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Gauntlet
2016-09-16, 08:26 AM
The ability needs rewording, otherwise this guy is basically just a Council's Judgment for 1UBB. He comes in, targets something with his trigger, and immediately dies to having 0 toughness with the trigger still on the stack. Second part resolves, returning nothing, then he exiles something again. Even if he didn't have this issue, he'd still be uncastable onto an empty board which is a bit of a feel-bad. I'd make him a 1/1 that exiles a nonland permanent, and gets +X/+X equal to the exiled card's CMC.

Stoic Defender - 1GW
Creature - Loxodon Soldier R
If damage would be dealt to a permanent you control with one or more counters on it, prevent 1 of that damage.
2/4

Challenge: Make a noncreature card with a creature keyword.

Djinn_in_Tonic
2016-09-16, 10:25 AM
Stoic Defender - 1GW
Creature - Loxodon Soldier R
If damage would be dealt to a permanent you control with one or more counters on it, prevent 1 of that damage.
2/4

Seems to be a fairly well balanced and quite useful card, that fits nicely with the GW ideals. No issues here at all.


Challenge: Make a noncreature card with a creature keyword.

Oof. This is a weird one. Hm.

Untamed Jungle
Land [U]
Trample
Tap: Add G to your mana pool. If Untamed Jungle is a creature, add GG to your mana pool instead.

Challenge: Make a card that interacts with your library.

Jormengand
2016-09-16, 12:33 PM
It's about the power I'd expect from a land that wants to be animated. So, it's good.

Great Levelling 2WUBRG
Sorcery MR
Each opponent who controls more nonland permanents than you sacrifices nonland permanents equal to the difference, then each opponent with more cards in their library than you puts cards from the top of their library into the graveyard equal to the difference, then each opponent with more cards in their hand than you discards cards equal to the difference, then each opponent with more life than you takes damage equal to the difference, then each opponent who controls more lands than you sacrifices lands equal to the difference.

Part of me wants to try running this in some kind of landless deck. Hmm.

Next: Another card that causes players to sacrifice permanents.

Warmatt
2016-09-16, 12:53 PM
Now this is a card that makes me think 'For Equality!' for some reason. A very lovely little destroy until everyone is equal, particularly because it only really works if your worse off then your opponents... before you cast it as the last thing in your hand anyway :P


Corporate Accountant 4WB
Creature- Horror R
Extort
4- Creatures you control gain Annihilator 1 until the end of turn. If Black was used to pay for this ability, they also gain deathtouch until the end of turn. If White was used to pay for this ability, they also gain lifelink until the end of turn.
1/5
"As you can see, you owe the corporation a great deal. And the corporation always collects."

Next Challenge; Something that has different effects based on the color of mana paid.

TiaC
2016-09-16, 02:35 PM
While it's a powerful ability, it's also really expensive. It's a vanilla 1/5 for 6, which is just awful. I think that ability would be better as a 4(W/B) spell.

Multitooling 1
Instant U
If R was spent to cast Multitooling, deal 2 damage to target creature or player.
If B was spent to cast Multitooling, return target creature with power 3 or less from your graveyard to your hand.
If U was spent to cast Multitooling, counter target creature spell unless its controller pays 1.
If W was spent to cast Multitooling, target creature gains gain indestructible until end of turn
If G was spent to cast Multitooling, put a 1/1 green Saproling creature token onto the battlefield.

Create an aura that costs at least 6.

r2d2go
2016-09-17, 01:32 AM
I know the challenge was to make cost-based effects, but I think the "5 color unique effect" thing is overrated - as Dr. Gunsforhands put it, "The problem with these cards is that they almost always end up being much too long to read effectively." In addition to that, this is more or less strictly better than a few things, and insanely flexible - No matter how you cast it, you're probably getting value.

Metalworker's Muse 4WW
Enchantment - Aura R
Enchant Creature
When ~ enters the battlefield, create a number of 1/1 colorless Servo artifact creature tokens equal to the power of enchanted creature.
Enchanted creature gets +1/+1 for each artifact you control.

Challenge: Another card that gets better as the board gets bigger, or another card that makes your board bigger. Bonus points for both.

