which you miss, is that if you pretend that no more pilgrimages exist, this card still does something which no other card does exactly the same. It's playable by itself, under the assumption that it is the only pilgrimage. That was intentional, so that even if you did not assume that there would be other pilgrimages (because there aren't other pilgrimages), the card still did something. Sure, you can argue other things, but the assumptions don't have to be true for the card to make any sense, just as Helm of Kaldra didn't have to be a card for Shield of Kaldra's text to make sense, because for 3 months it wasn't.

I'm not arguing it was a better design than another linear design. But the card still has design value if you assume it is the only pilgrimage. You can judge however you like, but you cannot argue that the card still does something and matters if there are no other pilgrimages, unlike some cards which reference mechanics that actually have no value if those mechanics don't exist, like Steamflogger Boss.

I think soulbond is a fine example, because you're going to have to work hard to make the flavor fit. I don't think it's that hard, Wizards just didn't do it. It's much easier to jam Undying onto a card to make it "flavorful," but you'll notice Wizards largely didn't do that either. I actually don't find Undying to be very flavorful; I get what they meant to do, but in execution it looks like a Mel mechanic to me. In fact, thinking back, the only mechanic from Innistrad that Wizards did a large amount of flavorful work with is transform, which I think has been a pretty strong flavorful mechanic in almost every situation it was used. The flavorful returning creatures weren't the ones with Undying, for the most part. Maybe just my opinion.

I just thought about it, and the number of returning mechanics on returns has been very small. RTR block had 2 I think out of a whole host of options (and those returning mechanics were used pretty sparingly), SoM block had 2 but one of which was basically evergreen by that point so it returning was only sort of a return. Battle for Zendikar has a lot of mechanics that were changed rather than really returned in order to show how the world had shifted; I'm not really sure that considering loosely the Eldrazi and Allies as mechanics really makes sense to me as returns, but that did happen. They tried pretty hard to make this return special, and still missed a large part of what some people liked about Zendikar which was the adventure world feel. Which is fine, it wasn't the story they wanted to tell. But things change, mechanics change. There's more to identity than mechanics, especially specific mechanics. Mechanics have a place but you have to do something with them. So I would say not to rely on specific mechanics to make your card fit on Innistrad. Tell me a story with your text box that makes me think your card belongs on Innistrad, don't just say "it belongs because it has Undying." Zendikar's Roil and Call of the Full Moon do that extra legwork, in my opinion. Herald of the Pantheon doesn't.

tgva8889
2016-01-26, 11:34 PM
Let the judging commence!


Tainted Supplies-BB

Sorcery-U

Creature tokens get -3/-3 until the end of the turn.

There was no greater horrors for the Cathars than realizing their rations were tainted with a Ghoulcaller's plague.

I do get the flavor here, but sadly "creature tokens" isn't really the sort of text you want to include on a flavorful card. From a flavor perspective, there isn't really much difference between a creature token and any other creature, even though there's a mechanical one. I also don't really get why spoiled supplies would affect specifically tokens and not, say, only Green and White creatures or Human creatures or something. I mean, are tainted supplies really killing my zombie tokens? I also feel like tainted supplies would have an effect that lasts more than a single turn.

In terms of the card itself, it's a very narrow sort of hoser effect. It's nice to have, but it's not really a card that makes me excited in the same way that some hosers do. I mean, we've gotten enchantments that give permanent negatives in the past. When it comes to tokens, -1/-1 or -2/-2 are actually not that far from -3/-3 given how small they usually are. Overall, I think this card just isn't very interesting mechanically.


Bad Moon's Rise 2B
Instant - U
Whenever a nontoken creature you control dies this turn, put a 2/2 black zombie token onto the battlefield tapped

From what I know of Innistrad and it's moon, the moon is generally associated with werewolves and herons. So why is it being associated with zombies? I feel like the name here could have been much better utilized. You also opted for no flavor text, which might have helped explain why the moon is causing zombies to appear when Innistrad's moon generally brings the werewolves. You indicated that this moon is a bad moon; Innistrad doesn't have much mention of bad moons or moons creating zombies, so perhaps a bit more there could have helped me make the flavor jump. The mechanical text doesn't give me enough of a clue to really understand why exactly zombies are popping out of my dead things, besides I guess the obvious. You had a pretty good opportunity here, but you really lost it on the specifics.

Mechanically this card is pretty cool and definitely feels like it has strong blow-out potential. I like the effect you've got going here, and I'd be interested to see what sorts of cool things you can do with it. I think the text needs to be written slightly differently, though, just to clarify that it creates an effect for a single turn which sets up a trigger whenever your nontoken creatures die. I think you want the Shriveling Rot (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=47792) template. Didn't grade you down for that, though.


Sanctified Gravekeeper 2W

Creature - Human Cleric - U

Creature cards in graveyards cannot be returned to the battlefield or to a player's hand.

Activated abilities of creature cards in graveyards can't be activated.

"Let them rest."

2/2

I get what you're going for here. Someone who guards tombs and protects them from being revived. I feel like this character ought to have a creature type that's more of a warrior type either instead of or in addition to Cleric. It's not an "oh I see" sort of flavor, but it fits well enough.

This card feels like it's stretching uncommon to me, but not too much. It most reminds me of Grafdigger's Cage, which is a rare, and Yixlid Jailor, which is uncommon. They've varied whether effects like this are uncommon or rare in the past. I can see it being uncommon, though. It's a fine card; the problem is that it doesn't really excite me that much. It's strong against the things it's strong against, but it doesn't stop all the graveyard interaction. It really feels like a card like this should just exile cards from graveyards.


Wall of Bodies 1BB

Creature - Zombie Wall [U]

If damage would be dealt to ~, instead put that many cards from the top of your library into your graveyard.

Hack all day if you want to.

0/1

It's surprising to me that this card name hasn't been used. There's a lot of variation, sure, but not exactly this.

I don't really get the flavor here. I mean, I understand that the wall is hard to kill, but why exactly does your opponent damaging it destroy your library? I feel like it would destroy, say, creatures in your graveyard as you graft more pieces onto it, or perhaps your life. But your library, which represents in many capacities your mind or your memory? That seems like a very odd connection to make to me. I do appreciate that it's a hard-to-kill wall, though. A part of me feels like a wall of bodies would also kill its fair share of combatants through flailing limbs and such, so not having any power is also a bit strange.

Mechanically, this card seems like it could be very strong. Milling yourself is often a great effect, and having a continual blocker is very powerful. I might worry about this card in limited, as it really wrecks any attempts to attack with normal ground creatures, but I suppose milling yourself out is a real concern as well. It creates some interesting play on top of the strong value it provides. Pretty cool design.


Blast Ablaze 1RR
Instant U
Blast Ablaze deals 1 damage to target creature for each human you control.
Humans have three advantages over zombies: their ingenuity, their passion, and their ability to get out of the way of things quickly. Fire is the avatar of all three.

I don't get it. This would have been a great opportunity to use the name to get across why exactly the more humans you have, the more something gets lit on fire. As it is, the flavor text is making me think you mean that somehow, fire is the avatar of humanity's essence, which I'm certain is not what you mean. The first name that comes to mind when you suggest this effect is "Mob of Torches," and I imagine a group of humans throwing torches at, say, a zombie titan or something. But that's not really where you went, and I'm sort of still trying to figure out where you went and why you went there.

Mechanically, this card is kind of meh. The payoff for human tribal is that I get a 3-mana terminate? Not particularly exciting, even from a limited perspective. Especially when we apparently get cards like Outnumber (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=401980) at common these days. I'm not super excited by this, and I'm not inspired to try to build around it.


Become Silverware 2W
Enchantment - Aura [U]
Enchant permanent
You can't choose a non-creature permanent as Become Silverware's target as you cast Become Silverware.
Enchanted permanent is an Artifact Equipment with "Equipped Creature has +1/+1" and "Equip - 1", and it loses all other abilities, card types, and creature types.

Kind of cool. It's kind of weird that, say, a dinner spoon gives a creature +1/+1 when a pitchfork doesn't even do that. Also, I don't really know why it's white; transformation cards are blue. But the flavor is solid, and I can appreciate that.

So the Dream Leash template is awful, and I wish you hadn't picked it, because it really makes this card look awful. I would have just gone somewhere completely different, perhaps totally changing the mechanics. However, I think the design you picked is actually quite cool and clever. It's worse than Oblivion Ring, but I think given the world we live in now that's a fine uncommon. I appreciate that your template can be ended by the card Disenchant, which makes sense when you think about it. Mechanically, it's pretty interesting; removing a creature by turning it into a spoon is definitely an interesting way to do things.

I think you needed to word the effect slightly differently to match existing cards. The wording there looks like it's in the wrong order, and is missing some text. I'd check some existing cards to see if you could write it better.


Nephalia Drowner 2U
Creature - Merfolk (U)
When ~ deals combat damage to a player, target player puts the top card of their library into his or her graveyard.
Whenever a player puts a card from their library into their graveyard, draw a card.
2/2
Their mournful song fills the salty air, sea foam gathered around the bodies of those drawn to it, forever lost.

There aren't Merfolk on Innistrad, and we are pretty sure of this. Otherwise it's kind of reasonable. I'd suggest making it some other set of creature types, though. Perhaps some kind of Human Wizard, Spirit or perhaps a Siren (which is what I believe you intended). Even though Sirens aren't on Innistrad as far as we know either, I could see it, and Siren is really the creature type you meant for this concept anyways. Spirit would have been the safe choice, though.

The second ability is way too powerful for an uncommon in my opinion. If milling is a thing that happens with enough frequency for it to trigger, you are turning mill into a very powerful and efficient draw engine for a relatively small cost. If this were a rare and wasn't likely to come up in a hypothetical limited environment, I think it would be more okay. But as it is, either you can't have milling in the environment much at all or it creates a very powerful engine that I don't think would be too hard to construct since no one else wants to touch most of your cards. I'd be wary about this at uncommon.


Hunt of the Howlpack 1G
Enchantment (U)
Whenever a creature you control transforms, you may have it fight another target creature.
“The priests claim to offer us freedom. So let us give them a taste of what our freedom is about.” -Tovolar, Mondronen alpha

I realize now reading this card that "Whenever a creature you control transforms" is a weird trigger condition because of how many things actually don't transform on the battlefield and thus don't trigger this effect. Not related to your card much, just an interesting observation.

This card is kind of strange in that 1) it makes some odd fights occur, like Insectile Aberration and Soul Seizer (or rather, it fails with the second one, but still amusing that it triggers) and 2) it makes werewolves fight when they turn back into humans. The first part is mostly an amusing anecdote, but the second part is what makes me think this card is strange. That seems like a very strange problem. The flavor text's constant references to freedom also confuse me. It makes me think "oh, it's red" when it's very clearly supposed to be a green card. I would have referred to ferocity or strength or something about taming their wild nature instead, to really cement the green nature. Werewolves are red, though, so it's fine, but still weird on this green card. Otherwise, I see what you're doing. I'm not sure how it plays, though. I would have gone a different direction had you given me this card title and told me to make something.

I actually think this is too powerful for limited to be uncommon. Assuming that transforming is a thing that happens enough for this card to be reasonable to print, having repeat fight effects at the cost of a 2-mana enchantment is incredibly strong. Especially assuming that werewolves are a thing and werewolves still transform back and forth (which was a major part of werewolves), this can become pretty problematic. It just doesn't take much for repeat fighting to tear apart an opposing board. This definitely feels like a rare to me.


Restore to Humanity 5W
Instant - U
Exile up to two target non-Human attacking creatures. Put a 1/1 white Human Citizen creature token onto the battlefield for each creature exiled this way.
"Anton! And... Rover?"

I think it's kind of strange that you can use this on Zombies or Spirits, who are dead. But otherwise it's pretty interesting. I think it should give the controller of the creatures the tokens, personally, and be dropped down a bit in cost to make up for that. I can see this card being white because it's about redemption in a way rather than just pure transformation. There's some odd things that get turned into humans (Demons and Angels? Does that make sense?) but I guess you have to accept that for some clean text.

I'm not grading you down for this, but I would have just gone with Human tokens. Citizen is such an awful creature type, there's a reason they don't make those tokens anymore.

This is one of the biggest blowouts in Limited if you can cast it and is powerful enough to give me some pause. I think it might be okay, but the value you gain here really says a lot about what must be okay in the Limited format. I'd be wary of printing this card at these numbers.


