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Warmatt
2016-06-09, 08:28 PM
A nice little deathtouch, that makes your other potential small fish really nasty, and fits the 'should not eat' theme it has.


Billy, War Shepard 2W/R
Legendary Creature- Human Shepard R
Goat creatures you control have +1/+1
W- Place a 0/1 White Goat Creature Token into the battlefield
R- Goat creatures gain +X/+X and Haste until the end of the turn. X is equal to the number of Goats in play.
"He leads his flock to victory. Lets see those wolves try anything now....."
2/2


Next challenge, a Badass Zombie Apocalypse Survivor

r2d2go
2016-06-09, 09:36 PM
Edit: Ninja'd. I'm not feeling particularly inspired by the new challenge, so go ahead and skip me.

It's really strong in a fish-sacrifice deck, which I assume is a thing if this card is being printed. Now, if it's not and this is just a funny thing being printed, then... uh... Wizards doesn't print funny things for the sake of their silly existence very much. Making it a Merfolk would help, and then it'd just be a regular ol' Merfolk lord that slightly shores up a classic merfolk weakness - direct combat. Then, it seems like a good card.

When a recent set has Madness, it's on everyone's minds. Especially for cards with flavor that could represent something from that sent (e.g. Lamb and Wolf being death-spirits sounds Innistradian enough), it's pretty reasonable to comment on Madness. On the other hand, something like "Akroan Recruiter"... not so much. Considering there's only one instance of Madness in the past two pages, I think we're okay.

Goat Man 1WW
Creature - Human Druid U
W, T - Put a 0/1 white Goat token onto the battlefield.
B, Sacrifice 5 Goats - Transform ~.
"Me? I'm just a humble farmer."
2/3

Man Goat (White/Black Color Indicator)
Creature - Human Goat U
Vigilance, Deathtouch, Lifelink
"But I could become so much more."
3/5

Challenge: Another goat. Or, another defensive card.

Fortuna
2016-06-09, 09:50 PM
@Warmatt: I think it's too good. I'm assuming the mana cost is 2{W/R}, so you play this turn three. Turn four you make three goats and give them all +3/+3 and haste, swinging with three 4/5s - twelve hasty power, plus whatever you had on the board, on turn four. Even if your opponent is able to block and kill them all, you just bounce right back with the same again, or four 5/6s if you found another white mana. In Limited it's a game-ending topdeck - not eventually, but immediately, coming out with that twelve power if you have seven lands, or twenty if you have eight, and it's all disposable and renewable so you don't have to worry about any but the most absurd board stalls. And, for an extra kick in the teeth, those goats make really good blockers. Really, this needs to tap to make its goats. You could even give it haste to let it make a goat when it comes down, but it can't make unlimited goats per turn.

Grizzled Survivor 2BB
Creature - Human Warrior U
When Grizzled Survivor becomes the target of a spell or ability, you may sacrifice another creature you control. If you do, counter that spell or ability.
3/4

@r2d2go: It's very silly. And doesn't seem very good, honestly. Probably printable with less silly flavour - I would be inclined to make the flipside a vampire.

Giant Mutant Stargoat 5RR
Creature - Goat MR
At the beginning of your end step, each player sacrifices a land.
7/7
Devourer of worlds.

Challenge: Make another sci-fi creature, and another stereotypical protagonist. Which is to say, make a stereotypical sci-fi protagonist. (Sci-fi can be interpreted a bit loosely - zombie apocalypses, cyberpunk, space opera, whatever)

Dr.Gunsforhands
2016-06-09, 10:53 PM
Grizzles is okay. I'm not sure how much effort an opponent is going to spend to get rid of a simple 3/4 in the first place, but an opponent would certainly rather remove it than a self-recurring 1/1 or something.
Stargoat is... appropriately costed. The way it can end the game with land destruction sound a little creepy, but by the time it pops out the game is going to end soon anyway.

Smash Lampjaw 3RR
Legendary Creature - Human Barbarian MR
Trample
Discard a card: Smash Lampjaw gets +1/+1 until end of turn. Draw a card at the beginning of the next end step.
3/3

Challenge! Pod people! Make something that either replaces a creature or copies it, 'incorrectly.'

r2d2go
2016-06-10, 04:29 AM
Grizzles is okay. I'm not sure how much effort an opponent is going to spend to get rid of a simple 3/4 in the first place, but an opponent would certainly rather remove it than a self-recurring 1/1 or something.
Stargoat is... appropriately costed. The way it can end the game with land destruction sound a little creepy, but by the time it pops out the game is going to end soon anyway.

Smash Lampjaw 3RR
Legendary Creature - Human Barbarian MR
Trample
Discard a card: Smash Lampjaw gets +1/+1 until end of turn. Draw a card at the beginning of the next end step.
3/3

Challenge! Pod people! Make something that either replaces a creature or copies it, 'incorrectly.'

This seems a little too much like a better version of "~ gets +1/+1 for each card in your hand". Especially since the draw a card isn't tied to Smash himself, but rather a delayed trigger as part of the ability. I'd like it if it were something like "Exile a card in your hand: ~ gets +1/+1 until end of turn", and then "You may play cards exiled with ~". That way it's not just a huge, undercosted, unlimited looting dude.

Reincarnation Engine 4
Artifact - R
Whenever a creature dies, its owner reveals cards from the top of their deck until they reveal a creature. They may cast that creature for its cost, reduced by the mana cost of the dead creature.

Challenge: Another way to get card advantage. Or, another symmetric effect. Bonus points for both.

Sgt. Cookie
2016-06-10, 04:44 AM
You forgot to mention what happens to all the NON-Creature cards. Usually they're put on the bottom of the library. Aside from that, though, I dislike that you HAVE to get a new creature, as an optional effect, it works a LOT better. It's also too cheap for its effect, IMO. You'd probably be better upping the cost a little.


Darman, the Mad Wizard 2UU
Legendary Creature - Human Wizard MR
When Darman, the Mad Prophet enters the battlefield, chose an opponent.
Whenever the chosen opponent draws a card, you may draw a card. If you do, discard a card.
If the card is an Instant or Sorcery, you may reveal it. If you do, it costs 2 less to cast until end of turn.


CHALLENGE TIME! Make a mono-coloured enchantment with an off-colour effect.

Dr.Gunsforhands
2016-06-10, 09:37 AM
Yeah, okay. The last ability feels really clunky; I think you're looking for something starting with, 'reveal the top card of your library,' and ending with, '2 less to cast this turn.' The black version of this card would probably cost you life rather than discarding or making you pay part of the mana cost, but it occurs to me that you probably used B for blue by mistake, in which case this feels a little better.

Strand in the Clouds W
Enchantment - Aura U
Enchanted creature has flying and defender.
Enchanted creature can't block creatures without flying.

Stuck in a Tree G
Enchantment - Aura U
Enchanted Creature has Reach and Defender.
Enchanted creature can't block creatures without flying.

Challenge! Make a creature with reach?

Sgt. Cookie
2016-06-10, 10:22 AM
...Yes. I did mean Blue.

Jormengand
2016-06-10, 11:32 AM
Too powerful in either colour: it's a 1-mana removal against anything which doesn't do anything but attack and block if you have no flyers.

Valiant Protector 2G
Creature - Human Soldier U
Reach, Defender
7/1

Next: Another creature with at least 6 difference between its power and toughness.

Blue Ghost
2016-06-10, 12:55 PM
Fine design, but green seems to be the wrong color for a 7/1 defender. Would make more sense in red or white. It could have flying instead of reach in those colors to avoid color pie breakage while remaining functionally the same. Why does a human soldier have reach or 7 power? Flavor does not sense make.

Fortress Walls 3W
Creature - Wall (U)
Defender
Fortress Walls can block any number of creatures.
Fortress Walls must block all creatures it can block.
0/8

Next: An undercosted creature with a drawback.

Ealon
2016-06-10, 01:32 PM
Fine design, but green seems to be the wrong color for a 7/1 defender. Would make more sense in red or white. It could have flying instead of reach in those colors to avoid color pie breakage while remaining functionally the same. Why does a human soldier have reach or 7 power? Flavor does not sense make.

Fortress Walls 3W
Creature - Wall (U)
Defender
Fortress Walls can block any number of creatures.
Fortress Walls must block all creatures it can block.
0/8

Next: An undercosted creature with a drawback.

I like it. 0/8 is normally hard remove, but if the game stalls out (which it might with a 0 power creature on board) you can just swing in and finish it. The toughness value could be argued to be 6 or 7 but for a concept card, I like.

Maddening Nighthawk 2BB
(Picture of a vampire with some extra appendages and has been twisted in form. Art's focus of attention is a trio of yellow eyes staring at you.)
Creature - Vampire Horror R
Lifelink, Deathtouch
At the beginning of your end step, discard all the cards in your hand, then draw that many cards minus one.
"The more you look at it, the more normal it looks"
5/5

Make a card that has an activated ability. Bonus points if the ability can only be activated from the graveyard.

Sgt. Cookie
2016-06-10, 02:06 PM
So... because I decided to employ the services of Cthulu Vampire, I have to pay the horrific and terrible price of:... drawing extra cards. How is this a drawback, exactly? Because the card draw will hit 0? "Oh, no! I have to put a card I can't currently play into my graveyard! Oh woe is me! If only Black were renown for its graveyard recursion! ... Wait, this card has Madness. Neat."



Entombed Mummy 3B
Creature - Zombie Mummy R
Entombed Mummy enters play with 4 +1/+1 counters.
+1/+1 Counters remain on Entombed Mummy as it moves to the graveyard. (But are lost if it goes to any other zone, such as exile.)
Exile Entombed Mummy from your graveyard: Place a number of Black 1/1 Zombie Tokens onto the battlefield equal to the number of +1/+1 counters on Entombed Mummy.
0/0

Jormengand
2016-06-10, 03:40 PM
Impossible in paper magic, I'm afraid. You could just have it put (black) 1/1 (token) zombie (creatures) onto the battlefield when it dies, or you can have you choose whether to exile it or not... also, is the nonexistent mana cost (so you have to cheat it onto the battlefield) deliberate?

Nameless Challenger 2UU
Creature R
Truenamer - Whenever you name a card, you may search your library for a card with that name, reveal it, and put it into your hand.
"..."
3/3

Next: Another creature with no creature types.

Sgt. Cookie
2016-06-10, 03:51 PM
*Sounds of repeated facepalming that can be heard from really far away.*

That being said, the counter thing was inspired by Skullbriar, the Walking Grave which retains its tokens regardless of zone, so there's certainly precedent.

Warmatt
2016-06-10, 04:42 PM
So, how exactly does Truenamer function? Or rather, when do you get to name things?


HIM! 4CC
Legendary Creature MR
Deathtouch, First Strike, Shroud
Creatures your opponent control lose Indestructible and Regenerate. When a Creature your opponent controls would be put into the graveyard, Exile it instead
"Some say he is vengeance itself, others the Incarnate of the End of All Things. His victims just all him HIM!'
2/1

Next challenge; An Avatar or Incarnate of a force of Nature/Reality.

Jormengand
2016-06-10, 05:52 PM
So, how exactly does Truenamer function? Or rather, when do you get to name things?

Whenever you use the "Name a card" ability of one of these (http://gatherer.wizards.com/Pages/Search/Default.aspx?text=+[%22Name%20a%20card%22]) cards.

Warmatt
2016-06-10, 05:57 PM
Ah, in that case, it is an excellent little tutor card, that you can leverage for a wide number of cards, or at the very least, can help you get just what your looking for.... and if it denies it to ze foe, so much the better!

Blue Ghost
2016-06-11, 12:09 AM
So, how exactly does Truenamer function? Or rather, when do you get to name things?


HIM! 4CC
Legendary Creature MR
Deathtouch, First Strike, Shroud
Creatures your opponent control lose Indestructible and Regenerate. When a Creature your opponent controls would be put into the graveyard, Exile it instead
"Some say he is vengeance itself, others the Incarnate of the End of All Things. His victims just all him HIM!'
2/1

Next challenge; An Avatar or Incarnate of a force of Nature/Reality.

Having no creature type is a weird gimmick that doesn't really add to the card. That's more reflective of the challenge than the design though.
Colorless-cost cards are a special thing, a set mechanic unique to Kozilek's brood. While it can be brought back in the future, there needs to be a compelling reason to do so as a major set mechanic. There could well be such a reason, but judging the card in the vacuum, using a very high-commitment set mechanic makes it less viable to be printed.
First strike and deathtouch are very seldom used together, as the combination is quite oppressive. does fit the card thematically, so it could work, but I'd be careful with it. Also note that the combination is much stronger on defense than on offense. That could affect how you want to flavor the card.
Shroud is no longer in use as a keyword; hexproof is used instead. But first strike and deathtouch already make this extremely difficult to deal with in combat; adding shroud or hexproof would make it far too oppressive.
Losing indestructible and exiling on death are quite good and fit together quite well thematically. Regenerate is an action, so creatures can't "lose regenerate", instead you want "can't regenerate." Personally I'd cut the regeneration clause, but that's largely because I don't like the regenerate mechanic from a design standpoint and would like to see it phased out.
A lot of random capitalization here that isn't needed. Everything should be lowercase except for card names.
Overall, this has a pretty neat central idea, and with some polishing, could be quite a good card.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Blue/Melancholy_zpseicfcvvg.png

Next: A color hoser.

Warmatt
2016-06-11, 12:34 AM
Yeah, could have made HIM! 6, but overall, I liked the idea of having some of the mana coming from a region that was totally ended, utterly eradicated and wiped out, a theme I tried to make.

First Strike and Deathtouch should have been paired with '~ can't Block' sort of to hammer home the offensive nature, along with a clause where it MUST be blocked if possible.

Shroud, well, the main thing is that it prevents the controller from doing anything to it as well, which is why I went for that in particular.

And a good point on the Regenerate. Really, it's meant to kill things and make them stay dead. And what better way then sending them to exile?


Just defending some of the choices/explaining, as I'm not entirely sure what a color hoser is :smalltongue:

Dr.Gunsforhands
2016-06-11, 01:26 AM
Man, that graveyard ability is going to look really weird to people who don't remember the old incarnation cycle, especially when they suddenly realize that Melancholy is not actually an angel. It's a pretty minor effect, but since blue has been picking up some self-mill synergy cards lately, this would help support a controlly version of that archetype. It's also very playable in limited, obviously. It's a shame that the card-building program you're using doesn't have the little headstone symbols, though. :smalltongue:

Sworn Enemy 1WW
Creature - Human Rebel Knight R
As Sworn Enemy enters the battlefield, choose two colors.
Sworn Enemy has protection from the chosen colors.
2/2

Angelic Administrator 5W
Creature - Angel R
Flying
As this creature enters the battlefield, choose two colors.
This creature has protection from the chosen colors.
4/5

Mobile Oppression Palace 6
Artifact Creature - Construct R
As this creature enters the battlefield, choose two colors.
This creature has protection from the chosen colors.
4/6

Challenge! A permanent that cares about basic land types.

Warmatt
2016-06-11, 01:43 AM
A very nice card, that can really protect itself from most of what another deck has to offer, and yet is totally inside of white. And makes for a great overall rebel. Might lower the power and toughness, as it can negate mono and two color decks.


Solar Infusion Array 7
Artifact R
Creatures you play have Sunburst (When a creature enters play, place X +1/+1 counters on it, where X is the number of colors used to cast it)
T, X- Gain X life. You may only tap basic lands for this ability.
T- Proliferate

Okay, this should work, though I only threw in the life gain for the making sure it cares for basic lands.

Next challenge; The power of the Sun or Moon

Jormengand
2016-06-11, 06:57 AM
Unfortunately, the "Only tap basic lands" doesn't work. When you tap a land for mana, you add the mana to your mana pool. This is important, because it means that Kiora, Master of the Depths (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=401931) allows you to pay 6 mana with 5 lands by tapping one for mana, untapping it with her +1, and then tapping all five of them. Because there's usually no reason to remember whether your mana came from basics or not, rewriting the ability wouldn't help either, because of things like Omnath, Locus of Mana (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=259295); it would cause massive memory issues.

Seal of the Sun 3
Artifact - U
Human Werewolves you control get +1/+1
1, T: Transform Seal of the Sun

Seal of the Moon
Artifact - U
Nonhuman werewolves you control get +2/+2
1, T: Transform Seal of the Moon.

Next: Another transforming artifact.

r2d2go
2016-06-11, 07:40 AM
Seems a little too cheap. I mean, it's basically strictly better than a +1/+1 anthem for 3, and similarly better than a +2/+2 anthem for 4. Additionally, the very low cost of utilizing the flexibility means you're pretty much always getting your wolves buffed, so it's actually significantly better than either of those. The dream seems to be getting your turn 1, 2 and 3 werewolves to be transformed by turn 4, then play this, turn it into Seal of the Moon, probably swing for lethal. But this is pretty dang good even if you're just playing the "weaker" half so all your mediocre human werewolves turn into on-curve or better, then passing until you can faceroll all over your opponent the next turn. In a block where werewolves have strong transformation options, this makes them (maybe unacceptably) stronger, while if other decks often keep them locked in human form, this might save the deck by providing a cheap tribal buff even when the transform doesn't go off. I guess the potential printability of this card really depends on the werewolves it buffs - but you can only really judge the overall, and I think they wouldn't want a somewhat random artifact like that to be making or breaking a tribe.

Colossi's Oblivion 5
Legendary Artifact - Equipment R
Equipped creature gets +X/+0 and First Strike, where X is the total power of creatures blocked by it.
Whenever equipped creature deals damage to a player, transform ~.
It has slain countless Colossi...
Equip 2

Oblivion Colossus
Legendary Artifact Creature - Construct R
First Strike, Trample
Whenever ~ is blocked, it gets +X/+0, where X is the power of the blocking creature.
...only to feed the most deadly of them all.
8/8

Challenge: Another card that is better when your opponent has bigger stuff. Or, another legendary artifact.

Blue Ghost
2016-06-13, 12:36 PM
The obvious point of comparison here is Elbrus, the Binding Blade. Like Elbrus, it's an equipment that, upon the equipped creature dealing damage, transforms into a huge, functionally unblockable creature. The functional difference between an 8/8 and a 13/13 is fairly small when neither can realistically be beaten in combat, the main difference being that it kills in three hits instead of two. Unlike Elbrus, the front side grants a significant bonus to the equipped creature, making it nigh-unbeatable in combat and forcing the opponent to chump block it every turn to prevent the transformation. This is significantly stronger than Elbrus, but Elbrus didn't see much competitive play, so pushing it a bit might be all right. But the concept is similar enough that this might not be able to comfortably exist when Elbrus already exists. Effect is definitely splashy enough for mythic rare.
The combination of first strike and power increase according to blocking creatures' power functionally means that the creature can't be beaten in combat when attacking. Combined with trample means that there is little point to blocking it. The combination seems to me to be less than the sum of its parts. It's not a huge power level issue, and it's unique enough that it might be worth printing, but the parts don't mesh well enough to be a truly outstanding design. Also note that this doesn't actually significantly get better when the opponent has bigger creatures, because the opponent can choose not to block it.

Mirrorworld Gate 5
Legendary Artifact (R)
When Mirrorworld Gate enters the battlefield, for each creature target opponent controls, put a token onto the battlefield that's a copy of that creature except it's a Reflection in addition to its other types.
Reflections can't attack or block.

Next: A noncreature card for Timmy players.

Dr.Gunsforhands
2016-06-13, 06:18 PM
A card clearly designed with the intent of creating crazy and interesting board states, great for a cube or Commander. My first thought was, "wait, if the big creatures can't attack or trade, isn't this thing better when your opponent just has some little utility creatures?" Then I realized that the whole point was to find some way to destroy the gate. I liked the design of Hatching Plans, and a gate can refer to both a portal and a barrier, so clever work there. The copy effect feels extremely blue, and blue is all about mirror images and whatnot, so I'm left pondering the idea of a green or white deck using this along with anthems and populate effects for bonus value. It would be fun, but it still feels like I should be splashing blue for it. It also occurs to me that those copies are likely to be sticking around for a while, and your opponent's board might change completely by the time they start battling. You might have to break out a notepad to keep track of them all.

Ka-Boom! XRRRR
Sorcery - MR
Ka-Boom! deals two times X damage to all creatures and planeswalkers and to each player other than you.

Challenge! A creature with skulk that doesn't have that annoying high-toughness shtick.

Fortuna
2016-06-13, 08:44 PM
The comparison to Earthquake is of course inescapable. This matches Earthquake for damage at seven mana, which is high but not unattainable, and hits flying creatures as well as not hitting your face. Exsanguinate or perhaps even Debt to the Deathless is another obvious comparison; again, this matches Exsanguinate at seven, and keeps exact pace with Debt to the Deathless. I'm seeing this in some sort of UR creatureless deck, perhaps. Instant Commander staple, I think, and pretty bomby in Limited as reach or emergency board clear. Seems good.

Skinthief 1UB
Creature - Shapeshifter
Skulk
Whenever Skinthief deals combat damage to a player, you may exile target creature card from that player's graveyard. If you do, Skinthief becomes a copy of that card and gains this ability.
1/1

Challenge: Make a coloured card which is not blue or red and cares about you casting instants and sorceries.

braveheart
2016-06-13, 11:58 PM
It's impressive, but I'm unsure about how to rate it, due to the inherent fluctuation in both clones and graveyard revival. the added chaos of it needing to be your opponent's graveyard makes it even more inconsistent



Binding Mage 2W
Creature - Human, Wizard - U
Whenever you cast an instant or sorcery spell, you may tap target creature.
2/2


something in green and black that doesn't interact with death or the graveyard

Dr.Gunsforhands
2016-06-14, 11:40 AM
Binding Mage is good! Play your mass buff or removal spell, tap down a blocker for free. Maybe the name can use some work depending on the setting it's in, but mechanically I'm all for it.

Not What Braveheart Wanted at All GB
Instant - R
Kill your graveyard.

Wait, that doesn't work!

How About This GB
Instant - R
Don't kill your graveyard.
Much better!

No, not much better! Come on, DG, you're better than this! Uh...

Shade Plant 2G
Creature - Plant Shade U
Defender
(g/b): Shade Plant gets +1/+1 until end of turn.
1B: Shade Plant loses defender until end of turn.
0/4

Challenge! Make an aura that turns its subject shadowy.

Cosmic Traveler
2016-06-14, 01:26 PM
here you go

http://i.imgur.com/q7frPxf.jpg

make a planar chaos styled card

Blue Ghost
2016-06-14, 03:40 PM
Shadow is not a very good mechanic. It's very uninteractive and it doesn't function as intended outside of the set it's printed in. It's not a mechanic I would want or expect to see brought back.

Also, you're supposed to give a critique of the preceding card.

Shade Plant is interesting. It goes against the pattern of most shades, which require a heavy black commitment to make work. Shade Plant works in any green/black deck, regardless of the color weight therein. I feel like that would make it significantly more powerful than a regular shade. But requiring a specific color combination does allow stronger cards than usual. The pump ability is unusual for green, but I think it's in color, just barely. And it's a decent defender in decks that don't use black, or with a small black splash. Decent card, but not particularly exciting.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Multicolor/Frenzied%20Bloodlust_zpsrszj5rkh.png

Next: A land.

r2d2go
2016-06-15, 10:42 PM
They printed that for 3WWW (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=208262)... I suppose it works, with red being double strike and black being lifelink, but unlike in white, where you can expect to build up a large army and then reach 6 mana, black/red tends to be more aggressive. If anything, I'd expect this to be printed at maybe 1RRBB for "vampires you control" - it more feasibly drops turn 5-6, acting as a finisher, but has a very real drawback in any meta where vampires are strong.