1pwny
2016-09-18, 04:44 PM
It seems really really good. Also, bounce/replay potential is kind of rediculous.

Recurring Mycoloth - 4GG
Creature - Elemental {R}
Devour 1
At the beginning of your upkeep, put a 1/1 Saproling creature token into play under your control for each +1/+1 counter on ~.
Sacrifice five Saprolings: return ~ to your hand.
3/3

Challenge: Something that gets stronger when your opponent ramps up.

Warmatt
2016-09-18, 05:05 PM
A very nice green plant, that gets bigger when it eats smaller plants, only to be bounced back and spawn more, and devour those to get bigger. A very cycle of nature style card :smallbiggrin:


Defiant Slayer 4R(R/W)
Creature- Dwarf Barbarian Ally R
Provoke, Rampage 3
If your opponent controls 5 or more creatures, ~ has first strike
Final Stand- If you have 5 or less life, ~ has vigilance may block X additional creatures, where X is the highest power among creatures your opponent controls.
4/3
"They are defiance made flesh, having failed their oaths. After all, all the foes of the dwarves are dead, and they are not."

Next challenge; Something with Final Stand.

mythmonster2
2016-09-18, 05:38 PM
A very nice green plant, that gets bigger when it eats smaller plants, only to be bounced back and spawn more, and devour those to get bigger. A very cycle of nature style card :smallbiggrin:


Defiant Slayer 4R(R/W)
Creature- Dwarf Barbarian Ally R
Provoke, Rampage 3
If your opponent controls 5 or more creatures, ~ has first strike
Final Stand- If you have 5 or less life, ~ has vigilance may block X additional creatures, where X is the highest power among creatures your opponent controls.
4/3
"They are defiance made flesh, having failed their oaths. After all, all the foes of the dwarves are dead, and they are not."

Next challenge; Something with Final Stand.

Well, first off, Final Stand already exists as Fateful Hour, from Dark Ascension. Provoke and Rampage are a bit weird on this card, since its other abilities are defensive. Ally is also weird, since it suffers from the Battle for Zendikar problem where there's absolutely nothing about this card that instinctively makes you think this is an Ally. The card could just overall use a bit more focus on what exactly it wants to do.

Desperate Measures- 3WW
Sorcery- R
Destroy all creatures.
Fateful Hour— If you have 5 or less life, Desperate Measures costs 2 less to cast.

Make a rare or mythic rare card with a converted mana cost of 1!

r2d2go
2016-09-18, 08:25 PM
Seems okay in a world where wrath costs 2WW, but they haven't printed something as easy as that recently, I think. I'd like it if it were 4WW, reduce by 4? Then you have to think twice about just playing it as a general use board wipe, but you also have a bigger mana pool to recover with.

Fencing Expert W
Creature - Human Soldier R
Defender
Specialize W (W - Put a -1/-1 counter on this creature.)
When ~ has a -1/-1 counter on it, it loses defender.
When ~ has two -1/-1 counters on it, it gains doublestrike.
3/3

Challenge: Another card that weakens itself. Or, another card with multiple uses. Bonus points for both.

LastCenturion
2016-09-19, 07:10 AM
Seems okay in a world where wrath costs 2WW, but they haven't printed something as easy as that recently, I think. I'd like it if it were 4WW, reduce by 4? Then you have to think twice about just playing it as a general use board wipe, but you also have a bigger mana pool to recover with.

Fencing Expert W
Creature - Human Soldier R
Defender
Specialize W (W - Put a -1/-1 counter on this creature.)
When ~ has a -1/-1 counter on it, it loses defender.
When ~ has two -1/-1 counters on it, it gains doublestrike.
3/3

Challenge: Another card that weakens itself. Or, another card with multiple uses. Bonus points for both.

It's interesting. I would like it a lot more if it had an ability to gain counters as well, but it's already a 3/3 defender for 1, so I don't want to complain. It seems pretty well balanced, but I don't think that the doublestrike is all that useful. I guess it works though.

Scarred Blademaster - WU
Creature - Human Fighter - U
First Strike, Indestructible
When ~ enters the battlefield, put a -1/-1 counter on it.
2/2

Sort of multiple uses. Not really. Oh well.