Vivid Portrait WB
Artifact Enchantment - Aura (U)
Enchant creature, Cumulative Upkeep - 1 life
Whenever damage would be dealt to enchanted creature, put that many age counters on Vivid Portrait instead.
When Vivid Portrait leaves the battlefield, enchanted creature gets a -1/-1 counter for each age counter Vivid Portrait had.
Once a vibrant image of youthful spirit, the portrait now reveals nothing but an embittered, rotten, soul.

Interesting! I like what you're going for from a flavor perspective. I think the colors work for it, and I really like the way the mechanics fit together. Though I might have picked a better name to really show what the card is portraying; the name doesn't really explain the Dorian Gray reference as well as it could.

"Artifact Enchantment" is just an awful card type. Why can't it just be one or the other? Also, Cumulative Upkeep is so awful. It works, I suppose, but it's still pretty awful. Finally, the mechanics here make me question a great deal whether or not this card should really be uncommon. There's a lot of fiddly numbers here and a lot of counting that make me concerned that it should just be a rare. Also, the reference requires a bit more knowledge than some of the references that are made.

Also, you should recheck your templating in the future. I think you've templated almost every line wrong in some way or another.


Horrid Amalgamation 1UB
Sorcery- U
Exile a creature card from your graveyard, then exile a second creature card from your graveyard. If you do, put an X/Y blue and black Zombie creature token onto the battlefield, where X is the power of the first card exiled this way and Y is the toughness of the second card exiled this way.

I actually quite like this card and what you're going for. It definitely feels like the right mix of Innistrad's specific form of zombies and a cool and powerful sorcery. Mechanics and flavor come together very well, and I like what you did with it. I think this card could have benefited from some flavor text, and would certainly benefit from some cool art. Also, I mean, I know it doesn't make sense but a card named Horrid Amalgamation that doesn't make a horror saddens me somewhat. Not grading down for that, just a personal thing.

My personal issue with this card is, I think, the complexity of the token. Making X/Y tokens (which, by the way, not how you would represent a token like this on a card in terms of templating I don't think) for a single card seems like a waste of resources, which means they've got to have a second card in the set that uses this token. I think the problem is one that can be overcome, but the complexities of having tokens with differenting power and toughness determined by the order in which you exile specific cards from your graveyard certainly has the chance to create memory problems. I'm uncertain also whether this card is an uncommon or not; it's certainly a very strong card, and has the sort of effect I think feels very rare. But I could see it as uncommon.

The way you have to write the text to get this card to work is so awkward. I wish it could be done cleaner. It probably can, but I'm blanking on how to at the moment.


Human-Taker 2B
Creature - Vampire Warrior (U)
Human-Taker has Protection from Humans as long as it's attacking.
Whenever a Human that was dealt damage by a Vampire you control this turn would die, exile it instead.
You may put a Human that was exiled by Human-Taker into its owner's graveyard rather than sacrifice a creature to pay for spells and abilities.
2/2
"Hurry! They're escaping! After them! Or it'll be your hides I sell to the Families!"

The mechanics here really kill the flavor for me. Human-Taker can't actually take many humans itself, because they can't block it! :smalltongue: That one part really destroys it for me; I get what you're going for but mechanically it actually steps on itself. Also I'm not really sure why this guy convinces the other vampires to not just kill the humans. To save for later? Seems a bit strange.

I think the second ability is kind of cool but ripe for abuse. The rules required make me feel like this card should really be rare rather than uncommon. Also, I mean, it smells greatly of Kalitas who's in the most recent set. Complexity-wise, though, I think it really feels rare. I'm not really sure how to rate the second ability; it's either not very helpful at all because of how hard it is to get, or it's rather abusive because each creature of your opponent's you kill becomes fuel for your own value effects. I'd really be more likely to put this at rare.

The second ability is templated wrong. Please check templating in the future.


Souls Eater 2B
(Image of a bloated corpse waddling down a country road)
Creature - Zonbie - U
Whenever a creature damaged by Soul Eater this turn dies, exile it instead
Soul Eater gets +1/+1 for each creature exiled by Soul Eater.
It roams the world seeking a soul to fill the Void
2/4

Besides the fact that this is a "zonbie," I get what you're going for. I'm not really sure why, though. Zombies don't really eat souls; that seems like the sort of thing a Demon would do. A zombie? I mean, if the zombie was eating the flesh of things to get stronger, that'd be different. Still weird for an Innistrad zombie, but I could see it. But the soul? Souls really aren't the realm of zombies on Innistrad. I'm also not sure why it

This card seems like the numbers are weighted to high. A 2/4 for 3 is already quite the rate for uncommon monocolor cards, but then we get a creature that gets bigger every time it wins combat. Sure, I suppose starting small and not having any abilities to help makes it a bit harder, but the fact that this just totally brick walls most aggression on turn 3 is pretty strong. The strength of this card on defense is very high, and I'd be concerned about it. It's especially worse in a format where the graveyard matters at all.

Second ability is templated wrong. Please check these abilities in the future.


Faithless Cathar - 1WB
Creature - Human Soldier - U
When Faithless Cathar deals combat damage to a creature, exile that creature.
There is nothing worse than staring at the face of your goddess and seeing only the vampire that created her.
2/2

I don't get it. A Cathar lost their faith and so exiles everything they fight? Why? That doesn't really make any sense to me. I can see the idea of a Cathar who has lost their faith, but this ability doesn't make much sense for that. What exactly where you going for with that ability go with this concept?

This seems like a fine card. Not super exciting, in my opinion; it's basically got a slightly better Deathtouch effect. Perhaps if the stats weren't so average it might be a bit more interesting. Even just a 1/3 would sell something different.

After some consideration, I've determined that as this is a flavor contest, I have to give points to the person who designed the most flavorful card that was still clearly an uncommon from Innistrad. In my mind, the person who succeeded best at that was either mystic1110 or ben-zayd. Between these two, I think I have to give the award to mystic1110. Just because I would have done something different doesn't take away from the strength of Become Silverware as a flavor hit. Well done.

A note to all competitors: please check the difference on replacement effects and triggered abilities and the proper templating of those in the future. Note specifically the usage of the word "instead." The mistake happened enough times that I think everyone should check and make sure we know what we're doing. Please use existing cards as a guide whenever possible.

LaZodiac
2016-01-26, 11:43 PM
Oops didn't see my card since you put it as the card name and not my own! I stiiill think you missed some but I'm not sure.

Anyway, thoughts on my card: My idea of making a mermaid was to explore what other things might be hiding IN Innistrad. It's all ghosts and zombies and stuff, but with the angels free what'll show up in fill the gaps? I thought it'd be neat to do a gothic horror/germanic style mermaid, that calls sailers to it. Yes, Siren would work better, but Sirens fly and are from Theros, going by the flavor of what a germanic style mermaid would be, it'd be this. That said, making it a spirit would work too, though change the flavor a bit (the idea is that she drowns people and steals their stuff).

Anyway, congrats to the winner!

bekeleven
2016-01-26, 11:53 PM
Congrats. That was my second favorite card as well (after my own, which was of course perfect.)Wall of Bodies is a play on the old common wall of shadows (http://magiccards.info/lg/en/42.html). To confirm that damage prevention was fair on CMC3 uncommons in newer sets I referred to uncommon (http://magiccards.info/m13/en/52.html) modern (http://magiccards.info/c13/en/45.html) cards (http://magiccards.info/zen/en/46.html).

The flavor of wall of Bodies is that as the enemy chops it up, more and more corpses fall into your graveyard - so vorthos-wise it's a reverse Sutured Ghoul (http://magiccards.info/m12/en/112.html). It's not a perfect analog but I liked it. And I think it's almost guaranteed to be a good fit at uncommon rarity in any graveyard-matters set, what with reanimation, flashback, spider spawning, or whatever SOI has in it.

Dr.Gunsforhands
2016-01-27, 12:01 AM
A note to all competitors: please check the difference on replacement effects and triggered abilities and the proper templating of those in the future. Note specifically the usage of the word "instead." The mistake happened enough times that I think everyone should check and make sure we know what we're doing. Please use existing cards as a guide whenever possible.

Eek! Sorry, I feel really responsible for that, thanks to my bad advice... I forgot that Replacement Effects use, "If... would," as opposed to a Triggered Ability's characteristic, "Whenever."

EDIT: By the way, I think you might have missed Misothene's card, if you want to go back and review it.

ben-zayb
2016-01-27, 12:27 AM
Whoops, I also missed the proper templating for replacement effects. Thanks for the critique, and congrats to mystic1110!
Yeah, the card is really pushing the borders between Uncommon and Rare; just the complexity itself could be a bit much to digest. I am glad that it fit perfectly as a White/Black (aka "Gray") effect, although not as satisfied with the execution. The reason for the Artifact Enchantment typing, which was unique and legendary in Theros, was because I felt the Painting had to be a tangible object with a strong mystical connection to a creature, so the Aura mechanics felt more appropriate than Equip (ie. how do you "equip a painting"?).

Also, while Cumulative Upkeep is not a favorite of mine, how can I possibly pass up on the "age counter" flavor there?:smalltongue:

tgva8889
2016-01-27, 12:38 AM
I had thought I'd missed someone; my mistake, Misothene. Thanks for the heads up, LaZodiac and Dr.Gunsforhands. I feel quite bad about missing someone. I think I've fixed the judging above, and I'll keep Misothene's here to be sure it's here.


Horrid Amalgamation 1UB
Sorcery- U
Exile a creature card from your graveyard, then exile a second creature card from your graveyard. If you do, put an X/Y blue and black Zombie creature token onto the battlefield, where X is the power of the first card exiled this way and Y is the toughness of the second card exiled this way.

I actually quite like this card and what you're going for. It definitely feels like the right mix of Innistrad's specific form of zombies and a cool and powerful sorcery. Mechanics and flavor come together very well, and I like what you did with it. I think this card could have benefited from some flavor text, and would certainly benefit from some cool art. Also, I mean, I know it doesn't make sense but a card named Horrid Amalgamation that doesn't make a horror saddens me somewhat. Not grading down for that, just a personal thing.

My personal issue with this card is, I think, the complexity of the token. Making X/Y tokens (which, by the way, not how you would represent a token like this on a card in terms of templating I don't think) for a single card seems like a waste of resources, which means they've got to have a second card in the set that uses this token. I think the problem is one that can be overcome, but the complexities of having tokens with differenting power and toughness determined by the order in which you exile specific cards from your graveyard certainly has the chance to create memory problems. I'm uncertain also whether this card is an uncommon or not; it's certainly a very strong card, and has the sort of effect I think feels very rare. But I could see it as uncommon.

The way you have to write the text to get this card to work is so awkward. I wish it could be done cleaner. It probably can, but I'm blanking on how to at the moment.

I think I will stick with the same winner, but Misothene's card is one of the three I would have considered for victory.

Edit: Actually, LaZodiac, only Theros sirens fly. Others (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=245188) don't (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=389497).

LaZodiac
2016-01-27, 01:12 AM
Edit: Actually, LaZodiac, only Theros sirens fly. Others (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=245188) don't (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=389497).

Must of missed those! Now I feel dumb. Better luck next time :smallamused:

Misothene
2016-01-27, 01:57 AM
Congrats to mystic1110, and thanks to tgva8889 for judging! As always, it was very thought-provoking and well-explained.

Some asides about my card:


I actually quite like this card and what you're going for. It definitely feels like the right mix of Innistrad's specific form of zombies and a cool and powerful sorcery. Mechanics and flavor come together very well, and I like what you did with it. I think this card could have benefited from some flavor text, and would certainly benefit from some cool art. Also, I mean, I know it doesn't make sense but a card named Horrid Amalgamation that doesn't make a horror saddens me somewhat. Not grading down for that, just a personal thing.

My personal issue with this card is, I think, the complexity of the token. Making X/Y tokens (which, by the way, not how you would represent a token like this on a card in terms of templating I don't think) for a single card seems like a waste of resources, which means they've got to have a second card in the set that uses this token. I think the problem is one that can be overcome, but the complexities of having tokens with differenting power and toughness determined by the order in which you exile specific cards from your graveyard certainly has the chance to create memory problems. I'm uncertain also whether this card is an uncommon or not; it's certainly a very strong card, and has the sort of effect I think feels very rare. But I could see it as uncommon.

The way you have to write the text to get this card to work is so awkward. I wish it could be done cleaner. It probably can, but I'm blanking on how to at the moment.[/SPOILER]

I definitely didn't think enough about "they would have to actually print that super-awkward token." I thought about some of the other concerns, but couldn't figure out how to deal with them. Initially, I wanted the name to be Stitch Together but Gatherer revealed that name to be taken by a more traditional reanimation spell. Making it a Zombie Horror would just make the awkwardness of the token worse, and making it just a Horror wouldn't have worked either.