Nexus of Champions
Legendary Land - R
When ~ enters the battlefield, tap it unless you exile a creature you control.
T - Add C, or 1 mana of a color among the colors of creatures exiled with ~'s to your mana pool.
7, Sacrifice ~: Search your library for a creature with CMC 7 or more. If it shares a creature type with a creature exiled with ~, put it onto the battlefield. Otherwise, put it into your hand.

Challenge: Another card that has function both early and late.

braveheart
2016-06-16, 02:48 PM
It's not a good land, you need to exile your own creature to give it colors, and if you don't it's a tapped waste. Then the mana cost & restrictions on the second ability make it ineffective, it might be ok if you changed the exile to be for as long as ~ remains on the battlefield, so that you get it back when you do the search. I'd also change the search restriction to be color instead of the creature type.

Escalating Threat G
Enchantment - R
XGG, sacrifice ~: add X +1/+1 counters to target creature you control.


Use X in the mama cost of a non burn spell

Jormengand
2016-06-17, 05:46 AM
The wording would be "XGG, Sacrifice Escalating Threat: Put X +1/+1 counters on target creature you control". It could be a sorcery for XGG without too much trouble, and apart from Vessel Of Blah mimicry I don't see why not.

Motherly Love W
Enchantment - R
Protection from you.
Motherly Love enters the battlefield with 20 charge counters on it.
When a human enters the battlefield under your control, remove a charge counter from Motherly Love.
Pay X, where X is the number of charge counters on Motherly Love, Sacrifice Motherly Love: Put a legendary 8/8 white angel creature token called "Mother of the Lost" with flying, indestructible and vigilance onto the battlefield under your control.

That's what you meant by a "Mama cost", right? I should point out that protection from you means the following: -- Motherly Love can’t be the target of spells or abilities controlled by you. -- Motherly Love can’t be enchanted by Auras or equipped by Equipment controlled by you. (The same is true for Fortifications controlled by you, if Motherly Love becomes a land.) (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=376562)

Next: Another card with an unusual protection.

Ninjaman
2016-06-17, 12:36 PM
I'm not entirely sure why the protection from you is there. The wording on the activated ability is wrong it should be "X, Sacrifice Motherly Love: Put a legendary 8/8 white angel creature token called "Mother of the Lost" with flying, indestructible and vigilance onto the battlefield under your control. X is the number of charge counters on Motherly love." I like the design, but even with a huge indestructible angel it seems really hard to pull off.

Spectral Fencer - 2W
Creature - Spirit Soldier - U
Flying, protection from converted mana cost 2 or less.
2/2

Another non-human soldier.

Blue Ghost
2016-06-17, 12:50 PM
"Protection from CMC 2 or less" is an interesting mechanic, and I think it has potential. But how many 2-power flying creatures with CMC 2 or less are there? Not many. It protects from cheap removal, and that's basically it. Would be more interesting without flying.

White Hand Elite 3B
Creature - Orc Soldier (U)
Menace
Formation (Whenever this creature attacks, it gets +1/+0 until end of turn for each other attacking creature.)
"They're far more organized and efficient than any orcs I've seen. We've lost too many men to them. We have to rethink our strategy." --Captain Talinia
2/3

Next: A Sphinx.

r2d2go
2016-06-18, 04:00 AM
The card itself is well balanced - when you're attacking with it, it's going to average to 4/3 or so, since it's black. Still, I think with a name like "White Hand Elite", making it, say, 2/4 or 3/3 for 2WB might fit the keyword Formation better. I feel like it's really a W/R card.

As for Formation itself, I don't know if it's worth the space. It's never unique or interesting, and it creates a very all-or-nothing attack style that I think reduces the strategic value of combat (it's almost never worth attacking with less than all of your guys if you're running a lot of Formation). It's a lot like Battlecry, and I'd expect it to be used about as much (7 cards). Basically, I'd like the card a lot more if Formation wasn't keyworded, or provided something beyond a simple +1/+0.

Mother Aurea 4WUB
Creature - Sphinx MR
Flying, Hexproof, Deathtouch, Vigilance
W - If another target creature attacks this turn, put a colorless artifact token named Gold onto the battlefield. It has "Sacrifice this artifact: Add one mana of any color to your mana pool."
U, Sacrifice a token named Gold: Draw a card.
B, Discard a card: Target creature attacks this turn if able.
Don't forget... Mother knows best.
2/7

(The B effect was originally black, then red, but recently they released it on a U/B card so I felt comfortable enough putting it here (especially since it's supposed to be a death sentence))

http://i.imgur.com/qs6ZFAF.png

Edit: Many dumb mistakes :smalleek: should be fixed now

Edit2: I just remembered that it can target itself with ability 1 :smallsigh: and when you put "another" before "target creature", MtG cardsmith has "put" go juuuust over the edge of the card, instead of going to the next line. Meh, whatever :smalltongue:

Challenge: Another big MR.

Jormengand
2016-06-18, 10:04 AM
I'm not entirely sure why the protection from you is there.

To stop you taking all its counters off with Vampire Hexmage. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=389735) I'm okay with you messing with something as expensive as Aether Snap for the effect.

Mother Aurea: I see what it's meant to do, but a 7-mana card which has to mess around with forced attacks if it wants to kill things seems... a little odd. On the other hand, it's almost impossible to get rid of, so it's just annoying for both players.

Immortal Saint 5WWW
Creature - Angel MR
Flying, Vigilance
Immortal Saint can't leave the battlefield.
My duty is eternal; my blade is yours.
5/5

Next: Another angel.

Ninjaman
2016-06-19, 05:15 AM
I think the wording would have to be "If Immortal Saint would leave the battlefield, instead it doesn't." Also can I sacrifice it? I assume I can choose to sac it to an edict and not lose anything, but can I sac it as a cost? I hope not, that would be broken, even on an eight-drop. Anyways it's a cool card, suitably large for it to be relevant without being too good, and the rest of the card is vanilla enough that it feels like a smooth design.

Angel of Dominance - 6UWB
Creautre - Angel - M
Flying
When Angel of Dominance enters the battlefield, gain control of target permanent.
4/4

Another card that deals with Emrakul on a show and tell.

r2d2go
2016-06-19, 10:32 PM
Kinda like the angel of Blatant Thievery (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405147). To be honest, this seems more like a rare to me. Low complexity, low power, a useful but not epic effect, reasonable body... Additionally, I think you could get away with straight Blue if it were a Sphinx with the exact same text. Probably fine though.

Planeweave Predator 17WWGG
Creature - Spider MR
Convoke
Vigilance, Reach
~ can't be blocked while attacking a planeswalker.
When ~ dies, exile all nonland permanents.
It crushes planar barriers to weave its titanic web, not with any innate planeswalking power, but by being too large for one plane to hold.
21/21

Edit: Made it bigger, both to weaken it and to make it take on Marit Lage.

Challenge: Make another giant creature - the bigger, the better. Or, make a very fragile creature. Bonus points for both.

braveheart
2016-06-20, 01:41 PM
Why does it have the Planeswalker no blockin clause? If I have that card in my deck, I will have ways to give it trample, and just through it at my opponent's face, the CMC is too high as is it's power/toughness. And there is nothing that prevents you from cheating it into the battlefield. Also there is at least one spell that lets discard a card and deal it's CMC to your opponent's face

Illusory Titan 4UU
Creature - Illusion - R
When ~ becomes the target of a spel or ability, sacrifice ~.
8/8


Another illusion

Dr.Gunsforhands
2016-06-20, 03:41 PM
...I actually really like this card. Don't get me wrong; it's virtually unplayable most of the time. An 8/8 for 6 is just barely undercosted, and that drawback can be really painful on a creature that requires that kind of investment. Yet, even so, the reward in the case where you really have drawn out the last of your opponent's tricks feels completely worth it.

Layered Phantasm 2UU
Creature - Illusion U
Layered Phantasm enters the battlefield with 4 +1/+1 counters on it.
Whenever Layered Phantasm becomes the target of a spell or ability, remove a +1/+1 counter from Layered Phantasm.
0/0

Challenge! Make a small creature that has a chance of getting big.

Ninjaman
2016-06-20, 05:50 PM
So it's a 4/4 for 4 with a somewhat relevant downside. It would probably be played in draft most of the time but it's not that exciting.

Oak of the Forbidden Thicket - 1G
Creature - Treefolk - U
T: Add G to your mana pool.
Vastness - Oak of the Forbidden Thicket has +3/+3 as long as you control six or more lands.
1/3

Another mana dork that does something more.

ericgrau
2016-06-21, 03:35 PM
So it helps a land ramp deck ramp up then changes into a beater. Fair considering the early 1 mana delay to the ramp, and thematic for green.

Corrupted Treefolk - 1BG
Creature - Zombie Treefolk
Vigilance, Infect
T: Add (1) to your mana pool.
1/1

Challenge: Another 2 colored card with two distinct ways to follow each color.

r2d2go
2016-06-21, 07:27 PM
I get the synergy between vigilance and tapping for mana, but this seems like a mishmash of only vaguely related things to me. Vigilance is more white, producing colorless mana is more artifact than green or black, treefolk seems to have very little to do with anything, and it overall is kinda weak...

I'd like it better if it were, say, (W/B)G.

Godling 2WWBB
Creature - Shapeshifter MR
W: Godling gets Vigilance or protection from a color of your choice until end of turn.
B: Godling gets Deathtouch or Menace until end of turn.
1: Godling gets +1/-1 until end of turn.
1: Godling gets -1/+1 until end of turn.
3/3

Challenge: Another shapeshifter. Or, another card that protects itself. Bonus points for both.

Ninjaman
2016-06-22, 05:13 PM
Each of the first two abilities giving a choice between two keyword is quite unelegant. Deathtouch on a ling removes a lot of the "play" in them where you have to think about what you do, since you can both pump toughness and kill things. Menace seems kind of pointless as it already has evasion in its protection.

Visage Master - 1U
Creature - Shapeshifter - U
Whenever a player casts a spell, you may return Visage Master to your hand.
2/1

Another creature that bounces something.

Passive Pete
2016-06-22, 06:23 PM
The ability is very cool and very blue and seems like something that would realistically be printed, although I don't think it has been, so big points for creativity there. Coolness aside I don't see a place where it would truly be useful besides a few hardcore combos, really. It definitely has good value in limited though since its a solid body for blue with an ability that'll save it a couple times. Balanced and original and simple I like it.

Quickfrost Drake 4UU
Creature - Dragon R
Flash, flying
When ~ enters the battlefield, return all creatures your opponents with toughness X or less to their owners' hands, where X is the number of cards in your hand.
"Winter is comi-"
-Scout Captain Swain, last words before freezing over in dragonbreath
4/4

Challenge! WBG planeswalker!

Sgt. Cookie
2016-06-22, 06:27 PM
I mean... it's a critter. It has its uses, I suppose, giving you fodder for enter-the-battlefield type effects. But beyond that, I really don't see it having much use beyond "cheap blocker".


Lashing Mimic 1RR
Creature - Mimic U
Mimicry (As an additional cost to cast this card, return an untapped non-creature artefact to hand. You may play spells with Mimicry as if they had Flash.)
When Lashing Mimic enters the battlefield, it deals damage equal to its power to an attacking creature an opponent controls.
3/2


You've seen the keyword, now, make a Mimic! (With Mimicry, of course.)

mythmonster2
2016-06-22, 07:54 PM
Passive Pete went first, so I'll do his post.

Your card is good overall! I think that frost has traditionally been associated with "tap something and it doesn't untap on their next turn". It seems like quite the blowout with Flash, but that could just be considered the price for attacking a Blue player with 6 mana up. In my opinion, this seems just a bit too powerful; changing "return to their owners hand" to the traditional ice/frost clause would be fitting and still rather powerful.

Samta, Selesnya Exile 2WBG
Planeswalker - Samta MR
+1: Put two 1/1 green and black Insect tokens onto the battlefield.
-2: Target creature you control gets +2/+2 and lifelink until end of turn. You may have it fight target creature you don't control.
-6: Destroy all creatures. Put X 1/1 green and black Insect tokens onto the battlefield, where X is twice the number of creatures destroyed this way.
Loyalty: 3

Challenge: Create a double-faced card that is not from Innistrad!

r2d2go
2016-06-23, 11:32 AM
Passive Pete went first, so I'll do his post.

Your card is good overall! I think that frost has traditionally been associated with "tap something and it doesn't untap on their next turn". It seems like quite the blowout with Flash, but that could just be considered the price for attacking a Blue player with 6 mana up. In my opinion, this seems just a bit too powerful; changing "return to their owners hand" to the traditional ice/frost clause would be fitting and still rather powerful.

Samta, Selesnya Exile 2WBG
Planeswalker - Samta MR
+1: Put two 1/1 green and black Insect tokens onto the battlefield.
-2: Target creature you control gets +2/+2 and lifelink until end of turn. You may have it fight target creature you don't control.
-6: Destroy all creatures. Put X 1/1 green and black Insect tokens onto the battlefield, where X is twice the number of creatures destroyed this way.
Loyalty: 3

Challenge: Create a double-faced card that is not from Innistrad!

I'm not sure I like it, even if it's balanced enough. It's like, this 'walker really wants to be straight Selesnya and just make tokens and overrun the enemy, but they got injected with an extra B in the mana cost and now they blow everything up when making tokens with the ult. Which is honestly almost a downside, since if you do it precombat, you don't get to end the game, while going through combat first means your opponent's probably going to do as much trading as they can. I suppose the slight awkwardness of the ability can be forgiven as "hey this guy got exiled, of course he's going through an awkward stage in his life", but... eh. I'd kinda rather just see another Elspeth.

Beneath You 2W
Enchantment - Aura R
Enchanted creature has protection from converted mana cost greater than it.
W - Transform ~.

Beneath Me
Enchantment - Aura R
Enchanted creature has protection from converted mana cost less than it.
W - Transform ~.

Challenge: Another multipurpose protection.

Edit: Holy cow it's been a week. Another white rare?

r2d2go
2016-07-01, 08:00 PM
Please, send help. Do whatever card, don't do a critique, whatever, just keep me from killing this :smalleek:

Jormengand
2016-07-01, 08:06 PM
Hmm... it's probably too much. Either it gives you protection from something, or it can switch out to make the target illegal and counter it, unless you have exactly the same CMC as the creature.

Noble Rebellion W
Enchantment R
Creatures you control have protection from you (They can't become enchanted, equipped, fortified, targeted or damaged by sources you control.)

You find a use for it!

Next: An eldrazi.

BasketOfPuppies
2016-07-01, 08:19 PM
I'm having difficulty finding a use for this, but I'm sure that there is one. It seems to fall I the same category as Donate to me. I don't think it'll see print, but I've been wrong before.

Izzet Abomination 3UR
Creature- Eldrazi Weird R
~'s power is equal to the number of permanents you control with even CMC's (zero is even).
~'s toughness is equal to the number of permanents you control with odd CMC's.
*/*

I thought that, since Eldrazi are now on Innistrad, what would happen if they were to invade, say, Ravnica?

Challenge! Make a challenge.

Elodin
2016-07-01, 08:57 PM
Warriors Challenge 1RR
Sorcery U
Target creature that you control gets +1/+1 until end of turn and then fights target creature that your opponent controls. If the creature that you control wins, your opponent loses 3 life.


Pretty good I'd say. Challenge: Make a legacy playable card.

r2d2go
2016-07-02, 03:26 AM
Wait, was "pretty good I'd say" the whole critique?

Anyway. It seems mediocre, but I'd play it in a relatively aggressive red limited deck, where it lets your big dude get two instances of damage for the finishing attack. It could feasibly be printed, though if it did I think it'd deal damage rather than use direct life loss, since that's a bit more red.

Procrastination 0
Instant - R
(Blue color indicator)
Exile any number of target spells. At the beginning of your next turn, their owners may cast them from exile without paying their mana costs unless you pay 4UU.
"We can do that later..."

I don't really play legacy, but I think stalling a turn on your opponent's storm, combo, or other effect that closes you out of the game seems playable. I don't think this is super printable, but I'm not sure I'd play it in an ordinary blue control deck, so... meh.

Challenge: Another card that can be a color you didn't use to pay its cost. Or, a monocolor enchantment. Bonus points for both.

Ninjaman
2016-07-02, 03:57 AM
I'm having difficulty finding a use for this, but I'm sure that there is one. It seems to fall I the same category as Donate to me. I don't think it'll see print, but I've been wrong before.

Izzet Abomination 3UR
Creature- Eldrazi Weird R
~'s power is equal to the number of permanents you control with even CMC's (zero is even).
~'s toughness is equal to the number of permanents you control with odd CMC's.
*/*

I thought that, since Eldrazi are now on Innistrad, what would happen if they were to invade, say, Ravnica?

Challenge! Make a challenge.

First off the flavor is off, as Izzet is an instant sorcery guild and shouldn't care about permanent. Also you might have overlooked that it counts lands for its power.


Warriors Challenge 1RR
Sorcery U
Target creature that you control gets +1/+1 until end of turn and then fights target creature that your opponent controls. If the creature that you control wins, your opponent loses 3 life.


Pretty good I'd say. Challenge: Make a legacy playable card.

Wording is off, for correct wording see Time to Feed (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=394413)
Compared to time to feed the card isn't overpowered as an uncommon, though compared with Tail Slash (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=394727) it could probably be either a common or cost 2R. As a red card it should also deal damage instead of causing life loss.

It's a pretty hard challenge without making an overpowered card, but I'll give it a shot.

Lightblade Commander - WW
Creature - Human Soldier - R
Whenever an opponent casts a noncreature spell, put a 1/1 white Soldier creature token onto the battlefield.
2/1

If it is too strong for standard it can be printed in a commander deck.

Another cheap token generator.

mythmonster2
2016-07-04, 07:26 PM
Procrastination 0
Instant - R
(Blue color indicator)
Exile any number of target spells. At the beginning of your next turn, their owners may cast them from exile without paying their mana costs unless you pay 4UU.
"We can do that later..."

Challenge: Another card that can be a color you didn't use to pay its cost. Or, a monocolor enchantment. Bonus points for both.
I don't think that "at the beginning of your next turn" works; it'd have to be "at the beginning of your next upkeep". I'm also unsure if some sort of provision giving the spells Flash would be required, or if the text on this card would override casting time restrictions. Besides that, this certainly seems like it could have a possible spot in Legacy in the niche you mentioned.



Lightblade Commander - WW
Creature - Human Soldier - R
Whenever an opponent casts a noncreature spell, put a 1/1 white Soldier creature token onto the battlefield.
2/1

Another cheap token generator.

Comparing this card to other white creatures that are played in Legacy, this doesn't seem to have as much of an immediate impact, but at the very least it'll get you one Soldier if it gets hit by removal. It still feels like it could work, and the noncreature clause should prevent it from being too oppressive in Limited or Standard.

I kind of ended up doing a mishmash of all the prompts, but at least it's a nominally mono-colored enchantment.

Call for Allies 3W
Enchantment- R
If U was used to pay for ~, ~ is blue in addition to its other colors. If G was used to pay for ~, ~ is green in addition to its other colors.
At the beginning of your upkeep, put a 1/1 white Soldier token onto the battlefield.
If ~ is green, at the beginning of your upkeep, put a 1/1 white Soldier token onto the battlefield.
If ~ is blue, at the beginning of your upkeep, put a 1/1 white Soldier token onto the battlefield.

Since it's the 4th of July, make a Red, White, and Blue card! (All three on one , just in case that wasn't clear)

Passive Pete
2016-07-04, 10:46 PM
I really like this design. It's very flavorful, with the whole "alliance" theme. As is, I'd say it's pretty balanced, being underwhelming at 3W, but being a (maybe slightly too powerful) game decider at 1WUG. My only complaint is that with this three color thing you have going, it'd be better suited in WRG colors insteds of WUG, as red cares soooo much more about tokens. My other suggestion is that you could ditch this three color thing all together and word it with the Converge mechanic, where you'd get a token for each color of mana spent to cast the enchantment. I like it though.

Bald Eagle Freedom Tactics 2WUR
Sorcery R
Target creature gets +3/+3 and gains flying until end of turn. Another target creature gets +3/+3 and gains lifelink until end of turn. Another target creature gets +3/+3 and gains menace until end of turn.
"The wings of the eagle, the vigor of the eagle, and the annoying screech of the eagle, all in one battle tactic. 'Murica... f*** yeah!"

Challenge: Fantasy/Wild West crossover card!

Blue Ghost
2016-07-05, 01:50 AM
Requiring three separate targets for this is really awkward, especially when you're forced to put one mode on an opposing creature. There are certainly alternative implementations that aren't useless when you have less than three creatures; you can take your pick of them.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Blue/Stun%20Shot_zpsz8xwfbmo.png

Next: Something that uses Clues.

Jormengand
2016-07-05, 05:56 AM
So hang on. It's an enchantment costing U, with flash, that isn't vulnerable to enchantment removal, with "Enchanted creature gets "Whenever this creature attacks or blocks, target creature gets -4/-0 until end of turn""? Because that's ludicrously powerful. Also, from the reminder text, I can't tell whether you're meant to exile it from your graveyard (slightly more reasonable), the stack (a lot more reasonable) or your hand (completely unreasonable).

Holy Knight Inquisitor W
Creature - Human Soldier U
Holy Knight Inquisitor gets +1/+1 for each Clue you control.
I will not rest so long as there are answers left covered.
1/1

Next: Another 1/1.

Ninjaman
2016-07-05, 06:24 AM
I feel like it should be a rare, simply because of how big it can get for a 1 mana creature. Also it's probably safer for limited. Other than that I like it.

Forsaken Soul - B
Creature - Spirit - R
Forsaken Soul can't block.
You may cast Forsaken Soul from your graveyard.
1/1

Another creature that can't block.

braveheart
2016-07-05, 01:03 PM
1 mana is to low for that ability, similar ones have been used throughout the history of magic, and usually cost 3 mana, I can think of at least one that costs 2, admittedly with the downside maybe it is acceptable, but it certainly approaches a questionable power level.


The Hounds of Markth 2RB
Creature - hound - U
Trample
Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
4/3


Use another mechanic from either ravnica block

Blue Ghost
2016-07-05, 04:48 PM
It's exactly the same as Bloodfray Giant (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=270785), just red/black instead of mono-red. That makes it more difficult to cast and limits the decks it can go in. That might be what you want if making it mono colored would make red too strong in the set, but in a vacuum I prefer simple cards like this to be a single color.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/White/Aspirant%20Valkyrie_zpshcaldl4l.png

Next: A hydra.

mythmonster2
2016-07-05, 05:15 PM
Simple, new (to my surprise, no Battalion creatures gave +1/+1 counters) and flavorful. I really like the design and I honestly can't think of anything that needs to be improved.