Challenge: Another card that has Indestructible, grants Indestructible, or deals with other things that are Indestructible.

ben-zayb
2016-09-19, 07:39 AM
2-cmc indestructible, first strike, is pretty powerful, although nothing in there is blue. It could be either pure W, with R for first strike, or with G for indestructibility. Flavor fits RG better, to be honest.


Blightsteel Graft 5
Artifact - Equipment R
~ and equipped creature have indestructible and infect
Equip 2
Whenever equipped creature deals damage, ~ deals 2 damage to it and its controller.

Make a card with a twisted (e.g. phyrexian, eldrazi, etc) version of modular or sunburst.

Gauntlet
2016-09-19, 09:04 AM
Feels like the sort of thing that's strong in Commander for oneshotting people and absolutely terrible everywhere else. It's indestructible which is nice, but I don't know if that's enough upside compared to Grafted Exoskeleton which is cheaper and pumps, with less of a downside.

Etched Prophet (W/P)(U/P)(B/P)(R/P)(G/P)
Artifact Creature - Golem - Rare
Etched Prophet enters the battlefield with a -1/-1 counter on it for each colour of mana spent to cast it.
1, Remove a -1/-1 counter from Etched Prophet: Draw a card.
3/6

Challenge: Make a card can be cast for free.

Djinn_in_Tonic
2016-09-19, 12:12 PM
Etched Prophet (W/P)(U/P)(B/P)(R/P)(G/P)
Artifact Creature - Golem - Rare
Etched Prophet enters the battlefield with a -1/-1 counter on it for each colour of mana spent to cast it.
1, Remove a -1/-1 counter from Etched Prophet: Draw a card.
3/6

This is really interesting, but I'm not sure it's GOOD. In a single color deck it's a 3/6 + one card for 6, which is definitely bad. It gets better the more colors you have, up to a 3/6 + 5 cards for 10...which still feels kind of bad, honestly, even over two turns. I think it has some niche use in decks that really need a bunch of cards, but I'm not sure it's even close to playable in many circumstances.


Challenge: Make a card can be cast for free.

Resistance Fighter -- W
Creature: Human Soldier Ally
If you control another Ally, Resistance Fighter has flash and costs 0.
2/1

Challenge: Make a card that creates at least two different tokens.

Warmatt
2016-09-19, 12:33 PM
A small little thing that gets buffed up by other allies, cheaper and quicker to cast if the resistance already has fighters? I like.


Arkas, Worldshaker Warlord 3G(G/W)(G/W)(G/R)(G/R)
Legendary Creature- Elemental Lord MR
Hexproof, Exalted (Whenever a creature you control attacks alone, that creature gains +1/+1 until end of turn)
Token creatures you control have Exalted
Whenever ~ attacks alone, put a 0/1 Saproling creature token into play under your control for each Forest you control, a 0/1 spirit token with flying for each plains you control, and a 0/1 elemental for each mountain you control.
3/3


Next Challenge; Something that speaks of dragons.

LastCenturion
2016-09-19, 06:34 PM
A small little thing that gets buffed up by other allies, cheaper and quicker to cast if the resistance already has fighters? I like.


Arkas, Worldshaker Warlord 3G(G/W)(G/W)(G/R)(G/R)
Legendary Creature- Elemental Lord MR
Hexproof, Exalted (Whenever a creature you control attacks alone, that creature gains +1/+1 until end of turn)
Token creatures you control have Exalted
Whenever ~ attacks alone, put a 0/1 Saproling creature token into play under your control for each Forest you control, a 0/1 spirit token with flying for each plains you control, and a 0/1 elemental for each mountain you control.
3/3


Next Challenge; Something that speaks of dragons.

hmm. Assuming no nonbasics, and assuming no artefact mana, you get at least five creatures when it attacks alone. At that point it will be at minimum a 7/3 hexproof attacker. Also, I'm assuming the elementals from the final ability were supposed to be tokens, which makes it a 9/3 at minimum. This is assuming you use Islands or Swamps for the generic cost. It's a little bit powerful, but I suppose it does only have three toughness.