Kin-Tree Invocation was my reference point for templating (and balance). I'm not sure what might have been wrong from a strictly functional templating standpoint. I do agree that it looks pretty ugly and complex on the whole. I think putting it at uncommon makes it a candidate to be a "draft-around-me" card like Kin-Tree Invocation is, which can make a huge creature for cheap but needs the right circumstances.

mystic1110
2016-01-27, 11:00 AM
Oh wow! Thanks!

Next contest is: Make a Land Card!

Jormengand
2016-01-27, 11:20 AM
Guild Hall
Land R
T: Add 1 mana to your mana pool of any colour that a gate you control could have produced.
Nine stand in the hall, one under it.

Beacon of Chaos
2016-01-27, 01:27 PM
It really feels like a card like this should just exile cards from graveyards.
The gravekeeper protects the bodies in the graves by... removing them from the graves. Okay? :smallconfused:

Still, I agree with the rest of your post.

Sgt. Cookie
2016-01-27, 02:17 PM
Battlefield of Ash
Land R
T: Add R to your Mana Pool equal to the number of creatures killed or destroyed by Red sources you control since the end of your last turn.


I wrote it this way, instead of "this turn", so that you can eke out some mana via blocking or Instants.

Battlefield of Ash
Land R
T: Add R to your mana pool for each creature dealt lethal damage, or destroyed, by red sources you control since the end of your last turn.
"They scorched the land so that naught might grow. But first they scorched the people, so that naught might resist."

LaZodiac
2016-01-27, 02:39 PM
Battlefield of Ash
Land R
T: Add R to your Mana Pool equal to the number of creatures killed or destroyed by Red sources you control since the end of your last turn.


I wrote it this way, instead of "this turn", so that you can eke out some mana via blocking or Instants.

"End of your next turn" is probably what you're going for. I feel like "until the end of your turn" could work though.

Jormengand
2016-01-27, 04:31 PM
Battlefield of Ash
Land R
T: Add R to your Mana Pool equal to the number of creatures killed or destroyed by Red sources you control since the end of your last turn.

Battlefield of Ash
Land R
T: Add R to your mana pool for each creature dealt lethal damage or destroyed by red sources you control since the end of your last turn.

Mana pool and the names of colours are not capitalised (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=259295), and {Colour} for each {Thing that happened} (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=2046) is the correct formatting, but since the {Beginning/end} of your last {Whatever} IS correct (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=118883).

Damage doesn't kill or destroy, so I assume you want to know about lethal damage which is correct, but unused (http://gatherer.wizards.com/Pages/Search/Default.aspx?text=+[%22Deals%20lethal%20damage%22]), wording, or possibly when something dealt damage by them dies (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=373604).

Sgt. Cookie
2016-01-27, 04:54 PM
Thanks. Still getting my head around the correct formatting.


As a side note, I was trying to recall Omnath a while back. I recalled the effect, but couldn't recall the card. So, thanks for that.

Jormengand
2016-01-27, 05:00 PM
Thanks. Still getting my head around the correct formatting.


As a side note, I was trying to recall Omnath a while back. I recalled the effect, but couldn't recall the card. So, thanks for that.

You can search Gatherer by text, so for example if you remembered that it stops green mana leaving your mana pool, you could have tried "Green mana doesn't". Try it yourself: it links straight to Omnath. Even "Mana doesn't (http://gatherer.wizards.com/Pages/Search/Default.aspx?text=+[mana]+[doesn%27t])" and "Green mana (http://gatherer.wizards.com/Pages/Search/Default.aspx?text=+[green]+[mana])" only come up with a page each.

tgva8889
2016-01-28, 12:17 AM
The gravekeeper protects the bodies in the graves by... removing them from the graves. Okay? :smallconfused:

Still, I agree with the rest of your post.

I understand why you didn't do that, but mechanically I felt like that's where the card wanted to be. Whether or not that requires different flavor is something all together.

LaZodiac
2016-01-28, 12:42 AM
Killing Field
Land - (R)
{T}: Add (C) to your mana pool
{1}, {T}: Add (B) to your mana pool for each creature that died this turn.
Where Jund and Grixis met is marked by harsh stone becoming rotten flesh.

Blue Ghost
2016-01-28, 01:17 AM
Restoration Fields
Land (R)
C, T: Add two mana of any one color to your mana pool.
"There is no calamity so great that the beauty of Zendikar cannot overcome it." --Nissa Revane

Art: A field of grass and flowers poking up from a swath of Kozilek's corruption.

tgva8889
2016-01-28, 01:29 AM
Living Roil
Land (R)
T: Add C to your mana pool.
Landfall - Whenever a land enters the battlefield under your control, put a +1/+1 counter on Living Roil. Then, you may have Living Roil become a 0/0 Elemental creature with haste until end of turn. It's still a land. (Living Roil counts itself.)
The land of Zendikar fights as hard as any soldier.

ben-zayb
2016-01-28, 02:09 AM
Pangaea
Legendary Land (M)
Cumulative upkeep 1
1,T: Add C to your mana pool for each age counter on Pangaea.
When Pangaea is put into a graveyard from the battlefield, for each age counter on Pangaea, search your library for a basic land card and put it on the battlefield tapped. Shuffle your library.
"Your gods have already betrayed you. Will Zendikar itself, too?"

braveheart
2016-01-28, 02:12 PM
River of Souls
Legendary Land - R
Whenever a creature dies, put a charge counter on River of Souls.
At the beginning of your end step remove a charge counter from River of Souls.
T: add C to your mana pool
T: Remove X charge counters from river of souls: add X black mana to your mana pool.
The souls of the dead are a powerful tool, but they flow to rest all too quickly

tgva8889
2016-01-28, 04:41 PM
Pangaea
Legendary Land (M)
Cumulative upkeep 1
1,T: Add C to your mana pool for each age counter on Pangaea.
When Pangaea is put into a graveyard from the battlefield, for each age counter on Pangaea, search your library for a basic land card and put it on the battlefield tapped. Shuffle your library.
"Your gods have already betrayed you. Will Zendikar itself, too?"

I feel obligated to point out that because of the way mana abilities work, you can use Pangaea to pay its own Cumulative Upkeep extremely easily and then sacrifice it yourself whenever you want. If that was intentional, go for it.

ben-zayb
2016-01-28, 06:47 PM
I feel obligated to point out that because of the way mana abilities work, you can use Pangaea to pay its own Cumulative Upkeep extremely easily and then sacrifice it yourself whenever you want. If that was intentional, go for it.
Yup, that's why there's a slight mana bump to activate it. It's basically a ticking bomb for when you need it, that takes up at least one land drop and 1 per turn. It's also supposed to double as a mana transformer from colored to C, as long as you can pay the upkeep cost without Pangaea.

Dr.Gunsforhands
2016-01-28, 07:28 PM
Ritual Pit
Land - R
Ritual Pit enters the battlefield tapped.
T: Add B to your mana pool.
B, T, Discard a card: Add BBB to your mana pool.

Gate to Nothingness
Land - Gate MR
Gate to Nothingness enters the battlefield tapped.
T: add C to your mana pool.
WWWUUUBBBRRRGGG, T, sacrifice Gate to Nothingness: Target player loses the game.

Lotus Garden
Land - MR
If lotus garden would enter the battlefield, instead you may return two lands you control to their owners' hands. If you do, Lotus Garden enters the battlefield. Otherwise, put it into its owner's graveyard.
Lotus garden enters the battlefield tapped.
T: Add 3 mana of any one color to your mana pool.

Tom the Mime
2016-01-28, 11:17 PM
Visionary's Den
Land - R
Play with the top card of your library revealed.
T : Add 1 mana of any color shared by the top card of your library. If the top card your library is a land, instead add 1 mana of any color that land could produce.
Sacrifice ~, T : Add 1 mana each of up to three colors shared by the top card of your library

Not sure about how this one would go. Was considering a sac to draw a card with an extra mana cost but didn't feel colorless and I didn't want this to have it's own color identity.

The sac ability can only give as much mana as there are colors in the card.

Atomburster
2016-01-29, 02:29 AM
Dreamland
Land - R
T - Add 1 mana of any color not shared by permanents you control to your mana pool.

Fortuna
2016-01-29, 03:10 AM
Encroaching Deadland
Land U
T: Add C to your mana pool.
When Encroaching Deadland enters the battlefield, put a desolation counter on another target land you control. If that land would produce mana while it has a desolation counter on it, it produces that much colourless mana instead.
The Eldrazi blight spread rapidly.

tgva8889
2016-01-29, 03:28 AM
Fortuna: Waste is not a land type and has no special rules text associated with it. Waste is a card with the oracle text "T: Add C to your mana pool."

Fortuna
2016-01-29, 05:07 AM
Fortuna: Waste is not a land type and has no special rules text associated with it. Waste is a card with the oracle text "T: Add C to your mana pool."

Well it bloody well ought to be. :smallyuk: (Fixed, and retooled dramatically in the process).

Beacon of Chaos
2016-01-29, 09:55 AM
Guarded Pass

Land - U

T: Add C to your mana pool.

T: Add W to your mana pool for each creature attacking you.

Blue Ghost
2016-01-29, 02:38 PM
Thoughts on adding a Hall of Fame to the OP like they have in the Hearthstone YMTC thread?

Jormengand
2016-01-29, 03:39 PM
Thoughts on adding a Hall of Fame to the OP like they have in the Hearthstone YMTC thread?

That would be cool. A lot of effort for you, but go for it if you're willing to pay that effort.

tgva8889
2016-01-30, 12:05 AM
I don't know who gets enshrined in the Hall of Fame or how we determine that, but sure.

Blue Ghost
2016-01-30, 12:47 AM
I don't know who gets enshrined in the Hall of Fame or how we determine that, but sure.

Winner of each contest, with a link to their submission. Can refresh for each thread, perhaps.

braveheart
2016-01-30, 01:31 AM
Winner of each contest, with a link to their submission. Can refresh for each thread, perhaps.

Refreshing is a good idea, especially if each new thread links to old ones so we could review them still

bekeleven
2016-02-04, 12:20 AM
http://i.imgur.com/JJ0xVIy.png

Spreading Wildness
Land - R
T: Add C to your mana pool.
Return another land you control to its owner's hand: Add one mana of any color to your mana pool. Activate this ability only once each turn.
The wilds reclaim all, given time.

Ninjaman
2016-02-04, 04:02 AM
Darkspire
Legendary land - M
Darkspire enters the battlefield tapped.
T: add B to your mana pool.
1B, T: Target player exiles a card from his or her graveyard. If that player does, he or she loses 1 life.

braveheart
2016-02-04, 05:04 AM
http://i.imgur.com/JJ0xVIy.png

Spreading Wildness
Land - R
T: Add C to your mana pool.
Return another land you control to its owner's hand: Add one mana of any color to your mana pool. Activate this ability only once each turn.
The wilds reclaim all, given time.

This one should enter tapped,at least, because in an ideal situation it can met you 3 mana in a turn (an extra for putting back an untapped basic land after tapping it for mana)

mystic1110
2016-02-04, 09:04 AM
Judging occurs later today :smallsmile:

mystic1110
2016-02-04, 05:51 PM
Ninjaman
Darkspire
Legendary land - M
Darkspire enters the battlefield tapped.
T: add B to your mana pool.
1B, T: Target player exiles a card from his or her graveyard. If that player does, he or she loses 1 life.

I don’t quite understand why this is mythic. . . coming into play tapped and providing black and with a clause that allows continual life loss makes it similar to Leechridden Swamp. Where the swamp requires black permeants this requires cards in a graveyard. Removing cards from a graveyard is decent, but doesn’t justify that ability costing 1B. I would have made this a Rare or Uncommon, and the cost of the ability only B (if this was a rare.


Jormengand

Guild Hall
Land R
T: Add 1 mana to your mana pool of any colour that a gate you control could have produced.
Nine stand in the hall, one under it. This is just a weaker Reflecting Pool that only functions off gates. I think this could have been an uncommon and wouldn’t have broken draft because it would require you to pick gates.

