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Fable Wright
2016-06-15, 07:19 PM
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.

Burn and Mill work by depleting an initial resource that players start with as quickly as possible to cause a loss. They're designed to do this by burning cards directly as a resource, meaning little investment in permanents or their own life total. Against any creature or combo deck, 2-3 extra turns will inevitably cause the all-in deck to lose, because they are out of resources to meaningfully interact with the game state.

Likewise, it disproportionately punishes decks that choose to do things other than develop their board state, which is a substantial set of decks. In old standards, things like Jeskai Ascendancy, most Red Deck Wins varieties, anyone trying a mill deck in Innistrad or Zendikar blocks, etc. In Modern, Griselshoal, Burn, Ad Nauseum, Mill, Storm, and a lot of tier 2 combo decks in general are disproportionately hurt by this, unless they use Emrakul as their finisher.

With regard to an Ad Nausum banning, there are plenty of other cards that this would enable, from Spoils of the Vault to ramping into Repay in Kind to many more, and some decks are fundamentally incapable of interacting with this. I would be very cautious about printing this for that reason; it punishes attempts to interact outside of creature combat, which are already being increasingly marginalized.

Blue Ghost
2016-06-16, 01:31 PM
Your concerns are duly noted, and this would certainly warrant extensive testing before release. But I'm still not convinced that it's as broken as you claim. It delays your loss for a few turns, but you'd still be at zero life. Your opponent doesn't need to push any more damage through or reenact their combo; they only need to survive a few more turns. Glimmer of Hope doesn't do anything unless you can reliably win within the two turns after casting, and I think that if you could pull that off reliably, you'd rather have something that actually furthers your game plan rather than a narrow not-quite-answer.

If Glimmer of Hope is good enough to become part of the metagame, which I think is far from certain, it is true that more aggressive decks will have to adapt. But is that all that different from playing around counterspells and fog effects and such? Answers already exist in the game, and I don't think Glimmer of Hope is significantly better than existing answers. Broader, perhaps, but not more effective or more decisive.

A combo with Spoils of the Vault seems like it would just be a worse version of Ad Nauseam. And I'm not concerned about a combo with a 7-mana card. The mere existence of game-winning combos doesn't constitute a balance issue. The combo would need to be shown to have a significant advantage over existing combos, and I'm not seeing that here.

I think it comes down to a difference in design philosophy between us. I see my designs as being submitted for playtesting, not final release. I try not to submit designs that are obviously broken, and I try to balance them as well as I can without playtesting, but there's only so far that I can go in the pre-playtest phase. I don't see things like combo potential or potential metagame-shifting to be bad things. Those things can be good for the game if they're done in fun and interesting ways, and indeed they're necessary for the game to survive. Hypothetical future playtesting can iron out balance issues.

Thanks for your feedback. I do appreciate it (though you could cut down on the sarcasm). Ultimately, I'm leaving my design as is, but your concerns are duly noted.

Ionbound
2016-06-16, 07:00 PM
Rain of Elsewheres

Sorcery-R

Suspend 4-3UB

Whenever a time counter is removed from ~, each player sacrifices a permanent.

Each player discards their hand, then search target player's graveyard, hand, and library for all non-land cards that share a name with a card in their graveyard. Exile those cards.

What a terrible day for rain...

Ninjaman
2016-06-17, 03:37 AM
Unforgiving Shadows - 3BB
Instant - R
Destroy target creature.
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.)

mythmonster2
2016-06-17, 04:22 AM
First time doing something like this (on here, at least), so here goes nothing. Not even entirely sure if the formatting on its second ability is correct.

Magma-Core Elemental- 1RR
Creature- Elemental R
Unearth 1RR (1RR: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
If Magma-Core Elemental has haste, it gains +5/-5 and trample.
You don't want to find out how many hits it takes to get to the center of it.
0/6


Soldier of all Causes- 3GW
Creature- Shapeshifter
Changeling
Amplify 1 (As this creature enters the battlefield, put a +1/+1 counter on it for each creature card you reveal from your hand.)
0/0

I initially though Amplify would count multiple creature types on a single card, but then realized that, A: it would be broken with another Changeling, and B: it didn't work that way.

Blue Ghost
2016-06-17, 12:35 PM
First time doing something like this (on here, at least), so here goes nothing. Not even entirely sure if the formatting on its second ability is correct.

Magma-Core Elemental- 1RR
Creature- Elemental R
Unearth 1RR (1RR: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
If Magma-Core Elemental has haste, it gains +5/-5 and trample.
You don't want to find out how many hits it takes to get to the center of it.
0/6

Hi! Welcome to the contest! Hope you stick around. We could always use some fresh blood here.
The proper formatting for the second ability should be "Magma-Core Elemental gets +5/-5 and has trample as long as it has haste." I like the idea of what you're trying to do, but I would recommend implementing it in a different way than checking for haste. There are a lot of cards that grant haste in Magic, and they make little differentiation between granting haste temporarily versus permanently, because in practice it doesn't matter. A card that checks for haste would force a differentiation between the two, which would increase the overall game complexity. I'd recommend something more along the lines of "When Magma-Core Elemental enters the battlefield from your graveyard, it gets +5/-5 and gains trample until end of turn." Also, I think this card would be fine at uncommon.
It's a pretty cool idea. I'd definitely rate it pretty highly.

mystic1110
2016-06-17, 12:45 PM
I actually like the fact that if you play red spells that give it haste it can be useful not unearthed :smallsmile:

Blue Ghost
2016-06-17, 01:50 PM
I actually like the fact that if you play red spells that give it haste it can be useful not unearthed :smallsmile:

Oh, it certainly has some interesting interactions. The question is whether or not they're worth the downside of rippling complexity increase. I don't think they are, but if you think so, feel free to keep it this way. :smallsmile:

Beelzebub1111
2016-06-17, 01:54 PM
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

I miss offering. It was a pretty nice theme. Sort of a "Zombie Apocolypse" theme.


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
*/*

Interesting. Although I might have given it skulk instead of menace, as it produces a more interesting interaction between the two abilities.


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
That's pretty cool. Although If it were me I'd say "Creatures you control get +1/+1 for each card that haunts them". Otherwise it looks solid.


Incendiary Angel 3RR
Creature - Angel R
Flying, Cumulative upkeepó 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
This is neat. It's good that cumulative upkeeps are optional, so it won't kill you. I would use this in a burn deck.



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
Combines Rampage with the enchantment that works best with rampage right in. Great for token decks, not so great for anything else.



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.
Pretty awesome. But I'm not sure about the cost. Could make due with 2WWW



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.
Okay, this one made me chuckle. Again, It's a bit expensive considering Slaughter Games is only 4 and this is 11. I'd go with 7, maybe? 6 if multicolored.


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.)

This is awesome and overpowered. Perfect for a commander game. It would fit right into a green commander box exclusive.


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
Everything aside, I love the name of this one. This is a really great mill card to boot, and I'd say it's balanced. Top Tier.


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
With 4 toughness I'd put this as a rare, since it makes it a lot harder to get rid of. Otherwise it's a solid control card.


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
This is a very nice card. I've got a catfolk deck I would totally use this in.


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
Hmmm...The ability is interesting, but because of how phasing works, would they remain soulbound when one of them phases out? Enchantments stay, so I think so, as they are still in play and do not leave the battlefield, but treated as though they do not exist on the board. Like a kind of Super Shroud.




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
This is cool. Three extra turns to win (barring removal). Although with Jhoira's Timebug, I can see it being broken. For that reason, I'd give it Fading 2 instead


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
Now this is something. It depends on the meta surrounding the card, but this could be worthwhile


Unforgiving Shadows - 3BB
Instant - R
Destroy target creature.
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.)
Nothing too special about this one so not much to say. In a thrull deck it makes a nice board wipe.



First time doing something like this (on here, at least), so here goes nothing. Not even entirely sure if the formatting on its second ability is correct.
Magma-Core Elemental- 1RR
Creature- Elemental R
Unearth 1RR (1RR: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
If Magma-Core Elemental has haste, it gains +5/-5 and trample.
You don't want to find out how many hits it takes to get to the center of it.
0/6

Very good, but the biggest challenge I can see is getting it dead in the first place. Of course a Haste enchantment on it would be a fantastic combo



Rain of Elsewheres

Sorcery-R

Suspend 4-3UB

Whenever a time counter is removed from ~, each player sacrifices a permanent.

Each player discards their hand, then search target player's graveyard, hand, and library for all non-land cards that share a name with a card in their graveyard. Exile those cards.

What a terrible day for rain...
A very powrful card, It's powerful enough just as a suspended card. Add on the spell effect and you've got a Blue black nessesity. I'd axe the "Discard your hands" part.


Lots of great entries this time around and On to the victor:
Vedalken Brainblaster by Diego Havoc! I'm a sucker for great mill and this is right up there with consuming aberration. Congrats

Laughing Dog
2016-06-17, 04:44 PM
Okay, this one made me chuckle. Again, It's a bit expensive considering Slaughter Games is only 4 and this is 11. I'd go with 7, maybe? 6 if multicolored.

This a ten cmc and the card I gave a link to (which bans one card) is a seven cmc. Still, I got somebody to laugh, so that is a win in my book.

Also, congratulation to the winner

Beacon of Chaos
2016-06-18, 04:26 AM
...Me? Again? That's, what? Three times in a month? XD Maybe I should think about applying for WotC!

Open Floor! Make it a good one!

Fortuna
2016-06-18, 07:08 AM
Make it a good one? How about the opposite? :smallamused:

Make a card that represents a villain, whether from another story or one you make up. If you're referencing something leaving links is appreciated; if you're not, feel free to write up a short summary of what kind of villain we're dealing with. (Bonus points - although not bonus points that count towards the contest - if you connect your made-up story to a made-up Magic block.)

LastCenturion
2016-06-18, 08:57 AM
I have a really good villain I ran in a campaign a few years ago, but it might take me a while to put it into MtG. Is it cool if I make it a planeswalker? Also, because I'm sort of new to Magic, can planeswalkers have activated abilities that cost mana? Like "+1 Loyalty, 1UU: Draw a card" instead of "+1 Loyalty: Draw a card". I could probably phrase it as "+1: You may pay 1UU, if you do, draw a card" but that seems a little bit better than the first one, because you can just use it and not pay the mana to add loyalty. (Not an ability I'm planning on using, but not far off either)

Sgt. Cookie
2016-06-18, 09:46 AM
Miarta, The Conquerer 2RB
Legendary Creature - Human Warlord R
Trample
When Miarta deals combat damage to a player, untap target land that player controls and gain control of it until the end of your next turn.
"Three hundred years of war I have waged. Never in that time have I been close to death. Do you think you can kill me?"
4/5

Miarta, sword in hand, surveys the spoils of his latest victory. Eiathos. Capital city of the Machan nation. The land itself holds little strategic value, but its people are strong and its resources vast. This is a good land. One that its former people shall soon work. Miarta's soldiers are busy in the castle and houses, looting and pillaging to their heart's content. It is why they follow him, after all.

Miarta stands in the town square, towering above those on their knees, his blood-red armour adding to his bulk. He is unafraid, for these people proved no match to him before. He looks around, his men avoided killing too many of them. Good. The dead cannot work, after all. He stands at the centre of the square, holding a large steel axe, the butt on the ground, his hand near the blade.

He shouts, the armour amplifying his already deep baritone voice, "You all serve me now! As my slaves! Or as my soldiers! As those who conquered you are pillaging your town, so can you pillage others! As my men and women at arms, you shall know glory and wealth! As my slaves, you shall know pain and hardship! And though it would please me to welcome you all into my ranks, my mines must be worked and my lands must be farmed! If you seek to join me, then you need only do one thing!" he pauses and looks around at the gathered crowd. Some are fearful, some are intrigued and some are filled with righteous anger. He takes a deep breath and shouts again:

"Subjugate my slaves!"

Less than twenty minutes later, almost a third of them stand tall. Bruised, bloody and labelled as traitors by their fellows. But they stand. Some devoted to the idea of wealth, some devoted to the idea of bloodshed and more than a few devoted to vengeance. Time will tell who is who. But for now, Miarta speaks his last command: "Take my slaves to where they shall work! The mines! The farms! The quarries! They shall work this land until they die, or the land dies! Onwards, my brothers and sisters! Onwards to our next conquest!"



Miarta is one of the villains in a block inspired by feudal Europe during the middle ages. The time where empires could rise and fall. Where a child makes the difference between peace and war. Miarta himself has quite the kingdom, with innumerable battles to his name. One of the benefits of an unusually long life. But even then, he often orders to be left alone, to commune with an even greater power...

Jormengand
2016-06-18, 09:46 AM
I have a really good villain I ran in a campaign a few years ago, but it might take me a while to put it into MtG. Is it cool if I make it a planeswalker? Also, because I'm sort of new to Magic, can planeswalkers have activated abilities that cost mana? Like "+1 Loyalty, 1UU: Draw a card" instead of "+1 Loyalty: Draw a card". I could probably phrase it as "+1: You may pay 1UU, if you do, draw a card" but that seems a little bit better than the first one, because you can just use it and not pay the mana to add loyalty. (Not an ability I'm planning on using, but not far off either)

You can have a planeswalker with an activated ability that adds loyalty counters (such as "1UU, Put a loyalty counter on NAME: Draw a card") but it's not a planeswalker ability so it can be activated as many times as you can pay for it, and at instant speed. Or, you can do what you suggested.

Beelzebub1111
2016-06-18, 11:11 AM
Jack (http://i.imgur.com/n4PQ1Jt.jpg), Savior of Pandora 2RBW
Legendary Creature - Human Artificer R
~ enters the battlefield with 4 recruitment counters
At the beginning of your upkeep remove a Recruitment counter from ~ and search your opponent's library for a creature and put it onto the battlefield under your control. It gains haste and exile it at the end of your tuen. If you cannot remove a counter from ~, instead put all creatures exiled by ~ onto the battlefield under your opponent's control.
4/5


"Welcome to Pandora, kiddos"

Ionbound
2016-06-18, 02:05 PM
Saigyou Ayakashi (http://en.touhouwiki.net/wiki/Saigyou_Ayakashi)

Legendary Land-MR

~ enters the battlefield tapped.

When ~ enters the battlefield, put a sealing counter on it.

As long as ~ has a sealing counter on it, it doesn't untap during your untap step.

1, T: Target opponent sacrifices a creature.

Jormengand
2016-06-18, 03:17 PM
The Hunter (http://www.giantitp.com/forums/showsinglepost.php?p=19662132&postcount=64) 3GG
Legendary Creature - Human Druid R
1G: Target creature is a 5/5 bear in addition to its other types until end of turn.
The most dangerous animal of all is the human animal.
2/2

LastCenturion
2016-06-18, 03:25 PM
Saigyou Ayakashi

Legendary Land-MR

~ enters the battlefield tapped.

When ~ enters the battlefield, put a sealing counter on it.

As long as ~ has a sealing counter on it, it doesn't untap during your untap step.

1, T: Target opponent sacrifices a creature.

This seems a lot like "~ doesn't untap during your untap step", unless there's a thing I'm not aware of with sealing counters. I'd recommend making it "When you play ~ from your hand, put a sealing counter on it" instead of "When ~ enters the battlefield..."

Fable Wright
2016-06-18, 04:03 PM
This seems a lot like "~ doesn't untap during your untap step", unless there's a thing I'm not aware of with sealing counters. I'd recommend making it "When you play ~ from your hand, put a sealing counter on it" instead of "When ~ enters the battlefield..."

Hex Parasite, Thespian Stage, Vampire Hexmage, Fate Transfer, and so on exist.

And could make this a bit better than intended, perhaps.

mystic1110
2016-06-18, 04:06 PM
Anlorem, The Frozen Citadel
Legendary Land M
Anlorem Enters the battlefield tapped.
T: Add U to your mana pool
At the end of each of your turns target opponent chooses to either put a Winter's Contract counter on a permanent he or she controls of your choice, or have you draw a card. If he or she places a Winter's Contract counter on a permenent he or she controls, he or she draws a card.
Permanents with Winter's Contract counters on them do not untap during their owners untap phase.

I play a lot of LOC (lords of creation) games on these boards, which are just free-form god games. One of my gods was Anlorem, a frozen sentient citadel that manufactured winter. While not evil, it was very efficent and became the primary villan for a time when the other gods attempted to fight against winter. The thing is, Anlorem SOLD winter. For example, people would come to it and make a deal like "My people are protected against BLANK and in exchange I will endure X more days of winter a year." The main problem was that the deals were very good, and so many people were coming and making them that eternal winter actually happened until the other gods broke all those contracts.

LastCenturion
2016-06-18, 05:01 PM
Ave, All-Knowing - 2UUU
Legendary Creature - Elf - MR
Ave, All-Knowing enters the battlefield with a number of divination counters equal to one third the number of permanents on the battlefield. (Round down)
0: Look at target player's hand. You may show that player your hand. If you do, put a divination counter onto Ave, All-Knowing. You may only activate this ability once per turn, and only when you could cast a sorcery.
1U, Remove a divination counter from Ave, All-Knowing: You search target player's library. You may move one card from their library to their graveyard. If you do, that player gains life equal to the converted mana cost of that card plus one.
Ave, All-Knowing's power is equal to the number of divination counters on Ave, All-Knowing.
*/5


So I used to DM for this group; one time they decided to make their characters all focused on stealth and keeping their enemies unawares. Naturally, I made up someone to frustrate them. While not their main villain (or even particularly high on the list), Ave was a really annoying one for them. Knowledgeable about literally everything (although not quite able to apply the knowledge...), Ave also was equipped with one of the most powerful items I've ever given a character, glasses that let her see and hear literally everything within a few miles of herself. The PC's eventually defeated her, but using the glasses made one of the characters literally go blind for a month. That was fun.
I'm not going to be online for the next couple weeks, so if I win it's open floor.

Ionbound
2016-06-18, 11:27 PM
Hex Parasite, Thespian Stage, Vampire Hexmage, Fate Transfer, and so on exist.

And could make this a bit better than intended, perhaps.

Yeah. The intent is for it to require at least a little hoop-jumping-through to turn on. If it could be cheated into play and function, say, via Gaea's Cradle (among others) it would be incredibly powerful and probably an immediate Dredge staple.

Blue Ghost
2016-06-18, 11:57 PM
I've used Ultron in an earlier contest, but he's still my favorite villain design, so resubmitting him. If you prefer, I have some other villain designs I could use instead.

Ultron 2
Legendary Artifact Creature - Construct
+1/+1 counters remain on Ultron as it moves to any zone other than a player's hand or library.
As Ultron enters the battlefield, put a +1/+1 counter on it.
WUB: Put a 0/0 colorless Construct artifact creature token onto the battlefield with X +1/+1 counters on it, where X is the number of +1/+1 counters on Ultron.
0/0

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Colorless/Ultron_zpsixpeaevu.jpg

Dr.Gunsforhands
2016-06-19, 01:01 AM
Literally Hitler 1BB
Legendary Creature - Human MR
As Literally Hitler enters the battlefield, choose a creature type.
T, tap another untapped creature you control: Destroy target creature of the chosen type.
2/3

- Changed to mono-black. As funny as it would be for this creature to be mono-white instead, the fact is that this card doesn't exile; it destroys.

Misothene
2016-06-19, 02:34 AM
Kromak, Scaled Revolutionary 1RR
Legendary Creature- Kobold Rogue R
Other Kobold creatures you control get +1/+1.
Whenever Kromak, Scaled Revolutionary deals combat damage to a player, put a 1/1 red Kobold Rogue creature token onto the battlefield.
At the beginning of your upkeep, if you control three or more other Kobold creatures, you may search your library for a Dragon creature card, put that card onto the battlefield, then shuffle your library.
3/3

This is based on a D&D kobold villain that wanted to free all the kobolds in servitude... and then unite with other reptilian species and their supposed draconic ancestors and take over the continent.


Kromak of the Dragonsong 2RR
Planeswalker- Kromak MR
+1: Put two 1/1 red Kobold Rogue creature tokens onto the battlefield.
+1: Kobolds, Lizards and Dragons you control get +1/+1 until end of turn.
-7: You get an emblem with "At the beginning of your upkeep, search your library for a Dragon creature card, put that card onto the battlefield, then shuffle your library."
3

TurboGhast
2016-06-19, 04:33 PM
The Skeleton Lords (http://darksouls2.wiki.fextralife.com/The+Skeleton+Lords) 3BB
Legendary Creature - Skeleton R
When ~ dies, you can exile it. If you do, return up to two Skeleton creatures from the graveyard to the battlefield.
3/3

Pia and Kiran Nalaar set precedent for multiple physical creatures being represented by one creature card.

Beelzebub1111
2016-06-19, 08:43 PM
Kromak, Scaled Revolutionary 1RR
Legendary Creature- Kobold Rogue R
Other Kobold creatures you control get +1/+1.
Whenever Kromak, Scaled Revolutionary deals combat damage to a player, put a 1/1 red Kobold Rogue creature token onto the battlefield.
At the beginning of your upkeep, if you control three or more other Kobold creatures, you may search your library for a Dragon creature card, put that card on to the battlefield, then shuffle your library.
3/3

This is based on a D&D kobold villain that wanted to free all the kobolds in servitude... and then unite with other reptilian species and their supposed draconic ancestors and take over the continent.


Kromak of the Dragonsong 2RR
Planeswalker- Kromak MR
+1: Put two 1/1 red Kobold Rogue creature tokens onto the battlefield.
+1: Kobolds, Lizards and Dragons you control get +1/+1 until end of turn.
-7: You get an emblem with "At the beginning of your upkeep, search your library for a Dragon creature card, put that card onto the battlefield, then shuffle your library."
3


Turn 1: Mountain - Orcish Lumberjack
Turn 2: Forest, This Card, and At least three of these (http://magiccards.info/query?q=t%3AKobold+cmc%3D0&v=card&s=cname)
Turn 3+: Dragons for Days

Also, Kobolds are typically 0/1 and it might be a good idea to name them "Kobolds of Kher Keep" so they have synergy with Rhogahh

Blue Ghost
2016-06-19, 09:58 PM
Turn 1: Mountain - Orcish Lumberjack
Turn 2: Forest, This Card, and At least three of these (http://magiccards.info/query?q=t%3AKobold+cmc%3D0&v=card&s=cname)
Turn 3+: Dragons for Days

Also, Kobolds are typically 0/1 and it might be a good idea to name them "Kobolds of Kher Keep" so they have synergy with Rhogahh

That requires you running a bunch of 0/1 creatures, and have an insanely lucky draw. I think as far as Legacy combos go, this is pretty tame.
I think it's fine to break from the 0/1 Kobolds of Kher Keep tradition. Not every kobold comes from the same place, and I think 1/1 kobolds make more sense than 0/1.

Misothene
2016-06-20, 01:04 AM
Turn 1: Mountain - Orcish Lumberjack
Turn 2: Forest, This Card, and At least three of these
Turn 3+: Dragons for Days

Also, Kobolds are typically 0/1 and it might be a good idea to name them "Kobolds of Kher Keep" so they have synergy with Rhogahh

I'm inclined to agree with Blue Ghost. Were Kromak to appear as a legendary creature in a set, I'm imagining there would be more kobold cards at lower rarities that looked more like D&D kobolds, and modern design sensibilities would make their tokens and really cheap creatures 1/1s instead of 0/1s. Synergy with the older kobolds is obviously a plus for longer-established players, but that doesn't mean it needs to keep the restrictions that would look bizarre in a more modern context.

With regards to power level, in Legacy, getting one dragon a turn is a pretty low-power payload. In Commander, where he would be more likely to show up, getting the dream draw is much harder.

Beacon of Chaos
2016-06-21, 03:35 PM
Magneto, Master of Magnetism 4WUB

Legendary Creature - Human Mutant - R

Flying

When ~ enters the battlefield, gain control of all artifacts.

~ gets +2/+2 for each artifact you control.

T, BW, sacrifice an artifact: Destroy target creature or artifact.

1/1

Laughing Dog
2016-06-21, 06:27 PM
Ashera, Goddes of Order 4W
Legendary Enchantment Creature- God M
Indestructible
As long as your devotion to white is less than seven, Ashera isn't a creature.
Creatures with power 2 or less can't attack or block and have no abilities.
W: Put a +1/+1 counter on a creature you control. Activate this ability only as a sorcery.
6/6

--------------------

From Fire Emblem Radiant Dawn. Not evil, just won't listen to reason or change her mind after having turned 99% of the population to stone.

Beelzebub1111
2016-06-21, 07:33 PM
Magneto, Master of Magnetism 4WUB

Legendary Creature - Human Mutant - R

Flying

When ~ enters the battlefield, gain control of all artifacts.

~ gets +2/+2 for each artifact you control.

T, BW, sacrifice an artifact: Destroy target creature or artifact.

1/1

Don't you mean: MASTER OF MAGNET! (https://www.youtube.com/watch?v=gjuWKAMAlQU)

KILL YOU! X-CHICKEN! HAHAHAHA! WELCOME TO DIE!

Beacon of Chaos
2016-06-22, 10:39 AM
Wow. I didn't realise Maggy had been to the Zero Wing school of Language.

Somebody set up Xavier the bomb?

braveheart
2016-06-22, 02:14 PM
A.I.D.A.L., Arificial Intelligence Data Aquisision and Logistics (4)
Legendary Artifact - MR
At the beginning of your upkeep gain control of target artifact
T Sacrifice an artifact you control: put a 3/3 Droid Artifact Creature token onto the battlefield
T sacrifice an artifact you control: put 3 1/1 Droid Artifact creature tokens into the battlefield

Blue Ghost
2016-06-22, 03:25 PM
A.I.D.A.L., Arificial Intelligence Data Aquisision and Logistics (4)
Legendary Artifact Creature - A.I. - MR
A.I.D.A.L., Arificial Intelligence Data Acquisition and Logistics cannot attack or Block
At the beginning of your upkeep gain control of target artifact
T Sacrifice an artifact you control: put a 3/3 Droid Artifact Creature token onto the battlefield
T sacrifice an artifact you control: put 3 1/1 Droid Artifact creature tokens into the battlefield
0/4

If it can't attack or block, why make it a creature? Seems to me a noncreature artifact would be more elegant and take up less space on the card.

BasketOfPuppies
2016-06-22, 04:36 PM
If it can't attack or block, why make it a creature? Seems to me a noncreature artifact would be more elegant and take up less space on the card.

Maybe so it's removed easier?

braveheart
2016-06-22, 05:08 PM
If it can't attack or block, why make it a creature? Seems to me a noncreature artifact would be more elegant and take up less space on the card.

Valid point, change has been made

Also as for flavor, AIDAL was a villain in a star wars campaign I run, he was designed to win the seperatists the clone wars. He was build into a droid factory and could control all the droids

Passive Pete
2016-06-22, 06:48 PM
Cersei Lannister, Queen Regent 1UBR
Legendary Creature - Human Advisor M
Flash
When ~ enters that battlefield, put X 1/1 red soldier tokens onto the battlefield, where X is the number of creatures that died this turn
Sacrifice another creature: ~ gains first strike and deathtouch until end of turn
3/3

I'm not even close to up to date, so this is based off mid book 3 Cersei.

Ealon
2016-06-22, 08:38 PM
Gelatin Monster 3UB
Legendary Creature - Elemental Ooze - R
Whenever ~ blocks or becomes blocked by a creature, exile that creature.
When ~ dies, return all creatures exiled by ~ into the battlefield with a +1/+1 counter on it.
"That was terrifying, delicious, but terrifying"
3/5


So, apparently, the site is not letting me post links. It says I need at least 10 posts before it's allowed.
I know I've made over posts 10 in the MTG treads, but the site's counter has me at zero posts.

Anyway, there is the link in long-form, sorry about that:
phineasandferb.wikia.com/wiki/Gelatin_monster

Blue Ghost
2016-06-23, 12:19 AM
So, apparently, the site is not letting me post links. It says I need at least 10 posts before it's allowed.
I know I've made over posts 10 in the MTG treads, but the site's counter has me at zero posts.

Anyway, there is the link in long-form, sorry about that:
phineasandferb.wikia.com/wiki/Gelatin_monster

Posts in Message Board Games don't count, for some reason.

ben-zayb
2016-06-23, 02:16 AM
Smith, Rogue Command 4CCC
Legendary Enchantment M
XXC, Tap X untapped artifacts you control: Gain control of target creature with converted mana cost X or less. It becomes a 1/1 colorless artifact creature named "Agent Smith" with "This creature gets +1/+1 for each creature named "Agent Smith"."
Sacrifice a creature named "Agent Smith": Return ~ from your graveyard to the battlefield.


Edit: Obvious reference is obvious. In terms of M:tG lore, though, the idea is already occupied by either Phyrexia or Eldrazi lore space. I suppose it might be integrated as Mirrodin's own "antivirus" program gone uncontrollable, full hostile mode due to invading Phyrexian corruption..

Ninjaman
2016-06-23, 09:32 AM
Made this awhile ago.

White Walker - 3BB
Creature - Spirit Warrior - R
Whenever White Walker blocks or becomes blocked by a creature, it gains indestructible until end of turn.
2B: Choose target creature card in an opponentís graveyard that was put there from the battlefield this turn. Put that card onto the battlefield under your control.
4/4

braveheart
2016-06-23, 01:43 PM
Made this awhile ago.

White Walker - 3BB
Creature - Spirit Warrior - R
Indestructible
2B: Choose target creature card in an opponentís graveyard that was put there from the battlefield this turn. Put that card onto the battlefield under your control.
4/4

For flavor you should make it Lose indestructible if targeted or damaged by a red spell/permanent

Blue Ghost
2016-06-23, 02:00 PM
For flavor you should make it Lose indestructible if targeted or damaged by a red spell/permanent
I'd advise against it. A good Magic card expresses the core flavor concept as economically as possible, with focus on how it comes through in gameplay. Clunky downside trinket text is rarely worth it.

Misothene
2016-06-23, 02:24 PM
Made this awhile ago.

White Walker - 3BB
Creature - Spirit Warrior - R
Indestructible
2B: Choose target creature card in an opponentís graveyard that was put there from the battlefield this turn. Put that card onto the battlefield under your control.
4/4

A couple concerns, you can take them or leave them since this card is perfectly functional as is:

1. I know this is an outside media reference, but whenever game terminology is used in the name of the card, they try to have it reflected on the card (outside of exceptions like Giant Spider not being a Giant, etc.). This card has "White" in the name, but it's mono-black- that would be really weird and could confuse people. Given that white has indestructible in its slice of the color pie (and black sorta doesn't), this could be a white/black card. I don't know if that makes sense flavorfully though.
2. This might be the most mana-efficient creature with straight up indestructible all the time below 10 mana, especially with a powerful all-upside ability. I'd suggest bumping up the cost a bit or adjusting the stats down.

tgva8889
2016-06-24, 12:11 AM
Traitor to the Gatewatch 4UUBB
Legendary Enchantment - Aura (MR)
Enchant creature or planeswalker
You control enchanted permanent.
No one expected she was using them entirely for her own ends.

Fable Wright
2016-06-24, 04:55 AM
A couple concerns, you can take them or leave them since this card is perfectly functional as is:

1. I know this is an outside media reference, but whenever game terminology is used in the name of the card, they try to have it reflected on the card (outside of exceptions like Giant Spider not being a Giant, etc.). This card has "White" in the name, but it's mono-black- that would be really weird and could confuse people. Given that white has indestructible in its slice of the color pie (and black sorta doesn't), this could be a white/black card. I don't know if that makes sense flavorfully though.

Mechanically, Ardarkar Valkyrie is indeed close to this effect, and Indestructible is indeed in White's color pie more than black. That said, changing it to White would not fit the flavor, and I disagree that using color words in the title should put the card in that color. Otherwise, Blacksmiths and Whitewater rapids would be in very strange color pie locations.


2. This might be the most mana-efficient creature with straight up indestructible all the time below 10 mana, especially with a powerful all-upside ability. I'd suggest bumping up the cost a bit or adjusting the stats down.

Phylactery lich says hi. It's technically a bit more efficient, though it is definitely not as versatile as this. I agree that it should be kicked down a notch, through making the indestructible conditional, adding a condition where it will sacrifice itself, or adding deckbuilding constraints to running it.

Ninjaman
2016-06-24, 06:08 AM
I edited it to get indestructible if it blocks or becomes blocked, as most kill spells should probably be able to take it down.

Sgt. Cookie
2016-06-26, 07:53 PM
Sooo... any chance of judging?

Fortuna
2016-06-27, 07:37 AM
Judgement is up!


Miarta, The Conquerer 2RB
Legendary Creature - Human Warlord R
Trample
When Miarta deals combat damage to a player, untap target land that player controls and gain control of it until the end of your next turn.
"Three hundred years of war I have waged. Never in that time have I been close to death. Do you think you can kill me?"
4/5

Miarta, sword in hand, surveys the spoils of his latest victory. Eiathos. Capital city of the Machan nation. The land itself holds little strategic value, but its people are strong and its resources vast. This is a good land. One that its former people shall soon work. Miarta's soldiers are busy in the castle and houses, looting and pillaging to their heart's content. It is why they follow him, after all.

Miarta stands in the town square, towering above those on their knees, his blood-red armour adding to his bulk. He is unafraid, for these people proved no match to him before. He looks around, his men avoided killing too many of them. Good. The dead cannot work, after all. He stands at the centre of the square, holding a large steel axe, the butt on the ground, his hand near the blade.

He shouts, the armour amplifying his already deep baritone voice, "You all serve me now! As my slaves! Or as my soldiers! As those who conquered you are pillaging your town, so can you pillage others! As my men and women at arms, you shall know glory and wealth! As my slaves, you shall know pain and hardship! And though it would please me to welcome you all into my ranks, my mines must be worked and my lands must be farmed! If you seek to join me, then you need only do one thing!" he pauses and looks around at the gathered crowd. Some are fearful, some are intrigued and some are filled with righteous anger. He takes a deep breath and shouts again:

"Subjugate my slaves!"

Less than twenty minutes later, almost a third of them stand tall. Bruised, bloody and labelled as traitors by their fellows. But they stand. Some devoted to the idea of wealth, some devoted to the idea of bloodshed and more than a few devoted to vengeance. Time will tell who is who. But for now, Miarta speaks his last command: "Take my slaves to where they shall work! The mines! The farms! The quarries! They shall work this land until they die, or the land dies! Onwards, my brothers and sisters! Onwards to our next conquest!"



Miarta is one of the villains in a block inspired by feudal Europe during the middle ages. The time where empires could rise and fall. Where a child makes the difference between peace and war. Miarta himself has quite the kingdom, with innumerable battles to his name. One of the benefits of an unusually long life. But even then, he often orders to be left alone, to commune with an even greater power...

This is... a decidedly weird card. I suppose, in principle, there's nothing stopping this from being printed at this cost in these colours... but given trample, and the fact that the ability amounts to land ramp, I would be much more comfortable with this in BG or RG than in BR. Obviously that doesn't quite work with the flavour, but then, the flavour is kinda weird with the mechanics anyway - I would expect from that snippet a mechanic which generates tokens. Maybe stealing lands and then sacrificing them to make tokens? Lots of ways you could have gone with this - this one doesn't quite hit the mark for me.