Hydra Hatchling- 1G
Creature- Hydra- U
Hydra Hatchling enters the battlefield with two +1/+1 counters on it.
1G: Put a +1/+1 counter on Hydra Hatchling.
0/0

Make a mono-Green dragon!

braveheart
2016-07-05, 05:19 PM
Totally forgot to consider already existing cards, oops, as fit the Valkyrie it's a nice card, with a good balance, however flavor wise I don't believe that Boros used +1/+1 counters for anything. It's not a large misstep, and it's certainly viable to the color pie.


Infant hydra 1GG
Creature - hydra - R
At the beginning of each upkeep put a +1/+1 counter on ~, then If there are 5 or more +1/+1 counters on ~ transform ~.
1/1

//

Elder Hydra
Creature - Hydra - R
Trample
Whenever a +1/+1 counter is put on another non hydra creature, put a +1/+1 counter on ~
2/2


Make something indestructible

Black Socks
2016-07-05, 05:35 PM
Hmm... seems a little cheap for such a powerful creature.

Something indestructible? Fluff-wise or mechanics-wise? I'll assume mechanics....
Hope WWWWWW
Creature- Spirit-Mythic Rare
If Hope is attacked or targeted by any effect (including instants), you may exile one creature from your graveyard to give Hope +8/+8.
8/8
(OK, so it could theoretically be destroyed, but I am not aware of any 16/16 creatures out there.)

Sgt. Cookie
2016-07-05, 06:12 PM
I... really have no idea what to think of this card. It's mana cost is a little difficult to pay, it's effect is just generally weird and the effect giving +8/+8 and not indestructible just flat out seems bizarre to me. I really don't see ANY use for this card except for being something big in a mono-white deck.


Since there was no challenge, instead I shall give you a Legendary Werewolf. One that's actually GOOD.

Marka, Heart of the Pack 2RG
Legendary Creature - Human Werewolf
Spells that target Marka, wolf spells and werewolf spells are ignored when determining if Marka transforms.
At the beginning of each upkeep, if no spells were cast last turn, transform Marka, Heart of the Pack
///////////////////////
He, The Alpha (Red/Green)
Legendary Creature - Werewolf
Spells that target a wolf or werewolf you control, wolf spells and werewolf spells are ignored when determining if werewolves you control transform.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform He, The Alpha.


Make another Legendary tribal!

Blue Ghost
2016-07-05, 06:25 PM
Aspirant Valkyrie: True, Boros did not use +1/+1 counters in RTR due to trying to limit +1/+1 counters to a few guilds for mechanical identity. But Aspirant Valkyrie is not necessarily a Boros card, despite using battalion.

Hydra Hatchling: This seems really strong in limited. It's reasonable on curve, and in the late game can grow without bounds and take over a game quite easily. It's a cool design, but I would watch this to make sure it doesn't break limited.

Infant Hydra // Elder Hydra: This card is obviously very weak without help, taking two full turns just to get on par with a normal 3-drop. If you support it with other ways to give it +1/+1 counters, it's still quite underwhelming. It's still base 2/2 for 3 mana (any +1/+1 counters you gave it could just as easily go on something else), and it takes too much work to grow further.

Hope: First, creatures cannot be attacked. Do you mean for it to activate when it blocks? Is the +8/+8 permanent? If it is, it needs to use +1/+1 counters. Otherwise, you need to specify "until end of turn."
A possible wording that works is "Whenever Hope blocks or becomes the target of a spell or ability, you may exile a creature card from your graveyard. If you do, Hope gains +8/+8 until end of turn."
The +8/+8 isn't likely to make a difference unless it's attacking, since 8/8 can pretty much kill anything on the block anyway, and any spells targeting it aren't likely to care about its P/T. If it's a permanent boost, it's likely to get out of hand really quickly. Otherwise, it's pretty useless unless you target it yourself.
Exiling from graveyard to get a power boost is not a white ability. It's green or black.
There have been cards that have ridiculously heavy colored mana costs, but in general, that's not something you want to do without a good reason. It creates unnecessary restrictions on deckbuilding and makes the card a pain to play.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Green/Grovetender%20Dragon_zpsmqxmj0fr.jpg

Next: A black/white dragon.

mythmonster2
2016-07-05, 06:37 PM
Marka, Heart of the Pack 2RG
Legendary Creature - Human Werewolf
Spells that target Marka, wolf spells and werewolf spells are ignored when determining if Marka transforms.
At the beginning of each upkeep, if no spells were cast last turn, transform Marka, Heart of the Pack
///////////////////////
He, The Alpha (Red/Green)
Legendary Creature - Werewolf
Spells that target a wolf or werewolf you control, wolf spells and werewolf spells are ignored when determining if werewolves you control transform.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform He, The Alpha.
You appear to be missing P/T and rarity on this one. We've also gotten a bit mixed up and stream-crossy and have two prompts at the moment: B/W dragon and legendary tribal.

Blue Ghost
2016-07-05, 06:49 PM
Got ninja'd. I'll do the critique for Sgt. Cookie.

Ulrich is a perfectly fine card, just not as a commander, which is what people were looking for. If you're looking to supplant Ulrich for a werewolf commander, you'll have to give something that appeals more to commander players. I don't think Marka comes close. Targeting spells are less prevalent in commander, since spot removal and combat tricks are much weaker in multiplayer formats, and opposing spells that target are likely to kill the target anyway, making Marka's ability superfluous. The back face allows you to cast multiple werewolves on your turn without triggering the back transform, but does nothing to prevent your opponents from transforming you back. The ability is not going to do anything most of the time. While Ulrich's ability is underwhelming for commander, at least it has some impact, whereas Marka does not.
P/T are missing, but that doesn't matter much for a card oriented for commander, where raw numbers make less difference.

I'll let Sgt. Cookie's challenge stand. Legendary tribal (I assume that means a legendary card with an ability that cares about creature type?)

Dr.Gunsforhands
2016-07-05, 09:33 PM
In Dragons of Tarkir, 4/4 fliers for 6 is about what green got in that department, and this is a really good one. It takes some setup to get it to crash in as an 8/8 or something, but it's big and evasive enough on its own that you certainly won't mind having it even if your token generators are all gone and you're in topdeck mode.

Starlight Scalelord 4BW
Creature - Dragon U
Flying, Lifelink
Whenever another creature with flying you control deals damage, you gain that much life.
4/4

Challenge! A nonblack, nonflying creature with lifelink.

Passive Pete
2016-07-05, 10:27 PM
This card so naturally fits right into Khans block, which I'm sure is what you were going for. Mechanically, this card is fine in balance being one of the uncommon value-houses that works as a build around for two-color draft strategies. The ability is really good and well designed for that. I also like that the ability is worded to stack with lifelink; that's a small but meaningful touch. Overall, I don't think it's powerful enough for anything outside of limited, where it seems like it'd be a lot of fun. My only problem is that it has almost little reason to be black, as it could just as well be a 4WW angel, which has better flavor I think. After everything though I say it's pretty neat. I also like the name. :smalltongue:

Garelleon, Blessed by the Sun 1WW
Legendary Creature - Human Knight R
Vigilance
When you gain life for the second time in a turn, transform ~
2/3

Garelleon, Return of the Sunlight
Legendary Creature - Human Cleric R
Vigilance, lifelink
Whenever you gain life for the second time each turn, put a 3/3 white angel with flying onto the battlefield
3/4

Challenge! Make a legendary creature that tries to bring peace and sanctuary to the battlefield through its mechanics

ben-zayb
2016-07-06, 07:13 AM
I like the idea, although considering the moving parts needed to trigger, it should be fine starting as 3/3. Try to use proper templating next time.

Mnoff Riot Brigade 3UW
Legendary Creature - Human Soldier R
Whenever a creature attacks you, investigate.
Sacrifice two clues: Remove target creature from combat. It doesn't untap during its controller's next untap step.
3/5

Make another card that has to do with either investigate or a new use for clues.

Blue Ghost
2016-07-06, 01:03 PM
Flavor seems off. Why would a riot brigade be investigating? Why do they need to have clues to disperse a riot?
Gameplay-wise, it's pretty decent. Getting a clue for every creature that attacks you is a really heavy disincentive for opponents to attack you, and this makes a good pillowfort card in multiplayer. Having a use for excess clues that doesn't require mana is good, though more clue-like flavor would really help it.

Ace Attorney 1WU
Creature - Human Advisor (R)
T, Tap another untapped creature you control: Investigate. Activate this ability only any time you could cast a sorcery.
UU, T, Sacrifice a clue: Counter target noncreature spell.
"That statement contradicts the evidence, your honor!"
1/4

Next: A blue/red Innistrad card.

r2d2go
2016-07-09, 11:14 PM
Seems like a lot of utility on a single dude. He draws cards, he counters spells, and he's a very competent blocker. Still, the cost of another untapped creature is very significant in a control deck, seeing as you're probably not running many creatures, so it's probably not actually all that powerful. Considering that, I'd actually like it better if it was "WW, T: Investigate", to make it simpler, more obviously fair, and to even out the colors and better match the casting cost.

Wolfsbane Researcher 1UR
Creature - Human Wizard U
U, T, discard a card: Target nonhuman werewolf transforms.
1R, T, discard a card: Draw two cards. Then, each nonhuman werewolf you don't control fights ~.
"It's dangerous work, but someone has to do it."
1/3

Challenge: Another card that can generate card advantage. Or, another dual color card.

Blue Ghost
2016-07-14, 04:49 PM
Yeah, Ace Attorney might have been cleaner if the first ability cost mana. Requiring it to tap another creature was a flavor conceit, since in the Ace Attorney games, you always have a partner with you on investigations.

The ability to transform werewolves back to humans is rather niche, and usually probably not worth spending a card on. The first ability isn't likely to come up much. Repeatedly discarding a card to draw two cards is very powerful, but the color commitment may be enough to balance it. The drawback of being eaten by werewolves is not completely irrelevant, but also quite marginal, as it only comes up in very specific situations. It's awkward that you can't use both abilities in one turn to restore a werewolf and draw your cards unharassed.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Multicolor/Tikis%20Blessing_zpswabzssus.png

Next: A multicolored counterspell.

Ionbound
2016-07-14, 07:04 PM
Seems pretty dang strong for RW. Gain six life isn't...Great, but tacking on the impulse draw 3 might be a bit much for RW. I dunno. Definitely a playable card, though.

Furious Denial-GR

Instant-U

Counter target spell that targets a creature you control.

All these clever tricks are nothing before the fury of the wild. ~Arlinn Kord

Challenge! Create another color-shifted effect!

r2d2go
2016-07-15, 12:06 AM
It's been done before in a very similar way - Avoid Fate for G does the same but only for instants and auras, Not of This World is the colorless Eldrazi version (for 7 or for 0 if you're targetting a big dude), and Rebuff the Wicked is for any permanent for W. So, not totally sure that counts as colorshifting, and I think it could be stronger. Not much, but maybe something basic like 2 damage to the countered spell's controller?

Searing Light 1R
Instant - U
Deal 3 damage to target attacking or blocking creature.
If you spent W to cast ~, instead exile it.

Challenge: Another card that gets stronger when you have more colors to use.

Ebon_Drake
2016-07-17, 04:49 AM
A classic case of Good in Limited, Bad in Constructed. Which is fine, GILBIC cards need to exist. In Limited, Searing Light would be decent removal that I'd consider running even without access to White mana. In constructed though, Red, White and R/W have access to better options: a Red or R/W aggro deck would rather run more versatile burn to remove blockers before combat or be able to hit players for the final few points. A part-white deck wanting the exile effect would probably prefer to run monocolored stuff like Swords/Path/Oblivion Ring.

Color shifting "range strike" to Red I suppose is fine and has happened before, although it really just feels like a nerfing of Red's normal direct damage repertoire. From a templating point of view I believe the card should be worded as "Searing Light deals 3 damage to target attacking or blocking creature. If W was spent to cast ~, exile that creature instead".

Phyrexian Agonizer
(1)(P/W)(P/U)(P/B)(P/R)([P/G)
Creature - Horror (MR)
Trample
When ~ enters the battlefield, each opponent loses two life for each color of mana spent casting ~.
On the rare occasions that the Praetors work in unison, the results are always devastating.
6/5

Challenge: make a creature card with the same name as its creature type(s).

Fortuna
2016-07-17, 09:17 AM
I'm really uncomfortable with a 6/5 trampler for 1, even if it costs you ten life - it's incredibly swingy. Cast for three, if you have the colours, it's a three-mana 6/5 trampler attached to symmetrical life loss, which is absurd. Cast for WUBRG, it's a rainbow 6/5 trampler that costs two life and hits your opponent for ten. This card is just too pushed whatever you pay for it, and incredibly flexible to boot.

Horror Licid 2C
Creature - Horror Licid
C, T: Horror Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay C to end this effect.
Enchanted creature has devoid and ingest.

Challenge: Make an artifact that changes its own type.

Dr.Gunsforhands
2016-07-17, 10:20 PM
...is licid supposed to be a subset of Eldrazi here? The idea of a colorless eldrazi headcrab granting its host Devoid works, but you forgot to give it a power and toughness, and I can think of no situation where you would want to go to the effort of making this thing an aura except as cheeky regeneration.

Shadow Ball 2
Artifact - U
B: Shadow Ball becomes a 1/1 black Shade creature until end of turn.
B: If Shadow Ball is a creature, it gets +1/+1 until end of turn.

Challenge! More repeatable pumps! I don't care where the pumps come from.

r2d2go
2016-07-18, 07:45 AM
...is licid supposed to be a subset of Eldrazi here? The idea of a colorless eldrazi headcrab granting its host Devoid works, but you forgot to give it a power and toughness, and I can think of no situation where you would want to go to the effort of making this thing an aura except as cheeky regeneration.

Shadow Ball 2
Artifact - U
B: Shadow Ball becomes a 1/1 black Shade creature until end of turn.
B: If Shadow Ball is a creature, it gets +1/+1 until end of turn.

Challenge! More repeatable pumps! I don't care where the pumps come from.

That's actually really strong - Turn 3 Shades are rare, and it's pretty good at dodging sorcery speed removal. The cost of B to activate isn't honestly much of a downside. I'd say, if you want to push the power level, this is fine, but 0/1 might make it more fair, while at 3 to cast or 1B to transform it'd be solidly knocked down to limited fodder.

Spitting Snapper 3UU
Creature - Turtle U
1U - Target creature gets -2/-1 until end of turn.
3/5

("Blastoise, use Hydro Pump!" :smalltongue:)

Challenge: Another aquatic creature. Or, another card with lopsided numbers.

Djinn_in_Tonic
2016-07-18, 12:04 PM
Challenge: Another aquatic creature. Or, another card with lopsided numbers.

Bleakwater Piranha -- 1BU
Creature -- Fish Zombie (U)
Whenever Bleakwater Piranha deals damage to a creature, put a +1/+0 counter on it.
Sacrifice a creature: Regenerate Bleakwater Piranha and put a +1/+0 counter on it.
3/2

Challenge: Create a card that searches for or exiles duplicates of itself.

braveheart
2016-07-18, 12:13 PM
I read the name, and honestly expected it to have reach, I was disappointed, one thing blue doesn't usually do is subtract from toughness, the rest of the card is fine, but you'd need to remove the subtracted toughness from it's ability

Hydrated Hydra XGG
(Image of a hydra attacking from the sea)
Creature - Hydra
Trample
~ enters the battlefield with X +1/+1 counters on it
Whenever ~ attacks or blocks, if there is an island on the battlefield, put a +1/+1 counter on it
0/0

Make an instant, or sorcery with a madness cost

r2d2go
2016-07-18, 08:07 PM
Ninjas Ahoy!

There are many cards that subtract toughness from themselves in mono-blue, as well as five that do so to others without using -1/-1 counters: Erratic Mutation, Essence Flare, Piracy Charm, Penmin's Aura, and Shaper Parasite.

Piranha: WotC tries really hard not to use stat mod counters other than +1/+1 and -1/-1. I'd just put it at 3/1 and make them +1/+1 counters. Beyond that, it's an interesting card, well balanced but mostly limited fodder. I'd like it as a mono-black card for 1BB, where the color weight keeps it relatively in-line for Limited while possibly pushing it into constructed playable (some sort of aggressive zombie deck, maybe).

Hydra: It's fine, not much to say. Relatively balanced, a house in limited, probably not constructed playable without tribal or strong U/G support. Maybe some sort of Simic deck.

Repeat Lesson U
Instant - U
Draw a card. If you paid this card's Madness cost, search your deck for a copy of Repeat Lesson, put it into your hand, then shuffle your deck.
Madness 2U
Again. And again. AND AGAIN.

Challenge: Another mana sink, or another card that costs 1. Bonus points for both.

Djinn_in_Tonic
2016-07-19, 04:03 PM
Repeat Lesson

Firstly, I love that you did both challenges at once.

Overall I quite enjoy this card, but I wonder if the madness cost shouldn't be 1U, just for better playability. It synergizes really well with all of Blue's "draw a card, discard a card" mechanics, which makes it probably playable, at least casually.

The flavor is nice as well: the fact that throwing away your lesson gets you ANOTHER lesson amuses me greatly.



Challenge: Another mana sink, or another card that costs 1. Bonus points for both.

Corpse Puppeteer -- B
Creature - Human Wizard [R]
XB: Return a creature card with converted mana cost X or less from your graveyard to the battlefield. The creature is a Puppet in addition to its creature types.
When Corpse Puppeteer is put into a graveyard from play, sacrifice all Puppets.
0/1

It allows you to really pump things out of your graveyard, but when it goes so do all its minions. Balance on this one is a little weird -- it's a strong mid-late game effect on an easily removable one mana minion. Thoughts would be appreciated.

CHALLENGE: Make a 1-2 mana card that is valuable in both the early AND late games, but for different reasons.

ben-zayb
2016-07-19, 04:57 PM
@Djinn: We are supposed to give feedback on the previous poster's submission, just in case you aren't aware.

Djinn_in_Tonic
2016-07-19, 05:12 PM
@Djinn: We are supposed to give feedback on the previous poster's submission, just in case you aren't aware.

Derp. Let me edit that in. Foolish me. :smalltongue:

ben-zayb
2016-07-20, 04:09 AM
A powerful and easily repeatable ability is too much for a monocolor 1-drop. The weakness only ever matters mostly against black/red decks, so bounces (blue) and flickers (white) would actually be more of an aid to this creature than a hindrance, so creatures with either of those built-in would be great. Exile won't do jack against this, either.


Desperate Plea 1B
Sorcery R
Each player sacrifices a non-Zombie creature.
Fateful hour - If you have 5 or less life, each player sacrifices all non-zombie creatures.
Armed with greater perspective and a blade sated by Grete's blood, Odric found himself all too willing to appease this world's last hope.


Make any card with the name "Chronocide", or a card with a non-mana cost (doesn't have to be the casting cost) somewhere. Bonus for both!

r2d2go
2016-07-20, 03:23 PM
It's pretty nifty, though I'm not sure what the flavor exactly is. Still, I'm sure I'm just missing something basic. Mechanically, it's well made, rewarding zombie-only decks as well as black control in general. I am worried about its use in Commander, and in general as a 2-mana board wipe (way cheaper than the next cheapest) but it's probably fine.

Chronocide XXUURR
Instant - MR
Kicker - Skip your next X turns.
Deal three times X damage to target player. If ~ was kicked, they skip their next X turns.
You're going down, one way or another.

Challenge: Another card with a number or variable that shows up four or more times. Or, another card that's made for a multiplayer format. Bonus points for both.

Sgt. Cookie
2016-07-20, 08:50 PM
To begin with, Kicker costs are usually a one-time thing. Multikicker is used for paying kicker costs multiple times. The effect is pretty nice, but gets a LOT better lategame when I can dump stupid quantities of mana into this thing. The secondary effect? I have NO idea why I would ever use this. In a 1-on-1 game, it's meaningless. In a multiplayer game, it may as well read "target player gets X additional turns". And I have no idea why I'd want to give them that.

Observer Of The Hourglass XWWBB
Creature - Spirit MR
Flying.
Observer Of The Hourglass enters the battlefield with X Hourglass counters.
Observer Of The Hourglass' Power and Toughness are each equal to the number of Hourglass counters on it..
At the beginning of each player's end step, that player removes an Hourglass counter from Observer Of The Hourglass. When the last is removed, that player loses life equal to half his starting life total.
X: Place an Hourglass counter on Observer Of The Hourglass. Any player may activate this ability. X is equal to the number of Hourglass counters on Observer Of The Hourglass.
*/*


Challenge: Make a "linked" pair of cards. This "link" can be rather loose and can be anything from a Meld card to something like Brothers Yamazaki.

Ninjaman
2016-07-20, 11:51 PM
You won't play this with a lot of counters, it should just be x=2 every time. What's worse is that it doesn't do anything as long as your opponent is capable of paying 1. I like what you tried to do but it doesn't work at all.

Blessing of the Sun - 1WW
Enchantment - R
Creatures you control get +1/+1.
1W: You gain 2 life.
(Melds with Curse of the Moon)

Curse of the Moon - 4BB
Enchantment - R
Creatures you opponents control get -1/-1
2B: Each opponent loses 1 life.
5WB: If you both own and control Curse of the Moon and a card named Blessing of the Sun, exile them, then return them to the battlefield melded into Nesrath, Living Twilight.

Nesrath, Living Twilight
(B/W) Enchantment Creature - Avatar - R
When Nesrath, Living Twilight enters the battlefield, each opponent loses 5 life and you gain 5 life.
Other creatures you control get +1/+1
Creatures your opponents control get -1/-1.
5/5

Another enchantment creature.

r2d2go
2016-07-22, 10:51 PM
It's interesting, but I can't imagine it ever being played. Both cards are too weak on their own, especially, I think, Curse of the Moon. I think the way it is executed is the biggest problem - Both cards are made in a way that could easily be overpowered with a bump of +1 or -1 to a single number, making it difficult to get to "just powerful enough". I'm not sure how to change this without changing the entire card, but the concept (of white blessing + black curse = powerful enchantment creature) is certainly doable.

Midnight Temptress 2RR
Enchantment Creature - Dreamer R
Whenever you target a creature with a spell, put a token onto the battlefield that's a copy of it, except it is a Dreamer and has haste. Exile that token at the end of the turn.
1/4

Challenge: Another card that copies something.

Djinn_in_Tonic
2016-07-22, 11:08 PM
Midnight Temptress 2RR
Enchantment Creature - Dreamer R
Whenever you target a creature with a spell, put a token onto the battlefield that's a copy of it, except it is a Dreamer and has haste. Exile that token at the end of the turn.
1/4

This FEELS more like a 2RU card to me -- the Dreamer type seems to do this. I'd personally rather see this as, say, a shaman conjuring elementals or fire spirits if it's pure red, but that's personal preference.

Design-wise, I like the card as a mid-range card for red buff-based aggression. I'm less sold on it as using creature burn to also turn into attackers -- I might be tempted to make this "whenever you target a creature you control" to avoid the massive value from burn spells this can create.



Challenge: Another card that copies something.

Grand Mirage -- 2GU
Instant - R

For each land you control, put a token that's a copy of that land onto the battlefield, except that it has "when this land is tapped for mana, sacrifice it."