Sgt. Cookie



Battlefield of Ash
Land R
T: Add R to your mana pool for each creature dealt lethal damage, or destroyed, by red sources you control since the end of your last turn.
"They scorched the land so that naught might grow. But first they scorched the people, so that naught might resist." I only see one card with the phrase “lethal damage”? Either way – I like what you did here, but I feel that it is too limited. To add even RR to your mana pool you need at least one red spell/creature and at least two creatures (that your opponent controls) – that is a lot of hoops just to add RR to your mana pool – I doubt it will ever be worth it, especially since it is a dead card on every turn you haven’t killed something. Look at LaZodiac’s card which is very similar and seems to be more balanced.
LaZodiac


Killing Field
Land - (R)
{T}: Add (C) to your mana pool
{1}, {T}: Add (B) to your mana pool for each creature that died this turn.
Where Jund and Grixis met is marked by harsh stone becoming rotten flesh.I like how the rule of “nolands better than basics” now has a caveat – “except wastes, because those lands suck.” Anyway – this card is very similar to Sgt. Cookie’s card. I think this was better executed. Here the second ability doesn’t depend on your opponent casting creatures, and it is more abusable. You can try to think of clever ways to combo with this card. And if you can’t, it still makes C.

Blue Ghost

Restoration Fields
Land (R)
C, T: Add two mana of any one color to your mana pool.
"There is no calamity so great that the beauty of Zendikar cannot overcome it." --Nissa Revane

Art: A field of grass and flowers poking up from a swath of Kozilek's corruption. The tricky part of this card is the flavor. C is Eldrazi corruption. I get that you are going for the corruption is being undone – but then why is corrupted mana necessary for this card to function? That said . . . mechanically this card is golden and wonderful!
tgva8889

Living Roil
Land (R)
T: Add C to your mana pool.
Landfall - Whenever a land enters the battlefield under your control, put a +1/+1 counter on Living Roil. Then, you may have Living Roil become a 0/0 Elemental creature with haste until end of turn. It's still a land. (Living Roil counts itself.)
The land of Zendikar fights as hard as any soldier.What a wonderful card! I don’t think it will ever be worth having this card as your finisher – since it doesn’t grow fast, and costs a hidden 1 mana to attack (since it’s a land itself) – but it would be a great addition to mana bases that can afford it, since it can function as a threat every now and again. I don’t know if it will replace any man-lands, but I like it a lot.
ben-zayb

Pangaea
Legendary Land (M)
Cumulative upkeep 1
1,T: Add C to your mana pool for each age counter on Pangaea.
When Pangaea is put into a graveyard from the battlefield, for each age counter on Pangaea, search your library for a basic land card and put it on the battlefield tapped. Shuffle your library.
"Your gods have already betrayed you. Will Zendikar itself, too?"I believe that Cumulativeupkeep has fallen by the wayside – but I will judge your card under the impression that the mechanic would be appropriate. This card seems to do too much. Its ability lets you pretty much pay for the upkeep yourself (for the hidden cost of 2 (Pangaea and whatever your using to pay the 1 of the ability) for it to say “when this dies put a land into play for every turn this has been in the game [ other than the first].” That doesn’t feel like a land (although I like the flavor, a continent that is constantly under struggle to break apart and when it does, all new land) it feels more like an enchantment.
braveheart

River of Souls
Legendary Land - R
Whenever a creature dies, put a charge counter on River of Souls.
At the beginning of your end step remove a charge counter from River of Souls.
T: add C to your mana pool
T: Remove X charge counters from river of souls: add X black mana to your mana pool.
The souls of the dead are a powerful tool, but they flow to rest all too quickly This is another card along the lines of LaZodiac’s except it has a more complicated mechanic. Granted – it keeps most of its charges and doesn’t lose its functionality if it tries to save some for later – but I feel that this card is too complicated. The whole point of the last ability is to combo – it is not efficient to make mana off killing an other players creature – and if you’re trying to combo, then there is no need to hold onto the charges.
Dr.Gunsforhands

Why is the comes into play clause tapped broken into two sentences? Wouldn’t it read “If lotus garden would enter the battlefield, instead you may return two lands you control to their owners' hands. If you do, Lotus Garden enters the battlefield tapped. Otherwise, put it into its owner's graveyard.”
And how is this different than lotus vale? That you are returning lands to their hands rather than sacrificing them? I would think since returning lands to your hand is better than sacrificing them, that this card should be weaker than the lotus vale. Maybe only 2 mana instead of 3. Or maybe CCC instead?

Tom the Mime
[QUOTE=Tom the Mime;20359484]Visionary's Den
Land - R
Play with the top card of your library revealed.
T : Add 1 mana of any color shared by the top card of your library. If the top card your library is a land, instead add 1 mana of any color that land could produce.
Sacrifice ~, T : Add 1 mana each of up to three colors shared by the top card of your library

Not sure about how this one would go. Was considering a sac to draw a card with an extra mana cost but didn't feel colorless and I didn't want this to have it's own color identity.

The sac ability can only give as much mana as there are colors in the card.Seems to do too much. If you just had the first ability (minus the clause regarding lands) this card would be interesting. It would already let you know what the top card of your library is for free, and it could help mana fixing (and would work great with the scry lands). Instead this seems like it’s doing too much. The saving clause of the land ability makes this card too good, as this card would essentially just be better than a land (consistent painless multicolored land that can produce any color that you need relatively speaking)+future knowledge of your top card. The last ability is just bonkers. Without even coming into play tapped it can add up to 2-3 mana on your turn. Sol lands today are considered too good, or are restricted to specific tribes.
Atomburster


Dreamland
Land - R
T - Add 1 mana of any color not shared by permanents you control to your mana pool. Sort of a reverse Meteor Crater ? That seems appropriate and fine. I actually like this cards simplicity – but if you were going to go simplistic a flavor text might have been helpful.
Fortuna

Encroaching Deadland
Land U
T: Add C to your mana pool.
When Encroaching Deadland enters the battlefield, put a desolation counter on another target land you control. If that land would produce mana while it has a desolation counter on it, it produces that much colourless mana instead.
The Eldrazi blight spread rapidly. So many bonus points for making a not rare (mythic or otherwise) in this competition. However. . . what is the point of this card? It’s a colorless land that makes colorless and makes another one of your lands worse (also what would happen if you have no other lands?). This card gives you no bonus, no benefit of using it. . . . plus the fact that it uses a brand new type of counter – this is a card that should have been rare – and a bad rare at that. . . .

Diego Havoc.
Guarded Pass

Land - U

T: Add C to your mana pool.

T: Add W to your mana pool for each creature attacking you.So many bonus points for making a not rare (mythic or otherwise) in this competition. I like this card a lot. . . the flavor and the ability. White is always good at removal targeted at attacking creatures .
bekeleven



Spreading Wildness
Land - R
T: Add C to your mana pool.
Return another land you control to its owner's hand: Add one mana of any color to your mana pool. Activate this ability only once each turn.
The wilds reclaim all, given time. Holy cow this card is powerful – I believe in the modern era – cards that are essentiall (add 2 mana) in one turn are looked down upon. This card is basically a better version of city of traitors . . . in that it adds colored mana to your mana pool and is a two mana land that isn’t sacrificed when you play another land, but instead function off you playing that other land. . . .

Winner -

It was close between tgva8889 and Diego Havoc, but I am going with tgva8889!

Fortuna
2016-02-04, 09:08 PM
So many bonus points for making a not rare (mythic or otherwise) in this competition. However. . . what is the point of this card? It’s a colorless land that makes colorless and makes another one of your lands worse (also what would happen if you have no other lands?). This card gives you no bonus, no benefit of using it. . . . plus the fact that it uses a brand new type of counter – this is a card that should have been rare – and a bad rare at that. . . .

The idea is that this is essentially picking two Wastes in a set like Oath of the Gatewatch where colourless cards are a thing. Admittedly, I haven't drafted OGW, so I'm not sure how wastes plays out in draft, but I'm given to understand you do need to draft your wastes rather than being given them like other basic lands?

Dr.Gunsforhands
2016-02-05, 12:16 AM
I just straight-up didn't know that lotus vale already existed. :smalltongue: Anyway, nice work to the winner - that is a pretty cool card.

ben-zayb
2016-02-05, 01:11 AM
Congrats to tgva8889!

The idea is to make a slower Evolving Wilds with a higher payoff (especially with Landfall cards), with the added function of enabling colored-to-colorless mana conversion. The downside is that it banks on the notion that the added benefit outweighs the complexity.

Atomburster
2016-02-05, 02:49 AM
Congrats to tgva889.

The idea behind Dreamland was to make multicolored decks (and by extension, multicolor creatures) easier to work, but then becoming a generic 1 mana land when you have that wonderful 3 color creature out.

That said, I didn't know Meteor Crater (the land) existed as a card.

Beacon of Chaos
2016-02-05, 02:32 PM
Glad you liked my card. Congrats tgva! :smallsmile:

tgva8889
2016-02-06, 02:53 AM
Wow, I didn't expect to win. I liked some of the land designs other people made. But I'm glad you enjoyed my card! I've got a project in the works that might get some use out of it. Where do people find art for their cards? That's always been my struggle.

New contest: Make a colorless nonland card with more than one color of mana somewhere on it. That is, you must make a card that is colorless, yet has a color identity which includes at least two colors. Best of luck!

ben-zayb
2016-02-07, 10:27 PM
Since Elesh Norn pretty much beat both Sheoldred and Urabrask, I got this BR inspired "graft".

Serrated Plaguemaw 3
Artifact - Equipment (U)
Equipped creature has Double Strike.
Whenever equipped creature deals combat damage, if it has infect, proliferate.
Equip 3BR
Those who avoided immediate death realize that its purpose is to efficiently draw blood.

Blue Ghost
2016-02-08, 01:21 AM
For card arts, I generally search DeviantArt. I often find it rather difficult to find appropriate pieces of art for my cards too.
Reuben Covington of Remaking Magic (http://remakingmagic.libsyn.com/) has compiled a folder (https://www.dropbox.com/s/hfoh4kpyxlmkkfz/ArtZip.zip?dl=0) of arts that can be used for cards, tagged with search terms. I've found that a very helpful resource. Also plugging his podcast, because it's awesome and every aspiring designer should listen to it.

I've compiled the winners of all the contests in this thread, if Diego Havoc would like to copy it into the OP. Feel free to add anything else that you feel should go into a Hall of Fame.

1. Imagine an M:tG sci-fi spin-off game. The rules are the same, just the theme is different. Design a card for that game.
Winner: Upgrade Droid (http://www.giantitp.com/forums/showsinglepost.php?p=19981295&postcount=3), by onasuma

2. Make a card that uses poison counters.
Winner: Initiate of Affliction (http://www.giantitp.com/forums/showsinglepost.php?p=20013837&postcount=35), by LaZodiac

3. Create a card specifically made for Commander/EDH.
Winner: Keria, Possessor of Wills (http://www.giantitp.com/forums/showsinglepost.php?p=20039658&postcount=62) by tgva8889

4. Make a card flavored around moons.
Winner: Falling Moon (http://www.giantitp.com/forums/showsinglepost.php?p=20082314&postcount=97), by mystic1110

5. Make a card with a mana cost that hasn't appeared on a magic card before.
Winner: Ancestors' Ultimatum (http://www.giantitp.com/forums/showsinglepost.php?p=20104126&postcount=123), by Blue Ghost

6. Make a card for a digital-only supplement.
Winner: Chzoen Trawler (http://www.giantitp.com/forums/showsinglepost.php?p=20165764&postcount=180), by bekeleven

7. Legacy of the Planeswalkers. (http://www.giantitp.com/forums/showsinglepost.php?p=20169575&postcount=184)
Winner: Devotee of the Dark Realm (http://www.giantitp.com/forums/showsinglepost.php?p=20172580&postcount=191), by LaZodiac

8. Make a card that uses colorless mana.
Winner: Reclamationist (http://www.giantitp.com/forums/showsinglepost.php?p=20199185&postcount=214), by Dr. Gunsforhands

9. Make a card that you can build your deck around in a limited format.
Winner: Sulvan Gadgeteer (http://www.giantitp.com/forums/showsinglepost.php?p=20231290&postcount=264), by Blue Ghost

10. Make a card using a piece of artwork by sandara (http://sandara.deviantart.com/gallery/).
Winner: Soulburn Shaman (http://www.giantitp.com/forums/showsinglepost.php?p=20265945&postcount=297), by Jormengand

11. Create a Mythic Rare.
Winner: Shadow of the Lake (http://www.giantitp.com/forums/showsinglepost.php?p=20297052&postcount=322), by tgva8889

12. Make an uncommon card from Innistrad (the world, not the set) that is not double-faced.
Winner: Become Silverware (http://www.giantitp.com/forums/showsinglepost.php?p=20322258&postcount=361), by mystic1110.