Jack (http://i.imgur.com/n4PQ1Jt.jpg), Savior of Pandora 2RBW
Legendary Creature - Human Artificer R
~ enters the battlefield with 4 recruitment counters
At the beginning of your upkeep remove a Recruitment counter from ~ and search your opponent's library for a creature and put it onto the battlefield under your control. It gains haste and exile it at the end of your tuen. If you cannot remove a counter from ~, instead put all creatures exiled by ~ onto the battlefield under your opponent's control.
4/5


"Welcome to Pandora, kiddos"

Well, I suppose I signed myself up for references I wouldn't get with this contest. We'll start with a minor but important technical issue - you don't have the ability shuffle your opponent's library. The ability is also mis-templated elsewhere - it should be "It gains haste and "At the beginning of the end step, exile this permanent"", and you should specify whether you target the opponent, and which opponent gets control of the creatures at the end of the process.

But we all know templating can be fixed, so the real question is how we feel about this bizarre pseudo-Bribery on a stick from a design perspective. And on that level I'm not really happy with this card. For one thing, it's a five mana creature that needs to stick a turn to get any effect, which is not great. More importantly, the "If you can't" clause really reads "If you don't have a sacrifice outlet, lose the game", which is all kinds of suck. As well, the four recruitment counters seem somewhat arbitrary - I'm guessing this is part of the reference, but it clutters your design somewhat. If I were going to do something on the same basic theme as this, I would be inclined to make a smaller creature which pulled a creature from your opponent's deck when it entered play, then donated it back to them when it left play - I think there's much more potential for interesting playing around with that ability while maintaining some of the basic idea here.


Saigyou Ayakashi (http://en.touhouwiki.net/wiki/Saigyou_Ayakashi)
Legendary Land-MR
~ enters the battlefield tapped.
When ~ enters the battlefield, put a sealing counter on it.
As long as ~ has a sealing counter on it, it doesn't untap during your untap step.
1, T: Target opponent sacrifices a creature.

First and most important question - why is this a land? Second, comparably important question - why is this a card that does literally nothing without a combo? Third question - why does this combo so well with e.g. Voyaging Satyr, letting you run reasonable ramp creatures and turn them into terrifying sacrifice engines? I would be much happier with this as some sort of transforming enchantment or artifact - this is just too gimmicky a design for me.


The Hunter (http://www.giantitp.com/forums/showsinglepost.php?p=19662132&postcount=64) 3GG
Legendary Creature - Human Druid R
1G: Target creature is a 5/5 bear in addition to its other types until end of turn.
The most dangerous animal of all is the human animal.
2/2

Interesting. I'm not sure what the obvious comparison is, but I like it - especially how it can be used to make your opponent's huge creatures smaller, and synergizes strongly with counters and auras. The price point seems right. I'd find it infuriating, personally, to play against, but wearing my judge hat I think it's pretty good.


Anlorem, The Frozen Citadel
Legendary Land M
Anlorem Enters the battlefield tapped.
T: Add U to your mana pool
At the end of each of your turns target opponent chooses to either put a Winter's Contract counter on a permanent he or she controls of your choice, or have you draw a card. If he or she places a Winter's Contract counter on a permenent he or she controls, he or she draws a card.
Permanents with Winter's Contract counters on them do not untap during their owners untap phase.

I play a lot of LOC (lords of creation) games on these boards, which are just free-form god games. One of my gods was Anlorem, a frozen sentient citadel that manufactured winter. While not evil, it was very efficent and became the primary villan for a time when the other gods attempted to fight against winter. The thing is, Anlorem SOLD winter. For example, people would come to it and make a deal like "My people are protected against BLANK and in exchange I will endure X more days of winter a year." The main problem was that the deals were very good, and so many people were coming and making them that eternal winter actually happened until the other gods broke all those contracts.

Hmm. I think this is just too strong. Ask yourself one question - how much is "Destroy target land. Its controller draws a card" worth? Is it worth more than 0? Is it worth more than 0 as an end-of-turn trigger that doesn't cost you a card? And is making a land never untap again comparable to destroying it? I think the answer has to be yes. Similarly, how much is drawing an extra card every turn worth? Rather more than U. Even giving your opponent the choice between them, this is just overpoweringly strong.


Ave, All-Knowing - 2UUU
Legendary Creature - Elf - MR
Ave, All-Knowing enters the battlefield with a number of divination counters equal to one third the number of permanents on the battlefield. (Round down)
0: Look at target player's hand. You may show that player your hand. If you do, put a divination counter onto Ave, All-Knowing. You may only activate this ability once per turn, and only when you could cast a sorcery.
1U, Remove a divination counter from Ave, All-Knowing: You search target player's library. You may move one card from their library to their graveyard. If you do, that player gains life equal to the converted mana cost of that card plus one.
Ave, All-Knowing's power is equal to the number of divination counters on Ave, All-Knowing.
*/5


So I used to DM for this group; one time they decided to make their characters all focused on stealth and keeping their enemies unawares. Naturally, I made up someone to frustrate them. While not their main villain (or even particularly high on the list), Ave was a really annoying one for them. Knowledgeable about literally everything (although not quite able to apply the knowledge...), Ave also was equipped with one of the most powerful items I've ever given a character, glasses that let her see and hear literally everything within a few miles of herself. The PC's eventually defeated her, but using the glasses made one of the characters literally go blind for a month. That was fun.
I'm not going to be online for the next couple weeks, so if I win it's open floor.

So there's simply no conceivable way this doesn't come down as at least a 4/5 (12 permanents - five lands for you, four for your opponent, a chump blocker for you and fill out the other two as desired), and in the right deck it could very plausibly come down a sight bigger than that - especially in multiplayer, where the simple fact of everyone dropping lands will make this flat-out broken. For five mana, in blue, that's already problematic. I don't really like either of the abilities - I feel like the second could be trimmed a lot by just saying "Players play with their hands revealed. At the start of your upkeep, put a divination counter on ~", and the second is as I recall it more often a black effect than blue, and will basically ruin peoples' day in limited, as well as potentially enabling silly lifegain+graveyard shenanigans in other formats. Also, you forgot to have that effect shuffle.


I've used Ultron in an earlier contest, but he's still my favorite villain design, so resubmitting him. If you prefer, I have some other villain designs I could use instead.

Ultron 2
Legendary Artifact Creature - Construct
+1/+1 counters remain on Ultron as it moves to any zone other than a player's hand or library.
As Ultron enters the battlefield, put a +1/+1 counter on it.
WUB: Put a 0/0 colorless Construct artifact creature token onto the battlefield with X +1/+1 counters on it, where X is the number of +1/+1 counters on Ultron.
0/0

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Colorless/Ultron_zpsixpeaevu.jpg

So this is pretty obviously a commander after the example of Skullbriar. WUB artifacts already had better commanders, but looked at on its own terms I'm imagining... lots of flickering, some Clock of Omens shenanigans and an oddly-coloured swarm of 5/5s and up for the win? I dunno. It could work, but doesn't really speak to me as a design.




I'm afraid I rather gave the game away up above - I really don't appreciate the humour here, and it overshadows whatever else the card might be trying to do. I realize this is not a conventional critique, but I feel all aspects of a design are up for judgement - including writing decisions.


Kromak, Scaled Revolutionary 1RR
Legendary Creature- Kobold Rogue R
Other Kobold creatures you control get +1/+1.
Whenever Kromak, Scaled Revolutionary deals combat damage to a player, put a 1/1 red Kobold Rogue creature token onto the battlefield.
At the beginning of your upkeep, if you control three or more other Kobold creatures, you may search your library for a Dragon creature card, put that card onto the battlefield, then shuffle your library.
3/3

This is based on a D&D kobold villain that wanted to free all the kobolds in servitude... and then unite with other reptilian species and their supposed draconic ancestors and take over the continent.


Kromak of the Dragonsong 2RR
Planeswalker- Kromak MR
+1: Put two 1/1 red Kobold Rogue creature tokens onto the battlefield.
+1: Kobolds, Lizards and Dragons you control get +1/+1 until end of turn.
-7: You get an emblem with "At the beginning of your upkeep, search your library for a Dragon creature card, put that card onto the battlefield, then shuffle your library."
3


Solid. Makes an interesting Koboldy answer to Krenko if supported in set, and is an interesting early piece by itself in Limited or Commander. I don't see it in Standard but it doesn't need to be. Not much to say.


The Skeleton Lords (http://darksouls2.wiki.fextralife.com/The+Skeleton+Lords) 3BB
Legendary Creature - Skeleton R
When ~ dies, you can exile it. If you do, return up to two Skeleton creatures from the graveyard to the battlefield.
3/3

Pia and Kiran Nalaar set precedent for multiple physical creatures being represented by one creature card.

Kinda parasitic - unless skeletons are a major thing in set, this is going to suck in Limited. Also why are two legendary skeletons just a 3/3? I'd rather see this as a larger creature with the triggered ability changed to an activated ability, costing mana, from the graveyard.


Magneto, Master of Magnetism 4WUB

Legendary Creature - Human Mutant - R

Flying

When ~ enters the battlefield, gain control of all artifacts.

~ gets +2/+2 for each artifact you control.

T, BW, sacrifice an artifact: Destroy target creature or artifact.

1/1

Ewwww. Esper Artifacts did not need this for Commander. Especially not with the random upside of stealing everyone's mana rocks. It might be okay in Standard and Limited, but I can't see beyond the horror this is gonna wreak on Commander.


Ashera, Goddes of Order 4W
Legendary Enchantment Creature- God M
Indestructible
As long as your devotion to white is less than seven, Ashera isn't a creature.
Creatures with power 2 or less can't attack or block and have no abilities.
W: Put a +1/+1 counter on a creature you control. Activate this ability only as a sorcery.
6/6

--------------------

From Fire Emblem Radiant Dawn. Not evil, just won't listen to reason or change her mind after having turned 99% of the population to stone.

I don't think I like the second ability - it turns off a lot of utility creatures with not very much in the way of counterplay. It's a good thing the third ability is sorcery speed only. And it's odd that this monocolour god uses the multicoloured gods' devotion threshold. As well, the second ability feels almost more black in some ways - white is not usually all about trampling the weak. I'm not sure about this one, but I'm also not sure what critiques to offer. Sorry.


A.I.D.A.L., Arificial Intelligence Data Aquisision and Logistics (4)
Legendary Artifact - MR
At the beginning of your upkeep gain control of target artifact
T Sacrifice an artifact you control: put a 3/3 Droid Artifact Creature token onto the battlefield
T sacrifice an artifact you control: put 3 1/1 Droid Artifact creature tokens into the battlefield

Not best enthused by the first ability - it very much depends on your opponents. I would like this a lot better if it came with some sort of droid anthem, because those second two abilities together are just inspired, and deserve more focus from the card. Also, you need a comma after the 'T' in the ability costs and you've got a couple of typos in the name.


Cersei Lannister, Queen Regent 1UBR
Legendary Creature - Human Advisor M
Flash
When ~ enters that battlefield, put X 1/1 red soldier tokens onto the battlefield, where X is the number of creatures that died this turn
Sacrifice another creature: ~ gains first strike and deathtouch until end of turn
3/3

I'm not even close to up to date, so this is based off mid book 3 Cersei.

Well, I don't know ASoIaF at all, so you're two and a half books ahead of me. :smalltongue:

This is a really strange creature. Flash usually means we're looking at a combat trick, but this is an entirely different, altogether new beast - a post-combat trick. She sweeps in after a bloodbath to ensure dominance in the aftermath. Or, if you're that way inclined, she can rule the ashes after a wrath. The one problem I have with this card? It's not blue, but it is white. Cost this at 1WBR and you'd have me sold.


Gelatin Monster 3UB
Legendary Creature - Elemental Ooze - R
Whenever ~ blocks or becomes blocked by a creature, exile that creature.
When ~ dies, return all creatures exiled by ~ into the battlefield with a +1/+1 counter on it.
"That was terrifying, delicious, but terrifying"
3/5


So, apparently, the site is not letting me post links. It says I need at least 10 posts before it's allowed.
I know I've made over posts 10 in the MTG treads, but the site's counter has me at zero posts.

Anyway, there is the link in long-form, sorry about that:
phineasandferb.wikia.com/wiki/Gelatin_monster

Not quite the gravitas I was expecting from this contest, but I'll take all comers.

There's really only one question here - why isn't this mono-green? Everything about this card says green. Green does devouring creatures whole (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=215080), and putting +1/+1 counters on things is obviously a green thing.


Smith, Rogue Command 4CCC
Legendary Enchantment M
XXC, Tap X untapped artifacts you control: Gain control of target creature with converted mana cost X or less. It becomes a 1/1 colorless artifact creature named "Agent Smith" with "This creature gets +1/+1 for each creature named "Agent Smith"."
Sacrifice a creature named "Agent Smith": Return ~ from your graveyard to the battlefield.

Edit: Obvious reference is obvious. In terms of M:tG lore, though, the idea is already occupied by either Phyrexia or Eldrazi lore space. I suppose it might be integrated as Mirrodin's own "antivirus" program gone uncontrollable, full hostile mode due to invading Phyrexian corruption..

The thing here is that colourless ramp is easy, so this is liable to come down turn four or five, and then the only throttle on its inevitable and complete domination is how many artifacts you've been able to lay out. I'd feel much more comfortable with this in a colour.


Made this awhile ago.

White Walker - 3BB
Creature - Spirit Warrior - R
Whenever White Walker blocks or becomes blocked by a creature, it gains indestructible until end of turn.
2B: Choose target creature card in an opponentís graveyard that was put there from the battlefield this turn. Put that card onto the battlefield under your control.
4/4

The first ability really is more a white ability than a black one. The second ability seems potentially very strong on a body that's already very hard to deal with combat-wise. I think this is a touch overtuned and would be more appropriate at 3WB or even 4WB.


Traitor to the Gatewatch 4UUBB
Legendary Enchantment - Aura (MR)
Enchant creature or planeswalker
You control enchanted permanent.
No one expected she was using them entirely for her own ends.

Is controlling planeswalkers too really worth three more mana? Sure, there's the dream scenario of taking it right before ult, but that's never gonna happen in Limited and is not too hard to play around in Standard by using whatever the second ability may be. And pushing the cost this high makes it basically unplayable anywhere. I do appreciate the risk of screwing with planeswalkers about to ult, though, so I would suggest dropping the cost to six or even five and making it "At the beginning of your upkeep, gain control of enchanted permanent". Admittedly, this loses the flavour, and would probably leave it inappropriate for this challenge, but you can't win 'em all.

Three easy places here today - Jormengand with The Hunter, Misothene with Kromak, Scaled Revolutionary, and Passive Pete with Cersei Lannister, Queen Regent. All innovative and clever entries, but only one can win. This evening, that's...
Misothene! Congratulations on an excellent design.

Blue Ghost
2016-06-27, 03:12 PM
Congrats to all the participants! A lot of really good entries this time around. :smallsmile:

TurboGhast
2016-06-27, 04:25 PM
Shoot...
I didn't think to add additional context that's required for my card's design to make sense. There are three Skeleton Lords, not two, and when you battle them in the game, killing one causes more skeletons to appear. The card I made is a simplified representation of the boss fight against them.

At least I now know to add lots of context to cards that have a basis in something else.

Misothene
2016-06-28, 12:02 AM
Oh wow! Kromak won? Awesome! Thanks to the judge and for everyone else for their submissions and discussion!

In honor of Eldritch Moon previews starting, this week's challenge is to make a corrupted version of something!

This can be interpreted pretty broadly- Eldrazifying something, turning an evil character into a good one, a good one into an evil one, color- or faction-shifting... If what you're "corrupting" is non-obvious, please describe what you're referencing so I will at least minimally understand.

I've been making a lot of posts recently about templating and rules concerns- I'm not sure how appropriate it would be to comment on these issues before rendering my judging next week. I'll try to keep my commentary to a minimum.

Fortuna
2016-06-28, 01:08 AM
Unchained Krasis 1GG
Creature - Mutant R
Whenever a creature enters the battlefield, put a +1/+1 counter on ~.
At the beginning of your upkeep, ~ deals damage to you equal to half its power rounded down.
2/2

The idea here is that this is a corruption of the Simic's Evolve (http://gatherer.wizards.com/Pages/Search/Default.aspx?text=+[evolve]) mechanic - removing the checks and boundaries on it, to catastrophic result.

Ionbound
2016-06-28, 04:01 PM
Thalia, the Last Cathar-1WW

Creature-Human Soldier-MR

First Strike

Whenever a creature attacks, it's controller may pay 1. If they don't, remove it from combat and tap it. It doesn't untap during it's controller's next untap step.

At the end of your turn, if ~ is the only creature you control, transform ~.

Thraben has fallen, the Order of Saint Traft has been corrupted, Lady Sigarda is dead...All hope is lost. ~Thalia, the Last Cathar

2/1

Thalia, Scion of House Markov-(R/B)

Creature-Vampire Soldier-MR

Double Strike, Lifelink

Whenever another vampire you control deals damage to an opponent, put a +1/+1 counter on it.

I am in need of an Heir. I can offer you salvation...For a price. ~Edgar Markov

3/2

Beelzebub1111
2016-06-28, 04:51 PM
Ramirez, Scourge of the Seas (http://magiccards.info/lg/en/291.html) 2BBU
Legendary Creature - Skeleton Pirate MR
BU: Regenerate ~
When Ramierez deals combat damage to an opponent, that player reveals their hand. If they reveal any artifacts, select one at random and put it onto the battlefield under your control.
Even in death, he remains a most flamboyant pirate.
5/3

Blue Ghost
2016-06-28, 05:17 PM
Muzzio, Machine Prophet 2WU
Legendary Creature - Artificer (M)
Spells your opponents cast that target one or more artifacts you control cost {2} more to cast.
{3}, Sacrifice an artifact: Put X +1/+1 counters on target creature you control, where X is the sacrificed artifact's converted mana cost. That creature becomes an artifact in addition to its other types.
2/2

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Multicolor/Muzzio%20Machine%20Prophet_zpsfglr3oe0.png

Inspired by Muzzio's Uncharted Realms story.

"There are even rumors of a place where the perfection of machines blends inseparably with the vitality of organic life. I hope we can one day be like those places. I must mitigate the variables, as best I can, to help society move forward."

Jormengand
2016-06-29, 06:59 AM
Xathrid Pyromancer 2R
Creature - Human Wizard R
Whenever Xathrid Pyromancer or another human creature you control dies, Xathrid Pyromancer deals 1 damage to target creature or player.
My flames shall flicker forever in your dying eyes.
2/2

TurboGhast
2016-06-29, 11:22 AM
Urabrask, Resistance Defender 5RRR
Legendary Creature - Praetor M
At the beginning of your upkeep, exile the top card of your library. Until the start of your next turn, you can play cards exiled this way.
At the end of your opponent's turn, they exile a card from their hand.
I will not turn over the Mirrans merely to satify your need for subjects to experiment on!
ó Urabrask, to Jin-Gitaxias
4/4

mythmonster2
2016-06-29, 04:43 PM
Here's one that's themed around Eldritch Moon itself.

Jace, Herald of Emrakul 4UB
Planeswalker- Jace MR
+1: Until the beginning of your next turn, creatures that attack you or a planeswalker you control get -2/-1 until end of turn.
-3: Reveal the top card of your library. If the revealed card is a colorless nonartifact, nonland card, you may draw a card and repeat this process. If not, draw two cards.
-8: Target opponent draws seven cards, then reveals their hand. You may cast any number of spells from their hand without paying their mana costs.
Loyalty: {5}

mystic1110
2016-06-29, 05:17 PM
Nicol Bolas, Redeemed 2WWWW
Planeswalker ó Bolas
+3 The owner of target nonland permanent shuffles it into his or her library, then draws two cards.
-2 Gain control of target creature of an opponent's choice he or she controls.
-9 Gain 7 life, draw seven cards and choose up to seven permanents in your graveyard and put them onto the battlefield.
Loyalty [5]

Ionbound
2016-06-29, 05:18 PM
Uh, Mystic, is his -9 being Ugin's ulti intentional?

EDIT: Wait, no, it's slightly different. Well played.

BasketOfPuppies
2016-06-29, 05:24 PM
Corrupted Jailers 3(W/B)(W/B)
Creature- Human R
When ~ etb, all players, starting with you, vote for imprisonment or freedom. If imprisonment wins the vote or the vote is tied, destroy all other creatures. If freedom wins, each player may return up to one creature from their graveyard to the battlefield.
2/2

mystic1110
2016-06-29, 05:24 PM
Uh, Mystic, is his -9 being Ugin's ulti intentional?

EDIT: Wait, no, it's slightly different. Well played.

Ha, its just the best I could do to make it the opposite of Old Nicol. The other abilities just copy his old ones, but more white (and worse) - this justifies his lower cost.

mythmonster2
2016-06-29, 06:19 PM
Corrupted Jailers 3(W/B)(W/B)
Creature- Human R
When ~ etb, all players, starting with you, vote for imprisonment or freedom. If imprisonment wins the vote or the vote is tied, destroy all other creatures. If freedom wins, each player may return up to one creature from their graveyard to the battlefield.
2/2

Seeing this card reminded me of how much I'm looking forward to Conspiracy 2. So many fun mechanics.

Passive Pete
2016-06-29, 09:01 PM
Ajani, Axe of the Afterlife 2WB
Planeswalker - Ajani M
+1: Target creature gains deathtouch and lifelink until your next turn
-2: Creatures you control get +1/+1 until end of turn, and creatures your opponents control get -1/-1 until end of turn
-7: You get an emblem with "whenever a creature dies, put it onto the battlefield under your control unless an opponent pays life equal to it's converted mana cost." Then destroy up to two target creatures.
Loyalty: [4]

In an alternate timeline where, after Elspeth is killed, Ajani, being the good guy he is, bargains with Erebos to save her life. Erebos grants his wish, but in exchange Ajani must do some work for Erebos by bringing some powerful people to the underworld that Erebos might not get otherwise. The goal of the design is to make it feel like Ajani's more involved with death and the afterlife while still featuring some of his classic Ajani-ness playstyle.

Fable Wright
2016-06-29, 10:14 PM
Emrakul of the Gatewatch 14

Legendary CreatureóEldrazi Ally MR

Flying, menace, protection from instants.

When you cast ~, search your library for any number of planeswalker cards and exile them, then shuffle your library. You may put any number of cards exiled this way onto the battlefield at the beginning of the next end step.

Channeló{X}{X}, Discard ~: Exile up to X target Horrors or colorless creatures.

14/14

Passive Pete
2016-06-30, 12:21 AM
Emrakul of the Gatewatch 14


What a twist! (https://www.youtube.com/watch?v=kdhhQhqi_AE)

LaZodiac
2016-06-30, 01:24 AM
Elspeth, The Setting Sun 3WB
Planeswalker - Elspeth (MR)
+1: Put a 2/2 white and black Zombie Soldier creature token onto the battlefield
+1: Put two +1+1 counter on a creature you control. That creature gains Menace until end of turn.
-8: You gain an emblem with "Whenever a creature you control dies, return it to the battlefield tapped".
Loyalty: 5

On the off chance you don't know, Elspeth died. But she died in Theros, where people can hammer out a mask of gold to return as a Returned zombie. This is that form.

ezkajii
2016-06-30, 02:06 AM
Great Sherpa Fblthp 2UGW

Planeswalker - Fblthp

+1: Search your library for a basic land card and put it onto the battlefield tapped.

-2: Exile target creature. Return that creature to the battlefield under its owner's control at the beginning of the next end step.

-9: You gain an emblem with "Creatures you control can't be blocked."

{4}


Fblthp is the homunculus from Totally Lost.

Ninjaman
2016-06-30, 08:58 AM
Corrupted Jailers 3(W/B)(W/B)
Creature- Human R
When ~ etb, all players, starting with you, vote for imprisonment or freedom. If imprisonment wins the vote or the vote is tied, destroy all other creatures. If freedom wins, each player may return up to one creature from their graveyard to the battlefield.
2/2

Just gonna leave this here (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382300)


Great Sherpa Fblthp 2UGW

Planeswalker - Fblthp

+1: Search your library for a basic land card and put it onto the battlefield tapped.

-2: Exile target creature. Return that creature to the battlefield under its owner's control at the beginning of the next end step.

-9: You gain an emblem with "Creatures you control can't be blocked."

{4}


Fblthp is the homunculus from Totally Lost.

This proves that the minus abilities are too weak (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=212240)




Eladamri, Servant of Rath - 1GR
Legendary Creature - Elf Warrior - R
Hexproof
Elf creatures you control get +1/+1 and have haste.

Ealon
2016-06-30, 01:28 PM
I made this card earlier and am happy to see a weekly challenge that fits it :smallsmile:

Eternal Scavenger 2(ɸ/G)
Artifact Creature - Elf Horror - U
When ~ dies, you my pay (ɸ/G). If you do, return a non-elf card from your graveyard to your hand.
"I no longer require my grove, Phyrexian perfection is my family now."
2/2

braveheart
2016-06-30, 02:23 PM
Bold Recruit 1WR
Creature - Human, Soldier - U
First strike
Whenever a creature damaged by Bold Recruit this turn dies, transform Bold Recruit
"His boldness was his greatest asset..."
3/2
//
Emboldened Corruption
Creature - Eldrazi Horror - U
Trample, First Strike
When this creature transforms into Emboldened Corruption you may transform another creature you control
"And became our downfall."
4/4

The_Tentacle
2016-07-01, 11:50 AM
Mayael of the Void BU
Legendary Creature - Zombie Elf (MR)
2BU, T: Reveal the top five cards of target players library. Put all creature cards revealed this way into that players graveyard and exile the rest.
3/2
"My sight has returned to me, yet I see nothing."


My Naya EDH deck is still my favorite deck :P This one's inspired by my commander.

tgva8889
2016-07-02, 10:48 PM
Karn, Father of Machines 6(C/P)(C/P)(C/P)
Planeswalker - Karn (MR)
+2: Put two 1/1 colorless Myr artifact creature tokens with Infect onto the battlefield.
-3: Proliferate.
-13: Restart the game, leaving all poison counters. Then put three 1/1 colorless Myr artifact creature tokens with Infect onto the battlefield.
5

Not actually room for reminder text on the card, but (C/P) can be paid with either C or 2 life.

Ebon_Drake
2016-07-03, 07:20 AM
Radiant, Pawn of Phyrexia 3WB
Legendary Creature - Angel (R)
Flying, Vigilance
At the beginning of each player's upkeep, sacrifice a creature and put a +1/+1 counter on Radiant.
When Radiant leaves the battlefield, destroy all creatures and planeswalkers.
"I am the mad one!"
- Radiant to Urza, last words
4/4

This is meant to be a later version of Radiant, Archangel (http://magiccards.info/ul/en/20.html) after the Phyrexian corruption had fully taken hold of her. Those were her actual last words, by the way.

Sgt. Cookie
2016-07-04, 11:25 AM
Corrupted Ring CC
Artefact - R
T: Add X colourless mana to your mana pool, where X is half the number of Eldrazi you control rounded down. Spend this mana only to cast Eldrazi spells or spells with Devoid.
The distant star... the purest gold... both were powerless to resist...

BasketOfPuppies
2016-07-04, 01:06 PM
Corrupted Ring CC
Artefact - R
Add X colourless mana to your mana pool, where X is half the number of Eldrazi you control rounded down. Spend this mana only to cast Eldrazi spells or spells with Devoid.
The distant star... the purest gold... both were powerless to resist...

What triggers this mana? Tapping, sacking, etb?

Sgt. Cookie
2016-07-04, 01:26 PM
...Derp. Meant to be a tap effect.

LastCenturion
2016-07-04, 03:03 PM
Archdemon Avacyn 3RB
Legendary Creature - Demon - MR
Flash
Haste, Deathtouch
When ~ enters the battlefield, creatures you control gain Deathtouch until the end of the turn.
When a non-Demon creature you control dies, transform ~ at the beginning of your next upkeep.
4/4

-------------------------

Avacyn, the Corrupter
Legendary Creature - Demon - MR
Flying
When this creature transforms into ~, each other creature gets two -1/-1 counters and each other player takes 1 damage.
"From the pit she will emerge, content to rule no longer. The end of all things." --- Tyla, Prophet of Doom
5/6

Dr.Gunsforhands
2016-07-05, 09:39 AM
Phage the Approachable 2WRB
Legendary Creature - Avatar MR
Vigilance, Trample
Phage the Approachable attacks and blocks each turn if able.
Whenever Phage blocks or is blocked by a creature, regenerate Phage and that creature.
7/7

Fable Wright
2016-07-05, 09:40 AM
Judgment day?

LaZodiac
2016-07-05, 09:46 AM
Phage the Approachable 2WRB
Legendary Creature - Avatar MR
Vigilance, Trample
Phage the Approachable attacks and blocks each turn if able.
Whenever Phage blocks or is blocked by a creature, regenerate Phage and that creature.
7/7

This card name is illegal because it's too funny and the best.

*high fives*

Misothene
2016-07-05, 01:23 PM
Emrakul's judgment looms! It shall arrive soon.

BasketOfPuppies
2016-07-05, 04:30 PM
Emrakul's judgment looms! It shall arrive soon.

Emrakul comes for us all! She reaches between the planes! Repent before it's too late! Repent! Repent!

Blue Ghost
2016-07-05, 05:08 PM
Emrakul comes for us all! She reaches between the planes! Repent before it's too late! Repent! Repent!

We will be one, and it will be glorious. I'amrakul!

Misothene
2016-07-05, 05:41 PM
Emrakul has guided us to the time of judgment! Bask in her might! We'mrakul!


Unchained Krasis 1GG
Creature - Mutant R
Whenever a creature enters the battlefield, put a +1/+1 counter on ~.
At the beginning of your upkeep, ~ deals damage to you equal to half its power rounded down.
2/2


I like how the card seems like it would play. It has the feel of an extremely dangerous monster growing out of control. It plays very well with Selesnya token-makers, so it would fit right in to a Ravnica set. Not having trample natively feels right given it's only 3 CMC. Giving it lifelink with equipment or auras can negate the downside so it can be built around. The biggest feel-bad moments would be against opponents with Pacifism or tap-down effects. This applies to almost all drawback creatures, of course, but moreso to this one due to the mandatory growth. Very solid. My quibbles: I would have liked to see a creature type other than Mutant, and it doesn't feel super "corrupted."

Emrakul gave this a very strong 11/13 Emrakuls. ALL the mutation!




Thalia, the Last Cathar-1WW

Creature-Human Soldier-MR

First Strike

Whenever a creature attacks, it's controller may pay 1. If they don't, remove it from combat and tap it. It doesn't untap during it's controller's next untap step.

At the end of your turn, if ~ is the only creature you control, transform ~.

Thraben has fallen, the Order of Saint Traft has been corrupted, Lady Sigarda is dead...All hope is lost. ~Thalia, the Last Cathar

2/1

Thalia, Scion of House Markov-(R/B)

Creature-Vampire Soldier-MR

Double Strike, Lifelink

Whenever another vampire you control deals damage to an opponent, put a +1/+1 counter on it.

I am in need of an Heir. I can offer you salvation...For a price. ~Edgar Markov

3/2

When all of her allies fall, she becomes a beacon of impending vampiric doom rather than one of hope. Cool corruption flavor. I do fear the card might be too strong- the front is a very powerful prison effect (though admittedly symmetrical) if it stays around, and it feels very easy to just play this as a 3-CMC double striking lifelinker with good stats. Cool and flavorful, but feels hard to develop.

Emrakul liked this one as well, giving it 11/13 Emrakuls. "Hope is an illusion," she said. I think she might have picked that up from a friend in Azeroth.



Ramirez, Scourge of the Seas 2BBU
Legendary Creature - Skeleton Pirate MR
BU: Regenerate ~
When Ramierez deals combat damage to an opponent, that player reveals their hand. If they reveal any artifacts, select one at random and put it onto the battlefield under your control.
Even in death, he remains a most flamboyant pirate.
5/3

Kudos for going all the way back to Legends for this one. Did he lose first strike because skeletons are slow (or perhaps it would make no sense on a modern blue/black card :P)? "Undead pirate that steals your artifacts" is a cool concept, but I'm not sure it would play that well. It's heavily dependent on what your opponent is playing, and that ability sounds like it would hardly ever be anything between the extremes of backbreaking and useless. I think a better way to capture the flavor might have been to kill creatures or cause discard as its saboteur effect and get you Gold tokens, or something along those lines. As for the corruption element, this feels less "corrupt" and more "let's check up on Ramirez after a long time- turns out he's still pirating."

Emrakul didn't really like this, possibly because she can't control skeletons or zombies, and the flavor text implies he didn't change that much. 1/13 Emrakuls.





Muzzio, Machine Prophet 2WU
Legendary Creature - Artificer (M)
Spells your opponents cast that target one or more artifacts you control cost {2} more to cast.
{3}, Sacrifice an artifact: Put X +1/+1 counters on target creature you control, where X is the sacrificed artifact's converted mana cost. That creature becomes an artifact in addition to its other types.
2/2

So he protects artifacts, then merges living creatures with them. This feels like it would be a good Commander for a W/U artifact build, as the ability works very well with Affinity creatures (like they needed the help). This strikes me as a card that's not very powerful (especially if it were in a Standard set), but has build-around possibilities and captures something flavorfully that's hard to convey. I'll admit to not really knowing Muzzio's lore, so I'm not sure how "corrupt" this really is.

Emrakul was offended that anyone would consider roboticizing something rather than letting it get Eldrazified. 1/13 Emrakuls.





Xathrid Pyromancer 2R
Creature - Human Wizard R
Whenever Xathrid Pyromancer or another human creature you control dies, Xathrid Pyromancer deals 1 damage to target creature or player.
My flames shall flicker forever in your dying eyes.
2/2

Colorshifted black to red, pings instead of making tokens. This gives aggressive Human decks less staying power but makes a board-wipe possibly dangerous to your opponent's life total (at the expense of having paid 3 for a 2/2). Could fit into archetypes if it's supported, very powerful alongside human token-makers and sac outlets. Solid.

Emrakul looked at this and just saw another puny human with no tentacles. 0/13 Emrakuls.




Urabrask, Resistance Defender 5RRR
Legendary Creature - Praetor M
At the beginning of your upkeep, exile the top card of your library. Until the start of your next turn, you can play cards exiled this way.
At the end of your opponent's turn, they exile a card from their hand.
I will not turn over the Mirrans merely to satify your need for subjects to experiment on!
ó Urabrask, to Jin-Gitaxias
4/4

My understanding of Urabrask's lore (admittedly, only based on a wiki entry) is that he already aided the Mirran resistance, albeit passively by letting them live within his domain. The corruption here would just be making him more active about it, I guess? There are some minor templating mistakes (it should read "At the beginning of your upkeep, exile the top card of your library. Until the start of your next turn, you may play that card. At the beginning of each opponent's end step, that player exiles a card from his or her hand."). This does do an effective "mirror" of the abilities, as the praetors do, but it ends up being a worse version of Jin-Gitaxias (which is understandable, given that this costs 8 and Jin costs 10). The first ability is perfectly red, but the second one is way out of color pie for red, as hand destruction is virtually the exclusive domain of black. The card is also a little underwhelming for an 8-drop, given that a 4/4 body would be way outclassed and pretty fragile at that point in the game. I think a different direction around converting your opponent's draws to "impulse draws" that cost less and had a more mana-efficient body might have been better.