---------------------
Challenge: Create a 0-mana enchantment.

Ebon_Drake
2016-07-23, 12:46 PM
One word: Landfall.

Aside from breaking landfall (and Valakut) in half, it looks extremely powerful in the right deck. I guess the intended use is as a weird Heartbeat of Spring-type effect, but beyond that my mind first went to making a deck full of man lands and/or lands with non-mana abilities so that I'd never actually tap my clone lands for mana and just keep them around forever. Alternatively, use it to turbo-charge cards with "sac a land/permanent" abilities. Constant Mists and Squandered Resources would love it, but even crummier stuff like Lithatog or Keldon Arsonists could suddenly be vicious.

It's a neat effect, but I feel it needs to cost a lot more and/or have a much more restrictive drawback to get it close to being balanced. Even then, I think Landfall may be a deal breaker.


Pact of Honor (0)
Enchantment (R)
(White color indicator)
Flash
Creatures you control get +2/+0 and have first strike.
At the beginning of your next upkeep, pay 4WW. If you don't, sacrifice ~ and exile all creatures you control.


Challenge: create an artifact that's more powerful with a certain color.

1pwny
2016-07-23, 07:13 PM
So, I forget; would your lands untap before or after you have to pay the 4WW? Because, you know, that's kind of crucial to the worth of the card. :smalltongue:

All in all, it's probably not something I would play. There are definitely cases where it would be useful, but I would usually prefer a flat cost without flash, especially in white.

Spark-Fueled Juggernaut - 5
Artifact Creature - Juggernaut {R}
Trample
Spark-Fueled Juggernaut attacks each turn if able.
Whenever you cast a red noncreature spell, ~ gains +1/+0 until end of turn.
If you've cast 3 or more red noncreature spells this turn, ~ gains First Strike.
4/2

Challenge: Make something else that's probably too strong, but not in an in-your-face-break-the-game kind of way.

Svata
2016-07-23, 09:42 PM
Untap, upkeep, draw.

Dr.Gunsforhands
2016-07-23, 10:49 PM
Honestly? SFJ isn't very strong. At the end of the day, unless you're playing a Storm-style deck that's already winning, it's just a 4/2 trampler for 5 that only occasionally gets to pretend it's a 5/2 instead. It also has an especially big problem with its juggernaut drawback since its toughness is so low. A version of this that skips straight to the First Strike would be interesting, though, since your opponent has to read whether you're holding a trick for a mandatory attack.

"Probably too strong?" So, basically, you're daring me to make a slightly-poorly-designed card and make the person below me sort it out? Well, joke's on you - slightly poor designs are my specialty! :smalltongue:

Temmie W
Creature - Cat Hound R
2W: Search your library for Temmie, reveal it, and put it into your hand. Then shuffle your library. Use this ability only if Temmie is in your library. (If you use this ability and fail to find Temmie, you lose the game.)
1/1

Challenge! Make a card that lets you search your library for more than one card.

braveheart
2016-07-24, 12:11 PM
You know exactly what is wrong with that card, however, it is done fairly well despite the impossible mechanic of allowing you to activate an ability that is in your library


Underworld Pact 2BB
sorcery - R
Search your library for any number of cards that do not share any types, reveal them, put one into your hand and the rest into your graveyard.
Lose 2 life


Make a bear with an interesting ability

Djinn_in_Tonic
2016-07-24, 12:31 PM
Underworld Pact 2BB
sorcery - R
Search your library for any number of cards that do not share any types, reveal them, put one into your hand and the rest into your graveyard.
Lose 2 life

This is definitely interesting. I loved the old card Buried Alive, and I like the differences between the two, as well as the tutor and graveyard tutor. That said, this feels probably too strong in a graveyard-based black deck, as there's a LOT of stuff you can fish for. Maybe make it cost XB and work the same way (save that it searches for X cards), with an addendum that if X is greater than some value you put one of the cards into your hand? Might not be good enough for the cost then, but I'm a little worried about the balance currently.


Make a bear with an interesting ability

Hibernating Bear -- GG
Creature -- Bear
Defender.
If Hibernating Bear is in exile at the end of your turn, put a +1/+1 counter on it. Hibernating Bear retains +1/+1 counters when entering and leaving exile.
G: Exile Hibernating Bear.
GGG: Return Hibernating Bear to the battlefield. It loses Defender and gains Haste and Trample until the end of your turn. You play only play this ability if Hibernating Bear is exiled.
2/2

Challenge: Make a simple card with deep tactical options.

r2d2go
2016-07-24, 06:38 PM
It would be simpler and IMO more flavorful if it tapped instead of exiling. "If Hibernating bear is tapped during your untap step, put a +1/+1 counter on it instead of untapping it. G: Tap Hibernating Bear. GGG: Untap Hibernating Bear. It loses Defender and gains Haste and Trample until end of turn."

It's fine, though - strong but not insane. Notably game winning in limited but the GGG cost to wake the bear helps there. No rarity, but it seems like a clear rare to me.

Echo Warrior 1WW
Creature - Human Warrior R
First Strike, Vigilance
T, W - Exile target creature, then return it the battlefield.
2/2

Challenge: Another card with P/T = color weight. Or, another card that taps for an effect.

Edit @ Responses to previous card:
Being vulnerable to removal isn't always bad design. In this case, it's only a 2-3 mana investment, and they can still Doomblade or similar as soon as it leaves exile.

Phasing is... not something that should be returned. It could come back in some form, maybe, in a perfect set for it (9 on the storm scale) but it'd be changed to actually trigger ETB/LTB effects and be generally reworked.

Djinn_in_Tonic
2016-07-24, 06:59 PM
It would be simpler and IMO more flavorful if it tapped instead of exiling. "If Hibernating bear is tapped during your untap step, put a +1/+1 counter on it instead of untapping it. G: Tap Hibernating Bear. GGG: Untap Hibernating Bear. It loses Defender and gains Haste and Trample until end of turn."

I had thought of that, but I felt that made it WAY too vulnerable to removal, which I wanted to avoid, since it can take a while for it to build up.

Svata
2016-07-24, 07:18 PM
Phasing, perhaps?

Dr.Gunsforhands
2016-07-24, 08:59 PM
Echo Warrior is pretty incredible in the deck that wants it. It has that odd balance where no one ability is too good for the cost, and therefore it's fair even though it feels like it shouldn't be. I instinctively want it to be either a knight or a wizard that taps to bounce things rather than trying to be both... or maybe for its ability to trigger when it attacks, so it would feel more warrior-y. Then you could bring back the flickered creature, 'untapped and attacking,' which would be fun. The current version is still fine, though. Everyone loves the flicker deck.

Lava Peak Devastator RRR
Creature - Ogre Shaman R
R, T: Lava Peak Devastator deals 3 damage to target player. Use this ability only any time you could cast a sorcery.
3/3

Challenge! Insect! Go!

Djinn_in_Tonic
2016-07-24, 09:10 PM
Lava Peak Devastator RRR
Creature - Ogre Shaman R
R, T: Lava Peak Devastator deals 3 damage to target player. Use this ability only any time you could cast a sorcery.
3/3


I'm not sold on this: the Sorcery speed tap is a nice balancing point, but the creature has the same value for attacking as it does for pinging, and doesn't even have the versatility of being able to ping creatures. On an empty field you'll never use the ping, and on one with blockers you have no reason to ever attack, save that you maybe want to block. That just...doesn't feel very interesting, honestly.

I'd almost rather see this have a bit more choice: maybe a 4/2 where you decide between less damage or more risk but more reward, or a 2/4 or 1/5 where you might have to decide between burn or a more powerful blocker. As is the activated ability just seems almost redundant: either you want the creature OR the activated ability, but rarely both.


Challenge! Insect! Go!

Vexing Mosquito - 1B
Creature -- Insect [U]
Hexproof, Flying
At the start of your opponent's upkeep, they lose 1 life unless they tap a creature they control.
When Vexing Mosquito attacks, the defending player may tap a creature. If they do, untap Vexing Mosquito and remove it from combat.
1/1

Challenge: Create a creature that cares about two or more creature types!

r2d2go
2016-07-24, 11:29 PM
I'm not sold on this: the Sorcery speed tap is a nice balancing point, but the creature has the same value for attacking as it does for pinging, and doesn't even have the versatility of being able to ping creatures. On an empty field you'll never use the ping, and on one with blockers you have no reason to ever attack, save that you maybe want to block. That just...doesn't feel very interesting, honestly.

I'd almost rather see this have a bit more choice: maybe a 4/2 where you decide between less damage or more risk but more reward, or a 2/4 or 1/5 where you might have to decide between burn or a more powerful blocker. As is the activated ability just seems almost redundant: either you want the creature OR the activated ability, but rarely both.



Vexing Mosquito - 1B
Creature -- Insect [U]
Hexproof, Flying
At the start of your opponent's upkeep, they lose 1 life unless they tap a creature they control.
When Vexing Mosquito attacks, the defending player may tap a creature. If they do, untap Vexing Mosquito and remove it from combat.
1/1

Challenge: Create a creature that cares about two or more creature types!

I get what you're trying to do, but I don't see why the "draining" part has to be the way it is. I'd prefer if it was only passive or only on attack. Something like 0/1 hexproof flying with "whenever ~ attacks, tap target creature unless your opponent pays 2 life" would be simpler and about as unique/interesting. The concept is good, it's just a little clunky as-is.

Blessed Bowman 2W
Creature - Human Soldier U
W, T - Deal 1 damage to target creature. If it's a Werewolf, Vampire, Zombie, Eldrazi or Angel, untap ~.
B - Transform ~.
Silver arrowheads, holy water grown wood, feathers of an angel.
2/3

Corrupted Bowman
Creature - Human Soldier U
B, T - Deal 1 damage to target creature. If it's a Human, Spirit, or Angel, untap ~.
W - Transform ~.
Vampire fangs, blood-fed wood, feathers of an angel.
3/2

Challenge: Another card that taps and untaps more than once a turn. Or, another "ranged" creature.

Dr.Gunsforhands
2016-07-25, 12:00 AM
...

Arrow Anointer 2WB
Creature - Human Cleric Archer R
W: Arrow Anointer deals 1 damage to target non-human, non-Spirit creature.
B: Arrow Anointer deals 1 damage to target Human or Spirit creature.
3/3

This copies the function of the card you made pretty closely, and I still don't really like it. Mechanically, it's clearly intended to be a mobile oppression palace in the block that has it, so even if it's important to the setting it can screw up a limited format at uncommon. Flavor-wise, I don't really understand how shooting the correct target makes you shoot faster... double damage, maybe? That would probably solve both problems at once.

Kitsune Arrow-dasher 3W
Creature - Fox Scout Archer U
First Strike
Whenever Kitsune Arrow-dasher deals combat damage, untap it.
T: Kitsune Arrow-dasher deals 1 damage to target attacking or blocking creature.
1/3

Challenge! Boar! Go!

Blue Ghost
2016-07-25, 12:11 AM
This is certainly interesting. It has an amount of maneuverability in combat that few other creatures can match. It might be a bit too much board complexity, but I'd be willing to try it out and see how it plays.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Multicolor/The%20Beast%20of%20Ulvenwald_zpscttthqdt.png

Next: A red card that gives card advantage.

r2d2go
2016-07-25, 03:03 PM
It's the type of mythic I want printed more but would hate to pull. Even with green's ramp, it comes online late enough in G/B that I want something of that cost to be saying "Answer me or die, and answering me is hard or incomplete". This is more like "Answer me, or you're going to have a somewhat uncomfortable but mostly nonlethal time for a few turns". As a death-centric creature, I'd love to see it have an on-death effect to help deal with this (e.g. make the Delirium "When ~ dies, if there are four or more card types among cards in your graveyard, defending player sacrifices a creature for each +1/+1 counter on ~"). It's expensive enough that it often won't get played in Limited, but dominates if it does, but even there it's not insane. Basically, I think rearranging some of the power to make it more playable overall would do it some good - and even then, it probably wouldn't be competitive.

Impulse Shaper 3R
Creature - Elemental Spellshaper U
2R, T, discard a card: Exile the top three cards of your deck. You may play them until end of turn.
2/1

Challenge: Another card that gets better with more mana to burn, but isn't an unlimited mana sink. Or, another spellshaper (cost, T, discard a card: effect that's like an instant/sorcery). Bonus points for both (and not just a big spell to shape!).

Ionbound
2016-07-25, 09:28 PM
Seems like a decent spell-shaper. I'm not a fan of Impulse draw, but it seems like a good card, certainly playable. I like it.

Ral, Lightning Savant-1UR

Legendary Creature-Human Spellshaper

R, T, Discard a card: Deal 3 damage to target creature or player.

UUR, T, Discard a card: Counter target spell you don't control.

At the beginning of your upkeep, if there are three or more instants or sorceries in your graveyard, exile ~ and return it to the battlefield transformed.

1/2

Ral, Temporal Explorer

Planeswalker-Ral

+1: Tap or untap up to two target permanents.
-2: Deal damage to target opponent equal to the number of tapped non-land permanents they control.
-9: Take an extra turn for each five life less than their starting total each opponent has.

5

Challenge! Create a phyrexian planeswalker!

Svata
2016-07-26, 01:24 AM
Sheoldred, The Festering Plague 2BBBB

Planeswalker- Sheoldred M

+2 Each of up to two target players sacrifices a creature

-3 Target creature gains Infect until end of turn

-12 Return all creatures from target player's graveyard to the battlefield under your control, they gain haste and infect. Exile them at the beginning of the next end step.

5


Challenge: Creature that gives benefit upon being sacrificed or discarded, not in black, optionally not able to sacrifice itself as part of an activated ability.

Dr.Gunsforhands
2016-07-26, 10:06 PM
What did you think of Ral, Svata? ...actually, Ral is kind of problematic regardless thanks to the counterspell ability. Your opponent has one turn to get rid of him before you can more-or-less lock them out of the game. They're actually looking forward to the turn where you finally have three instants in the bin and have to transform Ral, because as written, it's mandatory. Incidentally, the tap-down ability doesn't really protect Ral or interact with his second ability as-is, and the last ability is kind of hit-or-miss and feels like it's in the wrong color. Something like getting an extra turn whenever you cast an instant or sorcery spell might solve what you're going for more effectively.

Sheoldred's first two abilities feel like you got them backwards. Just giving something infect for a turn is really minor, especially considering that everything in the Phyrexian deck probably has infect already. Proliferating might have even gotten the point across better. Other than that, this thing is pretty well-thought out conceptually. The -12... costs the right amount of loyalty, and Phyrexia is supposed to be mono-black. Good good.


Storied Hero 1W
Creature - Human Knight C
At the beginning of your upkeep, if this card is in Recent Memory, you may have target creature get +1/+1 until end of turn. (When a creature card is put in your graveyard from anywhere, it is in Recent Memory until another creature card is put into your graveyard.)
2/2

Still trying to make a version of this mechanic that doesn't cause everyone's Graveyard Order Senses to start tingling. :smalltongue:

Challenge! Small undersea creature! Go!

Svata
2016-07-26, 11:58 PM
I was simply thinking infect was super dangerous, as you could give it to something with power than infect creatures usually have, especially one with some manner of evasion or trample. But maybe you're right...

Blue Ghost
2016-07-27, 02:32 AM
That is certainly a very interesting mechanic, and I think it can turn out to be very fun. Making it a condition that's applied to everything probably doesn't work well with the rules. I'd suggest making it a keyword on the relevant cards. Something like:
"Legacy (When this creature dies, it becomes honored until another creature you control dies.)
At the beginning of your upkeep, if ~ is honored..."

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Blue/Shimmering%20Fry_zps7s60l9j9.png

Next: A Bear Horror.

Derjuin
2016-07-27, 03:23 AM
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Blue/Shimmering%20Fry_zps7s60l9j9.png

Next: A Bear Horror.



Reminds me a bit of the worm that keeps dragging bigger and bigger tokens into play, the more the tokens die :smallamused:. It ALSO reminds me of a tribe-...shifted? Wirewood Herald - though I like the flavor more of this one than the Herald.

Bear Horror:


http://mtgcardsmith.com/view/complete/full/2016/7/27/1469607572643885.png


Challenge: A four-color card! Any four colors will do.

Jormengand
2016-07-27, 12:14 PM
So, it's good with Madness, except that it's not good with Madness because you're discarding at random. It's good with fast decks because you pitch your hand (of no cards, by the time you get around to playing it) except that it's not because it's triple black and all the good fast decks tend to be white, red or green, and also you're going to end up pitching most of the cards that you draw. My main concern is that it will pretty much turn the game into a topdeck fest, and then you have to play the card that you topdecked or end up pitching it. Also, that effect on a fairly good body is just even nastier. It basically turns into play bears, lock down entire game.

Blessing of the Bold WURG
Instant U
Target creature gains lifelink until end of turn and another target creature gains flying until end of turn and a third target creatre gains haste until end of turn and a fourth target creature gains trample until end of turn. Each of those creatures gets +1/+1 until end of turn.

Next: Another instant in at least three colours.

braveheart
2016-07-27, 05:09 PM
It's fair, maybe? It really depends on the set its in, each of those effects is pretty minor, but doing that to 4 creatures can have a serious impact, however it needs 4 creature targets to be cast, which means yiy need 4 for optimum (only time it seems worth it) or 3 so you get more good stuff than your oponent.


AMERICOUNTER WUR
Instant - R
Counter target spell, deal 3 damage to that spells controller, and gain 3 life
The name needs work - Jace


Make an enchantment

mythmonster2
2016-07-27, 05:27 PM
This seems... really weak, to be honest. Most of these benefits are only worth one mana of the respective colors, but combining them into one card should up the reward for playing four colors. Plus, if you have less than four creatures, one of your opponent's creatures is getting buffed.

Combined Force- WUBRG
Instant- R
Cast a spell from your hand without paying its mana cost.

Make a card from Kaladesh!

Jormengand
2016-07-27, 05:38 PM
Americounter breaks the rule that hard counters should have UU in their cost; it's also two one-mana effects and a 3 mana effect for 3 mana. I don't think it's okay.

Combined Force is the Fist of Suns effect, plus flash, so I guess it's okay.

Divert Power to Weapons 3RR
Enchantment - Aura R
Enchant Creature
Enchanted creature gets "T: Each artifact you control deals 1 damage to target creature."

Next: Another card that bestows a tap ability.

Dr.Gunsforhands
2016-07-27, 07:04 PM
Okay, this one got me to laugh. Well played, JG. I still think that this effect would make more sense as an instant or an artifact, though. It's also kind of ambiguous - do you choose a target for each artifact, or do you choose one target, and each artifact deals 1 damage to it? I guess it should probably be the latter, but then why doesn't it just deal X where X is the number of artifacts you control? To get around Protection from Red?


Blessing of Kiki-Jiki 1RR
Enchantment - Aura R
Enchant Creature
Enchanted creature has, "T: Put a token on the battlefield that's a copy of this creature except it has Haste and, 'at the beginning of the end step, sacrifice this creature.'"

Challenge! Turn something to stone!

Jormengand
2016-07-27, 08:40 PM
This is nearly, but not quite, a functional reprint of splinter twin except for the cost being one lower. So, no?

Statue of Arcanis 6
Legendary Artifact MR
T: Draw three cards.
4: Return Statue of Arcanis to its owner's hand.
The statue is entirely hollow inside, more a statue of Arcanis' cloak than the wizard himself. To make a statue of that which has transcended material form would be impossible.

Next: Another artifact... but this time make it a common.

r2d2go
2016-07-27, 08:42 PM
Edit: Ninja'd, just skip me, unless you want to respond to this and Jorm's I guess...

Unless I've horribly misread this, I don't want this to exist. Splinter Twin doesn't need copies 5-8 at 1 less.

Meda's Attendant B
Creature - Human Cleric U
Deathtouch
B, Sacrifice an artifact - Put a token copy of ~ onto the battlefield.
1/1


Legendary Creature - Gorgon R
Whenever a creature is damaged by ~ or dies, exile it. If you do, put a colorless artifact token named Gold onto the battlefield. It has "Sacrifice this artifact: Add one mana of any color to your mana pool."
Sacrifice a creature - Regenerate ~.
"Curse? What curse?"
3/3

Challenge: Another card that synergizes with its namesake.

Dr.Gunsforhands
2016-07-27, 09:16 PM
I can't believe I forgot about splinter twin! I'm so sorry! >_<;

Statue of Arcanis is really, really good. Probably a bit too good... now that you guys have reminded me to do gatherer searches, I've found Loreseeker's Stone (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=389581) as another precedent.

Meda's Attendant... might also be too good, but if it is I can't imagine it's by much. It's the deathtouch that really sells it. Though, if it's supposed to be an animated gold statue, why isn't it an artifact creature?

Let's try this again:

Kikishard 1
Artifact - Equipment C
Equipped creature has, "T: Untap another target creature you control."
Equip 2

Challenge! Give us a way to stop The Kiki! ...with minimal effort.

ben-zayb
2016-07-27, 09:33 PM
Untap effects alone are powerful. That flexibility on an untap ability looks too much, more so on other creatures than. Maybe limit it to legendary and up the casting and/or equip cost at least?

Age of Mythology 1WW
Enchantment
All creatures are legendary.

Make a card with a reused name from somewhere else.

Jormengand
2016-07-27, 10:23 PM
Causing objects to be legendary seems to be a blue ability (though there's so little precedent I can't blame it for being white), and this seems to be basically a more limited, slightly cheaper, non-leyline leyline of singularity. You can do a lot of the same things with it, but most of the things that you would want to do with it are in blue.

Purple Sun 2BB
Enchantment R
Creatures get -1/-1.
Whenever a creature dies, add B to your mana pool.

Next: Another card which is a different physical colour from its alignment colour.

Svata
2016-07-27, 10:24 PM
I can't believe I forgot about splinter twin! I'm so sorry! >_<;

Statue of Arcanis is really, really good. Probably a bit too good... now that you guys have reminded me to do gatherer searches, I've found Loreseeker's Stone (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=389581) as another precedent.

Meda's Attendant... might also be too good, but if it is I can't imagine it's by much. It's the deathtouch that really sells it. Though, if it's supposed to be an animated gold statue, why isn't it an artifact creature?

Let's try this again:

Kikishard 1
Artifact - Equipment C
Equipped creature has, "T: Untap another target creature you control."
Equip 2

Challenge! Give us a way to stop The Kiki! ...with minimal effort.


That+anything with inspired+Kiora's follower.

r2d2go
2016-07-27, 11:19 PM
It's pretty dang strong - an obvious combo piece with sac effects but also just a general debuff that often refunds itself vs aggro and weenie. Super meta dependent - It's possibly overpowered, but also possibly mediocre. Which is fine :smalltongue:

The attendants are followers - they turn enemies into statues (Deathtouch) and recruit people with money and magic. Meda is a gorgon with Midas/Macar's curse, so she turns people into gold. She's cool with that, though. In fact, often she'll kill a follower for power, goldify their body, then get more followers with that gold! :smalltongue:

Macaran Death Frog 1B
Creature - Frog C
Whenever ~ damages a creature, exile it. If you do, put a colorless artifact named Gold onto the battlefield. It has "Sacrifice this artifact - add one Mana of any color to your mana pool."
1/1

Note: edited from 1G and 1/1 to GB and 2/1 to 1B and 1/1.

