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Ionbound
2016-05-05, 02:45 PM
Mind Clash-U

Instant-R

Counter target spell unless it's controller pays 1.

Mindstorm (When you cast this spell, copy it for each card drawn beyond the first this turn. You may choose new targets for the copies.)

mystic1110
2016-05-05, 03:06 PM
Subornation 3U
Enchantment M
Search target opponent's library for a Planeswalker card and put that card onto the battlefield under your control. Then that player shuffles his or her library.
“You too, Jace?”

Sgt. Cookie
2016-05-05, 06:04 PM
Planar Crossroads WUBRG
Enchantment - MR
At the beginning of your upkeep, you may choose a colour. If you do, put a Nomad of Mana planeswalker token of the chosen colour onto the battlefield with '+1: Add one mana of this permanent's colour to your mana pool' and '-X: This permanent deals X damage to target creature or player, where X is the amount of mana of this permanent's colour in your mana pool at the time of activation.' Nomad of Mana enters play with four loyalty counters.
The 'planeswalker uniqueness rule' doesn't apply to Nomads of Mana that don't share a colour.

Beacon of Chaos
2016-05-06, 10:34 AM
Tricky little challenge this.


Elite Doppelganger 2UUU

Creature - Shapeshifter - R

You may have ~ enter the battlefield as a copy of any creature on the battlefield, then, for each aura or equipment attached to that creature, put a token on the battlefield that is a copy of that aura or equipment and attach it to ~.

0/0


Could be better worded, I'm sure.

Jormengand
2016-05-06, 11:14 AM
Manascorch RR
Sorcery - R
Manascorch deals damage to target creature or player equal to the amount of red mana in your mana pool.
"I have the power, just like I have my sword. I don't need to spend my sword to fight you."
- Khaelar, the Warleader

ben-zayb
2016-05-06, 12:25 PM
Territorial Domination 2(U/G)
Enchantment (R)
At the beginning of each player's upkeep, put a territory counter on each land he or she controls. If that player has at least 100 territory counters from among lands he or she controls, he or she wins the game.
Remove ten territory counters from among lands you control: Tap target land, then target player gains control of it. Any player may activate this ability.

Territorial Domination (2/U)(2/G)
Enchantment (R)
4(2/G)(2/G): Tap target land, then gain control of it as long as ~ remains on the battlefield. Any player may activate this ability.
At the beginning of each player's upkeep, he or she wins the game if he or she controls ten more lands than each of his or her opponent.

BasketOfPuppies
2016-05-06, 01:21 PM
EDIT: I'm making a totally different card, for I didn't enjoy the last one I made.

Death's Door 3WB
Enchantment- MR
Whenever a player would be dealt damage, they may exile any number of creatures. If they do, they prevent X of that damage, where X is the total toughness of all creatures sacrificed.

braveheart
2016-05-06, 02:16 PM
I'll Roll Ya For It! 10
Instant- MR
[silver border]
Play only if you have less life than all other opponents.
Every player rolls a die. If two or more people tie for highest, they re-roll against each other. The player with the highest result wins the game.
Nah, it's totally fair!
But I had 16 more life than you...

Good thing I keep a 100 sided dice on me when I play magic

Blue Ghost
2016-05-06, 02:26 PM
Territorial Domination (2/U)(2/G)
Enchantment (R)
3(2/U)(2/G): Tap target land, then gain control of it. Any player may activate this ability.
When a player controls ten more lands than each of his or her opponent, that player wins the game.

I see four ways this can play out.


The game grinds to a halt as players start fighting for lands instead of playing Magic.
One player falls behind on lands and can't recover because every land he/she plays immediately gets stolen.
The players ignore this, and it has no effect on the game.
One player ramps up to an insane amount of land, then drops this and wins on the spot with no chance for interaction.


None of these sound particularly fun. Am I missing something?



I'll Roll Ya For It! 10
Instant- MR
[silver border]
Play only if you have less life than all other opponents.
Every player rolls a die. If two or more people tie for highest, they re-roll against each other. The player with the highest result wins the game.
Nah, it's totally fair!
But I had 16 more life than you...

So this is a card whose express purpose is to invalidate the rest of the game and make it come down to an arbitrary die roll? :smallconfused:

ben-zayb
2016-05-06, 02:40 PM
I see four ways this can play out.


The game grinds to a halt as players start fighting for lands instead of playing Magic.
One player falls behind on lands and can't recover because every land he/she plays immediately gets stolen.
The players ignore this, and it has no effect on the game.
One player ramps up to an insane amount of land, then drops this and wins on the spot with no chance for interaction.


None of these sound particularly fun. Am I missing something?Points 1 and 2 have merit, but 1 is meant to give the opponent a chance to defend itself at least. Would further driving the cost up lessen the problem of point 2? Point 3 does have an effect in the game if you are a control deck with that kind of inevitability you are going for. Point 4 is basically how plenty win-con cards (http://gatherer.wizards.com/Pages/Search/Default.aspx?text=+%5B%22you%20win%20the%20game%22 %5D) like this works, which was the point that I think you've missed about cards like this. Aside from ramp, you can also go full-swing land control, or land destruction. Plenty of options, really. Although, good point on chance for interaction, so I'd change that to a per upkeep check.

Blue Ghost
2016-05-06, 02:55 PM
Points 1 and 2 have merit, but 1 is meant to give the opponent a chance to defend itself at least. Would further driving the cost up lessen the problem of point 2? Point 3 does have an effect in the game if you are a control deck with that kind of inevitability you are going for. Point 4 is basically how plenty win-con cards (http://gatherer.wizards.com/Pages/Search/Default.aspx?text=+%5B%22you%20win%20the%20game%22 %5D) like this works, which was the point that I think you've missed about cards like this. Aside from ramp, you can also go full-swing land control, or land destruction. Plenty of options, really. Although, good point on chance for interaction, so I'd change that to a per upkeep check.

Driving up the cost could potentially help by making it harder to steal lands, but it would also make it more difficult for the player to reach the mana to fight back.
Making it a per upkeep check does alleviate the lack of interaction problem.
Land destruction is not good for the game. Repeated land destruction, which this effectively is, is even more problematic. Giving the opponent a chance to defend themselves does help to some extent, but regardless of what cost you price it at, there is a good chance of them not being able to get a chance to defend before you take all their lands. And if they are able to take their lands back, then we have the problem of the game grinding to a halt, as I mentioned.
A lot of cards have potential to cause problems. That's not necessarily a deal breaker, if what they add to the game is worth the problems. What kind of positive gameplay is your card supposed to accomplish?

ben-zayb
2016-05-06, 03:11 PM
Driving up the cost could potentially help by making it harder to steal lands, but it would also make it more difficult for the player to reach the mana to fight back.
Making it a per upkeep check does alleviate the lack of interaction problem.
Land destruction is not good for the game. Repeated land destruction, which this effectively is, is even more problematic. Giving the opponent a chance to defend themselves does help to some extent, but regardless of what cost you price it at, there is a good chance of them not being able to get a chance to defend before you take all their lands. And if they are able to take their lands back, then we have the problem of the game grinding to a halt, as I mentioned.
A lot of cards have potential to cause problems. That's not necessarily a deal breaker, if what they add to the game is worth the problems. What kind of positive gameplay is your card supposed to accomplish?Alright, those are good points, especially the intrusive costs, so I tweaked it to keep the spirit of using "more lands = WIN" while minimizing cost but making it more difficult to mess with other's lands. That is, if both of you have more or less the same amount of land, the land-grabbing cancels out with back and forth exchange. The idea is that it's an alternate win-con that most rewards non-aggro gameplay. Any thoughts on the fixed card?

LaZodiac
2016-05-06, 03:16 PM
Serenity, Archangel of Last Breath 5WW
Legendary Creature - Angel (MR)
Flying
You don't lose the game for having 0 or less life.
When Serenity dies, gain 10 life. Then exile Serenity.
6/6
"Live, for just a few moments longer."

Blue Ghost
2016-05-06, 03:18 PM
Alright, those are good points, especially the intrusive costs, so I tweaked it to keep the spirit of using "more lands = WIN" while minimizing cost but making it more difficult to mess with other's lands. That is, if both of you have more or less the same amount of land, the land-grabbing cancels out with back and forth exchange. The idea is that it's an alternate win-con that most rewards non-aggro gameplay. Any thoughts on the fixed card?

Definitely better. Doesn't halt the game, and less chance of locking a player out. Still has the potential to snowball and screw over a player who starts with less land, but it's less likely now.
The requirement for lands to be untapped is irrelevant, since players can just tap all their lands before their turn so they all untap.

Dr.Gunsforhands
2016-05-06, 03:50 PM
Obstructive Obfuscator 3UUU
Creature - Illusion MR
As an additional cost to cast a spell, you may any amount of mana.
X, discard a card: Counter target spell whose caster paid X mana to cast. Any player may activate this ability.
2/5

Ealon
2016-05-06, 04:33 PM
Rippling Earthquakes 2RR
Sorcery - MR
Rippling Earthquakes deals 2 damage to each creature without flying.
You get an emblem with "4RR, exile this emblem: This emblem deals 4 damage to each creature without flying. Activate this ability only any time you could cast a sorcery."
You get an emblem with "6RR, exile this emblem: This emblem deals 6 damage to each creature without flying. Activate this ability only any time you could cast a sorcery."
"The aftershocks are meant to be stronger and less predicable than the initial quake. -Guldran, tremor mage"

ericgrau
2016-05-06, 09:53 PM
Each type of token in a set is a slight burden to logistics and complexity. Sets prefer to repeat use of tokens across multiple cards when they can, especially at lower rarities, to cut down on mental space and to build a sense of familiarity. I doubt that there will be other cards in the set that make 1/2 and 1/6 pig tokens. Asymmetrical tokens are more complex to keep track of than ones with square stats, especially for players playing without token cards. And having multiple tokens of the same creature type in a set is confusing. All this doesn’t mean that it’s not possible to play around with different and asymmetrical tokens, but it means there is a real cost to doing so, and the benefit should be worth it. This card is just a generic token maker, and I don’t think it’s worth all the little design costs it incurs.
Pig should be capitalized, as it’s a subtype. It’s also not an existing creature type, and it doesn’t make much sense to add it to the creature type list as it’s already covered by Boar.
Hmm, 9/10 people I've played with including friends and random people I meet in shops don't even use token cards. They use dice or some such. Anything related to them never crossed my mind.

Blue Ghost
2016-05-06, 10:06 PM
Hmm, 9/10 people I've played with including friends and random people I meet in shops don't even use token cards. They use dice or some such. Anything related to them never crossed my mind.

If they don't use token cards, then it's even harder to keep track of power/toughness. It's not just about the number of different cards you need to print, but about the amount of mental space for the players to keep track of.

Beelzebub1111
2016-05-06, 10:19 PM
Something that hasn't been done before? I'll try

Thing Below the Mountain 1RR
Creature - Goblin Horror U
Trample
Seal to a Mountain (When this creature is cast from your hand, exile it bound to a Mountain you control. When that mountain enters a graveyard from the battlefield, put this creature on the battlefield under your control)
6/6

Blue Ghost
2016-05-07, 01:03 AM
Wisdom of the Ages 3GG
Sorcery (R)
Separate your graveyard into two piles. An opponent chooses one of the piles. Put that pile into your hand and exile the other.
“You cannot face this trial alone, child. Heed our voices and let us walk with you.”
—Anafenza, kin-tree spirit

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

Misothene
2016-05-07, 06:54 PM
Mind Barrier 2UU
Enchantment - R
You may block with cards in your hand as if they were 0/2 creatures. (During the declare blockers step, you may block with them. If at any point while blocking they are marked with damage equal to their toughness, they go to the graveyard. They are not creatures. They can still be cast. Don't reveal them unless otherwise told.)

This doesn't work. Damage being marked on something that isn't a creature doesn't do anything. In fact, I'm not sure damage can be marked on them at all. To make this functional, at minimum, some of the reminder text would need to become rules text. I'm also not sure how you reconcile "they can block and take damage" with "they're not creatures." A very, very similar card would simply read "Discard a card: target attacking creature becomes blocked."


Planar Crossroads WUBRG
Enchantment - MR
>At the start of your upkeep, you may choose a colour. If you do, place a planeswalker token named Nomad of Mana onto the battlefield with four loyalty counters. Nomad of Mana's colour is the chosen colour. It has "+1: Add one mana to your mana pool of Nomad of Mana's colour" and "-X: Deal X damage to target creature or player, where X is the total amount mana in your mana pool of Nomad of Mana's colour".
>You may control up to five planeswalkers named Nomad of Mana, as long as they do not share a colour.


Nomad of Mana's -X ability only cares about the colour of the Nomad that activated it. For instance, a Blue Nomad of Mana's -X only cares about how much Blue mana you have in your pool.

It's not the name of the planeswalker that matters, but the subtype. Technically, the way the first ability is worded, they don't HAVE a subtype, only a name, so the uniqueness rule would never apply to them anyway. Also, the second ability reads really confusing if the amount of mana in your mana pool changes. That is hard to fix without some functional changes. I think the following text fixes the uniqueness rule thing, and a few templating errors, but not the weird X thing:
"At the beginning of your upkeep, you may choose a color. If you do, put a Nomad of Mana planeswalker token of the chosen color onto the battlefield with '+1: Add one mana of one of this permanent's colors to your mana pool' and '-X: This permanent deals X damage to target creature or player, where X is the amount of mana of one of this permanent's colors in your mana pool.'
The 'planeswalker uniqueness rule' doesn't apply to Nomads of Mana that don't share a color."


EDIT: I'm making a totally different card, for I didn't enjoy the last one I made.

Death's Door 3WB
Enchantment- MR
Whenever a player would be dealt damage, they may sacrifice any number of creatures. If they do, they prevent X of that damage, where X is the total toughness of all creatures sacrificed, then exile those creatures.

Why not just "Whenever a player would be dealt damage, they may exile any number of creatures they control. If they do, prevent X of that damage, where X is the total toughness of all creatures exiled this way."


Ridiculous Bluff 1UUU
Creature - Illusion MR
Spells you cast are cast face-down. Reveal them as they resolve. (You must still pay all costs to cast spells legally.)
As an additional cost to cast a spell, you may any amount of mana.
X, discard a card: Counter target spell whose caster paid X mana to cast. Any player may activate this ability.
2/5

Face-down things are 2/2 creatures. If they were anything else, anarchy would ensue. How do I cast a creature spell with a target? Also, what happens if I cast something with split second? "I cast a spell targeting your Wandering Ones." "I'll respond by-" "You can't." "... what?" "YOU CAN'T. TRUST ME. THOSE ONES HAVE WANDERED TOO FAR."
I think the answers to my questions are: 1. You can't. You cast it, on resolution it turns back into a sorcery with no target chosen, and fizzles. Surprise! 2. Split second doesn't work, because the face-down spell on the stack doesn't have that quality. The Ones may still yet Wander.

That said, this card still technically works as written, it just does a bunch of weird stuff you may not have anticipated (the least of which is being very strong with morphs, effectively letting you cast them face-up for 3). The only wording change I recommend is changing the replacement ability to "When a face-down spell you control would resolve, instead turn it face up, then it resolves."


Rippling Earthquakes 2RR
Sorcery - MR
Deal 2 damaage to each creature without flying.
Gain an emblem with "4RR, exile this emblem: Deal 4 damage to each creature without flying. Activate this ability only any time you could cast a sorcery."
Gain an emblem with "6RR, exile this emblem: Deal 6 damage to each creature without flying. Activate this ability only any time you could cast a sorcery."
"The aftershocks are meant to be stronger and less predicable than the initial quake. -Guldran, tremor mage"

Minor templating errors here (which you might not recognize if most of your experience is with Hearthstone, where this wording is commonplace). "Rippling Earthquakes deals 2 damage..." and "You get an emblem with..."

Dr.Gunsforhands
2016-05-07, 07:47 PM
Split second might not be a big problem; I'm not sure how it works in MTGO, but IRL you can just flip it up and resolve it since there's nothing anyone can do about it anyway. I actually didn't mind the interaction with morphs - it was a fun if potentially broken easter egg - but that face-down cards are 2/2 creatures on the stack didn't occur to me.

So, I've decided to leverage this week's challenge premise to dodge the issue altogether. Just cover the card with your hand or something. :smalltongue:

ben-zayb
2016-05-07, 09:04 PM
There's the voidmage apprentice and some triggered abilities that counter spells, but those corner cases that you are very unlikely to see.

Ealon
2016-05-08, 12:16 PM
Minor templating errors here (which you might not recognize if most of your experience is with Hearthstone, where this wording is commonplace). "Rippling Earthquakes deals 2 damage..." and "You get an emblem with..."

Fixed.

Low blow saying most of my experience is with hearthstone. My experience is in modern, where emblems are close to non-existent and my Lightning Bolts just say "deal 3 damage"

ericgrau
2016-05-08, 12:23 PM
Dimensional Swap RRRRR
World Enchantment - MR
When ~ enters the battlefield, place all exiled permanents onto the battlefield under their owner's control and exile all other permanents not named ~.
When ~ leaves the battlefield, place all exiled permanents onto the battlefield under their owner's control and exile all other permanents not named ~.
New Field!

Ealon
2016-05-08, 12:36 PM
Dimensional Swap RRRRR
World Enchantment - MR
When ~ enters the battlefield, place all exiled permanents onto the battlefield under their owner's control and exile all other permanents not named ~.
When ~ leaves the battlefield, place all exiled permanents onto the battlefield under their owner's control and exile all other permanents not named ~.
New Field!

A warning: the way this is worded has a bad interaction with instant speed enchantment removal that will not be nice. This is the old oblivion ring wording instead of the newer stasis snare wording.

ericgrau
2016-05-08, 12:46 PM
A warning: the way this is worded has a bad interaction with instant speed enchantment removal that will not be nice. This is the old oblivion ring wording instead of the newer stasis snare wording.

Thanks. Stasis snare wording also causes logistics headaches for this card I think. Now I have this instead:

Dimensional Swap RRRRR
World Enchantment - MR
When ~ enters the battlefield, place all exiled permanents onto the battlefield under their owner's control and exile all other permanents, except those named ~.
When ~ leaves the battlefield, place ~ onto the bottom of its owner's library. Then place all exiled permanents onto the battlefield under their owner's control and exile all other permanents, except those named ~.
New Field!

Fable Wright
2016-05-08, 01:52 PM
Thanks. Stasis snare wording also causes logistics headaches for this card I think. Now I have this instead:

Dimensional Swap RRRRR
World Enchantment - MR
When ~ enters the battlefield, place all exiled permanents onto the battlefield under their owner's control and exile all other permanents not named ~.
When ~ leaves the battlefield, place ~ onto the bottom of its owner's library. Then place all exiled permanents onto the battlefield under their owner's control and exile all other permanents not named ~.
New Field!

...Is it just me, or is it bringing all the exiled permanents back just to exile them all again?

And if it isn't doing that, isn't this just a little broken, being a red Living Death that uses a zone that hasn't been balanced around such shenanigans? Selective Memory + this = I win, no save.

ericgrau
2016-05-08, 02:10 PM
...Is it just me, or is it bringing all the exiled permanents back just to exile them all again?

And if it isn't doing that, isn't this just a little broken, being a red Living Death that uses a zone that hasn't been balanced around such shenanigans? Selective Memory + this = I win, no save.
True, maybe there's a way to break it wide open. And it is intentional combo fuel. But that sounds like the hard way to do it. The opponent can tap for mana before his lands are exiled so any kind of enchantment removal or strong instant thwarts the entire plot. Heck a flash creature could screw you. As does the usual enemy winning before you finish your combo that gives you no board position until it's done.

Removing the enchantment usually brings the battlefield back to what it was before the enchantment was cast.

Fable Wright
2016-05-08, 02:18 PM
True, maybe there's a way to break it wide open. But that sounds like the hard way to do it. The opponent can tap for mana before his lands are exiled so any kind of enchantment removal or strong instant thwarts the entire plot. Heck a flash creature could screw you. As does the usual enemy winning before you finish your combo that gives you no board position until it's done.

Removing the enchantment usually brings the battlefield back to what it was before the enchantment was cast.

Let's say I've got a Spiketail Drakeling and a Banisher Priest in the 30 cards I exiled or so. The instant enchantment removal gets immediately countered, and the flash creature is now dealt with.

And what I was referring to was the way the wording appears to work:
Step 1: Return all exiled permanents to the field.
Step 2: Exile all permanents except for Field Shift.

Net effects: Almost all permanents are exiled, and... you get a lot of enter/leave the battlefield triggers(?) It does not appear to work as intended.

ericgrau
2016-05-08, 02:22 PM
Ah, it says "exile all other permanents". Not those that came in, not ~. Maybe grammar confusion? Edit clarified.

Misothene
2016-05-08, 03:12 PM
Fixed.

Low blow saying most of my experience is with hearthstone. My experience is in modern, where emblems are close to non-existent and my Lightning Bolts just say "deal 3 damage"

I apologize for my assumption, I meant no ill by it. The emblems still need to say what is doing the damage; the game needs to know what the source is.


Dimensional Swap RRRRR
World Enchantment - MR
When ~ enters the battlefield, place all exiled permanents onto the battlefield under their owner's control and exile all other permanents not named ~.
When ~ leaves the battlefield, place all exiled permanents onto the battlefield under their owner's control and exile all other permanents not named ~.
New Field!

1. Why is this a world enchantment?... They haven't printed one in decades... it could just be legendary.
2. "Place" is never used in the present tense in Magic. The verb you're looking for is "put." Weird and a little arbitrary, but such are the templating rules. It maintains distinctions between tenses of the word "put" and the difference between getting permanents and counters.
3. When a permanent leaves the battlefield, it ceases to be a permanent and becomes a "permanent card."
4. The abilities will all cross-pollinate with each other if you're trying to make them swap zones. Living Death gets around this by temporarily exiling all the stuff in your graveyard. The wording gets... strange... to make it work.
5. Why is this effect red?

The final wording (with a couple other minor fixes) looks like this:
"When Dimensional Swap enters the battlefield, exile all permanents not named Dimensional Swap, then each player puts each permanent card he or she owns in exile not exiled this way onto the battlefield.
When Dimensional Swap leaves the battlefield, put it on the bottom of its owner's library, then exile all permanents not named Dimensional Swap, then each player puts each permanent card he or she owns in exile not exiled this way onto the battlefield."

r2d2go
2016-05-08, 09:25 PM
Below is a rebuttal to various concerns the commentator (but not current participant) Misothene has brought up. However, it is all a moot point as I began developing a different card days ago, which I will be editing in shortly. You see, regardless of what mechanical problems exist, the greater issue is that new mechanics is not what the judge is asking at all. Each of his examples has large blocks of text using existing mechanics, but require no additions to the rules. So, while Misothene's critique is appreciated, it was not necessary.