Emrakul was hostile to this. Resistance DEFENDER? A sign of weakness! 0/13 Emrakuls.





Jace, Herald of Emrakul 4UB
Planeswalker- Jace MR
+1: Until the beginning of your next turn, creatures that attack you or a planeswalker you control get -2/-1 until end of turn.
-3: Reveal the top card of your library. If the revealed card is a colorless nonartifact, nonland card, you may draw a card and repeat this process. If not, draw two cards.
-8: Target opponent draws seven cards, then reveals their hand. You may cast any number of spells from their hand without paying their mana costs.
Loyalty: {5}

I like the idea of Jace succumbing to the madness that he felt on Emrakul's Innistrad, with his attunement to the minds of others being turned into a devastating weakness. Mechanically, though, this card is very, very oppressive. The plus ability is so powerful at shutting down aggressive deck's primary method of dealing with planeswalkers (just attacking them), and starts Jace at such a high loyalty count (6 if you plus him right away) that getting rid of him without dedicated planeswalker removal would be nearly impossible. Usually, the ability which helps the planeswalker "protect itself" is a minus ability, and I think that design choice might have helped here.

Emrakul LOVED this card. All minds shall be one within her! 13/13 Emrakuls!




Nicol Bolas, Redeemed 2WWWW
Planeswalker ó Bolas
+3 The owner of target nonland permanent shuffles it into his or her library, then draws two cards.
-2 Gain control of target creature of an opponent's choice he or she controls.
-9 Gain 7 life, draw seven cards and choose up to seven permanents in your graveyard and put them onto the battlefield.
Loyalty [5]

This is pretty cool, maintaining the feel of Nicol's ability set while being faithful to the new color using Oblation and Evangelize instead of Murder and Mind Control. There are questions of whether Oblation and Evangelize really belong in White's modern color pie, I suppose, but it's cool nonetheless. The ultimate is another "life-affirming" twist of his Grixis incarnation. It is pretty scary mechanically, since it's very good at protecting itself and 6 mana is a whole different ballgame than 8 in Standard and starts with a ton of loyalty. I'm not sure it's all the way OP, though, given its mana requirement and that it gives your opponent more gas when it gets rid of their things. Very solid. This might suffer from the Griselbrand aesthetic problem, what with all the 7s and costing 6 (though original Nicol and Ugin had that too, costing 8).

Emrakul didn't know what to make of this, but was initially skeptical of another giant plane-traveling monster helping things instead of conquering or consuming them. She gave it a tentative 6/13 Emrakuls.





Corrupted Jailers 3(W/B)(W/B)
Creature- Human R
When ~ etb, all players, starting with you, vote for imprisonment or freedom. If imprisonment wins the vote or the vote is tied, destroy all other creatures. If freedom wins, each player may return up to one creature from their graveyard to the battlefield.
2/2

Unfortunately, Magister of Worth already does this, as Ninjaman points out. I'm not sure what this card is "corrupting," exactly; these seem more like "Corrupt Jailers" than corruptED ones. I'm also not sure this is a hybrid effect, as white usually only dips into resurrection nowadays on multicolor white/black cards.

Emrakul didn't really respond much to this one, having seen very similar things before. She does appreciate some good old-fashioned destruction, though, giving it 8/13 Emrakuls.





Ajani, Axe of the Afterlife 2WB
Planeswalker - Ajani M
+1: Target creature gains deathtouch and lifelink until your next turn
-2: Creatures you control get +1/+1 until end of turn, and creatures your opponents control get -1/-1 until end of turn
-7: You get an emblem with "whenever a creature dies, put it onto the battlefield under your control unless an opponent pays life equal to it's converted mana cost." Then destroy up to two target creatures.
Loyalty: [4]


This does play into the "buff up your things" archetype of previous Ajani cards, which is a cool thing to see in twisted versions. That space in W/B walkers, though, is already somewhat occupied by Sorin. This planeswalker is pretty bad at protecting itself (unless your opponent is playing mostly X/1s), which makes it mostly a build-around thing, which is fine at a relatively affordable 4 CMC. The first ability should probably say "up to one target creature"- as is, you can't plus it if there are no creatures you feel comfortable buffing that turn (and can't plus it at all if there are no creatures, period). The flavor is pretty cool, and even though embracing death and decay is antithetical to Ajani's current character, the storyline of him accepting an evil charge to save a friend is plausible.

Emrakul is no cat-man-fan, but loves it when mortal ideals twist and crumble. 10/13 Emrakuls.




Emrakul of the Gatewatch 14

Legendary CreatureóEldrazi Ally MR

Flying, menace, protection from instants.

When you cast ~, search your library for any number of planeswalker cards and exile them, then shuffle your library. You may put any number of cards exiled this way onto the battlefield at the beginning of the next end step.

Channeló{X}{X}, Discard ~: Exile up to X target Horrors or colorless creatures.

14/14

This card concept was really intriguing and funny. I think I'd be more invested in the Gatewatch story if they had Emrakul instead of Gideon. The "warp in as many planeswalkers as you want" might be on par or better than an extra turn, but does give your opponent a chance to flail in terror before you activate any of them. I don't like the Channel ability, though. It implies Channel's return- which, given how broad and unflavorful it is, sounds like a bad idea- and feels like weird tacked on trinket text. Granted, it does make Emrakul a great sideboard answer to Eldrazi, since it gives every deck access to "2, discard this, exile target Ulamog." I know I just called it "trinket text," but in any environment where it's relevant, it seems too oppressive against decks running Eldrazi.

Emrakul wouldn't even dignify this with a rating, then asked what plane Earth was on. I'm guessing she would have gone with something like -13/13 Emrakuls.




Elspeth, The Setting Sun 3WB
Planeswalker - Elspeth (MR)
+1: Put a 2/2 white and black Zombie Soldier creature token onto the battlefield
+1: Put two +1+1 counter on a creature you control. That creature gains Menace until end of turn.
-8: You gain an emblem with "Whenever a creature you control dies, return it to the battlefield tapped".
Loyalty: 5


She makes tokens, she buffs things, and she makes things unkillable. That's pretty Elspeth. The black in this card is pretty shaky, hinging on the token type and the Menace, it would seem. It's less good than Elspeth, Knight-Errant at protecting herself, given that you only get one token, but also has a plus ability that perma-buffs your creatures. Starts with a pretty high loyalty count. Seems like it could be pretty good, and fits Elspeth's walker slice almost too well. I'd like it better if it reflected her transformation a little more, but it's in a pretty good functional place as is.

Emrakul thought being transformed into a zombie was pretty tame, and doesn't take very kindly to zombies anyway. 3/13 Emrakuls.





Great Sherpa Fblthp 2UGW

Planeswalker - Fblthp

+1: Search your library for a basic land card and put it onto the battlefield tapped.

-2: Exile target creature. Return that creature to the battlefield under its owner's control at the beginning of the next end step.

-9: You gain an emblem with "Creatures you control can't be blocked."

{4}


Fblthp figured out how to get around! The abilities are flavorful, reflecting other cards about finding, exploring and moving unimpeded. The concept is cute, but mechanically this is a pretty weak planeswalker. Ninjaman points out the comparison to Venser, and it's not really in Fblthp's favor.

Homunculi being artificial and pretty creepy creatures, Emrakul would usually approve of them getting more powerful; this one, though, is a little too adorable and benevolent. 6/13 Emrakuls.






Eladamri, Servant of Rath - 1GR
Legendary Creature - Elf Warrior - R
Hexproof
Elf creatures you control get +1/+1 and have haste.

Uh... 2/2? 3/3? 3/2? Opening new design space in P/T-less creatures? Not sure. Pretty powerful lord in a tribe that probably doesn't need the help in older formats. I'd like to see more flavor in the card- the mechanical function is still to be hard to hit with spells and to buff elves- but it turned out in a pretty decent mechanical place. Unless it was a 13/13.

Emrakul wants to buff elves with tentacles, not haste. 1/13 Emrakuls.





I made this card earlier and am happy to see a weekly challenge that fits it :smallsmile:

Eternal Scavenger 2(ɸ/G)
Artifact Creature - Elf Horror - U
When ~ dies, you my pay (ɸ/G). If you do, return a non-elf card from your graveyard to your hand.
"I no longer require my grove, Phyrexian perfection is my family now."
2/2

Phyrexian mana is a dangerous mechanic as it allows a huge amount of color bleed. This gives red, white and blue aggro decks a decently statted 2-drop that gives them recursion they don't normally have access to, paying a cost of life that won't be relevant against control decks and could still be good against other aggro decks if it helps them maintain a board advantage. The flavor of a phyrexianized Eternal Witness is there, but it's a little weird that a Scavenger would give you a bonus when IT dies and not when something ELSE does that it could then "scavenge."

Emrakul appreciates a good horror that you don't need colored mana to play, but doesn't appreciate competition in the world-altering department. 8/13 Emrakuls.





Bold Recruit 1WR
Creature - Human, Soldier - U
First strike
Whenever a creature damaged by Bold Recruit this turn dies, transform Bold Recruit
"His boldness was his greatest asset..."
3/2
//
Emboldened Corruption
Creature - Eldrazi Horror - U
Trample, First Strike
When this creature transforms into Emboldened Corruption you may transform another creature you control
"And became our downfall."
4/4

I don't see what makes this card white. I think it would be mechanically at home in mono-red, as they both get first strike frequently. Arguably, the power-level in limited requires it being multicolor, and this would fit into an aggressive white-red draft deck with other transform cards. It's a very potent limited card that could have constructed applications with a critical mass of white and red aggressive DFCs. With a little more flavor refinement and maybe some number and ability-tweaking I could see this as realistically printable.

Turning people into Eldrazi Horrors is Emrakul's bread and butter, and this one helps chain the process along! 12/13 Emrakuls.




Mayael of the Void BU
Legendary Creature - Zombie Elf (MR)
2BU, T: Reveal the top five cards of target players library. Put all creature cards revealed this way into that players graveyard and exile the rest.
3/2
"My sight has returned to me, yet I see nothing."


3/2 for 2 is pretty aggressive for a Dimir creature, particularly since it might pull focus from the mill ability. That ability, though just looks kinda... weak on a mythic. Granted, two drops shouldn't be TOO potent, but I don't know who's supposed to be excited to pull this from a booster. It attacks, and maybe it gets to mill for 5 a couple times? If I'm aggressive, I don't know why I'd really want to mill that badly, and if I'm milling, I don't know why the body is so aggressive. Maybe a 2/2 deathtoucher so it would have more defensive applications? Or make the ability a little more relevant to a creature-damage-centric strategy?

Emrakul loves to see the living turned toward the polar opposite of their lively purposes. 11/13 Emrakuls.




Karn, Father of Machines 6(C/P)(C/P)(C/P)
Planeswalker - Karn (MR)
+2: Put two 1/1 colorless Myr artifact creature tokens with Infect onto the battlefield.
-3: Proliferate.
-13: Restart the game, leaving all poison counters. Then put three 1/1 colorless Myr artifact creature tokens with Infect onto the battlefield.
5


Phyrexianized Karn! I like how this card seems like it would play. It fits into the overall phyrexian plan of slowly miring the opponent down in the oil until they're utterly consumed. Proliferate synergizes a lot with the infect tokens and slowly ticks a poisoned opponent toward their demise. The only thing I don't like is the mana cost. It would imply the use of both colorless and phyrexian mana in the set, which I suppose is possible, but both of them bring a lot of developmental issues with them. It would be better in a supplemental set, I suppose. I think it would be better to communicate his phyrexianized nature solely through the abilities, which it does very well, and leave the mana cost in the 8-10 range, or just use colorless mana and not phyrexian mana.

Emrakul is conflicted. Corruption is her thing, but she wants to be the only Galactus in town. 7/13 Emrakuls.




Radiant, Pawn of Phyrexia 3WB
Legendary Creature - Angel (R)
Flying, Vigilance
At the beginning of each player's upkeep, sacrifice a creature and put a +1/+1 counter on Radiant.
When Radiant leaves the battlefield, destroy all creatures and planeswalkers.
"I am the mad one!"
- Radiant to Urza, last words
4/4
/QUOTE]

The flavor is really cool, particularly since those are her canon final words. Mechanically, she eats two of your creatures a turn and can eat herself. That means her most practical application is as a 3WB delayed wrath, which is costed approximately fairly by modern development standards. The flexibility would probably need to tick the cost up a bit, since she can also be an ever-growing beast in a token deck which detonates everything if you ever lose board advantage (of course, your opponent could also kill it when you're ahead on board). It has cool flavor and would play in an interesting way. Possibly should be mythic instead of regular rare.

This was tailor-made to appeal to Emrakul- turning angels violently insane is totally her thing. Of course, that whole "Phyrexia" thing isn't her favorite. 9/13 Emrakuls.



[QUOTE=Sgt. Cookie;20963218]Corrupted Ring CC
Artifact - R
T: Add X colourless mana to your mana pool, where X is half the number of Eldrazi you control rounded down. Spend this mana only to cast Eldrazi spells or spells with Devoid.
The distant star... the purest gold... both were powerless to resist...

So I'm paying CC for... ramp which only works after I've developed out a bunch of Eldrazi? I get that Spawns and Scions are also Eldrazi, but they already exist to help me ramp up to the Titans. I just feel like it doesn't do enough at the point in the game when it's generating a significant amount of mana, and the aggressive "small-Eldrazi" archetype from BFZ/OGW wouldn't want it.

Emrakul doesn't really crave colorless mana as much as her brother, but appreciates the sentiment of turning one of Magic's most powerful cards ever over to her. 9/13 Emrakuls.




Archdemon Avacyn 3RB
Legendary Creature - Demon - MR
Flash
Haste, Deathtouch
When ~ enters the battlefield, creatures you control gain Deathtouch until the end of the turn.
When a non-Demon creature you control dies, transform ~ at the beginning of your next upkeep.
4/4

-------------------------

Avacyn, the Corrupter
Legendary Creature - Demon - MR
Flying
When this creature transforms into ~, each other creature gets two -1/-1 counters and each other player takes 1 damage.
"From the pit she will emerge, content to rule no longer. The end of all things." --- Tyla, Prophet of Doom
5/6

This is a nice Rakdos mirror of SoI Avacyn's mechanics. My flavor problem is in why Democyn cares all that much when a non-Demon dies. It seems like a Demon ruler would be kind of sadistic and appreciate death. Mechanically, I don't understand why she can't fly on the front side and loses deathtouch on the back, and the back side just feels strange giving two counters and only 1 damage to the face. I like the idea of Democyn, but the execution feels a little off mechanically to me.

Emrakul appreciates a little warping of things meant to protect, but feels like you might have taken her idea. 10/13 Emrakuls.





Phage the Approachable 2WRB
Legendary Creature - Avatar MR
Vigilance, Trample
Phage the Approachable attacks and blocks each turn if able.
Whenever Phage blocks or is blocked by a creature, regenerate Phage and that creature.
7/7

The name, as noted, is awesome. The mechanics are delightfully strange. It's actually pretty good as an attacker, since opponents might be reticent to hold back 7 toughness every turn to stop her from trampling over, even if she can't ever kill the blockers. It gives you that "free" attack on top of getting the 7 toughness wall every turn. Given that she can't ever kill anything in combat, though, I don't even know if that's oppressive. She starts to get scary if you give her equipment or lifelink, but a lot of things do, and she's still answerable with traditional creature removal out of combat. My quibble would be I don't see anything black about this card- everything on there could be done in white and red, though it would be a bizarre Boros card. Making it non-black would also be a little more "corrupted."

This card confuses and infuriates Emrakul. Why does Phage not simply kill her enemies? 1/13 Emrakuls.




Emrakul!
Wait, that doesn't seem right...

tgva8889!
I liked so many of the entries this week it was very difficult to choose, but I thought phyrexian Karn's mechanics would best reflect the corruption of the character. If we need runners-up I would give it to braveheart or Fortuna.

Emrakul wanted to choose the Jace, though. Just like every drafter ever.

Fable Wright
2016-07-05, 05:57 PM
This card concept was really intriguing and funny. I think I'd be more invested in the Gatewatch story if they had Emrakul instead of Gideon. The "warp in as many planeswalkers as you want" might be on par or better than an extra turn, but does give your opponent a chance to flail in terror before you activate any of them. I don't like the Channel ability, though. It implies Channel's return- which, given how broad and unflavorful it is, sounds like a bad idea- and feels like weird tacked on trinket text. Granted, it does make Emrakul a great sideboard answer to Eldrazi, since it gives every deck access to "2, discard this, exile target Ulamog." I know I just called it "trinket text," but in any environment where it's relevant, it seems too oppressive against decks running Eldrazi.

Emrakul wouldn't even dignify this with a rating, then asked what plane Earth was on. I'm guessing she would have gone with something like -13/13 Emrakuls.


Yeah, the Channel was a bit tacked on, but in magical lala land, an answer Eldrazi decks everywhere would be nice.

That said, it's probably than the original Trinket textó'Search your library for any number of non-Jace Planeswalker cards and exile them, then shuffle your library...'

Not sure why, but the idea of Emrakul holding a grudge against JtMS's -1 amuses me endlessly. Decided that was too silly even for a card where I added in a Channel ability, though.

tgva8889
2016-07-05, 10:18 PM
Huzzah! All bow before the Father of Machines! I agree that Phyrexian mana was probably trying too hard and I could have toned it down. I did like trying to parallel Karn with his Liberated form with various numbers and figuring out how much loyalty Karn needed to have for using his minus.

So I have an idea for a contest, but because this is a one-card contest my idea technically breaks the rules because it requires contestants to make 2 cards. Because the challenge would be to make a meld card. How do people feel about this stretch of the rules as a contest? If majority would rather just make a single card I'll come up with a different contest tomorrow.

Dr.Gunsforhands
2016-07-05, 10:18 PM
GG, tgva8889! That was some really nice work! Also, I think the meld card idea is well within the spirit of this contest, so you have my support.

I kept Phage black because of the self-regeneration, which red and white don't usually get. In retrospect, though, I guess I could have substituted green and fit the card's theme a bit better. Green is the color of Brushwaggs, after all. :smalltongue:

braveheart
2016-07-06, 12:55 AM
HUZAA! I have won Emerkul's favor, I swear my lady I will obey your maddening will

Ninjaman
2016-07-06, 08:51 AM
Eladamri was supposed to be a 2/2, can't believe I missed that.

I am fine with the challenge.

Sgt. Cookie
2016-07-06, 08:59 AM
Hero's Armour 4
Artefact - Equipment R
Equip 2
Equipped creature has +2/+1 and First Strike.
(Melds with Humble Soldier)
Few take up his mantle...
>5/6

Humble Soldier 2WW
Creature - Human Soldier U
Vigilance
All equipment costs 1 less to equip to Humble Soldier. (Non-mana equip costs are unaffected.)
When Humble Soldier becomes equipped with Hero's Armour, exile them then meld them into Shining Paladin.
...but perhaps he is ready.
>5/6
2/3

Shining Paladin (White)
Creature - Human Paladin
Vigilance, First Strike
Other creatures you control get +1/+1.
When Shining Paladin attacks, put a 1/1 white Human Soldier creature token with first strike onto the battlefield tapped and attacking.
His strength, a beacon. His presence, a hope. His future, a hero's.
5/6


Who says meld has to be about horrific Eldrazification? :smalltongue:

EDIT: Bumped up both the CMC of both cards and upped the equip cost.

Fable Wright
2016-07-06, 09:21 AM
Hero's Armour 2
Artefact - Equipment R
Equip 1
Equipped creature has +2/+2 and First Strike.
(Melds with Humble Soldier)
Few take up his mantle...
>5/6

So, Bonesplitter was already very good as 1 to cast, 1 to equip. This is, for 1 more casting cost, giving +0/+2 and first strike, without affecting the equip cost whatsoever. Especially given Wizards' push to scale back the Standard power level, this is probably too good.

Ninjaman
2016-07-06, 09:25 AM
Hero's Armour 2
Artefact - Equipment R
Equip 1
Equipped creature has +2/+2 and First Strike.
(Melds with Humble Soldier)
Few take up his mantle...
>5/6

Humble Soldier 2W
Creature - Human Soldier U
Vigilance
All equipment costs 1 less to equip to Humble Soldier. (Non-mana equip costs are unaffected.)
When Humble Soldier becomes equipped with Hero's Armour, exile them then meld them into Shining Paladin.
...but perhaps he is ready.
>5/6
2/3

Shining Paladin (White)
Creature - Human Paladin
Vigilance, First Strike
Other creatures you control get +1/+1.
When Shining Paladin attacks, put a 1/1 white Human Soldier creature token with first strike onto the battlefield tapped and attacking.
His strength, a beacon. His presence, a hope. His future, a hero's.
5/6


Who says meld has to be about horrific Eldrazification? :smalltongue:

That seems really strong if you can get it turn three and your opponent doesn't have removal.

Beelzebub1111
2016-07-06, 11:37 AM
Stangg the Broken 1RG
Legendary Creature - Human Warrior R
If you control exactly two permanents named Stangg the Broken, the "Legend Rule" does not apply
Bands with Stangg the Broken
If Stangg the Broken attacks in a band with another creature with the same name, exile both creatures at the end of combat and meld them into Stangg as One
3/4
>6/8

Stangg as One
Legendary Creature - Horror Warrior R (CI:RG)
Menace
Stangg as One can block an additional creature each combat
6/8

Blue Ghost
2016-07-06, 12:51 PM
Ingenious Gadgeteer 2U
Creature - Human Artificer (U)
When Ingenious Gadgeteer enters the battlefield, reveal the top three cards of your library. You may put an artifact card revealed this way into your hand. Put the rest on the bottom of your library in any order.
(Melds with Reactor Core)
1/4

Reactor Core 4
Artifact (U)
T: Add R to your mana pool for each artifact you control.
RRR: If you both own and control Reactor Core and a creature named Ingenious Gadgeteer, exile them, then meld them into Iron Sentinel.

///

Iron Sentinel
Artifact Creature - Construct
Flying, vigilance, haste
2: Iron Sentinel gets +1/+0 until end of turn.
When Iron Sentinel dies, return one of its component cards to its owner's hand.
4/7


MSE doesn't have the meld template yet, unfortunately, so making do with the normal DFC template.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Blue/Ingenious%20Gadgeteer_zpsvhikbnqd.png
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Colorless/Reactor%20Core_zpsxrqbc8qa.png

tgva8889
2016-07-06, 04:23 PM
Looks like the contest is officially make a meld card! Or I guess two cards that meld together? Whatever. Everyone knows what I mean.

Ionbound
2016-07-06, 10:17 PM
Anna, Curious Explorer-WG

Legendary Creature-Human Scout-R

T: Untap Target Land

Tap an untapped land you control: Gain a life

(Melds with Oil Wellspring)

Just think! All sorts of things, waiting in the wild to be discovered!

>3/4
1/2

Oil Wellspring-4

Artifact-R

Creatures enter the battlefield with a -1/-1 counter on them.

If "Anna, Curious Explorer" would die, instead exile it and ~, then meld them into "Anna, Herald of Phyrexia" and return it to the battlefield

>3/4


Anna, Herald of Phyrexia-(WGB Color Indicator)

Legendary Creature-Human Horror

Infect, Deathtouch

Other creatures you control have infect.

Come, revel in the glory of Phyrexia

3/4

Dr.Gunsforhands
2016-07-06, 10:34 PM
Wandering Many U
Creature - Spirit C
(Melds with Tamiyo, the Edge of Sanity)
"The twisting influence of IT continues to exhaust me, to the point where we I am beginning to feel the presence and impulses of the spirits here. This does however reveal something interesting. Where we I struggle through these notes to maintain that I am not IT, the so-called ghosts feel our IT's call to unity but find themselves unable to heed it. Something about them is antithetical to IT's nature. Perhaps we they and I can use that, somehow."
1/1

+

Tamiyo, the Edge of Sanity 1UU
Planeswalker - Tamiyo MR
+1: Investigate
-1: Put an artifact token named Silver onto the battlefield. It has, "Sacrifice this artifact: counter target triggered ability."
-3: If you both own and control this planeswalker and a creature named Wandering Many, exile them, then meld them into Tamiyo, the Spirit's Rebellion.
Loyalty: 2

=

Tamiyo, the Spirit's Rebellion
Planeswalker - Tamiyo
(This card is still blue!)
+1: Investigate, then put a artifact token named Silver onto the battlefield. It has, "Sacrifice this artifact: counter target triggered ability."
-1: Tap any number of untapped permanents you control, then tap up to that many permanents target opponent controls. Those permanents don't untap during that player's next untap step.
Loyalty: 4

- Raised the price of the merge effect, got rid of the, "second ultimate," on the merge card and reduced the cost of the main attraction. A super-charged Opposition is a win condition to look forward to.

- Changed the flavor text on wandering ones to help spell out the story of its partner card.

- Removed the Reprint supertype from Wandering Ones. I mean, it's still basically there, but it turns out it's not necessary to physically write it like with the Merge reminder text.:smalltongue:

EDIT: So, it's pretty obvious that I didn't know how Meld cards were physically printed when I first came up with this. Based on the early previews, I assumed that one half just got reminder text to identify itself while the other half did the heavy lifting as a transform card. I guess the Wandering Ones got confused and thought they were half of a Kamigawa flip card? So, now they just get printed sideways, and the bottom half of Tamiyo's back-side art drifts into the wandering ones' front-side art. Meanwhile, back-side Tamiyo has all of the rules text in a box, which actually doesn't take up that much space since it only has two abilities, so at least that much worked out in her favor.

...or I could just change the name on the common 1/1 spirit to something vaguely reminiscent of the kami I'm referencing.

- Changed the name of the 1/1 spirit so it's no longer a non-meldable reprint.

LastCenturion
2016-07-06, 10:42 PM
Assassin's Blade - 2BB
Artifact - Equipment - C
Equip: pay 1 mana and one life or discard a card.
Equipped creature has +6/-3, First Strike, and Deathtouch
If Assassin's Blade is equipped when it melds, equipped creature gains one blade counter.
(Assassin's Blade melds with Bloodbath)


Bloodbath - 5RR
Enchantment - R
All creatures have one toughness, rather than whatever they normally have.
0: Deal 1 damage to target token creature. Activate this ability only once per main phase, and only as a sorcery.
4{B/R}{B/R}: If you own and control both Bloodbath and a card named Assassin's Blade, exile them both and meld them into The Tenth Sword.
Ashes to Ashes, Dust to Dust.


The Tenth Sword
Artifact - Equipment - U
Equip: Discard or sacrifice a sum of cards or creatures equal to three.
Remove one blade counter from a creature: Equip The Tenth Sword to that creature.
Equipped creature has +8/+0, First Strike, and Deathtouch.




The name of the final form is a nod to Tome of Battle. Sorry Not sorry.

ben-zayb
2016-07-07, 01:41 AM
Curse of the Frozen Throne (2/W)BB
Legendary Enchantment - Aura R
Enchant creature
Enchanted creature can't attack or block, and has "At the beginning of your upkeep, pay 2 or more life, then put a 0/-1 black Zombie creature token onto the battlefield with +1/+1 counters on it equal to half the amount of life lost this way, rounded up."
At the beginning of your end step, if you both own and control Curse of the Frozen Throne and Frostmourne, and if you control different creatures attached to them, exile them, meld them into The Lich King, and then exile the attached creatures.

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

Frostmourne (2/U)(2/U)(2/B)(2/B)(2/B)(2/B)
Legendary Artifact - Equipment R
Whenever a creature dies and ~ is unequipped, you may equip it to target creature.
While ~ is equipped, if a creature would die, exile it instead.
Equipped creature has lifelink and "At the beginnining of each upkeep, sacrifice another creature. If you do, this creature gets +1/+1 until end of turn for each card exiled with ~. Otherwise, Frostmourne's owner gains control of this creature."
(Melds with Curse of the Frozen Throne.)


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

The Lich King {B color indicator}
Legendary Creature - Zombie Avatar M
XB, Pay XX life: Return target creature card with converted mana cost X or less exiled by cards named Frostmourne or The Lich King onto the battlefield under your control. It becomes a black Zombie in addition to its other colors and types. Then put a +1/+1 counter on up to X Zombies you control.
The Lich King has the abilities of creature cards exiled by cards named Curse of the Frozen Throne.
Zombies you control have lifelink and "Exile a creature card from a graveyard: Regenerate this creature."
7/7

mythmonster2
2016-07-07, 02:00 AM
Blackheart Knight- BB
Creature- Human Knight- U
First Strike
(Melds with Saint's Spirit)
"Many have tried to show me the light. Not one of them breathes now."
2/2

Saint's Spirit- 1WW
Creature- Spirit Cleric- U
Flying
T: Tap target creature.
4WW, T: If you both own and control Saint's Spirit and a creature named Blackheart Knight, exile them, then meld them into Knight of Redemption.
None are truly lost in his eyes.
0/1

Knight of Redemption (Color Indicator: W)
Creature- Human Knight- U
First strike, vigilance
1W: Knight of Redemption gains flying until end of turn.
T: Tap target creature. As long as Knight of Redemption remains on the battlefield, that creature doesn't untap during its controller's untap step.
His mercy is legendary, yet nobody knows his past.
4/4

Beelzebub1111
2016-07-07, 04:45 AM
Frostmourne (2/U)(2/U)(2/B)(2/B)(2/B)(2/B)
Legendary Artifact - Equipment R
Whenever a creature dies and Frostmourne is unattached, equip Frostmourne to target creature. Otherwise, exile it from its owner's graveyard.
Equipped creature has lifelink and "At the beginning of each upkeep, sacrifice another creature. If you do, this creature gets +1/+1 for each creature card exiled by cards named Frostmourne. Otherwise, Frostmourne's owner gains control of it."
(Melds with Curse of the Frozen Throne.)

I think this is worded a bit confusingly. Too many pronouns. Give me a second.

So from what I gather, the first ability is a leyline of the void while it is equipped. So a better way to phrase this might be


Whenever a creature dies and ~ is unequipped, equip it to target creature.
While ~ is equpped to a creature, If a creature would die, exile it instead ~ attached to frostmourne
Equipped creature has lifelink and "At the beginnining of Each upkeep, sacrifice another creature you control. If you do, this creature gets +1/+1 until end of turn for each card attached to ~. Otherwise, Frostmourne's owner gains control of this creature"


Is this right?

mystic1110
2016-07-07, 08:11 AM
Eldritch Anger R
Enchantment U
Enchant Creature
Enchant creature has prowess and attacks each turn if able.
If you both own and control Eldritch Anger and an aura named Eldritch Imagination, and both those aura's are enchanting the same creature you control, then meld them into Eldritch Conscription enchanting that creature.

Eldritch Imagination 3U
Enchantment U
Enchant Creature
Enchanted creature has Flying.
Whenever enchanted creature deals damage to an opponent, you may draw a card.
(Melds with Eldritch Anger )

(Meld)
Eldritch Conscription
Enchantment
Enchant Creature
Enchanted creature is a colorless Eldrazi horror creature in addition to it's other creature types with base power and toughness 13/13 and it has trample, flying, prowess and must attack each turn if able.
Whenever enchanted creature deals damage to an opponent, you may draw a card.

Comments: Yeah it can be a cheap combo for a 13/13 - but it involves you playing two pretty bad aura's and opening you up for a 3 for 1.

Beacon of Chaos
2016-07-07, 11:02 AM
Eye of the Vaultkeeper 3
Artifact - R
3, T: Choose a card in your graveyard. Return that card to your hand unless an opponent discards a card from his or her hand.
At the beginning of your upkeep, if you have no cards in your graveyard and you both own and control Eye of the Vaultkeeper and an artifact named Protected Vault, exile them, then meld them into The Vaultkeeper.


Protected Vault 3
Artifact - U
T: Exile target card in a graveyard until Protected Vault leaves the battlefield.


The Vaultkeeper
Legendary Artifact Creature - Contruct - R
Defender, Reach.
At the beginning of your upkeep, exile target card in a graveyard. You may play that card without paying its mana cost this turn. If you do not, return it to its owner's graveyard at end of turn.
3/6

Ebon_Drake
2016-07-07, 03:40 PM
Kyodai, the Taken One 2WG (MR)
Legendary Creature - Spirit
Indestructible
At the beginning of your upkeep, you may put a Spirit creature from your hand onto the battlefield. If you do, put Kyodai, the Taken One on top of your library.
(melds with Princess Michiko)
The stolen daughter of a god...
2/4

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

Princess Michiko 2WU (R)
Legendary Creature - Human Advisor
T: Reveal the top card of your library. If it's a Spirit or Arcane card, put it into your hand. If the card is named Kyodai, the Taken One, instead exile it and Princess Michiko, then meld them into Sisters of Flesh and Spirit. Play this ability only if you both own and control Princess Michiko.
The headstrong daughter of a daimyo...
2/2

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

Sisters of Flesh and Spirit
(White/Blue/Green color indicators)
Legendary Creature - Spirit
Indestructible
Whenever you play a Spirit or Arcane spell, you may draw a card.
Whenever you play a non-Spirit, non-Arcane card, you may return target Spirit or Arcane card from your graveyard to your hand.
Splice costs you pay cost up to 2 less to pay.
Together, they brought peace to a warring plane.
6/6

----------------

This is obviously intended to be in Kamigawa or a Kamigawa 2: Arcane Boogaloo, where there would be plenty of Spirits, Arcane and Splice about for these to be relevant. I'm not sure if the Sisters' second ability works how I want it to? It's meant to also key off playing land cards, since you probably wouldn't have many other non-spirit/arcane cards in a deck with these in. I can't remember if playing lands actually counts as playing a card in the technical sense that would trigger that ability though. If not, hey ho, it's not as powerful as it could be - and that fits the Kamigawa theme!

tgva8889
2016-07-07, 03:59 PM
A couple general comments:
1) Please use the normal Meld text unless there's a very compelling reason for you to do otherwise, because that's the only text that we understand how it works rules-wise, and if I don't know how it works I'm not going to try to guess because there's already a bunch of questions involving meld.
2) Meld cards are still double-faced cards and they're still Magic cards, and there's a lot of things they can't do because of printing or existing rules involving them. I'd strongly suggest avoiding those problems, because printability is a thing I normally judge on and if they can't print your card then I don't know what to tell you.

ben-zayb
2016-07-07, 04:48 PM
I think this is worded a bit confusingly. Too many pronouns. Give me a second.

So from what I gather, the first ability is a leyline of the void while it is equipped. So a better way to phrase this might be


Whenever a creature dies and ~ is unequipped, equip it to target creature.
While ~ is equpped to a creature, If a creature would die, exile it instead ~ attached to frostmourne
Equipped creature has lifelink and "At the beginnining of Each upkeep, sacrifice another creature you control. If you do, this creature gets +1/+1 until end of turn for each card attached to ~. Otherwise, Frostmourne's owner gains control of this creature"


Is this right?Sounds about right, although I think I'll simply use the "cards exiled with ~" templating. Also, you can only sacrifice what you control, so that also shaves a couple of words. Thanks!