Nostalgic Phantom - UU
Creature - Spirit - R
Shroud, Shadow
On your upkeep, put an eon counter on each nonartifact permanent you control.
0: You may remove an eon counter from target land you control with at least three eon counters. If you do, untap that land.
Creatures you control with at least five eon counters are angels, merfok, demons, dragons, and dryads in addition to their other types.
0/4

Challenge: Another card that changes subtypes. Bonus points if you use Changeling as well as something else.

Warmatt
2016-09-19, 07:15 PM
Yup, the elementals were meant to be creature tokens as well, and Exalt gives +1/+1, not just +1/+0. Big, brutal, and if not taken down quickly can overwhelm the Eldrazi that stand in his way.


That said, a very nice little spirit, that gives the ability to untap lands and grant subtypes across the board with enough time. Which can make it very useful in more then a few decks with subtype targeters.


Champion of Nations 7
Enchantment Creature- Changeling Avatar MR
Sunburst (Creature gains a number of +1/+1 counters equal to the number of colors of mana used to play it)
~ gains +1/+1 for each creature that it shares a subtype with
2- ~ gains the subtypes of X target creatures in addition to it's own, were X is the number of +1/+1 counters on ~
"He inspires, and she is inspired in turn."
1/1


Next challenge; An Enchantment Creature or Artifact

Dr.Gunsforhands
2016-09-19, 09:20 PM
Champion of Nations 7
Enchantment Creature- Changeling Avatar MR
Sunburst (Creature gains a number of +1/+1 counters equal to the number of colors of mana used to play it)
~ gains +1/+1 for each creature that it shares a subtype with
2- ~ gains the subtypes of X target creatures in addition to it's own, were X is the number of +1/+1 counters on ~
1/1

"...and that never struck you as needlessly complicated?"
Changeling is an ability that gives it all creature types; the creature type you're thinking of is probably shapeshifter. For 7 mana, a 5/5 that gets +1/+1 for each other creature wouldn't be outrageous. When it comes to sunburst and tribal shapeshifting, you should probably choose one or the other to focus on rather than trying to do both; I feel like people would miscount all the time with this version.

Enchantment Enchantment Enchantment W
Enchantment Enchantment - Aura R
Enchant enchantment with enchant enchantment
You control enchanted enchantment with enchant enchantment and each enchantment enchanted enchantment enchants.
...wait, what?

Melting Monkey 3B
Enchantment Creature - Ape C
Bestow 5BB
Enchanted Creature gets -3/-3.
3/3

Challenge! Apes!

Warmatt
2016-09-19, 09:46 PM
Yeah, though changeling was a creature type/subtype, not an ability. And you are right, though it seems that at times I tend to forget not making things complicated and just have an idea I want to put out.... though it could work in the online one.

That said, a very nice ape, a 3/3 or a debuff/removal and 3/3 is a lovely thing to see. Nice, simple and works well together so well, it melts my heart!


Tarzan, Lord of the Apes 3GG
Legendary Creature- Human Ape MR
Forestwalk, Reach, Battlecry
GG- Place a 1/1 Green Ape creature token with evolve onto the battlefield
"Me Tarzan, Lord of Apes, King of Jungle!"
3/4


Next Challenge; A Dark/Evil Elf

LastCenturion
2016-09-19, 10:07 PM
Enchantment Enchantment Enchantment W
Enchantment Enchantment - Aura R
Enchant enchantment with enchant enchantment
You control enchanted enchantment with enchant enchantment and each enchantment enchanted enchantment enchants.
...wait, what?

This doesn't have anything to do with the challenge, but... can I sig this? It's glorious, and completely written correctly. You have 17 uses of "enchant" or derived in this, and 7 other words (not counting symbols, like R and W). 71% of this card is the word "enchant" and I think that's amazing.

r2d2go
2016-09-19, 10:56 PM
This doesn't have anything to do with the challenge, but... can I sig this? It's glorious, and completely written correctly. You have 17 uses of "enchant" or derived in this, and 7 other words (not counting symbols, like R and W). 71% of this card is the word "enchant" and I think that's amazing.

I think the only thing is that Enchantment Enchantment is not a type :smalltongue: but scratch one of those Enchantments, and you've still got 70% Enchantment words.