This doesn't work. Damage being marked on something that isn't a creature doesn't do anything. In fact, I'm not sure damage can be marked on them at all. To make this functional, at minimum, some of the reminder text would need to become rules text. I'm also not sure how you reconcile "they can block and take damage" with "they're not creatures."

Sure it works. It just takes a reading that says "block as a creature" meaning "function as a creature during blocking", which is both a perfectly fine English interpretation and a phrase that hasn't been used in MtG previously. It'd require a new clause in the rules, of course (as does any new keyword and half the cards in a challenge to do something that hasn't been done before)- that's why the reminder text is there.


A very, very similar card would simply read "Discard a card: target attacking creature becomes blocked."


Maybe in concept - in practice, this is much stronger. It blocks tramplers to a significant degree, it blocks weenies for free, and most importantly, it lets you pick and choose instants to block with, then cast those instants for a "free block", gaining relative card advantage. In downsides, it can't block unblockable things, which makes sense.

In Vorthos and Melvin terms, this also works better. Making things blocked has been established as a white mechanic, as far as I can tell (a gatherer search of "becomes" + "blocked" + not "whenever") - That card in concept would be white, which could work as a control color, but certainly does not work as the creator of a mind barrier. Which is the purpose of the card - removing the distinction between board and card advantage (which is represented consistently in MtG as knowledge), for the sake of creating a defensive card. It fills the niche of "helping survive to use all your cards" very directly, as well as encouraging standard control things - casting spells at instant speed, reacting to the situation.

tgva8889
2016-05-08, 10:46 PM
Stoke the Mind XR
Sorcery (U)
X is the number of cards in your hand as you cast Stoke the Mind.
Discard your hand, then draw X cards plus one.

Ealon
2016-05-09, 06:35 PM
I apologize for my assumption, I meant no ill by it. The emblems still need to say what is doing the damage; the game needs to know what the source is.


No troubles, it was just an odd assumption to make. Fixed, again. Being new to this thread I didn't realize how strict the template needed to be.

Sgt. Cookie
2016-05-09, 08:57 PM
How do you even Exile an emblem, anyway? They're not permanents and they're not even in play. They actually end up in the Command zone.

Misothene
2016-05-09, 11:01 PM
Teneb's Demand 2WB
Sorcery- R
An opponent chooses two-

You draw up to three cards and lose one life for each card drawn this way.
Each opponent sacrifices two creatures.
Exile target permanent.
You put four 1/1 white and black Human Warrior creature tokens with lifelink onto the battlefield.




No troubles, it was just an odd assumption to make. Fixed, again. Being new to this thread I didn't realize how strict the template needed to be.

It's not a requirement for posting to have everything be perfect, but cards do need to be phrased in a certain way for the game rules to parse them. My intent is to avoid easily fixable situations where the judge might think "I like this idea, but the templating is unclear" or "the rules for this don't make sense/aren't fleshed out enough."


How do you even Exile an emblem, anyway? They're not permanents and they're not even in play. They actually end up in the Command zone.

There is no precedent for an emblem going away. As the rules are currently written, emblems only function from the command zone; as such, exiling them would put them into a zone where they don't work. The rules would probably be updated to say that an emblem outside the command zone ceases to exist, like tokens cease to exist off the battlefield.

Ealon
2016-05-10, 12:29 PM
How do you even Exile an emblem, anyway? They're not permanents and they're not even in play. They actually end up in the Command zone.

Misothene hit it on the head. Exiling an object just mean "Move it from where it is now, and put in in the exile zone." Once you pay the cost of the activated ability on the emblem, it's not in the command zone and can't be used it again, or disappears. Given the nature of the challenge, several ideas will require adding some rules to make it work (I was going to bring up the Mind Barrier, block with cards from your hand enchantment, but it looks like that one was removed.)

When does judging normally take place? Wednesday?

r2d2go
2016-05-10, 02:17 PM
Misothene hit it on the head. Exiling an object just mean "Move it from where it is now, and put in in the exile zone." Once you pay the cost of the activated ability on the emblem, it's not in the command zone and can't be used it again, or disappears. Given the nature of the challenge, several ideas will require adding some rules to make it work (I was going to bring up the Mind Barrier, block with cards from your hand enchantment, but it looks like that one was removed.)

When does judging normally take place? Wednesday?

Yesterday, I'd think (unless "each week" is interpreted to start upon new judge posting a challenge). Details on the front page.

Exile to be honest is probably fine without more rules added - moving to the exile zone disables the emblem well enough.

Blue Ghost
2016-05-10, 04:03 PM
I think we've been doing it as one week from the start of the current challenge. So that would be two days from now.

Ninjaman
2016-05-11, 05:43 AM
Judging will be tomorrow, it is a week from the challenge is started.

Ninjaman
2016-05-12, 05:58 PM
Phantom Blade 2
Artifact - Equipment R
Equipped creature gets double strike.
Whenever equipped creature deals damage, its power becomes 1 until end of turn.
It's not the wound that kills you.
Equip 2
It hasn't been done before, but I don't really see the point of it. It kinda works like +1/+0 and first strike, though it's pretty pricey for that. I'm guessing it is meant to be used with other effects that boosts power.



Mind Clash-U

Instant-R

Counter target spell unless it's controller pays 1.

Mindstorm (When you cast this spell, copy it for each card drawn beyond the first this turn. You may choose new targets for the copies.)
This is just straight up a better force spike, that is too good. Also if mindstorm is keyworded an effect like this should probably be on an uncommon.



Subornation 3U
Enchantment M
Search target opponent's library for a Planeswalker card and put that card onto the battlefield under your control. Then that player shuffles his or her library.
“You too, Jace?”
It's a scary card but so is bribery already. Finding an Ugin could be game breaking, but so could a lot of picks with bribery. I am unsure if you can keep it down to cmc 4 though, but I am guessing probably.



Planar Crossroads WUBRG
Enchantment - MR
At the beginning of your upkeep, you may choose a colour. If you do, put a Nomad of Mana planeswalker token of the chosen colour onto the battlefield with '+1: Add one mana of this permanent's colour to your mana pool' and '-X: This permanent deals X damage to target creature or player, where X is the amount of mana of this permanent's colour in your mana pool at the time of activation.' Nomad of Mana enters play with four loyalty counters.
The 'planeswalker uniqueness rule' doesn't apply to Nomads of Mana that don't share a colour.
Certainly a unique card, though I don't think what it does should be done, for one thing planeswalkers are just too special and unique.



Elite Doppelganger 2UUU
Creature - Shapeshifter - R
You may have ~ enter the battlefield as a copy of any creature on the battlefield, then, for each aura or equipment attached to that creature, put a token on the battlefield that is a copy of that aura or equipment and attach it to ~.
0/0
Certainly an interesting card. It's funny how if you copy equipments they stick around though.



Manascorch RR
Sorcery - R
Manascorch deals damage to target creature or player equal to the amount of red mana in your mana pool.
"I have the power, just like I have my sword. I don't need to spend my sword to fight you."
- Khaelar, the Warleader
So.. it's kind of like a fireball, except weaker but you can still use the mana afterwards. It can also only use red mana, limiting it to mono red decks. In which you need 6 mana to make it more than a bad searing spear. Cool design but I don't think it's usable.



Territorial Domination 2(U/G)
Enchantment (R)
At the beginning of each player's upkeep, put a territory counter on each land he or she controls. If that player has at least 100 territory counters from among lands he or she controls, he or she wins the game.
Remove ten territory counters from among lands you control: Tap target land, then target player gains control of it. Any player may activate this ability.
Definitely a lot more balanced than the earlier version. Still hard to judge the balance, but it seems fine, and a really cool design too. There is ni reason to tap the land you take though as the opponent can always tap it in response.




Death's Door 3WB
Enchantment- MR
Whenever a player would be dealt damage, they may exile any number of creatures. If they do, they prevent X of that damage, where X is the total toughness of all creatures sacrificed.
first off the wording doesn't work, it says exile one place, sacrifice another. Even with that fixed I don't see when anyone would use this card.



Serenity, Archangel of Last Breath 5WW
Legendary Creature - Angel (MR)
Flying
You don't lose the game for having 0 or less life.
When Serenity dies, gain 10 life. Then exile Serenity.
6/6
"Live, for just a few moments longer."
This is a really cool design. It's one of those effects that feels new yet familiar at the same time.


Obstructive Obfuscator 3UUU
Creature - Illusion MR
As an additional cost to cast a spell, you may any amount of mana.
X, discard a card: Counter target spell whose caster paid X mana to cast. Any player may activate this ability.
2/5
So basically you can counter all of your opponent's spells as long as you have more mana and cards in hand? That seems really boring.


More to come

- - - Updated - - -


Rippling Earthquakes 2RR
Sorcery - MR
Rippling Earthquakes deals 2 damage to each creature without flying.
You get an emblem with "4RR, exile this emblem: This emblem deals 4 damage to each creature without flying. Activate this ability only any time you could cast a sorcery."
You get an emblem with "6RR, exile this emblem: This emblem deals 6 damage to each creature without flying. Activate this ability only any time you could cast a sorcery."
"The aftershocks are meant to be stronger and less predicable than the initial quake. -Guldran, tremor mage"
Cool effect, though making them enchantments would achieve pretty much the same effect. Also it seems a tad bit too expensive, I don't see when dealing 2 damage for 4 mana is ever gonna be good.



Something that hasn't been done before? I'll try

Thing Below the Mountain 1RR
Creature - Goblin Horror U
Trample
Seal to a Mountain (When this creature is cast from your hand, exile it bound to a Mountain you control. When that mountain enters a graveyard from the battlefield, put this creature on the battlefield under your control)
6/6
That definitely doesn't need to be keyworded. It seems unfun to play with too. Also your opponent can remove your sealed creature by bouncing the land, that seems very feel bad.




Wisdom of the Ages 3GG
Sorcery (R)
Separate your graveyard into two piles. An opponent chooses one of the piles. Put that pile into your hand and exile the other.
“You cannot face this trial alone, child. Heed our voices and let us walk with you.”
—Anafenza, kin-tree spirit

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Green/Wisdom%20of%20the%20Ages_zpsblvqbgiz.png
Mini preator's counsel? I like it. Unsure how good it is outside of commander, but the design is really neat.




Dimensional Swap RRRRR
World Enchantment - MR
When ~ enters the battlefield, place all exiled permanents onto the battlefield under their owner's control and exile all other permanents, except those named ~.
When ~ leaves the battlefield, place ~ onto the bottom of its owner's library. Then place all exiled permanents onto the battlefield under their owner's control and exile all other permanents, except those named ~.
New Field!
This flips over the game way too much for five mana. You may have missed it hits lands as well. Also exile is not meant to be used like this.



Stoke the Mind XR
Sorcery (U)
X is the number of cards in your hand as you cast Stoke the Mind.
Discard your hand, then draw X cards plus one.
Reminds me a bit of breakthrough, but very unique effect. It feels very expensive though.



Teneb's Demand 2WB
Sorcery- R
An opponent chooses two-

You draw up to three cards and lose one life for each card drawn this way.
Each opponent sacrifices two creatures.
Exile target permanent.
You put four 1/1 white and black Human Warrior creature tokens with lifelink onto the battlefield.

Cool design. Pick your poison cards are usually bad, but this might just be powerful enough to be good. The black sheep is the second ability though, as its existence assures that this card always feels bad against an opponent with no creatures on the field. Also I would like it better if the first option was mandatory draw.


Lots of neat designs this time, one I find is a bit better than the others though:

LaZodiac with Serenity, Archangel of Last Breath

Ionbound
2016-05-12, 07:59 PM
Oops...I meant to make a worse version of Flusterstorm (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=FLUSTERSTORM) Missed a very important qualifier on that though...

LaZodiac
2016-05-13, 12:38 AM
Woo! I won! Let's see, our next contest...

Make a card inspired by martial arts! Be it movies or the actual idea of martial arts itself.

somethingrandom
2016-05-13, 07:14 AM
Sho Tan, Unarmed Master WW
Legendary Creatue - Human Monk

Equipment may not be equiped to ~

T: Destroy target attacking creature blocked by ~ with at least 1 equipment equiped to it

2/2


This was inspired by the fact that in most martial arts films it seams that as soon as someone picks up a weapon they have immediately lost.

mystic1110
2016-05-13, 08:47 AM
The Long Tutelage of YinBao WG
Legendary Enchantment - Aura R
Enchant Creature
At the beginning enchanted creature's controller's upkeep put a training counter on enchanted creature.
At the beginning of each of enchanted creature's controller's combat phase he or she may tap enchanted creature. If he or she does enchanted creature gets +X/+X until end of turn where X is the amount of training counters on it, and it fights target creature you don't control.

Beelzebub1111
2016-05-13, 09:00 AM
Hokuto Shin Ken B
Enchantment - Aura R
Enchant creature
Vanishing 2
When Hokuto Shin Ken is put into a graveyard from play, the enchanted creature's controller sactifices it.

Ionbound
2016-05-13, 11:07 AM
Spirit Bomb-2WR

Enchantment-R

At the beginning of your end step, put a number of charge counters on ~ equal to the number of creatures you control. Then, if ~ has 30 or more charge counters on it, you win the game.

People of Earth! Lend me your strength!

braveheart
2016-05-13, 12:32 PM
Shin, Master of the 8 Palms 3WUR
Legendary Creature - Human, Monk - M
Protection from attacking Creatures
Whenever Shin, Master of 8 Palms blocks a creature, he fights that creature.
Shin, Master of the 8 Palms can block an additional 7 creatures each combat
4/6

r2d2go
2016-05-13, 02:33 PM
Thunderkick 1R
Sorcery - U
Choose a target creature or player. At the beginning of your next upkeep, deal 4 damage to it.
Normally, it doesn't include actual thunder.

It's a spinning roundhouse kick that's pretty easy to dodge, but is more or less the most powerful kick you can practically pull off.

Jormengand
2016-05-13, 03:27 PM
Bar Brawler 3RR
Creature - Human Warrior R
At the start of your upkeep, put a colourless equipment artifact token called "Improvised weapon" with "Equip 2" and "Equipped creature gets +1/+1" onto the battlefield under your control.
The first rule of unarmed combat: Don't be unarmed.
2/2

Sgt. Cookie
2016-05-13, 05:30 PM
Be Water 2UU
Enchantment - U
At the start of your upkeep, you may select a basic land type. Any number of basic lands you control become that type.
"Empty your mind, be formless, shapeless..."

Blue Ghost
2016-05-13, 07:17 PM
Be Water 2BB
Enchantment - U
At the start of your upkeep, you may select a basic land type. Any number of basic lands you control become that type.
"Empty your mind, be formless, shapeless..."

You sure you mean black and not blue?

Fable Wright
2016-05-13, 09:51 PM
Kick Into Next Week UWR
Instant - R
Exile target creature, then return it to the battlefield tapped under its owner's control at the beginning of its owner's next end step. Then that creature deals damage equal to its toughness to its controller.
What, you thought I was joking? —Lu-Tze, Master of Déjà fu

ben-zayb
2016-05-13, 11:12 PM
Chan, Who Wants no Trouble 1WW
Legendary Creature - Human Monk (R)
Protection from creatures with greater power
WW: Tap target noncreature artifact. If that artifact becomes tapped this way, tap target creature.
1/6

Sgt. Cookie
2016-05-14, 07:56 AM
You sure you mean black and not blue?

...I meant blue, yes. Thank you.

Jormengand
2016-05-14, 08:34 AM
School of No Sword 2UU
Legendary Enchantment - R
Whenever a player would be dealt damage, instead that player puts that many cards from the top of their library into their graveyard.
And that is how you defeat your enemy... with no sword!

EDIT: Forgot I'd already made a card for this. I'll work out which I prefer at some point.

The_Tentacle
2016-05-15, 09:38 PM
Wizened Master 2WW
Creature - Human (R)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
First Strike
The creature ~ is paired with has first strike.
When ~ would die, instead flip it and attach it to the creature it was paired with.
3/3
"Patience, young one. One day, perhaps, you will be ready."
//////////////////////////
Master's Legacy
[white color indicator]
Enchantment - Aura (R)
Enchant Creature
Enchanted creature has +3/+3, double strike, and hexproof.
"My time has come. You are ready, young one."


Any suggestions on balance or what effects the enchantment should have would be welcome.

Blue Ghost
2016-05-16, 12:17 AM
Wizened Master 2WW
Creature - Human (R)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
First Strike
When ~ would die, instead flip it and attach it to the creature it was paired with.
3/3
"Patience, young one. One day, perhaps, you will be ready."
//////////////////////////
Master's Legacy
[white color indicator]
Enchantment - Aura (R)
Enchant Creature
Enchanted creature has +3/+3, double strike, and hexproof.
"My time has come. You are ready, young one."


Any suggestions on balance or what effects the enchantment should have would be welcome.

Not sure what soulbond is accomplishing here, since the front side doesn't interact with the paired creature at all. Would be much simpler to just have it go on any creature when it dies. That would also mean that you don't have to have soulbond in the set where this is printed.
As for what effects the enchantment should have, for aesthetic purposes it would be nice to match the front side. If the creature has 3/3 and first strike, the enchantment should grant +3/+3 and first strike. It doesn't make sense for the master's legacy to grant abilities that the master himself didn't have.
A possible problem is if this dies when it's not paired/you have no other creatures out. That could be pretty feel-bad. On the other hand, it does add some tactical considerations to the game, so it might be worth it.

Dr.Gunsforhands
2016-05-16, 11:38 PM
Swing and Sway XU
Instant - R
Choose one or both:
- Target creature you control gets +X/-X until end of turn
- Target creature you control gets -X/+X until end of turn

The_Tentacle
2016-05-17, 08:12 AM
Not sure what soulbond is accomplishing here, since the front side doesn't interact with the paired creature at all. Would be much simpler to just have it go on any creature when it dies. That would also mean that you don't have to have soulbond in the set where this is printed.
As for what effects the enchantment should have, for aesthetic purposes it would be nice to match the front side. If the creature has 3/3 and first strike, the enchantment should grant +3/+3 and first strike. It doesn't make sense for the master's legacy to grant abilities that the master himself didn't have.
A possible problem is if this dies when it's not paired/you have no other creatures out. That could be pretty feel-bad. On the other hand, it does add some tactical considerations to the game, so it might be worth it.

You were right about the soulbond thing, but I elected to keep it because it helps the flavor a little more. I just added an effect instead of taking it out. As to the flip side giving powers the master didn't have, it represents the pupil being more powerful than the master ever was, which is a pretty common trope as well. And yeah, it sucks if the master dies with no paired creature, but I thought that adding that tactical consideration and potential drawback was simpler and overall better than the overly complicated wording that adding a failsafe would require.

Ealon
2016-05-17, 12:05 PM
Sai Tora, Tiger Mind's Eye 2UW
Legendary Creature, Human Monk MR
Prowess, Vigilance
Whenever ~ attacks or blocks, look at the top three cards of your library. You my reveal a non-land, non-creature spell with a converted mana equal or cost less than ~'s power and cast it without paying it's mana cost. Then put the rest on the bottom of your library in any order.
2/4

Blue Ghost
2016-05-17, 11:55 PM
Bloodfire Surge 2RR
Sorcery (U)
Target creature you control gets +3/+3 and gains trample and double strike until end of turn. Sacrifice it at the beginning of the next end step.
"Will this kill me? Certainly. But not before it kills you." --Sun Yang, bloodfire master

BasketOfPuppies
2016-05-18, 12:07 AM
Shikari Hirojito 2WU
Legendary Creature- Human Monk R
first strike
~ may block any number of creatures.
~ gains +2/+2 for each creature it blocks beyond the first.
~ gains indestructible if it is assigned to block more than four creatures in combat.
2/4

Fortuna
2016-05-18, 12:26 AM
Withdrawn Meditation WU
Enchantment - Aura U
Enchant creature
Enchanted creature can't attack or block.
At the beginning of enchanted creature's controller's upkeep, that player may draw a card.

Ninjaman
2016-05-18, 04:17 AM
Fist of Tomorrow - WG
Instant - U
Target creature gets +2/+2 until end of turn. If Fist of Tomorrow was cast from exile, that creature gets +5/+5 instead.
Rebound

Beacon of Chaos
2016-05-18, 04:17 AM
Judo Master 2WW

Creature - Human Monk - U

Vigilance

T: ~ deals damage equal to its power to target creature blocking or blocked by it. Tap that creature and remove it from combat. It doesn't untap during its controller's next untap step.

"Throwing people is easy. Throwing dragons is much harder... but still doable."

2/3

LaZodiac
2016-05-20, 01:23 AM
Judging shall begin! Danzai!


Sho Tan, Unarmed Master WW
Legendary Creatue - Human Monk

Equipment may not be equiped to ~

T: Destroy target attacking creature blocked by ~ with at least 1 equipment equiped to it

2/2


This was inspired by the fact that in most martial arts films it seams that as soon as someone picks up a weapon they have immediately lost.

Mechanically, this is pretty neat. Narrow, but neat. It'd need a set full of equipment to work in, but weapon are quite often seen in martial arts movies so it'd fit the flavor well. I like it! It's colour is right too, White is definitely the colour that would beat you up for trying to make yourself better than everyone else using equipment.


The Long Tutelage of YinBao WG
Legendary Enchantment - Aura R
Enchant Creature
At the beginning enchanted creature's controller's upkeep put a training counter on enchanted creature.
At the beginning of each of enchanted creature's controller's combat phase he or she may tap enchanted creature. If he or she does enchanted creature gets +X/+X until end of turn where X is the amount of training counters on it, and it fights target creature you don't control.

This is a nice card, but I feel it's way to wordy and complicated. Using a training counter would mean we can't use +1+1 counters, and that's always a concern to keep in mind. It would of been better using +1+1 counters, and a tap ability instead of at the beginning of combat.. So yeah, overall it's good, I just think you could simplify it a bit and it'd be better.


Hokuto Shin Ken B
Enchantment - Aura R
Enchant creature
Vanishing 2
When Hokuto Shin Ken is put into a graveyard from play, the enchanted creature's controller sactifices it.

This is one of the cards in this contest that makes me frustrated. Vanishing is an interesting mechanic to use, but putting it on a type of removal is just weird and basically just plays poorly. The flavor also doesn't match the mechanical effect at all. Hokuto Shin Ken is the name of the fighting style, so it shouldn't be on an offensive card like this, and it shouldn't be a sacrifice effect. What this should be is a damage spell, can still be Black. I'd go...