(It could be gold colored, or red like an actual poisonous frog, but it's not black)

Challenge: Another tiny thing with a scary name.

ben-zayb
2016-07-28, 12:37 AM
Basically it has a better deathtouch in that it gives mana battery, but that is off-color in black especially with mana of any color. The templating is better phrased as "Whenever ~ deals damage to a creature, exile that creature."

Kinderhaus Marionette 3UU
{an overstretched frame of a child stitched with doll parts}
Creature - Zombie Human U
Sacrifice ~: Gain control of target artifact.
"Ah, those're Frieda's eyes. You know, she never let the other kids else play with those toys anyway." -Geralf
3/2

Make another card with dolls/puppets/dummies/marionettes.

Blue Ghost
2016-07-28, 02:15 AM
5 mana is about the right price for stealing an artifact, and giving it a solid if overcosted body is a nice backup for the players who don't have artifacts. How powerful it is will obviously depend on how prevalent artifacts are. At uncommon, its presence in the set will significantly reduce the value of any large artifacts. Perhaps it would be better off at rare.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Colorless/Slasher%20Doll_zps36rngduc.png

Next: A card related to joy.

r2d2go
2016-07-28, 03:03 AM
Seems like one of those rares you see and say "hey, nifty" and then put away and never use again. It's too expensive to want to combo with Skulk or something, and even if you do manage something, it's at best 5/1 indestructible for 5. That's strong, but not strong enough to really justify use in any situation I can think of. While those types of rares aren't necessarily unhealthy, I'd prefer if it were limited kinda viable, at least. Menace, maybe - that'd be thematic and essentially draw two blockers to let you swing for lethal.

"Gilding" things (exiling them and getting Gold tokens) is exclusively mono-black so far, used only in Gild, and King Macar, the Gold-Cursed.

Joyful Noise 1W
Instant - U
Spells can't be countered until end of turn.
Draw a card.

(Doesn't stop Silence, which is what the D&D version does. But this is the form it takes to be a reasonable MtG card, so...)

Challenge: Another card that cantrips, or another reference to a different game. Bonus points for both.

mythmonster2
2016-07-28, 04:16 PM
This feels odd in white, since "can't be countered" usually goes in blue's enemies and I believe music is red. Balance-wise, it seems fine, though potentially problematic in combo decks, where it removes one of their big weaknesses for a turn.

Coiled-Sword Bonfire- 6
Artifact- R
T: Return all creatures that died this turn from the graveyard to the battlefield.

Since the new formatting of token creation (Just "Create X token" instead of "Put an X token onto the battlefield") has been revealed, make a token-maker!

Svata
2016-07-29, 03:27 AM
Seems really situational for a six mana investment. Sure, there's some decks it works in, and it nerfs flip-liliana's emblem, but other than that... Eeeeh?



Spring Forth 4G
Enchantment- R
[3]: Spring Forth creates a 2/1 fungus token.

Jormengand
2016-07-29, 09:43 AM
A 2/1 cantrip for 3 wouldn't surprise me, so I don't know why you need to waste 5 mana getting them.

Forget the Real 2C
Sorcery C
Exlie target coloured creature.
The challenger swung his sword, but it cut through nothing. He spoke, but no-one heard. He was still there, but the universe had forgotten his name.

Next: Another common colourless sorcery.

Derjuin
2016-07-29, 04:39 PM
A 2/1 cantrip for 3 wouldn't surprise me, so I don't know why you need to waste 5 mana getting them.

Forget the Real 2C
Sorcery C
Exlie target coloured creature.
The challenger swung his sword, but it cut through nothing. He spoke, but no-one heard. He was still there, but the universe had forgotten his name.

Next: Another common colourless sorcery.

Seems about right for the price - other creature-exile spells with requirements tend to be 3, and kill spells with such requirements tend to be 2. However, the requirement is a bit broad, since it really only can't exile Eldrazi and artifact creatures (and things like slivers w/ Ghostflame out, but yeah). It being a sorcery, however, probably balances this out.

Colorless sorcery:

Reduce to Dust 4C
Sorcery - C
Destroy target land. Search your library for a Wastes card and put it into play tapped. Shuffle your library afterwards.

Challenge: Something that cares about the number of card types somewhere.

Jormengand
2016-07-29, 06:41 PM
I can't see your card, and MTGCS doesn't seem to think it exists. This is why we always make a text version of our cards.

Prismatic Perfection 1CWUBRG
Enchantment - R
Reveal cards of 7 different card types from your hand: You win the game.
Everything comes together and togetherness comes to everything.

Next: A card containing the words "You", "Win" "The" and "Game" but not the phase "You win the game".

Derjuin
2016-07-29, 06:56 PM
I can't see your card, and MTGCS doesn't seem to think it exists. This is why we always make a text version of our cards.

Huh, that's bizarre. It shows up fine for me. :smallconfused:

I edited to have a text version instead.

r2d2go
2016-07-29, 08:24 PM
I can't see your card, and MTGCS doesn't seem to think it exists. This is why we always make a text version of our cards.

Prismatic Perfection 1CWUBRG
Enchantment - R
Reveal cards of 7 different card types from your hand: You win the game.
Everything comes together and togetherness comes to everything.

Next: A card containing the words "You", "Win" "The" and "Game" but not the phase "You win the game".

There's pretty much: Land, creature, artifact, enchantment, planeswalker, instant, sorcery. Seems balanced enough, but I don't think it'd ever be printed. It's just... kinda silly. Very few people want to pull or play that card.

Soulkeeper 3BB
Creature - Demon MR
Flying, Deathtouch, Trample
If you would win the game, instead sacrifice ~. Then, each opponent's life total becomes 20.
5/5

Challenge: Another card that can be used offensively or defensively.

Derjuin
2016-07-31, 11:18 PM
Seems kinda... ehh? I'm not sure what to think. It's obviously much better in bigger games, since you can use it to swing at peoples' faces and still kill them without outright winning. Though, the wording makes me curious. If you kill your only opponent (0 or less life w/ no outstanding ways to circumvent that loss) using the demon, wouldn't you still win because you have no opponents (AFAICT, losing due to 0 life is a state-based effect, thus the trigger for the demon would resolve and you wouldn't win, but because your opponent "lost" due to having 0 or less life, they can't be set to 20 life)? Maybe I'm too tired to think straight but as far as I can tell, you'd need some kind of intervening clause about how a player whose life is 0 or less doesn't lose the game or something.

Consuming AEther 2UU
Enchantment - R
3: Exile target nonland permanent and put two time counters on that card. If it doesn't have suspend, it gains suspend.
3: Put a time counter on target card with suspend or remove a time counter from target card with suspend. Any player may activate this ability.

Challenge: Something that does stuff while it's exiled, or does stuff to exiled stuff.

Dr.Gunsforhands
2016-08-01, 12:46 AM
My own thoughts would be that it's mainly going to end up as a crazy removal machine; the effect isn't cheap, but your opponent's best creatures are basically forfeit until they get some kind of enchantment removal. The ability may as well be written to just target creatures, if only to avoid letting the aether devour itself. That said, these days all of the best creatures are ones with enters-the-battlefield abilities, and this thing's existence would indirectly make that theme better in the right environment. The idea's pretty cool and I could see it working.

Spiteful Banshee 2B
Creature - Spirit C
Flying
When Spiteful Banshee is exiled from anywhere, each player exiles the top 5 cards of his or her library.
She escaped from death only to find herself trapped in an endless cycle of petty indignity.
2/2

Edit because my internet went down for maintenance just as I was about to add this last night:

Challenge! A 3-mana red instant that isn't a burn spell! Go!

Ninjaman
2016-08-02, 02:15 PM
Weird card, but I like it. It should probably be uncommon if only because of weirdness.

Grasp Chance - 2R
Instant - U
Discard your hand. Draw three cards.

Another red card that makes card advantage.

Blue Ghost
2016-08-02, 02:49 PM
The effect is a very red one, very simple and very powerful. Testing will be required to find the appropriate cost here, but I think the potential is there.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Red/Vermillion%20Kirin_zpsebnw3g86.png

Next: A card with landfall.

ben-zayb
2016-08-02, 10:20 PM
Interesting ability, but the "draw with a drawback" design space in R is already taken. Even flavorwise, Qilin seems more WU-ish than R.

Leyline Basin
Land - R
1,T: Add one mana of any color to your mana pool.
Landfall - Whenever a land enters the battlefield under your control, you may untap target land.

Make another card that has to do with untapping, or a card with emphasis on tooth/fang.

Ninjaman
2016-08-03, 03:04 PM
I like what the card tries to do, but it can quickly generate more than one mana each turn with fetch lands and different land search effects (makes skyshroud claim free for instance). A fixed version would be more like:
1,T: Add one mana of any color to your mana pool.
T: Add one mana of any color to your mana pool. Use this ability only if a land entered the battlefield under your control this turn.
Even then it is still too good.


Druid of the Fang - 2G
Creature - Elf Druid - U
Flash
Vigilance
When Druid of the Fang enters the battlefield, you may untap target creature.
3/2

Another druid that has nothing to do with mana or lands.

Sgt. Cookie
2016-08-03, 03:10 PM
Excuse me while I hoard literally every copy I can get my hands on. Taplands? What Taplands? There is only GLORIOUS UNTAPPED DUALS! This has scope to be a Commander standard instantly, in the same vein as Terramorphic Expanse/Evolving Wilds. Because guess what? This combos with them PERFECTLY. If it were me? I'd have written it as "Whenever a land enters the battlefield under your control, you may untap target basic land". It's still REALLY good, but nowhere near as absurd as before.

Mad Brilliance 2U
Enchantment - U
Whenever a creature dies, untap target creature you control.
"Yes. Yes! YES! I HAVE IT!" - Stitcher Geralf

Challenge: Make a card that revolves around creatures dying that ISN'T Black or White.

Jormengand
2016-08-03, 04:39 PM
Well, apparently ninjas, so...

Druid of the Fang: I think it's too good. The combat trick of untapping a creature so that it can block and kill something is pretty good, and strapped to a 3/2 flash vigilance (not a bad 3-drop on its own) is probably a bit too far.

Mad Brilliance: I would run this with something like Kamahl, Pit Fighter for the sweetness that is dealing 3 damage to each enemy creature until one survives, or Arcanis so that you can fire off a kill spell and draw three cards off it, or some kind of sacrifice engine. It may be too good, but only becomes insane when comboed with already-powerful cards and a lot of preparation, so it might be okay.

Druid of the Circle 2G
Creature - R
Whenever a creature dies, you gain 1 life.
Death begets life, and the cycle begins anew.
2/2

Next: A card with two or more types and neither of them is creature, such as artifact land or enchantment planeswalker. I'll be impressed if you manage instant artifact or sorcery planeswalker, though.

BasketOfPuppies
2016-08-03, 04:49 PM
A classic case of Good in Limited, Bad in Constructed. I'd probably make it uncommon, but other than that this is a solid card.

Rise of the Machines 5U
Tribal Instant- Artifact MR
Until end of turn, all noncreature artifacts you control are considered artifact creatures with power and toughness equal to their converted mana cost.
but artifact isn't a creature type...
Shut UP

Challenge: make a Planeswalker.

Jormengand
2016-08-03, 07:13 PM
March of the Machines is a 3U card that does the same thing. Also, tribal is no longer a thing and only accepts creature subtypes, which as you pointed out yourself doesn't include artifact. So, the flavour text is basically "This card is unprintable, but I don't care! Muahaha!".

Captain Caelen 2UU
Planeswalker - Caelen MR
+1: Tap target land. It doesn't untap during its controller's next untap step.
-4: Take control of target land.
-8: Take control of all lands.

Next: Let's try this again: A card with two or more types and neither of them is creature.

Sgt. Cookie
2016-08-03, 09:17 PM
It's good. Extremely good. FAR too good. If this thing were EVER printed, it would hit banned lists faster than you can say "I cast Stoneforge Mystic".

It's also BORING "I get laaaaaands!" with little else going for it.


Reflecting Shield 3
Instant Artefact - Equipment
(This card is a permanent, but is played as, and interacts with other cards as if it were, an instant.)
If it is not your tun when you cast Reflecting Shield, you may attach it to target creature you control.
When a spell targets equipped creature, you may pay X, where X is the converted mana cost of the spell. If you do, counter that spell and copy it. You choose new targets for the copies.
Equip - Cast an Instant or Sorcery spell
(Equip costs can only be payed at Sorcery speed)

Challenge: Make a card with a "secondary cost" (Like Surge, Madness, Equip, so on and so forth) that hasn't been done before.

Blue Ghost
2016-08-03, 10:51 PM
I guess you could theoretically amend the rules so that a card can be an instant and an artifact at once, but why would you want to do that? Flash accomplishes the same thing. And casting spells as a cost just does not work. The core idea, an equipment that reflects spells, is pretty interesting. Can reflect a single spell at high cost, and then acts as hexproof as long as you have mana up. You'll need to have a lot of instant-speed stuff to want to leave mana up all the time though.

Fellfrost Wendigo 3B
Creature - Horror (U)
Madness--Sacrifice a creature.
Wendigos are born from the desperation of lost travelers when the snow is stained with blood.
3/3

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Black/Fellfrost%20Wendigo_zps8ne2yvh3.png

Next: Something affiliated with Phenax.

Dr.Gunsforhands
2016-08-03, 11:10 PM
Reflecting Shield isn't so much a physical object as the abstract concept of misunderstood rules made manifest. The idea of making Instant a supertype that grants flash, thereby turning all existing instants into Instant Sorceries, has probably crossed the dev's minds, but as it stands mixing permanent types and not-permanent types just doesn't work right. Also, this thing doesn't have any real reason to have flash anyway? All it really does is grant hard-to-equip conditional hexproof. I do like the idea of an equipment that can hop onto a creature whenever you cast an instant or sorcery, though. You can't do it as a cost, but a triggered ability would work. Like this:

Magnetronic Weapon 3
Artifact - Equipment U
Equipped creature gets +2/+2.
Equip 3
Whenever you cast a red or blue instant or sorcery spell, you may attach Magnetronic Weapon to target creature.

Huh. I thought they made a wendigo before, but I guess not. I'm also kind of surprised they didn't use this madness cost before, but then it is really weird that you can run this in some decks without bothering to splash black. It's cool.

Mask of False Promises 4
Artifact - Equipment MR
Equipped creature loses all abilities and is a black zombie.
Whenever Mask of False Promises becomes unattached from a creature, exile that creature. If equipped creature would die, exile it instead.
Equip 0
2BB: Return target creature card in a graveyard to the battlefield under your control and attach Mask of False Promises to it.

Challenge! Green... enchantment. Sure.

Derjuin
2016-08-04, 02:07 AM
It's neat recursion, though it seems a tad expensive for deleting their abilities. Nim Deathmantle, while only able to trigger on death and only affecting your own creatures, still gives the creature +2/+2, intimidate, and lets them keep their abilities.

Invocation of the Roil 2GG
Enchantment R
Whenever a land enters the battlefield under your control, you may exile a land card in your graveyard.
At the beginning of each end step, you may put a land exiled with Invocation of the Roil into your hand.

Challenge: A red chaos enchantment or artifact!

Sgt. Cookie
2016-08-04, 10:36 AM
It's land recursion which is... probably fine. Combos absurdly well with fetchlands, of course, but even then, this is probably fine higher-costed at Uncommon than at Rare, to be honest. You also might want to use the Landfall ability word, but that's just a small nitpick.

Flamecapture Trickery 3RRR
Enchantment MR
Players can't cast spells normally.
Reveal a card from your hand at random: If it is not your turn and the revealed card is not an Instant, or does not have Flash, return it to your hand and lose 2 life. Otherwise, you may cast that card. If you don't, discard it. Any player may activate this ability.


Challenge! A Green card that thinks it's a Black card.

Ninjaman
2016-08-05, 04:46 AM
As written it doesn't actually work, saying spells can't be cast normally means nothing in magic lingo. It's a chaos card but not a super exciting one and I dislike the implementation. It should either give everything flash or just remove it, as having those extra lines just muddles up the card and makes it feel less smooth.

Elvish Scavenger - 2G
Creature - Elf - U
Whenever a creature dies, put a +1/+1 counter on Elvish Scavenger.
1/1

Another 1/1 that will get big.

ben-zayb
2016-08-05, 05:54 AM
It's a cheaper and more fragile Lumberknot, so a less functional reprint?

Dragonscale Reinforcer 1WW
Creature - Human Soldier R
Whenever ~ blocks, bolster X, where X is its toughness.
1/1

Make a creature that can change power or toughness, with another effect based on either.

r2d2go
2016-08-06, 11:59 AM
It's certainly powerful, fairly practically being a source of exponential growth. Following it up with an Abzhan Runemark or the equip of a True-Faith Censer means it'll quickly grow out of control, especially if it's alone. It's probably still sideboard only material, but you have to be careful with that kind of thing - I wouldn't be surprised if something like this was printed at a higher cost/base statline.

Shifting Shade 3B
Creature - Shade R
Skulk
B - ~ gets +1/+1 until end of turn.
1/1

Challenge: Another card that's typical for its subtype. Or, a card that defines a new subtype.

Derjuin
2016-08-06, 12:18 PM
Seems amazing in limited formats, not so hot in constructed. Given you can activate its ability in response to blockers being declared, it's pretty much unblockable or guaranteed to kill its blocker.

I like it though.

Maelstrom Sliver 2UG
Creature - Sliver R
Whenever you cast a sliver spell for the first time each turn, exile cards from the top of your library until you exile a sliver card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.
2/2

Challenge: A blue global enchantment (not aura) designed for aggro decks.

ben-zayb
2016-08-06, 11:33 PM
It's very powerful for deck thinning and card advantage. Would've still worked even if the cards stay exiled, and randomness is mostly R anyway.

Tutelage of the Jeskai (U/R)(U/R)
Enchantment
Whenever a player draws a card, you may pay (U/R). If you do, target creature he or she controls gains prowess until end of turn.

Make a card for a hypothetical bant-colored tarkir clan. Bonus points for making a dragon aspect/part association.

r2d2go
2016-08-07, 02:59 AM
It's interesting, but it requires way too many parts. You cast this for 2, then someone draws, then you pay 1, and then you have to cast an instant or sorcery, and then you finally get your +1/+1. Its too much work for a temporary buff. I'm not really sure how to work with it.

Enko Heart-Guard 4W
Creature - Spirit Soldier R
Vigilance
1(U/G)(U/G) - Target creature gets +X/+X, Flying, and becomes a Spirit until end of turn, where X is its unity. (A permanent's unity is equal to the number of permanents under its owner's control that share a subtype with it.)
3/7

Challenge: Another rare or mythic rare with only 1 color weight (one colored mana in the cost). Or, another card that pumps.

LastCenturion
2016-08-08, 10:28 AM
It's interesting, but it requires way too many parts. You cast this for 2, then someone draws, then you pay 1, and then you have to cast an instant or sorcery, and then you finally get your +1/+1. Its too much work for a temporary buff. I'm not really sure how to work with it.

Enko Heart-Guard 4W
Creature - Spirit Soldier R
Vigilance
1(U/G)(U/G) - Target creature gets +X/+X, Flying, and becomes a Spirit until end of turn, where X is its unity. (A permanent's unity is equal to the number of permanents under its owner's control that share a subtype with it.)
3/7

Challenge: Another rare or mythic rare with only 1 color weight (one colored mana in the cost). Or, another card that pumps.

Interesting, but I think it's a little bit spread out in colors. Not saying that it's bad, but I wouldn't run it just because of how many lands I would need. I also dislike spirits, but that's a personal thing. Overall good, but not incredible, card.

Shadowbane Talisman - 1WWW
Legendary Artifact - Equipment - MR
Equip W
Equipped creature has Protection from Black and +0/+3

Challenge: A card themed on fire that is neither W nor R

Dr.Gunsforhands
2016-08-09, 12:55 AM
Costs triple-white and doesn't pump so much as give a static boost, 2/10. :smalltongue:
It really doesn't have much reason to cost tri-white nor be legendary. Legendary implies that it's, "The," Shadowbane Talisman, but it doesn't sound wrong to have, 'a,' shadowbane talisman, does it?

Killn 3
Artifact - R
Killn enters the battlefield tapped.
T, sacrifice a creature: add RB to your mana pool.

Challenge! A card that cares about multi- or monocolored things.

r2d2go
2016-08-09, 02:30 AM
Costs triple-white and doesn't pump so much as give a static boost, 2/10. :smalltongue:
It really doesn't have much reason to cost tri-white nor be legendary. Legendary implies that it's, "The," Shadowbane Talisman, but it doesn't sound wrong to have, 'a,' shadowbane talisman, does it?

Killn 3
Artifact - R
Killn enters the battlefield tapped.
T, sacrifice a creature: add RB to your mana pool.

Challenge! A card that cares about multi- or monocolored things.

Seems pretty weak - while RB is often going to have things it wants to sacrifice, it's rarely going to have big stuff that makes this worth playing. And that's the main thing this is good for, mostly - If you're not playing a 5-6 drop turn 4 with this, you're better off just playing the individual cards. Maybe as mana fixing? I'm not sure it could be 2 mana, though - then you can do stuff like (plains) Doomed Traveller > (forest) This > (island) Maelstrom Archangel or somethings. Still, you can do that with Birds of Paradise and Sylvan Carytid, so... Maybe it could cost 2 less.

Planeswept Sentinel 3
Artifact Creature - Construct U
Vigilance
Whenever ~ blocks or is blocked by a creature, it gets +1/+1 for each color of its colors.
1/1

Challenge: Another card that has highly variable P/T

Jormengand
2016-08-09, 08:52 AM
Technically, the effect lasts indefinitely. I assume it's meant to be until end of turn. I think you also need to say "For each colour that creature is" or something to make clear that you're counting the other creature and not the sentinel.

In any case, it's usually a 2/2 vigil for 3 in colourless, except if people ignore its attacks when it's a 1 1/2 / 1 1/2 vigilance because it still gets to block. It's meh, it's okay, it's oddly specific hate. Sucks against devoid or artifacts though.

Ed, the Undying 8BBB
Creature - Skeleton Wizard MR
Persist
When Ed the Undying dies, if it had one or more -1/-1 counters on it, return it to the battlefield under its owner's control with X -1/-1 counters on it, where X is 1 plus the number of -1/-1 counters it had.
7/7

The number of times you have to fight him and the mana cost are both references, but I also think they probably actually work to balance him. Plus, someone can probably throw some non-kill removal on him, right?

Next: Something else you have to kill more than twice before it goes away.

Svata
2016-08-09, 09:41 AM
*clears throat* UNDYING!! Sorry, couldn't resist.

LastCenturion
2016-08-09, 11:04 AM
I can't pretend to understand the references, but it's a very interesting card. I would say that it's not as good in Modern, because of things like eldrazi or Path to Exile being so common, but I can see how it would still be useful. Except, you know, CMC through the roof. Unplayable, except in Commander, just for that I think.