Tarzan, Lord of the Apes 3GG
Legendary Creature- Human Ape MR
Forestwalk, Reach, Battlecry
GG- Place a 1/1 Green Ape creature token with evolve onto the battlefield
"Me Tarzan, Lord of Apes, King of Jungle!"
3/4

Isn't Tarzan distinctly not an ape? Or is Ape here being used as some sort of class? In any case, beyond the templating errors and mixing non-evergreen keywords, this seems... almost ok? It definitely feels like a bunch of random abilities based on lore got slapped onto a midranged token-maker, and I'm not sure why the apes have evolve, but making a small army of dudes over a few turns and then buffing all of them seems almost reasonable. I feel like if you scratched the Evolve, it'd be balanced, if still really weird and kind of off-color with that Battle Cry.

Gilt-Leaf Cosmetologist 2BG
Creature - Elf Druid U
BG, T - Target creature gets -1/-1 until end of turn. Another target creature gets +1/+1 until end of turn.
Whenever a creature dies, untap Gilt-Leaf Cosmetologist.
Even the ugliest eyeblight has uses.
2/2

Challenge: Another two color creature. Or, another creature that untaps and taps. Bonus points for both, without using blue.

mythmonster2
2016-09-20, 12:04 AM
I like the flavor and the the interesting effect. Plus I'm always down for BG Lorwyn elves. My only qualm is that the mana cost on the tap ability might be a bit too much, but it's the kind of thing where you'd need to play the card to find out.

Tithe Collector- 1WB
Creature- Human Cleric- U
T: Each player loses 1 life.
Whenever you gain life, you may untap Tithe Collector.
If the Orzhov ask for taxes, you best pay for them. Even if you already have before.
2/2

Create another card from Ravnica!

Gauntlet
2016-09-20, 05:47 AM
Seems pretty good, but only in a deck with lifegain which is fine. I'm pretty sure this also replaces half of the Exquisite Blood / Sanguine Bond combo, which is nice. Very much a dedicated Orzhov card.

Zegana's Prototype - UG
Creature - Squid Mutant - Uncommon
Graft 1, Evolve, Defender
0/2

Challenge: Create a card which moves counters around.

r2d2go
2016-09-20, 10:58 AM
It's pretty good - evolves your Experiment One or Cloudfin Raptor turn two, then puts counters on pretty much anything that drops. A little worrying, actually - it does the job of Vigean Hydropon (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=vigean%20hydropon) for cheaper and can block. I kind of wish either Graft or Evolve seas un-keyworded so you could justify making it rare and keep it in one Ravnica. Probably fine as-is, though.

Wretched Scarwood 1WB
Creature - Treefolk Warrior U
Vigilance
T - Move a -1/-1 counter from ~ to target creature blocking or blocked by it.
At the end of your turn, remove all counters on ~, then put two -1/-1 counters on it.
3/4

Challenge: Another card in nonstandard but previously used colors (e.g. Elves with black, Merfolk with red). Or another card with vigilance that taps. Bonus points for both.

Warmatt
2016-09-20, 11:35 AM
So, a vigilant creature that you can tap to give a -1/-1, and gets -2/-2 at the end of each turn, making it a 1/2 most of the time, but becoming a 2/3 when blocked or blocking? Looks fairly decent overall, and would be funny to add into some vampire decks.


Ashwood Speaker 3RG
Creature- Elf Shaman R
If your opponent controls at least 5 humans, beast creature tokens you control have haste. If they control at least ten humans, beast creature tokens you control have battlecry and hexproof.
T- Place X 2/2 beast creature tokens with provoke into play. X equals the number of humans your opponent controls.
2/3
"They burned our homes to ash. Now, we will return the favor, by drowning their streets in blood!"

Yes, the number of the beasts is sort of a niche thing, depending on the number of cards with a subtype your opponent controls, however, against human token decks, it can really ramp up. Also, color comes from Godtracker of Jund.


Next Challenge; a transforming card, either a demon being redeemed or an angel falling from grace.

Djinn_in_Tonic
2016-09-20, 12:12 PM
Ashwood Speaker 3RG
Creature- Elf Shaman R
If your opponent controls at least 5 humans, beast creature tokens you control have haste. If they control at least ten humans, beast creature tokens you control have battlecry and hexproof.
T- Place X 2/2 beast creature tokens with provoke into play. X equals the number of humans your opponent controls.
2/3
"They burned our homes to ash. Now, we will return the favor, by drowning their streets in blood!"