Hyakuretsu-Ken XBB
Instant (R)
Deal 1 damage to X target creatures. Destroy them at the end of your turn.

For something like that. It carries the flavor a lot better, while also being a mechanically good card, which your card just also really lacks. Delayed removal is almost always sour.


Spirit Bomb-2WR

Enchantment-R

At the beginning of your end step, put a number of charge counters on ~ equal to the number of creatures you control. Then, if ~ has 30 or more charge counters on it, you win the game.

People of Earth! Lend me your strength!

Like the card above, this shouldn't be an enchantment it should be a burn spell! I like what you're trying to do here, but this just doesn't work. I like alternate win condition cards but this is alternatively too easy or just flat out impossible to get. The flavor also doesn't really work exactly. I'd make this a burn spell that does X damage based on the number of creatures you have, and has Convoke.


Shin, Master of the 8 Palms 3WUR
Legendary Creature - Human, Monk - M
Protection from attacking Creatures
Whenever Shin, Master of 8 Palms blocks a creature, he fights that creature.
Shin, Master of the 8 Palms can block an additional 7 creatures each combat
4/6

I really like what you're trying to do here, it just doesn't work. I get that he gets to throw all his damage in before they attack, and I think that's stylish. It's just not WUR. This card could very easily be mono white, you'd just need to use first strike or Double Strike in place of his fight ability. Or you could have him create clones of himself to block creatures. Overall it's just...a little under par for my liking.


Thunderkick 1R
Sorcery - U
Choose a target creature or player. At the beginning of your next upkeep, deal 4 damage to it.
Normally, it doesn't include actual thunder.

It's a spinning roundhouse kick that's pretty easy to dodge, but is more or less the most powerful kick you can practically pull off.

Mechanically this is pretty interesting. I'm not a big fan of delayed burn spells but they are a thing Red does once or twice. I still think delayed removal can be a little too salty, but the cost is good. My concern is...what's the flavor? I get it's meant to be some kind of special real world kick but...I don't think that really works.


Bar Brawler 3RR
Creature - Human Warrior R
At the start of your upkeep, put a colourless equipment artifact token called "Improvised weapon" with "Equip 2" and "Equipped creature gets +1/+1" onto the battlefield under your control.
The first rule of unarmed combat: Don't be unarmed.
2/2

I like this card! This guy shows up and just starts throwing improvised weapons at everyone! This is something that would really fit into a martial arts themed set too, because it'd help get everyone a weapon to be exploited. I'm thinking it might not be the best for it to constantly spawn equipment, but at the same time I kind of don't. This card works!


Be Water 2UU
Enchantment - U
At the start of your upkeep, you may select a basic land type. Any number of basic lands you control become that type.
"Empty your mind, be formless, shapeless..."

This is the second card to really frustrate me. I get where you're coming from, quoting Bruce Lee here. But the problem is that the quote enough isn't going to make this card be flavorful. Mechanically, this effect costs...less than one mana. If this was on a one mana cantrip I'd probably still not really be happy I played it. I do like the IDEA of it, I'm just not sure how to make it work.

Flavor wise though this is a total failure. The pun is nice, I get it, good job, but this quote is about fighting. Learn to be like the water, taking the form of what you go into, adapting and flowing from one moment to the next. Make this an aura where the enchanted creature can get +x-x or -x+x. It'd be a very flavorful card, still fit in blue, and actually not make me want to jump through my laptop.


Kick Into Next Week UWR
Instant - R
Exile target creature, then return it to the battlefield tapped under its owner's control at the beginning of its owner's next end step. Then that creature deals damage equal to its toughness to its controller.
What, you thought I was joking? —Lu-Tze, Master of Déjà fu

I...actually really like this! I think the ability and how it's written, as well as the card name and flavor text, would fit better in an un-set than a regular set...but that being said this card is actually pretty good! My only issue is that it's not suuuuper flavorful, but I can't really fault it for that, the mechanics are clearly trying to tell a story specifically here and it works.


Chan, Who Wants no Trouble 1WW
Legendary Creature - Human Monk (R)
Protection from creatures with greater power
WW: Tap target noncreature artifact. If that artifact becomes tapped this way, tap target creature.
1/6

Okay you got me, this is a funny card. I like how the title he has feels like it'd fit in Kamigawa, and I like how he's a very defensive, powerful card. I'd give you extra points if he was just a human, or if he was a Human Coward, but really that'd just be box checking at the end of the day. I like what you're doing here though. That said, the writing on it's ability is a little clunky. I don't think the "if that artifact becomes tapped this way" is needed.


Wizened Master 2WW
Creature - Human (R)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
First Strike
The creature ~ is paired with has first strike.
When ~ would die, instead flip it and attach it to the creature it was paired with.
3/3
"Patience, young one. One day, perhaps, you will be ready."
//////////////////////////
Master's Legacy
[white color indicator]
Enchantment - Aura (R)
Enchant Creature
Enchanted creature has +3/+3, double strike, and hexproof.
"My time has come. You are ready, young one."


Any suggestions on balance or what effects the enchantment should have would be welcome.

I want to like this card, I really do. The flavor is basically spot on, and the mechanics are really good. But some things hold it down. Soulbond is trouble, and I think overall makes the card clunkier and more bloated than it needs to be. Maybe let it give a target creature first strike for a turn. The enchantment not giving the same things that his creature form had also feels like a bit of an error, though I do like the idea of "since they've been trained, they've evolved from First Strike to Double Strike. Hexproof seems kinda out of nowhere though.


Swing and Sway XU
Instant - R
Choose one or both:
- Target creature you control gets +X/-X until end of turn
- Target creature you control gets -X/+X until end of turn

Really solid card! It's one of the few times and ways Blue can really get power boosting or toughness boosting, and the flavor is spot on. That's really all I have to say about it, it's a good card.


Sai Tora, Tiger Mind's Eye 2UW
Legendary Creature, Human Monk MR
Prowess, Vigilance
Whenever ~ attacks or blocks, look at the top three cards of your library. You my reveal a non-land, non-creature spell with a converted mana equal or cost less than ~'s power and cast it without paying it's mana cost. Then put the rest on the bottom of your library in any order.
2/4

This is...a really interesting card! Cheating out your own spells in a way that fits the old Narset, it's quite stylish. I think having it trigger when it blocks might be a bit too strong though. Tying it to his power is an interesting balance thing though. Overall this is a really good card, I like it a lot. I can maybe see Vigilance being a bit much on this guy though.


Bloodfire Surge 2RR
Sorcery (U)
Target creature you control gets +3/+3 and gains trample and double strike until end of turn. Sacrifice it at the beginning of the next end step.
"Will this kill me? Certainly. But not before it kills you." --Sun Yang, bloodfire master

I'm glad someone tried to do a card for the whole "this is my secret forbidden technique!" trope. It's really bloody strong, especially for an uncommon, but it also kills your creature so it balances out, and the double R makes it harder to cast. It being a sorcery also makes it far less useful, which is for the best because this shouldn't be a combat trick! So yeah, good card.


Shikari Hirojito 2WU
Legendary Creature- Human Monk R
first strike
~ may block any number of creatures.
~ gains +2/+2 for each creature it blocks beyond the first.
~ gains indestructible if it is assigned to block more than four creatures in combat.
2/4

This seems a little absurd. I also don't think it's really blue, persay. I like what you're trying to do though, this is a martial artist who gets stronger the more foes he fights. It's the rule of inverse ninjutsu, which is neat. I like it, I just think it needs some balancing.


Withdrawn Meditation WU
Enchantment - Aura U
Enchant creature
Enchanted creature can't attack or block.
At the beginning of enchanted creature's controller's upkeep, that player may draw a card.

I actually quite like this. IT's basically a removal spell, but with the twist that since it's so cheap it also provides an upside. I can see using this on your own creature if you're feelin' risky. I like the flavor here.


Fist of Tomorrow - WG
Instant - U
Target creature gets +2/+2 until end of turn. If Fist of Tomorrow was cast from exile, that creature gets +5/+5 instead.
Rebound

I like the idea of spells that do more if they're cast from REbound. Makes for some interesting gameplay. That being said, this is...well, just kinda there. It's good, but I don't feel anything from the flavor. Which is fair, it's just a special time punch.


Judo Master 2WW

Creature - Human Monk - U

Vigilance

T: ~ deals damage equal to its power to target creature blocking or blocked by it. Tap that creature and remove it from combat. It doesn't untap during its controller's next untap step.

"Throwing people is easy. Throwing dragons is much harder... but still doable."

2/3

I like this, I'm just unsure of why it's Blue. This feels more Green mechanically than anything else. That said the flavor is good. So you're a little bit off on this one.

And that's it. This was a pretty tough challenge to judge for, you all gave some interesting cards if nothing else.

The Winner Is!: Fable Wright, with Kick Into Tomorrow! The flavor is silly but it has a really good martial arts movie feel that I like, and mechanically is quite sound, showing off each of it's colours well. It's also a delayed burn spell that solves the problem of "being delayed sucks" with having a more immediate effect that feeds into the burn it does.

Beacon of Chaos
2016-05-20, 02:57 AM
Judo Master 2WW

I like this, I'm just unsure of why it's Blue.
http://i70.photobucket.com/albums/i93/DiegoHavoc/Reactions/tumblr_mvukv6kGR71se4tpno1_540.png

somethingrandom
2016-05-20, 04:51 AM
Withdrawn Meditation WU
Enchantment - Aura U
Enchant creature
Enchanted creature can't attack or block.
At the beginning of enchanted creature's controller's upkeep, that player may draw a card.








I actually quite like this. IT's basically a removal spell, but with the twist that since it's so cheap it also provides an upside. I can see using this on your own creature if you're feelin' risky. I like the flavor here.

I'd point out that Pacifism is 1W and I don't recall hearing people say it was overpowered

LaZodiac
2016-05-20, 07:59 AM
http://i70.photobucket.com/albums/i93/DiegoHavoc/Reactions/tumblr_mvukv6kGR71se4tpno1_540.png

Yeah that was due to my being sleepy while writing my judgements, sorry! I...could of swore it was U's. Sorry. That doesn't change my judgement though, it's a good card.


I'd point out that Pacifism is 1W and I don't recall hearing people say it was overpowered

Pacifism is really powerful. It's also fair, though potentially a little over the line for some people.

Beacon of Chaos
2016-05-20, 10:38 AM
Yeah that was due to my being sleepy while writing my judgements, sorry! I...could of swore it was U's. Sorry. That doesn't change my judgement though, it's a good card.
Well, fair enough then. As long as you liked it. :smallsmile:

LaZodiac
2016-05-20, 10:42 AM
Well, fair enough then. As long as you liked it. :smallsmile:

I did. We had some good cards this contest, it was actually pretty tough to choose.

Ionbound
2016-05-20, 10:43 AM
@La: The reason I made spirit bomb an alt-wincon was, well...How often did the spirit bomb not end a fight outright?

LaZodiac
2016-05-20, 10:45 AM
@La: The reason I made spirit bomb an alt-wincon was, well...How often did the spirit bomb not end a fight outright?

Of the times it was used it worked like once. Out of like three or four.

Blue Ghost
2016-05-20, 10:46 AM
I'd point out that Pacifism is 1W and I don't recall hearing people say it was overpowered

Pacifism is extremely powerful in limited. When it was printed in Dragons of Tarkir, the surrounding context made it as weak as it could possibly be, and it was still far and away the best common in the set. The strength of removal in limited depends on the needs of the set, and Pacifism would definitely be over the line in most modern sets, hence why it's been so seldom reprinted in recent years. Even if it's not game-breaking, it's known to be very powerful, and there's room for weaker versions to make card evaluation more interesting. Besides, Withdrawn Meditation can't really be compared to Pacifism, because its primary purpose is to use it on your own creature.

My assessment of Withdrawn Meditation: As a removal spell, it definitely sucks. And as a draw option, it's too slow and risky to be viable in constructed. In limited, it can potentially generate you a massive amount of card advantage, but it requires that (1) you can make the game go long, (2) you have a creature to spare (more common in token-based aggro strategies), and (3) your opponent is light on removal. I think it's probably not playable. But it's an interesting enough card that I'd be more than happy to put it in a set for players to evaluate, and the times when it does work, it'll be very good. It doesn't meet the power level expected of gold uncommons, but unfortunately it can't work in a single color.


@La: The reason I made spirit bomb an alt-wincon was, well...How often did the spirit bomb not end a fight outright?

You can also end a fight outright by doing a massive amount of damage.

Fable Wright
2016-05-20, 03:58 PM
The flavor is silly but it has a really good martial arts movie feel that I like, and mechanically is quite sound, showing off each of it's colours well. It's also a delayed burn spell that solves the problem of "being delayed sucks" with having a more immediate effect that feeds into the burn it does.

Thank you! The card was fun to think up, and there were a surprising number of factors to think of. Such as figuring out whether it should hurt if you kick a Baneslayer Angel into someone, or if there was any way to make it less punishing to roundhouse kick a Siege Rhino into its owner without distorting the flavor. It was a fun card to make.

Now, your challenge this week is to Make a Legendary Enchantment, Artifact, or Land that becomes a creature. Go nuts!

braveheart
2016-05-20, 05:14 PM
Pits of Hell
Legendary - Land - M
Pits of Hell enters the battlefield tapped
T: add R to your mana pool
When Pits of Hell would leave the battlefield, put a fate counter on it for each Horseman of the Apocalypse you control, and card named Pit's of hell in your Graveyard, then transform it instead
"Deep in the pits something stirs, I would not dare to disturb it." - The Watcher

//

Horseman of the Apocalypse (Black/Red Color indicator)
Creature - Demon - M
When this creature transforms gain control of target creature until end of turn, untap it, it gains haste until end of turn. If there are 3 or more Fate counters on this Creature destroy each non Demon Creature
If this Creature has 1 or more fate counters on it, it gains +2/+0, Haste and Trample.
If this Creature has 2 or more fate counters on it, non Demon Creatures get -2/-2
3/3



I think it should be able to fit now

Sgt. Cookie
2016-05-20, 07:44 PM
Delaios, The Armoury Guardian 2
Legendary Artefact Creature - R
Delaios isn't a creature unless you control three or more equipment.
Delaios can't attack or block unless three or more equipment are attached to it.
Delaios is Indestructible. If Delaios is a creature, so is all equipment you control.
All numerical bonuses of equipment you control are doubled.
4/5

"Numerical bonuses" refer to the +x/+x equipment grants. Other effects of equipment, such as the Captain's Claws Kor Ally token, are not doubled, even if the effect is technically "numeric". Also note that if an equipment you control would have +x/-x, such as Skullclamp, the "-x" is also doubled, so in the case of Skullclamp, it would grant +2/-2.

BasketOfPuppies
2016-05-20, 09:46 PM
God's Forge
Legendary Enchantment Land- MR
Bestow 3
Enchanted creature gets +1/+3. If enchanted creature would die, instead transform ~.
T: add <> to your mana pool. Activate this ability only when ~ isn't enchanting a creature.
The remnants of the gods can be very versatile in the gifts that they bring.
/////////////
Awakened Construct
Legendary Artifact Creature
Vigilance, Indestructible, Hexproof, Reach
Protection such as this may be the greatest of gifts.
1/3

Blue Ghost
2016-05-20, 10:05 PM
Pits of Hell
Legendary - Land - M
Pits of Hell enters the battlefield tapped
T: add B to your mana pool
When Pits of Hell would leave the battlefield, transform it instead

//

Horseman of the Apocalypse
Creature - Demon - M
Haste, Trample
When this creature transforms into Horseman of the Apocalypse put a +1/+1 counter on it for each other card named Horseman of the Apocalypse, and card named Pits of Hell in your graveyard. Then if this Creature has no +1/+1 counters on it take control of target creature your opponent controls as long as you control Horseman of the Apocalypse. If there are 3 or more +1/+1 counters on it, destroy each creature not named Horseman of the Apocalypse.
If this creature has exactly 1 +1/+1 counter on it, it gains +2/+0.
If this creature has exactly 2 +1/+1 counters on it, non Demon Creatures get -2/-2.
2/2

The back side is 21 lines long in standard-sized font.

braveheart
2016-05-20, 10:09 PM
Yeah, I need to work it down a bit I just don't know where to pull from

Blue Ghost
2016-05-20, 10:30 PM
Yeah, I need to work it down a bit I just don't know where to pull from

If you want to make the Four Horsemen, maybe you can try putting them on separate cards instead of trying to fit them all on a single card.

Fable Wright
2016-05-20, 10:42 PM
Delaios, The Scavenged Armoury 2
Legendary Artefact Creature - R
As long as less than three equipment cards are attached to Delaios, it isn't a creature.
You may attach equipment to Delaios regardless of whether it's a creature or not.
If there are five or more equipment cards attached to Delaios, it, and any equipment attached to it, gains Indestructible and Hexproof.
4/5


Does this work under the rules, Fable Wright? After all, it does technically enter the battlefield as a flat Artefact. I tried to make a card similar to the God cards, like Karametra or Erebos, but I didn't feel like, well, making another god.

It works under the rules of the contest, but not under the rules of the game. The equipment will fall off as soon as it's attached, because Delaois is not a creature. The better way to template it would be '~ cannot attack or block unless three or more equipment cards are attached to it', which gets around weird scenarios like giving him tap abilities. That wouldn't be a valid card for the contest, though.

Perhaps instead have him not be a creature unless you control three equipment, and give him an activated ability that attaches an equipment to himself?


God's Forge
Legendary Enchantment Land- MR
Bestow 3
Enchanted creature gets +1/+3. If enchanted creature would die, transform ~.
T: add <> to your mana pool. Activate this ability only when ~ isn't enchanting a creature.
The remnants of the gods can be very versatile in the gifts that they bring.
/////////////
Awakened Construct
Legendary Artifact Creature
Vigilance, Indestructible, Hexproof, Reach
Protection such as this may be the greatest of gifts.
1/3

You may wish to clarify the first ability. 'If enchanted creature would die, instead transform ~?' Or 'When enchanted creature dies, transform ~'?


Yeah, I need to work it down a bit I just don't know where to pull from

You could not make it tied to +1/+1 counters. "When ~ is turned up, choose one that has not been chosen on cards named ~: Thematic ability 1; thematic ability 2; thematic ability 3; thematic ability 4.

Blue Ghost
2016-05-20, 10:54 PM
Vault of Hidden Lore
Legendary Land (M)
Whenever you cast an instant or sorcery spell, put a lore counter on Vault of Hidden Lore.
T: Add C to your mana pool.
2URW, T, Remove five lore counters from Vault of Hidden Lore: Untap Vault of Hidden Lore and transform it.
///
Shu Yun, the Precursor
(URW) Legendary Creature - Spirit Monk
Flying, haste, prowess
When this permanent transforms into Shu Yun, the Precursor, return target instant or sorcery card from your graveyard to your hand.
Whenever you cast an instant or sorcery spell, put a 1/1 blue Spirit Monk creature token with flying and prowess onto the battlefield.
4/4

LaZodiac
2016-05-20, 11:18 PM
Innocuous Staff 4
Legendary Artifact - Equipment (R)
Whenever you cast an instant or sorcery spell, put a +1+1 counter on equipped creature. If that creature has four or more +1+1 counters on it, sacrifice it and transform ~.
Equip 2
"A simple tool, but one that suits my means." - Lelastri, Warlock of the Eldritch Path

////////

Su'ter-Toth, Mind-eater
Legendary Creature - Horror (R) (Black Blue color indicator)
Flying
Whenever you cast a spell, put a +1+1 counter on ~.
UB, Remove two +1+1 counters from ~: Return target instant or sorcery spell from your graveyard to your hand.
4/6
"The murmurs drowned out his every thought, and a simple tool was all that remained."

Beacon of Chaos
2016-05-21, 06:18 AM
Phylactery Guardian BBB

Legendary Enchantment Artifact - R

If you would lose the game due to having 0 or less life, if Phylactery Guardian is an enchantment, instead your life total becomes 6 and Phylactery Guardian becomes a 6/6 Horror creature with flying, protection from white, and "When Phylactery Guardian dies, you lose the game".


Inspired by the various Opal enchantments (http://gatherer.wizards.com/Pages/Search/Default.aspx?name=+[Opal]&type=+[Enchantment]). I considered having it require an artifact in play (the Phylactery itself) to activate, but that seemed kinda clunky and unecessary. Maybe it should be an enchantment artifact? I know those are more reserved for godly items.

Do I need to specify that it becomes a legendary creature, or does the supertype normally stay when changing type? I wasn't sure.

Jormengand
2016-05-21, 07:31 AM
Ritual of the Flame Emperor 2RR
Legendary Enchantment MR
Indestructible
Sacrifice creatures with a combined converted mana cost of 8 or greater: Transform Ritual of the Flame Emperor.
////////////////////////
Ignis, Flame Emperor (R colour indicator).
Legendary Creature - Elemental MR
Whenever Ignis, Flame Emperor leaves the battlefield, return it to the battlefield transformed.
T: Ignis, Flame Emperor deals 8 damage to target creature and 4 damage to that creature's controller.
6/6

Beelzebub1111
2016-05-21, 07:36 AM
Nothing (0)
Legendary Enchantment (CI:Black)
Whenever you cast a spell with a converted mana cost of 0 put a Void counter on Nothing. Then, if Nothing has 10 or Void counters, transform it.

/////

It of the Void
Legendary Creature - Horror (CI:Black)
Remove 10 Void counters from It of the Void: Exile all other permenants
8/8

Jormengand
2016-05-21, 08:46 AM
Nothing either needs to reword to make the second ability state-based ("Whenever Nothing has 10 or more void counters, transform it") or to make it trigger as part of the first ability. ("Whenever you cast a spell with a converted mana cost of 0, put a Void counter on Nothing. Then, if it has 10 or more void counters, transform it"). Either way, you need to take the word "Charge" out.

Ionbound
2016-05-21, 09:14 AM
Steel Ruins of Terisiare

Legendary Land-MR

T; Add C to your mana pool

T, Sacrifice A Creature; Place an exploration counter on ~.

If ~ has more than five exploration counters on it, transform it.

Urza's Colossus

Artifact Creature-Golem Soldier

Trample, Hexproof

Even as Dominaria healed from the devastation he caused, relics of Urza's past remained, ready to be reactivated at a moment's notice.

10/10

Jormengand
2016-05-21, 09:49 AM
Firedaemon, it has to be legendary.

Beelzebub1111
2016-05-21, 10:13 AM
Nothing either needs to reword to make the second ability state-based ("Whenever Nothing has 10 or more void counters, transform it") or to make it trigger as part of the first ability. ("Whenever you cast a spell with a converted mana cost of 0, put a Void counter on Nothing. Then, if it has 10 or more void counters, transform it"). Either way, you need to take the word "Charge" out.