Trigon, Chimaera
Legendary Creature - Chimaera - R
Persist
While Trigon, Chimaera has a -1/-1 counter on it, it has Undying.
While ~ has a no counters on it, it has menace.
While ~ has a -1/-1 counter on it, it has deathtouch.
While ~ has a +1/+1 counter on it, it has vigilance.

A Lion head (menace), and snake head (deathtouch) and a goat head (vigilance, because really what keyword goes with a dang goat?), right?

Challenge: Make another card inspired by OOTS

r2d2go
2016-08-09, 02:57 PM
So, unfortunately, after the first death the goat head will never see use again. Since Persist actually lets the thing die, it's counters are wiped and it comes back with a counter. Might be intentional, but I got a feeling you meant it to cycle around.

Missing P/T and cost, so balance I can only guess at. 4/4 for 2WWBB maybe? 3RWB?

Lastly, the design in theory: it's interesting, but it's clunky. One, it breaks the important rule that counters don't mix in a set, because otherwise it gets confusing. The -1/-1 and +1/+1 cancelling thing is especially bad. Also, it's lots of lines for only a little impact (because let's face it, Vigilance, Deathtouch and Menace are all at least on the low-impact half of keywords). If I was going to spend that much text in something, I'd prefer something like... 3/3 for 4, gets Doublestrike at -1/-1 and Defender at +1/+1.

Cunning Hero 2UW
Creature - Human Warrior R
Vigilance
(W/U), T - Choose One:

Tap target creature.
~ gains Flying until end of turn.
~ gains Prowess until end of turn.
~ gains Hexproof until end of turn.

2/3

Challenge: Another hero. Or, a noncreature card that has many keywords in the text. Bonus points for both.

Jormengand
2016-08-09, 04:01 PM
Hmm, pretty clever, but since there exists two straight-up flying vigilance creatures for 3W, at common, it's a bit lacklustre, (as well as a 2/2 for 2W with prowess/vigilance, and while there are no cards with hex/vigil, Oderic Lunarch Marshal (3W) can give all your creatures that if any have either). Being able to swap these out, for mana, at will isn't actually that useful.

Hero of the People 4WR
Enchantment R
You have Warleader 3, Lifelink, and Doublestrike during your turn. (You can attack and deal damage as though you were a creature with power 3. Players with warleader have vigilance. Whenever you would deal damage, you deal damage once in the first strike step and once in the normal damage step and you gain that much life.)

Next: Another card which gives you personally some effect.

Derjuin
2016-08-10, 07:20 AM
Seems neat, I presume combat damage dealt to you goes right to your life total. I'm not sure if 6 mana is the right cost for such an effect, but since you-as-a-creature are still targetted as though you were a player, most control spells that could work against a 3/* vigilance doublestrike lifelink creature are out the window.

Aspect of the Commander 2WW
Legendary Enchantment - Aura MR
Enchant player
At the beginning of your upkeep, pay WWWW or sacrifice Aspect of the Commander.
Enchanted player has protection from creatures.
Creatures without flying can't attack enchanted player.

Challenge: Another legendary aura!

LastCenturion
2016-08-10, 09:48 AM
Umm... You have protection from creatures, AND flying creatures can't attack you? Other than that this card seems really well balanced. I looked and thought "That's really good" then I looked again and thought "that's really bad" so I think it's good but a card that's difficult to use.

Enthrall - UUUUU
Legendary Enchantment - Aura - R
Enchant creature
The owner of ~ has control of enchanted creature.
{C/P}: Move Enthrall onto a different target nontoken creature you control. The creature that you move ~ from returns to it's owner's control. Any player may activate this ability. ('creature you control' is a creature controlled by the player activating this ability.)
If ~ is destroyed, destroy enchanted creature. It can't be regenerated.

Challenge: Make a card with at least three tribal subtypes.

braveheart
2016-08-10, 11:46 AM
Is that cost supposed to be phyrexian colorless mana, or phyrexian generic, if it's generic, I still ask why it is phyrexian, if it is a colorless cost, where is your Eldrazi flavor? The card is odd, but useful, but overall I just don't like it.

Horrific Hybrid 1WBR
Creature - Goblin, Human, Zombie - MR
Menace
When ~ enters the battlefield, tap each other creature.
Whenever ~ attacks you may tap target creature.
When ~ dies return it to your hand.
"Oh God It's Hideous"
2/3

Make an artifact

Dr.Gunsforhands
2016-08-10, 02:32 PM
From a mechanical standpoint, it's an annoying tap-down effect that can work pretty well. It's obviously supposed to open up a big attack for an aggro deck, and if played correctly it can let you kill your opponent almost immediately if they haven't been careful. As such, I don't think this needs to recur to work, and I'm wary of putting all of that stuff on the same card as a thing that's so hard to get rid of. That return ability is not something you should throw on without thinking just because it's a zombie. Also, come to think of it, why is it white? I get the idea of an undead goblin horror that's impossible to block because of menace, but a human zombie is still just a zombie. Nobody in Tarkir cares about hybrids and Innistrad doesn't have goblins in the first place, so I'm having trouble picturing who is finding this poor little guy so hideous. :smalltongue:

Bracers of Feathers 1
Artifact - Equipment C
Equipped creature gets +1/+1 and has, "U: This creature gains flying until end of turn."
Equip 2

Challenge! More cheap equipment!

EDIT: I never realized that the ETB effect also hit your own creatures! That's... weird and unhelpful. I guess it encourages you to attack with everything before playing it, but as drawbacks go it doesn't really affect balance at all. I don't think it's worth the extra line of text, especially since it already completely confused me.

braveheart
2016-08-10, 03:50 PM
Actually I was imagining that ugly guy on innestrad, and if you think about it his ETB ability is actually pretty bad unless you find a way to give him flash, so the recursion costs a deceptively large amount, his tap on attack ability is the best part of the card, and he's white because of the tapping, and human because I needed a third creature type.

On to your card, it seems fair, although I'd like it a little better if the casting and equip costs were reversed, 1 mana for +1/+1 is not unreasonable and the cost on the flight continues to balance it.

Guardian Pendant (2)
Artifact - Equipment - R
If equipped creature would be destroyed, sacrifice ~ and equiped creature gains indestructible until end of turn.
Equip (2)

Make a land

LastCenturion
2016-08-10, 05:03 PM
It seems useful, but I doubt I'd ever use it because of the equip cost. 2 mana for totem armor against destroy effects? I would say it'd be playable if it cost 1 mana to equip instead, but right now it's probably not.

Bloodsoaked Mana Pool
Legendary Land - MR
T, Pay XX life: The next spell you cast this turn with converted mana cost X or less costs 0 to cast.
Players cannot gain life.

Challenge: Make an combat trick that doesn't target or choose creatures.

Tom the Mime
2016-08-10, 06:14 PM
So it's a channel which can be dropped turn 1 and doesn't care about color. The fact that you pay twice as much life and can only use it for one spell doesn't really help how broken it is. Dozens of "deal with this fatty in 3 turns when starting with no lands or die" or something like Nicol Bolas where it would be impossible. And this is for a 2 card combo where you're not that picky with one of the cards.

Sudden deluge U
Instant - U
Creatures without flying get -2/-0 until end of turn

Make a creature with trample

braveheart
2016-08-11, 12:39 AM
Why creatures without flying? Otherwise it's a find card, rarity is about right, and it's certainly not outside a reasonable power level.

Denmotger Bear 3GG
Creature - Bear - R
Trample
When ~ enters the battlefield create a 2/2 green bear token
Whenever a bear you control dies, ~ may fight target creature.
4/4


Make a doublestrike creature

r2d2go
2016-08-11, 03:21 AM
Seems pretty strong. I mean, I'm not about to go make a bear tribal deck, but 4/4 trample + 2/2 + bonus murderbearing is very solid for 5. I would have liked something to encourage the murderbearing (something small like making the 2/2 have vigilance), but this is fine as-is.

Helnaught, the Flailing Inferno 1RRR
Legendary Creature - Elemental MR
Double strike
Whenever Helnaught deals combat damage to a creature, it deals 2 damage to each creature.
Whenever a creature damaged by Helnaught dies that turn, Helnaught deals 2 damage to each player.
2/3

Sunwrithe, the Piercing Gaze WWW
Legendary Creature - Elemental MR
First Strike
Whenever Sunwrithe deals damage to a player, they can't cast spells until end of turn.
Whenever Sunwrithe deals damage to a creature, exile it until Sunwrithe leaves the battlefield.
2/2

Challenge: Another legendary elemental. Or, another card with deceptively low base stats. Bonus points for both, and continuing the cycle.

Blue Ghost
2016-08-14, 10:23 PM
Triple red is hard to pull off, so the reward had better be worth it. Helnaught's abilities rely on it being blocked, which is the opponent's choice. It can make blocking awkward sometimes, but the abilities are situational, and there are times when they will work against you. I don't think the value is quite enough to justify the casting difficulty.

Zephyros, the Wailing Wind UUU
Legendary Creature - Elemental (M)
Flying
Whenever Zephyros deals combat damage to a player, draw two cards, then discard a card.
Whenever Zephyros deals combat damage to a creature, return that creature to the top of its owner’s library.
1/5

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Blue/Zephyros%20the%20Wailing%20Wind_zps2vqozu9u.png

Next: Something blue.

mythmonster2
2016-08-15, 01:30 AM
This seems... pretty powerful, honestly, even with the triple-blue. You're either drawing a card or bouncing a card every turn, and 5 toughness means it's gonna be hard to remove. I might be underestimating the difficulty of triple-blue, though.

Change of Plans- U
Instant- R
Counter target spell you control.
Draw a card.
On second thought...

Decided to go for a kind of One With Nothing card here, although with a bit more upside.

Make a card with a mechanic from Future Sight (one that hasn't been done already, that is)!
It turns out Future Sight had less unique mechanics than I remembered, so to open it up a bit, you can either do that prompt or make a card with a totally new mechanic.

Derjuin
2016-08-15, 02:03 AM
I'd probably attach more of an upside to this - as you're basically paying U plus whatever the cost of the other spell just to draw a card; unless there's a mechanic for countering spells that makes them better when countered, you're essentially losing 2 cards and paying at least U to draw a card - card disadvantage, as the spell was probably going to hit your graveyard anyway.

I could see very niche use in a situation where you want an opponent's spell or ability to fizzle instead of counter your spell. Sometimes useful in protecting assets such as from an Aethersnatch or Guile ability.

Redirect the Leylines 1UU
Instant U
Counter target spell.
Rethread U (Until the beginning of the next end step, the next spell you cast that shares a color with this spell costs U less to cast. A spell's cost can't be reduced below 0.)

New mechanic (p. sure I've never seen it before). Challenge: Make a card with rethread!

r2d2go
2016-08-15, 09:14 AM
As far as hard counters for 1UU go, this one seems very strong. I mean, you can just Brainstorm for free after this. It makes it easier for you to play your draw on turns you drew, then said "go". And even if you don't, hard counter for 1UU isn't bad. It's probably fine, just on the strong side.

As for the mechanic itself, I think it needs a little rewording. Your reminder text is pretty long for what could be "The next time you play a blue spell this turn, it costs U less." The mechanic itself is fine, though.

Corpse Weaver 3BB
Creature - Human Wizard U
Whenever a creature dies, Rethread BB. (The next time you play a black spell this turn, it costs BB less.)
T, sacrifice a non-zombie creature: Create a 2/2 black zombie.
2/4

Challenge: Another card that works well with devotion. Or, a card who's mana cost is less than half colored. Bonus points for both.

Jormengand
2016-08-15, 11:34 AM
The create mechanic still uses all the same parameters: create a [supertype] [P/T] [subtype] [type] token rather than putting such an object onto the battlefield. You can't just create a 2/2 black zombie, it has to be a 2/2 black zombie creature token.

The card itself is potentially very poweful, allowing for a lot of ramp, even if you just use it to sacrifice a creature and somehow miraculously no other creatures die at useful times. I'm not certain that's okay.

Bathe in Flames 2R
Sorcery U
Bathe in Flames deals damage to target creature equal to your devotion to red.
If you play with fire, who gets burned depends on how good your aim is.

Next: A mythic rare with no more than twelve words in its rules text and which does not itself have any keywords (but which might give them out to something).

LastCenturion
2016-08-15, 12:41 PM
A very nice spell, but not great quality if you play it on curve, I think. Not enough time to build devotion. Past that, it's a great card. To the challenge, I'm going to assume reminder text doesn't count towards the limit.

Aya the Pathfinder URG
Legendary Creature - MR
Creatures you control have Exalted. (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Other creatures you control cannot attack.
1/1

That's 11, not counting the reminder text. If you do, then imagine the reminder text isn't there and people know what Exalted means.

Challenge: Create a colored Eldrazi without Devoid.

Sgt. Cookie
2016-08-15, 05:57 PM
...I literally cannot fathom a single situation where I would play this card. Unless, of course, Exalted is supposed to be +1/+1 per creature you control. Because otherwise, you've locked yourself to a 2/2 with no redeeming qualities.



Kozilek's Transformer 3
Creature - Eldrazi - U
As an additional cost to cast Kozilek's Transformer pay one mana of any colour. Kozliek's Transformer becomes that colour.
Pay one mana of any colour: Kozilek's Transformer becomes that colour.
Basic lands you control that produce mana of Kozilek's Transformer's colour are wastes. (For instance, if Kozilek's Transformer is Green, Forests you control are Wastes.)


Challenge: Make a Red card that cares about life total and ISN'T a Vampire.

Derjuin
2016-08-15, 06:18 PM
...I literally cannot fathom a single situation where I would play this card. Unless, of course, Exalted is supposed to be +1/+1 per creature you control. Because otherwise, you've locked yourself to a 2/2 with no redeeming qualities.



Kozilek's Transformer 3
Creature - Eldrazi - U
As an additional cost to cast Kozilek's Transformer pay one mana of any colour. Kozliek's Transformer becomes that colour.
Pay one mana of any colour: Kozilek's Transformer becomes that colour.
Basic lands you control that produce mana of Kozilek's Transformer's colour are wastes. (For instance, if Kozilek's Transformer is Green, Forests you control are Wastes.)


Challenge: Make a Red card that cares about life total and ISN'T a Vampire.

RE: previous card: You'd get +1/+1 per creature with Exalted, so if you have 10 creatures and attack with just one, it'd get +10/+10.

RE: current card: A neat way to help play other Eldrazi with colorless costs, though I think you forgot P/T. I assume that this transformation into Wastes replaces their former land type? Otherwise, it could easily lock you out of playing anything else...

Risky Maneuver 2RR
Instant - MR
Take an additional turn after this one. Exile Risky Maneuver.
Fateful Hour - If you have 5 or less life, take two additional turns after this one instead. Exile Risky Maneuver. At the beginning of the second turn's end step, sacrifice all nonland permanents you control.

Challenge - Make a card with Metalcraft!

mythmonster2
2016-08-15, 07:15 PM
This is just too powerful. Most extra turns are at least 5 mana nowadays, and this one lets you potentially have two turns for 4. Also, mono-red hasn't gotten extra turns in a long time, and the few times it did get them, it lost the game at the end step of the second turn.

Ironclad Wall— 4
Artifact Creature— Wall (U)
Defender
Metalcraft— Ironclad Wall gets +4/+0 if you control 3 or more artifacts.
0/6

Make a card that cares about enchantments.

r2d2go
2016-08-15, 10:38 PM
This is just too powerful. Most extra turns are at least 5 mana nowadays, and this one lets you potentially have two turns for 4. Also, mono-red hasn't gotten extra turns in a long time, and the few times it did get them, it lost the game at the end step of the second turn.

Ironclad Wall— 4
Artifact Creature— Wall (U)
Defender
Metalcraft— Ironclad Wall gets +4/+0 if you control 3 or more artifacts.
0/6

Make a card that cares about enchantments.

I think you could make this cost 3 and you still might not play it - It's just too weak, even with Metalcraft. Even if control-metalcraft was a thing in limited... actually, yeah, then this would be strong if it cost 3. But at 4, it's weaker than it has to be. Maybe go for symmetry and make it +6/+0? Or +4/+4 (which is surprisingly small of a buff, since it can only ever block one thing). It's just... really mediocre as-is.

Dreamslinger 1RR
Enchantment Creature - Dreamer R
Whenever an enchantment enters the battlefield, deal 2 damage to target non-Dreamer creature or player.
Dreams are a tool, and any tool can become a weapon.
2/2

Challenge: Another card that synergizes with copies of itself. Or, another enchantment creature. Bonus points for both.

LastCenturion
2016-08-16, 08:33 AM
I think you could make this cost 3 and you still might not play it - It's just too weak, even with Metalcraft. Even if control-metalcraft was a thing in limited... actually, yeah, then this would be strong if it cost 3. But at 4, it's weaker than it has to be. Maybe go for symmetry and make it +6/+0? Or +4/+4 (which is surprisingly small of a buff, since it can only ever block one thing). It's just... really mediocre as-is.

Dreamslinger 1RR
Enchantment Creature - Dreamer R
Whenever an enchantment enters the battlefield, deal 2 damage to target non-Dreamer creature or player.
Dreams are a tool, and any tool can become a weapon.
2/2

Challenge: Another card that synergizes with copies of itself. Or, another enchantment creature. Bonus points for both.

It's... interesting. I'm not sure how good it is, but I think the stats might be a little bit high, or just fair for Red. I would say that 3/1 would be more interesting, but again I'm not sure how the ping goes into it. I'd say the cost is about right, but maybe 2R would be better?

Lingering Anima - 6
Artifact Enchantment Creature - R
If you control another enchantment named Lingering Anima, they have "1: Add one mana of any color to your mana pool"
6/6

Challenge: An instant with CMC 6+ that's still playable.

Jormengand
2016-08-16, 12:19 PM
I don't think you can say "They have" to refer to both cards like that, though you can just say "This enchantment has" for each to give it to itself or "It has" for each to give it to the other. In any case, it's got a pretty good power for colourless with full-generic cost (deathless behemoth in BFZ is an example of one with the same, but most have lower) and two of them allow full mana fixing. I'm not certain that's okay, but at rare it's probably just about.

Mirror Force 4WW
Instant R
Destroy each attacking creature.

Next: Another white instant.

r2d2go
2016-08-16, 01:56 PM
I think that might be a little too powerful. Sure, it doesn't always kill important things, so it's only really good against decks that win by turning their entire board sideways each turn. But against those decks, you just win for 6. It's also an instant speed wrath effect, so in most forms of multiplayer it's very maindeckable. It could probably be printed, but I'd feel a lot more comfortable if it costed 7 - though that might boot it into "completely unplayable" in your average 1v1. So I guess it's okay.

Angelic Intercession 1WW
Instant - U
You gain 4 life.
Fateful Hour - If you have 5 or less life, create a 4/4 white angel creature token with flying and lifelink. Exile it at the end of turn.

Challenge: Another lifegain card. Or, another card that has effects based on life total. Bonus points for both.

Derjuin
2016-08-16, 06:57 PM
It feels pretty good, and its utility as a surprise blocker is pretty neat when you're under 5 life. I only wish the token stuck around, but then, it IS an uncommon instant for 3 :smalltongue:

Demigod of Anima 3WW
Enchantment Creature - God
As long as your life total is less than your starting life total, Demigod of Anima has lifelink.
As long as an opponent's life total is greater than his or her starting life total, Demigod of Anima has double strike.
4/4

Challenge: A manland!

LastCenturion
2016-08-16, 09:07 PM
It feels pretty good, and its utility as a surprise blocker is pretty neat when you're under 5 life. I only wish the token stuck around, but then, it IS an uncommon instant for 3 :smalltongue:

Demigod of Anima 3WW
Enchantment Creature - God
As long as your life total is less than your starting life total, Demigod of Anima has lifelink.
As long as an opponent's life total is greater than his or her starting life total, Demigod of Anima has double strike.
4/4

Challenge: A manland!

So... first ability is pretty easy to trigger, with Shock Lands and the like, but the second one is a lot less likely. It seems pretty good as a 5 mana 4/4 with lifelink, which is the likely outcome. Not really sure why it's an enchantment though.

Soul Factory
Land - R
T: Add 1 to your mana pool
2: ~ becomes a 1/1 Angel Artifact Creature with lifelink until the end of your turn. It's still a land.

Challenge: Another card with off-color creature types (Angels outside of white, Demons outside of Red or Black, Sphinxes outside of Blue, go wild)

r2d2go
2016-08-16, 09:54 PM
So... first ability is pretty easy to trigger, with Shock Lands and the like, but the second one is a lot less likely. It seems pretty good as a 5 mana 4/4 with lifelink, which is the likely outcome. Not really sure why it's an enchantment though.

Soul Factory
Land - R
T: Add 1 to your mana pool
2: ~ becomes a 1/1 Angel Artifact Creature with lifelink until the end of your turn. It's still a land.

Challenge: Another card with off-color creature types (Angels outside of white, Demons outside of Red or Black, Sphinxes outside of Blue, go wild)

Seems mediocre, but fine - I mean, your 1/1 lifelink is rarely going to do much, as it dies to everything and kills almost nothing. I suppose in a deck that has complete control of the board, you can use it to put your opponent on a 20 turn clock without any other wincon. And with colorless as a potentially required cost, it could be quite decent. Nothing crazy, though. That makes me think Uncommon might be a more appropriate rarity.

Though, why is it a Soul Factory? It makes angel-bots, not souls. Soul Factory makes me think like "4, T, create a 1/1 white spirit creature token with flying." Eh, whatever.

Matron Impellere 4RR
Legendary Creature - Sphinx R
Flying
Dash 2RR
When ~ deals damage to a player, exile the top three cards of your deck. You may play those cards this turn.
"Impulse and intuition are much the same, yet only the latter is accepted by my kin. How can they insist on logic while maintaining such a fallacy?"
4/4

For convenience, the reminder text for Dash: "You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step."

Also, references: Act on Impulse (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=383176) and Intuition (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=intuition).

Challenge: Another card that references 2+ other cards. Or, another card with an existing non-evergreen mechanic (i.e. something set specific). Bonus points for both.

LastCenturion
2016-08-16, 10:15 PM
@my judgement: whoops, I forgot spirit was a type. Errata?

It's not a particularly good card, at least imo, although I have an irrational fear of mill decks (I'm told) so maybe it's really good. Nice use of the Dash keyword, and thanks for the reminder text; I had no idea what it did.

Hidden Seditionist - UUU
Creature - Human - U
Shadow, Dethrone
When ~ deals combat damage to a creature, Investigate.
The time of heroes has passed. The ravages of war are finished. Let the government fall.
2/2

Shadow reminder text: (This creature can block or be blocked by only creatures with shadow.)
Dethrone reminder text: (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
Investigate reminder text: (Put a colorless Clue artifact token onto the battlefield with "{2}, Sacrifice this artifact: Draw a card.")

References: Age of Heroes (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193448) and Ravages of War (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=10500). Sorry for the bad references, that part was hard. Do I get extra bonus points for three outdated keywords from three different sets and referencing cards from yet another two sets? No? Okay, at least I get normal bonus points.

Challenge: A card whose fluff has no corporeal form, yet is neither an instant, sorcery, enchantment, nor a creature.

mythmonster2
2016-08-17, 12:11 AM
Honestly, Shadow may as well just be unblockable. It hasn't been printed since Time Spiral block, which was almost 10 years ago, and as I recall, it's fairly high up on the Storm scale. For balance, this seems fine, though maybe a bit beefier than mono-blue would usually get, due to dethrone.