TurboGhast
2016-07-08, 09:12 PM
Concerning previous card: I thought of making it be opposing draws are red temp draws, but didn't want to update the card mid contest. In retrospect, that was incorrect.

Excited Inventor 1RU
Creature - Human Artificer U
T: Draw a card, then discard a card.
When Excited Inventor enters the battlefield, you may return target artifact card with converted mana cost 3 or less from your graveyard to your hand
(Melds with Spare Parts)
1/1

Spare Parts 2
Artifact U
When Spare Parts enters the battlefield, draw a card.
At the beginning of your upkeep on your turn, if you both own and control Spare Parts and a creature named Excited Inventor, exile them, and meld them into Improvised Cannoneer.

//

Improvised Cannoneer
(RU Color indicator)
Creature - Human Artificer U
Haste
T: Choose target creature or player. Reveal the top card of your library. Improvised Cannoneer deals X plus 1 damage to that creature or player, where X is the converted mana cost of the revealed card. Put the revealed card to your hand.
2/1


Edit 1:Dropped the cost of the base cards
Excited Inventor Mana Cost: 2RRUU -> 1RU
Spare Parts Mana Cost: 3 -> 2
Thanks to Fable Wright for the advice that caused me to make this change!

Fable Wright
2016-07-08, 09:38 PM
Excited Inventor 2RRUU
Creature - Human Artificer U
T: Draw a card, then discard a card.
When Excited Inventor enters the battlefield, you may return target artifact card with converted mana cost 3 or less from your graveyard to your hand
(Melds with Spare Parts)
1/1

This should cost 1RU or so. 2RU at the very most if you make it a 2/3, but this is very overcosted even with the recursion. Pushed a bit is far better than cripplingly weak.


Spare Parts 3
Artifact U
When Spare Parts enters the battlefield, draw a card.
At the beginning of your upkeep on your turn, if you both own and control Spare Parts and a creature named Excited Inventor, exile them, and meld them into Improvised Cannoneer.

Compare Ichor Wellspring. This should cost 2 at most, though 1 would fit given a lot of cycling artifacts. Given how vulnerable the meld is and how unpredictable it is, you really don't have to overcost to compensate.

LaZodiac
2016-07-09, 02:38 AM
Jeleva, Thirsting for Minds 1UBR
Legendary Creature - Vampire Wizard (MR)
Flying
Whenever Jeleva attacks, you may exile a card from a graveyard.
You may cast instant and sorcery cards exiled with Jeleva without paying their mana cost. Jeleva has all activated abilities of permanent cards exiled with her.
(Melds with Repurpose Thought)
2/3

Repurpose Thought UB
Sorcery (U)
Draw two cards, then put the top four cards of your deck into the graveyard. If you cast this spell from exile, and both control and own Jeleva, Thirsting for Minds and Repurpose Tought, exile both then meld the into She Who Drank Too Deep.
"These creatures fascinate me. Will their minds sate my hunger...?" - Jeleva, Scourge of Nephalia

//////

She Who Drank Too Deep
Legendary Creature - Eldrazi Vampire (MR) (color identity: Colorless)
Flying, haste
When ~ attacks, exile the top two cards from each player's library. You may cast spells exiled this way without paying their mana cost. If you cast an instant or sorcery spell from exile, copy that spell.
4/3
Her vast mind is now a bottomless pool...begging to be filled.

Did some work on it aaaah so many iterations I believe I've gone quite mad.

Jormengand
2016-07-09, 01:32 PM
Abandoned Soldier 1W
Creature - Human Soldier C
Vigilance
At the beginning of your upkeep, if you both own and control control Abandoned Soldier and a creature named Lost Horse, exile them, then meld them both into Restored Knight.
I'm going to go back. And I'm going to save my battalion.
2/2

Lost Horse 3G
Creature - Horse C
Trample
(Melds with Abandoned Soldier)
3/3

Restored Rider {WG}
Creature - Human Knight C
Vigilance, Trample
Whenever a creature an opponent controls dies, put a 1/1 white human creature token onto the battlefield.
"We're going to go back. And we're going to save every last living creature on Innistrad."
5/5



EDIT: Also, I decided to update the Hall of Fame, because I got bored.


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

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

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

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

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

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

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

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

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

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

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

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

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

14. Make a colorless nonland card with more than one color of mana somewhere on it.
Winner: Dispose (http://www.giantitp.com/forums/showsinglepost.php?p=20398396&postcount=434) by Jormengand

15. Make a card with a new keyword that showcases that new keyword.
Winner: Armed Assassin (http://www.giantitp.com/forums/showsinglepost.php?p=20438889&postcount=456) by Sgt. Cookie

16. Make a card that tries to be something else.
Winner: Sleeping Walker (http://www.giantitp.com/forums/showsinglepost.php?p=20466075&postcount=480) by Atomburster

17. Make a gimmicky card.
Winner: Rebel Champion (http://www.giantitp.com/forums/showsinglepost.php?p=20500343&postcount=514) by Jormengand

18. Make a card that alters or suspends one of the rules of the game for some duration.
Winner: Rix Maadi (http://www.giantitp.com/forums/showsinglepost.php?p=20531019&postcount=552) by Blue Ghost

19. Make a double-faced card.
Winner: Wolf in Sheep's Clothing//Unveiled Predator (http://www.giantitp.com/forums/showsinglepost.php?p=20567947&postcount=580) by mystic1110

20. Make a non-rare card with a Converted Mana Cost of 1.
Winner: Useful Adaptation (http://www.giantitp.com/forums/showsinglepost.php?p=20595973&postcount=619) by braveheart

21. Make a spell that has a built-in way to reduce its casting cost.
Winnder: Repurposed Rager (http://www.giantitp.com/forums/showsinglepost.php?p=20642762&postcount=658) by ben-zayb

22. Make a fatty or a card that makes fatties.
Winner: Formid Queen (http://www.giantitp.com/forums/showsinglepost.php?p=20687247&postcount=702) by Blue Ghost

23. Make a card to showcase a world inspired by fairy tales.
Winner: Love Charm (http://www.giantitp.com/forums/showsinglepost.php?p=20724792&postcount=737) by Ninjaman

24. Make a card that does something that hasn't been done before.
Winner: Serenity, Archangel of Last Breath (http://www.giantitp.com/forums/showsinglepost.php?p=20749789&postcount=763) by LaZodiac

25. Make a card inspired by martial arts.
Winner: Kick Into Next Week (http://www.giantitp.com/forums/showsinglepost.php?p=20776811&postcount=804) by Fable Wright

26. Make a Legendary Enchantment, Artifact or Land that becomes a Creature.
Winner: Phylactery Guardian (http://www.giantitp.com/forums/showsinglepost.php?p=20803502&postcount=837) by Diego Havoc

27. Make a card around the theme of challenges.
Winner: Fahren, the Challenger (http://www.giantitp.com/forums/showsinglepost.php?p=20843517&postcount=902) by Diego Havoc

28. Make a Creature, Land or Artifact that doesn't untap normally during the untap step.
Winner: Engine of Purity (http://www.giantitp.com/forums/showsinglepost.php?p=20856166&postcount=928) by Beelzebub1111

29. Make a card that uses a defunct keyword.
Winner: Vedalken Brainblaster (http://www.giantitp.com/forums/showsinglepost.php?p=20885807&postcount=983) by Diego Havoc

30. Make a card that represents a villain.
Winner: Kromak, Scaled Revolutionary (http://www.giantitp.com/forums/showsinglepost.php?p=20908283&postcount=1026) by Misothene

31. Make a corrupted version of something.
Winner: Karn, Father of Machines (http://www.giantitp.com/forums/showsinglepost.php?p=20959352&postcount=1076) by tgva8889

32. Make a meld card.
Winner: ???

braveheart
2016-07-10, 02:02 PM
Reckless Leap 2R
(Image of an imp falling from the sky)
Sorcery - U
As an additional cost to cast Reckless Leap Sacrifice a creature you control.
Deal X damage to target creature without flying, where X is the sacrificed creatures power.
If you control and own both Feindish Approach and Carrier Roc, you may exile them then meld them into Abomination Carrier


Carrier Roc 4W
Creature - Bird - U
Flying
Whenever Carrier Roc attacks you may have another creature you control gain flying until end of turn.
(Melds with Reckless Leap)
3/3

//////

Abomination Carrier
Creature - Eldrazi Horror - U
Flying, Haste
(1): target creature without flying, gains flying until end of turn, if that creature is an Eldrazi add C to your mana pool
The Sky was blackened and all we could understand was that we were doomed
7/9

Ninjaman
2016-07-10, 04:05 PM
Walorg's Tomb - 2
Legendary Artifact - R
Art: A dim red gem with a crack going up it, sending out a bright red light
Walorg's Tomb enters the battlefield tapped.
T: Add R to your mana pool.
1R, T: Attacking creatures you control get +1/+0 until end of turn.
So much evil encased in such a tiny space.

Walorg's Fist - 5
Legendary Artifact - R
Art: The severed hand of a statue half buried beneath sand, with a human barely visible on a knuckle to give a sense of the immense size.
Creatures you control attack each turn if able.
Attacking creatures you control get +2/+0 and have menace and trample.
4RR: If you both own and control Walorg's Fist and an artifact named Walorg's Tomb, exile them, then meld them into
Walorg the Destroyer.
Only with your own hands may you obtain freedom.

Walorg the Destroyer
(Red) Legendary Creature - Spirit - R
Art: A red silhouette the same color as the light that escaped the gem with a hand outstretched towards the viewer, seeming like the stone hand.
Haste, trample, menace
When Walorg the Destroyer enters the battlefield, destroy two target lands.
When Walorg the Destroyer attacks it gets +3/+0 until end of turn for each attacking creature you control.
4/7

TurboGhast
2016-07-10, 06:08 PM
This should cost 1RU or so. 2RU at the very most if you make it a 2/3, but this is very overcosted even with the recursion. Pushed a bit is far better than cripplingly weak.



Compare Ichor Wellspring. This should cost 2 at most, though 1 would fit given a lot of cycling artifacts. Given how vulnerable the meld is and how unpredictable it is, you really don't have to overcost to compensate.

Thanks for the advice! Both of the suggestions you made have been implemented.

Jormengand
2016-07-10, 06:55 PM
At the moment, Walorg's fist melds into Walorg Reignited, but the meld card is called Walorg the Destroyer.

Djinn_in_Tonic
2016-07-10, 07:25 PM
Abandoned Soldier 1W
Creature - Human Soldier C
Vigilance
At the beginning of your upkeep, if you both own and control control Abandoned Soldier and a creature named Lost Horse, exile them, then meld them both into Restored Knight.
I'm going to go back. And I'm going to save my battalion.
2/2

Lost Horse 3G
Creature - Horse C
Trample
(Melds with Abandoned Soldier)
3/3

Restored Rider {WG}
Creature - Human Knight C
Vigilance, Trample
Whenever a creature an opponent controls dies, put a 1/1 white human creature token onto the battlefield.
"We're going to go back. And we're going to save every last living creature on Innistrad."
5/5

I absolutely love this, and the story it tells. Just had to say that.

Jormengand
2016-07-11, 03:04 AM
I absolutely love this, and the story it tells. Just had to say that.

I'm genuinely blushing. Thank you! :smallredface:

Ninjaman
2016-07-11, 05:53 AM
At the moment, Walorg's fist melds into Walorg Reignited, but the meld card is called Walorg the Destroyer.

I changed the name but forgot to change it everywhere, fixed now.

Djinn_in_Tonic
2016-07-11, 09:48 AM
I'm genuinely blushing. Thank you! :smallredface:

Any time! My only suggestion would be that the name doesn't really fit the flavor text -- an "abandoned" soldier was left behind, not someone in a position to go BACK to help. That and "Restored Rider" doesn't quite get the heroic knight charging into overwhelming odds angle I'd like to see.

Maybe something like Frightened Soldier and Lost Horse turning into Redeemed Rider? That gives us a tale of someone who fled the battle, realizes his betrayal of his companions upon finding the lost horse of a commander or friend, and turns back to charge into the face of nightmares in an attempt to save his comrades. I personally like that a little better than a heroic soldier who finds a horse and is now even MORE capable.

Medival Wombat
2016-07-13, 09:49 AM
Lena the Displaced 1W
Creature - Human Scout
At the start of every turn, pay 1 or return ~ to its owners hand
Melds with Chronal Accelerator
2/2
A failed experiment can turn your life into ash...

Chronal Accelerator U3
Artifact
T: Untap target permanent
1U: Untap ~
If you control both ~ and Lena the Displaced, exile both cards and put Tracer into the battlefield
...but with a little help from a friend...

Tracer
Legendary Creature - Human Scout [Blue/White]
Haste, doublestrike, vigilance
U: return ~ back to its owners hand
4/4
... a new hero is born.

Djinn_in_Tonic
2016-07-13, 11:20 AM
I believe U is typically used for Blue, and B for Black. Would suggest switching that around to avoid confusion.

--------------------------------------------------------------

[B]Harbor Colossus -- 4
Uncommon Artifact Creature -- Golem
-Indestructible
-Defender
A silent guardian, unmoving, unyielding, unchanging. Until...
0/5

Souls to the Deep -- 3UU
Rare Sorcery
-Put the top 10 cards of target player's library into his or her graveyard. For each non-land card put into a graveyard this way that is a duplicate of a card in play, draw a card.
-If you both own and control Abandoned Soldier and a creature named Harbor Colossus, exile them and all graveyards, then meld them both into Kokorath the Awoken. Put a +1/+1 counter on Kokorath the Awoken for each creature card exiled this way.
...the screams of drowning sailors fill the air.


Kokorath the Awoken
Legendary Artifact Creature -- Golem
-Indestructible, trample, vigilance
Their cries rouse the dormant colossus from its eternal slumber. Its city will not fall this day.
0/2

Blue Ghost
2016-07-13, 12:48 PM
I believe U is typically used for Blue, and B for Black. Would suggest switching that around to avoid confusion.

--------------------------------------------------------------

Harbor Colossus -- 4
Artifact Creature -- Golem
-Indestructible
-Hollow Vessel cannot attack.
A silent guardian, unmoving, unyielding, unchanging. Until...
0/5

Souls to the Deep -- 1UUU
Sorcery
-Put the top 10 cards of target player's library into his or her graveyard.
-If you both own and control control Abandoned Soldier and a creature named Hollow Colossus, exile them and all graveyards, then meld them both into Kokorath the Awoken. Put a +1/+1 counter on Kokorath the Awoken for each creature card removed from the game in this manner.
...the screams of drowning sailors fill the air.


Kokorath the Awoken
Legendary Artifact Creature -- Golem
-Indestructible, Trample, Vigilance
Their cries rouse the dormant colossus from its eternal slumber. Its city will not fall this day.
X/X

Some technical issues here:
- You're missing rarity. Rarity is a key component of a card.
- Harbor Colossus should have defender, unless there's a specific reason you're not using the keyword.
- The names given in the rules texts is inconsistent with the names of the cards.
- The last clause on Souls to the Deep should be "...for each creature card exiled this way."
- Only card names, subtypes, and the first word of each sentence and clause should be capitalized. "Trample" and "vigilance" on Kokorath the Awoken should be in lowercase.
- You didn't define a value for X. If you're intending all of Kokorath's P/T to come from its +1/+1 counters, it should be a 0/0.

Gameplay-wise, Souls to the Deep is quite overcosted if you're not using it to meld, and since you're not likely to play both halves in a dedicated mill deck, pretty useless on its own. You can't count on always having both halves of a meld card. Meld as a mechanic inherently has the problems of card disadvantage and the difficulty of getting the pieces together. All of the official meld cards have ways around these issues. Making the component cards unplayable on their own would compound these problems.
The triple blue in the mana cost could possibly be a necessity in development, but I don't think this card needs such a harsh restriction.

Ionbound
2016-07-13, 01:54 PM
In the name of the new Magic Story today, changing my submission:

Bedraggled Survivors-2WW

Creature-Human Soldier-U

If ~ would be die, exile it instead.

Melds with Spectral Reinforcements

Dazed, reeling, about to break...Yet they were all that was left.

3/3 (>5/6)

Spectral Reinforcements-WW

Instant-U

Untap target creature. It gains +1/+2 and indestructible until the end of the turn.

If ~ was cast on Bedraggled Survivors, exile them, then meld them into The Army of Saint Traft.

There were geists enough for her whole ragged army, and another army left over to march beside the living.

The Army of Saint Traft-(W)

Creature-Human Spirit Soldier

Indestructible, Vigilance

~ may block one additional creature each combat.

5/6

Djinn_in_Tonic
2016-07-13, 02:00 PM
Some technical issues here:
- You're missing rarity. Rarity is a key component of a card.
- Harbor Colossus should have defender, unless there's a specific reason you're not using the keyword.
- The names given in the rules texts is inconsistent with the names of the cards.
- The last clause on Souls to the Deep should be "...for each creature card exiled this way."
- Only card names, subtypes, and the first word of each sentence and clause should be capitalized. "Trample" and "vigilance" on Kokorath the Awoken should be in lowercase.
- You didn't define a value for X. If you're intending all of Kokorath's P/T to come from its +1/+1 counters, it should be a 0/0.

This is what I get for being in a hurry. Thanks.


Gameplay-wise, Souls to the Deep is quite overcosted if you're not using it to meld, and since you're not likely to play both halves in a dedicated mill deck, pretty useless on its own. You can't count on always having both halves of a meld card. Meld as a mechanic inherently has the problems of card disadvantage and the difficulty of getting the pieces together. All of the official meld cards have ways around these issues. Making the component cards unplayable on their own would compound these problems.
The triple blue in the mana cost could possibly be a necessity in development, but I don't think this card needs such a harsh restriction.

Good thoughts.

Medival Wombat
2016-07-13, 02:45 PM
I believe U is typically used for Blue, and B for Black. Would suggest switching that around to avoid confusion.


Changed it now

tgva8889
2016-07-13, 06:31 PM
Grading either late today or tomorrow.

tgva8889
2016-07-15, 01:00 AM
In the name of the new Magic Story today, changing my submission:

Bedraggled Survivors-2WW

Creature-Human Soldier-U

If ~ would be die, exile it instead.

Melds with Spectral Reinforcements

Dazed, reeling, about to break...Yet they were all that was left.

3/3 (>5/6)

Spectral Reinforcements-WW

Instant-U

Untap target creature. It gains +1/+2 and indestructible until the end of the turn.

If ~ was cast on Bedraggled Survivors, exile them, then meld them into The Army of Saint Traft.

There were geists enough for her whole ragged army, and another army left over to march beside the living.

The Army of Saint Traft-(W)

Creature-Human Spirit Soldier

Indestructible, Vigilance

~ may block one additional creature each combat.

5/6

I don't really know how a card "would be die," I suspect you meant "If [CARDNAME] would die."

Overall, I don't consider this particularly impressive. The resulting meld card is nice and worth the effort, but really I'd rather just play that one spell because WW to untap a creature and make it indestructible sounds pretty great, and I don't really care much about the actual meld result. Indestructible Vigilance and blocks an additional creature just ends the game, which isn't super interesting to me.

It's also kind of weird story telling that we have the appearance of a ghost army transforming a bunch of survivors into an army. That doesn't really jive for me. Also the name "spectral reinforcements" doesn't sound like what this card does. Maybe if the card had something to do with arming the citizens or training them or something.

Most people didn't get the templating entirely correct, but check examples for templating in the future. Specifically, you don't have the text about both owning and controlling, the text "melds with" should be reminder text in parenthesis and italics and the last line of Spectral Reinforcements should be part of the first line as a complete text.


Hero's Armour 4
Artefact - Equipment R
Equip 2
Equipped creature has +2/+1 and First Strike.
(Melds with Humble Soldier)
Few take up his mantle...
>5/6

Humble Soldier 2WW
Creature - Human Soldier U
Vigilance
All equipment costs 1 less to equip to Humble Soldier. (Non-mana equip costs are unaffected.)
When Humble Soldier becomes equipped with Hero's Armour, exile them then meld them into Shining Paladin.
...but perhaps he is ready.
>5/6
2/3

Shining Paladin (White)
Creature - Human Paladin
Vigilance, First Strike
Other creatures you control get +1/+1.
When Shining Paladin attacks, put a 1/1 white Human Soldier creature token with first strike onto the battlefield tapped and attacking.
His strength, a beacon. His presence, a hope. His future, a hero's.
5/6

Okay, it's an interesting story that makes sense. But why does a soldier just become a paladin by putting on some armor? I thought being a paladin had more to do with other aspects; one doesn't gain, for example, leadership skills or skill at arms just by putting on some spiffy armor.

Mechanically, I feel like it's a story better told by a card like Avacynian Missionaries than by this set of cards. I mean, why does my armor disappear? Why can't I put it back on something else after my Humble Soldier picks it up? That seems weird and makes me not actually want to meld the cards, which is the whole point of melding. The armor is a strong enough card that I'd rather keep equipping it to my creatures, not sacrificing it to upgrade my Humble Soldier.

Check the templating; you're missing the key line about both owning and controlling, which is extremely important for Meld.


Stangg the Broken 1RG
Legendary Creature - Human Warrior R
If you control exactly two permanents named Stangg the Broken, the "Legend Rule" does not apply
Bands with Stangg the Broken
If Stangg the Broken attacks in a band with another creature with the same name, exile both creatures at the end of combat and meld them into Stangg as One
3/4
>6/8

Stangg as One
Legendary Creature - Horror Warrior R (CI:RG)
Menace
Stangg as One can block an additional creature each combat
6/8

Sadly, this card is unprintable, and here's why. The rules have to identify all cards with the same name identically. Thus, while they could print two different versions of Stangg the Broken (they did with Brothers Yamizaki), in order to meld them, you would have to specifically meld two different printings of Stangg the Broken, because physically you have to be able to flip them over and put them together to create the resulting melded card. As a result, there has to be some way for the rules to differentiate between Stangg the Broken A and Stangg the Broken B, and there isn't, so they can't physically print such a card.

This is barring the fact that the playability of the card suffers because you can only play 4 of this card, whereas for other meld pairs you can play 4 of one half and 4 of the other half, improving your chances to combine them. The resulting meld card isn't even that impressive; it just feels the same as having two Stangg the Broken in play a lot of the time.

Presuming you made two different but identical versions of Stangg the Broken to include in decks

Check the templating; you're missing the key line about both owning and controlling, which is extremely important for Meld.


Ingenious Gadgeteer 2U
Creature - Human Artificer (U)
When Ingenious Gadgeteer enters the battlefield, reveal the top three cards of your library. You may put an artifact card revealed this way into your hand. Put the rest on the bottom of your library in any order.
(Melds with Reactor Core)
1/4

Reactor Core 4
Artifact (U)
T: Add R to your mana pool for each artifact you control.
RRR: If you both own and control Reactor Core and a creature named Ingenious Gadgeteer, exile them, then meld them into Iron Sentinel.

///

Iron Sentinel
Artifact Creature - Construct
Flying, vigilance, haste
2: Iron Sentinel gets +1/+0 until end of turn.
When Iron Sentinel dies, return one of its component cards to its owner's hand.
4/7

I sort of see what's going on here, but it's not completely clear what's happening because there's no flavor text. I assume that this is supposed to be an Iron Man (or similar power suit) reference? I think flavor text would have been helpful to get me there, because it took me reading all the cards a few times to figure out what you were doing.

The individual cards are interesting; I like that there's actually a pretty good reason for me to want to meld these cards, and that Iron Sentinel really plays well at the point where you want to meld it. I did appreciate that you tried something new, although I'm not sure that the last text works with the current rules, and it might have to specify the specific named cards or involve a rules change.

Also, you're one of the people who actually got the meld templating correct, so hurray!


Wandering Many U
Creature - Spirit C
(Melds with Tamiyo, the Edge of Sanity)
"The twisting influence of IT continues to exhaust me, to the point where we I am beginning to feel the presence and impulses of the spirits here. This does however reveal something interesting. Where we I struggle through these notes to maintain that I am not IT, the so-called ghosts feel our IT's call to unity but find themselves unable to heed it. Something about them is antithetical to IT's nature. Perhaps we they and I can use that, somehow."
1/1

+

Tamiyo, the Edge of Sanity 1UU
Planeswalker - Tamiyo MR
+1: Investigate
-1: Put an artifact token named Silver onto the battlefield. It has, "Sacrifice this artifact: counter target triggered ability."
-3: If you both own and control this planeswalker and a creature named Wandering Many, exile them, then meld them into Tamiyo, the Spirit's Rebellion.
Loyalty: 2

=

Tamiyo, the Spirit's Rebellion
Planeswalker - Tamiyo
(This card is still blue!)
+1: Investigate, then put a artifact token named Silver onto the battlefield. It has, "Sacrifice this artifact: counter target triggered ability."
-1: Tap any number of untapped permanents you control, then tap up to that many permanents target opponent controls. Those permanents don't untap during that player's next untap step.
Loyalty: 4

Honestly, I don't find this particularly interesting. Neither version of Tamiyo is particularly exciting in my opinion. Her plus is interesting but seems really bad, and her minus is extremely weak, which means the whole package is kind of disappoint. Then her ultimate does nothing if you don't control a boring Fugitive Wizard? The effort involved here is so high, and I feel like I'd rather just not go through this much effort when I could have other cards that do more or better things. And even then the - on Tamiyo, the Spirit's Rebellion isn't even that exciting because it requires you to spend your own permanents to freeze opposing permanents. It's powerful enough, so it's still worth it, but it feels like for the work I'm doing I should be getting a much more powerful ability. Like maybe some sort of sick ultimate.

I also just don't understand, flavor-wise, why I'm melding Tamiyo with a random spirit in order to create some other Tamiyo. The flavor text reads like rambling, and there's nothing special or resonant here to get me there. So I'm not even sure why Tamiyo is building up in loyalty only to meld with a bunch of spirits into some sort of Spirit Tamiyo. It feels like that isn't the sort of thing that would even happen to her, given that she resists Emrakul's influence and knows how to help others do the same.

Also, you're one of the people who actually got the meld templating correct, so hurray!


Assassin's Blade - 2BB
Artifact - Equipment - C
Equip: pay 1 mana and one life or discard a card.
Equipped creature has +6/-3, First Strike, and Deathtouch
If Assassin's Blade is equipped when it melds, equipped creature gains one blade counter.
(Assassin's Blade melds with Bloodbath)


Bloodbath - 5RR
Enchantment - R
All creatures have one toughness, rather than whatever they normally have.
0: Deal 1 damage to target token creature. Activate this ability only once per main phase, and only as a sorcery.
4{B/R}{B/R}: If you own and control both Bloodbath and a card named Assassin's Blade, exile them both and meld them into The Tenth Sword.
Ashes to Ashes, Dust to Dust.


The Tenth Sword
Artifact - Equipment - U
Equip: Discard or sacrifice a sum of cards or creatures equal to three.
Remove one blade counter from a creature: Equip The Tenth Sword to that creature.
Equipped creature has +8/+0, First Strike, and Deathtouch.

Assassin's Blade is not a common. One it's a colored artifact, two it has a weird set of power and toughness changing text which results it it being unable to do anything in a lot of situations, and three it has a no-mana equip cost. Also, the design of giving a creature plus a bajillion power and then giving it both First Strike and Deathtouch is kind of stupid to me. If it has that much power, Deathtouch just doesn't matter because you're going to kill whatever you get into combat with anyways, and First Strike with that much power is insane as a common.

Bloodbath prevents you from equipping Assassin's Blade to a creature, because it sets its toughness to 1 which then gets -3 from Assassin's Blade. Thus you made it nearly impossible to trigger the special text on Assassin's Blade, and made these cards mostly unplayable together. What? It's kind of interesting, at least, but you've made a meld card pair that work negatively together and that's awful.

The Tenth Sword has the same problem as Assassin's Blade does of adding a gigantic amount of power and then also having Deathtouch, which is just a waste of time. Also, +8 power and first strike is an utterly ridiculous set of bonuses; there's really very little that can even interact with that in combat, and you take maybe 2 hits from this before death. And then it has a non-mana equip cost, so you can move it about? Sure there's some effort in there, but it's not hard to get enough tokens to equip this a couple times and you also tried to make it a bit easier if you have the Blade on something, too. I think you really have to change the stats on these cards to make them at all reasonable.

My judgment here is "clear is better." There's a lot going on here, and I would really try to focus yourself on what you really want to be doing rather than adding lots of random text to cards because you can.

The ordering of the text on the Tenth Sword is wrong, and I'm not sure that the equip cost can actually be done in the rules. It would be one of those things you'd have to word in a super weird way.

You're close on the meld template, but there's a bit of weirdness. It's close enough, but I'd check it in the future.


Curse of the Frozen Throne (2/W)BB
Legendary Enchantment - Aura R
Enchant creature
Enchanted creature can't attack or block, and has "At the beginning of your upkeep, pay 2 or more life, then put a 0/-1 black Zombie creature token onto the battlefield with +1/+1 counters on it equal to half the amount of life lost this way, rounded up."
At the beginning of your end step, if you both own and control Curse of the Frozen Throne and Frostmourne, and if you control different creatures attached to them, exile them, meld them into The Lich King, and then exile the attached creatures.

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

Frostmourne (2/U)(2/U)(2/B)(2/B)(2/B)(2/B)
Legendary Artifact - Equipment R
Whenever a creature dies and ~ is unequipped, you may equip it to target creature.
While ~ is equipped, if a creature would die, exile it instead.
Equipped creature has lifelink and "At the beginnining of each upkeep, sacrifice another creature. If you do, this creature gets +1/+1 until end of turn for each card exiled with ~. Otherwise, Frostmourne's owner gains control of this creature."
(Melds with Curse of the Frozen Throne.)


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

The Lich King {B color indicator}
Legendary Creature - Zombie Avatar M
XB, Pay XX life: Return target creature card with converted mana cost X or less exiled by cards named Frostmourne or The Lich King onto the battlefield under your control. It becomes a black Zombie in addition to its other colors and types. Then put a +1/+1 counter on up to X Zombies you control.
The Lich King has the abilities of creature cards exiled by cards named Curse of the Frozen Throne.
Zombies you control have lifelink and "Exile a creature card from a graveyard: Regenerate this creature."
7/7

There's way too much text on these cards. Simple is better, and I'm almost certain there's a better way to do this set of cards without going for as much text as you did. Remember, just the meld text takes up like 4 lines. I'm going to go card by card because there's a lot to discuss.

Curse of the Frozen Throne has an extremely weirdly worded ability. I had to read through the whole card a bunch of times to figure out why I even wanted this, and even then I still don't really. 4 mana to make one of my creaures unable to combat and instead pay life to get zombies? If I'm giving up a whole creature for this, why can't I just have zombies? Also I have to pay 3 life to even get a zombie? I suppose you're trying to make it flexible, but the meld text really makes you want to put it on your own creature, which just makes the whole package more confusing. Also, the meld text wording is confusing and really needs to be clarified. The last line about exiling the attached creatures is unintuitive because it's unclear what we're exiling when you say "exile them." It's only obvious if you know what the meld template requires, but that's not clear to players so you do have to clarify the grammar there.

I don't think Frostmourne having no equip cost is good design. I understand that perhaps it's part of the story and it can be equipped through its own abilities, but frankly equipment should have equip costs because that's what they're there for. Also, you should use "attach" rather than "equip" unless you're referring to "equipped creature." Text of the 2nd ability I'm pretty sure should rearrange so that it's worded like most replacement effects with "If" at the front and "instead" at the end. The fact that this is an equipment is just weird, because it's all about equipping to your opponent's creatures? And then trying to gain control of them? There's just too much happening with this card.

And then we meld them together, which is already hard because neither of them help put the other into play and they both cost a really large amount of mana spread out over 3 colors. And we get The Lich King. I'm pretty sure that the Lich King can't reference cards exiled by Frostmourne or Curse of the Frozen Throne because those cards were exiled and thus no longer exist, or at least they don't exist enough for the game to remember what they exiled anymore. So that whole part of the game text doesn't even do anything because of vagaries of the rules. But I'll pretend that it does work to continue commenting on your card as intended. The rules text "The Lich King has the abilities of creature cards exiled by cards named Curse of the Frozen Throne" doesn't work, because you can't grant abilities like, say, Tarmogoyf's power and toughness setting ability more than once. You can't make another creature just "have the abilities" of things in the rules, it really doesn't work. The abilities that work on the card are just a pile of zombie tribal effects? After all of the work I did to put this into play, I don't even get something awesome like Brisela? Lame.

Overall, there's way too much stuff going on on these cards, and only half of it works or makes enough sense to make me want to wade through the complexity to figure out how to use these cards. Really check rules and templates and stuff if you want to make cards like these, and really think hard about what the resulting gameplay is with these cards, because overall I find that I have no interest in playing Curse, at which point I'm never playing The Lich King, and Frostmourne is the only cool part of this entire set. I tried putting your text into Magic Set Editor to see what it would look like on a card, and two of your cards had the problem of having text that was difficult to read even in the program, which means they'd be even hard to read on properly sized Magic cards. As I said above, simplicity is better; you could make the flavor of these cards come off, especially Curse and The Lich King, with a lot less card text.

Your attempt to mix up the meld template was kind of cool, except that it resulted in confusing-looking text that didn't work.


Blackheart Knight- BB
Creature- Human Knight- U
First Strike
(Melds with Saint's Spirit)
"Many have tried to show me the light. Not one of them breathes now."
2/2

Saint's Spirit- 1WW
Creature- Spirit Cleric- U
Flying
T: Tap target creature.
4WW, T: If you both own and control Saint's Spirit and a creature named Blackheart Knight, exile them, then meld them into Knight of Redemption.
None are truly lost in his eyes.
0/1

Knight of Redemption (Color Indicator: W)
Creature- Human Knight- U
First strike, vigilance
1W: Knight of Redemption gains flying until end of turn.
T: Tap target creature. As long as Knight of Redemption remains on the battlefield, that creature doesn't untap during its controller's untap step.
His mercy is legendary, yet nobody knows his past.
4/4

All right, interesting. I appreciate the story here, although I think you wanted to name the card "Redeemed Knight" because the knight isn't really of redemption so much as he was redeemed by the Saint's Spirit. I like the idea of a black knight requiring help from a white spirit to be redeemed, and I like that the cards seem to show this specific relationship.

Mechanically, I think it's kind of odd for black to get a BB 2/2 First Striker, though I know historically they're allowed to. The flavor of it and the fact that he turns into a White creature kind of makes it work, and the fact that Black still does get First Strike every so often, does work here. My biggest mechanical issue is that the Knight of Redemption has two abilities that are either too powerful or don't make sense. Gaining flying for the knight kind of doesn't make sense to me given that he's effectively a knight with a spirit's guidance. And the tap ability is just too powerful. Because the Knight has Vigilance, you can use it to tap down an opponent's creature after attacking and then it never gets to untap as long as you control Knight of Redemption? That's seems a bit unbalanced to me.

Also, you're one of the people who actually got the meld templating correct, so hurray!


Eldritch Anger R
Enchantment U
Enchant Creature
Enchant creature has prowess and attacks each turn if able.
If you both own and control Eldritch Anger and an aura named Eldritch Imagination, and both those aura's are enchanting the same creature you control, then meld them into Eldritch Conscription enchanting that creature.