Thanks for the help. It used to have charge counters instead, but I remembered that those were mostly for artifacts.

Sgt. Cookie
2016-05-21, 10:59 AM
-snip-


Would "Equipment cards always consider Delaios a creature, but Delaios gains no "Equipped creature gets" effects if Delaios is not actually a creature" work?

Blue Ghost
2016-05-21, 12:46 PM
Would "Equipment cards always consider Delaios a creature, but Delaios gains no "Equipped creature gets" effects if Delaios is not actually a creature" work?

A card being treated as a creature for some purposes but not others might possibly work in the rules, but it's probably more confusion than it's worth. Also, it's really wordy. Words are a valuable resource on a card, especially one as complex as the one you're making, so you want to be as concise as possible. I'd suggest just counting all equipments you control.

@braveheart: The Four Horsemen of the Apocalypse don't come from Hell. Their origin is not specified, but they're likely of human origin, since they're largely symbolic of manmade disasters. A nitpick, but I feel it's an important one.

Ionbound
2016-05-21, 01:12 PM
Firedaemon, it has to be legendary.

Right-o, then.

Sgt. Cookie
2016-05-21, 04:01 PM
Hm... what about this wording, then? "You may equip cards to Delaios as if it were a creature. Equipment grants no abilities if Delaios is not actually a creature."

Slightly longer, but less confusing.

TBH, the reason I want to do it this way is that I really rather like the idea that you have to actually give Delaios stuff before it can attack for you.

Misothene
2016-05-21, 06:34 PM
Trial of Impending Doom 1BB
Legendary Enchantment- MR
Creatures your opponents control get +1/+1, have menace, and attack each turn if able.
Whenever combat damage is dealt to you, put that many fate counters on Trial of Impending Doom. Then, if there are 10 or more fate counters on it, exile it and return it to the battlefield transformed.
///////////////////////////
Ancient Doomguard (black indicator)
Legendary Creature- Demon
Flying, lifelink, hexproof, menace
When Ancient Doomguard enters the battlefield, your life total becomes your starting life total.
Other creatures you control get +1/+1 and have menace.
6/6


Hm... what about this wording, then? "You may equip cards to Delaios as if it were a creature. Equipment grants no abilities if Delaios is not actually a creature."

Slightly longer, but less confusing.

TBH, the reason I want to do it this way is that I really rather like the idea that you have to actually give Delaios stuff before it can attack for you.


I feel like Fable Wright's suggestion of making it always a creature that can't attack or block unless it has 3 equipment attached is the most functional solution, though as was noted, that would make the card ineligible for the contest.

Here's what I think you can do:

"CARDNAME isn't a creature unless you control three or more Equipment.
CARDNAME can't attack or block unless three or more Equipment are attached to it."

This is functionally different in that you can't start attaching until you have three equipment, but it most easily gets around all the hurdles that make your version hard to template, most notably that equip abilities can't target noncreatures and that equipment fall off if they're attached to a noncreature.

Sgt. Cookie
2016-05-21, 07:07 PM
...Not gonna lie, I hadn't considered splitting the difference. Gonna go update my entry. Thanks.

(Also I'm REALLY surprised that I'm the only one so far that hasn't gone the Transform route.)

ben-zayb
2016-05-21, 07:20 PM
The Lost Jungle of Leechcloak
Legendary Land - Forest (MR)
T: Add one green mana to your mana pool for each -1/-1 counter on ~.
At the beginning of your upkeep, you may pay G and remove a -1/-1 counter from another permanent. If you do, put a -1/-1 counter on ~, tap it, and then transform it if it has 5 or more -1/-1 counters.
//
Venomspite, the Creeping Death {G color indicator}
Legendary Land Creature - Forest Leech (MR)
Trample, Wither
~ gets +2/+2 for each -1/-1 counter on it.
2G, Remove a -1/-1 counter from a permanent: Put a -1/-1 counter on ~, then transform it.
0/0

LaZodiac
2016-05-21, 07:24 PM
...Not gonna lie, I hadn't considered splitting the difference. Gonna go update my entry. Thanks.

(Also I'm REALLY surprised that I'm the only one so far that hasn't gone the Transform route.)

I was considering going a non transform route but I changed my mind.

Beelzebub1111
2016-05-21, 08:02 PM
I considered making a Legendary Opal enchantment, but I couldn't think of a way to implement it in a way that would be interesting other than essentially what is a triggered opalessence

Fable Wright
2016-05-21, 08:29 PM
...Not gonna lie, I hadn't considered splitting the difference. Gonna go update my entry. Thanks.

(Also I'm REALLY surprised that I'm the only one so far that hasn't gone the Transform route.)

Ahem.


Phylactery Guardian BBB

Legendary Enchantment - R

If you would lose the game due to having 0 or less life, if Phylactery Guardian is an enchantment, instead your life total becomes 6 and Phylactery Guardian becomes a 6/6 Legendary Horror creature with flying, protection from white, and "When Phylactery Guardian dies, you lose the game".

That said, yes, I'm surprised manlands, opal enchantments, and general temporary transformations aren't more common. They're a bit harder to design elegantly, though; double-faced cards give more text to allow for wordier abilities, so I understand it. Just means more points for those who choose the harder path.


Inspired by the various Opal enchantments (http://gatherer.wizards.com/Pages/Search/Default.aspx?name=+[Opal]&type=+[Enchantment]). I considered having it require an artifact in play (the Phylactery itself) to activate, but that seemed kinda clunky and unecessary. Maybe it should be an enchantment artifact? I know those are more reserved for godly items.

Do I need to specify that it becomes a legendary creature, or does the supertype normally stay when changing type? I wasn't sure.

Legendary is a supertype, so IIRC it isn't required. An enchantment artifact is 100% acceptable in this case, however.


I considered making a Legendary Opal enchantment, but I couldn't think of a way to implement it in a way that would be interesting other than essentially what is a triggered opalessence

There are plenty of ways. You can mess around with triggers and effects on the transform to a creature form, from a creature form, a creature form dependent on its environment, or any number of things. Lots of ways you can make this interesting, even if you have limited space to bring those ideas to life in.

Dr.Gunsforhands
2016-05-21, 08:51 PM
Ossiva's Heart 1BB
Legendary Enchantment - Aura MR
Enchant Creature
Enchanted creature's toughness is 1. It has, "B: regenerate this creature."
At the beginning of your upkeep, exile enchanted creature and transform Ossiva's Heart.
Ossiva's Heart can be your commander.

---

Ossiva, Queen of Bones
Legendary Creature - Skeleton Wizard
(This creature is black.)
Haste
B: Regenerate Ossiva, Queen of Bones.
2B: Exile target creature card from a graveyard. If you do, put a 1/1 Skeleton creature token on the battlefield. It has, "B: Regenerate this creature."
4/1

Sgt. Cookie
2016-05-21, 08:54 PM
Ahem.

...Huh. No idea how I missed that one. (Well, it probably has something to do with the fact it was 1am when I posted that.)

BasketOfPuppies
2016-05-21, 10:21 PM
Trial of Impending Doom 1BB
Legendary Enchantment- MR
Creatures your opponents control get +1/+1, have menace, and attack each turn if able.
Whenever combat damage is dealt to you, put that many fate counters on Trial of Impending Doom. Then, if there are 10 or more fate counters on it, exile it and return it to the battlefield transformed.
///////////////////////////
Ancient Doomguard (black indicator)
Legendary Creature- Demon
Flying, lifelink, hexproof, menace
When Ancient Doomguard enters the battlefield, your life total becomes your starting life total.
Other creatures you control get +1/+1 and have menace.
6/6

Cards that transform don't enter the battlefield. The correct wording would probably be "when this card transforms into Ancient Doomguard, EFFECT".

Sgt. Cookie
2016-05-21, 10:29 PM
Trial of Impending Doom is exiled first. Similar to Magic Origins planeswalkers.

BasketOfPuppies
2016-05-21, 11:25 PM
Completely missed that, sorry.

braveheart
2016-05-22, 04:20 AM
@braveheart: The Four Horsemen of the Apocalypse don't come from Hell. Their origin is not specified, but they're likely of human origin, since they're largely symbolic of manmade disasters. A nitpick, but I feel it's an important one.

I know, however being that this is a magic card and therefore part of the fictional multiverse of MTG they aren't necessarily the biblical ones, although they embody the same concepts.

Beacon of Chaos
2016-05-22, 12:28 PM
Legendary is a supertype, so IIRC it isn't required. An enchantment artifact is 100% acceptable in this case, however.
Righto! Changes made.

mystic1110
2016-05-22, 12:58 PM
Step Towards Lichdom BB
Legendary Enchantment - Aura R
Enchant Owner of Step Towards Lichdom
If enchanted player would lose the game instead exile Step Towards Lichdom, and enchanted player shuffles his or her hand, graveyard, and all permanents he or she owns into his or her library, draws seven cards and his or her life total becomes 20. Then return Step Towards Lichdom to the battlefield transformed under target opponent's control.
"Even a life spent hunted, is still life. And life has always been a hunt, while Death is just nothing. Endless Nothing."
//
Marut, Advocat of the Tomb
Legndary Artifact Creature - Construct R
Protection from Owner (This creature can't be blocked, targeted, dealt damage, or enchanted by anything controlled by Marut's Owner.)
Players may not cast spells called Step Towards Lichdom.
He hunts those who would try to deny the grave itself.
8/8

Sgt. Cookie
2016-05-22, 07:01 PM
Generally the wording is "return ~ to the battlefield transformed". In your case it would go "return ~ to the battlefield transformed under target opponent's control".

Also, as an aside, it's the enchantment that has to be legendary. Technically, the creature does not.


(Unrelated, but I find it somewhat funny that you can have the Enchantment affect ANY player, but the critter will have protection from you.)

Fortuna
2016-05-22, 09:54 PM
Fasa, Unblinking Sentinel 3
Legendary Artifact - R
Indestructible
Whenever a creature attacks you or a planeswalker you control, if you control no creatures, ~ becomes a 5/5 Construct artifact creature with reach and "This creature can block an additional creature each combat" until end of turn.

mystic1110
2016-05-22, 10:36 PM
Generally the wording is "return ~ to the battlefield transformed". In your case it would go "return ~ to the battlefield transformed under target opponent's control".

Also, as an aside, it's the enchantment that has to be legendary. Technically, the creature does not.


(Unrelated, but I find it somewhat funny that you can have the Enchantment affect ANY player, but the critter will have protection from you.)

Ha thanks! Made those minor changes. :smallsmile:.

The_Tentacle
2016-05-24, 01:35 PM
Blood God's Presence BBB
Legendary Enchantment (MR)
All creatures get -1/-1.
At the beginning of each upkeep, if 5 or more creatures died last turn, transform ~.
"Blood for the Blood God! Skulls for the Skull Throne!"
////////////////
Khorne, the Blood God [black color indicator]
Legendary Creature - Demon (MR)
Flying, trample.
All other creatures get -2/-2.
At the beginning of each upkeep, if no creatures died last turn, transform ~.
6/6


I am correct in thinking that tokens don't actually "die", right? They're just exiled, they don't go to the graveyard? So it has to be actual creature cards dying to trigger the ability?

Fable Wright
2016-05-24, 02:46 PM
I am correct in thinking that tokens don't actually "die", right? They're just exiled, they don't go to the graveyard? So it has to be actual creature cards dying to trigger the ability?

Tokens do momentarily hit the graveyard after being destroyed, and will trigger die effects. They are never exiled, either, they just cease to exist. If you want non-token, you will have to specify non-token, though it's hard enough to trigger as is.

Ealon
2016-05-25, 12:41 PM
Artificer's College of Mt. Kelmar 4
Legendary Artifact - MR

Whenever a spell or ability you control would deal damage to a permanent or player, you may pay R. If you do, it deals an addition 2 damage.
If you would draw a card except the first one you draw in each of your draw steps, you may pay 1U. If you do, draw two cards instead.
{U/R}: Put a card named ~ from your hand into the battlefield transformed.

////////////

Kelmar Prodigy
(UR Color indicator)
Creature - Human Artificer - MR

1R{T}: ~ deals damage equal to the highest converted mana cost among artifacts you control to target creature or planeswalker.
1U{T}: Scry X, where X is the highest converted mana cost among artifacts you control, then draw a card.
"The halls of Mt. Kelmar is the work of a thousand of artificers over a thousand centuries, learn to draw from it's power" - Kelmar Professor
2/2

Laughing Dog
2016-05-26, 11:47 AM
The Foundry of Mysteries
Legendary Artifact Land MR
Indestructible
~ enters the battlefield tapped
T: Add 3 to your mana pool. Use this mana only to cast equipment spells.
5, T, Sacrifice a basic land: Exile ~. On the beginning of your next upkeep return it to the battlefield transformed under your control. Activate this ability only when you could cast a sorcery.

//////////////////

The Final Creation [multi-color indicator]
Legendary Creature- Spirit Artificier MR
Vigilance, Prowess, Double Strike
When ~ enters the battlefield, you may shuffle all equipment cards in your graveyard into your deck.
Equipment spells cost 3 less to cast.
The end result of countless experiments, ready to continue the work.
3/2


Would something like this work?

Blue Ghost
2016-05-26, 12:25 PM
The Foundry of Mysteries
Legendary Artifact Land MR
Indestructible
~ enters the battlefield tapped
T: Add C to your mana pool.
T: Add 3 to your mana pool. Use this mana only to cast equipment spells.
5, T, Sacrifice a basic land: Exile ~. On the beginning of your next upkeep return it to the battlefield transformed under your control. Activate this ability only when you could cast a sorcery and you have three or more basic land type.

//////////////////

The Final Creation [multi-color indicator]
Legendary Creature- Sprit Artificier MR
Vigilance, Prowess, Double Strike
When ~ enters the battlefield, you may shuffle all equipment cards in your graveyard into your deck.
Equipment and Auras cost 3 less to cast.
The end result of countless experiments, ready to continue the work.
3/2


Would something like this work?
I see no rules issues with this, but I think the implementation could be tightened. Double-faced cards are already quite complex by necessity, so elegance in implementation is really important for them. Your card cares about equipment, basic land types, and auras, which is spreading the focus of the card really thin. I'd suggest caring about only one of them; seems that equipment is your main focus here, so you should go with that. The land side also has two mana abilities, which is quite rare. It's not wrong to have two mana abilities, but that's something that's out of the ordinary and adds a lot of complexity, and should probably be the focus of a card rather than a secondary aspect of an already complex double-faced card.

Laughing Dog
2016-05-26, 12:44 PM
I see no rules issues with this, but I think the implementation could be tightened. Double-faced cards are already quite complex by necessity, so elegance in implementation is really important for them. Your card cares about equipment, basic land types, and auras, which is spreading the focus of the card really thin. I'd suggest caring about only one of them; seems that equipment is your main focus here, so you should go with that. The land side also has two mana abilities, which is quite rare. It's not wrong to have two mana abilities, but that's something that's out of the ordinary and adds a lot of complexity, and should probably be the focus of a card rather than a secondary aspect of an already complex double-faced card.

The basic land part was just a way to make it slightly harder to transform. I'll go ahead and remove the aura part and alter the land side a bit. Thank you for criticism.

JBPuffin
2016-05-26, 11:56 PM
Tokens do momentarily hit the graveyard after being destroyed, and will trigger die effects. They are never exiled, either, they just cease to exist. If you want non-token, you will have to specify non-token, though it's hard enough to trigger as is.

I think Meren of Clan Tel Noth (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405297) would like a word with you...

tgva8889
2016-05-27, 03:42 AM
Geralf's Blueprints 3
Legendary Artifact (MR)
X, T: Exile target creature card from a graveyard with converted mana cost X and a different card name than any other creature card exiled by Geralf's Blueprints. Then, you may transform Geralf's Blueprints.
////
Perfect Amalgamation
Legendary Creature - Zombie Horror (Blue)
Perfect Amalgamation has combined power and toughness all creature cards exiled by it and gains all those card's creature types. If any of those cards has first strike, flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, or vigilance, Perfect Amalgamation gains that ability.
"It's alive!"
*/*

Fable Wright
2016-05-27, 08:06 AM
Pits of Hell
Legendary - Land - M
Pits of Hell enters the battlefield tapped
T: add R to your mana pool
When Pits of Hell would leave the battlefield, put a fate counter on it for each Horseman of the Apocalypse you control, and card named Pit's of hell in your Graveyard, then transform it instead
"Deep in the pits something stirs, I would not dare to disturb it." - The Watcher

//

Horseman of the Apocalypse (Black/Red Color indicator)
Creature - Demon - M
When this creature transforms gain control of target creature until end of turn, untap it, it gains haste until end of turn. If there are 3 or more Fate counters on this Creature destroy each non Demon Creature
If this Creature has 1 or more fate counters on it, it gains +2/+0, Haste and Trample.
If this Creature has 2 or more fate counters on it, non Demon Creatures get -2/-2
3/3

Put simply, this card is trying to do way too much. Even ignoring the templating, this is a land that becomes a creature on destruction, a rarely-explored concept, and then becomes four different things. Then you've got a series of strange buffs (why do they all have an act of treason? Why famine (presumably) get +2/+0, haste, and trample, or not have an ability? Why can the Horsemen of the Apocalypse die to a lightning bolt? This just doesn't seem like something that should be shoved onto one card.



Delaios, The Armoury Guardian 2
Legendary Artefact Creature - R
Delaios isn't a creature unless you control three or more equipment.
Delaios can't attack or block unless three or more equipment are attached to it.
Delaios is Indestructible. If Delaios is a creature, so is all equipment you control.
All numerical bonuses of equipment you control are doubled.
4/5

Okay, there's just too much templating stuff to overlook here. Indestructible should be at the top, and it should probably protect your equipment even before he becomes a creature. More troubling is the 'All numerical bonuses of equipment are doubled' part. What constitutes a bonus? Does Skullclamp give +2/-2 and draw you 4 cards? Give +2/-1 and draws you four cards? Give +2/-1 and draws you two cards? Give +2/-2 and draw 2 cards? This whole thing is a mess for the average player, and an even bigger headache for judges.



God's Forge
Legendary Enchantment Land- MR
Bestow 3
Enchanted creature gets +1/+3. If enchanted creature would die, instead transform ~.
T: add <> to your mana pool. Activate this ability only when ~ isn't enchanting a creature.
The remnants of the gods can be very versatile in the gifts that they bring.
/////////////
Awakened Construct
Legendary Artifact Creature
Vigilance, Indestructible, Hexproof, Reach
Protection such as this may be the greatest of gifts.
1/3
This is interesting, but its flip side seems problematic. It's something that cannot be dealt with short of a Mutilate or sacrifice effects, will no-sell something for the rest of the game, can be enchanted with something like Angelic Destiny and Rancor to make it a far-too-effective attacker, and it is never a dead card. Weirdness also ensues when you 'cast' a land spell with Bestow; I'll just assume it can be countered as normal and doesn't count against your land slots, but it would cause some weirdness.

On the whole, I'm confused why this indestructible gift is so small, concerned with its near-unkillability, and especially concerned with the fact that the flip side isn't legendary.



Vault of Hidden Lore
Legendary Land (M)
Whenever you cast an instant or sorcery spell, put a lore counter on Vault of Hidden Lore.
T: Add C to your mana pool.
2URW, T, Remove five lore counters from Vault of Hidden Lore: Untap Vault of Hidden Lore and transform it.
///
Shu Yun, the Precursor
(URW) Legendary Creature - Spirit Monk
Flying, haste, prowess
When this permanent transforms into Shu Yun, the Precursor, return target instant or sorcery card from your graveyard to your hand.
Whenever you cast an instant or sorcery spell, put a 1/1 blue Spirit Monk creature token with flying and prowess onto the battlefield.
4/4

I like this! You cast spells, get a dude, and you get an souped-up monastery mentor. My main concern is that it seems like too much work for the benefit; it needs to get five counters and you need six untapped land, one of which you're effectively sarificing, for a slightly boosted 3 mana creature and one Instant or Sorcery back to hand. Three counters seems more fair, but on the whole, it's a solid design.



Innocuous Staff 4
Legendary Artifact - Equipment (R)
Whenever you cast an instant or sorcery spell, put a +1+1 counter on equipped creature. If that creature has four or more +1+1 counters on it, sacrifice it and transform ~.
Equip 2
"A simple tool, but one that suits my means." - Lelastri, Warlock of the Eldritch Path

////////

Su'ter-Toth, Mind-eater
Legendary Creature - Horror (R) (Black Blue color indicator)
Flying
Whenever you cast a spell, put a +1+1 counter on ~.
UB, Remove two +1+1 counters from ~: Return target instant or sorcery spell from your graveyard to your hand.
4/6
"The murmurs drowned out his every thought, and a simple tool was all that remained."

This seems a bit... expensive for what it does. After six mana, four spells, and sacrificing a creature, you get a creature almost certainly weaker than the one you sacrificed that has no immediate ability to return instants or sorceries, that will transform on a turn you've probably tapped out, and next turn you'll have to cast two spells to get one use out of his ability. It's dripping with good flavor, but the costs are simply too high for this, and it doesn't seem to clearly fit in an archetype.



Phylactery Guardian BBB

Legendary Enchantment Artifact - R

If you would lose the game due to having 0 or less life, if Phylactery Guardian is an enchantment, instead your life total becomes 6 and Phylactery Guardian becomes a 6/6 Horror creature with flying, protection from white, and "When Phylactery Guardian dies, you lose the game".

This. I like this. It's a lich effect at a reasonable cost, with reasonable upsides and downsides, that poses some unique deckbuilding constraints. It's not trying to do too much, and it's a solid design on the whole.



Ritual of the Flame Emperor 2RR
Legendary Enchantment MR
Indestructible
Sacrifice creatures with a combined converted mana cost of 8 or greater: Transform Ritual of the Flame Emperor.
////////////////////////
Ignis, Flame Emperor (R colour indicator).
Legendary Creature - Elemental MR
Whenever Ignis, Flame Emperor leaves the battlefield, return it to the battlefield transformed.
T: Ignis, Flame Emperor deals 8 damage to target creature and 4 damage to that creature's controller.
6/6

My biggest concern is this: That's a very, very steep cost you pay, and it's not likely to get more than one or two activations before you have to pay it again. You can't use it as insurance against boardwipes, because then Ignis will immediately revert, you can't stockpile counters as protection against single-target removal, and burning a card to make such a vulnerable body seems really painful from a deck-building perspective.