13. Make a land card.
Winner: Living Roil (http://www.giantitp.com/forums/showsinglepost.php?p=20355524&postcount=402), by tgva8889.

14. Make a colorless nonland card with more than one color of mana somewhere on it.
Winner: TBD

For this contest, my Ultron (http://i1283.photobucket.com/albums/a560/BlueGhostITP/Colorless/Ultron_zpsixpeaevu.jpg) works perfectly, but it's probably bad form to resubmit a card I used in a previous contest... I'll come up with something else.

Ninjaman
2016-02-08, 08:06 AM
Prismatic Dragon - 4CC
Artifact Creature - Dragon - R
Flying
When you cast Prismatic Dragon, add WUBRG to your mana pool.
5/5

mystic1110
2016-02-08, 09:49 AM
Going on vacation - so this entry is just for fun:

A user on another site helped me with the frame and layout (props to SecretInfiltrator from mtgsalvation)

http://media-dominaria.cursecdn.com/attachments/150/249/635905843627127150.png

Jormengand
2016-02-08, 12:00 PM
Dispose WB
Sorcery - R
Devoid
As an additional cost to cast Dispose, put three cards an opponent owns from exile into that player's graveyard.
Destroy target permanent.

Yes, I cheated and used devoid. Oh well.

Blue Ghost
2016-02-09, 12:27 AM
Talisman of Ehlonna 3
Artifact (U)
T: Add G or W to your mana pool.
GW, T: Put a +1/+1 counter on target creature.

LaZodiac
2016-02-09, 01:03 AM
Living Warmachine 6
Artifact Creature (MR)
2R, T: ~ deals X damage to target creature, where X is its power.
Whenever a creature dies you may pay 2B. If you do, draw a card.
6/4
Nothing stands in it's way, willingly.

Atomburster
2016-02-09, 02:52 AM
Twisted Mirror 5
Artifact (U)
UUB, T - Draw a card. Target player discards a card.
Whenever players discard cards, they put an equal number of cards from their library into their graveyard.

It preys on minds, leeching of sanity bit by bit..

Dr.Gunsforhands
2016-02-09, 12:50 PM
Progenitor Beacon 6
Artifact - R
T: The next spell you cast this turn costs WUBRG less to cast. (This only affects the colored mana symbols in its cost.)
Whenever you cast a five-colored spell, draw a card.

tgva8889
2016-02-10, 02:53 AM
Atomburster, Fading Manuscript does not meet the contest requirements.

Contest will end this Saturday, the 13th. Just in case people were wondering.

braveheart
2016-02-10, 03:12 AM
Furnace Golem (4)
Artifact Creature - Construct - U
T: add R to your mana pool
R: Furnace Golem gets +1/+0 until end of turn
U: Furnace golem stops being a creature until end of turn
3/4

Sgt. Cookie
2016-02-10, 03:40 PM
Overgrown Casket 4
Artifact - U
Overgrown Casket enters play with four charge counters
2, T: Put a charge counter on Overgrown Casket
G, T: Remove a charge counter from Overgrown Casket. Put a 1/1 green Plant creature token onto the battlefield.
B, T: Remove a charge counter from Overgrown Casket. Put a 1/1 black Zombie creature token onto the battlefield.
Whenever both a Plant and Zombie creature you control die on the same turn, put a charge counter on Overgrown Casket.

Fortuna
2016-02-11, 05:23 PM
Izzet Crest 4
Artifact - U
T: Add U or R to your mana pool.
Whenever you cast a spell that's both blue and red, you may untap Izzet Crest.
The Izzet mark is not a guarantee of quality or safety, but of uniqueness.

Ionbound
2016-02-11, 05:49 PM
Blades of the Goldnight-4

Artifact-Equipment-R

R: Equipped creature gains +1/+0 until the end of the turn

W: Equipped creature gains Vigilance until the end of the turn

1RW: Equipped creature gains Double-Strike until the end of the turn.

Equip 1

Beacon of Chaos
2016-02-12, 04:25 PM
Boots of the Traveller 4

Artifact - Equipment - R

Equipped creature has haste.

When equipped creature attacks and is not blocked, you may pay UG1. If you do, remove equipped creature from combat, search your library for a card, shuffle your library, then put that card on top. If the card is a land, you may put it onto the battlefield instead.

Equip 2

You move twice as fast, but you go where the boots want you to go.

Misothene
2016-02-13, 06:03 PM
Quicksilver Spybot 1
Artifact Creature- Construct U
Level Up UR
1/1
1-2: Skulk (this creature can't be blocked by creatures with greater power), first strike
2/2
3+: Skulk, double strike
3/3

tgva8889
2016-02-14, 06:48 PM
Serrated Plaguemaw 3
Artifact - Equipment (U)
Equipped creature has Double Strike.
Whenever equipped creature deals combat damage, if it has infect, proliferate.
Equip 3BR
Those who avoided immediate death realize that its purpose is to efficiently draw blood.

This card feels too mechanically obvious and busy for me. If my creature that I just gave double strike also has infect, I get to proliferate? That's such a weird ability, and given I'm spending 8 mana to get my first attack in, why don't you just let the creature proliferate twice no matter what? Why make it have infect? Mechanically it just seems silly, especially given how ridiculous Infect creatures already are when they have Double Strike (or even First Strike).

I will say that this card definitely doesn't feel uncommon, and should probably be a rare.


Prismatic Dragon - 4CC
Artifact Creature - Dragon - R
Flying
When you cast Prismatic Dragon, add WUBRG to your mana pool.
5/5

Sure. This card doesn't really excite me, and honestly I think this card is a bit ridiculous; I'm getting a 5/5 flier for net 1 total mana spent? It's not that hard to figure out a use for WUBRG, given that you can just jam it into some generic mana on the cost of a spell. So you've definitely broken it in limited. For constructed, though, it seems lke there's plenty of abuse available with a card like this; extra mana is very risky on something that is already itself very powerful. I have a hard time imagining the Standard format where this isn't rather strong unless they just shaft you on colorless mana for no reason, in which case this wouldn't get printed anyways. It doesn't seem too hard to abuse this card to me, and the benefits of having this card available don't make me excited. Also, you made it a cast trigger, so I can't even ruin your day by countering it, making it effectively a risk-free investment.


Dispose WB
Sorcery - R
Devoid
As an additional cost to cast Dispose, put three cards an opponent owns from exile into that player's graveyard.
Destroy target permanent.

Frankly, I'm surprised that no one else tried to use Devoid whatsoever. I'm certainly not grading down for it, as it was an implied possibility in the contest.

I like this card, but I worry about what it might do in more open formats. Vindicate is not an effect they print anymore (because they hate land destruction) so they probably wouldn't print this exactly, but discounting that in Legacy it isn't hard to exile your opponent's cards. Deathrite Shaman and Swords go a long way toward giving you Vindicates 5-8, and if this is what you're trying to do I don't see it being too hard. I'm pretty sure that isn't a place we really want to be. Three cards from exile sounds like a lot, but for the effect you get it's certainly worth it and it's certainly easier to do the older the format.

I think it's an interesting card, though. I just don't know whether it's a card they can make or not.


Talisman of Ehlonna 3
Artifact (U)
T: Add G or W to your mana pool.
GW, T: Put a +1/+1 counter on target creature.

Seems like a strong limited card, as the second ability is nuts in limited and mana rocks are reasonable cards to play if you really need the mana. Not sure it makes any constructed decks, as I don't know what deck you're playing that's in the market for this instead of a variety of other options.


Living Warmachine 6
Artifact Creature (MR)
2R, T: ~ deals X damage to target creature, where X is its power.
Whenever a creature dies you may pay 2B. If you do, draw a card.
6/4
Nothing stands in it's way, willingly.

I don't quite understand what you were going for with this card. It's a giant creature, but instead of being good at combat, you tap it and effectively cast Annihilate? I dunno, I'm not really sure why a Living Warmachine is doing this instead of attacking and blocking. The second ability is actually fine, but the first ability is really where I get confused. I feel like you jammed abilities together without really considering how they all look on the final card. Also, no creature type; I suggest Construct.


Twisted Mirror 5
Artifact (U)
UUB, T - Draw a card. Target player discards a card.
Whenever players discard cards, they put an equal number of cards from their library into their graveyard.

You templated the second ability wrong; always check your wording on other cards.

This card really isn't an uncommon; the power of repetitively using its first ability is ridiculous for Limited, and the card is exciting enough for some people who really like discard that I think it would sell pretty well as a rare. I think it's kind of interesting, though a bit weird that the discard is targeted but not the draw. I would have either had both not have targets or both have targets for aesthetics; it just reads weird the way you chose.


Progenitor Beacon 6
Artifact - R
T: The next spell you cast this turn costs WUBRG less to cast. (This only affects the colored mana symbols in its cost.)
Whenever you cast a five-colored spell, draw a card.

I don't think this is really a card we want available. Tap to cast several different cards for either free or massive discount and also draw a card for doing so? I mean, I guess it costs 6, but I don't think we really want this to be available. The fact that you can control more than one, to me, makes this really ridiculous. Conflux just completely breaks this card apart. I'm not really a fan of what this card does in the game, and I don't think this is the sort of mechanical space that results in anything fun or interesting happening.


Furnace Golem (4)
Artifact Creature - Construct - U
T: add R to your mana pool
R: Furnace Golem gets +1/+0 until end of turn
U: Furnace golem stops being a creature until end of turn
3/4

I don't really know why it taps for red mana as a 3/4 for 4 (which, by the way, is pretty ridiculous for limited) or why it's a Construct instead of a Golem, but the second ability is cool and I can appreciate that the furnace golem has firebreathing. I'm not really sure why the Furnace Golem has the second ability at all; that feels like you're digging for a reason, and I would have included fewer abilities; the interesting part is the last line of text, so go there first and make it really stand out. I like what you tried to do here, but I think you put too many things onto this card. Also I'm not sure that the second ability is written correctly, but I don't know if there's any other card with a similar effect.


Overgrown Casket 4
Artifact - U
Overgrown Casket enters play with four charge counters
2, T: Put a charge counter on Overgrown Casket
G, T: Remove a charge counter from Overgrown Casket. Put a 1/1 green Plant creature token onto the battlefield.
B, T: Remove a charge counter from Overgrown Casket. Put a 1/1 black Zombie creature token onto the battlefield.
Whenever both a Plant and Zombie creature you control die on the same turn, put a charge counter on Overgrown Casket.

There's too much text here for not enough gain. So I have a card that makes tokens of two different types, and if I alternate them I get a counter back, but I can just add more counters whenever I want? Now I just have a card that makes tokens and recharges itself when I don't need that. Not interesting. I suggest that in the future, you make your cards less complicated; less is more, especially in this case. I liked your card much better when it couldn't charge itself and just made two different types of tokens; then it made me consider playing Plants and Zombies in my deck to help fill the casket back up. Now it doesn't matter.

Also, this card is a rare, not an uncommon. It's too complex, has too many abilities, and repetitively making 1/1 tokens is generally an effect that requires a lot more mana at uncommon.


Izzet Crest 4
Artifact - U
T: Add U or R to your mana pool.
Whenever you cast a spell that's both blue and red, you may untap Izzet Crest.
The Izzet mark is not a guarantee of quality or safety, but of uniqueness.

This card is fine. Not exciting or interesting, mostly because a 4-mana mana rock is not great. This doesn't really accelerate you very far, and is mostly only for casting multiple spells in a turn. I'm not super excited, but you did make a fine card design.


Blades of the Goldnight-4

Artifact-Equipment-R

R: Equipped creature gains +1/+0 until the end of the turn

W: Equipped creature gains Vigilance until the end of the turn

1RW: Equipped creature gains Double-Strike until the end of the turn.

Equip 1

I don't really get this card. I mean, I get what you want to do, but I don't know why you are making me spend so much mana to do it. I already spent 4 mana playing this card and 1 mana equipping it to my creature; now I have to spend even more mana, every turn, for my creature to get any benefits? Equipment do more than that, and I'd rather not have to jump through hoops to get all these effects. I'm not interested.

I didn't grade you down on this, but please format your cards as listed in the first post. The extra spaces are annoying. Also, Double Strike is written without a hyphen.


Boots of the Traveller 4

Artifact - Equipment - R

Equipped creature has haste.

When equipped creature attacks and is not blocked, you may pay UG1. If you do, remove equipped creature from combat, search your library for a card, shuffle your library, then put that card on top. If the card is a land, you may put it onto the battlefield instead.