Eldritch Imagination 3U
Enchantment U
Enchant Creature
Enchanted creature has Flying.
Whenever enchanted creature deals damage to an opponent, you may draw a card.
(Melds with Eldritch Anger )

(Meld)
Eldritch Conscription
Enchantment
Enchant Creature
Enchanted creature is a colorless Eldrazi horror creature in addition to it's other creature types with base power and toughness 13/13 and it has trample, flying, prowess and must attack each turn if able.
Whenever enchanted creature deals damage to an opponent, you may draw a card.

This one is pretty cool. I like the idea of auras mixing together into something weird and powerful, although the flavor of it is extremely loose and hard to explain.

I appreciate that you made the resulting meld card maintain the abilities of the combined cards, as I hate when I lose what I initially paid for with these sorts of things. The result is certainly worth the effort, and I think it's kind of cool to imagine a creature slipping closer to madness and then getting transformed into an Eldrazi horror. My one big comment is that Eldritch Conscription is almost the same as Eldrazi Conscription, which is an already existing card. I imagine they'd try to avoid printing cards with such similar names.

You forgot to list any of these cards as Auras, which is general practice when it comes to cards with Enchant [thing] text. As a result, these cards as written can't trigger the meld text because there aren't any auras named Eldritch Imagination. As with other entries, if I could come up with a reasonable way to, I assumed you meant the thing you meant, but this is certainly a problem. You otherwise got the meld template correct, though, so you were closer than some people.


Eye of the Vaultkeeper 3
Artifact - R
3, T: Choose a card in your graveyard. Return that card to your hand unless an opponent discards a card from his or her hand.
At the beginning of your upkeep, if you have no cards in your graveyard and you both own and control Eye of the Vaultkeeper and an artifact named Protected Vault, exile them, then meld them into The Vaultkeeper.


Protected Vault 3
Artifact - U
T: Exile target card in a graveyard until Protected Vault leaves the battlefield.


The Vaultkeeper
Legendary Artifact Creature - Contruct - R
Defender, Reach.
At the beginning of your upkeep, exile target card in a graveyard. You may play that card without paying its mana cost this turn. If you do not, return it to its owner's graveyard at end of turn.
3/6

I really appreciate how simple these card designs are. It's so refreshing to read something with so few lines of card text. Ahh. Oh, yes, I was supposed to grade your actual designs.

The Vaultkeeper is worth the effort, and interestingly the two cards you combine into him also help set him up, protecting cards from your graveyard so you can return them there later. The one thing I would say is that Reach doesn't really make sense on him. I just don't understand why he has it. Given how graveyard-centric he is, I would imagine some sort of black ability if anything, but overall I think just defender would make enough sense. Mechanically, I like all of the cards and appreciate how they work together. Eye of the Vaultkeeper itself is an interesting enough card that you'd play the other card just to try to get the Vaultkeeper. Novel card text is always exciting.

Flavor-wise, I'm not really sure why the eye of the vaultkeeper combines with the vault when your graveyard is empty. Or at all, to be fair; it feels like the Vaultkeeper should result from some sort of summoning ritual? Or perhaps appear when there are graverobbers? The actual reason for using meld here doesn't really fit for me.

Also, you're one of the people who actually got the meld templating correct, so hurray!


Kyodai, the Taken One 2WG (MR)
Legendary Creature - Spirit
Indestructible
At the beginning of your upkeep, you may put a Spirit creature from your hand onto the battlefield. If you do, put Kyodai, the Taken One on top of your library.
(melds with Princess Michiko)
The stolen daughter of a god...
2/4

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

Princess Michiko 2WU (R)
Legendary Creature - Human Advisor
T: Reveal the top card of your library. If it's a Spirit or Arcane card, put it into your hand. If the card is named Kyodai, the Taken One, instead exile it and Princess Michiko, then meld them into Sisters of Flesh and Spirit. Play this ability only if you both own and control Princess Michiko.
The headstrong daughter of a daimyo...
2/2

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

Sisters of Flesh and Spirit
(White/Blue/Green color indicators)
Legendary Creature - Spirit
Indestructible
Whenever you play a Spirit or Arcane spell, you may draw a card.
Whenever you play a non-Spirit, non-Arcane card, you may return target Spirit or Arcane card from your graveyard to your hand.
Splice costs you pay cost up to 2 less to pay.
Together, they brought peace to a warring plane.
6/6

Kyodai seems like a ridiculous card. A 2/4 indestructible that lets you put creatures onto the battlefield for free? Sure. I don't really appreciate that the meld here is entirely random; as a player, I don't normally have any way to make them combine, which means that my ability to take advantage of the meld card is completely random without special effort. Given that I'd also rather have Kyodai in play most of the time because putting cards into play for free on an indestructible permanent is awesome, it's even more annoying. Then there's the fact that all of these cards care about spirit or arcane cards, but Sisters of Flesh and Spirit has a line of text which makes me especially want to play some non-Spirit, non-Arcane cards that interact very poorly with all my other cards confuses me. There's also the fact that I really don't want to play very many Arcane spells in my deck because I'd rather play Spirit creatures that work with Kyodai, which means reducing splice costs isn't super exciting. Overall, I don't really see these cards playing extremely well with each other.

Flavor-wise, I have no idea why this is happening. Having read the Kamigawa story and knowing how it plays out, I don't understand why Michiko and Kyodai would be fusing together at all. I guess I can imagine how it might happen, but it's just confusing to me.

You're missing some templating here. For example, creatures are creature cards in zones other than the battlefield, you don't play abilities anymore but activate them, and because of the wording of Michiko's ability, you can theoretically trigger the melding process of Michiko and Kyodai without controlling both of them, which results in I'm not really sure what? I mean, I can logically presume what would happen based on current rules, but since it can't happen under current rules there's no explanation.


Excited Inventor 1RU
Creature - Human Artificer U
T: Draw a card, then discard a card.
When Excited Inventor enters the battlefield, you may return target artifact card with converted mana cost 3 or less from your graveyard to your hand
(Melds with Spare Parts)
1/1

Spare Parts 2
Artifact U
When Spare Parts enters the battlefield, draw a card.
At the beginning of your upkeep on your turn, if you both own and control Spare Parts and a creature named Excited Inventor, exile them, and meld them into Improvised Cannoneer.

//

Improvised Cannoneer
(RU Color indicator)
Creature - Human Artificer U
Haste
T: Choose target creature or player. Reveal the top card of your library. Improvised Cannoneer deals X plus 1 damage to that creature or player, where X is the converted mana cost of the revealed card. Put the revealed card to your hand.
2/1

Excited Inventor seems much more powerful than it should be. Not only is this a looter, but it also regrows an artifact? That's an extremely powerful card for limited, one which I imagine is too good for them to print. The rest of these cards make sense, though; an artificer uses some spare parts to create a cannon. Although I feel like the story here really needs something to explain why exactly the inventor feels the need to make an improvised cannon. I guess he could do it for fun, but that doesn't really fit for me.

The only thing missing for me here is the story; mechanically, I like what you've done, and it really feels worthwhile to meld since one half of the meld pair doesn't do anything. I appreciate that the cannoneer does feel like an upgraded version of the Inventor. Although because one of the pair doesn't really do anything, it sort of feels like this should be a regular transform card instead.

They usually write "UR" rather than "RU." Just FYI.

Also, you're one of the people who actually got the meld templating correct, so hurray!


Jeleva, Thirsting for Minds 1UBR
Legendary Creature - Vampire Wizard (MR)
Flying
Whenever Jeleva attacks, you may exile a card from a graveyard.
You may cast instant and sorcery cards exiled with Jeleva without paying their mana cost. Jeleva has all activated abilities of permanent cards exiled with her.
(Melds with Repurpose Thought)
2/3

Repurpose Thought UB
Sorcery (U)
Draw two cards, then put the top four cards of your deck into the graveyard. If you cast this spell from exile, and both control and own Jeleva, Thirsting for Minds and Repurpose Tought, exile both then meld the into She Who Drank Too Deep.
"These creatures fascinate me. Will their minds sate my hunger...?" - Jeleva, Scourge of Nephalia

//////

She Who Drank Too Deep
Legendary Creature - Eldrazi Vampire (MR) (color identity: Colorless)
Flying, haste
When ~ attacks, exile the top two cards from each player's library. You may cast spells exiled this way without paying their mana cost. If you cast an instant or sorcery spell from exile, copy that spell.
4/3
Her vast mind is now a bottomless pool...begging to be filled.

I don't really understand why She Who Drank Too Deep doesn't still have the activated abilities of permanents exiled with her. It doesn't make sense to me that she wouldn't, given that she did before. Frankly, I think I'd rather have Jeleva, Thirsting for Minds because she lets me cast specific spells for free and that seems much better. I can choose which spells to exile with her, rather than randomly casting spells. The fact that melding here seems really difficult makes me more wish I could just play Jeleva and leave it at that.

Flavor-wise, I'm not really sure what's happening here, but the story sort of makes sense. I give it enough of a pass to be maybe worth telling the story with a meld card, but I think a transform card would probably have been better if only because it would be easier to transform.

Cards exiled from libraries can't be "spells" so technically She Who Drank Too Deep's ability doesn't work, but I've assumed that you wrote that text correctly for the rest of the grading.


Abandoned Soldier 1W
Creature - Human Soldier C
Vigilance
At the beginning of your upkeep, if you both own and control control Abandoned Soldier and a creature named Lost Horse, exile them, then meld them both into Restored Knight.
I'm going to go back. And I'm going to save my battalion.
2/2

Lost Horse 3G
Creature - Horse C
Trample
(Melds with Abandoned Soldier)
3/3

Restored Rider {WG}
Creature - Human Knight C
Vigilance, Trample
Whenever a creature an opponent controls dies, put a 1/1 white human creature token onto the battlefield.
"We're going to go back. And we're going to save every last living creature on Innistrad."
5/5

I wasn't really sure what the story was here until Djinn_in_Tonic explained it in a post. I agree that the names probably need to be different to make more sense of what's going on. But I do appreciate the story of a soldier finding a horse and riding into battle on it; there's at least enough there to make having this be a meld card make some sense to me. The one thing I'm confused about is why Restored Rider turns the corpses of my opponent's creatures into humans. That feels like a stretch on flavor to me.

Mechanically, I've noticed looking at these cards more and more how hard it is to actually meld cards together if you don't have some easy way to put both of them onto the battlefield. I like the two pieces, and they're entirely functional cards on their own, but actually reaching the point of melding them is pretty difficult. The small bonus of a source of extra tokens seems pretty good, but I'm not sure that I'd rather have Restored Rider than two separate creatures all or even most of the time, which makes the forced melding really awkward. I guess Restored Rider is probably powerful enough that I just don't even question melding them, but there's something to be said for having multiple bodies rather than just one. I like the simplicity here, though.

Also, you're one of the people who actually got the meld templating correct, so hurray!


Reckless Leap 2R
(Image of an imp falling from the sky)
Sorcery - U
As an additional cost to cast Reckless Leap Sacrifice a creature you control.
Deal X damage to target creature without flying, where X is the sacrificed creatures power.
If you control and own both Feindish Approach and Carrier Roc, you may exile them then meld them into Abomination Carrier


Carrier Roc 4W
Creature - Bird - U
Flying
Whenever Carrier Roc attacks you may have another creature you control gain flying until end of turn.
(Melds with Reckless Leap)
3/3

//////

Abomination Carrier
Creature - Eldrazi Horror - U
Flying, Haste
(1): target creature without flying, gains flying until end of turn, if that creature is an Eldrazi add C to your mana pool
The Sky was blackened and all we could understand was that we were doomed
7/9

Man, Abomination Carrier is huge. Also it gives all your Eldrazi flying for 1 mana? That's kind of ridiculous. I guess it requires a bit of effort to flip, but the upside here is gigantic. Carrier Roc is not really a white card, though; blue is the color that gets effects like this. See Trained Condor and Chasm Drake, which is literally the same as Carrier Roc. I think Reckless Leap should just be able to target players, because having a situation in which you have both Carrier Roc and Reckless Leap but not be able to meld them together because there's no creature without flying in play you can target sounds miserable. Frankly, how hard it is to meld this makes me question it as a card. The resulting meld card is such a ridiculous limited card that I guess it's okay, but I feel like the point of meld card is that you should actually make them at some point.

Flavor-wise, I have no idea what's happening. It kind of feels like there should have been some sort of other way to set all this up.

For templating, the last line on Reckless Leap should probably just be part of the second line of text.

Reckless Leap mentioned melding a card called Fiendish Approach with Carrier Roc, which means that you technically didn't make a meld card because you can't get Abonination Carrier with these cards? As with the other entries, I'm going to assume this works the way you intended while grading, since otherwise this doesn't make any sense.


Walorg's Tomb - 2
Legendary Artifact - R
Art: A dim red gem with a crack going up it, sending out a bright red light
Walorg's Tomb enters the battlefield tapped.
T: Add R to your mana pool.
1R, T: Attacking creatures you control get +1/+0 until end of turn.
So much evil encased in such a tiny space.

Walorg's Fist - 5
Legendary Artifact - R
Art: The severed hand of a statue half buried beneath sand, with a human barely visible on a knuckle to give a sense of the immense size.
Creatures you control attack each turn if able.
Attacking creatures you control get +2/+0 and have menace and trample.
4RR: If you both own and control Walorg's Fist and an artifact named Walorg's Tomb, exile them, then meld them into
Walorg the Destroyer.
Only with your own hands may you obtain freedom.

Walorg the Destroyer
(Red) Legendary Creature - Spirit - R
Art: A red silhouette the same color as the light that escaped the gem with a hand outstretched towards the viewer, seeming like the stone hand.
Haste, trample, menace
When Walorg the Destroyer enters the battlefield, destroy two target lands.
When Walorg the Destroyer attacks it gets +3/+0 until end of turn for each attacking creature you control.
4/7

So let's start with Walorg's Tomb. A mana rock with a reasonable alternate ability, seems fine. I can go for that, I think. And then Walorg's Fist, which annoyingly forces you to attack with all your creatures, but I guess it gives them all a bonus. A good finisher. And then you can transform them into single giant trampling guy. Or you could just kill them with the Fist you have which is giving your entire team menace and trample. The only time I could see wanting to flip this is when Walorg's second ability isn't useful because I only control one creature anyways. Also destroying 2 lands just doesn't fit with anything else this card is doing, enough to feel completely random. The Tomb and the Fist are both the sorts of cards that want to work with a large number of creatures, but the effect is so strong that I don't think I'd want to make Walorg instead in basically any situation. So I'd only make Walorg if I didn't have any creatures. Which I guess is nice to have, but it makes some of his abilities feel really weird.

Flavor-wise I have no idea what's happening. Why is it that Walorg's Tomb and his Fist (which I presume is some sort of idol) fuse together to allow me to animate his spirit? I don't really understand. Unless Walorg becomes animate by combining his fist with...his tomb? What? Yeah I have no idea.

You forgot the meld reminder text. Also there's some weird formating, but it's not a huge deal.


Lena the Displaced 1W
Creature - Human Scout
At the start of every turn, pay 1 or return ~ to its owners hand
Melds with Chronal Accelerator
2/2
A failed experiment can turn your life into ash...

Chronal Accelerator U3
Artifact
T: Untap target permanent
1U: Untap ~
If you control both ~ and Lena the Displaced, exile both cards and put Tracer into the battlefield
...but with a little help from a friend...

Tracer
Legendary Creature - Human Scout
Haste, doublestrike, vigilance
U: return ~ back to its owners hand
4/4
... a new hero is born.

It really doesn't make any sense that Lena isn't Legendary, given that I know that she's a special unique person. This feels like the sort of situation where what you wanted to make is a transform card, not a meld card, because it doesn't really make any sense that you lose the Chronal Accelerator to me. I also haven't played Overwatch, so any flavor references there are lost on me.

Mechanically, the cards are only sort of interesting. Creating the opportunity for infinite untaps on Chronal Accelerator is definitely not a thing you could do on a single card, especially since there's a bunch of ways to make this go infinite, but it's otherwise fine. Lena is effectively an overcosted 2/2 for 2 given that it has an upkeep cost, but there's nothing really wrong with it. And the upside is Tracer, who is definitely worth it. 4/4 Double Strike and Vigilance is extremely powerful, especially with an easy bounce ability to protect her from everything. Might be a bit too much, but requiring two cards makes it a bit more reasonable.

You forgot to include rarities on your cards, which makes it hard for me to judge where they're supposed to be used. It also makes your entries incomplete. You also inconsistently listed your mana costs (colorless comes before colored, always), and the templating for various abilities you listed ("double strike" is two words, you just return things not "return back") wasn't completely correct. Check existing cards in the future to get these things right.

You got the meld template completely wrong, to the point where I'm not even sure that line of text works.


[B]Harbor Colossus -- 4
Uncommon Artifact Creature -- Golem
-Indestructible
-Defender
A silent guardian, unmoving, unyielding, unchanging. Until...
0/5

Souls to the Deep -- 3UU
Rare Sorcery
-Put the top 10 cards of target player's library into his or her graveyard. For each non-land card put into a graveyard this way that is a duplicate of a card in play, draw a card.
-If you both own and control Abandoned Soldier and a creature named Harbor Colossus, exile them and all graveyards, then meld them both into Kokorath the Awoken. Put a +1/+1 counter on Kokorath the Awoken for each creature card exiled this way.
...the screams of drowning sailors fill the air.


Kokorath the Awoken
Legendary Artifact Creature -- Golem
-Indestructible, trample, vigilance
Their cries rouse the dormant colossus from its eternal slumber. Its city will not fall this day.
0/2

So you didn't actually make a meld pair, because you made a card that tries to meld a card named Abandoned Soldier and a card named Harbor Colossus. Because I otherwise can't comment on your card, I'm going to pretend you didn't do this.

The wording on Souls of the Deep doesn't actually make sense and I don't think works, because you can't really refer to "duplicates" of cards. That doesn't actually clearly indicate anything in Magic. I assume you mean "has the same name as" rather than "is a duplicate of"? But I can't be sure, because you could mean "is a copy of," which does technically mean a different thing but very rarely does anything in this situation.

If I pretend your cards work the way I assume you meant for them to work, this is only sort of interesting. An indestructible defender is actually just a stupidly annoying card to print, because it forces a board stall in Limited, the format where uncommons like this matter. The cards aren't bad, and I like Souls of the Deep, but the wall itself is not a great design in my opinion and that drags the whole combination down. I do appreciate that the meld card that results is something I actually want to make most of the time. But because of the above problems, it's really hard to think about printing cards like these.

In the future, I suggest checking the first post and other existing cards for proper templating of entries and card text. Of note, you should avoid using dashes to mark lines of card text, because as it turns out dashes are actually used in normal Magic templating to indicate choices on a modal spell. You can just list them on different lines, we can figure it out. I personally would prefer if you didn't use different sizes for the names of the cards, as it makes things take up way more space scrolling through and the name usually isn't the most important part of judging these.

I'm not actually sure if the meld text actually works; because meld is new, I don't know if you can do what you did. I presume you can, although I think you would have to word it slightly differently to make it clear that you're melding the two named cards and not all the creatures in the graveyard.

Blue Ghost with Iron Sentinel! Of the options, I thought this one was the best use of meld to make something that I actually wanted to meld and was pretty powerful!

LaZodiac
2016-07-15, 02:21 AM
Congrats t the winner!

In response to my judgement: I think you're underestimating how powerful Jeleva's melded form's ability is. It counts any exiled spell when it comes to copying, and in an EDH like format (where you'd probably find Jeleva) it's REALLY strong since she has no limit on spells she can cast. Exile two cards per player, that's 8 cards total, potentially 8 spells to throw out, each getting copied. I do admit I should of dropped the activated abilty feature o JEleva. It's a cool thing but I feel confuses her "core identity". Also, picking specific cards from the grave is personally, while sometimes stronger due to choice, weaker than the melded side's ability. Also I should of made She Who Drank To Deep a 4/6. Better stats and stuff.

Also, the flavor is supposed to be that Jeleva is the one casting Repurpose Thoughts. She tries to do her brain eating power on an Eldrazi, and gets far more than she cared to bargain for. The flavor text tried to show this, talking about being hungry for Eldrazi mind, wondering if it'll sate her hunger...and the resulting void of emptiness that sucks in thought showing that it did not, in the worst possible way. I went through a LOT of iterations on this one, it was a fun contest.

Honestly the melding here isn't...hard at all. You cast Repurpose Thought for early game advantage. You're running a semi madness/delirium combo deck so pitching cards aren't really that big an issue, and Jeleva's ability lets you outright choose to eat Repurpose Thought so you can transform her basically whenever she gets to attack, straight up. Once she transforms suddenly every card you cast from exile is copied if it can be. This includes before mentioned madness cards that you WOULD be playing in a red blue black deck that features a card like this.

Okay my phrasing on her "spells exiled this way" thing was poor, yes. One typo out of many iterations, it happens. Womp womp.

Blue Ghost
2016-07-15, 02:23 AM
Thank you!
Yes, my card was intended as an Iron Man expy. I was hoping that would be clear enough from my art choice. I could have fit one line of flavor text onto each card, but I didn't know how to convey the story in two or three one-liners.

Next contest: Make an Angel, Sphinx, Demon, Dragon or Hydra. Good luck, have fun!

LaZodiac
2016-07-15, 02:39 AM
Thalia, Heir of Angels 3WW
Legendary Creature - Human Angel (MR)
Flying, vigilance, first Strike
2WW: Prevent all damage that would be dealt to another target creature this turn.
Spells your opponent control with converted cost 3 or higher cost 1 more to cast.
On this day, Thraben would NOT fall.
5/4

r2d2go
2016-07-15, 02:40 AM
N'gathau 3WB
Creature - Demon U
Trample, Lifelink
Whenever N'gathau takes damage, you gain that much life.
The Plane of Torture leaves nothing but agony within its reach. N'gathau, who feed off such suffering, serve to extend it.
4/5

tgva8889
2016-07-15, 03:15 AM
Congrats t the winner!

In response to my judgement: I think you're underestimating how powerful Jeleva's melded form's ability is. It counts any exiled spell when it comes to copying, and in an EDH like format (where you'd probably find Jeleva) it's REALLY strong since she has no limit on spells she can cast. Exile two cards per player, that's 8 cards total, potentially 8 spells to throw out, each getting copied. I do admit I should of dropped the activated abilty feature o JEleva. It's a cool thing but I feel confuses her "core identity". Also, picking specific cards from the grave is personally, while sometimes stronger due to choice, weaker than the melded side's ability. Also I should of made She Who Drank To Deep a 4/6. Better stats and stuff.

Also, the flavor is supposed to be that Jeleva is the one casting Repurpose Thoughts. She tries to do her brain eating power on an Eldrazi, and gets far more than she cared to bargain for. The flavor text tried to show this, talking about being hungry for Eldrazi mind, wondering if it'll sate her hunger...and the resulting void of emptiness that sucks in thought showing that it did not, in the worst possible way. I went through a LOT of iterations on this one, it was a fun contest.

Honestly the melding here isn't...hard at all. You cast Repurpose Thought for early game advantage. You're running a semi madness/delirium combo deck so pitching cards aren't really that big an issue, and Jeleva's ability lets you outright choose to eat Repurpose Thought so you can transform her basically whenever she gets to attack, straight up. Once she transforms suddenly every card you cast from exile is copied if it can be. This includes before mentioned madness cards that you WOULD be playing in a red blue black deck that features a card like this.

Okay my phrasing on her "spells exiled this way" thing was poor, yes. One typo out of many iterations, it happens. Womp womp.

Response:
If we're trying to do the most powerful thing possible, I'm just casting Time Stretch or Time Warp over and over, maybe Cruel Ultimatum or Wit's End or Plague Wind or, if we're going to other colors, Orim's Chant or Silence. If I can cast the spell of my choice for free every turn, I'm going to do that rather than gamble off the top of my library unless I have a repeatable way to stack my deck. Sure, I could hope my opponents have sweet spells, but I get to build my own deck with whatever spells I want in it! There's plenty of single spells I could cast myself that I'd like to cast every turn, why bother with the other parts?

The wording of the ability which copies spells from exile is part of the triggered ability which exiles cards from each player's library and is not a separate thing, so by my understanding of the rules it only copies spells you exile with that ability. Templating matters, that's why I always comment on it, even if I don't grade horribly down for it. Had it been a different thing, yeah I can see the power of the melded version, but I think I'd still rather play the other version because see above.

Honestly, if I were designing this card I would have omitted any reference to permanents. Original Jeleva didn't interact with them so why should this one? Besides, it's not like we actually want Jeleva to be getting things like "T: Add B to your mana pool." We want to be casting sweet instants and sorceries. So just don't let her do anything else. More is not always better. :smallsmile:

How to meld Jeleva:
1) Attack with Jeleva, exile this sorcery spell.
2) Hope Jeleva survives combat.
3) Cast Repurpose Thought
4) Hope the melded version survives to your next combat step with no real protection, since she doesn't do anything interesting if she doesn't.

This qualifies as "hard" in my opinion, given that all the other meld cards that currently exist either let you attack and gain value as soon as you make them or prevent the opponent from playing spells with converted mana costs 3 or less.

As for the other stuff, I didn't know the (admittedly very limited) flavor of Jeleva, so there you go. I didn't have time to look it up because grading this contest took 3 hours.

I don't look at images people include.

ben-zayb
2016-07-15, 04:46 AM
Pita, Weaver of Worldsoul 5WWB
Legendary Creature - Angel M
Flying, Lifelink
If a player would lose life, you may have him or her sacrifice a nonland permanent with that much converted mana cost or less instead.
If a player would gain life, you may regenerate up to that much target permanent he or she controls instead.
6/6



EDIT: Okay, nonartifact Regeneration is a tertiary ability on W, but I suppose mythics are allowed to stretch out the pie a bit more.Whoop, there goes B for added Regen justification and an opportunity to turn her into the supposedly dead "4th angel" in Innistrad.

Beelzebub1111
2016-07-15, 05:02 AM
In my defense, I have no idea how meld is supposed to work or look like, since the mechanic hadn't been released yet.

Unus Multorum X2UG
Legendary Creature - Mutant Hydra MR
Graft X
Other creatures you control with +1/+1 counters, gain +1/+1 for each +1/+1 counter on Unus Multorum
0/0

Medival Wombat
2016-07-15, 08:26 AM
Angel of Order [W/U][W/U]4
rare artifact creature - angel
flying, vigilance
protection from green and red spells
4/5
From order comes harmony. From harmony goodness

Ionbound
2016-07-15, 09:22 AM
The card is meant to represent a moment in today's UR where Saint Traft basically summons an army of geists that possess what's left of Thalia's army and makes them immune to Emrakul's corruption. Hence why it's a meld card. As for the trigger, the assumption I made is that if you're casting something, you control and own it...Which I guess in a few edge cases is wrong. *flails at silly blue cards that let you cast stuff from your opponent's deck*

Sgt. Cookie
2016-07-15, 09:43 AM
Mikas, The Fallen Defiler 3BB
Legendary Creature - Demon Angel - MR
Flying
X, T: Exile an Angel card from your graveyard with converted mana cost X then place a token onto the battlefield that is a copy of the exiled creature, except that it loses the Angel subtype and gains the Demon subtype. It retains all other subtypes.
4/4

Blue Ghost
2016-07-15, 12:58 PM
In my defense, I have no idea how meld is supposed to work or look like, since the mechanic hadn't been released yet.

All the meld cards had already been previewed when the contest started.

Beelzebub1111
2016-07-15, 01:18 PM
All the meld cards had already been previewed when the contest started.
Right, But I haven't seen what they look like. I thought that just the one with the flip symbol flipped over. Not that they both became a double area card.

Beacon of Chaos
2016-07-15, 03:50 PM
Mmm, yeah, I agree that the flavour was totally off on my cards. But I'm glad you liked the mechanics (though yeah, I have no idea why I gave it reach).

mystic1110
2016-07-15, 04:07 PM
Can't believe I forgot to make them Auras :smalleek:

Anyway:

Bargain Hunter 2BB
Creature - Demon R
Flying
When Bargain Hunter enters the battlefield look at the top four cards of your library and separate them into a face-down pile and a face-up pile. Target opponent puts one pile into your hand and the other into your graveyard. You lose life equal to the combined coverted mana cost of cards placed into the graveyard this way.
4/4

CantigThimble
2016-07-15, 07:54 PM
Kuthnos of the Many Riddles XUG
Legendary Creature - Hydra Sphinx R
Flying
Kuthnos of the Many Riddles enters the battlefield with X +1/+1 counters on it.
When Kuthnos of the Many Riddles enters the battlefield reveal the top X cards of your library. An opponent seperates those cards into two piles. Put one of those piles into your hand and the other pile into your graveyard.
0/0

BasketOfPuppies
2016-07-16, 12:15 PM
Ravenous Hydra 1GG
Creature- Hydra R
Trample
Cumulative Upkeep: sacrifice a creature
Whenever you sacrifice a creature to ~'s cumulative upkeep, put X +1\+1 counters on ~, where X was the sacrificed creature's CMC
1/1

Jormengand
2016-07-16, 02:57 PM
Divine Traitor 3B
Creature - Angel R
Flying
Angels are black, sphinxes are red, eldrazi are green, demons are white, dragons are blue and hydras are colourless.
You should try to see things from the other side once in a while.
3/3

I designed this card ages ago, except that it specified purgators instead of eldrazi and purple instead of colourless. But, then, BFZ and EM have done most of the stuff I wanted for purple in colourless anyway, so...

LastCenturion
2016-07-16, 06:11 PM
Ancalagon the Black - 6BBBBB
Legendary Creature - Dragon - MR
Flying, Trample, Menace
Protection from Colorless
~ cannot be chosen by effects that read "choose a card"
T: Destroy target permanent if that permanent is non-legendary or non-mythic rare.
"...The mightiest of the dragon-host... he fell upon the towers of Thangorodrim, and they were broken in his ruin." -- The Quenta Silmarillion
18/6


Ancalagon the Black - 5BB
Legendary Creature - Dragon - MR
Flying, Trample, Menace
Protection from non-artifact non-humans (This creature can't be blocked, targeted, dealt damage, or enchanted by anything that is not an artifact nor a human.)
3, T: Choose a permanent. If it's a dragon, take control of it. Otherwise, exile it, then return it to it's owner's graveyard.
"...The mightiest of the dragon-host... he fell upon the towers of Thangorodrim, and they were broken in his ruin." -- The Quenta Silmarillion
14/9

EDIT: Redid the card to be more playable, given advice and corrections from others. @Judge: Please use the non-spoilered version.

Fable Wright
2016-07-16, 08:31 PM
Uthion, The Faces of Fate 1WWBBGG
[Alone in a grove lays a hydra. It has no legs, but a massive snake tail that coils around the pond. Upon some inspection, it appears that the trees and shrubs grow not on ground, but on many coils that surround the pond. Rising above the pond are many necks each terminating in a torso. The ones on the left each end in an angelic torso, some dressed for war and others for peace; on the right, each head ends in a demon; and in the center lies a single torso of a serene being similar to a dryad.]
Legendary CreatureóHydra Angel Demon
Trample
Will of the CouncilóWhen you cast ~, starting with you, each player votes for atonement or achievement. If atonement gets more votes or the vote is tied, each other player sacrifices all nonland permanents they control. Then search your graveyard and/or library for X cards and put them into your hand, where X is three times the number of players who votes for Achievement.
9/14
When the end times approach, it offers the choice: Atonement in annihilation, or achievement in apocalypse?

Dr.Gunsforhands
2016-07-16, 09:44 PM
Avacyn Reanimated 5BB
Legendary Creature - Zombie Angel MR
Flying, First Strike
Avacyn Reanimated can't be exiled from anywhere.
Whenever Avacyn Reanimated leaves a graveyard, destroy all other creatures.
Her own death left her truly uncorruptible. The death of humanity left her truly free.
7/7

Determined Fallen 3B
Creature - Zombie Angel C
W: Determined Fallen gains flying and vigilance until end of turn.
"You can't fly because angel flight apparently requires white mana, and there's no more white mana because the jellyfish things absorbed it all along with everything you once held dear. Okay? Now get back to work." - Liliana
3/3

Misothene
2016-07-17, 01:13 AM
Divine Traitor 3B
Creature - Angel R
Flying
Angels are black, sphinxes are red, eldrazi are green, demons are white, dragons are blue and hydras are colourless.
You should try to see things from the other side once in a while.
3/3


Mechanically, why would this ever be a useful ability?


Ancalagon the Black - 6BBBBB
Legendary Creature - Dragon - MR
Flying, Trample, Menace
Protection from Colorless
~ cannot be chosen by effects that read "choose a card"
T: Destroy target permanent if that permanent is non-legendary or non-mythic rare.
"...The mightiest of the dragon-host... he fell upon the towers of Thangorodrim, and they were broken in his ruin." -- The Quenta Silmarillion
18/6


1. Black-border cards can never refer to rarity. There are a lot of cards that have been printed at multiple rarities, and every card with the same name must be treated identically, which they can't be if there are any cards that refer to their rarity.
2. I think it would be impossibly complicated to word the "can't be chosen" ability, given that it currently still allows me to choose it when I "choose a creature," "choose a permanent," "choose any number of creatures," etc.

Beelzebub1111
2016-07-17, 04:14 AM
Ancalagon the Black - 6BBBBB
Legendary Creature - Dragon - MR
Flying, Trample, Menace
Protection from Colorless
~ cannot be chosen by effects that read "choose a card"
T: Destroy target permanent if that permanent is non-legendary or non-mythic rare.
"...The mightiest of the dragon-host... he fell upon the towers of Thangorodrim, and they were broken in his ruin." -- The Quenta Silmarillion
18/6



Clarification for non-LotR fans reading the flavor text: The towers of Thangorodrim are the tops of the three largest mountains in the world's largest mountain range. Imagine how big this dragon must be, that his corpse shattered three different mountaintops. The last part of the text is so that Tooth and Nail doesn't work on him. I would do Protection from Sorceries but I'm pretty sure that isn't how the protection keyword works. Correct me if I'm wrong. I feel like the activated ability can't work, because I've never seen a card work based on rarity, but I wanted it to be able to destroy legendary cards (such as the Rings of Power, which his fire is specifically stated as being capable of destroying) but not everything (Gandalf specifically states that Ancalagon's fire cannot destroy the One Ring).

I think the problem is that it is WAY too expensive to play without some sort of search or a mechanic that lets you play it without casting it. 11 mana with five being black speficically? Not to mention that black has little to no mana fixing. You could probably cast it with Black Market, but that's about it.

Jormengand
2016-07-17, 06:16 AM
Mechanically, why would this ever be a useful ability?

If you're running a deck that has lots of those things (Say you're running Kaalia) and want to switch around lots of enemy Prot. Colour of your choice effects? Or you want to mess with a hydra wielding lots of "If equipped creature is green" equipment? It's a sideboard card, really, but it's still at least a 3/3 flying for 4.