Nothing (0)
Legendary Enchantment (CI:Black)
Whenever you cast a spell with a converted mana cost of 0 put a Void counter on Nothing. Then, if Nothing has 10 or Void counters, transform it.

/////

It of the Void
Legendary Creature - Horror (CI:Black)
Remove 10 Void counters from It of the Void: Exile all other permenants
8/8

I have two questions.

1. Why make it a creature rather than a you win the game effect?
2. How is a deck running 10 or more creatures with CMC 0 going to cheat this onto the battlefield?

The only way I can see this working is with Cloudstone Curio and some Ornithopter/Memnites, but there's just really no good way to get this thing onto the battlefield and have a deck designed to activate it. I respect your efforts, and I like the intent and flavor here, but the requirements for getting anything out of this are just too high.




Steel Ruins of Terisiare

Legendary Land-MR

T; Add C to your mana pool

T, Sacrifice A Creature; Place an exploration counter on ~.

If ~ has more than five exploration counters on it, transform it.

Urza's Colossus

Artifact Creature-Golem Soldier

Trample, Hexproof

Even as Dominaria healed from the devastation he caused, relics of Urza's past remained, ready to be reactivated at a moment's notice.

10/10

Solid. Protection from removal that turns into a pretty decent alt wincon in grindy games. Nothing to really criticize here, just things that you'd have to tweak in development.


Trial of Impending Doom 1BB
Legendary Enchantment- MR
Creatures your opponents control get +1/+1, have menace, and attack each turn if able.
Whenever combat damage is dealt to you, put that many fate counters on Trial of Impending Doom. Then, if there are 10 or more fate counters on it, exile it and return it to the battlefield transformed.
///////////////////////////
Ancient Doomguard (black indicator)
Legendary Creature- Demon
Flying, lifelink, hexproof, menace
When Ancient Doomguard enters the battlefield, your life total becomes your starting life total.
Other creatures you control get +1/+1 and have menace.
6/6

I'm very, very mixed about this, primarily because of the 'attack each turn if able' clause you stapled on. Without that, this card is really interesting; your opponent knows that he has to kill you in one giant alpha strike, otherwise he's about to get annihilated. You play out some tricks to survive, turn the tables, and then suddenly wins. Your opponent has to think carefully about where and when to attack you to make sure you die, but can't recover. A very good balance of risk and reward that turns this into a very rewarding card for a very particular deck.

This version, with the 'attack each turn if able', takes out that tactical level. You look at your opponent's field, make sure that you've got more than 10 life, that your opponent isn't running that many tricks, and that the next attack will flip the trial, and you play it. It... really takes a lot of the fun out of this card, and makes it far more powerful than it should be.



The Lost Jungle of Leechcloak
Legendary Land - Forest (MR)
T: Add one green mana to your mana pool for each -1/-1 counter on ~.
At the beginning of your upkeep, you may pay G and remove a -1/-1 counter from another permanent. If you do, put a -1/-1 counter on ~, tap it, and then transform it if it has 5 or more -1/-1 counters.
//
Venomspite, the Creeping Death {G color indicator}
Legendary Land Creature - Forest Leech (MR)
Trample, Wither
~ gets +2/+2 for each -1/-1 counter on it.
2G, Remove a -1/-1 counter from a permanent: Put a -1/-1 counter on ~, then transform it.
0/0

So, um. What's with the weird restriction that you can only activate the ability on upkeep? Why does it transform tapped? Why does a land that can tap for more than 5 mana in any deck that feels like throwing in Devoted Druid exist? Sorry, this card just seems very strange on the whole, and I'm not entirely sure what to make of it.


Ossiva's Heart 1BB
Legendary Enchantment - Aura MR
Enchant Creature
Enchanted creature's toughness is 1. It has, "B: regenerate this creature."
At the beginning of your upkeep, exile enchanted creature and transform Ossiva's Heart.
Ossiva's Heart can be your commander.

---

Ossiva, Queen of Bones
Legendary Creature - Skeleton Wizard
(This creature is black.)
Haste
B: Regenerate Ossiva, Queen of Bones.
2B: Exile target creature card from a graveyard. If you do, put a 1/1 Skeleton creature token on the battlefield. It has, "B: Regenerate this creature."
4/1

Interesting. You're using delayed-action removal, but on an opponent who may be able to counter the transformation sequence by getting his creature killed early. Or you can stick it on one of your own creatures, and use your mana to protect them while Ossivia matures. On the whole, it's pretty interesting, and I like the idea of an army only as durable as the mana you've got untapped; my only concern is that it might cost too much to make a Drudge Skeleton. Maybe an activation cost of 1B there?


Step Towards Lichdom BB
Legendary Enchantment - Aura R
Enchant Owner of Step Towards Lichdom
If enchanted player would lose the game instead exile Step Towards Lichdom, and enchanted player shuffles his or her hand, graveyard, and all permanents he or she owns into his or her library, draws seven cards and his or her life total becomes 20. Then return Step Towards Lichdom to the battlefield transformed under target opponent's control.
"Even a life spent hunted, is still life. And life has always been a hunt, while Death is just nothing. Endless Nothing."
//
Marut, Advocat of the Tomb
Legndary Artifact Creature - Construct R
Protection from Owner (This creature can't be blocked, targeted, dealt damage, or enchanted by anything controlled by Marut's Owner.)
Players may not cast spells called Step Towards Lichdom.
He hunts those who would try to deny the grave itself.
8/8

So, first. Why not make this a regular enchantment? 'If you would lose the game, instead exile...' makes the templating so much easier. Why sacrifice legibility for the ability to keep an enterprising wizard from stealing it? And why would you donate it when you could instead just kill the opponent instead of going through the effort of another three turns?

Second, there is no real way to deal with Marut in the three turns it takes to kill you, probably two or less turns given the fact that your opponent already has resources up. Lich's Mirror is already crippling in the best of circumstances, and this just makes the prospect so much worse.


Fasa, Unblinking Sentinel 3
Legendary Artifact - R
Indestructible
Whenever a creature attacks you or a planeswalker you control, if you control no creatures, ~ becomes a 5/5 Construct artifact creature with reach and "This creature can block an additional creature each combat" until end of turn.

Simple, functional, strong but balanced, made for a particular kind of deck, and doing its job well. Good job!


Blood God's Presence BBB
Legendary Enchantment (MR)
All creatures get -1/-1.
At the beginning of each upkeep, if 5 or more creatures died last turn, transform ~.
"Blood for the Blood God! Skulls for the Skull Throne!"
////////////////
Khorne, the Blood God
Legendary Creature - Demon (MR)
Flying, trample.
All other creatures get -2/-2.
At the beginning of each upkeep, if no creatures died last turn, transform ~.
6/6

So, why is Khorne designed to be run by a creatureless mono-black control deck? The goal is to run this like a Night of Soul's Betrayal, already a powerful effect, and then staple on a finisher for the turn after you wrath. Sure, it'll turn back, but you basically got a free turn where your opponent isn't playing any creatures, so count that as a win. For which it's kind of cool, but on the whole, the flavor disconnect of it being Khorne is just confounding.


Artificer's College of Mt. Kelmar 4
Legendary Artifact - MR

Whenever a spell or ability you control would deal damage to a permanent or player, you may pay R. If you do, it deals an addition 2 damage.
If you would draw a card except the first one you draw in each of your draw steps, you may pay 1U. If you do, draw two cards instead.
{U/R}: Put a card named ~ from your hand into the battlefield transformed.

////////////

Kelmar Prodigy
(UR Color indicator)
Creature - Human Artificer - MR

1R{T}: ~ deals damage equal to the highest converted mana cost among artifacts you control to target creature or planeswalker.
1U{T}: Scry X, where X is the highest converted mana cost among artifacts you control, then draw a card.
"The halls of Mt. Kelmar is the work of a thousand of artificers over a thousand centuries, learn to draw from it's power" - Kelmar Professor
2/2

I'm not 100% sure what to make of this card. The power boost for Red is large, especially for something like Searing Blood, and I'm confused how the second ability would interact with Divination. The Prodigies have, essentially, the ability to flash in at the end of an opponent's turn, keep their board clear of creatures, and draw into protection and/or finishers. It doesn't actually transform itself either, so it loses points for that. On the whole, I've got no idea whether this is too weak or too powerful.


The Foundry of Mysteries
Legendary Artifact Land MR
Indestructible
~ enters the battlefield tapped
T: Add 3 to your mana pool. Use this mana only to cast equipment spells.
5, T, Sacrifice a basic land: Exile ~. On the beginning of your next upkeep return it to the battlefield transformed under your control. Activate this ability only when you could cast a sorcery.

//////////////////

The Final Creation [multi-color indicator]
Legendary Creature- Spirit Artificier MR
Vigilance, Prowess, Double Strike
When ~ enters the battlefield, you may shuffle all equipment cards in your graveyard into your deck.
Equipment spells cost 3 less to cast.
The end result of countless experiments, ready to continue the work.
3/2

So, it's like Mishra's Workshop, but...

Actually, no, I'm going to stop myself there. We're comparing it to Mishra's workshop, something's already gone horribly wrong. And then it transforms into a body that's incredibly vulnerable, but essentially acts like an infinite combo engine with Puresteel Paladins. This is a card that's either useless or busted beyond belief, and that's not a very good design space for cards.


[B]Geralf's Blueprints 3
Legendary Artifact (MR)
X, T: Exile target creature card from a graveyard with converted mana cost X and a different card name than any other creature card exiled by Geralf's Blueprints. Then, you may transform Geralf's Blueprints.
////
Perfect Amalgamation
Legendary Creature - Zombie Horror (Blue)
Perfect Amalgamation has combined power and toughness all creature cards exiled by it and gains all those card's creature types. If any of those cards has first strike, flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, or vigilance, Perfect Amalgamation gains that ability.
"It's alive!"
*/*

I like this. Simple buildup, cool payoff, but it's something that's been done a number of times before. Even without Phyrexian Dreadnought or Death's Shadow shenanigans, it's not doing anything particularly new; see Odric, Cairn Wanderer, Sutured Ghoul, and so on. Still, I'd be pretty happy to open it in a limited pack, though it's a bit all or nothing in constructed.


3rd place: Blue Ghost. The design could use some tweaks, but it knew what it wanted to be, it had simple mechanics, and a reasonable effect.

2nd place: Fortuna. Design was streamlined, clear focus on the idea, and it poses an interesting incentive to run a creatureless deck, which isn't often seen nowadays.

Winner: Diego Havoc. Because I'm a sucker for good lich effects, and the clean execution here combined with appropriate power levels has me sold.

mystic1110
2016-05-27, 08:25 AM
Congrats to the winner.



Second, there is no real way to deal with Marut in the three turns it takes to kill you, probably two or less turns given the fact that your opponent already has resources up. Lich's Mirror is already crippling in the best of circumstances, and this just makes the prospect so much worse.

I was imagning lots of sac effects :smallwink:

BasketOfPuppies
2016-05-27, 10:06 AM
On the whole, I'm confused why this indestructible gift is so small, concerned with its near-unkillability, and especially concerned with the fact that the flip side isn't legendary.


I wanted to make it parallel the bonus given by the front side of the card. Plus the creature was meant to be a blocker, not an attacker. With indestructible it doesn't need to be big for that. Also it is legendary.

Fable Wright
2016-05-27, 10:37 AM
Congrats to the winner.



I was imagning lots of sac effects :smallwink:

Sure. But you have no lands and no mulligans, so on your first turn, the Marut hits you for 8. The second turn, you pray that you have a second land, the Marut hits you for another 8 and you curse the fact that your single target removal doesn't work and Wizards stopped printing Sac effects at 2 mana before Modern happened. Turn three, you against all odds managed to get the sacrifice effect and deal with the Marut, and your opponent had no creatures in any of the intervening time. You're now at 4 life and three lands, and this was a pretty lucky scenario all things considered. (Granted, it's possible that you could have Devour Flesh or Geth's Verdict and the lands to cast them... but it's also possible that your opponent has, like, a Snapcaster Mage or Vendilion Clique lying around.)


I wanted to make it parallel the bonus given by the front side of the card. Plus the creature was meant to be a blocker, not an attacker. With indestructible it doesn't need to be big for that. Also it is legendary.

The guy has vigilance, so he can attack all he wants with zero downside, because Indestructible Hexproof. The lack of toughness is weird when things like Trample happen, and he only blocks a small fraction of damage, or he dies to Mutilate.

Beelzebub1111
2016-05-27, 11:28 AM
I should note that Nothing says spells with a mana cost of zero. So artifacts like Mishra's bauble (http://magiccards.info/cs/en/138.html) or Spells like Wheel of Fate (http://magiccards.info/ts/en/187.html) also trigger void counters. Either way, congrats to the winner.

mystic1110
2016-05-27, 11:36 AM
Sure. But you have no lands and no mulligans, so on your first turn, the Marut hits you for 8. The second turn, you pray that you have a second land, the Marut hits you for another 8 and you curse the fact that your single target removal doesn't work and Wizards stopped printing Sac effects at 2 mana before Modern happened. Turn three, you against all odds managed to get the sacrifice effect and deal with the Marut, and your opponent had no creatures in any of the intervening time. You're now at 4 life and three lands, and this was a pretty lucky scenario all things considered. (Granted, it's possible that you could have Devour Flesh or Geth's Verdict and the lands to cast them... but it's also possible that your opponent has, like, a Snapcaster Mage or Vendilion Clique lying around.)


Well yeah, getting 3 extra turns post-death for two black mana, with a chance of turning the game around afterwards - seems like an okay deal to me. It's not the best card, but I can see it in a mono black deck (in legacy at least) with Dark Ritual, Discard, Lots of Sac effects, Surgery, etc, and no win con, and slowly winning through attrition and then eventually decking someone. :smalleek::smalltongue:.

Blue Ghost
2016-05-27, 01:02 PM
Congrats to the winner! And to Fable Wright as well, for a very insightful batch of reviews.

Beacon of Chaos
2016-05-27, 02:36 PM
Thanks very much! Glad you liked it, it was fun to design.

I can't think of a contest so, Open Floor! Preferably someone who hasn't made a contest recently.

The_Tentacle
2016-05-27, 03:08 PM
So, why is Khorne designed to be run by a creatureless mono-black control deck? The goal is to run this like a Night of Soul's Betrayal, already a powerful effect, and then staple on a finisher for the turn after you wrath. Sure, it'll turn back, but you basically got a free turn where your opponent isn't playing any creatures, so count that as a win. For which it's kind of cool, but on the whole, the flavor disconnect of it being Khorne is just confounding.



Yeah, I think the two ideas I had should have been separated and executed differently instead of shoved together. To be honest, I mostly just made the idea for a card, and then realized "hey, it's kinda sorta a little like Khorne" and then ran with it. So I should have found something else to flavor into it, either an existing figure or just make up a named demon (actually Nurgle would maybe have worked here), or redesigned to something like "creatures attack each turn if able" instead of the minus to all creature and maybe another effect for the creature side of the card.

Jormengand
2016-05-27, 05:08 PM
You can actually use Ignis as slight insurance against board wipes, assuming Ritual of the Flame Emperor has been on the battlefield long enough for Ignis to become tappable (because it only matters how long it's been on the battlefield, not when it became a creature) - "If you wipe my side, I kill a creature and deal 4 to the face" isn't amazing insurance, but it's something.

We appear to have an open floor, so let's stand on it. The challenge, then, is to make a card around the theme of challenges. This can mean contesting someone's authority, an ordeal, or any other meaning of "Challenge".

Sgt. Cookie
2016-05-27, 06:34 PM
Challenge of Leadership 1WR
Legendary Enchantment - Aura
Enchant Non-Legendary creature.
Enchanted creature becomes a Legendary Creature called "X, Chosen Champion", where X is the creature's original name.
Enchanted creature has "All creatures of this card's type gain +1/+1." and "Whenever a creature of this card's type dies, put a +1/+1 counter on this creature."
This card can be your Commander. If Challenge of Leadership is your Commander, Enchanted creature becomes a Commander creature.


EDIT: This looks a LOT better.

r2d2go
2016-05-27, 11:18 PM
Trial of the Firemind UURR
Enchantment - Aura MR
Enchant Creature
When ~ becomes attached to a creature, exile cards from the top of your library until an instant is exiled. Deal damage equal to its converted mana cost to enchanted creature. If that creature dies this turn, attach ~ to another creature.
Enchanted creature gains "T - You may cast target instant exiled with ~ this turn."


Flavor text that won't fit:
There's often less value in those who prevail than those who meet amusing ends. - Niv Mizzet

BasketOfPuppies
2016-05-27, 11:50 PM
Two things-
1- your deck is referred to as your library
2- mana costs come before tap costs generally.

Dr.Gunsforhands
2016-05-28, 12:16 AM
GG, DH!

Apex Ascension 1G
Instant - U
Choose target creature. Put X +1/+1 counters on that creature, where X is the power of the creature with the highest power minus the power of the chosen creature.

Fortuna
2016-05-28, 12:24 AM
Riddle of Ages U
Enchantment - R
When Riddle of Ages enters the battlefield, you get a riddle counter.
2: You get a riddle counter. Any player may activate this ability. ("You" is the player who activated this ability.)
At the beginning of your upkeep, if there are five or more riddle counters among all players, sacrifice Riddle of Ages. Each player draws cards equal to the number of riddle counters they have and loses all riddle counters.

Blue Ghost
2016-05-28, 01:14 AM
Clash of Ideals 2W
Enchantment (R)
When Clash of Ideals enters the battlefield, draw a card.
Discard a card: Target creature gains indestructible until end of turn. Any player may activate this ability.
Both their causes were unswerving, and neither would yield. Eventually one would break, either in body or will.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/White/Clash%20of%20Ideals_zpsxc6knws7.png

somethingrandom
2016-05-28, 04:15 AM
Challange of Dominance GGG
Enchantment R
If there are more green prementants on the battlefield than permentants of any other colour green creatures you control get +3/+3 and trample

Ninjaman
2016-05-28, 10:26 AM
Clash of Ideals 2W
Sorcery (R)
When Clash of Ideals enters the battlefield, draw a card.
Discard a card: Target creature gains indestructible until end of turn. Any player may activate this ability.
Both their causes were unswerving, and neither would yield. Eventually one would break, either in body or will.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/White/Clash%20of%20Ideals_zpsxc6knws7.png

You wrote sorcery by mistake.

Blue Ghost
2016-05-28, 01:55 PM
You wrote sorcery by mistake.

Ah, thanks. Fixed~

braveheart
2016-05-29, 01:17 PM
Uncontested Slaughter 3RR
Sorcery - R
Target creature deals damage equal to it's power to each other creature.
"He stood there amidst the slaughter, his hands soaked in blood, completely unscathed"-the sole survivor

r2d2go
2016-05-29, 02:00 PM
Two things-
1- your deck is referred to as your library
2- mana costs come before tap costs generally.

You're right, I mess those little things up way too much :smallannoyed:

Well, at least it technically didn't make the card unprintable :smalltongue: I'll probably be rewriting it as an enchantment anyway. Thanks for the catch though!

Ninjaman
2016-05-30, 02:18 AM
Psychic Challenger - UW
Creature - Spirit Warrior - R
Flying
When Psychic Challenger enters the battlefield, put a challenge counter on a creature an opponent controls.
Psychic Challenger has protection from creatures with challenge counters on them.
2/1

LaZodiac
2016-05-30, 03:17 AM
Challenge The Rock 3R
Sorcery (U)
Put three +1/+1 counters on target Mountain you control. It becomes a 0/0 red Elemental creature. It's still a land. Target opponent puts three 1/1 white Soldier tokens onto the battlefield.
Awaken 3 - 5R
Why does one climb the mountain?

Misothene
2016-05-31, 02:12 AM
Challenge of Leadership 2WR
Sorcery - R
Target non-token, non-legendary creature you control becomes a Legendary Creature with a name chosen by you. (This is permanent.)
The creature has "This creature and other creatures of this card's type(s) gain +1/+1 and "Whenever this creature dies, put a +1/+1 counter on the Legendary Creature created by Challenge of Leadership""
All creatures created by this card are considered to have the same name.
This card can be your Commander. If it is, Legendary Creatures created by this card are Commander creatures.

EDIT: Hm... several revisions but still seems a but too wordy. Any suggestions, anyone?

I don't think this can do all of the stuff you want it to do while properly templated without totally blowing away the length limit. Here's a version that I think might be close enough to consider, which takes advantage of putting some unprecedented things in reminder text such that the rules would have to be patched to exactly define that action:
"Target nontoken, nonlegendary creature you control becomes your Commander (It becomes legendary, deals Commander damage, and may be put in your Command zone when it leaves the battlefield and cast again).. As long as that creature is your Commander, it has "Creatures with this creature's creature types get +1/+1."
Challenge of Leadership can be your Commander."

The "choose your own name for it" thing would break how the game treats the action of "naming a card," which restricts chosen names to cards legal in the format in which you are playing. I'm not sure it is possible, nor central enough to your design, to be able to rename my Savannah Lions to Chairman Meow.

I will admit this version has some big functional differences. The easiest way to replicate the function of making a new creature into your "Commander creature" and putting the Challenge back in your Command zone would be to make it an aura.


Trial of the Firemind UURR
Enchantment - Aura MR
Enchant Creature
When ~ becomes attached to a creature, exile cards from the top of your library until an instant is exiled. Deal damage equal to its converted mana cost to enchanted creature. If that creature dies this turn, attach ~ to another creature.
Enchanted creature gains "T - You may cast target instant exiled with ~ this turn."


1. It needs to specify a source for the damage ("CARDNAME deals damage...")
2. I don't think the reattach language works correctly as written, since the creature dying would put the aura in the graveyard. I think it needs to say "If enchanted creature dies this turn, choose a creature and return CARDNAME to the battlefield attached to that creature."
3. "Enchanted creature has 'T: This turn, you may cast an instant card exiled by Trial of the Firemind.'" This ability means that, if the first creature you cast this on dies, the next creature you attach the aura to can let you cast the instant you exiled before having to "face the trial." I am assuming it was intentional that you still have to pay the instant's mana cost (making it more difficult for your opponent to poach your instants if you fail to kill their creature).



Riddle of Ages U
Enchantment - R
When Riddle of Ages enters the battlefield, get a riddle counter.
2: Get a riddle counter. Any player may activate this ability.
At the beginning of your upkeep, if there are five or more riddle counters among all players, sacrifice Riddle of Ages. Each player draws cards equal to the number of riddle counters they have. Remove all riddle counters from all players.

Very small templating suggestions: I think the language is "You get a riddle counter." Admittedly, this makes the second ability read strangely, looking like it would only give you counters no matter who activated the ability, but it would still function as intended. You could have reminder text to clear that up, if you want. Also, based on Leeches, I think the language for the last line is "Each player loses all riddle counters."