While I love the flavor, I feel this is either unplayable (as a 2/3 for 5), or horribly overpowered of your opponent has 3+ humans. It's so unreliable I can't in good conscience say it's something I'd want to see print.



Next Challenge; a transforming card, either a demon being redeemed or an angel falling from grace.

Sacred Guardian -- 1WW
Creature -- Angel Soldier
Flying, Defender
At the beginning of your upkeep, gain 1 life.
WR, Tap: Destroy target attacking creature. Transform Sacred Guardian.
0/5

War-Tainted Vanguard -- 1WR
Creature -- Avatar Soldier
First Strike
At the beginning of your upkeep, deal 1 damage to target creature or player.
3/3
Sometimes the mercy of the light is not sufficient to hold back the tide of darkness.

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

Challenge: Make another card dealing with mercy or punishment.

Jormengand
2016-09-20, 12:46 PM
Back faces do not have mana costs, and anyway the back face simply isn't white. The wording also makes you deal the damage personally, which is weird and gets around protection from red but only if it's applied at an oddly specific time, so it shouldn't be used just because you can.

Acquit U
Instant U
Return target creature you control to your hand. Creatures in your hand which share a name with that creature have flash until end of turn.

Next: Another blue instant with CMC 1.

r2d2go
2016-09-20, 02:38 PM
Huh... it's a weird one, but I don't know if I like it. I feel like it's just too unlikely for this to do anything important that Cloudshift (or Ghostly Flicker in the same colors) can't. I suppose it only costs 1 mana... but I don't think it'd be overpowered if it could target any creature (and subsequently didn't limit the flash to your hand).

Dreamscatter U
Instant - U
Counter target spell. If that spell is countered that way, put it on top of its owner's library instead of their graveyard. Then, that player may scry 2 then and draw a card.
It was just a dream...

Challenge: Another counterspell, or another card that sacrifices card advantage for something. Bonus points for both.

Djinn_in_Tonic
2016-09-20, 03:31 PM
Back faces do not have mana costs, and anyway the back face simply isn't white. The wording also makes you deal the damage personally, which is weird and gets around protection from red but only if it's applied at an oddly specific time, so it shouldn't be used just because you can.

The wording was actually a typo on my part. Oops! Forgot the card name...playing too much Hearthstone recently. Slightly puzzled by the second part not being white though: balance power/toughness soldier with first strike seems white enough to me, with red bringing the damage.

The no mana cost on Transform sides is my bad though. Thought they did. Is there an accepted way to do separate color transforms then?

Dr.Gunsforhands
2016-09-20, 07:00 PM
I think that there are little color indicators to the left of the typeline on cards without mana costs. You can also tell by the border, but for the colorblind all you can really do is put a line of reminder text in the rules box.


Dreamscatter U
Instant - U
Counter target spell. If that spell is countered that way, put it on top of its owner's library instead of their graveyard. Then, that player may scry 2 then and draw a card.
It was just a dream...

Dreamscatter's too good for standard. There's not much more to it, really. Remand is already pushed about as hard as tempo-counterspells can go. I can see the idea behind the slight discount over Remand; if the spell you just countered is going to be useless to them a turn later, they can pitch it and hopefully get something more useful. This is a bit better later in the game, when it's countering the last bombs that your opponent needs to kill you and not slowing you down in the slightest. So, if they want to print another 1-mana counterspell for Modern or Highlander players, they could do worse than to put this into a rare slot, but they would still have to plan the Standard metagame around mono-blue control for two years. Maybe they could put it in some kind of supplemental product, but the card is so spikey that that seems unnatural.

Grix (r/b)U
Instant - R
Counter target spell.
Discard your hand.

Challenge! Multicolored 2-mana instant or enchantment! Go!

LastCenturion
2016-09-20, 08:54 PM
It's... not that great, I think. It's a 2 mana counterspell, but it costs your entire hand. It's good in aggro decks where you dump your hand ASAP, but it's otherwise pretty bad. You also need some fixing to pull it off, so... meh.