Passive Pete
2016-07-17, 05:38 PM
Aquanibeus, Sage of Storms 3WUR
Legendary Creature - Sphinx M
Flying
Whenever you cast a noncreature spell, put a +1/+1 counter on each creature you control with power less than the converted mana cost of that spell.
UR, remove X +1/+1 counters from creatures you control: Copy target spell with converted mana cost X. You may choose new targets for the copy.
"Those who strive for mastery over arcane magic are those who are fruitless in their efforts. Magic is something that masters us, and when we let those energies flow into us and become us, then we have become truly enlightened."
5/5

My old ideas were boring, so...

Sphinx of Crossed Leylines UWB
Creature - Sphinx M
Flying
Whenever ~ attacks, you and target player reveal the top cards of your libraries. If those cards share a card type or converted mana cost, put a +1/+1 counter on ~ and you gain 1 life.
1, pay 2 life: Look at the top card of each players' library. You may put your revealed card on the bottom of your library.
"Everything is connected. Life and death, good and evil... Understanding the web of these connections is the ultimate riddle."
3/3

Ageless Archivist 3U(w/b)
Creature - Sphinx M
Flying
When ~ enters the battlefield, exile the top five cards of your library.
Whenever ~ attacks, you may choose a nonland card exiled with ~. If you do, you may play that card from exile this turn. If you don't, put an age counter on each card exiled with ~.
Cards exiled with ~ cost 1 less for each age counter on them.
4/4

I figure in most decks, about 2 of the cards will end up as lands.

EDIT: reworked ability to make it more interactive and changed colors to make it cooler.

The_Tentacle
2016-07-17, 06:26 PM
Harnessed Dragon 2WR
Creature - Dragon (R)
Flying, Banding
Creatures banding with ~ gain flying until end of turn.
4/4

I had a lot of more complicated ideas for this flavor, but I ended up going with the really simple one (that uses an outdated keyword... :P oh well). I feel like something like this must have been done before, but I can't find it, so whatever.

somethingrandom
2016-07-18, 05:21 AM
Harnessed Dragon 2WR
Creature - Dragon (R)
Flying, Banding
Creatures banding with ~ gain flying until end of turn.
4/4

I had a lot of more complicated ideas for this flavor, but I ended up going with the really simple one (that uses an outdated keyword... :P oh well). I feel like something like this must have been done before, but I can't find it, so whatever.

If I remember correctly banding is near the top of a list of mechanic wizards will never reprint.

mythmonster2
2016-07-18, 08:07 AM
Maw of the Infinite- 10
Creature- Eldrazi Dragon (R)
Emerge 7BR
Whenever Maw of the Infinite attacks, exile target creature and put X +1/+1 counters on Maw of the Infinite, where X is the power of the creature exiled this way.
Flying, Haste
4/4

I really felt like this creature type line was a big miss in Eldritch Moon, even if there aren't that many dragons on Innistrad.

BasketOfPuppies
2016-07-18, 11:38 AM
Maw of the Infinite- 10
Creature- Eldrazi Dragon (R)
Emerge 7BR
Whenever Maw of the Infinite attacks, destroy target creature and put X +1/+1 counters on Maw of the Infinite, where X is the power of the creature destroyed this way.
Flying, Haste
4/4

I really felt like this creature type line was a big miss in Eldritch Moon, even if there aren't that many dragons on Innistrad.

You may want to make this exile the creature, to fit with the Eldrazi's flavor.

Djinn_in_Tonic
2016-07-18, 11:51 AM
Possibilities Made Real -- 4UU
Legendary Creature -- Hydra Incarnation (M)
Shroud
When Possibilities Made Real enters play, search your library for any number of cards with different names and exile those cards. Put a +1/+1 counter on Possibilities Made Real for each card exiled in this way.
Exile a card from your hand: Put a +1/+1 counter on Possibilities Made Real, and put a card exiled with Possibilities Made Real into your hand. You may use this ability once per turn.
Ten thousand possibilities from ten thousand realities...and each hungrier than the last.
0/0


I just kind of loved the idea of a hydra composed of fragmented possibilities and shattered realities instead of flesh and bone, gaining new heads as new outcomes emerge from chaos. :smallbiggrin:

braveheart
2016-07-18, 12:17 PM
Hateful Demon BB
Creature - Demon - R
When you cast Hateful Demon, destroy target creature.
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Hateful Demon enters the Battlefield tapped.
At the beginning of your upkeep lose 1 life and tap Hateful Demon.
0/1

Djinn_in_Tonic
2016-07-18, 12:32 PM
Hateful Demon 1BB
Creature - Demon - R
As an additional cost to cast Hateful Demon destroy target creature.
At the beginning of each upkeep lose 1 life and tap Hateful Demon.
0/1

This seems bad to me. I feel like it should almost be cheaper or have SOME advantage other than being sacrifice fodder, as right now it feels like a strictly worse Hero's Downfall or Murder (although it does combo nicely with Bone Splinters).

braveheart
2016-07-18, 12:39 PM
This seems bad to me. I feel like it should almost be cheaper or have SOME advantage other than being sacrifice fodder, as right now it feels like a strictly worse Hero's Downfall or Murder (although it does combo nicely with Bone Splinters).

The advantage is the is can't be responded to at all, costs happen before anything else can be put on the stack.

Djinn_in_Tonic
2016-07-18, 12:41 PM
The advantage is the is can't be responded to at all, costs happen before anything else can be put on the stack.

Fair enough! I may be out of the current tournament scene, but...is that SUCH a large advantage as to merit a somewhat difficult-to-remove 1 life per turn loss?

braveheart
2016-07-18, 12:47 PM
Fair enough! I may be out of the current tournament scene, but...is that SUCH a large advantage as to merit a somewhat difficult-to-remove 1 life per turn loss?

Valid point, I'll turn it to your upkeep

mythmonster2
2016-07-18, 01:08 PM
You may want to make this exile the creature, to fit with the Eldrazi's flavor.

Good idea! Changed it to reflect that.

TurboGhast
2016-07-18, 05:32 PM
Spellsplinter Hydra XUGG
Creature - Hydra R
Trample
Spellsplinter Hydra enters the battlefield with X +1/+1 counters on it.
Spells your opponents cast that target Spellsplinter Hydra cost 3 more to cast.
0/0


Edit 1: Added Trample, so it doesn't get chump blocked constantly.

Ionbound
2016-07-18, 09:19 PM
Gisela, Reforged by Light-2WWR

Legendary Creature-Angel-MR

Flying, Double Strike

Whenever a Human or Angel creature enters the battlefield under your control, you may have it deal damage equal to its power to target creature an opponent controls.

What was once corrupted may be purified. What was broken can be reforged.

3/3

ben-zayb
2016-07-19, 04:35 AM
Gisela, Reforged by Light-2WWR

Legendary Creature-Angel-MR

Flying, Double Strike

Whenever a human or angel enters the battlefield under your control, it may deal damage equal to it's power to target creature an opponent controls.

What is done may be undone. What was once corrupted may be purified.

3/3
I think WotC has already moved the "one-sided fight" ability from R to G.

Ionbound
2016-07-19, 04:27 PM
Maybe? It was going to be 'creature or player' but that would be really, really busted if it were the case. I think it's reasonably within-color.

Ninjaman
2016-07-19, 05:18 PM
Hateful Demon 1BB
Creature - Demon - R
As an additional cost to cast Hateful Demon destroy target creature.
Hateful Demon enters the Battlefield tapped.
At the beginning of your upkeep lose 1 life and tap Hateful Demon.
0/1

This doesn't work, costs can't target.


I think WotC has already moved the "one-sided fight" ability from R to G.
Fight is in both, I think this includes the one sided version too.

Djinn_in_Tonic
2016-07-19, 06:09 PM
This doesn't work, costs can't target.

Can't, or haven't yet?

Remember -- rules change and/or get added to all the time. :smallbiggrin:

Fable Wright
2016-07-19, 07:37 PM
Can't, or haven't yet?

Remember -- rules change and/or get added to all the time. :smallbiggrin:

Can't, for the same reason mana abilities can't target. Take a situation like Horobi's Wail being on the battlefield at the time you cast the targeting cost. What the heck happens? In every other situation in the game, the destroy effect would be put on the stack, then the sacrifice trigger, and the destroy effect would fizzle. But when the destroy effect is a cost, what happens? The cost is suddenly no longer paid, but you just paid it. What happens? Does it simply ignore the stack, something not even Split Second can do? This kind of rules headache is the same reason why mana abilities can't target, and can't be responded to. (Deathrite Shaman's first ability, for example, is not a mana ability for this reason; it can fizzle if you remove the land.)

Mind you, a cost like 'As an additional cost, each opponent must sacrifice a creature' could be done (very very carefully), but hasn't yet. A cost that targets just can't.

tgva8889
2016-07-20, 05:59 PM
Jwar Isle Farseer 4UU
Creature - Sphinx MR
Flying
You may look at the top card of each opponent's library. (You may do this at any time.)
1: Name the card types of the top card of an opponent's library. That card's owner guesses the name of that card. Then, reveal the top card of that player's library. If he or she guessed wrong, exile that card. You may play it by paying X, where X is that card's converted mana cost. Otherwise, that player may draw a card. Activate this ability only any time you could cast a sorcery. (You may only play one land per turn.)
3/5

In response to the above discussion, it's actually even more fundamental. Paying all costs and choosing all targets are both different and distinct parts of casting a spell or activating an ability in Magic, steps which cannot be combined in order for the basic rules of the game to function. In fact, I'm pretty sure that even if you did successfully destroy a creature with such a spell, it would be countered on resolution because its only target (the target creature that was destroyed as part of the cost to put it on the stack) is no longer legal, so it would be countered by game rules for no legal targets.

LastCenturion
2016-07-20, 06:16 PM
Jwar Isle Farseer 3UU
Creature - Sphinx MR
Flying
You may look at the top card of each opponent's library.
1: Name the card type of the top card of an opponent's library. That card's owner guesses the name of that card. Then, reveal the top card of that player's library. If he or she guessed wrong, you may play that card without paying its mana cost. Otherwise, that player draws a card. (You may only play one land per turn.)
3/5

That ability seems absurdly broken in a mill deck. Let's say your opponent is playing a deck with 60 cards, and 40% of those are lands. Of those, there may be 16 basic lands of two colors and two different playsets of nonbasic lands. That's four different lands. The rest of the deck is guaranteed to be less diverse, unless there's a card such as Relentless Rats in the deck more than four times. There should probably be around 16 different card names in a deck, with 2-7 different card types guaranteed (I personally have never run artifacts, enchantments, instants, sorceries, creatures, lands, and planeswalkers in a single deck) and despite your opponent knowing what cards she has already drawn, that's still only probably a 1 in 4 chance. That given, and the fact that this ability can be activated for only mana, why would you not use this ability many times per turn? As for the first ability, I found it sort of confusing. I would put it as "At any time, you may look at the top card of any opponent's library." and add "look at and" to the beginning of the first ability, so as not to confuse people.

TL;DR: Maybe change the cost to tap instead of mana. I don't know what sort of flavor you were going for, or if that would ruin it, but just a thought to prevent things like rituals from completely stealing your opponents deck. Also maybe reword the passive ability.

mystic1110
2016-07-20, 08:34 PM
I don't find "5 or 6: Mill 5 or 6" to be broken on a 5 card rare :smallconfused: (I know, that's not what the ability says - but just responding to the context of it being broken in a mill deck)

Misothene
2016-07-20, 09:29 PM
Gisela, Reforged by Light-2WWR

Legendary Creature-Angel-MR

Flying, Double Strike

Whenever a human or angel enters the battlefield under your control, it may deal damage equal to it's power to target creature an opponent controls.

What was once corrupted may be purified. What was broken can be reforged.

3/3

As written, this is joining the Floral Spuzzem club of cards with sufficient consciousness to make choices :smalltongue:.
You probably meant:
"Whenever a Human or Angel creature enters the battlefield under your control, you may have it deal damage equal to its power to target creature an opponent controls."


Jwar Isle Farseer 3UU
Creature - Sphinx MR
Flying
You may look at the top card of each opponent's library.
1: Name the card type of the top card of an opponent's library. That card's owner guesses the name of that card. Then, reveal the top card of that player's library. If he or she guessed wrong, you may play that card without paying its mana cost. Otherwise, that player draws a card. (You may only play one land per turn.)
3/5


A couple templating questions:
1. When you say "the card type," what happens with multi-type cards (Artifact Creatures, etc.)? Would this be more clear as "Name one of the card types" or "Name all of the card types?"
2. The reminder text might want to say "You may only play one land per turn, and only on your turn." Otherwise, people might think they could use it to play a land on their opponent's turn (the same reason they don't do lands with flash).

Ionbound
2016-07-20, 09:39 PM
Thank you. Formatting isn't exactly my strong suit.

braveheart
2016-07-21, 01:28 AM
Can't, for the same reason mana abilities can't target. Take a situation like Horobi's Wail being on the battlefield at the time you cast the targeting cost. What the heck happens? In every other situation in the game, the destroy effect would be put on the stack, then the sacrifice trigger, and the destroy effect would fizzle. But when the destroy effect is a cost, what happens? The cost is suddenly no longer paid, but you just paid it. What happens? Does it simply ignore the stack, something not even Split Second can do? This kind of rules headache is the same reason why mana abilities can't target, and can't be responded to. (Deathrite Shaman's first ability, for example, is not a mana ability for this reason; it can fizzle if you remove the land.)

Mind you, a cost like 'As an additional cost, each opponent must sacrifice a creature' could be done (very very carefully), but hasn't yet. A cost that targets just can't.

You make a valid point, so I have altered the method by which the creature is selected to prevent targeting, while having it otherwise stay the same

Beacon of Chaos
2016-07-21, 02:54 PM
Draconic Hydra 3RR

Creature - Dragon Hydra - R

Flying

Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

2RR: ~ gets +X/+0 until end of turn, where X is its power.

"How can you burn a hydra's head off if the damn thing breathes fire!?" - Field Marshal
"Oh, ye of little faith." - Jaya Ballard

3/3

tgva8889
2016-07-21, 03:24 PM
In response to comments:
1) First ability is templated correctly, as per other cards with that ability. Added the same reminder text as from the inspiring card.
2) Changed second ability to reference all the card types of the card and to only be played as a sorcery to avoid confusion and because it plays better that way. Also added another may clause because.
3) Increased mana cost because the stats I think are too good for 5.
4) I don't really care about making mill "too powerful" because frankly mill sucks and unless it's super late in the game your opponent can probably just kill this before you get to do too much with it, and if you ever hit two lands during your turn you have to stop.

Ninjaman
2016-07-21, 04:18 PM
Jwar Isle Farseer 4UU
Creature - Sphinx MR
Flying
You may look at the top card of each opponent's library. (You may do this at any time.)
1: Name the card types of the top card of an opponent's library. That card's owner guesses the name of that card. Then, reveal the top card of that player's library. If he or she guessed wrong, you may play that card without paying its mana cost. Otherwise, that player may draw a card. Activate this ability only any time you could cast a sorcery. (You may only play one land per turn.)
3/5

This seems insane in commander, and in everything else it will probably trigger more often than not. Seems like it just does far too much far too often.

Blue Ghost
2016-07-23, 12:58 AM
And it is time for judgment!


Thalia, Heir of Angels 3WW
Legendary Creature - Human Angel (MR)
Flying, Vigilance, First Strike
2WW: Prevent all damage that would be dealt to another target creature this turn.
Spells your opponent control with converted cost 3 or higher cost 1 more to cast.
On this day, Thraben would NOT fall.
5/4
I like the flavor direction youíre going with this, with Thalia taking up Avacynís mantle in addition to her own powers. But Thalia and Avacyn are very different cards, and mashing their abilities together makes for a rather uncohesive card. Damage prevention, taxing, and a hyperefficient beater on the same card makes this seem rather schizophrenic, not to mention quite overpowered.

N'gathau 3WB
Creature - Demon U
Trample, Lifelink
Whenever N'gathau takes damage, you gain that much life.
The Plane of Torture leaves nothing but agony within its reach. N'gathau, who feed off such suffering, serve to extend it.
4/5
A 4/5 trample lifelink for 5 mana is really strong in limited. A dual-color uncommon is supposed to be pushed, but this might be a bit too far. The second ability gives it another layer of life gain on top of lifelink whenever it fights a creature? It could work, but Iím not really seeing the appeal of a second lifegain ability on top of the first. Thereís nothing to justify the white flavorwise.

Pita, Weaver of Worldsoul 5WWB
Legendary Creature - Angel M
Flying, Lifelink
If a player would lose life, you may have him or her sacrifice a nonland permanent with that much converted mana cost or less instead.
If a player would gain life, you may regenerate up to that much target permanent he or she controls instead.
6/6

Flying and lifelink are right for a WB angel, and matches the pattern of the other angels in the cycle. 6/6 flying lifelink are decent stats for 8 mana.
The first ability seems really oppressive and easy to abuse. Any amount of damage from any source, like, say, repeatable pingers, will force the recipient to sacrifice their lands until they can no longer play the game. The player doing the sacrificing chooses the permanents to sacrifice unless specifically stated otherwise, so the CMC restriction is pointless and counterproductive, since higher amounts of damage would only give them more, and generally inferior, options for permanents to sacrifice.
I donít like the use of regeneration here, generally because I donít like regeneration as a mechanic overall. Itís clunky and unintuitive, and Maro has admitted that it only still exists because it was grandfathered in. I think itís pretty clear that R&D is trying to phase it out, as there has been only one instance of regeneration in the previous block and zero in the current block. Making it a triggered ability makes it even more confusing than its normal state as an activated ability, since players will have to be aware of as well as keep track of regeneration shields. There are better alternatives that would work in these colors; how about granting temporary indestructibility?
For this to function, it requires a lot of instant speed lifegain effects, preferably repeatable ones. A typical deck does not run many of those at all; this requires to be built around, and an environment that supports it.
I would like the last ability a lot better if it granted the regeneration (or temporary indestructibility) in addition to the lifegain, instead of replacing it. Instead of making the player to choose to give up life for protection, why not let them have both? I donít think it would make that much difference powerlevel-wise, but it would read a heck of a lot better. And initial impression matters a lot, especially on a splashy mythic. I donít think that change would break this, especially as a mythic rare can afford to be pushed a bit.
Lifelink should not be capitalized.

Unus Multorum X2UG
Legendary Creature - Mutant Hydra MR
Graft X
Other creatures you control with +1/+1 counters, gain +1/+1 for each +1/+1 counter on Unus Multorum
0/0
An anthem effect for creatures that already have +1/+1 counters. How powerful such an effect would be depends a great deal on the deck and the environment. If this card were your only source of +1/+1 counters, it would obviously be painfully bad. Since this has graft, one can assume that there are a lot of other graft creatures in the set, so you could potentially have a large proportion of your creatures have counters, but probably not all of them. And requiring them to already have +1/+1 counters means theyíre probably already strong to begin with, meaning that this is never boosting a small creature into a medium one.
At 5 mana, this is a 1/1 that grants some of your creatures +1/+1, which is pretty bad. At 6 mana, itís a 2/2 that grants +2/+2 to some creatures; it requires at least 2 other creatures with +1/+1 counters to be on par. At 7 mana and above, it starts to get good, but by then youíre looking for a game-winner. I think this is a bit overcosted.
The tension between grafting away its counters to boost more creatures, and keeping them to retain a bigger anthem, is interesting, but is it fun? It seems to me like thereís just too much math involved, and permanently weakening all your creatures isnít something players would be excited about doing, even if it is beneficial.
X2UG is such an ugly mana cost. Yes, Wizards has used it this set, but I still think itís an aesthetics fail.

Angel of Order [W/U][W/U]4
rare artifact creature - angel
flying, vigilance
protection from green and red spells
4/5
From order comes harmony. From harmony goodness
Blue does not get vigilance. Hybrid cards require that all their abilities can be drawn from either one of its colors, and this fails that. Thereís really nothing blue about this at all.
Protection from green and red spells suggests that this is an Esper angel, in which case a colored artifact creature would be understandable, since thatís Esperís thing. But itís not entirely clear. Being colorless is a major part of the identity of artifacts, so if this isnít explicitly Esper, I would mark it down.
Aside from the color pie break with vigilance, this is a serviceable card. Nothing fancy, but it works. A bit too plain for rare, I think; would be better at uncommon.


Mikas, The Fallen Defiler 3BB
Legendary Creature - Demon Angel - MR
Flying
X, T: Exile an Angel card from your graveyard with converted mana cost X then place a token onto the battlefield that is a copy of the exiled creature, except that it loses the Angel subtype and gains the Demon subtype. It retains all other subtypes.
4/4
Why does this exile from the graveyard and create a token instead of just bringing the creature back? That seems like just more work to keep track of.
So it seems youíre going for the flavor of a demonic angel that corrupts angels. Mechanically, though, there isnít much about it to convey the flavor of corruption. Color and subtype donít generally matter in game, so they are not sufficient in themselves to carry the flavor. Cards that change subtypes need something more to represent the change in gameplay. For instance, a creature hit by Turn to Frog feels like a frog because it becomes tiny. A creature brought back by Rise from the Grave feels like a zombie because it came back from the dead. Thereís nothing in the gameplay here to make the angels you bring back feel like demons.

Bargain Hunter 2BB
Creature - Demon R
Flying
When Bargain Hunter enters the battlefield look at the top four cards of your library and separate them into a face-down pile and a face-up pile. Target opponent puts one pile into your hand and the other into your graveyard. You lose life equal to the combined coverted mana cost of cards placed into the graveyard this way.
4/4
Bargain Hunter takes its pedigree from Fortuneís Favor, which is a really fun Fact or Fiction variant. But your version of it has a major issue. If your opponent chooses to give you the face-down pile, they will never learn what they gave you. Thereís no feedback to tell them whether or not they made the right choice, which makes the minigame much less satisfying and more frustrating.
The other thing you have here is combining Fortuneís Favor with a Dark Confidant-like life loss drawback. This is interesting, and adds a new dimension to the choosing minigame. I think thatís a pretty clever design choice thatís worth exploring.

Kuthnos of the Many Riddles XUG
Legendary Creature - Hydra Sphinx R
Flying
Kuthnos of the Many Riddles enters the battlefield with X +1/+1 counters on it.
When Kuthnos of the Many Riddles enters the battlefield reveal the top X cards of your library. An opponent seperates those cards into two piles. Put one of those piles into your hand and the other pile into your graveyard.
0/0
I love Fact or Fiction effects for the test of skill that they offer. This kind of effect is exactly what I associate with a sphinx. And it scales really well as an X spell, making it a good candidate to combine with the hydraís X +1/+1 counters schtick. Combining them gets you a Hydra Sphinx, which isÖ weird.
I really like the design here, but I think the development needs work. A Fact or Fiction effect with X is somewhere between ďdraw XĒ and ďdraw X/2Ē in value. Taking the lower end of that spectrum, at 4 mana this is a 2/2 flying that draws you 1, which is quite powerful. At 6 itís a 4/4 flyer that draws you 2, which is pretty overpowered (compare to Mulldrifter). And the versatility of scaling X makes this even scarier. I think it needs to be toned down a little. Maybe removing flying would be enough, though then it wouldnít really qualify as a Sphinx anymore.
Despite its balance issues, Iím grading this highly for a clever, and more importantly, really fun design.

Ravenous Hydra 1GG
Creature- Hydra R
Trample
Cumulative Upkeep: sacrifice a creature
Whenever you sacrifice a creature to ~'s cumulative upkeep, put X +1\+1 counters on ~, where X was the sacrificed creature's CMC
1/1
I really dislike the cumulative upkeep mechanic. Having to pay increasingly exorbitant costs just to keep a card you played is never fun, regardless of the cardís power level. Ravenous Hydra tries to mitigate this by making the upkeep not strictly downside, but you still need to feed it more and more creatures to keep it alive.
Powerlevel-wise, this is very weak. A 1/1 for 3 mana is not acceptable. If the sacrifice were optional, it would still be quite rare that Iíd be happy to sacrifice a real creature to power up another creature, as that opens you up to being blown out quite easily. Making the sacrifice mandatory just takes away all the appeal. And it doesnít even work with tokens, since you donít get anything from sacrificing them. This is not a card that I would ever play.

Divine Traitor 3B
Creature - Angel R
Flying
Angels are black, sphinxes are red, eldrazi are green, demons are white, dragons are blue and hydras are colourless.
You should try to see things from the other side once in a while.
3/3
What exactly is the point of this card? There could be rare situations where color matters, but those are very marginal. If I wanted a card that changes creaturesí colors, there are plenty of better options. This only applies color change to an extremely small subset of creatures, and you donít even get to choose what color they become. And I do not get the flavor here at all. Why do these things turn those specific colors? Is that indicative of something?
Also, colorless is not a color. Grouping Eldrazi and their colorlessness with the five real colors misses the point of the Eldrazi.


Ancalagon the Black - 5BB
Legendary Creature - Dragon - MR
Flying, Trample, Menace
Protection from non-artifact non-humans (This creature can't be blocked, targeted, dealt damage, or enchanted by anything that is not an artifact nor a human.)
3, T: Choose a permanent. If it's a dragon, take control of it. Otherwise, exile it, then return it to it's owner's graveyard.
"...The mightiest of the dragon-host... he fell upon the towers of Thangorodrim, and they were broken in his ruin." -- The Quenta Silmarillion
14/9

A 14/9 with flying and no drawbacks for 7 mana is not acceptable. That is ridiculously overpowered without taking into account anything else it has.
Generally protection abilities grant protection from a small subset of effects. Protection from non-artifact non-humans is ridiculously broad, and leaves most decks with no way to interact with this. Very few decks run artifact-based removal. Humans being exempt from protection is pretty irrelevant, since most humans cannot fly and thus cannot interact with this in combat.
A tap ability on a huge creature means that it has to choose between tapping and attacking. Itís not inherently bad, but itís difficult to pull off, since players generally want to attack with their big beaters.
Taking control of creatures permanently is a firmly Blue ability. Black has done it in the past, but itís an extreme color-pie bend.
Exiling a permanent, then returning it to the graveyard? Thatís just weird. Whatís the purpose of that as opposed to just destroying or exiling it? It needlessly complicates things.

Uthion, The Faces of Fate 1WWBBGG
[Alone in a grove lays a hydra. It has no legs, but a massive snake tail that coils around the pond. Upon some inspection, it appears that the trees and shrubs grow not on ground, but on many coils that surround the pond. Rising above the pond are many necks each terminating in a torso. The ones on the left each end in an angelic torso, some dressed for war and others for peace; on the right, each head ends in a demon; and in the center lies a single torso of a serene being similar to a dryad.]
Legendary CreatureóHydra Angel Demon
Trample
Will of the CouncilóWhen you cast ~, starting with you, each player votes for atonement or achievement. If atonement gets more votes or the vote is tied, each other player sacrifices all nonland permanents they control. Then search your graveyard and/or library for X cards and put them into your hand, where X is three times the number of players who votes for Achievement.
9/14
When the end times approach, it offers the choice: Atonement in annihilation, or achievement in apocalypse?
A 9/14 trample for 7 mana and no drawback is worrying, although the high color commitment does go a long way toward mitigating it. But its other ability is ridiculously overpowered, pushing it back to broken.
Tutoring for three cards is ridiculous, and youíre guaranteed to get at least that many, since you can always vote for Achievement yourself. And you will get more, unless all the other players agree to vote Annihilation, in which case theyíre left with no board and you have a massive beater.
I like the idea behind the vote here. Iíve been trying to think of a way to create prisonerís dilemma type gameplay with voting, and this style of effect seems like a good way to do it. If only it were on a less broken card.
The flavor is nonsensical. What the heck is a Hydra Angel Demon? You donít get bonus points for trying to cram multiple iconics together.

Avacyn Reanimated 5BB
Creature - Zombie Angel MR
Flying, First Strike
Avacyn Reanimated can't be exiled from anywhere.
Whenever Avacyn Reanimated leaves a graveyard, destroy all other creatures.
Her own death left her truly uncorruptible. The death of humanity left her truly free.
7/7
Iím guessing this is an alternate universe Avacyn, since our Avacyn was completely unmade, so thereís nothing left to reanimate.
First strike is an odd choice of ability. Itís tertiary in black, and none of the original Avacyns have it. Itís also largely irrelevant on a 7/7 flyer.
Destroying all other creatures on being reanimated is a very splashy and flavorful effect. It will give the reanimator decks a new toy to play with. But why does it trigger when it moves from your graveyard to your library? Or hand, for that matter? That makes no flavor sense, and I donít see why itís needed mechanically. I presume the ďcanít be exiledĒ clause is to prevent you from triggering it by exiling it from your graveyard. But it would be much cleaner if you would simply restrict it to entering the battlefield from the graveyard.

Aquanibeus, Sage of Storms 3WUR
Legendary Creature - Sphinx M
Flying
Whenever you cast a noncreature spell, put a +1/+1 counter on each creature you control with power less than the converted mana cost of that spell.
UR, remove X +1/+1 counters from creatures you control: Copy target spell with converted mana cost X. You may choose new targets for the copy.
"Those who strive for mastery over arcane magic are those who are fruitless in their efforts. Magic is something that masters us, and when we let those energies flow into us and become us, then we have become truly enlightened."
5/5
Now this is a really exciting card. It cares about similar things to existing spell-based legendaries like Mizzix, but implements them in a new way. White adds to it a focus on creatures as well as instants and sorceries, which does pull its focus a bit, but I think itís a good kind of tension that leads to new directions in deckbuilding. It rewards high CMC spells and large concentrations of low-power creatures, which naturally pushes the deckbuilder in a specific direction (token-maker spells), which is quite exciting to figure out and begin to build around. Comparing the power of the creatures and the CMC of the spells creates an inbuilt limit to its power that prevents broken interactions while still being very exciting, and it has a natural way to expend the counters to perpetuate the engine while generating a very splashy effect that plays well into its gameplan. I love this.
Your previous entries were quite good as well!


Harnessed Dragon 2WR
Creature - Dragon (R)
Flying, Banding
Creatures banding with ~ gain flying until end of turn.
4/4
I appreciate your focus on simplicity. The simplest and most elegant designs tend to be the best ones. Unfortunately, banding is not the mechanic you want to go with. It has tons of unintuitive interactions, is overly complex, and is just poorly thought out in general. There are reasons that itís a 10 on the storm scale (never coming back). It does work quite well for the flavor of this card, but there are less problematic mechanics that work just as well.

Maw of the Infinite- 10
Creature- Eldrazi Dragon (R)
Emerge 7BR
Whenever Maw of the Infinite attacks, exile target creature and put X +1/+1 counters on Maw of the Infinite, where X is the power of the creature exiled this way.
Flying, Haste
4/4
I agree with you that an Eldrazi Dragon would have been awesome. Like most of the existing emerge cards, Maw of the Infinite has a way to offset the inherent card disadvantage that comes with emerge, which is good. But I think this is pushed too far. It can exile a creature and hit for a bunch of damage in the air on the very first turn it comes out (probably at least 7, provided the opponent has a halfway decent card to exile), and it just continues eating the board and growing. That seems way too strong for something that can come out on turn 5. Perhaps without haste, it would be fair, though still very powerful.

Possibilities Made Real -- 4UU
Legendary Creature -- Hydra Incarnation (M)
Shroud
When Possibilities Made Real enters play, search your library for any number of cards with different names and exile those cards. Put a +1/+1 counter on Possibilities Made Real for each card exiled in this way.
Exile a card from your hand: Put a +1/+1 counter on Possibilities Made Real, and put a card exiled with Possibilities Made Real into your hand. You may use this ability once per turn.
Ten thousand possibilities from ten thousand realities...and each hungrier than the last.
0/0
I think this card really needs a limit on the number of cards it can exile. In standard, this can easily exile 10-20 cards without much issue, netting you a massive creature thatís immune to spot removal and lets you essentially tutor for any card once a turn. It gets even worse in commander, when you can exile 50 or more cards. Also, there doesnít seem to be any universal heuristic for what to exile, so the process of searching your library and choosing what to exile will immensely slow down the game. Put a limit on it, maybe make it an X spell like a lot of hydras tend to be, and I would be all for it.
Shroud is defunct, replaced with hexproof. Giving it a protection ability is a smart play, since it would suck to exile a bunch of cards from your library only to lose them to a removal spell. Does make balancing tougher though.

Hateful Demon BB
Creature - Demon - R
When you cast Hateful Demon, destroy target creature.
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Hateful Demon enters the Battlefield tapped.
At the beginning of your upkeep lose 1 life and tap Hateful Demon.
0/1
This version is vastly better than both your previous versions which tried to jam the main effect in the cost (bad idea, donít do that). This certainly feels like a deal with a vindictive demon. Heíll kill something for you, and heís really good at it, but heíll exact a toll from you for the rest of the game. What it does not feel like is a creature. Since it never attacks or blocks, it would be much better off as an enchantment.

Spellsplinter Hydra XUGG
Creature - Hydra R
Trample
Spellsplinter Hydra enters the battlefield with X +1/+1 counters on it.
Spells your opponents cast that target Spellsplinter Hydra cost 3 more to cast.
0/0
This is a pretty standard hydra with trample and hexproof-lite. Three mana in addition to X is a huge cost, such that I donít think Iíd be happy playing this at any mana cost. Reduce the cost by 1 and it would be a serviceable hydra, though nothing new or exciting.

Gisela, Reforged by Light-2WWR

Legendary Creature-Angel-MR

Flying, Double Strike

Whenever a Human or Angel creature enters the battlefield under your control, you may have it deal damage equal to its power to target creature an opponent controls.

What was once corrupted may be purified. What was broken can be reforged.

3/3
I like it. Itís a very resonant design that feels like Gisela without treading on the design space of the original. The archangel of the Flight of Goldnight, leading her angel host and human worshipers into battle and imbuing them with holy power. While Warstorm Surge (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405449) doesnít have flavorful connection with Gisela, the effect just feels really right for her. And double strike is a nice way to call back to the damage-doubling ability of the original Gisela without repeating it.
Developmentally, I think sheís quite undercosted. She hits for 6 in the air and Lightning Bolts a creature immediately when she comes out, with the potential to kill more creatures in the future. Iíd cost her at least at 6, maybe even 7.
The double white in the mana cost is weird, especially since her ability is much more red than white. The original Gisela had double white because the rest of the cycle had it, but now that Sigarda has moved on to single white, I think Gisela can too.

Jwar Isle Farseer 4UU
Creature - Sphinx MR
Flying
You may look at the top card of each opponent's library. (You may do this at any time.)
1: Name the card types of the top card of an opponent's library. That card's owner guesses the name of that card. Then, reveal the top card of that player's library. If he or she guessed wrong, exile that card. You may play it by paying X, where X is that card's converted mana cost. Otherwise, that player may draw a card. Activate this ability only any time you could cast a sorcery. (You may only play one land per turn.)
3/5

Quite an interesting concept. Guessing games are a great area of design space for sphinxes, and one that Iím always glad to see explored. If I recall, your original version let you play the card for free if your opponent guessed wrong, which would have been really broken. This version is much more fair, and the reward for each side is much more symmetrical. My main issue with it now is that by default neither player will have any control over what the top card of the library is, so thereís no way for the guesser to do better than chance. I suppose your choice of when to activate this does give them a limited degree of information, though since the odds are in your favor, itís probably something you want to activate every turn anyway.