Challenge The Rock 3R
Sorcery (U)
Target Mountain you control becomes a 0/0 red Elemental creature with three +1+1 counters on it. It's still a land. Target opponent puts three 1/1 white Soldier tokens onto the battlefield.
Awaken 3 - 5R
Why does one climb the mountain?

Minor edit: I think the first line needs to read "Put three +1/+1 counters on target Mountain you control. It becomes a 0/0 red Elemental creature." As it is now, it would never actually put the counters there, just assert their existence.

Jormengand
2016-05-31, 04:40 AM
1. It needs to specify a source for the damage ("CARDNAME deals damage...")

To be fair, it could be trying to make you deal the damage personally... :smalltongue:


Minor edit: I think the first line needs to read "Put three +1/+1 counters on target Mountain you control. It becomes a 0/0 red Elemental creature." As it is now, it would never actually put the counters there, just assert their existence.

Of course, it could mean that if it had 4 on before, it loses one, and if it had 1 on before, it gains two. :smalltongue:

Fortuna
2016-05-31, 07:32 AM
Very small templating suggestions: I think the language is "You get a riddle counter." Admittedly, this makes the second ability read strangely, looking like it would only give you counters no matter who activated the ability, but it would still function as intended. You could have reminder text to clear that up, if you want. Also, based on Leeches, I think the language for the last line is "Each player loses all riddle counters."

Thanks for the input. :smallsmile:

Beelzebub1111
2016-05-31, 08:45 AM
Tournament of Destruction R
Sorcery R
Each player deals damage to a target of their choice equal to the amount of mana in their mana pool

LaZodiac
2016-05-31, 10:10 AM
Of course, it could mean that if it had 4 on before, it loses one, and if it had 1 on before, it gains two. :smalltongue:

Nope the correction was correct, I have corrected it.

mystic1110
2016-06-01, 08:48 AM
Personal Challenge WUBRG
Creature - Avatar M
Trample
When Personal Challenge enters the battlefield, target opponent gains control of it.
If you are playing a two-player match (A two-player match involves two players playing until one player has won two out of three games) and if you would lose the game, instead you lose the match. (For example, if you won the first game, but your opponent wins while Personal Challenge is on the battlefield under your control, you lose the match as if you lost the next two games)
To overcome a goal set by another is a admirable, to overcome a goal set by your own is humbling
10/10

Beacon of Chaos
2016-06-01, 12:17 PM
Fahren, the Challenger 4W

Legendary Creature - Human Knight - R

Vigilance

~ blocks each turn if able.

Whenever ~ blocks, put a +1/+1 counter on it.

"Face me!"

3/5

braveheart
2016-06-01, 02:59 PM
Fahren, the Challenger 4W

Legendary Creature - Human Knight - R

Vigilance

~ blocks each turn if able.

Whenever ~ blocks, put a +1/+1 counter on it.

"Face me!"

3/5


that one might be able to get away with uncommon

Blue Ghost
2016-06-01, 03:09 PM
that one might be able to get away with uncommon

I think it works at rare. It's simple, yes, but it's quite splashy and high-impact. Plus legendaries are rare or mythic by default.

Sgt. Cookie
2016-06-01, 04:51 PM
Brothers Yamazaki say hello.

Blue Ghost
2016-06-01, 05:46 PM
Brothers Yamazaki say hello.

They were from Kamigawa, which was a block designed with a legendary theme in mind, and the overabundance of legendary creatures reducing their uniqueness was one of the many mistakes of the set that Wizards has acknowledged and is not keen to repeat. Since Kamigawa, all legendaries have been at least rare, as far as I know.

braveheart
2016-06-01, 09:21 PM
I think it works at rare. It's simple, yes, but it's quite splashy and high-impact. Plus legendaries are rare or mythic by default.

it does, and i hadn't noticed the legendary supertype, and it certainly is valid as a rare

tgva8889
2016-06-02, 12:31 AM
Contest of Champions 4WW
Sorcery (M)
Exile all creatures except commanders. Then, each player who controls their commander may put a +1/+1 counter on it for each time they have cast it this game.
A true battle can only be fought by champions.

Ealon
2016-06-03, 01:57 PM
I guess I'm not too late to enter.

Rigged Fight 3R
Sorcery - C
Target creature you control fights target creature you don't control. Then another creature you control deals damage equal to it's power to that creature.
"You confront 'em, I'll get 'em from the back"

I think this is worded correctly, basically a fight spell but with the added extra damage from a non-fighting creature.

Jormengand
2016-06-03, 03:41 PM
Challenge of Leadership 1WR
Legendary Enchantment - Aura
Enchant Non-Legendary creature.
Enchanted creature becomes a Legendary Creature called "X, Chosen Champion", where X is the creature's original name.
Enchanted creature has "All creatures of this card's type gain +1/+1." and "Whenever a creature of this card's type dies, put a +1/+1 counter on this creature."
This card can be your Commander. If Challenge of Leadership is your Commander, Enchanted creature becomes a Commander creature.

Well.

I think the shortest possible correct wording is "Enchant Non-Legendary creature.
Enchanted creature becomes a Legendary Creature called “X, Chosen Champion”, where X is the creature's original name.
Enchanted creature has “All creatures which share a creature type with this card get +1/+1. Whenever one of those creatures dies, put a +1/+1 counter on this.”
Challenge of Leadership can be your Commander. If it is, Enchanted creature is your Commander." This wording takes twelve lines including blank ones, which is the same as Animate Dead, a notoriously long card. (Actually, along the same lines, it might need to stop enchanting non-legendary creature and start enchanting the legendary creature that it just made)

No rarity given. Tsk tsk. It's gotta be mythic, though. This is a unique effect, after all.

Final quibble before I actually start critiquing what it does, you can get some pretty silly names out of it. "Tormented Pariah, Chosen Champion" or "Bloodsoaked Champion, Chosen Champion", or, if you use his second ability, "Gideon, Champion of Justice, Chosen Champion." Or of course, ", Chosen Champion" if you enchant a token. Or you can enchant something plural, and they suddenly become a single Chosen Champion? This is just too weird.

Aaanyway, the actual effect. It's an anthem. Anthems that give creatures you control a conditional +1/+1 are about 3-drops on their own. Unruly mob's effect is enough to make it a 1/1 for 2. Granting both on a 3-drop is pretty crazy. Being able to make anything you like your commander at a moment's notice is probably also too powerful.
Trial of the Firemind UURR
Enchantment - Aura MR
Enchant Creature
When ~ becomes attached to a creature, exile cards from the top of your library until an instant is exiled. Deal damage equal to its converted mana cost to enchanted creature. If that creature dies this turn, attach ~ to another creature.
Enchanted creature gains "T - You may cast target instant exiled with ~ this turn."


Flavor text that won't fit:
There's often less value in those who prevail than those who meet amusing ends. - Niv Mizzet
The flavour text just about fits, though it's not a great fit - it takes up thirteen lines to the ten without it. Probably right to leave it.

The enchantment itself... basically, it seems like a good way to nuke through all the enemy's small stuff before attaching it to one of your creatures and casting off instants with extreme prejudice - there's no reason that you can't run a deck with only instants costing exactly 3, and then sticking down a kraken hatchling and then firing instants at people. Though, I'm not sure what the last line means - "At any point during this turn, you may cast target instant that was exiled by this" or "You may cast target instant that was exiled this turn by this".


Apex Ascension 1G
Instant - U
Choose target creature. Put X +1/+1 counters on that creature, where X is the power of the creature with the highest power minus the power of the chosen creature.

Huh.

So you're rising to challenge the strongest creature around? That's cool, but I worry about dropping a 0/4 (or a 2/10, which goes for 2WW) and then casting apex ascension on it. Doran decks become hilariously good. Even adding a couple of +1/+1 counters is worth 1G, but it can easily become a whole lot more. Also, if the strongest creature is a 4/7 and you're a 3/1, you're not really rising to challenge it. :smalltongue:


Riddle of Ages U
Enchantment - R
When Riddle of Ages enters the battlefield, you get a riddle counter.
2: You get a riddle counter. Any player may activate this ability. ("You" is the player who activated this ability.)
At the beginning of your upkeep, if there are five or more riddle counters among all players, sacrifice Riddle of Ages. Each player draws cards equal to the number of riddle counters they have and loses all riddle counters.

Hmm.

It's interesting. I'm not sure whether or not it's worth it. But it is interesting. I... I genuinely don't know whether this is a good or a bad card. Judge? JUDGE? Dammit, I am the judge... uhm, anyone? Help?


Clash of Ideals 2W
Enchantment (R)
When Clash of Ideals enters the battlefield, draw a card.
Discard a card: Target creature gains indestructible until end of turn. Any player may activate this ability.
Both their causes were unswerving, and neither would yield. Eventually one would break, either in body or will.

Hmm.

This is quite good with Madness and such. Which is odd for a white card. Also good with Delirium, since you can pitch a card of each type and actually achieve something by it. But I just think it would end up with people playing a game of card advantage - extra draw combined with this gets ridiculously good ridiculously fast, until someone inevitably breaks out the exile. I'm also worried this could easily make the game a boring stand-off that never gets resolved properly.


Challange of Dominance GGG
Enchantment R
If there are more green prementants on the battlefield than permentants of any other colour green creatures you control get +3/+3 and trample

Challenge. Permanents. Permanents again. The fact that you not only misspelled it twice, but did do in two different ways...

Anyway, the card. Monogreen - what else would you run this in? - versus any nonmono is probably going to get this to work all the time without special effort. Monogreen versus monowhite will have to break out the tokens. Either way, an easy-condition +3/+3 and trample to all creatures is horrifically powerful.


Uncontested Slaughter 3RR
Sorcery - R
Target creature deals damage equal to it's power to each other creature.
"He stood there amidst the slaughter, his hands soaked in blood, completely unscathed"-the sole survivor

Chandra's Ignition that doesn't hurt players and, if you like, you can use it on a creature you don't control (maybe your enemy is running Malakir Familiar and lots of high-power stuff). It's basically the same kind of effect, though.


Psychic Challenger - UW
Creature - Spirit Warrior - R
Flying
When Psychic Challenger enters the battlefield, put a challenge counter on a creature an opponent controls.
Psychic Challenger has protection from creatures with challenge counters on them.
2/1

Seems functional. That mana cost is usually written WU. Would be interesting to see in a set with other things that use challenge counters. Might be too strong in a set with other things that use challenge counters. Not entirely sure why blue, but similar choose-a-thing-and-protect-against-it effects are WU. Uhm, yeah, it's fine.


Challenge The Rock 3R
Sorcery (U)
Put three +1/+1 counters on target Mountain you control. It becomes a 0/0 red Elemental creature. It's still a land. Target opponent puts three 1/1 white Soldier tokens onto the battlefield.
Awaken 3 - 5R
Why does one climb the mountain?

Odd that it doesn't give the actual mountain itself haste. Anyway, it's a Hunted, uhm, mountain, except a 3/3 for 4 that eats one of your lands isn't worth being hunted, and 2 3/3s for 6 don't need to be hunted either.


Tournament of Destruction R
Sorcery R
Each player deals damage to a target of their choice equal to the amount of mana in their mana pool

It's probably too good.

Players who have already played all the instants they're going to are, in general, tapped out by their opponent's turn. This means that from turn 4, you have a backup lightning bolt. From turn 5, you have a better than lightning bolt.


Personal Challenge WUBRG
Creature - Avatar M
Trample
When Personal Challenge enters the battlefield, target opponent gains control of it.
If you are playing a two-player match (A two-player match involves two players playing until one player has won two out of three games) and if you would lose the game, instead you lose the match. (For example, if you won the first game, but your opponent wins while Personal Challenge is on the battlefield under your control, you lose the match as if you lost the next two games)
To overcome a goal set by another is a admirable, to overcome a goal set by your own is humbling
10/10

Victory Dragon! I've missed you! Come and take a seat, how's it been? I'm understanding that making the change from YGO to M:tG has been hard...

I don't like the Victory Dragon effect. For a start, you're going to see people decide whether or not to surrender before Personal Challenge has the chance to hit the ground (players would often surrender just before Victory Dragon went face). Second, you're going to see players stalling to get it out if their opponent is mana screwed.

Also, I believe that you can interrupt the triggered ability with an instant because you have priority to respond to it entering the battlefield before it can switch sides. Just something to keep in mind.

Basically, I love the idea of the effect, but the actual result of it is weird and doesn't make sense.


Fahren, the Challenger 4W

Legendary Creature - Human Knight - R

Vigilance

~ blocks each turn if able.

Whenever ~ blocks, put a +1/+1 counter on it.

"Face me!"

3/5

Hmm. I like it. It's potentially going to die from your opponent dropping a deathtouch minion on the board and swinging with that, but it can also be a pain in the butt to exceed its mana cost. I like it.


Contest of Champions 4WW
Sorcery (M)
Exile all creatures except commanders. Then, each player who controls their commander may put a +1/+1 counter on it for each time they have cast it this game.
A true battle can only be fought by champions.

So, you run this in a deck where you expect to be able to destroy your enemy's commander? And you run it in a deck with fewer creatures than normal? I mean, it's not exactly difficult to make it a "Wipe everything except my best creature". And it's practically pointless if you don't.


I guess I'm not too late to enter.

Rigged Fight 3R
Sorcery - C
Target creature you control fights target creature you don't control. Then another creature you control deals damage equal to it's power to that creature.
"You confront 'em, I'll get 'em from the back"

I think this is worded correctly, basically a fight spell but with the added extra damage from a non-fighting creature.

Should be green or at least RG. Should probably be uncommon. Otherwise probably fine. Wording is probably "Target creature you control fights target creature you don't control. Then another creature you control deals damage equal to it's power to the creature you don't control."

And the winner is...

Diego Havoc. Again. You pretty much just won your own contest. Uh, look, we'll give the second place prize to Ealon for what's a pretty good first card (or, I haven't seen you make a card here before). Honourable mention to Fortuna for... I still have no idea how good that card is.

Fable Wright
2016-06-03, 03:56 PM
Hmm.

It's interesting. I'm not sure whether or not it's worth it. But it is interesting. I... I genuinely don't know whether this is a good or a bad card. Judge? JUDGE? Dammit, I am the judge... uhm, anyone? Help?

Requires testing. In a deck like Esper or UWR Flash, it's instant speed card draw with a delayed investment, but at a higher payoff than Think Twice, and at a discounted cost. It's a good roleplayer card in control with vulnerability issues, but it's in a pretty decent sweet spot for constructed power levels. Sees play in Standard, boarded out in the control mirror, has some speculative play in Modern that doesn't stick.

LaZodiac
2016-06-03, 04:13 PM
Concerning my card: You can target the same land with Awakening. So the Awaken cost is to make it a 6/6 instead of a 3/3.

LastCenturion
2016-06-03, 04:47 PM
Just my luck, that I find this fun-looking game an hour after it resets. I have a really cool idea for a card, too. Future me will forget this, so message to future me: It's the thing that untaps really weirdly.

The_Tentacle
2016-06-04, 07:43 AM
Quick, someone make the new challenge "make something that untaps really weirdly"!

mystic1110
2016-06-04, 12:50 PM
Jormengand - never heard of victory dragon! That's really cool that they actually made a card like that. I thought the effect so ridicuolous that I was seriously thinking of making it silver bordered. How did judges in yugioh deal with the resigning issue. Maybe even a clause that says "when you cast ~ target opponents gains an emblem that says "If you are playing a two-player match (A two-player match involves two players playing until one player has won two out of three games) and if you would lose the game, instead you lose the match." So that they don't have a chance to resign, since you already cast it? Or is that still too slow? What if it had split second?

braveheart
2016-06-04, 12:59 PM
Jormengand - never heard of victory dragon! That's really cool that they actually made a card like that. I thought the effect so ridicuolous that I was seriously thinking of making it silver bordered. How did judges in yugioh deal with the resigning issue. Maybe even a clause that says "when you cast ~ target opponents gains an emblem that says "If you are playing a two-player match (A two-player match involves two players playing until one player has won two out of three games) and if you would lose the game, instead you lose the match." So that they don't have a chance to resign, since you already cast it? Or is that still too slow? What if it had split second?

Conceding a match is faster than mana abilities, it ignores the stack, and even split second or an on cast trigger, are able to be interrupted by the concession of the match

Beacon of Chaos
2016-06-04, 01:06 PM
Diego Havoc. Again. You pretty much just won your own contest.
Haha, wow! I wasn't expecting that. Thank you.


Quick, someone make the new challenge "make something that untaps really weirdly"!
Heck, why not? Well, let's make it a little broader and a little clearer:

Design a creature, land, or artifact that doesn't untap normally during the untap step.

Does that work?

mystic1110
2016-06-04, 01:06 PM
I guess maybe a leyline effect then - so the opponent would have to choose whether to conceed a game before it even starts?

braveheart
2016-06-04, 01:32 PM
Only one can enter the contest but you can stick as many as you'd like in a spoiler box

Dr.Gunsforhands
2016-06-04, 02:11 PM
Dozing Rootwalla 1G
Creature - Rootwalla C
Whenever this creature attacks, it gets +2/+2 until end of turn and doesn't untap during its controller's next untap step.
"Aw, now look at this lil' fella, all tuckered out. You'd never know that this morning he'd just brought down an elephant four times his size."
2/2

Sleep-eater 2UUU
Creature - Leviathan R
This creature enters the battlefield tapped. You may choose not to untap it during your untap step.
At the beginning of your upkeep, if this creature is tapped, put the top 3 cards of your library into your graveyard and put 3 +1/+1 counters on this creature.
3/3

LastCenturion
2016-06-04, 02:17 PM
the lands aspect will be interesting, I think.

Jormengand
2016-06-04, 03:09 PM
How did judges in yugioh deal with the resigning issue.

By banning Victory Dragon. No other match-winner card has ever been tournament-legal.



Red Rage Master 4R
Creature - Human Elemental MR
Creatures you control don't untap during your untap step. They lose indestructible and gain "Q: This creature deals 1 damage to itself. Activate this ability only any time you could cast a sorcery".
T: Red Rage Master deals 1 damage to target creature or player.
Do not wield the flame. Become the flame. Let it burn your heart and soul until there is nothing left but flames.
3/3

ben-zayb
2016-06-04, 03:12 PM
Encroaching Flora
{kinda like this (http://vignette1.wikia.nocookie.net/onepiece/images/1/18/Boin_Archipelago_Infobox.png/revision/latest?cb=20130717120751), except it's not an island}
Legendary Land (M)
T: Add green mana to your mana pool equal to one plus the number of +1/+1 counters on ~. ~ doesn't untap during its controller's next untap step.
XG: ~ becomes a 0/X green Plant creature with reach and defender in addition to its other types until end of turn.
Whenever a creature you control or a creature attacking you dies, you may exile that creature instead of putting it into its owner's graveyard. If you do, put a +1/+1 counter on ~.

Fable Wright
2016-06-04, 04:25 PM
Not sure how much it follows the challenge, but it's sort of a thing ...

Aya the Quick 3{U/P}{U/P}{U/P}
Legendary Creature - R
({U/P} Can be paid with U or 2 life)
Q: You win the game. Activate this ability only during a main step. (Not necessarily your own)
Vigilance, Haste, First Strike
Aya the Quick untaps during each player's untap step, rather than only its controller's.
Aya the Quick cannot be affected by or made the target of spells or abilities activated by its controller.
5/5

Absolutely busted. Turn 1, Darksteel Citadel, Springleaf Drum, Mox Opal, Ornithopter. Turn 2: Land, Aya, tap Aya with Springleaf Drum (because it's a cost and not an ability), untap for win. Or turn 1, Savannah, Tinder Wall, Simian Spirit Guide, Aya, then one of these (http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[cost]+[untapped]+[rather]). Or win with Loam Dryad in Standard. Point is, turn 1-2 victory is trivial with this, and even without that, it's a 3 mana 5/5 Vigilant Hasty First Striker that pretty much any aggro deck is drooling over that spontaneously wins the game sometime thereafter.

Also, there is no main step. Only a main phase.

LastCenturion
2016-06-04, 04:31 PM
Alright, I'll correct the text, and sort out the cost point. That wasn't intentional.

Fable Wright
2016-06-04, 04:57 PM
Not sure how much it follows the challenge, but it's sort of a thing ...

Aya the Quick 3{U/P}{U/P}{U/P}
Legendary Creature - R
({U/P} Can be paid with U or 2 life)
Q: You win the game. Activate this ability only during a main phase. (Not necessarily your own)
Vigilance, Haste, First Strike
Aya the Quick untaps during each player's untap step, rather than only its controller's.
Aya the Quick cannot be affected by or made the target of abilities or spells activated or cast by its controller, including as the cost of an ability or spell.
5/5

Okay, so, round of complaints number 2.

1. Why does a Blue creature effectively cost 3 colorless for a 5/5 and have three off-color keywords? That's at least 5 things that Blue should not be doing.
2. The templating is incredibly off. You should word the untap ability as "Untap ~ at the beginning of each other player's untap step", the 'you win the game' button does not need the reminder text (but, uh, why does it have that restriction instead of just making it sorcery speed?), and the last ability does not work. At all. 'Cannot be affected by' is the old wording of protection and caused so many issues, but at the very least, what happens if I target Aya with Refraction Helix? Does she bounce the opponent's board for no cost and swing in for 5? Also, permanents can't be affected by costs; that's just not how the game works.
3. Most importantly... why does this card win the game? To punish opponents who rely on tap effects by creating a feel bad insta-lose scenario? To enable a combo deck that just goes 'oops I win'? But in that case, why cut off all the combo potential? Also, why put it on an incredibly pushed creature? I don't understand any scenario in which 'you win the game' helps make this card fun.

BasketOfPuppies
2016-06-04, 07:49 PM
By banning Victory Dragon. No other match-winner card has ever been tournament-legal.



Red Rage Master 4R
Creature - Human Elemental MR
Creatures you control don't untap during your untap step. They lose indestructible and gain "Q: This creature deals 1 damage to itself".
T: Red Rage Master deals 1 damage to target creature or player.
Do not wield the flame. Become the flame. Let it burn your heart and soul until there is nothing left but flames.
3/3

So you can insta-win with this. Tap him for a damage to an opponent, Untap with the ability. While the damage is on the stack, tap to put another damage to an opponent on the stack. Rinse and repeat. You should make at least one of those abilities sorcery speed.