Equip 2

You move twice as fast, but you go where the boots want you to go.

This card is actually pretty interesting! I can see why I might want to play this and it's not too complicated. I'm not really sure why the card can search for absolutely any card and put it on top, though; that seems to be a little much in my opinion. I suppose there's a lot of hoops to jump through to get to that effect, so it's not too powerful, but it does seem odd for a GU effect, and there isn't much explanation for it in terms of what the card is portraying for me to get there.

Also, the flavor text doesn't really match the effect. I go where the boots want me to go? But I get to search for whatever I want. :smalltongue:

I didn't grade you down on this, but please format your cards as listed in the first post. The extra spaces are annoying. Also, I checked, and it's written 1GU. Check your templating in the future.


Quicksilver Spybot 1
Artifact Creature- Construct U
Level Up UR
1/1
1-2: Skulk (this creature can't be blocked by creatures with greater power), first strike
2/2
3+: Skulk, double strike
3/3

God the level up template is horrible. Look at this mess.

I like Skulk as an ability, but otherwise this card is just not that interesting. A 1/1 that improves to a 2/2 skulk first striker? And then a 3/3 double striker? I mean, I guess, but it's not the most exciting to me. It feels like you made this card more to meet the contest criteria than to make something that was itself unique and interesting.

After considering the cards I believe I must give this one to Jormengand's Dispose, as the card I was most excited to think about and consider. Bonus points to Blue Ghost and Fortuna for making cards I can actually imagine seeing print, though.

Jormengand
2016-02-15, 06:29 AM
Congrats to the winne... oh, wait, holy hot damn.

Uhm, okay, make a card with a new keyword that showcases that new keyword.

You can use a static keyword (like flying) or a keyword action (Like proliferate) but not an ability word (Like Fateful Hour).

Atomburster
2016-02-15, 10:00 AM
Remembrance 1UU(2/G)
Sorcery - C

Recall U. (When you cast ~, you may pay U. If you do so, place ~ on top of your library when it resolves, instead of sending it to the graveyard.)
Add a card from your graveyard to your hand.

Never forget. To forget is to unlearn, and to unlearn is to lose yourself. And to lose yourself is but living death.

ben-zayb
2016-02-16, 12:46 AM
Congrats to Jormengand!


Hakat, the Bloodstoker 2RR
Legendary Creature - Beast Warrior (R)
2RR: Creatures you control get +2/+1 until end of turn.
Whenever damage is dealt, fuel. (The next mana cost you pay costs 1 or R less.)
4/3

LaZodiac
2016-02-16, 01:19 AM
Mermaid Trinketeer 1U
Creature - Merfolk Artificer (U)
When ~ enters the battlefield, reveal the top card of your deck. If it's an artifact, put it into your hand. If not, put it on the bottom of your library.
2U: Vanish (exile ~. Return it to the battlefield under its owner's control at the beginning of the next end step.)
2/1

Blue Ghost
2016-02-16, 01:57 AM
Sludge Belcher 3B
Creature - Zombie (C)
When Sludge Belcher enters the battlefield, pollute. (Put a pollution counter on target land. Whenever a land with a pollution counter is tapped for mana, its controller loses 1 life.)
3/3

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Black/Sludge%20Belcher_zpsvsdglwhg.png

braveheart
2016-02-16, 03:59 PM
Patient Veteran 3U
Creature - Human - U
Laststrike (Creatures with Laststrike deal combat damage after creatures without laststrike)
4/6

bekeleven
2016-02-17, 02:29 AM
I'll assume action words are fine.

http://i.imgur.com/CWYemtI.png

Light and Shade 2WB
Enchantment R
Creatures you control have indestructible as long as they form a battlepair. (Creatures form a battlepair as long as their controller controls exactly two creatures.)
B, Sacrifice a creature: Draw a card.
“Stay close to me. We’ll get through this yet.”
This is a mechanic I've been playing around with in my current set (not keyworded). Mostly I'm just supporting it, with creatures that buff one other creature you control, or "two target creatures," or other things like that - but a few higher-rarity cards enforce the exactly two creature restriction. I think if it had support at common the mechanic could work in a draft, but it would require a way to get rid of excess creatures at every rarity. This is an example of the mechanic pushed a bit for constructed.

The mechanic does not appear in WB, but I liked this art and never got to use it so I made a card. The black ability isn't totally justified flavorwise, but that was the constructed push.

Beacon of Chaos
2016-02-17, 04:20 AM
This card is actually pretty interesting! I can see why I might want to play this and it's not too complicated. I'm not really sure why the card can search for absolutely any card and put it on top, though; that seems to be a little much in my opinion. I suppose there's a lot of hoops to jump through to get to that effect, so it's not too powerful, but it does seem odd for a GU effect, and there isn't much explanation for it in terms of what the card is portraying for me to get there.
Yeah, it wasn't my strongest card in terms of theme. I guess I kinda went Walking -> Exploring -> Finding stuff?


Also, the flavor text doesn't really match the effect. I go where the boots want me to go? But I get to search for whatever I want. :smalltongue:
Well, the creature went into battle, then the boots walked off somewhere else to find what you wanted, so I guess look at it from the creature's perspective? :smalltongue:


I didn't grade you down on this, but please format your cards as listed in the first post. The extra spaces are annoying.
I fail to see how making it easier to read is annoying for you. In any case, no. I will continue to format cards the way that's best for me.


Also, I checked, and it's written 1GU. Check your templating in the future.
K.


Qi Master 3W

Creature - Human Monk - C

Vigilance

When ~ attacks or blocks, you may paralyse target creature (its power becomes 0 and it loses all abilities until end of turn).

2/2

tgva8889
2016-02-17, 02:26 PM
I fail to see how making it easier to read is annoying for you. In any case, no. I will continue to format cards the way that's best for me.

It's not easier to read, it's actually more annoying to read, because I keep thinking your card ends after the first ability like cards are normally formatted. People don't make posts that only contain their cards all the time anymore, so I have to assume parts of text are parts of cards, and I would rather just know for certain.

Sgt. Cookie
2016-02-18, 12:40 PM
Armed Assassin 2B
Creature - Human Assassin - U
>When Armed Assassin enters the battlefield, you may attach up to three target Equipment cards you control to Armed Assassin.
>Ambush B (You may cast ~ for its Ambush cost whenever an opponent declares an attack. Creatures that have had their Ambush cost paid gain Haste and are unblockable. You may then cast other creatures for their Ambush costs. You must then immediately declare an attack of your own, using only ~ and other creatures who had their Ambush costs paid. All Ambushing creatures return to your hand after they attack. You may not utilise Ambush in response to an opponent using Ambush. The opponent's attack then proceeds as normal.)
> 2/1

Tom the Mime
2016-02-18, 06:27 PM
Soulfire 2R
Instant - U
~ deals 3 damage to target creature or player.
Soulburn 2R - You may cast this card from your graveyard by sacrificing a creature with mana cost equal to or greater than the Soulburn cost. Then exile this card

LaZodiac
2016-02-18, 06:34 PM
Armed Assassin 2B
Creature - Human Assassin - U
>When Armed Assassin enters the battlefield, attach up to three target Equipment cards you control to Armed Assassin.
>Ambush B (You may cast ~ for its Ambush cost whenever an opponent declares an attack. ~ then immediately attacks that opponent or a plainswalker he or she controls as if ~ had Haste and Unblockable. ~ then returns to your hand after the attack and your opponent's turn resumes. Attacking via Ambush is considered a part of your opponent's turn.)
> 2/1

Unblockable isn't a keyword so this doesn't really work.

Ionbound
2016-02-18, 10:23 PM
Bloodthirsty Acolyte-2B

Creature-Vampire Cleric-C

Bloodletting 1 (Whenever this creature enters the battlefield, if your opponent took damage this turn, this creature deals one damage to them)

The clergy of the former church of Serra know precisely how to make sure their victims don't stop bleeding until their captors are sated.

2/2

Blue Ghost
2016-02-18, 11:06 PM
Unblockable isn't a keyword so this doesn't really work.

That's the reason you're going with for why it doesn't work? :smallconfused:

LaZodiac
2016-02-18, 11:07 PM
That's the reason you're going with for why it doesn't work? :smallconfused:

Start with smaller things then work our way up. Was gonna let you handle it actually because you're better at explaining stuff.

Fortuna
2016-02-19, 06:30 AM
Restore Purity 3WW
Sorcery - R
Vengeance 2WW (When a source an opponent controls deals damage to you, you may pay this card's Vengeance cost. If you do, exile it from your hand. At the beginning of your next upkeep, cast it from exile without paying its mana cost.)
Destroy all creatures.
"If we are to be the last pureborn Mirrans, then let no more Mirrans be born."
- Jor Kadeen

tgva8889
2016-02-19, 10:02 PM
Warped Withering B
Sorcery (U)
Choose one -

Remove a counter from target permanent or exiled card.
Put a -1/-1 counter on target creature.
Spellwarp B (You may pay B as you cast Warped Withering from your hand. If you do, exile it and put a warp counter on it as it resolves. You may cast Warped Withering from exile as long as it has a warp counter on it.)

Dr.Gunsforhands
2016-02-19, 10:35 PM
bekeleven, as cool as the effect is, something about Light and Shade has been bugging me all week... It seems as though it would work better as an ability word than as a keyword:

"Light and Shade - As long as you control exactly two creatures, those creatures have indestructible."

I know it's kind of a lame thing to bring up. I just needed to get it out of my system so I could start working on my own entry. :smalltongue:

Sideshock 1R
Instant - C
Doublecast (When you cast a noncreature spell with the same mana cost as this card, you may also cast this card from your hand without paying its mana cost. Mana cost includes color. Use doublecast only once per spell cast normally.)
Sideshock deals 2 damage to target creature or player.

The reminder text is purposefully vague on this, but Doublecast is not technically a triggered ability. You are given the option to use it before you pass priority; from your opponent's perspective, you have to cast the Doublecast spell and the, 'normal,' spell at the same time. I only use, 'when,' instead of, 'as,' because the Doublecast spell is explicitly allowed to target the normal spell and always ends up directly on top of it in the stack.

Incidentally, the reminder text's mention of normal casting is also somewhat misleading; you can cheat out a Doublecast card alongside something with Convoke, for instance. You just can't doublecast a doublecast, if that makes sense. That would be, like, a triple-cast, and that's just wrong.:smalltongue:

Drop Bears 1G
Creature - Bear C
Doublecast (When you cast a noncreature spell with the same mana cost as this card, you may also cast this card from your hand without paying its mana cost. Mana cost includes color. Use doublecast only once per spell cast normally.)
2/2

Double Up 1UR
Instant - R
Doublecast (When you cast a noncreature spell with the same mana cost as this card, you may also cast this card from your hand without paying its mana cost. Mana cost includes color. Use doublecast only once per spell cast normally.)
Copy target instant or sorcery spell. You may choose new targets for the copy.

bekeleven
2016-02-20, 01:55 AM
Every mechanic and keyword can be an ability word. In this case I used an action word because it fit all my possible use cases. It enables a quick read, gives the mechanic some flavor, provides rules rigidity, and still enables me to leave off the reminder text on rares/mythics.

Doublecast, on the other hand, is... confusing. Might I suggest templating it as, basically, "Splice onto noncreature spell with the same converted mana cost"? Then they're all one spell, so you can counter/double/etc them at once, and the "can only doublecast a ~normally cast~ spell" bit isn't necessary.

Jormengand
2016-02-20, 06:48 AM
That's the reason you're going with for why it doesn't work? :smallconfused:

Hey, given that I have no problem with players attacking or fighting things (http://www.giantitp.com/forums/showsinglepost.php?p=19588905&postcount=609), I'm going to be a little more lenient on novel effects that involve people attacking when it's not their turn, etcetera etcetera.

Ionbound
2016-02-22, 10:14 PM
Hey, uh, Judging should be up sometime soon, right?

Jormengand
2016-02-23, 08:39 AM
Remembrance 1UU(2/G)
Sorcery - C

Recall U. (When you cast ~, you may pay U. If you do so, place ~ on top of your library when it resolves, instead of sending it to the graveyard.)
Add a card from your graveyard to your hand.

Never forget. To forget is to unlearn, and to unlearn is to lose yourself. And to lose yourself is but living death.
Well, let's look at this. The effect is worth 2G. That's the cost of Dirty (Down//Dirty) and Recollect. This card costs either 1UUG or 3UU. For a start, 3UU is off-colour. Second, that costs too much (3 colour weight on 4 CMC in 2 colours for a 3-mana 1-weight effect?).