Draconic Hydra 3RR

Creature - Dragon Hydra - R

Flying

Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

2RR: ~ gets +X/+0 until end of turn, where X is its power.

"How can you burn a hydra's head off if the damn thing breathes fire!?" - Field Marshal
"Oh, ye of little faith." - Jaya Ballard

3/3
This is a decently powerful card and balanced card. It doesnít really feel like a hydra at all, as being a red flyer with an ability to boost its power is much more a mark of a dragon. I suppose you could argue that undying is hydra-like, but itís not an ability commonly associated with hydras, and I would believe you if you said it were a pure dragon. Fine design, if not outstanding, though it would be better as just a dragon.

Honorable mentions go to Kuthnos of the Many Riddles, by CantigThimble and Gisela, Reforged by Light, by firedaemon33. Both were very evocative and exciting designs that I enjoyed greatly, though both had balance issues.

And the winner is Aquanibeus, Sage of Storms, by Passive Pete! A truly brilliant entry that I would love to see in action in a real game.

ben-zayb
2016-07-23, 09:31 AM
Just to point out that the sacrifice ability is for nonland permanents only, so no land destruction--a playstyle that WotC also admitted to be as griefyfun of a strategy as a counterspelling


Congrats to the winners!

Ionbound
2016-07-23, 10:51 AM
*nods* That's fair, the reason why I costed her so low is that she dies to almost every removal spell in any format. Even then it'd be arguable if she saw play, but I'm pretty sure as a six drop she'd be flat unplayable since she'd almost never get to untap. Maybe if she was a 3/4 for 6 it'd better? Not sure.

Passive Pete
2016-07-23, 12:06 PM
Whew! This is exciting and strangely rewarding! I'd like to give kudos to everyone for truly exploring every corner of space that challenge had to offer, and I'd like to give special kudos to Blue Ghost for some of the most thoughtful critiques I've seen in this thread. Also, I'm glad you liked my old cards :smalltongue:. Anyway, today I feel like exploring unused MtG flavor space, so for this week's challenge you have a choice: Make a card based off of a piece of:

1.) "Wild West" American mythology
2.) Japanese mythology
3.) Egyptian mythology

This can be any card type (not just creature) based on a traditional piece of any of the above folklores (nothing too obscure please!). If you want to include a reference or a small explanation of the myth you chose, I won't score you any higher for that, BUT it will help me understand your card and evaluate it fairly. Happy crafting!

LastCenturion
2016-07-23, 12:34 PM
EDIT1: Fixed formatting a little bit.
EDIT2: Redid basically everything except the base idea of the card. Also made it more powerful on the advice of a friend who pointed out that nobody would ever play this card as it was.
EDIT3: Advice has led me to scrap this idea. I made a new post and left this one gutted. Oh well.
EDIT4: I'm putting it back because why not. Here's the entry.

Kitsune - 1U
Creature - Fox - U
Changeling (This creature is all creature types at the same time)
Kitsune is all colors at the same time.
2/3

Also, this is retroactively my entry for that one with retired keywords a few weeks back. (Not really but I found the keyword coincidentally and realized that it would have worked.) Kitsune are your average Japanese fox shapeshifter things.

Djinn_in_Tonic
2016-07-23, 12:38 PM
1.) "Wild West" American mythology

Um...YES.


Tornado Ridin' Bill -- 2RR
Legendary Creature -- Human
R, tap, Sacrifice a land: Exile target spell or permanent. Put a +1/+1 counter or Tornado Ridin' Bill.
You may play cards exiled by Tornado Ridin' Bill. Mana you spend to play these cards counts as mana of any color.
3/3


It's a little off-color, but Bill definitely isn't blue, which this seems to fit best as. I just love the idea of a cowboy's legend growing as he does crazier and crazier things, and, specifically, the idea of him lassoing a giant monster or literal thunderstorm, riding it down as it rampages through the lands, and finally bending it to his will as you would a wild horse. It takes him some time (tapping) and probably destroys a good bit of farmland (land sacrifice), but you can stop most threats with it, and even swing them to your side.

And Pecos Bill (https://en.wikipedia.org/wiki/Pecos_Bill), for those who weren't aware. He's technically not OFFICIALLY "Wild West Mythology" like some other larger-than-life figures (since he was likely invented in the early 1900's), but the motif is similar and the story is great.

mystic1110
2016-07-23, 12:41 PM
Billy the Kid WBR
Legendary Creature - Human Bandit R
Flash, Doublestrike
Equipment cards you own have a Quick Draw cost equal to their converted mana cost (You may cast them for their Quick Draw cost as if they had flash. If you do, they enter the battlefield equipped to a creature you control, and they are returned from the battlefield to their owner's hand at the beginning of the next end step.)
2/1

Ionbound
2016-07-23, 12:51 PM
Markswoman's Rifle-3

Artifact-Equipment-R

Equipped creature has +2/+0 and R, T; This creature deals 2 damage to target creature or player

Equip 2

Designed and built for the legendary markswoman Annie Oakley, some say her rifles grant their holder the original owner's shooting prowess.

Blue Ghost
2016-07-23, 01:40 PM
Just to point out that the sacrifice ability is for nonland permanents only, so no land destruction--a playstyle that WotC also admitted to be as griefyfun of a strategy as a counterspelling


Congrats to the winners!
Oops, missed that. Sorry about that.


*nods* That's fair, the reason why I costed her so low is that she dies to almost every removal spell in any format. Even then it'd be arguable if she saw play, but I'm pretty sure as a six drop she'd be flat unplayable since she'd almost never get to untap. Maybe if she was a 3/4 for 6 it'd better? Not sure.
Depends on the format, I guess. She'd still be a bomb in limited at 6. Damage-based removal isn't very prevalent in commander, so 3 toughness isn't that much of a liability, and she's definitely strong enough to see play there. Modern would be a hard sell, with the prevalence of Lightning Bolts, but "not playable in Modern" isn't much of a knock against a card. Standard is harder to evaluate, as it largely depends on the quality of removal there, and I'm not very good at balancing cards for Standard. Perhaps 3/4 for 6 would be the right spot.


Whew! This is exciting and strangely rewarding! I'd like to give kudos to everyone for truly exploring every corner of space that challenge had to offer, and I'd like to give special kudos to Blue Ghost for some of the most thoughtful critiques I've seen in this thread.

Aww, thanks. :smallsmile:

LaZodiac
2016-07-23, 01:48 PM
Disciple of Sobek 2GB
Creature - Crocodile Shaman
Sacrifice a creature: Put a +1+1 counter on target creature you control.
Whenever a creature dies, you may pay GB. If you do, put a 3/3 green Crocodile creature token with trample on the battlefield.
2/2

Instead of going full force on a reference to a specific myth in the mythology, I'm doing a card that instead fits in line with one of the Egyptian gods, and my personal favorite. Sobek, who has many names, but most of all "He who mates while he also eats". So we have this shaman of Sobek and his two abilities that reflect those two aspects of Sobek. Eat a creature to get strong, and whenever anyone dies get in there and make a baby crocodile. He was called as such because the way crocodiles eat (fiercely rolling around and swinging back and forth to tear their prey apart) looks quite a bit like mating because look humans are just juvenile sometimes. So yeah, that's why my card does what it does.

Beelzebub1111
2016-07-23, 02:03 PM
Weighing of the Heart 1BBW
Sorcery - R
Choose a Color. Target player reveals their hand and the top card of their deck. That player loses life equal to the number of revealed cards of that color and you gain that much life.

Ebon_Drake
2016-07-23, 02:38 PM
Canopic Jars (4)
Artifact - R
Whenever a creature you control dies, put an organ counter on Canopic Jars.
T, remove 4 organ counters from Canopic Jars: put a 5/5 black Mummy creature token with deathtouch onto the battlefield.

I like the idea of mummy as a distinct creature type, but I'm aware that WOTC currently disagree so if you'd prefer then read this as "zombie creature token named Mummy".

Edit: I've reworked the second ability after sleeping on it and not liking the previous version's flavour. I realised it was making some kind of weird Voltron mummy with like 6 livers or whatever. This is still a bit of a reach since it probably still comes across as cobbling together other creatures' organs, but hopefully fits a little better.


Kitsune - U
Creature - Beast - C
0: ~ gains or loses any subtype.
0: Change the name of ~ to whatever you wish.
0: Choose a color. ~ is now that color.
~ can only activate abilities when the stack is empty.
They can look like anything. You never know where--or who-- they might be.
1/1


Not to discourage you, but Kitsune are already a thing in Magic (http://gatherer.wizards.com/Pages/Search/Default.aspx?name=+[kitsune]). Admittedly, they were pretty much just magical fox people so didn't perfectly replicate the myths. The abilities need some serious rewording and I'd recommend looking at similar cards for ideas of how they should be phrased. For starters, the first ability needs to be restricted to creature type and I don't think the second ability could ever exist outside of silver-bordered Magic (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74252).

Jormengand
2016-07-23, 03:37 PM
Orision, God of the Dead 3WB
Legendary Enchantment Creature - God R
Indestructible
As long as your devotion to white and black is less than 7, Orision isn't a creature.
Whenever a nontoken creature you control dies, put a 1/1 white and black skeleton creature token onto the battlefield under your control.
5/6

Copying the Theros-style gods with vaguely similar names to their mythological counterparts, of course.

LastCenturion
2016-07-23, 03:42 PM
Not to discourage you, but Kitsune are already a thing in Magic (http://gatherer.wizards.com/Pages/Search/Default.aspx?name=+[kitsune]). Admittedly, they were pretty much just magical fox people so didn't perfectly replicate the myths. The abilities need some serious rewording and I'd recommend looking at similar cards for ideas of how they should be phrased. For starters, the first ability needs to be restricted to creature type and I don't think the second ability could ever exist outside of silver-bordered Magic (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74252).

Yeah. I meant for the second ability to work so that you could (for example) target it with Squadron Hawk, and that along with advice from a friend over email lead me to reword the entire card, basically. It's a good point you make about the other kitsunes though. Maybe I should just make a completely new entry?

mythmonster2
2016-07-23, 04:04 PM
Divine Wind 3WW
Instant- R
Destroy all attacking creatures.
Flashback- 3WW
The Kalbul had turned their eyes south, but just as all seemed lost, the kami breathed out.

I was very surprised to learn this effect has, as far as I searched, never been done before. Retaliate seems the closest thing. I waffled between 4 and 5 mana for this for a while before deciding on 5, since this is almost always gonna be better than Retaliate.

Not quite mythology, but a reference to the legendary kamikaze storms which saved Japan from the Mongols twice.

Passive Pete
2016-07-23, 04:12 PM
Maybe I should just make a completely new entry?
If you're just worried about the fact that there have been other kitsune in the game, don't sweat it, your card has different inspiration and I get that and will take that into account and that's fine. However if you want to try a different design entirely, definitely make a new card. Other than that I just want to butt in and say it IS a 3/3 for 1U, at common. Just wanna make sure that wasn't a mistake.

I also want to clarify the challenge and say it's cool if your entries don't represent the myths themselves, as long as they draw inspiration from them, like LaZodiac's Disciple of Sobek. But so far everything looks interesting and fits my idea of the challenge perfectly! Keep crafting happily everyone. :smallsmile:

LastCenturion
2016-07-23, 04:41 PM
Do oases fit the theme (I realize that there is a card named Oasis)? If so, here's one:

Peaceful Oasis
Land - U
~ enters the battlefield tapped.
T: Add 1 to your mana pool.
As long as ~ is untapped, all nonlegendary creatures have -X/-0, where X is one more than the number of legendary creatures on the battlefield.
Something about it makes fighting difficult.
Never mind, I'm revamping my old idea.

CantigThimble
2016-07-23, 04:50 PM
I mostly based the balance for Kuthnos on Sphinx of Uthuun, which is a 5/6 flyer for 5UU that ETB fact or fictions. At 7 mana Kuthnos is definitely worse (5/5 and costs 2 colors) but he's probably too flexible the rest of the time to justify that low of a cost. I probably should have bumped him to XUUG

tgva8889
2016-07-23, 07:36 PM
I mean, there's a real cost to having to spend mana as a sorcery. Your opponent does have the advantage of knowing the cards in their own deck, presumably.

Showdown R
Sorcery R
Reveal cards from the top of your library until you reveal a nonland card, then target opponent does the same. Showdown deals damage equal to the converted mana cost of the card with the highest converted mana cost revealed in this way to the player who revealed the card with the lowest converted mana cost revealed in this way. Then each player puts each card he or she revealed this way on the bottom of his or her library in a random order.
"Draw!"

Beelzebub1111
2016-07-23, 07:46 PM
I mean, there's a real cost to having to spend mana as a sorcery. Your opponent does have the advantage of knowing the cards in their own deck, presumably.

Showdown R
Sorcery R
You and target opponent each reveal cards from the top of your libraries until you reveal a nonland card. Showdown deals damage equal to the converted mana cost of the card with the highest converted mana cost revealed in this way to the player who revealed the card with the lowest converted mana cost revealed in this way.
"Draw!"
It should probably read "Exile cards from the top of your library until each player exiles a non-land card" then "Shuffle the exiled cards into their owners deck" or "Put the exiled cards on the bottom of their owner's library"

Otherwise you are just revealing the same card over and over again.

Fable Wright
2016-07-23, 11:38 PM
Yuki-Onna 2U
Creature - Spirit U
Flying
2U: Prevent all combat damage that would be dealt to or dealt by ~ this turn, then tap all creatures blocking or blocked by ~. Those creatures don't untap during their controller's next untap step.
2/1

Ebon_Drake
2016-07-24, 04:52 AM
Yuki-Onna 2U
Creature - Spirit U
Flying
2U: Prevent all combat damage that would be dealt to or dealt by ~ this turn, then tap all creatures blocking or blocked by ~. Those creatures don't untap during their controller's next untap step.
2/1

*ahem* (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=84712)

The Japanese mythology option is a real minefield because of Kamigawa block. Anyone thinking of going for it should probably check Gatherer first to see if it's already been done. Though as with the Kitsune entry, this Yuki-Onna probably fits the actual myth better and it's not necessarily the case that you can't revisit the same concept in a different way. I'd just say to be mindful of what's already out there.

Fable Wright
2016-07-24, 05:38 AM
*ahem* (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=84712)

The Japanese mythology option is a real minefield because of Kamigawa block. Anyone thinking of going for it should probably check Gatherer first to see if it's already been done. Though as with the Kitsune entry, this Yuki-Onna probably fits the actual myth better and it's not necessarily the case that you can't revisit the same concept in a different way. I'd just say to be mindful of what's already out there.

...Huh. Kamigawa block cards have come up a lot on gatherer searches; I wonder why I've never seen this one.

Nor do I have any clue why a winter spirit with vampiress tendencies is represented as a flickering artifact destroyer.

Seriously, Wizards, what the heck?

Mister Tom
2016-07-24, 07:43 AM
The House of Bast
Land, Rare

T: add 1 to your mana pool.

T: add W,G,R or 2 to your mana pool and use it to put a Cat on your battlefield. . You may only use this mana to cast Cat spells.

"Temples there are more spacious and costlier than that of Bubastis, but none so pleasant to behold." -Herodotus

Edited as per helpful peeps below!

Beelzebub1111
2016-07-24, 09:33 AM
The House of Bast
Land, Rare

T: add 1 to your mana pool.

T: add W,G,R or 2 to your mana pool and use it to put a Cat on your battlefield.

"Temples there are more spacious and costlier than that of Bubastis, but none so pleasant to behold." -Herodotus
Second ability should read "you may only use this mana to cast Cat spells"

Ebon_Drake
2016-07-24, 10:25 AM
...Huh. Kamigawa block cards have come up a lot on gatherer searches; I wonder why I've never seen this one.

Nor do I have any clue why a winter spirit with vampiress tendencies is represented as a flickering artifact destroyer.

Seriously, Wizards, what the heck?

Well, Kamigawa experimented with giving Red ice-themed cards like Glacial Ray and Frost Ogre presumably on the logic that mountains are snowy sometimes. Yuki-Onna was part of a cycle of [blank]-Onna cards that had an ETB ability and the same bounce trigger. They all kinda suck, but Haru-Onna is the best because it has pretty Rebecca Guay art. Beyond that, I got nothin'.

Dr.Gunsforhands
2016-07-24, 10:56 AM
Jackalope G
Creature - Elk Rabbit U
Stores in Douglas sell jackalope milk, but The New York Times questions its authenticity on grounds that milking a jackalope is known to be fraught with risk.
- Wikipedia
2/1

TurboGhast
2016-07-24, 12:58 PM
El Naddaha 3UU
Legendary Creature - Djinn R
Defender
U: Target creature attacks you this turn if able. Activate this ability only once per turn.
5/6

Wikipedia article that serves as necessary context. (https://en.wikipedia.org/wiki/El_Naddaha)

I have an alternate UB design thought up, but I think El Naddaha being monoblue fits better flavorwise.
(Alt design: Cost to 2UUB, add deathtouch)

r2d2go
2016-07-24, 06:22 PM
Champion of Anubis 4WB
Creature - Human Warrior R
Lifelink
Whenever a card enters a hand or the battlefield from a graveyard, Champion of Anubis deals damage equal to its power to the card's owner.
Whenever a creature dies, put a +1/+1 counter on ~.
Those who interfere with the grave will be put into one.
4/4

LastCenturion
2016-07-24, 09:20 PM
Champion of Anubis 4BB
Creature - Human Warrior R
Lifelink
Whenever a card leaves a graveyard, ~ deals damage equal to its power to that card's owner.
Whenever a creature dies, put a +1/+1 counter on ~.
Those who interfere with the grave will be put into one.
4/4

Does the first ability use the card's power, or Champion of Anubis' power? I feel like that needs to be clarified. I'm guessing it's the Champion but I'm not sure.

BasketOfPuppies
2016-07-25, 12:54 AM
Does the first ability use the card's power, or Champion of Anubis' power? I feel like that needs to be clarified. I'm guessing it's the Champion but I'm not sure.

It'd have to be the champion's, because what if someone flashbacked an instant?

LaZodiac
2016-07-25, 12:56 AM
It'd have to be the champion's, because what if someone flashbacked an instant?

It also makes sense given that the card is punishing you, not making what you're doing hurt you for doing it. Though I'll note Anubis is just the judge of the afterlife. He decides where you go, it's not really his job to keep you there.

tgva8889
2016-07-25, 04:25 AM
It should probably read "Exile cards from the top of your library until each player exiles a non-land card" then "Shuffle the exiled cards into their owners deck" or "Put the exiled cards on the bottom of their owner's library"

Otherwise you are just revealing the same card over and over again.

I did miss some of this text, but check your sources (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398573) before you comment please. I was in fact well aware that I missed some text and was looking to see what my options were on the templating.

Fable Wright
2016-07-25, 04:28 AM
Champion of Anubis 4BB
Creature - Human Warrior R
Lifelink
Whenever a card leaves a graveyard, ~ deals damage equal to its power to that card's owner.
Whenever a creature dies, put a +1/+1 counter on ~.
Those who interfere with the grave will be put into one.
4/4

So I see you have 5 cards in your graveyard.

I crack my Tormod's Crypt. Take 20. Game 2?

r2d2go
2016-07-25, 09:36 AM
It also makes sense given that the card is punishing you, not making what you're doing hurt you for doing it. Though I'll note Anubis is just the judge of the afterlife. He decides where you go, it's not really his job to keep you there.

I'm no expert on egyptian mythology (or wild west or japanese, tbh), so I did what I could. Mostly I looked at his Wikipedia page and the first among his "roles" is "Protector of Tombs".

@other comments: Edit incoming might help.

The_Tentacle
2016-07-25, 10:55 AM
I honestly don't understand why Banding is so universally despised. It seems relatively straightforward to me, especially compared to a lot of magic cards that have been and are being printed. Seeing as I am heavily a novice MTG player, I don't see why "the best Magic players in the world" would have trouble understanding it. Could anyone direct me to any kind of article explaining what was so terrible about Banding, because I couldn't find anything.

I also don't really agree with disliking the card on the grounds that it uses such a "bad" keyword, especially when that keyword heavily embodies the flavor of the card. The main reason I used the banding keyword was so that I wouldn't have to write out a large block of text that would be far more confusing and end up doing almost the same thing. If there were "less problematic mechanics" that I could have used, I would appreciate the insight and advice.

LaZodiac
2016-07-25, 11:12 AM
The main reason I used the banding keyword was so that I wouldn't have to write out a large block of text that would be far more confusing and end up doing almost the same thing.

And that is why Banding is complicated and bad. It actually IS that large block of text, because you can't just assume everyone knows how Banding works. Rules text needs to exist for it. Additionally, it doesn't matter how completely you think you get it, you're going to be missing something.

I sadly don't have an article explaining how all of Banding works (or doesn't work, as the case tends to be) but it's...really infamously "doesn't work". Here is the Magic Wiki's page on it though. (http://mtgsalvation.gamepedia.com/Banding)

Blue Ghost
2016-07-25, 12:22 PM
I honestly don't understand why Banding is so universally despised. It seems relatively straightforward to me, especially compared to a lot of magic cards that have been and are being printed. Seeing as I am heavily a novice MTG player, I don't see why "the best Magic players in the world" would have trouble understanding it. Could anyone direct me to any kind of article explaining what was so terrible about Banding, because I couldn't find anything.
Here (http://magic.wizards.com/pt-br/node/631051) is an article that talks about all that's wrong with banding. It mostly focuses on the even worse "bands with other," but what it says about banding itself is worth reading.


In order to understand ďbands with other,Ē you first need to understand ďbanding,Ē a defunct ability that graced every set from Alpha through Weatherlight, with the exception of Visions. Appearing mostly on white and artifact cards, banding was a powerful -- yet confusing -- ability. It was powerful because it changed the fundamental rules of combat; it was confusing because, yes, it changed the fundamental rules of combat.

The short explanation of banding is that if your creatures attack or block in a band, the controller of any creatures that deal combat damage to them doesnít get to assign that damage -- you do. Pretty cool. Everything else about banding, though, elicits a ďhuh?Ē It works differently when attacking and defending. (In an attacking band of X creatures, at least [X-1] of them must have banding. In a defending band, only one creature must have banding.) A lone blocker could block multiple creatures if they were banded together. If an attacker with evasion (flying, swampwalk, whatever) is banded to a creature without evasion, the whole band can be blocked. Then it gets really complex: What if the only defensive creature with banding is destroyed before damage is dealt? What if my band of three attacking creatures, one of which has trample, is blocked by your band of three defending creatures, one of which has first strike?

The only answer I can give you is, ďI dunno.Ē

Banding was conceived in the early days of Magic, when mechanics and interactions were far less codified and more hand-wavy. Trying to codify it so that it works properly with current rules has proven to be a rules nightmare.



I also don't really agree with disliking the card on the grounds that it uses such a "bad" keyword, especially when that keyword heavily embodies the flavor of the card. The main reason I used the banding keyword was so that I wouldn't have to write out a large block of text that would be far more confusing and end up doing almost the same thing. If there were "less problematic mechanics" that I could have used, I would appreciate the insight and advice.
Using a bad keyword is bad for the same reason that using any bad mechanic is bad. Flavor is only part of the consideration; elegance, ease of understanding, and good gameplay are just as important, if not more. Off the top of my head, some simpler implementations:
"Whenever ~ attacks, other attacking creatures you control gain flying until end of turn."
"If ~ is attacking, other attacking creatures you control can't be blocked unless ~ is blocked."


And that is why Banding is complicated and bad. It actually IS that large block of text, because you can't just assume everyone knows how Banding works. Rules text needs to exist for it. Additionally, it doesn't matter how completely you think you get it, you're going to be missing something.
This is correct. The benefit of a keyword is that it groups different cards with the same ability together, so that you only need to understand one to understand the rest. It does not do anything to ease comprehension of the first card with the keyword.

Mister Tom
2016-07-25, 01:33 PM
Second ability should read "you may only use this mana to cast Cat spells"

It _could_ say that. But a cat spell is not necessarily the only way to bring a cat onto the battlefield. Or is any such spell then automatically deemed a cat spell?

Blue Ghost
2016-07-25, 01:45 PM
It _could_ say that. But a cat spell is not necessarily the only way to bring a cat onto the battlefield. Or is any such spell then automatically deemed a cat spell?

The rules don't support looking at the effects of spells before they are cast. While I can't find any Cat-related cards with this issue, there are numerous cards such that the game can't know what they will do before you cast them. Any modal spells, for instance, or spells whose effects depend on factors outside themselves.

Jormengand
2016-07-25, 01:52 PM
It _could_ say that. But a cat spell is not necessarily the only way to bring a cat onto the battlefield. Or is any such spell then automatically deemed a cat spell?

It isn't, but there's no way to write what you want to write. For example, suppose instead of cat, you'd used a more common creature type like human. Gather the Townsfolk doesn't have any kind of parameter that tells you that it's a spell that brings humans onto the battlefield until you've cast it and it is currently resolving right now. That is, there's no way for the game to tell whether or not it's a spell that puts humans onto the battlefield except right at the instant that it's doing so.

This may sound annoying and pedantic, but suppose that you had a card that reduced the cost of spells that made three or more humans enter the battlefield at the same time. Gather the townsfolk may or may not be a spell that does this, and no-one actually knows when you're paying its mana cost, because it might be countered, you might meet the fatal hour condition when you cast it but be given life at instant speed, or you might not when you cast it but you might be dealt damage or pay life at instant speed. Or, of course, you might meet the fateful hour condition and then the spell is countered, or you might meet the fateful hour condition, get bolted in the face at instant speed, and then lose the game as a state-based action. So, there's no way to know what is or isn't a spell that puts something onto the battlefield. You could say "Any spell which is a cat or has "Cat creature token" or "Cat creature tokens" in its rules text, or any ability with has "Cat creature token" in its rules text", but that would be really, really unwieldy.

Mister Tom
2016-07-25, 03:12 PM
@ ^ : Ah, ok, fine: not my original intention, but rules are rules!

Godzilla*

Cost: 3UURR
legendary Blue / Red creature - Mutant Lizard
Hexproof, Trample
uncommon

Whenever ~ deals combat damage to a player, destroy target land that player controls.
When ~ leaves the battlefield, you may have its owner shuffle it into his or her library.

7/6

*it's totallyJapanese mythology.

Edit: @ below: Hopefully less ambiguously rephrased- I paraphrased another card!

r2d2go
2016-07-25, 09:26 PM
Godzilla*

Cost: 2GUURR
legendary creature U/R
Hexproof, trample

Destroy target mountain or island whenever ~ deals damage to its controller.

When ~ leaves the battlefield you may choose to shuffle it into your library.
7/6


I think it's missing a word or two. Unless you really mean, whenever this thing somehow attacks its controller, destroy a mountain or island? In which case, the templating is "whenever ~ deals damage to its controller, destroy target mountain or island".

Don't feel too discouraged by all the people correcting you :smalltongue: enough reading of other people's stuff and cards in general and you'll get it soon enough :smallsmile:

Edit: Though, another thing: You probably don't want to have two "entries" up - probably best to scrub, delete, or otherwise clearly invalidate one.

The_Tentacle
2016-07-25, 11:40 PM
Gunslinger's Pistols 1R
Artifact - Equipment (R)
Flash
You may equip ~ any time you could cast an instant.
Equipped creature gets +2/+0 and first strike.
Equip 2


Into The Sunset 2RW
Enchantment (MR)
When you win the game, you may exile a creature you control. If you do, return it to the battlefield just in time to dramatically save the day in the next game you play.
"Well if he just settled down, we wouldn't have any sequels now, would we?"

Misothene
2016-07-26, 01:05 AM
Sheriff's Bounty W
Sorcery- U
Destroy target creature with menace.

Mister Tom
2016-07-26, 01:46 PM
I think it's missing a word or two...

Don't feel too discouraged by all the people correcting you :smalltongue: enough reading of other people's stuff and cards in general and you'll get it soon enough :smallsmile:

Edit: Though, another thing: You probably don't want to have two "entries" up - probably best to scrub, delete, or otherwise clearly invalidate one.

No, it's very helpful, thanks :smallsmile:
Hopefully editing is allowed!

BasketOfPuppies
2016-07-26, 02:01 PM
No, it's very helpful, thanks :smallsmile:
Hopefully editing is allowed!

Editing is always allowed. This isn't exactly a cutthroat, competitive group.

Misothene
2016-07-26, 02:45 PM
Godzilla*

Cost: 2GUURR
legendary creature U/R
Hexproof, trample

Whenever ~ deals combat damage to a player, destroy one of their lands.

When ~ leaves the battlefield you may choose to shuffle it into your library.
7/6


Several concerns:
1. Currently, this has no creature type. Perhaps "Legendary Creature- Lizard Mutant?"
2. The rarity options are Common (C), Uncommon (U), Rare (R), and Mythic Rare (MR). I don't know what the "U/R" by your type line was supposed to mean.
3. The exact templating is still a little off. I think the rules text should read thusly:
"Whenever Godzilla deals combat damage to a player, destroy target land that player controls.
When Godzilla leaves the battlefield, you may have its owner shuffle it into his or her library."
4. Someone already mentioned this, but only one submission is allowed per contest. You may wish to delete one of the posts, or "spoilerize" one to avoid confusion since the Cat-land is still there.

braveheart
2016-07-26, 02:53 PM
Does it need to stay western, or is any American folklore acceptable?

Mister Tom
2016-07-26, 05:20 PM
Apologies - I'd misunderstood the comment. I will hide Godzilla, which is a neat trick if you can pull it off

braveheart
2016-07-26, 06:09 PM
Paul Bunion 4WG
Legendary Creature - Giant - R
Trample
When Paul Bunion enters the battlefield put a 4/4 legendary blue ox token with trample named Babe onto the battlefield under your control
If Paul Bunion blocks or becomes blocked by a treefolk creature, destroy it and put a +1/+1 counter on Paul Bunion
5/5


Not western American folklore, but certainly in the spirit of it

LaZodiac
2016-07-26, 07:15 PM
Apologies - I'd misunderstood the comment. I will hide Godzilla, which is a neat trick if you can pull it off

Well I mean you can go for whichever you think is best, you don't have to go with whatever you did first if you think the second is better. Everyone is new to this at one point, keep it up!

ben-zayb
2016-07-27, 06:27 PM
Takehime, Grace in Bloom (U/G)(U/G)
Legendary Creature - Moonfolk M
Hexproof
At the beginning of your upkeep, you may pay (U/G)(U/G). If you do, put a token on the battlefield tapped that's a copy of target basic land you control. Then if you control eight or more lands, transform ~.
0/2

//

Takehime, Heir to the Moon {UG}
Legendary Creature - Moonfolk M
Flying, Hexproof
(U/G), Tap an untapped Moonfolk you control: Put a token onto the battlefield that's a copy of target land.
Whenever a land enters the battlefield, you may gain 2 life.
3/5


This is basically my version of Kaguya-hime. MtG's concept of wealth appears to be life gain now, but this card uses it as a literal long life/immortality mechanics, with ye olde land ramp representing wealth. Giving Land tokens seems U/G enough, mechanically works well with Moonfolks, and thematically gives a "moon/reflection" motif.

Ealon
2016-07-28, 06:28 PM
I'm not sure why I'm entering a card, Dr.Gunsforhands's Jackalope is too perfect to beat. :smallsmile:

Round up the Posse 3WW
Sorcery - R
Exile target creature you control.
During your next combat phase, after attackers are declared, put the exiled creature and two 1/1 White Cowboy tokens with Flanking into the battlefield tapped and attacking. Then, attacking creatures you control get +2/+2 until end of turn.
(Whenever a creature without flanking blocks a creature with flanking, the blocking creature gets -1/-1 until end of turn.)

edit: I need to look at the spell-checker more often. :smallbiggrin:

Blue Ghost
2016-07-29, 12:55 AM
Yamata no Orochi 6GG
Legendary Creature - Hydra (M)
Reach
Yamato no Orochi can block an additional seven creatures each combat.
When Yamata no Orochi dies, return it to the battlefield transformed.
8/8
///
Kusanagi no Tsurugi
Legendary Artifact - Equipment
Equipped creature gets +8/+8.
If equipped creature is legendary, it has "Whenever this creature attacks, you may return target creature to its owner's hand."
Equip 8

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Green/Yamata%20no%20Orochi_zps2qxlwrs6.png

Passive Pete
2016-07-30, 11:56 PM
Howdy, contestants. Before I get into judging, I'd just like to say I actually had a lot of fun doing the research and looking into the stories behind all your creations, and I think the diversity in inspirations here is really cool. I tried to get a good grasp of all the stories and tales, but if there's some part of the myth that's crucial to your card that I somehow missed, I'm sorry in advance. Also Iíd like to apologize for not being clear about entries that overlap with Kamigawa cards. I was thinking about doing Celtic mythology instead to avoid that, but now Iím glad I didnít cuz there are some really neat Japanese cards here. Anyway, here we go...


EDIT1: Fixed formatting a little bit.
EDIT2: Redid basically everything except the base idea of the card. Also made it more powerful on the advice of a friend who pointed out that nobody would ever play this card as it was.
EDIT3: Advice has led me to scrap this idea. I made a new post and left this one gutted. Oh well.
EDIT4: I'm putting it back because why not. Here's the entry.

Kitsune - 1U
Creature - Fox - U
Changeling (This creature is all creature types at the same time)
Kitsune is all colors at the same time.
2/3
.


Alrighty. First things first, I definitely think you earn some points for a clean execution, as the small combination of changeling and the "all colors" shtick really completes the flavor for kitsunes in a simple and easy way. Mechanically though, it's an odd card and pretty much just that. The changeling mechanic is something that's only been seen on shapeshifters, however that could change for whatever set this card would be in. The changeling mechanic also only existed to steal tribal synergy from the other Lorwyn tribes, so we'd also have to expect that theme in the set for this card to have much of any use. And even in a set with tribal- or color-matters themes, this card is really just a body with a few hidden interactions. And that's the biggest problem here: the body. Blue always has the weakest bodies across all rarities, and would likely be getting a 2/1 for 1U instead of a 2/3. Most of the time even green wouldn't be getting 2/3s for two mana at uncommon. The one other small critique I have is that if kitsune are a race on a plane, it would be really really weird to have a card just called "kitsune." It would realistically have a class or some other tied-in theme besides its own race. Overall, it's clean and very well executed with its flavor, but other than that it's just an odd card with a not ok body.


Um...YES.


Tornado Ridin' Bill -- 2RR
Legendary Creature -- Human
R, tap, Sacrifice a land: Exile target spell or permanent. Put a +1/+1 counter or Tornado Ridin' Bill.
You may play cards exiled by Tornado Ridin' Bill. Mana you spend to play these cards counts as mana of any color.
3/3


YESSS! I was hoping someone would make this card! Pecos Bill was one of my major inspirations for this challenge actually, and you delivered a very good variation of the entry I was hoping for. Thank you for this. In terms of flavor and how the mechanics function, I think you nailed it, it really does feel and play like a crazy cowboy sucking things into his tornado and wreaking havoc about the land, so good on you for that. In terms of color and power, I think this could use some serious tweaking. The repeatable destruction, even with the land sacrifice, is hugely oppressive itself, not to mention the fact that you can steal everything you kill. Also not to mention it exiles the cards. ALSO not to mention Bill gets a +1/+1 counter EVERY TIME YOU DO THAT. Even with all the crazy OP and land attrition (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=247522) aside, Bill is still badly out of color, being able to counter spells, kill creatures, kill enchantments, and steal all these in mono red. He would at least have to be in red and blue, if not more. So I definitely appreciate the idea behind the card here, because the concept is spot on, and the design almost fits it perfectly, but it feels like a rough draft power-wise. Needs rarity, rare or mythic would work for the concept. Also room for killer flavor text. Close to knocking it out of the park though.