Beelzebub1111
2016-06-04, 09:18 PM
Engine of Purity 1
Artifact Creature - Dreadnought MR
Trample, Infect, Shroud
Engine of the Purity enters the battlefield tapped.
If Engine of the Purity has less than 12 charge counters on it, it can not untap.
Whenever a creature dies, put a charge counter on Engine of the Purity
12/12

Fortuna
2016-06-04, 09:28 PM
Engine of Purity 1
Artifact Creature - Dreadnought MR
Trample, Infect
Engine of the Purity enters the battlefield tapped.
If Engine of the Purity has less than 12 charge counters on it, it does not untap during your untap step.
Whenever a creature dies, put a charge counter on Engine of the Purity
12/12

T1: Engine of Purity
T2: Voltaic Key, untap Engine of Purity, swing for 12 poison with trample?

Dr.Gunsforhands
2016-06-05, 12:11 AM
T1: Engine of Purity
T2: Voltaic Key, untap Engine of Purity, swing for 12 poison with trample?

Still too slow. You at least need Swamp, Dark Ritual, This, Lightning Greaves, Mox Sapphire, Twiddle, and Force of Will. :smalltongue:

Fortuna
2016-06-05, 12:24 AM
Still too slow. You at least need Swamp, Dark Ritual, This, Lightning Greaves, Mox Sapphire, Twiddle, and Force of Will. :smalltongue:

Yeah, well, my version's Modern-legal. :smalltongue:

BasketOfPuppies
2016-06-05, 12:48 AM
Yeah, well, my version's Modern-legal. :smalltongue:

Who cares about "legality" when you have a T1 win?

Misothene
2016-06-05, 01:37 AM
Not sure how much it follows the challenge, but it's sort of a thing ...

Aya the Quick - 1WW{G/P}{R/P}
Legendary Creature - Human Thief - R
Q: All opponents lose the game. Activate this ability only during a main phase.
Vigilance, Haste
Aya the Quick untaps during each player's untap step.
Aya the Quick cannot be tapped as part of a cost of a spell or ability cast or activated by its controller, or be tapped by the effects of a spell or ability cast or activated by its controller.
3/4


Focus is important. The main focus of this card is clearly its alternate win condition. Given that, why is the phyrexian mana mechanic even there? Is this a Phyrexian character I've never heard of?... I think it would make a lot more sense to people costing 2WR or 3WR (it's not doing anything green), as it would less clearly sell itself as an extremely powerful aggressive creature that also has an odd tacked-on alt-win.

Keeping colors distinct is important. Phyrexian mana was a problematic mechanic because it gave colors access to things they shouldn't have (essentially, in Constructed, nobody ever paid mana for a P cost). As such, currently, if you ignored all the other abilities, you're giving white an undercosted, hasty vigilant body for 3, when white doesn't get haste... and ALSO all this other stuff.

Now, the alt-win itself. You're treading a fine line between "too easy to make it work" and "virtually impossible." As it is, this is still fairly easy to combo off- you play it, put a regeneration shield on it, then play a removal spell on it. Or you exile it and return it tapped, like with Eldrazi Displacer. Or use something that makes your creatures come into play tapped. You could insert rules text to circumvent all of these scenarios- but it might be more advisable to make the "payoff" something less than an instant-win given how tapping a creature is so easy in this game.

All that, and Thief isn't even a creature type. Rogue is, though.


Engine of Purity 1
Artifact Creature - Dreadnought MR
Trample, Infect
Engine of the Purity enters the battlefield tapped.
If Engine of the Purity has less than 12 charge counters on it, it does not untap during your untap step.
Whenever a creature dies, put a charge counter on Engine of the Purity
12/12

Aim High and Vines of the Recluse are turn 2 kills with this in Standard. Given how easy it is to circumvent the drawback, this would be an extremely difficult card to cost properly (maybe 10 or 11?). 1 is pretty obviously quite broken.

Beelzebub1111
2016-06-05, 04:10 AM
Hmmm...I was trying to do a Phryexian Dreadnaught-like thing...I'll work on it

EDIT: How is this?

Engine of Purity 1
Artifact Creature - Dreadnought MR
Trample, Infect
Engine of the Purity enters the battlefield tapped.
If Engine of the Purity has less than 12 charge counters on it, it can not untap.
Whenever a creature dies, put a charge counter on Engine of the Purity
12/12

LastCenturion
2016-06-05, 05:42 AM
House of Cards
Legendary Land - MR
House of Cards enters the battlefield tapped.
House of Cards does not untap on its controller's untap step.
T: Add 1 to your mana pool. You may sacrifice a land. If you do, add 1 mana of any color to your mana pool.
1: Untap House of Cards

EDIT: redid the entire card because the challenge was artifacts, creatures, or lands.

BasketOfPuppies
2016-06-05, 10:06 AM
Deliberate Monk 5U
Creature- Human Monk U
Prowess
If ~ attacks, it does not untap during its controller's next untap step.
Patience, young one. The quickest way to defeat is acting rashly. You must wait and ponder. Only then shall enlightenment be attained.
6/6

Misothene
2016-06-05, 12:15 PM
Engine of Purity 1
Artifact Creature - Dreadnought MR
Trample, Infect
Engine of the Purity enters the battlefield tapped.
If Engine of the Purity has less than 12 charge counters on it, it can not untap.
Whenever a creature dies, put a charge counter on Engine of the Purity
12/12

Better, but still a nasty (Standard-legal) combo with Chandra's Ignition, and (Modern-legal) with cards like Soul's Fire, Pandemonium and Electropotence.


Deliberate Monk 5B
Creature- Human Monk U
Prowess
If ~ attacks, it does not untap during its controller's next untap step.
Patience, young one. The quickest way to defeat is acting rashly. You must wait and ponder. Only then shall enlightenment be attained.
6/6

Given how weird this would be in black, I'm guessing you meant the cost to be 5U.

BasketOfPuppies
2016-06-05, 01:32 PM
Yeah, I shouldn't make cards as soon as I wake up.

Sgt. Cookie
2016-06-05, 04:00 PM
Mirrorscape
Land - R
Mirrorscape enters the battlefield tapped.
Mirrorscape does not untap during your untap step.
X, Q: X must be at least 1 and all mana spent must be the same colour, Mirrorscape then becomes that colour. Place X charge counters on Mirrorscape. Activate this ability only once per turn. (You may also spend Colourless mana on this ability, turning Mirrorscape colourless.)
T: Add X mana of Mirrorscape's colour to your mana pool, where X is the number of charge counters on Mirrorscape then remove all charge counters on Mirrorscape.


The Mirrorscape card itself is colourless. (I dunno if that needs to be on the actual entry or not.). And yes, Mirrorscape DOES remain a particular colour after Tapping.

ben-zayb
2016-06-05, 04:08 PM
Mirrorscape
Land - R
Mirrorscape enters the battlefield tapped.
Mirrorscape does not untap during your untap step.
X, Q: X must be at least 1 and all mana spent must be the same colour, Mirrorscape then becomes that colour. Place X charge counters on Mirrorscape. (You may also spend Colourless mana on this ability, turning Mirrorscape colourless.)
T: Add X mana of Mirrorscape's colour to your mana pool, where X is the number of charge counters on Mirrorscape.


The Mirrorscape card itself is colourless. (I dunno if that needs to be on the actual entry or not.)Am I missing something, or is this an exponential-rate infinite mana loop by itself (and at least one mana)?

Sgt. Cookie
2016-06-05, 04:13 PM
That's me brainfarting and forgetting to throw "once per round" onto it.

Fable Wright
2016-06-05, 04:41 PM
Mirrorscape
Land - R
Mirrorscape enters the battlefield tapped.
Mirrorscape does not untap during your untap step.
X, Q: X must be at least 1 and all mana spent must be the same colour, Mirrorscape then becomes that colour. Place X charge counters on Mirrorscape. Activate this ability only once per turn. (You may also spend Colourless mana on this ability, turning Mirrorscape colourless.)
T: Add X mana of Mirrorscape's colour to your mana pool, where X is the number of charge counters on Mirrorscape.


The Mirrorscape card itself is colourless. (I dunno if that needs to be on the actual entry or not.)

So, explain this to me like I'm a little daft, because I think I must be with this. Turn 4 in Standard, I play this with three Swamps, then use this to remove an opponent's dude on their turn. I untap, play my land for the turn, and I'm now, with no other ramp, I cast Behold the Beyond. Am I reading this right? Turn after, aka turn 6, I'm sitting on 12 mana, so I can Languish and cast another Behold the Beyond with all this mana. Turn after that, I'm sitting on 17 mana and I just Burn from Within you for 16. Game 2?

Hold on, let me try another example. It's modern, and I'm playing Dragon Stompy. Turn 1, I play this, Chrome Mox, Simian Spirit Guide, and Pyretic Ritual, then cast Trinisphere. Turn 2, I'm sitting on 5 mana after my land drop so I utterly ignore Trinisphere and tap for bucketloads of mana while my opponent is screwed out of the game. Am I reading this right?

Sgt. Cookie
2016-06-05, 05:09 PM
... I need to get my brain checked out. I forgot to have Mirrorscape remove the charge counters.

BasketOfPuppies
2016-06-05, 06:06 PM
... I need to get my brain checked out. I forgot to have Mirrorscape remove the charge counters.

It's ok, it happens to us all.

Fortuna
2016-06-05, 06:34 PM
Mirrorscape
Land - R
Mirrorscape enters the battlefield tapped.
Mirrorscape does not untap during your untap step.
X, Q: X must be at least 1 and all mana spent must be the same colour, Mirrorscape then becomes that colour. Place X charge counters on Mirrorscape. Activate this ability only once per turn. (You may also spend Colourless mana on this ability, turning Mirrorscape colourless.)
T: Add X mana of Mirrorscape's colour to your mana pool, where X is the number of charge counters on Mirrorscape then remove all charge counters on Mirrorscape.


The Mirrorscape card itself is colourless. (I dunno if that needs to be on the actual entry or not.)

Is there any particular reason, other than the challenge, why this works the way it does instead of coming in untapped, tapping to put charge counters on, and untapping to add mana?

Sgt. Cookie
2016-06-05, 06:37 PM
Mainly because the idea of untapping to charge it with mana then tapping to discharge it appeals to me.

And secondly, it keeps it "in line" as it were with other lands. Having a land that UN-taps for mana amongst normal lands makes it somewhat confusing at a glance.

tgva8889
2016-06-05, 08:43 PM
Sword in the Stone 3
Legendary Artifact - Equipment (MR)
Sword in the Stone enters the battlefield tapped and doesn't untap during its controller's untap step.
Equipped creature gets +3/+3 and "when this creature attacks, tap each creature the defending player controls with converted mana cost 2 or less."
2, tap an untapped legendary creature you control: Untap Sword in the Stone. Activate this ability only any time you could cast a sorcery.
Equip - T

Ionbound
2016-06-05, 08:49 PM
[Teferi's Stasis Orb]-4

Legendary Artifact-MR

T; Tap all permanents your opponent controls.

While ~ is untapped, non-land permanents don't untap during their controller's untap step.

~ doesn't untap during your untap step.

When it moved, worlds stood still.

LastCenturion
2016-06-05, 08:58 PM
[Stasis Orb]

Artifact-MR

T; Tap all permanents your opponent controls.

While ~ is untapped, non-land permanents don't untap during their controller's untap step.

~ doesn't untap during your untap step.

When it moved, worlds stood still.

So... Basically cast it when your opponent has all their creatures tapped, then once they build up another board, tap it right before they swing for a lot of damage? It seems like a really good addition to, for example, a Soul Sisters deck. Especially since you can have multiple on the field at once. My recommendation? Make it a legendary artifact. Right now it's a really good card. Also, it sorta needs a cost? Small quirk, but I'd prefer for it to have a mana cost besides N/A.

Ionbound
2016-06-05, 09:13 PM
Yeeeeah...I kinda made it in a hurry. Thanks for the legendary artifact suggestion, though!

Warmatt
2016-06-05, 10:03 PM
I think I have something..... fun.


Americs, Sloth Incarnate 4BBU
Legendary Creature- Demon Spirit MR
Creatures lose and cannot gain Haste or Doublestrike
All permanents and ~ enter the battlefield tapped, and have the following 'This card does not untap during it's controllers untap step' and 'Place X -1/-1 counters on ~ (where X is the cards converted Mana Cost); Untap this card'
"Doing this is.... too much work."
1/10


Might need a little help with the wording for him, but otherwise? Nothing quite like sloth to bog things down.... too much work.....

Fable Wright
2016-06-05, 11:00 PM
[Teferi's Stasis Orb]-4

Legendary Artifact-MR

T; Tap all permanents your opponent controls.

While ~ is untapped, non-land permanents don't untap during their controller's untap step.

~ doesn't untap during your untap step.

When it moved, worlds stood still.

So, I'm running this in a deck with Voltaic Key. On your upkeep, I tap Stasis Orb, you're more or less locked out for this turn. Then I untap as normal. On my turn, I Voltaic Key this untapped and essentially Yosei-Lock you out of the game for 1 mana a turn, tapping it on your upkeep to lock you out of the game.

This seems fair.


Engine of Purity 1
Artifact Creature - Dreadnought MR
Trample, Infect
Engine of the Purity enters the battlefield tapped.
If Engine of the Purity has less than 12 charge counters on it, it can not untap.
Whenever a creature dies, put a charge counter on Engine of the Purity
12/12

Shroud may be a discontinued keyword, but it might be useful here to limit the shenanigans with Soul's Fire instakill shenanigans and make the payoff significantly more worthwhile.

mystic1110
2016-06-06, 11:03 AM
Fiendish Condottiere 2B
Creature - Demon Mercenary R
Fiendish Condottiere Doesn't untap during its controller's untap step.
At the end of each turn start the bidding with a bid of any number. In turn order, each player may top the high bid. The bidding ends if the high bid stands. Untap Fiendish Condottiere, and the high bidder loses life equal to the high bid and gains control of Fiendish Condottiere.
They garantee payment of their fees - in this life or the next.
8/8

Beelzebub1111
2016-06-06, 02:54 PM
Shroud may be a discontinued keyword, but it might be useful here to limit the shenanigans with Soul's Fire instakill shenanigans and make the payoff significantly more worthwhile.

You are right. Thanks. This is exactly what I was looking for.

Passive Pete
2016-06-06, 08:25 PM
Skarrg Summoning Stone 2(r/g)
Artifact - R
~ doesn't untap during your untap step.
T: The next creature spell you cast this turn can't be countered. That creature enters the battlefield with an additional +1/+1 counter on it, and gains haste and trample until end of turn.
(g/r), tap two untapped creatures you control: Untap ~.
The Gruul Clans are not a very organized people, but the shamans are always ready to congregate if it means summoning a house-sized rhinoceros

It can probably get infinite untaps with the right creatures. But you'd run out of things to play eventually, right?

EDIT: added in an extra (g/r) cost to the untap cost. Felt it was abusable with lots of tokens.

Shady Stew Vendor 2
Artifact - U
~ doesn't untap during your untap step. Whenever a creature dies, untap ~ and put a charge counter on it.
T: Gain X life, where X is the number of charge counters on ~.
Sacrifice ~: Scry X, then draw a card, where X is the number of charge counters on ~.
Don't ask what that strange taste in the stew is. Or else it might end up being you.

Loosely based off the pot shops in Westeros/Game of Thrones, as you might have already guessed. :smallbiggrin:

Ealon
2016-06-09, 02:02 PM
Skarrg Summoning Stone 2(r/g)
Artifact - R
~ doesn't untap during your untap step.
T: The next creature spell you cast this turn can't be countered. That creature enters the battlefield with an additional +1/+1 counter on it, and gains haste and trample until end of turn.
(g/r), tap two untapped creatures you control: Untap ~.
The Gruul Clans are not a very organized people, but the shamans are always ready to congregate if it means summoning a house-sized rhinoceros

It can probably get infinite untaps with the right creatures. But you'd run out of things to play eventually, right?

EDIT: added in an extra (g/r) cost to the untap cost. Felt it was abusable with lots of tokens.

Shady Stew Vendor 2
Artifact - U
~ doesn't untap during your untap step. Whenever a creature dies, untap ~ and put a charge counter on it.
T: Gain X life, where X is the number of charge counters on ~.
Sacrifice ~: Scry X, then draw a card, where X is the number of charge counters on ~.
Don't ask what that strange taste in the stew is. Or else it might end up being you.

Loosely based off the pot shops in Westeros/Game of Thrones, as you might have already guessed. :smallbiggrin:


I have a flavor issue with this card. Artifacts with color in their cost are a rare thing in Magic and are meant to represent items that are so filled with colored magic that they are that color. (See Shards of Alara Block and or the God weapons from Theros) Given from the flavor text that this is Gruul card, it really shouldn't have color in it's casting cost. I would change it to cost 3 and keep the {G/R} activation cost.

braveheart
2016-06-09, 03:40 PM
Impatience R
Creature - Avatar - U
Haste
Impatience does not untap during your untap step.
Impatience attacks each turn if able.
RR: Untap Impatience.
"Impatience often leads to missed opportunities"
3/1

Blue Ghost
2016-06-10, 01:14 PM
Deepdweller Dragon 4UU
Creature - Dragon (R)
Flying
Whenever Deepdweller Dragon attacks, it doesn't untap during its controller's next untap step.
Whenever Deepdweller Dragon becomes untapped, return target permanent to its owner's hand.
5/6

[img]http://i1283.photobucket.com/albums/a560/BlueGhostITP/Blue/Deepdweller%20Dragon_zpsk7fwv6ui.jpg[/iimg]

TurboGhast
2016-06-10, 02:19 PM
Ythrin, the Lifeforce Thief 3UBB
Legendary Creature - Demon (M)
Menace
~ enters the battlefield tapped.
~ doesn't untap during your untap step.
At the beginning of your upkeep, you can sacrifice a creature. If you do, untap ~ and put a +1/+1 counter on it.
Spells your opponents cast that target ~ cost 1 more to cast for each +1/+1 counter on ~.
3/3

Beacon of Chaos
2016-06-11, 02:50 PM
I apologise in advance if my replies are rather short. I'm not really good at judging.



Dozing Rootwalla 1G
Creature - Rootwalla C
Whenever this creature attacks, it gets +2/+2 until end of turn and doesn't untap during its controller's next untap step.
"Aw, now look at this lil' fella, all tuckered out. You'd never know that this morning he'd just brought down an elephant four times his size."
2/2
Pretty decent common, I'd say. A good upside and downside.



Red Rage Master 4R
Creature - Human Elemental MR
Creatures you control don't untap during your untap step. They lose indestructible and gain "Q: This creature deals 1 damage to itself. Activate this ability only any time you could cast a sorcery".
T: Red Rage Master deals 1 damage to target creature or player.
Do not wield the flame. Become the flame. Let it burn your heart and soul until there is nothing left but flames.
3/3
Give it protection from red. GG.

That said, if there was an unpreventable damage clause on this I'd say it was a fairly decent card.


Encroaching Flora
{kinda like this (http://vignette1.wikia.nocookie.net/onepiece/images/1/18/Boin_Archipelago_Infobox.png/revision/latest?cb=20130717120751), except it's not an island}
Legendary Land (M)
T: Add green mana to your mana pool equal to one plus the number of +1/+1 counters on ~. ~ doesn't untap during its controller's next untap step.
XG: ~ becomes a 0/X green Plant creature with reach and defender in addition to its other types until end of turn.
Whenever a creature you control or a creature attacking you dies, you may exile that creature instead of putting it into its owner's graveyard. If you do, put a +1/+1 counter on ~.

It's not bad. The second ability is a little odd, given that the plant has no way to kill creatures on its own, but I get the theme behind it.


Engine of Purity 1
Artifact Creature - Dreadnought MR
Trample, Infect, Shroud
Engine of the Purity enters the battlefield tapped.
If Engine of the Purity has less than 12 charge counters on it, it can not untap.
Whenever a creature dies, put a charge counter on Engine of the Purity
12/12

I was thinking about what the best way to break this was. Fling effects/Altar of Dementia+Auriok Salvagers seemed pretty good.

That said, with a few balance tweaks this could be a really interesting card. I'd push the cost to 3-ish and drop the P/T and counter requirements down to 7 or 8, maybe lose infect. I think it would work well then.


House of Cards
Legendary Land - MR
House of Cards enters the battlefield tapped.
House of Cards does not untap on its controller's untap step.
T: Add 1 to your mana pool. You may sacrifice a land. If you do, add 1 mana of any color to your mana pool.
1: Untap House of Cards.

Could be nice when building up for a big X cost, effectively doubling your mana by sacrificing all your lands. Good for a last ditch, risky strategy.


Deliberate Monk 5U
Creature- Human Monk U
Prowess
If ~ attacks, it does not untap during its controller's next untap step.
Patience, young one. The quickest way to defeat is acting rashly. You must wait and ponder. Only then shall enlightenment be attained.
6/6

It's fine. Well balanced, I think. Not much else to say.


Mirrorscape
Land - R
Mirrorscape enters the battlefield tapped.
Mirrorscape does not untap during your untap step.
X, Q: X must be at least 1 and all mana spent must be the same colour, Mirrorscape then becomes that colour. Place X charge counters on Mirrorscape. Activate this ability only once per turn. (You may also spend Colourless mana on this ability, turning Mirrorscape colourless.)
T: Add X mana of Mirrorscape's colour to your mana pool, where X is the number of charge counters on Mirrorscape then remove all charge counters on Mirrorscape.


The Mirrorscape card itself is colourless. (I dunno if that needs to be on the actual entry or not.). And yes, Mirrorscape DOES remain a particular colour after Tapping.

It's... an overly complicated mana battery. I mean, it's fine, but yeah. It saves mana. *shrug*


Sword in the Stone 3
Legendary Artifact - Equipment (MR)
Sword in the Stone enters the battlefield tapped and doesn't untap during its controller's untap step.
Equipped creature gets +3/+3 and "when this creature attacks, tap each creature the defending player controls with converted mana cost 2 or less."
2, tap an untapped legendary creature you control: Untap Sword in the Stone. Activate this ability only any time you could cast a sorcery.
Equip - T

Interesting little card here. I don't think there's ever been an equipment that taps to equip. The effect is useful and unique, though restricting it to just being equipped to legendary types seems like it would be an easier way to make such a card.


[Teferi's Stasis Orb]-4

Legendary Artifact-MR

T; Tap all permanents your opponent controls.

While ~ is untapped, non-land permanents don't untap during their controller's untap step.

~ doesn't untap during your untap step.

When it moved, worlds stood still.

I'll refer you to what Fable Wright said:

So, I'm running this in a deck with Voltaic Key. On your upkeep, I tap Stasis Orb, you're more or less locked out for this turn. Then I untap as normal. On my turn, I Voltaic Key this untapped and essentially Yosei-Lock you out of the game for 1 mana a turn, tapping it on your upkeep to lock you out of the game.