Slow Preparations
Conspiracy- R
(Start the game with this conspiracy face up in the command zone.)
You have no maximum hand size.
You can't play lands during your first turn.
At the beginning of your first end step, draw two cards.

Make a card using a mechanic from Khans of Tarkir!

LastCenturion
2016-08-17, 10:01 AM
Honestly, Shadow may as well just be unblockable. It hasn't been printed since Time Spiral block, which was almost 10 years ago, and as I recall, it's fairly high up on the Storm scale. For balance, this seems fine, though maybe a bit beefier than mono-blue would usually get, due to dethrone.

Slow Preparations
Conspiracy- R
(Start the game with this conspiracy face up in the command zone.)
You have no maximum hand size.
You can't play lands during your first turn.
At the beginning of your first end step, draw two cards.

Make a card using a mechanic from Khans of Tarkir!

@my judgement (again): Unblockable and "can't block" in one. Good point though.

It seems like a terrible card in a standard game, but with more than about 3 people in the game it starts to balance out and be pretty good. It's still a questionable card, though, no matter when you play it; it depends way too much on what your opponents are playing.

I'm going with the Sultai, because I like the Sultai clan. Don't know why, I just do.

Decay - XB
Instant - U
As an additional cost to cast this spell, discard a card.
Delve
Target player exiles X cards off of the top of their library, then must sacrifice a permanent.
"Everything rots away in the face of time. What are you willing to lose?" - Sidisi, Khan of the Sultai

Challenge: A mythic-rare creature/artifact that does not follow the legend rule.

r2d2go
2016-08-17, 06:21 PM
Seems kind of clunky. First, sacrificing a permanent is basically just giving them more options than sacrificing a creature, which you can get for 1B. This is basically B, discard a card, opponent sacrifices a permanent, and then if you've milled yourself you can mill your enemy. That's not particularly powerful, even at instant speed - you can almost never isolate a permanent to force its sacrifice (or if you did, you'd have won already), and the mill is likely mediocre. I'd prefer if this stuck to just one idea - you could, for example, get rid of all the other stuff and just say "Each player puts the top X cards of their library into their graveyard". As is, it's kind of an abomination of different parts that ends up being mediocre.

I could just make a nonlegendary mythic, but I get a feeling you meant "somehow subverts the legend rule". So...

Benevolent Mimic 3UW
Legendary Creature - Shapeshifter MR
You may have ~ enter the battlefield as a copy of any creature except it is still legendary. If you control that creature, it gets Renown 5 and "When this creature becomes renowned, it becomes legendary" until ~ leaves the battlefield. (When that creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
1/1

The way I intended it to work was you take one of your guys, copy it, and if it gets a hit in, it gets bigger and you sacrifice the Mimic because they're both legendary. I think it works, but it's a little sketchy - I believe it subverts the legend rule because the other creature is nonlegendary and the legend rule states "If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners’ graveyards." You don't control two legendary permanents, you control one.

Flavorwise, it comes in and does a bunch of cool stuff as someone else that makes it legendary, and then if the thing it mimics lives up to the hype, it backs off and lets them be a legend :smalltongue:

Challenge: Another shapeshifter. Or, another card that sacrifices itself, without "sacrifice" in the card text.

mythmonster2
2016-08-20, 10:57 PM
I'm always a fan of cards that tell a story through their mechanics. Unfortunately, this one may hew too close to its story, at the cost of gameplay. Having to sacrifice this as part of its payoff just feels bad, especially when that payoff is basically just putting 5 +1/+1 counters on a creature. Being a legendary creature without a name is also a bit weird, though if it would fit anywhere, it'd be here.

Evolving Changeling- 2G
Creature- Shapeshifter- R
Changeling (This card is every creature type at all times)
Whenever a non-Shapeshifter creature enters the battlefield, put X +1/+1 counters on Evolving Changeling, where X is the number of creature types that creature has.
1/1

(The non-Shapeshifter clause is to prevent exploits with other changelings)

Make a four or five colored card!

LastCenturion
2016-08-21, 04:12 PM
I'm always a fan of cards that tell a story through their mechanics. Unfortunately, this one may hew too close to its story, at the cost of gameplay. Having to sacrifice this as part of its payoff just feels bad, especially when that payoff is basically just putting 5 +1/+1 counters on a creature. Being a legendary creature without a name is also a bit weird, though if it would fit anywhere, it'd be here.

Evolving Changeling- 2G
Creature- Shapeshifter- R
Changeling (This card is every creature type at all times)
Whenever a non-Shapeshifter creature enters the battlefield, put X +1/+1 counters on Evolving Changeling, where X is the number of creature types that creature has.
1/1

(The non-Shapeshifter clause is to prevent exploits with other changelings)

Make a four or five colored card!

It's a really powerful card to build a deck around, but that deck isn't going to be very good if you don't have this. I should point out that there are also cards with Changeling that aren't shapeshifters, or at least theoretically could be. It seems a little bit over-powered, actually, because of the number of ways Green has to give something Trample. It would be more balanced (although who plays balanced cards, anyways) if it were a creature enters the battlefield under your control.

Chameleon Dragon WUBRG
Creature - Dragon - R
At the beginning of your upkeep, name a keyword. ~ has that keyword until the end of your turn.
5/5

(statline based partly on the 8/8 elemental creature for WUBRG with no card text, given that this has card text. An example of the text is that you could name lifelink, and then the creature has lifelink until the end of your turn. You could name Shadow, and then it's incredibly unlikely that your opponent will block it. Very useful, no?)

Challenge: Make another nonunique dragon that isn't in a Monster's Manual.

Ninjaman
2016-08-21, 05:04 PM
Double strike seems good. You can also say horsemanship instead of shadow so yeah it's unblockable. Can I name Annihilator 100? Trying to remember all the keywords would be a total pain.
If you look at other cards with similar abilities they give a limited amount of keywords for you to choose from.


Glass Dragon - 2RR
Creature - Dragon - U
Flying
5/1

Another creature with high power and low toughness.

LastCenturion
2016-08-21, 05:13 PM
@judgement: No, that's two keywords; annihilator, then 100 to modify annihilator. you could get annihilator 1 though.

I like the card; it's simple and effective. Not sure if a 5/1 flying for 4 is a good deal, but besides that it's cool.

Thornwood the Awake - 4G
Legendary Creature - Ent Druid - MR
~ may block an additional creature each combat.
~ has toughness equal to the number of basic forests you control.
8/*

NaN counts as a low number, right?

Challenge: A planeswalker with only two abilities.

r2d2go
2016-08-21, 08:19 PM
...Doesn't NaN stand for not a number? Regardless, this is probably fine, but it's really topheavy for a treant. I'd rather it had a lower power, say 2 or 3, and then some keywords to buff it up (Vigilance, Trample, Indestructible, Deathtouch, whatever). It's just a little weird though - it's probably fine.

No, a keyword is defined with: "Some, though, are very common or would require too much space to define on the card. In these cases, the object lists only the name of the ability as a “keyword”; sometimes reminder text summarizes the game rule."

"1" is not a keyword, nor is "100". "Counter" is a keyword action: "To counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve and none of its effects occur. A countered spell is put into its owner’s graveyard."

Basically, "Keyword" is super poorly defined for this kind of thing. There's a reason it's never been done before.

Kalin, Apprentice Arcanist UU
Planeswalker - Kalin MR
+1 - Look at the top two cards of your library, and choose one card from your hand. Put one of those cards in your hand, one into your graveyard, and one on the top of your library.
-4 - Reveal the top card of your library, a card from your graveyard, and a card from your hand. Target opponent chooses one. You may cast it without paying its mana cast this turn. Put the rest into your graveyard.
3

Challenge: Another cheap value engine.

Dr.Gunsforhands
2016-08-22, 12:41 AM
Considering what you had to work with, Kalin seems to have turned out really well. Both of his abilities are super-weird, but that allows them to do their otherwise simple jobs in a unique way. It feels like a newbie planeswalker bumbling onto the scene and trying to reinvent the wheel, which is pretty great.

Oracle's Warg BB
Creature - Hound U
Whenever Oracle's Warg attacks, you draw a card and you lose 2 life.
Nod. Get treat.
2/1

Challenge: More nonwhite dogs!

LastCenturion
2016-08-22, 08:25 AM
I love it. It's a pretty good card that I would honestly run in most B decks, and the flavor is so good. I would maybe put it as a 1/2 instead of 2/1, but it doesn't matter that much. Life is hard, y'know?

Bloodhound - 2R
Creature - Dog - C
Haste, Vigilance
2/3

Challenge: Make a colorless instant with less than 5 words of rules text.

r2d2go
2016-08-22, 01:17 PM
Seems a lot more like a Red-White (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=180604) card. It's probably too weird to be common - I could kind of see it as Uncommon, and definitely at 1WR. Otherwise balanced.

Abberant Inscriptions 1U
Instant - U
Buyback UU (You may pay an additional UU as you cast this spell. If the buyback cost was paid, put this spell into its owner’s hand instead of into that player’s graveyard as it resolves.)
Investigate. Investigate. (Put a colorless Clue artifact token onto the battlefield with "2, Sacrifice this artifact: Draw a card." Then do it again.)

Challenge: Another card that gives "infinite card advantage". Or, another card inspired by an existing one - this one's inspired by Whispers of the Muse (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4743)

Ninjaman
2016-08-24, 02:46 PM
That is a really neat design. It's super slow and ineffective, but a card like that needs to be, and I think it could be really good in a control shell fulfilling the same kind of role as think twice. I'm not quite sure why the buyback needs to be UU though, 1U or even 2 would probably be fine

Stitched Genius - 1UB
Creature - Zombie Wizard - R
When Stitched Genius enters the battlefield, draw a card.
Whenever another creature you control dies, you may pay 1UB, if you do, return Stitched Genius from your graveyard to the battlefield tapped.
1/2

Another zombie wizard.

r2d2go
2016-08-28, 12:13 AM
I like it - It's fair enough without triggers, conditional enough that I don't expect to see it triggering with mana open often, and when you do take it, the most common reason is combat. Which, assuming you're the defender here, allows your opponent a post-combat main without counters. All this balances it, despite being, as requested, an infinite value engine, without being blatantly overpriced. I might say it's a little too weak, but it's definitely just a tiny step from being too powerful, so I'm very happy with it as.

Tainted Necromancer 2BB
Creature - Zombie Wizard R
Whenever an effect would give Tainted Necromancer -X/-Y until end of turn, it instead gets +X/+Y until end of turn. (X and Y can be the same.)
XB, T, discard a card: Target creature gets -X/-X until end of turn.
3/3

I hope this is both rules-viable and clear. I can't find anything preventing it from happening... but that might just be me not looking hard enough :smalltongue: Basically, it turns Last Gasp (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=89056) on it into Giant Growth (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=393959).

Maybe I need to say "Whenever an effect would reduce Tainted Necromancer's power or toughness until end of turn, it instead gains that much power or toughness until end of turn"? That'd help with the whole using X twice thing too.

Challenge: Another reference to another game. Or, a card with equal power and toughness.

Ionbound
2016-08-28, 12:29 PM
I think that your second wording would be better. Otherwise, it seems like a pretty powerful card...I think it probably ought to be a 2/2 to be balanced, just so it dies to more stuff. This thing is a massive, massive bomb if it sticks around.

Aether Prime (http://warframe.wikia.com/wiki/Molecular_Prime)-3UR

Sorcery-R

Tap each creature your opponent controls.

Until the end of turn, each creature your opponent controls has 'When this creature dies, it deals damage equal to its toughness to all other creatures you control'

Challenge! Create a playable tribal anthem that does something other than giving creatures +1/+1. Bonus points if the tribe is werewolves.

Dr.Gunsforhands
2016-08-28, 03:22 PM
Aether Prime is weird... on the one hand, just tapping your opponent's creatures can win you the game by making all of your red aggro creatures unblockable this turn, but the clear intention - softening them up to go boom with a subsequent burn spell - is a bit harder to set up right. Still, neither of those ideas are actually bad. I think the worst part is that those two effects don't really help one another at all. It feels like it would make more sense as a split card.

Where Wolves? 1G
Enchantment - U
Wolf and Werewolf creatures you control have Skulk. (They can't be blocked by creatures with greater power.)
1GG, discard a card: put a 2/2 green Wolf creature token on the battlefield.
Oh, THERE wolves.

I don't have a big problem with werewolves per se, but I haven't had the best time playing with or against them either. It's probably not their fault, really.

Challenge! A one-mana creature that interacts with a type of non-creature permanent.

mythmonster2
2016-08-28, 04:54 PM
Skulk is a bit of a weird choice for Werewolves, since they tend to have rather high power. I also think it's supposed to be a U/B keyword. However, the possibility of making evasive 2/2s in the late games out of dead cards is appealing.

Humble Smith- W
Creature- Human Artificer- C
Equipment you control has "Equipped creature gains +1/+1" (In addition to its other effects).
1/2

Make another Equipment-based card (or an Equipment)!

Blue Ghost
2016-08-28, 10:17 PM
Unorthodox global effects like this should not be at common. Uncommon at the very least, possibly rare. Other than that, quite nice.

Warleader's Blade 3
Artifact - Equipment (U)
Equipped creature gets +2/+2 and has vigilance.
If equipped creature is your commander, other creatures you control get +2/+2 and have vigilance.
Equip 3

Next: An Aura that addresses the card disadvantage of Auras in a new way.

LastCenturion
2016-08-28, 11:55 PM
Unorthodox global effects like this should not be at common. Uncommon at the very least, possibly rare. Other than that, quite nice.

Warleader's Blade 3
Artifact - Equipment (U)
Equipped creature gets +2/+2 and has vigilance.
If equipped creature is your commander, other creatures you control get +2/+2 and have vigilance.
Equip 3

Next: An Aura that addresses the card disadvantage of Auras in a new way.

It seems a little bit weak. I don't know exactly how much mana vigilance should cost, but I think this isn't quite playable. I would say it would be better, potentially amazing, at Equip 2 instead, but it's still pretty good as is. I like the commander part too.

Necromantic Obsession - 4BB
Enchantment - Aura - R
Enchant Creature
Enchanted Creature has Defender
At the beginning of your declare attackers step, return up to one creature card from your graveyard to the battlefield tapped and attacking. On your end step, exile it.

Challenge: A card that messes with the "taking turns" aspect of the game without giving you another turn.

r2d2go
2016-08-29, 09:06 PM
It seems a little bit weak. I don't know exactly how much mana vigilance should cost, but I think this isn't quite playable. I would say it would be better, potentially amazing, at Equip 2 instead, but it's still pretty good as is. I like the commander part too.

Necromantic Obsession - 4BB
Enchantment - Aura - R
Enchant Creature
Enchanted Creature has Defender
At the beginning of your declare attackers step, return up to one creature card from your graveyard to the battlefield tapped and attacking. On your end step, exile it.

Challenge: A card that messes with the "taking turns" aspect of the game without giving you another turn.

It's not too broken in either direction, though my initial judgement is "unless the format has a lot of ETB/LTB like Flicker necessitated, it's pretty weak". Don't think you need the defender part, though - it just adds text.

Sympathetic Sabotage 4UU
Sorcery - MR
At the end of target player's next turn, they take another turn. You control them during that turn.

If you think this doesn't fulfill the challenge, just make it "target opponent's" instead of "target player's". This way, I think it's flexible and playable but not overpowered, whereas I don't think anyone would play it out of sideboard if it was only opponents (too many decks aren't really hurt by it).

Challenge: Another card that could target you or an opponent. Or, another big blue sorcery. Bonus points for both!

Jormengand
2016-08-30, 06:17 PM
It's decent: either a pseudo-mindslaver or an extra turn for a slightly higher cost for the flexibility. Not bad at all.

Cranial Explosion 4UB
Sorcery - U
Target player draws 6 cards and loses 6 life.
Knowledge is power, but power in the wrong place can be deadly.

Next: Another multicoloured sorcery.

Ninjaman
2016-08-30, 07:23 PM
That is a lot of card draw but also quite a lot of life loss. It's powerful but hard to use. I like it.

Destroy - 1GRB
Sorcery - R
Destroy target permanent,

Another simple rare.

ben-zayb
2016-08-31, 02:41 AM
A bit similarly costed to Vindicate, so rare sounds about right.

Edge of Paradise
Legendary Land R
~ is every basic land type you control.

Make a card with similar references to another iconic card/s.

r2d2go
2016-09-01, 12:52 AM
It's... probably fine? Never gives you a color of mana you didn't have, but it's still quite powerful. I'd prefer if it came in tapped but also had the "backup" of tapping for C, but eh, whatever. Not much to say beyond that.

Lotus Assassin 1BB
Creature - Human Assassin R
Flash
When ~ enters the battlefield, destroy target tapped creature. Its controller creates a colorless artifact token named Gold with "Sacrifice this artifact: Add 1 mana of any color to your mana pool".
Once, they left a true black lotus as a mark. As their order grew and lotus petals grew scarce, they had to adapt.
1/1

Challenge: Another card that references at least two cards (this one is Black Lotus/Lotus Petal and Royal Assassin), or another card that has race+class for its subtype (in this case, Human Assassin). Bonus points for both, and having the race+class match one of the referenced cards, while remaining unique.

LastCenturion
2016-09-01, 10:30 AM
It's... probably fine? Never gives you a color of mana you didn't have, but it's still quite powerful. I'd prefer if it came in tapped but also had the "backup" of tapping for C, but eh, whatever. Not much to say beyond that.

Lotus Assassin 1BB
Creature - Human Assassin R
Flash
When ~ enters the battlefield, destroy target tapped creature. Its controller creates a colorless artifact token named Gold with "Sacrifice this artifact: Add 1 mana of any color to your mana pool".
Once, they left a true black lotus as a mark. As their order grew and lotus petals grew scarce, they had to adapt.
1/1

Challenge: Another card that references at least two cards (this one is Black Lotus/Lotus Petal and Royal Assassin), or another card that has race+class for its subtype (in this case, Human Assassin). Bonus points for both, and having the race+class match one of the referenced cards, while remaining unique.

It's a pretty good effect, and I'd love to have it against some of the combo decks my friends play. Thinking, I can't actually find a fault with it. You got the flavor just right as well.

Zedruu's Apprentice - WBR
Creature - Minotaur Monk - U
When ~ enters the battlefield, gain 1 life.
When ~ leaves the battlefield, gain 1 life.
1/2

Based on Zedruu the Greathearted and Venerated Monk. Bonus points for me, whee.

Challenge: Make a card. I'm out of ideas, and I'm in the mood to be nice. The challenge is to make a card. Bonus points if it's a specific kind of card.

Jormengand
2016-09-01, 03:10 PM
I don't feel that it needs to be in three colours, or any colours other than white. It could get away with being 2W or 1W - compate Kalastria Healer (which is black because the lifesteal mechanic tends to be black).

Of course, I'm going to make a card that makes cards:

Mirror Entity 1PP
Sorcery - C
Get a sigil that's a copy of target creature and a sigil that's a copy of another target creature. (You get a sigil by putting it into your hand. If it's a copy of a spell you can cast it as one. If it enters the battlefield, it becomes a token.)

Next: Something else that creates sigils, or another mechanic which is similar.

r2d2go
2016-09-01, 07:24 PM
I guess in a set where this exists, it could be common, but this doesn't seem very common to me. I mean, you have rares that copy one thing, and this copies two. Beyond that... What happens if you make a sigil of a token? When you play the sigil, does it act like a creature card, or creating a token (on the stack and for interactions)? If you exile a sigil, say with Spell Queller (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=414494), does it come back like a card, or is it gone like a token? Sigils seem like a lot of work to define, learn, and remember.

Ignoring all the cases where this is confusing, though, you've got a very potent draw 2 for 3. Yeah, someone has to have a board (which isn't that hard in purple? I think?), but beyond that, it lets you pick and choose whatever's good for curve, for the situation at hand, etc. It's incredibly powerful in limited (especially for a common you can expect to see 2+ of in a purple deck, assuming it's got an equal share of the cards), where you can more or less count on having a variety of targets, and it's much more consistent than Divination varieties. In constructed, you can take a sideboard ETB card and utterly hose a deck, or just take a value card (some purple equivalent of Agent of Bolas, or something). Yeah, it can't give you what you (or the opponent) don't already have, which is a downside. Still, it seems to be a bit too powerful.

Sigil Sprout UG
Creature - Mutant Plant U
Graft 2
When ~ enters the battlefield, exile an instant from your hand.
X(U/G), T, remove a +1/+1 counter from ~: You may cast a spell exiled with Sigil Sprout with converted mana cost X without paying its mana cost.
0/0

[email protected]: SHOOT :smalleek: I meant to do that.

Challenge: Another card that can generate card advantage. Or, another card that removes cards from your hand. Bonus points for both!

Sgt. Cookie
2016-09-02, 06:54 PM
It... protects against discard effects, I guess? Graft is nice, makes a future critter slightly bigger, but... yeah I am not crazy about that effect. Like a way weaker Kaho, Minnamo Historian.

On the other hand, if it COPIED the exiled Instant, that's another matter entirely. One that would be well worth the extra effort involved to get extra counters on that thing.

Sphinx of Twisted Offerings 2RB
Creature - Sphinx R
Flying
Discard a card: Draw a card. Sphinx of Twisted Offerings deals one damage to you.
3/2

Challenge: Make a non-red, non-green Werewolf

mythmonster2
2016-09-02, 08:02 PM
Being able to loot multiple times a turn, even with one damage, 1 damage seems dangerous and doesn't have any precedence (granted, I only did a cursory search). On top of a decent flying body, this seems somewhat overpowered.

Village Marshal- 2WW
Creature- Human Werewolf- R
Vigilance
Other creatures you control get +0/+1.
At the beginning of each upkeep, if no spells were cast last turn, transform Village Marshal.
After Emrakul's defeat, some werewolves found themselves able to control their bestial urges.
2/2

Village Pack Leader
Creature- Werewolf
Vigilance
Other creatures you control get +2/+2.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Village Pack Leader.
...Or at the very least, they could direct them elsewhere.
3/3

Make a card with a mechanic from Kaladesh (https://magic.wizards.com/en/articles/archive/feature/kaladesh-mechanics-2016-09-02)!

ben-zayb
2016-09-03, 10:42 AM
Flavor is really off, even supposing the novelty fantasy that some werewolves joined Ordric or something. The card itself is alright, though obviously hard to use since it's not a fit on a werewolf deck where the transform mechanic works.

Titansuit: Stampede 4
Artifact - Vehicle U
Trample
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
[6/6]

Make a Vehicle version of an old vehicle-like MtG card, or make another mecha-like Vehicle (another titansuit, a super sentai robot, a gundam, a Jaeger, an iron man suit, etc...go wild!)

Dr.Gunsforhands
2016-09-03, 05:23 PM
It's about as good as a 4/4 trample for 4, which is a bit above curve for a typical artifact creature, but it's probably fine. It's a nice, simple concept. I just don't get why it needs the subtitle. "Titansuit," is already quite the evocative name. If there's a line of them, I'd probably just start adding adjectives.