The actual keyword... it's nothing that excites me. Paying 3UUU to get something back from my graveyard and put the card that did that back on my library? Pass.
Hakat, the Bloodstoker 2RR
Legendary Creature - Beast Warrior (R)
2RR: Creatures you control get +2/+1 until end of turn.
Whenever damage is dealt, fuel. (The next mana cost you pay costs 1 or R less.)
4/3

Fuel should not be common enough to be keyworded. Also, it could just add R to your pool, which I know isn't quite the same but is similar enough that you don't really need a new ability. The card itself... I see someone using it to unload a fistful of lightning bolts that don't cost anything at someone, or worse, massively accelerating a really big spell by chucking their entire army at face and knowing that the enemy will just add even more fuel to the fire if they block. But sure, it's an ability that I'd grin at if I opened it in a pack.
Mermaid Trinketeer 1U
Creature - Merfolk Artificer (U)
When ~ enters the battlefield, reveal the top card of your deck. If it's an artifact, put it into your hand. If not, put it on the bottom of your library.
2U: Vanish (exile ~. Return it to the battlefield under its owner's control at the beginning of the next end step.)
2/1

Ah, I see, an ETB effect combined with an ability that takes it off the battlefield and puts it back on later. Neat, neat, though 1U+2U/attempt is quite a lot for something that might draw cards and might not. I will note that it allows you to give it pseudo-vigilance too, which is why it's a shame you probably don't want to attack with it.
Sludge Belcher 3B
Creature - Zombie (C)
When Sludge Belcher enters the battlefield, pollute. (Put a pollution counter on target land. Whenever a land with a pollution counter is tapped for mana, its controller loses 1 life.)
3/3

And here I was thinking that you were going to make a 3/5 and your new ability would be taunt...

Anyway, a 3/3 for 4 that deals some damage to your enemy. Well fine, but the main issue I see is that it makes your opponent feel bad for trying to play the game, and it's not amazingly fun to play with either. The keyword is something I feel is going to be aggravating if it's at all common.
Patient Veteran 3U
Creature - Human - U
Laststrike (Creatures with Laststrike deal combat damage after creatures without laststrike)
4/6

This card is too strong.

The thing with first strike is that, because it usually appears on things with low or medium toughness for their power, it's enough to save them. The thing with laststrike is that because it appears on a creature with a high toughness for its power, it's not enough to condemn that creature. Laststrike is only an issue against a very specific band of creatures, that is, creatures with:

- Power 6 or more
- Toughness 4 or less
- No first strike

There are only about 80 of those creatures (some of them, like evil eye of urborg, destroy it anyway) and against anything else, it's just a 4/6 for 4. In blue. At common.
Light and Shade 2WB
Enchantment R
Creatures you control have indestructible as long as they form a battlepair. (Creatures form a battlepair as long as their controller controls exactly two creatures.)
B, Sacrifice a creature: Draw a card.
“Stay close to me. We’ll get through this yet.”

This makes me want to play tokens for the sacrifice ability more than anything else...

But yes, battlepair. A 4-drop that can drop indestructible on any two creatures, so long as you have only two. That seems pretty powerful, even though the enchantment itself isn't a creature and therefore isn't indestructible itself (though I'm sure we know ways around that). Anyway, yeah, I agree that it should be an ability word, really, the same way I did with standalone.
Qi Master 3W
Creature - Human Monk - C
Vigilance
When ~ attacks or blocks, you may paralyse target creature (its power becomes 0 and it loses all abilities until end of turn).
2/2

Therefore I reject your formatting and substitute my own.

Well, this is very similar to Silenced, one of my keywords (which actually appears in white), except that this also makes the thing's power 0. That's actually really quite powerful, given that it allows this to block, I dunno, Ulamog with no worries, or attack past him if there are more creatures attacking with you. That said, you're probably all right as a 2/2 for 3W
Armed Assassin 2B
Creature - Human Assassin - U
When Armed Assassin enters the battlefield, you may attach up to three target Equipment cards you control to Armed Assassin.
Ambush B (You may cast ~ for its Ambush cost whenever an opponent declares an attack. Creatures that have had their Ambush cost paid gain Haste and are unblockable. You may then cast other creatures for their Ambush costs. You must then immediately declare an attack of your own, using only ~ and other creatures who had their Ambush costs paid. All Ambushing creatures return to your hand after they attack. You may not utilise Ambush in response to an opponent using Ambush. The opponent's attack then proceeds as normal.)
2/1

Ooh...

So hang on, how does this work? Do you have an entire second combat step? Does it go enemy attack, you attack, enemy block, you block? What happens if you manage to sneak vigilance on an ambusher; can they block while they're attacking?

Ignoring the odd interactions, being able to shove bladed bracers and a couple of argentum armours on it, block something huge, and then also go face and destroy two permanents while dealing a pretty big amount of damage to face might be a touch too much, but the setup required probably makes it okay.

This mechanic is actually fairly cool, but I think this card should be a rare. Maybe even a mythic. The ability to, for B, come down, straight up decide you're wearing two sets of platemail and wielding some badass swords, and proceed to kick serious butt when it's not even your turn should not exist at uncommon, mainly because it is too awesome for uncommon.
Bloodthirsty Acolyte-2B

Creature-Vampire Cleric-C

Bloodletting 1 (Whenever this creature enters the battlefield, if your opponent took damage this turn, this creature deals one damage to them)

The clergy of the former church of Serra know precisely how to make sure their victims don't stop bleeding until their captors are sated.

2/2

This ability... honestly, I wouldn't bat an eyelid at a 2/2 for 3 that made your opponent lose one life. If you replace the word "this" with "a" then this might start to get more interesting, but at the moment, it's in "Common that does a thing" category, which is fine, but forgettable.
Restore Purity 3WW
Sorcery - R
Vengeance 2WW (When a source an opponent controls deals damage to you, you may pay this card's Vengeance cost. If you do, exile it from your hand. At the beginning of your next upkeep, cast it from exile without paying its mana cost.)
Destroy all creatures.
"If we are to be the last pureborn Mirrans, then let no more Mirrans be born."
- Jor Kadeen

So... you can flash it if you're damaged, but it only goes off on your own upkeep? I'm not entirely sure of the point. The main interesting thing about this card is that because it happens during your upkeep, you have enough mana to regenerate creatures by that point, but since that isn't transferable, it doesn't seem like this needs a keyword.
Warped Withering B
Sorcery (U)
Choose one -

Remove a counter from target permanent or exiled card.
Put a -1/-1 counter on target creature.
Spellwarp B (You may pay B as you cast Warped Withering from your hand. If you do, exile it and put a warp counter on it as it resolves. You may cast Warped Withering from exile as long as it has a warp counter on it.)

So... the first ability seems to be to annoy people who are playing spellwarp too. In fact, this card seems to be entirely built to counter, um, this card. It can take away the counters that it puts on things or the warp counters that it uses to cast again. But anyway. For BB, it drops two -1/-1 counters. That's a pretty good deal, but nothing too special. Most of all I guess I don't see how this mechanic is meaningfully different from flashback except that it ends up in your graveyard.
Sideshock 1R
Instant - C
Doublecast (When you cast a noncreature spell with the same mana cost as this card, you may also cast this card from your hand without paying its mana cost. Mana cost includes color. Use doublecast only once per spell cast normally.)
Sideshock deals 2 damage to target creature or player.

I like the idea. You can get a fairly conditional free shock, and I kinda want to see the look on someone's face when they take a searing spear and four sideshocks to the face.

Also, per spell cast "Normally"? Does that mean, like, from your hand by paying its original, printed mana cost, or just without the doublecast?LaZodiac's Mermaid Trinketeer for being probably acutally balanced and relatively interesting too.

Dr Gunsforhands' Sideshock. It's a nice idea, and while the idea of free spells worries me a little, the effect is strictly worse than the effect of possibly the most famous 1-drop legal in modern, so it's probably okay.

Sgt. Cookie's Armed Assasin: ignoring the fact that this is never, ever, ever getting printed, it's an awesome card to think about, and the only one that actually makes me want to make a deck around the keyword (except possibly sideshock). Well done.

Sgt. Cookie
2016-02-23, 09:48 AM
I won? Holy hell, I won! I'll get a thing up later today, a little busy at the moment.



To answer your question, effectively, Ambush creates a "new" combat step, wherein you attack with creatures that are unblockable and have Haste. After this "new" combat step, Ambushing creatures return to your hand. You can't block with them, they cannot BE blocked, they do not stick around after they attack.

Tom the Mime
2016-02-23, 10:25 AM
1. You missed my card

2. Congrats Sgt. Cookie.

Neglecting issues people have with ambush, a repeatable ping for 2 damage costing B whenever someone attacks, which needs instant speed removal to get rid of, could be problematic to print at uncommon on it's own. With the equipment, it just gets ridiculous. Say you've got three middling equipments out giving a collective +6 to attack. A surprise 8 damage finisher should not cost B.

Dr.Gunsforhands
2016-02-23, 10:44 AM
To answer your question, effectively, Ambush creates a "new" combat step, wherein you attack with creatures that are unblockable and have Haste. After this "new" combat step, Ambushing creatures return to your hand. You can't block with them, they cannot BE blocked, they do not stick around after they attack.

I was wondering about that... it sounds fun, but it also sounds needlessly complicated, doesn't it? If they can't be blocked anyway, and if you can't attack with your other creatures, why not just have the cards deal their damage straight to the opponent's face?

...well, actually I already know the answer to that; you wanted your armed assassin to get the auto-equip benefit first. Presumably, the other ambush creatures would also have a theme of combat-focused ETB abilities to make the roundabout attack step more relevant. So, even if it is a nightmare to judge, you did a really good job of demonstrating how it fits together. GG!

braveheart
2016-02-23, 11:39 AM
The real thing about last strike is double blocking against it, because 2 3/3's will kill it unharmed.

Jormengand
2016-02-23, 12:48 PM
1. You missed my card

Ah, yeah, I did. Anyway, it's fine: if you time it right it can be essentially two lightning bolts (if you sac a creature in response to the cause of that creature's death), otherwise you've wasted 2 mana. Pretty fair.


The real thing about last strike is double blocking against it, because 2 3/3's will kill it unharmed.

Well, yeah, but on the other hand it can just sit there and block those same 3/3s from doing anything.

Ionbound
2016-02-23, 03:30 PM
@Jor: The reason why it was 'this' rather than 'a' is that I envisioned uncommons or rares with higher numbers than one. Like, for example, a rare with 'Bloodletting X: X is equal to the amount of damage target opponent has taken this turn.'

ben-zayb
2016-02-23, 05:35 PM
Congrats to Sgt. Cookie!

Fuel doesn't add mana because mana empties every phase/step, and clarifying that this special mana won't will make the keyword too complicated/verbose, missing the point of most keywords. The card itself is a powerful showcase of the keyword, but other cards may not be as powerful, like "Sacrifice a creature: Fuel", "T: Fuel", or some such.

Sgt. Cookie
2016-02-24, 06:03 PM
Apologies for taking so late, folks, RL and all that. Anyway, here's your task:


Make a card that tries to be something else

By that I mean, something like the Bestow effect of cards like Nigthowler (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405319), or Land cards like Wandering Fumarole (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=407692) that become creatures.

So, a Sorcery that acts like Equipment, an Enchantment that thinks it's a Creature, an Artifact that believes in its heart of hearts it's actually a Plainswalker. Go nuts!

Jormengand
2016-02-24, 06:33 PM
How about... a player that thinks he's a creature?

Lead the Charge 2RR
Enchantment C
Enchant Player
Enchanted player has Warleader 3 (This can attack and assign combat damage as though it were a creature with power 3. Players with Warleader have vigilance. Multiple Warleaders stack.) during their turn.
You cannot call yourself a leader if you do not lead.

ben-zayb
2016-02-24, 08:19 PM
Heartgrip Djinn 4BB
Creature - Djinn (U)
Deathwish (If ~ would die, if it isn't a curse, it becomes an aura curse enchantment attached to target player instead.)
~ or creatures attacking enchanted player have menace.
6/4

Tom the Mime
2016-02-25, 01:02 AM
Jor's player thinking it's a creature made me think of the "form of ..." cards. So here's another one.

Form of frost 3UU
Enchantment R
Whenever a creature your opponent controls becomes tapped, it doesn't untap during your opponents next upkeep.
At the end of each turn, your life total becomes 7.