Billy the Kid WBR
Legendary Creature - Human Bandit R
Flash, Doublestrike
Equipment cards you own have a Quick Draw cost equal to their converted mana cost (You may cast them for their Quick Draw cost as if they had flash. If you do, they enter the battlefield equipped to a creature you control, and they are returned from the battlefield to their owner's hand at the beginning of the next end step.)
2/1

Ok. This is easily the coolest flipping way anyone could have designed a notorious gunfighter like Billy the Kid. Just the first read of the card makes me excited out of my mind to draft a Wild West set and evoke the feeling of quick drawing a weapon and dueling an enemy creature. The flavor-to-mechanics translation is perfect and the body is probably good for the cost, if a little fragile. I do have some concerns, however, about using biiiiig equipments as repeatable and abusable combat tricks, which could eventually lock your opponent out of winning in combat, especially if your dudes have double strike and other combat skills. Either quickdraw should have a higher cost, or it should be something you can't use every turn. The quickdraw mechanic in itself though is so simple, yet is has so much absolutely fascinating design space that I'm genuinely surprised I haven't seen it done. All in all, your card has me jittery to make this a real thing and actually experience the feeling of quick drawing a weapon, because this sounds so doable and so cool in Magic. This is creative, simple, flavorful, and very fun. I approve.


Markswoman's Rifle-3

Artifact-Equipment-R

Equipped creature has +2/+0 and R, T; This creature deals 2 damage to target creature or player

Equip 2

Designed and built for the legendary markswoman Annie Oakley, some say her rifles grant their holder the original owner's shooting prowess.

Pretty much the solid design I'd expect to see at a rare equipment slot in a Wild West set, would it to be made. It's probably balanced, even though that repeated ping would be annoying as hell and might win limited games mostly on its own. You could probably increase the ability cost to 1R, and the casting cost to 2. I would like those costs a little more, but it's not a huge difference. The only small clunky bit I see is that the bonus encourages attacking where the ability doesn't, but I guess that's just a gameplay choice for players, and it might actually be a good feature of the design. Itís probably too weak to make it into even standard play as is, unless there was some serious equipment synergy. I canít really think of a buff that could help it; equipments generally just donít make it into standard. But in a vacuum and from a limited standpoint, solid solid solid, exactly what I'd expect from a gun in Magic. Super neat!


Disciple of Sobek 2GB
Creature - Crocodile Shaman
Sacrifice a creature: Put a +1+1 counter on target creature you control.
Whenever a creature dies, you may pay GB. If you do, put a 3/3 green Crocodile creature token with trample on the battlefield.
2/2

Instead of going full force on a reference to a specific myth in the mythology, I'm doing a card that instead fits in line with one of the Egyptian gods, and my personal favorite. Sobek, who has many names, but most of all "He who mates while he also eats". So we have this shaman of Sobek and his two abilities that reflect those two aspects of Sobek. Eat a creature to get strong, and whenever anyone dies get in there and make a baby crocodile. He was called as such because the way crocodiles eat (fiercely rolling around and swinging back and forth to tear their prey apart) looks quite a bit like mating because look humans are just juvenile sometimes. So yeah, that's why my card does what it does.

So from my understanding, Sobek is supposed to be the "animalistic" god, generally relating to primal and feral forces energies. He's also sometimes a protective god, in the way an animal would protect its offspring. The former of these themes seems red/green to me, and the latter being white/green. However, I'm not an expert in any way on Sobek and other gods, and honestly being a nasty hungry crocodile that feeds off other creatures death seems enough to justify Golgari colors. It also fits the mechanics here. Still, I think a Gruul or Selesnya Sobek would work maybe a little better for the god himself as a character. Mechanically, this dude is a pretty full and solid green/black midrange package, with some smooth and easy synergy in abilities. GB and a creature for essentially a 4/4 croc is probably just about right for limited value, and even if it is pushing the power limit its on a relatively expensive and fragile body, so I think it's fine. I don't see the first ability being used much by itself though; it would probably be used to sacrifice a chump-blocker mid block for a tiny bit of value, or in tandem with the second ability to beef someone up to 4/4 status. Honestly, the abilities are really cool and useful, but it might take a buff to the body to make this guy even limited viable. Being rare (what I imagine it'd be) this could probably come in at 3/3 or maaaayybe 3/4, but that might push it. It feels like a crocodile, it kinda feels like Sobek, the creature as a whole package is flowing and fun... with a buff to the body this guy could lead a black/green limited archetype. Nicely jobbed.


Weighing of the Heart 1BBW
Sorcery - R
Choose a Color. Target player reveals their hand and the top card of their deck. That player loses life equal to the number of revealed cards of that color and you gain that much life.

I'm really digging this flavor. Like a whole lot. Kudos to you for thinking up this one, this is a truly original (to my knowledge) idea for Magic that could totally work and be printed and I think you almost drove it home mechanically. The way it works now certainly fits the flavor spot on, it really evokes the feeling of looking into someone's soul and passing judgement, so huge points there. I would definitely keep this concept mechanically. However the exact way it is now isn't really interactive in a fun way or actually powerful. It's a guessing game against any multicolor deck that, if you're lucky, will end in a lose 3 / gain 3 swing (or something close enough) which was a three mana effect in Shadows (one mana with madness). Against a monocolor deck in the early game, this might almost pay off, but for 4 mana with such a color heavy cost you'd expect something more than a mediocre life swing. You have options to balance this: decrease the cost (maybe 1WB or (2/w)B would be cool), or increase the damage, or my personal favorite, tack on an additional hand-effect such as targeted (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=373632) discard (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=despise). I definitely love this concept and it was close to hitting the flavor/mechanic nail on the head but it just needed a buff.


Canopic Jars (4)
Artifact - R
Whenever a creature you control dies, put an organ counter on Canopic Jars.
T, remove 4 organ counters from Canopic Jars: put a 5/5 black Mummy creature token with deathtouch onto the battlefield.

I like the idea of mummy as a distinct creature type, but I'm aware that WOTC currently disagree so if you'd prefer then read this as "zombie creature token named Mummy".

Edit: I've reworked the second ability after sleeping on it and not liking the previous version's flavour. I realised it was making some kind of weird Voltron mummy with like 6 livers or whatever. This is still a bit of a reach since it probably still comes across as cobbling together other creatures' organs, but hopefully fits a little better.



Yay! A mummy! First of all some respect for choosing arguably the most obvious piece of Egyptian folklore and doing it some mechanical justice. Personally, if I were to make an Egyptian-themed set (which I started but is now "on hold") I would have mummies be zombies, just for the sake of neat tribal synergy. There's at least one old card I can remember that has mummy as a creature type though. All in all the type is just a small nitpick that doesn't matter to me much. Anyway I'm glad you went with the "X counters for one flat-power creature" instead of "X counters for X power creature" because I feel like it works smoother gameplay-wise and is better with the flavor to have a full mummy instead of some little extra corpse parts walking around. It's right around balanced I'd say; you're almost guaranteed to get the mummy out eventually, but now I'm wondering if the wait is maybe worth a little more power. Especially since you investing four mana for a very delayed payoff. Deathtouch and menace on the mummy would certainly be powerful but might work. As is itís definitely not making it to standard play or anything else but could be a real engine in limited. It's also kind of boring for a rare and it's definitely simple enough to make it at uncommon, so I might change that. Altogether I think it's balanced and clever if a little underwhelming.

Also I believe thereís a keyword change coming up: We now ďcreateĒ tokens instead of putting them onto the battlefield.


Orision, God of the Dead 3WB
Legendary Enchantment Creature - God R
Indestructible
As long as your devotion to white and black is less than 7, Orision isn't a creature.
Whenever a nontoken creature you control dies, put a 1/1 white and black skeleton creature token onto the battlefield under your control.
5/6

Copying the Theros-style gods with vaguely similar names to their mythological counterparts, of course.

Ayyy I like that you're continuing with the name shtick. That was one of my favorite parts of Theros :smallbiggrin:. So what we have here is another white/black Theros god, with a strangely familiar name (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=373589). Yeah that's just a little goofy nitpick, but flavorwise it kinda demonstrates how uninspired this whole card feels. The enchantment effect itself, putting tokens onto the battlefield (and by the way, we "create" tokens now, we don't put them onto the battlefield) is very underwhelming, both for a five mana in two colors, and for an effect tied to a god. If a card is supposed to represent a god, I think it should be telling both players "Hey! I'm kinda a big deal!" not really "Hey... I'm gonna generate a couple of chumps this game but that's kinda it." This couldn't be used in a token deck, cuz then the effect wouldn't trigger, and it couldn't be used in a non token deck cuz itís simply not generating enough value. It's definitely a threat when you get your devotion up, but I always found that god-becoming-a-creature thing to be more of a win-more effect. So yeah, the card works for sure, but it's kinda weak and doesn't feel like a god should. And I mean, I hate to say it but the whole god design format you used has been done 15 times before. No creativity points.


Divine Wind 3WW
Instant- R
Destroy all attacking creatures.
Flashback- 3WW
The Kalbul had turned their eyes south, but just as all seemed lost, the kami breathed out.

I was very surprised to learn this effect has, as far as I searched, never been done before. Retaliate seems the closest thing. I waffled between 4 and 5 mana for this for a while before deciding on 5, since this is almost always gonna be better than Retaliate.

Not quite mythology, but a reference to the legendary kamikaze storms which saved Japan from the Mongols twice.

Yeah, not quite mythology, but I see the inspiration so it passes for sure. :smallsmile:. Although to be fair, most flavor for white spells is "a god wanted this to happen so it did." That aside however, for some reason this really does feel like a god waving their hand and saying "yeah... no." I like that. So anyway, this spell is annoying as hell to play against, which is saying a little bad about the design but not too much. The first cast of it can potentially be a one-sided wipe for 3WW if an opponent tries to all out you, and even worse, once it's in your graveyard, the rest of the game goes on with your opponent too scared to attack with more than one creature, and you stalling until they try to swing big (which they never will). That is the little problem I have with this card. Not only can first cast change the game entirely for 5 mana, but as long as itís in your graveyard it takes away a lot of freedom and fun from the game. It's definitely powerful, but I don't think it really needs a nerf, just a mechanical concept tweak. Your card is for sure unique in it's overall concept though, so points for that.


I mean, there's a real cost to having to spend mana as a sorcery. Your opponent does have the advantage of knowing the cards in their own deck, presumably.

Showdown R
Sorcery R
Reveal cards from the top of your library until you reveal a nonland card, then target opponent does the same. Showdown deals damage equal to the converted mana cost of the card with the highest converted mana cost revealed in this way to the player who revealed the card with the lowest converted mana cost revealed in this way. Then each player puts each card he or she revealed this way on the bottom of his or her library in a random order.
"Draw!"

This right here is the other reason I wanted to do a Wild West challenge. It just feels like the Wild West when you play it. I've honestly never been more satisfied with one word of flavor text :small tongue:. So yeah, truly brilliant gameplay idea, but I don't think the way it plays in real life exactly fits the vision. This card is obviously meant for burn decks, there's not really a place for it anywhere else. And unless we're counting Cheeri0s (http://www.mtgsalvation.com/forums/the-game/legacy-type-1-5/developing-legacy/181908-deck-cheeri0s) as a serious deck type, burn usually has the tiniest curve of all decks, meaning you're sadly always gonna lose the clash to midrange or control or really anything but zoo. It is just one mana yes, but even that's too much when the only effect is you taking 2-3 damage to the face. There's definitely a hilarious and fun Wild West red card in this design space somewhere, and you're onto something awesome, but it just doesn't work like this. I think it would work better to have a positive effect no matter who wins, then an additional effect if you win the clash. A shootout card mechanically similar to Lash Out (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=247301) would be neat. Overall, this is my favorite design space in Wild West: the Gathering and I'm glad you started to explore it.


Yuki-Onna 2U
Creature - Spirit U
Flying
2U: Prevent all combat damage that would be dealt to or dealt by ~ this turn, then tap all creatures blocking or blocked by ~. Those creatures don't untap during their controller's next untap step.
2/1

So, from what I know, Yuki-Onna is a female spirit that floats around and scares the bejeezus out of people and can turn into a cloud when threatened. She's also closely associated to snowstorms and winter in general and has frost breath (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220284). This is all very blue, so good choice there. As to the Kamigawa version, I have no idea how that design is supposed to add up to that spirit creature. You for sure did a much better job in uniting the flavor and mechanics. I think this card is finely balanced, being a standard blue flyer who has some really fun defensive abilities, but as the game turns to late game and you're gonna have the three mana open every turn, this turns into a very powerful blocker, which isn't a huge deal, but the "doesn't untap" clause can really lock down your opponent offensively. I don't think it's crossed the line into too oppressive or hard to grok though, so that makes this a beautifully executed flavorful creature that really opens up a heck ton of strategic options to it's controller and adds something cool to the game. I love the flavor and gameplay feel here.


The House of Bast
Land, Rare

T: add 1 to your mana pool.

T: add W,G,R or 2 to your mana pool and use it to put a Cat on your battlefield. . You may only use this mana to cast Cat spells.

"Temples there are more spacious and costlier than that of Bubastis, but none so pleasant to behold." -Herodotus

Edited as per helpful peeps below!

Yeah, it's a tribal land. It works. At first glance it seemed a little and unexciting but now I'm actually really hyped up about cat tribal in an Egyptian set. This is inspiring. But yeah mechanically, it's not really "pushing" what lands can do or whatever... it generates mana for cats and that's it and that's cool with me. I like the simplicity and the flavor. I don't know what else to say. Except that I love cats so 1,000,000 points to Gryffindor.


Jackalope G
Creature - Elk Rabbit U
Stores in Douglas sell jackalope milk, but The New York Times questions its authenticity on grounds that milking a jackalope is known to be fraught with risk.
- Wikipedia
2/1

Okay, hmm... a lot going with this one so let's break it down. In a draft/limited environment that's anything like the SoI or EMN or Origins or any of the recent sets, this is definitely gonna be a strong uncommon pick for a green/red or green/white aggressive archetype, as in the early game it can provide a solid face-beatdown to get the damage started, if you can get it out on turn one. Then as the game turns to the mid-game in turns 4-6, it's high power will allow it to trade upwards into whatever medium-sized threats your opponents dropped on turns 2-3. To make up for this early-mid game power it obviously becomes a terrible top deck once your opponent develops a real board state. However if an aggro deck hasn't won by that point, it probably does deserve whatever comes for it. There was a card much like this (even same rarity) printed in Eldritch Moon that I think could serve as a balancing point. Kessig Prowler (http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=414464) is a 2/1 for G that provides the same early game presence but also can serve as an alright top deck in the late game by playing it and immediately flipping it, or if you played it early and it survives the early game you can flip it later to upgrade your board to a mid game level of strength. You could pass Kessig Prowler off as an example of power creep, as plenty of vanilla 2/1s for 1 have been printed in the past, but I think Kessig Prowler is a good example of WotC designing an early game aggro card that isn't a completely dead draw in the late game. And although this card could benefit from a more utility ability that makes it more than a turn 1 beater, I think you'd also be able to argue that it is fine as it is. As it is though, the only other place a 2/1 for 1 could find itself useful besides fast aggro decks in limited would be a tribal aggro maybe played casually or in standard, however at this point in time there have been no Elk or Rabbit synergy cards printed, so Jackalope will be forgotten about as soon as the next limited format starts, unless it had more recognizable tribal tags like Soldier or Warrior, although I can see how adding those tags to the card would break flavor. Maybe an Elk Rabbit Ally would work, and give this creature more meaning. As I said earlier though, as a vanilla 2/1 for 1 it is neither underpowered nor overpowered, and I have no problem with it. Absolutely beautiful simplicity. I love it. :smalltongue:


El Naddaha 3UU
Legendary Creature - Djinn R
Defender
U: Target creature attacks you this turn if able. Activate this ability only once per turn.
5/6

Wikipedia article that serves as necessary context. (https://en.wikipedia.org/wiki/El_Naddaha)

I have an alternate UB design thought up, but I think El Naddaha being monoblue fits better flavorwise.
(Alt design: Cost to 2UUB, add deathtouch)

So let's see. El Naddaha is a spooky spirit that lives by the Nile, that charms and hypnotizes men into coming with her, and then she drowns/eats the chosen victim. The hypnotizing is certainly a blue thing, as is the whole deception shtick. One could argue that the dark and violent parts of the creature could make it blue black, but I think monoblue fits it better mechanically, as you've proven. The added deathtouch takes away from the fun of luring in something weak, as you can just lure anything and kill it no matter the size. It's a good design, probably doesn't need to be legendary, and feels very blue. I can see the cheapness and power of the activated ability really shutting down an opponent's ability to control their own board late game though, which takes away a certain amount of fun from the game, which is no good. You could try to fix this by adding a rule making El Naddaha block the targeted creature, or increase the cost, or have a cap on the number of times it can be used. I absolutely love the way this creature feels like you're drawing creatures in, so you can drown them or whatever dark things you're gonna do, but the current state feels a liiiiittle unhealthy. The body seems balanced enough for blue, I guess. It's disappointing to have a 5/6 that can't attack but that's how blue bodies go. Good flavor though and good job. :smallsmile:


Champion of Anubis 4WB
Creature - Human Warrior R
Lifelink
Whenever a card enters a hand or the battlefield from a graveyard, Champion of Anubis deals damage equal to its power to the card's owner.
Whenever a creature dies, put a +1/+1 counter on ~.
Those who interfere with the grave will be put into one.
4/4

More great Egyptian flavor. The idea of "protecting the dead and keeping them dead" seems like it hasn't been featured in Magic, and personally I would've had no ideas how to feature that idea on a card, but you did a very good job with that flavor, maybe at the cost of making your card niche. A swiftly growing 4/4 lifelink for 6 mana is definitely a limited bomb, and would be fun there. How much the first ability is used will range from "not at all" to "that one time" depending on what the set is like. Now that I think about it though, there is a lot of good design space with graveyard recursion sets. I'll have to look into that. :smalltongue: Outside of limited, I can't see where it'd be played in standard or modern, but I can see this guy shining in multiplayer games. I don't play Commander, but there seems to be enough recursion and shenanigans in that format that this guy might actually use it's ability a few times a game. Now I'm thinking it's actually a little less niche than it seems. And actually it's still relatively solid without the first ability, so overall this card is tight. Good job making a complete package. I still see this card's main use being pissing my friend that plays mono black with playsets of Animate Dead and Recurring Nightmares. Hehe.


Gunslinger's Pistols 1R
Artifact - Equipment (R)
Flash
You may equip ~ any time you could cast an instant.
Equipped creature gets +2/+0 and first strike.
Equip 2


Into The Sunset 2RW
Enchantment (MR)
When you win the game, you may exile a creature you control. If you do, return it to the battlefield just in time to dramatically save the day in the next game you play.
"Well if he just settled down, we wouldn't have any sequels now, would we?"


Hmm. Another take at the "quickdraw" Wild West trope. I gotta say, Billy the Kid is a hard design to beat, but this actually provides an equally cool shootout feel if you don't have the room in your set for an entire devoted equipment theme. I guess it goes down to personal preference on that. I think I'd like to see it at uncommon, just so the quickdraw guns could be more widespread throughout the set, and also it's simple enough to be one. Other than that this is actually pretty powerful for a 2 drop equipment, but it's definitely not breaking anything, especially since it can only be played in red. I feel like I'm supposed to criticize you for making a colored artifact, because most people would say that colored artifacts are only ok for very specific flavor reasons, but personally I think it just opens up so much cool design space so I am 100% fine with it. Clean, fun, balanced, and evokes the Wild West feel. Thumbs up.



Sheriff's Bounty W
Sorcery- U
Destroy target creature with menace.

I'm gonna be honest with you. I first looked at this card and I thought to myself "not gonna work. This is waaaaaayyyyy too narrow and it would never pay off," and actually I still do think it's possible targets are far too narrow to make this a printable card, but now after pondering it for a while, I think you're seriously onto something genius with white flavor and white removal. White gets power 4+ removal, because slaying wicked beasts is in white's flavor, but now I'm thinking to expand on that idea, cards similar to this one could be made. Keywords usually show up on nasty wicked beasts, which white doesn't like, so I'm starting to think a version of you card like this

Sheriff's Bounty W
Instant U
Destroy target creature with menace, deathtouch, trample, or skulk.

could be viable. Or something like that. Like I said earlier, what you have now is too conditional of removal to be real, even for white, but what you were getting into was actually very very creative. You were expanding white in terms of mechanics and flavor and that's really cool. Your card is inspiring and you get huge creativity points. I would definitely include a card like this in my Wild West set.

Paul Bunion 4WG
Legendary Creature - Giant - R
Trample
When Paul Bunion enters the battlefield put a 4/4 legendary blue ox token with trample named Babe onto the battlefield under your control
If Paul Bunion blocks or becomes blocked by a treefolk creature, destroy it and put a +1/+1 counter on Paul Bunion
5/5


Not western American folklore, but certainly in the spirit of it

Yes, certainly in the spirit of it. The card is simple enough, six mana for huge value in bodies, probably a little too much value. Babe should go down to 3/3 or Paul should go down to 4/4. Or both. Beyond the bodies is the conditional treefolk which makes me chuckle but is sadly too conditional for me to consider it part of the card. Altogether it's simple and almost balanced and funny, if a little boring.


Takehime, Grace in Bloom (U/G)(U/G)
Legendary Creature - Moonfolk M
Hexproof
At the beginning of your upkeep, you may pay (U/G)(U/G). If you do, put a token on the battlefield tapped that's a copy of target basic land you control. Then if you control eight or more lands, transform ~.
0/2

//

Takehime, Heir to the Moon {UG}
Legendary Creature - Moonfolk M
Flying, Hexproof
(U/G), Tap an untapped Moonfolk you control: Put a token onto the battlefield that's a copy of target land.
Whenever a land enters the battlefield, you may gain 2 life.
3/5


This is basically my version of Kaguya-hime. MtG's concept of wealth appears to be life gain now, but this card uses it as a literal long life/immortality mechanics, with ye olde land ramp representing wealth. Giving Land tokens seems U/G enough, mechanically works well with Moonfolks, and thematically gives a "moon/reflection" motif.


Okay, so after some research I think I got a decent idea of the folk tale here. I think you're right in that lands and life are good signs of in-game wealth, especially in this card. The design concept is cool, and I like the way it fits the "transforming into a princess" theme in the original story. The mechanics of token lands themselves are very hard to judge, as MtG hasn't even touched on that design space, and after this many years of the game, I think that's probably for the best. Magic has gone on for so many years without even considering implementing token lands that at this point if they did I think it could really throw some things off. Not too majorly though. Theoretical token land shenanigans aside, the ramping abilities are pretty neat, but I'm not sure I like how the second one plays out. Essentially every turn you can generate a new land for every Moonfolk you have by using the new token land to tap for the ability cost. This bloom of lands would be fine as a one time thing, but every turn could really blow a deck up into the late game with some 1000/1000 hydras or something. The biggest problem here though, is that you can cast this for blue only. That does not work out, as blue gets the least mana acceleration in the game. Actually, the whole card could be monogreen if not for the flying. I'd make it blue/green or monogreen and lose the flying. The land abilities and transformation concept are good ideas, but there's still some fine tuning to be done.


I'm not sure why I'm entering a card, Dr.Gunsforhands's Jackalope is too perfect to beat. :smallsmile:

Round up the Posse 3WW
Sorcery - R
Exile target creature you control.
During your next combat phase, after attackers are declared, put the exiled creature and two 1/1 White Cowboy tokens with Flanking into the battlefield tapped and attacking. Then, attacking creatures you control get +2/+2 until end of turn.
(Whenever a creature without flanking blocks a creature with flanking, the blocking creature gets -1/-1 until end of turn.)

edit: I need to look at the spell-checker more often. :smallbiggrin:

Clever idea. I'm really loving the concept of a white card that rounds up a gang of token cowboys, and this is almost exactly how I'd do it but it just has some awkward mechanic bits. The exiling part is iffy. On one hand, I love the flavor: you're sending out your lead cowboy to literally round up the posse, and you get the fun interactions of a blink effect, but it just seems messy and clunky to have a blink effect tacked onto a token generator. The other awkward part is the flanking. I do have to say this is the most flavorful use of flanking I've seen in Magic; I can picture the two cowboys riding down a criminal on either side, but flanking has been discontinued as a mechanic because its simply too boring. So all in all this card is a blink, with a token generator, with an anthem, all at once. Usually this would be disgustingly clunky, but somehow I'm ok with it. It all fits an aesthetic. Replace the flanking with first strike and I'm sold.


Yamata no Orochi 6GG
Legendary Creature - Hydra (M)
Reach
Yamato no Orochi can block an additional seven creatures each combat.
When Yamata no Orochi dies, return it to the battlefield transformed.
8/8
///
Kusanagi no Tsurugi
Legendary Artifact - Equipment
Equipped creature gets +8/+8.
If equipped creature is legendary, it has "Whenever this creature attacks, you may return target creature to its owner's hand."
Equip 8

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Green/Yamata%20no%20Orochi_zps2qxlwrs6.png

So Yamata no Orochi is a pretty much a hydra from Japanese mythology with eight heads, and the equipment is a sword that was found... inside the hydra? Swords in stones, swords in hydras, I don't get it either. So, clever design using the eight-headedness of the hydra to let it block that many creatures and have that much power/toughness. I like gimmicky designs like that. Even better though, your design isn't gimmicky in a bad way. This is a simple and cleanly executed design that still evokes the feeling of an epic legend. Very nice. Honestly it feels pretty disappointing to ramp up to eight mana to play and 8/8 that is encouraging you to use it defensively, but I guess the design wants you to bring down a lot of creatures with it so you can get the flipside. The whole design flows flawlessly. The other nitpick I'd have is that it seems a little off to have a bounce effect in green, but it's a badass sword of legend so I'll let it pass I guess. The whole thing could honestly probably be more powerful given that it takes eight mana, AND you have to somehow kill an eight toughness creature to get use of the equipment. One way would be to lose the "if equipped creature is legendary" line. I get that it's cooler for flavor, but it'd be cooler for gameplay to get that effect out of any creature you have. So yeah very cohesive design, and could maybe use a small buff given that it's mythic. I'd loooove to through it in a green ramp deck for fun. I appreciate this card.

Delicious flavor all around this week guys, and congratulations to everyone for really wowing me and giving me a great time judging. I can't wait til next time. Without further adooooo...

3. LaZodiac with the Killer Croc himself Disciple of Sobek! Mechanically this card seems like a lot of fun to play with and it really had a lot of strategy to it for such an easy and clean design. All it needed was a buff.

2. Blue Ghost with Hydra/Sword dude! (Yamata no Orochi) You did the best job this week of really making something feel epic and like a piece of myth. Very fun.

1. The only and only Mystic1110 with Billy the Kid! In all the contest no one was able to channel the feeling of the setting quite like you. After seeing your card all I could think about was the feeling of having a quickdraw shootout with an opponent in Magic. The ability was creative and the creature itself was colored and designed just right. Congrats! *fires guns in air*

I'm ready for your challenge!

LaZodiac
2016-07-31, 12:34 AM
Congrats to the winner!

Concerning Sobek's colour identity: This is something I actually quite like to think about. There are so many different interpretations of the gods in their own mythology, three different people could make three different cards that all feel like Sobek. Although he IS a protector god and god of the nile, the important thing to remember is that the Nile flooded a LOT and murdered the **** out of many many people. It was their protector but also their tormentor. They needed to live close to it to live, but it's flooding was so bad it would destroy them. Thus why I feel Golgari works best colour wise. He is a protector who protects by slaughtering foes, and the embodiment of his being, the Nile, is a cycle of life and death made manifest. It gives life, and takes it away.

I was also specifically going for the flavor given from the title "he who mates while he also eats" which feels fairly Golgari-ish as well, representing a sort of messed up ouroboros of life and death intertwined. That being said it could be seen as Red Green as well, and some of his tendancies do match those colours as well. Honestly I think if I made an out and out Sobek card, I might make him RWGB. He has no blue in him at all, but you can see so many shades of the other colours in him. I could see it working out nicely.

Beelzebub1111
2016-07-31, 04:01 AM
Funilly enough, my first concept for weighing the Heart had a discard effect, but I dropped it for being a bit too powerful (It had the player discard all cards of the chosen color instead of life loss/life gain, I felt the new mechanic was cleaner)

TurboGhast
2016-07-31, 05:32 PM
@Passive Pete With your critique of my card, did you mean permanent limit on how many times it can be used, or a per-turn limit? The card's already limited to once per turn usage, and you need Mirror Gallery (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74555) to get around that limit because it's legendary.

mystic1110
2016-07-31, 06:35 PM
I won?! Yay!

So . . . I just came back from my very first chess tournament so the next challenge is to: Make a card that references playing a game of Chess or a particular chess piece or strategy in the mechanics or flavor.

Sgt. Cookie
2016-07-31, 08:14 PM
Capture the Enemy 2G
Enchantment - R
At the beginning of combat on your turn, you may have target creature you control fight target creature you don't control. You may do this once for each creature you control or for each creature your opponent(s) controls, whichever is lower.
Creatures you control that have fought an opponent's creatures cannot attack this turn.
Rule one: Capture the enemy's pieces...

LastCenturion
2016-07-31, 08:20 PM
Here's a few. I'll pick and mark one later.


En Passant - 1GG
Instant - MR
Target blocking creature you control has protection from creatures until the end of combat. If the creature it is blocking moves to the graveyard this turn, exile it instead.

Checkmate - 8
Sorcery - MR
You win the game. Cast this spell only if you have either more creatures on the battlefield than your opponent or more life than your opponent, and either more cards in your library or your hand than your opponent.

Play as White - 0
Sorcery - R
You may cast this spell only before the game begins, after you have drawn your hand.
Restart the game. You go first.
A deck may only have one copy of this card.

E4 - W
Sorcery - C
Place a 1/1 White Pawn creature token with menace and indestructible onto the battlefield.
If you have two or more lands on the battlefield, you must pay WW as an additional cost to cast this spell.

Promotion - 7R
Enchantment - Aura - R
Enchant token creature.
Enchanted creature has +5/+5, Menace, and can block an additional creature per combat.
Devoid - (This card is colorless)


I'll add more as I think of them.

Play as White is silver bordered, I think. I'm almost positive it would be banned in all formats, like most cards that cause another game to start. (http://gatherer.wizards.com/Pages/Card/Details.aspx?printed=true&name=shahrazad)

Picked none of them and made a new one on the next page.

Djinn_in_Tonic
2016-07-31, 08:51 PM
Fortified Castle -- 2WW
Creature -Wall [R]
Defender
Planeswalkers you control are indestructible.
0/5
Protect the King!

Sgt. Cookie
2016-07-31, 09:21 PM
To be fair, Centurion, with the restrictions on Play as White, it may as well be "Counter opening hand effects and then you go first".

LastCenturion
2016-07-31, 09:27 PM
I'm unfamiliar with that term, "opening hand effects." Can you explain?

Fable Wright
2016-07-31, 09:28 PM
Capture the Enemy 2R
Enchantment - R
At the start of combat on your turn, you may assign attackers to an opponent's creatures directly, but they may assign blockers. A creature that has been assigned an attacker cannot block this turn. (Creatures that have been assigned attackers are not blockers. As such, any effect or ability that applies to a "blocking" or "blocked" creature, such as Trample, does not have any effect.)
Rule one: Capture the enemy's pieces...

Word of advice:

This is incredibly confusing, breaks the rules of the games in ways that have no precedent, rules support, and would require major rulebook changes to facilitate. It generates headaches in places such as 'does my attacked creature deal damage to its attackers?', casual balance concerns along the lines of 'wait, all your 1/1s attacked my creatures and don't take any damage, and I can't do anything about it', and judge headbangers when an attacked creature is regenerated and there's double strike involved (or really any situation with 'removed from combat' involved).

Consider instead literally anything else. Barring that, try turning combat into activated abilities when used this way. For example, "During combat on your turn, creatures you control have {T}: (Either deal damage to target creature equal to power or fight target creature) and creatures you don't control have {0}: The next X damage that would be dealt to this creature is dealt to another target creature you control instead, where X is that creature's toughness." Or all damage is dealt to the other creature, or however you want to model it. Or make the card explicitly silver-bordered.

This is an idea people have often played with, and it has never worked out. Just saying, as an early word of caution. This path only leads to madness.

Dr.Gunsforhands
2016-07-31, 09:33 PM
Games With Death 1BB
Enchantment - R
Whenever a nontoken creature you control dies, clash with an opponent. If you win, return that creature card from your graveyard to your hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Bait Out 2R
(A woman in regal gold-and-black garb angrily kicks over a straw-stuffed white pawn with a crude smiley face drawn on it. A bunch of Boros-looking types with crossbows have already surrounded the area and taken aim at her.)
Instant - U
Target creature attacks this turn if able. Other creatures with the same controller can't attack this turn.

Heir's Prison 2W
Enchantment - Aura U
Enchant Creature
Enchanted creature has indestructible and can't be sacrificed.
Enchanted creature can't attack or block.

Flustering Cheat 2U
Creature - Human Wizard Rogue R
Spells you cast when it's not your turn cost 1 less to cast.
Activated abilities you activate when it's not your turn cost 1 less to activate.
2/2

Queen's Bishop 1B
Creature - Human Cleric C
Intimidate
Queen's Bishop can't block creatures that are not artifacts and/or black.
2/2

King's Bishop 1W
Creature - Human Cleric C
Intimidate
King's Bishop can't block creatures that are not artifacts and/or white.
2/2

Nozdormu, the Speed-Chess Player 6RR
Legendary Creature - Dragon MR
Flying
At the beginning of each player's upkeep, any of that player's opponents may start a 30-second timer. The timer counts down only while the current player has priority. When the timer runs out, end the turn.
8/8

TurboGhast
2016-07-31, 10:04 PM
Promote to Queen 2GG
Sorcery - U
As an additional cost to cast ~, sacrifice a token creature that dealt combat damage to a player this turn.
Create a 8/8 green Human creature token.

(I know this has the same name as someone else's card, but LastCenturion isn't necessarily going to use that one. If somebody has an alternate name, feel free to tell me.
EDIT: Nevermind, thought of an alternate name. It even fits better because this isn't a modal card.

The reason this isn't a modal card that lets you promote into other things is because I think that might lead to an overcomplicated card for not enough benefit to gameplay.

The creature type is a kludge, willing to take alternate ideas for it.)

LastCenturion
2016-07-31, 10:22 PM
I think the official terminology is "put a token onto the battlefield that is..."