Arachnoid Tower 3
Artifact - Vehicle C
Reach
Crew 1 (Tap any number of creatures you control with total power equal to or greater than 1: this artifact becomes an artifact creature until end of turn.)
2/5

Selesnya Skyship 3
Artifact - Vehicle U
Flying, Crew 3 (Tap any number of creatures you control with total power equal to or greater than 3: this artifact becomes an artifact creature until end of turn.)
T: Add G or W to your mana pool.
3/6

Challenge! Make something that gives you synergy with Fabricate, a mechanic that gives a creature +1/+1 counters and/or creates 1/1 artifact creature tokens.

Ebon_Drake
2016-09-05, 01:04 PM
Nothing that'll set the world on fire, but a nice simple straight-forward common. Hard to say at this point whether it's over or under-costed, but probably sits about right. I wouldn't be surprised if the exact same card appeared in Kaladesh, or something very similar.

Customer Service Rep 1UU
(Art description: a bored/irritated Kaladeshi artificer sits hunched over a desk, with a customer in front of her complaining about a defective purchase. Mood: "I have this same argument 20 times a day")
Creature - Human Artificer (U)
T, sacrifice an artifact: put a +1/+1 counter on target creature.
T, remove a +1/+1 counter from a creature you control: create a 1/1 colorless Servo artifact creature token.
"No refunds. We only give store credit."
2/2

Challenge: let's round out the Kaladesh trio and design a card involving energy counters (https://magic.wizards.com/en/articles/archive/feature/kaladesh-mechanics-2016-09-02).

Jormengand
2016-09-05, 04:38 PM
I'm not massively sure that the ability to swap the two out is going to be amazingly useful, but I am going to have some fun with my clue+artefact synergy deck with some of those...

Also, I think I might be in love with this new mechanic. First C-mana, now this?

Power Down 0
Instant U (W colour indicator)
As an additional cost to cast Power Down, pay EEE.
Exile target creature.

Next: Another card that costs no mana but some number of energy counters.

Dr.Gunsforhands
2016-09-06, 11:03 PM
From the spoilers I remember, this usually works out to be a late-game green removal spell. Whether or not that's the case, and whether or not it's too good either way, naturally depends on the surrounding set. Its resemblance to a pact or a convoke makes me want to peg it as a Rare, though. ...and wouldn't something called, 'power down,' make more sense hitting artifacts?

Aether Lotus 0
Artifact - MR
T, sacrifice Aether Lotus: you get EEE. (I was thinking of using Z for energy counters, but I just found out that Energy has been in development for years as, 'mechanic E,' so the reference is hard to turn back on.)

Challenge! Another, 'fixed,' Mox or Lotus - that is to say, something superficially similar but barely resembling them in actual use.

r2d2go
2016-09-07, 01:25 AM
I don't think we have a great frame of reference for how valuable energy counters are, with current spoilers, but I think we've got enough to know that this probably isn't insane. It's still a free artifact, so this might still be very playable in certain decks, but it's obviously less insane than Black Lotus, or even Lotus Petal. So, pretty good?

Grid Cobra 2
Artifact Creature - Snake Construct R
Whenever a land enters the battlefield, you get E.
Originally used en-masse as a potent, if underhanded way to siphon power, these programmed pests are now commonly used as a cumbersome but cheap alternative to wiring.
2/1

Challenge: Another card that references an existing one, or a card that uses E but does not generate. Bonus points for both, and somehow enabling energy counter gain without straight giving it to the player.

Ninjaman
2016-09-07, 12:14 PM
This effect exist on a colored 2/3 that makes 6/6 for 8 energy tokens, but it only triggers on your lands. If this is meant to trigger on all lands it is probably too strong, if it is meant to trigger only on itself it is probably fine.

I have no idea what you meant by the last part of the challenge but it's only a bonus so who cares?

Forge Dragon - 6
Artifact Creature - Dragon - R
Flying
E: Forge Dragon gets +1/+0 until end of turn.
5/5

Another artifact dragon.

Dr.Gunsforhands
2016-09-07, 03:46 PM
A 5/5 flyer for 6 with no color requirement? That's already a bit pushed, even if you count the energy breath as the non-ability is usually is... but at rare I suppose it's hard to imagine settling for less. It's certainly a cool enough concept to be worth showcasing. This name definitely won't fly, though; "Forge Dragon," really, really wants to be at least a double-red card. We can invent a more specialized adjective like Aetherwrought or something if need be.

Terezi's Dragonship 6
Artifact - Vehicle R
Flying, Trample, Haste, Crew 2
Whenever Terezi's Dragonship's Crew ability is activated, it becomes a Dragon in addition to its other types and gets +X/+0 until end of turn, where X is the combined power of creatures tapped to activate the ability.
4/6

Challenge! Artifact removal! Go!

ben-zayb
2016-09-07, 04:22 PM
It's at least 6/6 Flying, Trample, Haste, for 6. I doubt anyone would mind if you put it at Mythic, or make it Legendary,

Aetherfuse Detonator 4
Artifact U
T, Sacrifice X Servos: Destroy target artifact with converted mana cost X or less, then you gain E. If that artifact is a Vehicle, it deals X damage to each creature crewed to it.

Make another "tool"-type artifact.

r2d2go
2016-09-07, 07:44 PM
I don't really get why it needs to produce one E everytime you use its best-when-expensive-but-powerful ability, but this seems ok. It'll be hard to blow anything big up with this, but it's certainly worth doing, and it makes your opponent think twice before crewing. I wish it stuck to one thing, though - generate and sacrifice servos, or generate and use energy.

Aethertorch 1
Artifact - Equipment U
Whenever equipped creature untaps, you get E.
Pay E: Equipped creature gets +1/+0 until end of turn.
Pay E: Target artifact creature gets -1/-0 until end of turn.
Equip 1

Challenge: Another card that can undo its own work.

Jormengand
2016-09-08, 05:47 AM
The wording you're looking for is "Becomes untapped". In any case, it's a quick and easy way of getting lots of E when combined with creatures that can become untapped more than once a turn, and a fairly good way of getting lots of E anyway. Not that it can do anything massively useful with the E, but combine with anything that can...

Beam of Lightning 2WR
Instant - U
Lifelink
Beam of Lightning deals 3 damage, divided as you wish among any number of target creatrures and/or players.
Salvation... or destruction?

Technically, you could have it undo its own work by targeting your own face, but why you would is left as an exercise for the reader.

Next: Another non-permanent with an ability that usually appears on permanents. Please make sure it's one that makes sense, though.

Warmatt
2016-09-08, 11:10 AM
That is a nice little baster, that nets the controller some life? I approve. And wasn't there a Boros spell that did almost the same thing, but concentrated?


Orb of Spatial Devastation XCC
Sorcery R
Deathtouch
As an additional cost, you may tap an Eldrazi you control. If you do, all creatures that would be destroyed are exiled instead
~ deals 1 damage divided among X number of creatures
"The hunger of the wastes, the silent song of space twisting and breaking in on itself, how can we fare against the Titans themselves, when their presence destroys the fabric of all that we know?"


Yeah, something of a cop-out, but eh. Also, what is the letter for the mana produced by Wastes? Been away for a while.


Next challenge; An industrial/capitalist demon spirit!

Ebon_Drake
2016-09-11, 04:24 AM
C is the right notation for colourless mana. I'm not too sure what you mean by dividing 1 damage, as unless we're in Un-land Magic only deals in whole numbers and would normally specify to round up or down. I'll assume you meant "~ deals 1 damage to each of X target creatures", since rounding up would mean the same thing and rounding down would make it pointless beyond 1 target. This was a tricky challenge and Deathtouch was probably the best option since Lifelink was already taken. As you admit though, in most circumstances this may as well just say destroy X target creatures, unless your opponent happens to have damage prevention. Colourless mana is a bit of a pain to get, but this is an enormously powerful scalable effect: with x at 1 it's Murder and it can very easily become Plague Wind, or by tapping a single Eldrazi drone a one-sided Final Judgment. It could maybe be balanced by adding a "spend only colorless mana on X" clause, although I'd be tempted to add a generic mana or two to the cost as well and/or push to Mythic. Maybe change the additional cost to "tap X untapped Eldrazi you control"?

Okkeg, Essence of Greed 3BBB
Legendary Creature - Demon Spirit MR
Flying
~'s power and toughness are each equal to the number of E (energy counters) you own.
Whenever ~ deals combat damage to a player, that player loses that many E. You get E for each counter lost this way.
When ~ leaves the battlefield, you lose all E you own.
When he goes boom, you go bust.
*/*

The wording on having/losing energy counters is probably way off!

Challenge: another economics-inspired card, either positive or negative.

ben-zayb
2016-09-11, 10:32 AM
Sweet reward, but a bit too swingy and risky for my taste. Should likely be "equal to your E" / "equal to the number of E you have", and " remove that much E from him or her. You get E for each counter removed this way.".

Land Monopoly 2WUG
Enchantment R
Tap five untapped lands you control: Gain control of target land that share a type with each land tapped to activate this ability.

Make another card with three color identities. Bonus points if it has no mana symbol in its mana/casting cost

Warmatt
2016-09-11, 11:04 AM
So, an enchantment that allows you to steal land for 5, so long as the stolen land shares a color type? I like.


The True North Strong and Free
Legendary Snow Land MR
T- Add any combination of W, G and S equal to 3 to your mana pool
White creatures you control have +0/+2 for every snow permanent you control
Green creatures you control gain +2/+0 for every snow permanent you control


Yes, it's a Canada card, with the Snow, Green and White mana types.... and sure, the Land part of it is cheating, but hey :smalltongue:


Next challenge; A Black/Red or Black/White American card.... bonus points if it's all three mana colors.

LastCenturion
2016-09-11, 11:54 AM
So, an enchantment that allows you to steal land for 5, so long as the stolen land shares a color type? I like.


The True North Strong and Free
Legendary Snow Land MR
T- Add any combination of W, G and S equal to 3 to your mana pool
White creatures you control have +0/+2 for every snow permanent you control
Green creatures you control gain +2/+0 for every snow permanent you control


Yes, it's a Canada card, with the Snow, Green and White mana types.... and sure, the Land part of it is cheating, but hey :smalltongue:


Next challenge; A Black/Red or Black/White American card.... bonus points if it's all three mana colors.

I like. I much like. It should probably ETB tapped, because otherwise it's a little bit too powerful (it taps for three mana!? was my first reaction) and the other two abilities probably make it a little bit too powerful, but... Canada.

Gwaihir, Wind-lord - WWRRBB
Legendary Creature - Eagle - MR
Flying, Lifelink, Deathtouch
Other creatures you control have flying
Other creatures you control are Eagles in addition to their other types
1: Regenerate target creature you control. Create a 1/1 Eagle Creature token with Flying.
It's the Eagles! The Eagles are coming!
2/8
I totally stole a major character in a British book for my America card, but you know what? It's still an Eagle. A whole convocation of them, actually.

Challneige: make a dragon creature with the snow type. You may only answer this challenge once you appreciate my pun at the beginning of this paragraph.

EDIT: I didn't quite fit the challenge, so I swapped around some things.

Warmatt
2016-09-11, 12:19 PM
Ah, an eagle lord from the book about the rings.... or more accurately, the tiny little troublemakers. And as a Canadian, I wholeheartedly agree.


And I actually have a good idea for how to do this as well.....


Boreal Drake 3UWR
Snow Creature- Dragon R
Flying, Protection from Green
XS- Tap target creature, and give it X Frozen counters. At the beginning of each of it's controllers upkeep, remove a Frozen counter. It does not untap until it has no Frozen counters.
"Other dragons breathe fire. The ones far to the north, dancing among the lights? They breathe rime and frost, entombing their victims inside pitiless ice."
2/4

Next; Something with Protection from X

r2d2go
2016-09-12, 11:31 PM
It's an interesting idea, but I don't really get this card. Why's it red? Why's it white? Why's it got Protection from Green and not Black, or Protection at all. Why's it 2/4 - 4/4 is much more standard and wouldn't be overpowered at all. I'd pin this card at 4/4 for 3UU with no Pro Green.

Adaptive Aura 2W
Enchantment - Aura R
Whenever a player casts a spell, enchanted creature gets protection from cards with the same converted mana cost as that spell until end of turn.

Challenge: Another card that protects. Or, another evasion card. Bonus points for both!

TiaC
2016-09-13, 02:56 AM
I like the idea of an adaptive protection enchantment, but this seems weak. Yes, it protects against most removal, but so does hexproof. I would also prefer it as a Enchant Player or global enchantment.

Serra Martyr 3WW
Creature -Angel R
Flying, Vigilance
Whenever an opponent casts a spell or activates an ability that could target Serra Martyr, you may force that player to choose Serra Martyr as a target for that spell or ability.
Sacrifice Serra Martyr: Regenerate all creatures you control.
3/5

Make a card with a pair of keywords that interact directly in an interesting way, like Haze of Rage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=130328) or Ichor Slick (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=130683).

Ninjaman
2016-09-13, 03:30 PM
Wording needs a rework, there is no reason for it to be a may ability.
Coalition Honor Guard (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=413548) meets Selfless Spirit (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=414332), cool but not all that interesting.


Flamespurt - 3R
Instant - U
Buyback 0
Retrace
Flamespurt deals 2 damage to target creature or player.


Another card with a free ability you might not always use.

@V Doh, I meant rebound, I got the two mixed up.

Gauntlet
2016-09-14, 11:26 AM
So the only reason you wouldn't buyback this is if you want to discard lands for some reason? Otherwise you may as well just put it in your hand every time. I suppose you could use it as a sort-of-Squee type effect by discarding it to something, then retracing it and putting it back in your hand, but you get the same result as if you'd ditched the land initially and just cast it with buyback.

Shifting Scorpion 1BUG
Creature - Scorpion, Rare
Lifelink, Deathtouch
0: Switch Illusionary Scorpion's power and toughness until end of turn. Activate this ability only once each turn.
1/5

Challenge: An artifact or enchantment with X in its cost.

Djinn_in_Tonic
2016-09-14, 12:10 PM
Shifting Scorpion 1BUG
Creature - Scorpion, Rare
Lifelink, Deathtouch
0: Switch Illusionary Scorpion's power and toughness until end of turn. Activate this ability only once each turn.
1/5

This feels a little strong to me, honestly. Against any deck that can't ping it for 1 damage if it's unblocked and flips it effectively becomes "sacrifice X creatures with total power 5+ and give me 5 life to remove this" or "take 5 damage and give me 5 life" every turn. For four mana that seems like quite a burden for the opponent: the Deathtouch / Lifelink combo mean there's no real way to win against this.

Would be less concerning with 4 toughness and maybe a BUG casting cost, as that's a bit easier to hit, and makes removing it less of a terrible burden: perhaps enough to justify the lower casting cost.


Challenge: An artifact or enchantment with X in its cost.

Magma Seam -- XRRR
Enchantment [U]
Magma Seam comes into play with X magma counters on it.
Whenever you play a land, you may sacrifice a land and remove a magma counter from Magma Seam. If you do, deal 3 damage to target creature or player.
When Magma Seam has no magma counters on it, sacrifice it.


For an up-front cost, turn your land drops into Lightning Bolts!

Damage MIGHT need to be balanced to 2 per, but I'm not sure -- it's a pretty hefty payment.

Challenge: Make a Legendary creature of a type there isn't current a Legendary of (Mistform Ultimus notwithstanding)

Ionbound
2016-09-14, 06:26 PM
[Psst, Djinn...You need to make a challenge]

Djinn_in_Tonic
2016-09-14, 07:21 PM
[Psst, Djinn...You need to make a challenge]

DERP.

Challenge: Make a Legendary creature of a type there isn't current a Legendary of (Mistform Ultimus notwithstanding)

LastCenturion
2016-09-14, 07:50 PM
It's a decent card, but not one I ever see myself playing. It's probably a leftover of my obsession with ramp decks a few years ago, but I don't really like losing lands. It's not bad, besides that. It could also be seen as a little bit overpowered, because it's Isochron Scepter that doesn't require you to be holding a Lightning Bolt and doesn't let you play lands. Very good in aggro, not super great otherwise, but still pretty good.

Simic Avatar - UUGG
Legendary Creature - Plant Elemental - R
Evolve
Whenever this creature attacks, create an X/X green and blue elemental creature with Trample, tapped and attacking, where X is this creature's Power plus one.
2/2

Challenge: A card that uses "any number" to describe something but doesn't limit the choice to positive integers (I want to either go fractional or go negative. If you pick fractional it can't be forced to round.)

ben-zayb
2016-09-14, 09:18 PM
Pretty powerful, considering the tokens are permanent. Templating is a memory headache since its power can vary, and better off as "1/1 with X +1/+1 counters on it", which is actually better considering Simic mechanics.


Darksteel Siegetower 3
Artifact - Vehicle R
~ and creatures crewing it have indestructible.
~ has trample and power equal to the total power of creatures crewing it.
Crew 3
*/6

Zero is a nonpositive integer. And yes, blockers can hide here too, 3 power at a time.

Make another tower, or another card with the number 3. Bonus points for both!

Dr.Gunsforhands
2016-09-14, 09:38 PM
The simic avatar seems like it could get out of hand, but since attacking puts the 3/3 version of it in no small amount of danger, it will take some additional setup to really go off. It's a good balance, actually! I don't get what makes this a, "Simic Avatar," though... the tokens could just as well be mono-green oozes or, better yet, more plant elementals! It really nails the impression of an invasive plant species overrunning the place, with this as some sort of deep-rooted mama plant.

Fraction Annison 2(w/2)
Planeswalker - Annison - MR(silver-bordered)
(w/2 can be paid with one half of one white mana. This card's converted mana cost is 2½.)
+1½: Choose a number. Each player may return a card with converted mana cost equal to that number from his or her graveyard to his or her hand.
+0: Until the beginning of your next upkeep, creatures you control get +½/+½ and creatures you don't control get -½/-½.
-6: You gain an emblem with, "When this emblem enters your command zone, choose a number. Spells with converted mana cost equal to that number can't be cast."
Loyalty: 2½


The tower's really clever! "Attacking creatures you control are indestructible. Also they have trample. Also your high-toughness walls can't survive by blocking the low-power ones or anything." It's potentially high-impact and can nicely break stalemates, but it's not too dreadful; your opponent can still kill creatures with removal or just attack you right back. I'm not sure what to call this kind of vehicle, but I'm not sure if, 'tower,' really cuts it. It's also probably a bit cheap for what it does.

Challenge! A creature with a drawback representing a lack of forethought.

Warmatt
2016-09-14, 09:41 PM
So, a 9 power swing minimum, along with Trample and indestructible? Maybe you should add in that it can't block, and can only attack if it's crewed? Really, this sort of thing needs a bit of a downside, particularly because this could be a massive tank, particularly if you can stack on Vigilance and some cards do allow you to block extra creatures.

Edit; Was Ninja'd, so.... Over all, it seems.... weird. A very nice set of abilities, particularly if you are running a Blue deck, with that shut down capstone... though it would only see use in commander. And lots of choice, so will always be versatile. So makes up for the weirdness.

Bleak Tower of Strovgan'oth
Legendary Artifact Land MR
Landfall- Scry 3
T- Add 2 to your Mana pool
"From that bleak tower, the abyss is stared at.... and the strange eye? Well, it tried to look back."

Code Breaker Ninja 2BU
Creature- Human Ninja R
Ninjutsu- Discard 2 cards
When ~ enters or exits the battlefield, target opponent may draw a card
Spells you cast gain Cipher
2/3


Next challenge! Something that feels like the abyss looking back. Asking more for a kind of feel then anything else. Forbidden knowledge, dark corners of the cosmos, lots of things to draw on.

LastCenturion
2016-09-14, 09:58 PM
So, a 9 power swing minimum, along with Trample and indestructible? Maybe you should add in that it can't block, and can only attack if it's crewed? Really, this sort of thing needs a bit of a downside, particularly because this could be a massive tank, particularly if you can stack on Vigilance and some cards do allow you to block extra creatures.

Edit; Was Ninja'd, so.... Over all, it seems.... weird. A very nice set of abilities, particularly if you are running a Blue deck, with that shut down capstone... though it would only see use in commander. And lots of choice, so will always be versatile. So makes up for the weirdness.

Bleak Tower of Strovgan'oth
Legendary Artifact Land MR
Landfall- Scry 3
T- Add 2 to your Mana pool
"From that bleak tower, the abyss is stared at.... and the strange eye? Well, it tried to look back."

Code Breaker Ninja 2BU
Creature- Human Ninja R
Ninjutsu- Discard 2 cards
When ~ enters or exits the battlefield, target opponent may draw a card
Spells you cast gain Cipher
2/3


Next challenge! Something that feels like the abyss looking back. Asking more for a kind of feel then anything else. Forbidden knowledge, dark corners of the cosmos, lots of things to draw on.


The simic avatar seems like it could get out of hand, but since attacking puts the 3/3 version of it in no small amount of danger, it will take some additional setup to really go off. It's a good balance, actually! I don't get what makes this a, "Simic Avatar," though... the tokens could just as well be mono-green oozes or, better yet, more plant elementals! It really nails the impression of an invasive plant species overrunning the place, with this as some sort of deep-rooted mama plant.

Fraction Annison 2(w/2)
Planeswalker - Annison - MR(silver-bordered)
(g/2 can be paid with one half of one green mana. This card's converted mana cost is 2½.)
+1½: Choose a number. Each player may return a card with converted mana cost equal to that number from his or her graveyard to his or her hand.
+0: Until the beginning of your next upkeep, creatures you control get +½/+½ and creatures you don't control get -½/-½.
-6: You gain an emblem with, "When this emblem enters your command zone, choose a number. Spells with converted mana cost equal to that number can't be cast."
Loyalty: 2½


The tower's really clever! "Attacking creatures you control are indestructible. Also they have trample. Also your high-toughness walls can't survive by blocking the low-power ones or anything." It's potentially high-impact and can nicely break stalemates, but it's not too dreadful; your opponent can still kill creatures with removal or just attack you right back. I'm not sure what to call this kind of vehicle, but I'm not sure if, 'tower,' really cuts it. It's also probably a bit cheap for what it does.

Challenge! A creature with a drawback representing a lack of forethought.

okay, reunify!
Doctor: It's a nice card to fit the challenge, but it's a little bit weird. Do you round up or down? And to the challenge, I meant more that I want an incentive to choose a negative number. I could choose -5 here, but there's no reason for me to.

Warmatt: Both cards are nice. I guess the ninja is probably better, but I must say I have a bias to Ninjutsu ability. Either one is good, and I like the flavor on the tower.

Unwary Alienist - 1UBB
Creature - Elf Wizard - R
When ~ enters the battlefield, exile target permanent you don't control. When ~ leaves the battlefield, return that creature to the battlefield under its owner's control.
~ has +X/+X, where X is equal to the converted mana cost of any card exiled with this creature.
Infect
Ever the ignorant seek out what is hidden, never thinking what they may find...
*/*

TiaC
2016-09-16, 12:02 AM
Can we have a challenge?

Jormengand
2016-09-16, 08:11 AM
Challenge: Make a card that cares about planeswalkers, while remembering to post a critique of the above card and a challenge for the poster below.