Warleader would actually go well thematically if you had form of angel or vampire based on serra angel or sengir vampire as the classics.

Atomburster
2016-02-25, 01:14 AM
Sleeping Walker 2GU(G/U)
Creature (R)
~ Enters the battlefield with 3 +1/+1 counters.
T, - Add a +1/+1 counter to ~ and one other creature you control.
T, remove 2 +1/+1 counters from ~ - Draw a card.
T, remove 7 +1/+1 counters from ~ - Put a Planeswalker from your library or hand into play with 7 loyalty counters on it. Then sacrifice ~.
0/0

Obvious planeswalker expy is obvious.

LaZodiac
2016-02-25, 02:21 AM
Spellcrackle Elemental 2R
Creature - Elemental (U)
When ~ dies, copy the next instant or sorcery spell you cast this turn. You may choose new targets for the copy. If that spell deals damage, double it.
3/0
Caution: Explosive

Ninjaman
2016-02-25, 02:51 AM
Creatures with evoke count right?

tgva8889
2016-02-25, 03:21 AM
Well, you asked me to make a card that shows off what you can do with the mechanic, so I made a card that interacts with the mechanic. It's different than Flashback because you have to pay initially to have the option of ever flashing back, a la kicker. You pay more upfront, rather than having to pay to flashback (which is generally more than the first spell). It also limits when you can set up the second cast, and puts it in a harder zone to interact with s you can't, say, get stopped by graveyard exiling effects. Obviously all of these are minor differences. Also, it costs BBB to put 2 counters out, which is still a fine deal but worse than what you wrote.

Not to say your concerns aren't legitimate. Congrats to the winner!

Sgt. Cookie
2016-02-25, 06:35 AM
Uh, Zodiac, are you sure the power and toughness of that thing's right?


They do, Ninjaman.

ben-zayb
2016-02-25, 06:50 AM
Uh, Zodiac, are you sure the power and toughness of that thing's right?I'm guessing it's to take care of the whole "Permanent" thing, to emulate the way Instant/Sorcery gets instantly put in the graveyard. Of course, it copies any spell (including permanent spells), so I'm probably wrong.

LaZodiac
2016-02-25, 09:35 AM
Uh, Zodiac, are you sure the power and toughness of that thing's right?


Yes :smallwink:


I'm guessing it's to take care of the whole "Permanent" thing, to emulate the way Instant/Sorcery gets instantly put in the graveyard. Of course, it copies any spell (including permanent spells), so I'm probably wrong.

It's meant to only be instant and sorcery, thanks for the correction.

mystic1110
2016-02-25, 12:06 PM
Silver-Forged Natus 2WW
Enchantment - Aura U
Enchant Creature
Enchanted creature or Equipped creature gets +3/+3 and has Flying
Totem Weapon (If this aura would be sent to the graveyard from the battlefield if it had no weapon counter on it, return it to the battlefield under its owner's control with a weapon counter on it. If this card has an weapon counter on it, it is an artifact equipment with "Equip - 2", and it loses all other card types and colors.)

Ninjaman
2016-02-26, 12:11 PM
http://i1103.photobucket.com/albums/g467/Ninjamanhammer/Tijuri%20Horror_zpsmunadulw.jpg

Tijuri Horror - 2BB
Creature - Horror - U
When Tijuri Horror enters the battlefield, target player reveals his or her hand. You choose a nonland card from it. That player discards that card.
Evoke BB
2/2

braveheart
2016-02-26, 03:17 PM
The Darkness 1UBR
Creature - Elemental - R
Hexproof, Indestructible
Whenever a creature you control becomes the target of a spell or ability, flip a coin, if you win, counter that spell unless it's controler pays (1)
0/1


It thinks it's an enchantment

Atomburster
2016-02-26, 11:39 PM
Red normally has the most randomness/coinflipping/dice rolling. RU, maybe?

Blue Ghost
2016-02-27, 12:44 AM
Priestess of Rites 1W
Creature - Human Cleric (C)
When Priestess of Rites enters the battlefield, you gain 2 life.
Enshrine (When this creature dies, you may return it to the battlefield as a colorless land. It gains "T: Add C to your mana pool.")
1/3

http://i1283.photobucket.com/albums/a560/BlueGhostITP/White/Priestess%20of%20Rites_zpslnklmbkc.png

tgva8889
2016-02-27, 01:55 AM
Keral Keep
Legendary Land (M)
T: Add C to your mana pool. Put a flame counter on Keral Keep.
T, remove 5 flame counters from Keral Keep: Keral Keep deals 2 damage to target creature.
T, remove 10 flame counters from Keral Keep: Keral Keep deals 5 damage to each creature, each planeswalker, and each player.

braveheart
2016-02-27, 10:03 AM
Red normally has the most randomness/coinflipping/dice rolling. RU, maybe?

You've got a point there, but countering is usually blue, and if the darkness isn't black something is wrong, so I'll make it TRI colored

Beacon of Chaos
2016-02-27, 11:37 AM
Rekash, the Flamesoul 4RR

Planeswalker - Rekash - MR

+2: Add RR to your mana pool. ~ deals 2 damage to you.

-1: ~ deals 3 damage to target creature and to that creature's controller.

-X: ~ loses all abilities and becomes a Legendary Elemental Creature with power and toughness equal to X. It gains "When ~ attacks, it deals damage equal to its power divided as you choose among any number of target creatures and/or players."

<4>

Ionbound
2016-02-27, 12:11 PM
Vampiric Mesmerist-2BR

Creature-Vampire Wizard-U

Whenever ~ enters the battlefield, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.

1/1

Dr.Gunsforhands
2016-02-27, 06:32 PM
Echoic Enchanter UU
Creature - Human Wizard R
When Echoic Enchanter enters the battlefield, choose target non-aura enchantment.
Echoic Enchanter has all abilities of the chosen enchantment.
"Copycat."
1/3

Fable Wright
2016-02-29, 10:26 PM
Haunting Presence UBB
Sorcery - R
Target creature gains Haunt. Destroy it.
Haunt
As long as ~ is haunting a permanent, haunted creatures have "0: This creature becomes a colorless artifact with no abilities until you control no creatures. (This effect lasts indefinitely.)"

A sorcery that thinks it's an enchantment that makes creatures think they're artifacts. Because silliness.

...Actually, what does happen when a haunted creature ceases to be a creature?

Dr.Gunsforhands
2016-02-29, 10:41 PM
...Actually, what does happen when a haunted creature ceases to be a creature?

There's not much precedent for it, but in your card's case, you refer to, "haunted creatures." So, when one stops being a creature, it technically loses the ability that HP is granting. The effect still lasts until its controller runs out of other creatures, at which point it becomes a creature again and regains the activated ability if it's still haunted and HP is still around.

Sgt. Cookie
2016-03-02, 02:56 PM
Result time!


How about... a player that thinks he's a creature?

Lead the Charge 2RR
Enchantment C
Enchant Player
Enchanted player has Warleader 3 (This can attack and assign combat damage as though it were a creature with power 3. Players with Warleader have vigilance. Multiple Warleaders stack.) during their turn.
You cannot call yourself a leader if you do not lead.

Hm. Certainly an interesting card. I can see it having its uses. Cost seems fine.


Heartgrip Djinn 4BB
Creature - Djinn (U)
Deathwish (If ~ would die, if it isn't a curse, it becomes an aura curse enchantment attached to target player instead.)
~ or creatures attacking enchanted player have menace.
6/4

Certainly a nice effect, but I must question the decision of this being a Black card. Menace is mainly a Red thing. I'd have gone Intimidate, which is more of a Black thing, but that's just me.





Form of frost 3UU
Enchantment R
Whenever a creature your opponent controls becomes tapped, it doesn't untap during your opponents next upkeep.
At the end of each turn, your life total becomes 7.


I'm looking at this card, but I don't understand what this is "trying" to be. It looks like a basic Enchantment to me. In either case, it looks more like a card you'd play later in the match.


Sleeping Walker 2GU(G/U)
Creature (R)
~ Enters the battlefield with 3 +1/+1 counters.
T, - Add a +1/+1 counter to ~ and one other creature you control.
T, remove 2 +1/+1 counters from ~ - Draw a card.
T, remove 7 +1/+1 counters from ~ - Put a Planeswalker from your library or hand into play with 7 loyalty counters on it. Then sacrifice ~.
0/0


Obvious expy IS obvious, like you said. Looks like a fine card, although I expect the 2nd ability to be used far more than the last one.


Spellcrackle Elemental 2R
Creature - Elemental (U)
When ~ dies, copy the next instant or sorcery spell you cast this turn. You may choose new targets for the copy. If that spell deals damage, double it.
3/0
Caution: Explosive

I'd say that the effect is fine. Something of a waste if you don't USE it, of course.

I must, of course, question giving it toughness 0. Yes, it ensures that it dies, but Power 3 indicates that you expect people to use it as a creature.


Silver-Forged Natus 2WW
Enchantment - Aura U
Enchant Creature
Enchanted creature or Equipped creature gets +3/+3 and has Flying
Totem Weapon (If this aura would be sent to the graveyard from the battlefield if it had no weapon counter on it, return it to the battlefield under its owner's control with a weapon counter on it. If this card has an weapon counter on it, it is an artifact equipment with "Equip - 2", and it loses all other card types and colors.)

Hm. I like this one. Give it to a weeny thing, it gets squished and then it can be passed around like a hot potato. Cost seems perfectly fine for this effect.



Tijuri Horror - 2BB
Creature - Horror - U
When Tijuri Horror enters the battlefield, target player reveals his or her hand. You choose a nonland card from it. That player discards that card.
Evoke BB
2/2

Basic, solid, OK cost. Yep. This pretty much fits this contest to a Tee. Good job.


Priestess of Rites 1W
Creature - Human Cleric (C)
When Priestess of Rites enters the battlefield, you gain 2 life.
Enshrine (When this creature dies, you may return it to the battlefield as a colorless land. It gains "T: Add C to your mana pool.")
1/3


Now this is an interesting one. Enshrine is certainly a good effect. Keeps her around giving you some good stuff.


Keral Keep
Legendary Land (M)
T: Add C to your mana pool. Put a flame counter on Keral Keep.
T, remove 5 flame counters from Keral Keep: Keral Keep deals 2 damage to target creature.
T, remove 10 flame counters from Keral Keep: Keral Keep deals 5 damage to each creature, each planeswalker, and each player.

Here we have our 2nd plainswalker expy. This too has some nice, solid effects. It probably could have entered play with a couple of flame counters and been fine, though.



Rekash, the Flamesoul 4RR

Planeswalker - Rekash - MR

+2: Add RR to your mana pool. ~ deals 2 damage to you.

-1: ~ deals 3 damage to target creature and to that creature's controller.

-X: ~ loses all abilities and becomes a Legendary Elemental Creature with power and toughness equal to X. It gains "When ~ attacks, it deals damage equal to its power divided as you choose among any number of target creatures and/or players."

<4>

This looks more like an ordinary Plainswalker to me. Albeit one with a unique final effect. Not really sure what I think about this one, TBH.


Haunting Presence UBB
Sorcery - R
Target creature gains Haunt. Destroy it.
Haunt
As long as ~ is haunting a permanent, haunted creatures have "0: This creature becomes a colorless artifact with no abilities until you control no creatures. (This effect lasts indefinitely.)"


Ok, I'm not gonna lie. I have absolutely NO idea what this card ends up doing. I see the abilities, but I've got no clue how it all fits together.



Echoic Enchanter UU
Creature - Human Wizard R
When Echoic Enchanter enters the battlefield, choose target non-aura enchantment.
Echoic Enchanter has all abilities of the chosen enchantment.
"Copycat."
1/3

A card that becomes an Enchantment? Interesting. Very interesting. Some effects might not be worth doubling up on, but some might. I like it.


Vampiric Mesmerist-2BR

Creature-Vampire Wizard-U

Whenever ~ enters the battlefield, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.

1/1

Basic Red ability. Seen many times before on many Red creatures. Boring.


And now! The victors!

Jormengand's Leading the Charge!

Blue Ghost's Priestess of Rites!

Atomburster's Sleeping Walker!

Thank you to all contestants and congratulations to the winner!

LaZodiac
2016-03-02, 03:05 PM
To answer that question you asked about my card: It's got such a power rating because I also designed the card to be played with. Yeah, you have it explode as a copy spell, basically. But if you can find a way to keep it alive it's a big strong guy that can slip through. It's interesting game design, to me.

Congrats to the winner!