This seems fair.


I think I have something..... fun.


Americs, Sloth Incarnate 4BBU
Legendary Creature- Demon Spirit MR
Creatures lose and cannot gain Haste or Doublestrike
All permanents and ~ enter the battlefield tapped, and have the following 'This card does not untap during it's controllers untap step' and 'Place X -1/-1 counters on ~ (where X is the cards converted Mana Cost); Untap this card'
"Doing this is.... too much work."
1/10


Might need a little help with the wording for him, but otherwise? Nothing quite like sloth to bog things down.... too much work.....
I'm a little unsure how this card works. Permanents enter the battlefield tapped, and to untap them you put -1/-1 counters on... Americs? Is that right? I don't really see what this accomplishes, other than get you a blocker that hangs around for a couple of turns at most and slightly inconveniences red players.


Fiendish Condottiere 2B
Creature - Demon Mercenary R
Fiendish Condottiere Doesn't untap during its controller's untap step.
At the end of each turn start the bidding with a bid of any number. In turn order, each player may top the high bid. The bidding ends if the high bid stands. Untap Fiendish Condottiere, and the high bidder loses life equal to the high bid and gains control of Fiendish Condottiere.
They garantee payment of their fees - in this life or the next.
8/8

An interesting little card, though I can't really say how it will play out. A WB deck with plenty of life gain will be laughing. Might be intersting to have multiple players fight over it, but I feel that it kinda draws all attention in the game to it, which is a bit much for its cost.


Skarrg Summoning Stone 2(r/g)
Artifact - R
~ doesn't untap during your untap step.
T: The next creature spell you cast this turn can't be countered. That creature enters the battlefield with an additional +1/+1 counter on it, and gains haste and trample until end of turn.
(g/r), tap two untapped creatures you control: Untap ~.
The Gruul Clans are not a very organized people, but the shamans are always ready to congregate if it means summoning a house-sized rhinoceros

Yeah, this is a pretty good card. I kinda agree with Ealon about the colour artifact thing, though I can understand why you did it this way.


Impatience R
Creature - Avatar - U
Haste
Impatience does not untap during your untap step.
Impatience attacks each turn if able.
RR: Untap Impatience.
"Impatience often leads to missed opportunities"
3/1

I'm not really sure how to judge this one. It's a very cheap creature, with several downsides but I'm not sure how well they balance out. I guess it's okay. I think I'd rather have a slightly more expesive but easier to control creatures. I suppose it's a great red creature, in that respect.


Deepdweller Dragon 4UU
Creature - Dragon (R)
Flying
Whenever Deepdweller Dragon attacks, it doesn't untap during its controller's next untap step.
Whenever Deepdweller Dragon becomes untapped, return target permanent to its owner's hand.
5/6

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Blue/Deepdweller%20Dragon_zpsk7fwv6ui.jpg

It's a big powerful dragon with balanced up and downsides. Pretty decent.


Ythrin, the Lifeforce Thief 3UBB
Legendary Creature - Demon (M)
Menace
~ enters the battlefield tapped.
~ doesn't untap during your untap step.
At the beginning of your upkeep, you can sacrifice a creature. If you do, untap ~ and put a +1/+1 counter on it.
Spells your opponents cast that target ~ cost 1 more to cast for each +1/+1 counter on ~.
3/3

Not bad, I like the way it gets harder to target as time goes on, that's not something I can remember seeing before.


I'm gonna give this one to Beelzebub1111 and Engine of Purity! While I think the card needs rebalancing, I do like the way you can drop it early and just watch your opponent sweat as they try to find a way to deal with it before it awakens.

Second place goes to Dr. Gunsforhands and third place to tgva8889.

Passive Pete
2016-06-11, 04:22 PM
Yeah, I can definitely see the argument for making the cost colorless. It probably makes more sense for flavor and maybe I should have went that way. The only small problem I see would be giving all colors access to the haste/trample/uncounterable ability that might be out of color in some places. Personally I'm slightly in favor of keeping the cost colored, for whatever weird reason, but like I said Ealon makes a (probably more) reasonable argument. All in all thanks for the feedback you two and congratulations to the winner. :)

Beelzebub1111
2016-06-11, 09:46 PM
Awesome! That's pretty much the feeling of what I was going for with my entry.

Next contest is: DEFUNCT KEYWORDS!

Give a card that makes use of Keywords that you'll never see printed again! Phase in/out! Banding! Storm! Landhome! Rampage!

Use your imaginations, kids! and good brewing!

Warmatt
2016-06-11, 09:52 PM
Actually, Americs would make you put -1/-1 counters on your creatures to untap them, as it gave that ability to all creatures. Effectively, it puts creatures in lockdown, and unless they are willing to take -1/-1 counters equal to their CMC, they stay tapped. The haste/doublestrike was to play into the Sloth theme.

That said, will be looking up defunct keywords......

Sgt. Cookie
2016-06-11, 11:28 PM
I just finished a vampire EDH deck, so I have Vampires on the brain.

Denvo, Falkenrath Recruiter 3BB
Legendary Creature - Vampire R
Human Offering (You may cast this card any time you could cast an instant by sacrificing one or more Human permanents. If you do, the total cost to cast this card is reduced by the sacrificed permanents' mana cost. Mana cost includes colour.)
T: Target Human you control loses all subtypes and abilities and becomes a Black Vampire with "When this creature deals lethal damage to a Human, return it to the battlefield under your control as a Black Vampire with this ability". (The destroyed creature loses all former subtypes and abilities.)
3/4


EDIT: Made a slight change to how Offering works, by letting you sac as many critters as you want, rather than just one.

BasketOfPuppies
2016-06-12, 12:54 AM
I just finished a vampire EDH deck, so I have Vampires on the brain.

Denvo, Falkenrath Recruiter 3BB
Legendary Creature - Vampire R
Human Offering (You may cast this card any time you could cast an instant by sacrificing a Human permanent. If you do, the total cost to cast this card is reduced by the sacrificed permanent’s mana cost.)
XB: Place X black 1/1 Vampire tokens onto the battlefield. You may sacrifice Humans, similar to Human Offering, to lower this ability's mana cost. (Treat this as Human Offering, except you are activating an ability, rather than casting a spell.)
You may want to include a power/toughness.

Sgt. Cookie
2016-06-12, 01:06 AM
This is why I shouldn't make cards at 6am.

Blue Ghost
2016-06-12, 01:49 AM
Do you mean defunct as in used in past sets, or defunct as in confirmed to not be on the slate for using again? Because if the latter, defunct keywords are defunct for good reasons. I'd recommend allowing fixes to defunct keywords, rather than requiring them to be used straight up.

Misothene
2016-06-12, 03:30 AM
Anafenza Undaunted WBG
Legendary Creature- Spirit Soldier MR
Haunt
Other creatures you control have haunt.
As long as Anafenza Undaunted is on the battlefield or haunting a creature, whenever a creature you control becomes haunted, put a +1/+1 counter on it.
Shu Yun preserved the knowledge of the clans. Anafenza preserved their strength.
4/4

Confuse Ray (2/U/R/P/C)
Instant- Arcane R (Un)
Target creature phases out. When it phases in, it gets bands with other creatures with banding until end of turn. Draw a card at the beginning of your next upkeep.
Haunt, Cipher, Recover 3U
When the creature Confuse Ray haunts dies, precisely explain how Confuse Ray works in the rules. If you do so in less than one minute, you win the game.

Fortuna
2016-06-12, 04:06 AM
Confuse Ray (2/U/R/P/C)
Instant- Arcane R (Un)
Target creature phases out. When it phases in, it gets bands with other creatures with banding until end of turn. Draw a card at the beginning of your next upkeep.
Haunt, Cipher, Recover 3U
When the creature Confuse Ray haunts dies, precisely explain how Confuse Ray works in the rules. If you do so in less than one minute, you win the game.

Turn one Viscera Seer, turn two Viscera Seer into Confuse Ray haunting Viscera Seer, sac Viscera Seer to itself, rattle off your spiel, win. OP. :smalltongue:

Passive Pete
2016-06-12, 04:21 AM
Carrion Atrocity 2BB
Creature - Zombie Horror R
Menace, vanishing 5 (This creature enters the battlefield with 5 time counters on it. At the beginning of your upkeep, remove one. When the last one is removed, sacrifice ~)
Whenever a creature dies, put a time counter on ~
~'s power and toughness are equal to the number of time counters on it
Where one would see vomit and gore, it would see profit galore
*/*

I'm not sure if this is what you meant by the challenge... I kind of tried to use a defunct mechanic in a new way instead of fixing it altogether? I hope that works.

EDIT: flavor text
EDIT EDIT: reread some rules and had to switch from fading to vanishing due to the small difference in wording

Bothersome Bodysnatcher 2UU
Creature - Shapeshifter R
Flying, champion a creature
2U: Exile ~
2U: Return ~ from exile to the battlefield tapped
4/4

The idea of this is that it can flip back and forth between exile and the battlefield and steal a new creature's form each time it leaves the battlefield. Obviously there might be exile-interaction problem, but those are pretty rare.

Beelzebub1111
2016-06-12, 06:03 AM
Do you mean defunct as in used in past sets, or defunct as in confirmed to not be on the slate for using again? Because if the latter, defunct keywords are defunct for good reasons. I'd recommend allowing fixes to defunct keywords, rather than requiring them to be used straight up.

I mean words/rules/terms confirmed that won't be used again or words that were only used once then quickly forgotten about. Fixes are okay. A lot of these words have interesting uses that really haven't been tapped into. Vodalian illusionist, Teferi's Veil, Varchild's War-riders, and Icatian Skirmishers show the potential that these words have, it's just a matter of applying them in a new way.

Jormengand
2016-06-12, 07:37 AM
Incendiary Angel 3RR
Creature - Angel R
Flying, Cumulative upkeep— Incendiary Angel deals 1 damage to each non-angel creature and each player. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
3/3

somethingrandom
2016-06-12, 08:44 AM
Pest Squasher 3GG
Creature - Gaint R
Ramage 1 (This creature gets +1/+1 for each creature blocking it beyond the first)
When ~ attacks you may untap any number of creatures your opponants control.
All Creatures able to block ~ do so.
3/3

LastCenturion
2016-06-12, 10:13 AM
Raise Armies - WWWWW
Instant - R
Put two 1/1 White Soldier tokens onto the battlefield
Storm (For every spell cast before this one this turn, copy this spell while it's on the stack.)
Together, their might is unlimited.


Raging Thistleboar - 1RG
Creature - Boar - U
Menace
Rampage 1
Mountainhome
Foresthome
1/1

Jormengand
2016-06-12, 11:25 AM
Raise Armies - WWW
Instant - R
Put two 1/1 White Soldier tokens onto the battlefield
Storm (For every spell cast before this one this turn, copy this spell while it's on the stack.)
Their might is unlimited.

I would seriously consider comparing the sorcery-speed Gather the Townsfolk and Thatcher Revolt in terms of balance...

Laughing Dog
2016-06-12, 12:19 PM
The keyword comes from this card. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=9771)

House Rules 7WWW
Sorcery- Un
Ban two cards, other than basic lands, for the remainder of the match. (For the remainder of the match, each player removes from the game all copies of those cards in play or in any graveyard, hand, library, exile, command, or sideboard.)
Now I remember why I don't play with you, Phil.

TurboGhast
2016-06-12, 12:35 PM
Hyperbolic Rebirth 4GGG
Sorcery M
Return target card from your graveyard to your hand. Exile ~. You have no maximum hand size for the rest of the game.
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)


Extra notes:
I can use gravestorm as my defunct keyword, right? I think it's okay.
The gravestorm reminder text was literally copied and pasted from Bitter Ordeal's gatherer page. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136049)
I'm trying to make this card's power level comparable to Praetor's Counsel. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=389640)

LastCenturion
2016-06-12, 01:42 PM
I would seriously consider comparing the sorcery-speed Gather the Townsfolk and Thatcher Revolt in terms of balance...

Noted. Increased the price to WWWWW, from WWW.

Blue Ghost
2016-06-12, 05:47 PM
I mean words/rules/terms confirmed that won't be used again or words that were only used once then quickly forgotten about. Fixes are okay. A lot of these words have interesting uses that really haven't been tapped into. Vodalian illusionist, Teferi's Veil, Varchild's War-riders, and Icatian Skirmishers show the potential that these words have, it's just a matter of applying them in a new way.

By "words that were only used once then quickly forgotten about," do you mean set mechanics? Set mechanics are designed for a specific environment, and not to be in the game permanently. Many of them certainly have potential to come back, but I think to call them defunct is misleading. You may want to clarify what you mean by defunct.

As for the examples you've listed, all of them have serious issues that make it a poor idea to reprint them.

Phasing: Requires multiple obtuse and unintuitive pages in the comprehensive rules to clarify what it means for a card to not exist. Adds a huge amount of rules complexity for very little gameplay value.
Banding: Highly complex to the point that pros have trouble remembering how it works.
Storm: Inherently broken; easy to abuse, and decks that abuse it tend to be highly uninteractive.
Landhome: Strict downside mechanic that makes the power level of the cards printed vary based on factors outside either player's control.
Rampage: Better than the others, but not counting the first blocking creature is still really awkward and unintuitive.
Cumulative upkeep: Having to pay increasingly exorbitant costs just to keep a card you played is not a pleasant experience. Doesn't matter how strong the card is; being extorted by your own card is not fun.

Lesson 5: Don't confuse interesting with fun (http://magic.wizards.com/en/articles/archive/making-magic/twenty-years-twenty-lessons-part-1-2016-05-30). And the closely related Lesson 12: Don't design to prove you can do something (http://magic.wizards.com/en/articles/archive/making-magic/twenty-years-twenty-lessons-part-2-2016-06-06). Yes, there is design space with these mechanics that hasn't been explored, but that doesn't mean it should be explored. The cards you listed do interesting things, but none of them solve the issues inherent to the mechanics they use, which can't be solved except with a reworking of the mechanic. We want to be making the cards the best we can for the player, and that means not making cards with broken tools.

Discontinued mechanics represent mistakes that Magic design has made in the past. I think we should be trying to learn from those mistakes, not deliberately repeating them.

Beacon of Chaos
2016-06-12, 05:58 PM
Actually, Americs would make you put -1/-1 counters on your creatures to untap them, as it gave that ability to all creatures. Effectively, it puts creatures in lockdown, and unless they are willing to take -1/-1 counters equal to their CMC, they stay tapped. The haste/doublestrike was to play into the Sloth theme.

That said, will be looking up defunct keywords......
Ah, sorry. I was confused by the use of both ~ and "this card" in the abilties. I think that's quite powerful against creatures, and pretty useless against non-creatures (which your card affected too).

tgva8889
2016-06-13, 12:15 AM
I have no idea what the terms of this contest actually are, so I'm waiting for clarification until I post a card.

somethingrandom
2016-06-13, 05:19 AM
The keyword comes from this card. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=9771)

House Rules 7WWW
Sorcery- Un
Ban two cards for the remainder of the match. (For the remainder of the match, each player removes from the game all copies of those cards in play or in any graveyard, hand, library, exile, command, or sideboard.)
Now I remember why I don't play with you, Phil.

You left out the "other than a basic land" part which I would think any card involving "Ban" would need to be balanced.

Beacon of Chaos
2016-06-13, 06:58 AM
Vedalken Brainblaster 3U

Creature - Vedalken Wizard - U

Amplify 1 (As this creature enters the battlefield, put a +1/+1 counter on it for each Vedalken and/or Wizard card you reveal in your hand.)

When ~ enters the battlefield, target player puts the top X cards of his or her library into his or her graveyard, where X is ~'s power.

2/1

Beelzebub1111
2016-06-13, 07:10 AM
I have no idea what the terms of this contest actually are, so I'm waiting for clarification until I post a card.

Sorry, I should have been more clear. What I meant was keywords that wotc probably or definitely won't use again. If you look up "storm scale" it has a list as a starting point. But that's just a start. The idea was originally to take an old idea that you like and make it into something new.

Basically, I like it when things that everyone declares as useless or terrible or broken are turned into something fun, interesting, and useful. Granted, I probably should have limited it to using the "phase" rules, but whatever, too late now.

Laughing Dog
2016-06-13, 08:40 PM
You left out the "other than a basic land" part which I would think any card involving "Ban" would need to be balanced.

I was wondering when someone would notice that. I'll go toss that in.

braveheart
2016-06-14, 05:12 PM
Misinformation Specialist 3U
Creature - Human, Rogue - U
Skulk
Whenever Misinformation Specialist attacks, if it is not blocked, Fateseal 2 (To fateseal 2, Look at the top two cards of an opponent's library, then put any number of them on the bottom of their library and the rest on top in any order.)
0/4

Dr.Gunsforhands
2016-06-14, 06:31 PM
Livewood Daughter 1GGG
Creature - Dryad R
Nonbasic lands are basic forests.
Forestwalk (This creature can't be blocked as long as defending player controls a forest.)
4/3

braveheart
2016-06-14, 06:50 PM
Livewood Daughter 1GGG
Creature - Dryad R
Forestwalk (This creature can't be blocked as long as defending player controls a forest.)
Whenever this creature attacks, target land defending player controls becomes a basic forest until end of turn.
Surprisingly few dryads think to bring their forests with them.
4/3
So many words to say unblockable

Dr.Gunsforhands
2016-06-14, 06:57 PM
So many words to say unblockable

You'd think so, but I actually have a whole pile of awful forestwalkers in my collection waiting for something like this to come cheer them up.

tgva8889
2016-06-14, 10:45 PM
Fogbank Guide 2UU
Creature - Spirit (R)
Soulbond
As long as Fogbank Guide is paired with another creature, each of those creatures has "0: This creature phases out."
3/3

Fable Wright
2016-06-14, 11:37 PM
You'd think so, but I actually have a whole pile of awful forestwalkers in my collection waiting for something like this to come cheer them up.

So, how about that Yavimaya Dryad? Give your opponent a Forest and then just swing in with the team.

Blue Ghost
2016-06-15, 01:23 AM
Glimmer of Hope 2W
Enchantment (R)
Flash
Vanishing 3
You can't lose the game and your opponents can't win the game.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/White/Glimmer%20of%20Hope_zps1bg1vdyz.png

ben-zayb
2016-06-15, 10:28 AM
So many words to say unblockable

Isn't "unblockable" technically a defunct keyword now? Hmmm...

Blue Ghost
2016-06-15, 12:37 PM
Isn't "unblockable" technically a defunct keyword now? Hmmm...

"Unblockable" was never a keyword. It was previously used as a plain English word to describe creatures not being able to be blocked. It was dropped largely because it looked too similar to a keyword, and that caused rules confusion.
Indestructible was in a similar vein, but it went the other way and was upgraded to a proper keyword, along with the syntax and rules implications that entails.

mystic1110
2016-06-15, 01:23 PM
Denizen After The Fall 1C
Creature - Eldrazi Drone U
Wastehome (This creature can't attack unless defending player controls a land that produces C. When you control no lands that produce C sacrifice this creature)
"You think your world the first to be assaulted by the Eldrazi? You're wrong. The blind eternities are home to thousands of worlds which fell prey to their gluttony. Barren grey ruins of eldritch nothing. Only their spawn walking among the wastes.
4/1

Misothene
2016-06-15, 02:45 PM
Denizen After The Fall 1C
Creature - Eldrazi Drone C
Wastewalk (This creature can't be blocked as long as defending player controls a Waste.)
"You think your world the first to be assaulted by the Eldrazi? You're wrong. The blind eternities are home to thousands of worlds which fell prey to their gluttony. Barren grey ruins of eldritch nothing. Only their spawn walking among the wastes.
3/1

I don't think this works. "Wastes" is the name of the land, but it has no subtype (which is what landwalk abilities are looking for, since creatures with forestwalk don't care if they're walking into a basic Forest, a Stomping Ground, or a Temple Garden). I think the resultant landwalk ability would end up having to be called "Land named Wasteswalk" which is... less than aesthetically pleasing. The alternative, "Landwalk named Wastes," sounds like a rad roborosewater card.

Alternatively, you could be envisioning a future where there are lands with the "Waste" subtype (distinct from the land card with the name "Wastes," plural), in which case this card functions perfectly with those future lands, but could create confusion with the older Wastes, given that they won't do the functional errata to change them.

mystic1110
2016-06-15, 02:49 PM
I don't think this works. "Wastes" is the name of the land, but it has no subtype (which is what landwalk abilities are looking for, since creatures with forestwalk don't care if they're walking into a basic Forest, a Stomping Ground, or a Temple Garden). I think the resultant landwalk ability would end up having to be called "Land named Wasteswalk" which is... less than aesthetically pleasing. The alternative, "Landwalk named Wastes," sounds like a rad roborosewater card.

Alternatively, you could be envisioning a future where there are lands with the "Waste" subtype (distinct from the land card with the name "Wastes," plural), in which case this card functions perfectly with those future lands, but could create confusion with the older Wastes, given that they won't do the functional errata to change them.

Oh man keep forgetting wastes have no types . . . i'll edit it later...

Fable Wright
2016-06-15, 03:57 PM
Glimmer of Hope 2W
Enchantment (R)
Flash
Vanishing 3
You can't lose the game and your opponents can't win the game.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/White/Glimmer%20of%20Hope_zps1bg1vdyz.png

So, how about that Ad Nauseum deck? Also, it's like a Worship that's even harder for burn decks to get past. With Flash. Seems fair and balanced.

Blue Ghost
2016-06-15, 05:18 PM
So, how about that Ad Nauseum deck? Also, it's like a Worship that's even harder for burn decks to get past. With Flash. Seems fair and balanced.
Thank you.

Not too concerned about Ad Nauseam. It has cheaper tools to pull off an infinite combo as is; another enabler won't make much difference. And if it does become degenerate, then Ad Nauseam should be banned, not its enablers. I don't believe in restricting cards based on potential interactions with a single card from the distant past.

The concern about burn is more valid, but I'm not convinced that it's that big an issue. It's a lose-less card that doesn't actually do anything to recover you from a losing position. It's basically a longer-lasting Fog that's vulnerable to enchantment removal, and since it doesn't actually prevent damage, you're liable to lose as soon as it expires.

Sgt. Cookie
2016-06-15, 05:37 PM
This isn't an entry, just an idea I had for a Silver Bordered card that would work for this contest.



Mathemagician 3BB
Creature - Number Wizard (Un-set)
Mathemagician's Power and Toughness are each equal to your devotion to numbers. (For each number in a permanent's mana cost adds to your devotion to numbers. For instance, Mathemagician himself adds 3 to your devotion.)
*/*