Incendiary Growth - XRG
Instant - C
Target creature gets +X/+0 until end of turn and "T: Add X mana of any color to your mana pool (All the mana must be the same color)"

Challenge: Make an enchantment that doesn't affect creatures or lands directly, but does indirectly.

Derjuin
2016-09-20, 09:27 PM
It's... not that great, I think. It's a 2 mana counterspell, but it costs your entire hand. It's good in aggro decks where you dump your hand ASAP, but it's otherwise pretty bad. You also need some fixing to pull it off, so... meh.

Incendiary Growth - XRG
Instant - C
Target creature gets +X/+0 until end of turn and "T: Add X mana of any color to your mana pool (All the mana must be the same color)"

Challenge: Make an enchantment that doesn't affect creatures or lands directly, but does indirectly.

Interesting, though I'm not sure it's fit for C. Becomes broken on any creature that can untap itself for mana, but there's a lot of things that are like that (pemmin's, etc). Pretty great on something with Vigilance, though that doesn't usually occur on green or red things. Wording is a bit nitpickworthy, as it should be "Add X mana of any one color to your mana pool" but otherwise seems fine.

Convergent Leylines 3GGG
Enchantment - R
Whenever an opponent taps a permanent for mana, put a charge counter on Convergent Leylines.
At the end of each turn, remove all charge counters from Convergent Leylines and put an X/X colorless elemental creature token into play, where X is the number of charge counters removed this way.

Gauntlet
2016-09-21, 04:48 AM
Looks very much like a Commander card. I feel like the Elemental should probably be green rather than colorless. You would probably want additional wording to make the Elemental only appear if charge counters were removed - making a 0/0 each end step that immediately dies is a unintuitive edge case that would probably cause slipups.

Since there isn't a challenge, I'll make a card of my own.

Fold Reality - {C}{C}{C}
Enchantment - Rare
X is 3. (if a player would choose a value for X, they must choose 3. If a value for X would be set by an ability, cost or effect, use 3 instead.)

Challenge: Make a card which instructs the player to "Name a card."

r2d2go
2016-09-21, 12:14 PM
Hm... Another one of those really funky rares that might see play in EDH but nowhere else. Like, it hoses Mizzix of the Izmagnus, I guess? Not much more to say.

Truename Dissolution 2WW
Sorcery - R
Name a creature. Search target player's hand, graveyard, and library, and battlefield for all cards with the same name and exile them. Then shuffle that player's library.
"Your truename has changed, Odric. No matter. That won't stop me."

Challenge: Another card that references two cards of the same person. Or, more removal.

Ionbound
2016-09-21, 10:31 PM
Interesting. I don't know why the True-Name Nemesis is after Odric, but...Okay, I guess. As for the effect, it's definitely in Black (See Infinite Obliteration), but it's still a decent card and I can see White getting is at a secondary.

Serra, Planeswalker-WWWW

Planeswalker-Serra

+1: Gain three life, or prevent the next three damage that would be deal to you or a creature you control until the end of your opponent's turn.
-3: Create a 4/4 white Angel creature token with Flying and Vigilance.
-9: Gain an emblem with "If you control a creature, you cannot take damage." Then create a legendary 2/2 white Angel creature token with flying, vigilance, and '~ gets +1/+1 for each white creature you control' named "Radiant, Redeemed."

4

Challenge! Create a card of another pre-mending Planeswalker that doesn't already have a card! (Ex. Taysir, Kristina of the Woods, or Tevesh Szat)

Gauntlet
2016-09-22, 03:35 AM
Protects herself, although not being able to prevent damage to herself with her + is a little unintuitive. I don't know if the quad-colored mana cost is too restrictive - she could probably be a little better in power level given that her + doesn't affect the board state and she can only make one angel any time soon. Serra Angels are pretty good tokens to have though, so maybe not.

Urza WWUUBBRR

Planeswalker - Urza - Mythic

+2: Scry 3, then reveal the top card of your library and put it into your hand. You gain life equal to its converted mana cost, and Urza deals that much damage to up to two target creatures.
0: Search your library for a card and put it into your hand, then shuffle your library.
-X: Discard up to X cards. For each card discarded this way, tap or untap up to three target permanents.
-9: You get an emblem with "At the beginning of your upkeep, target player loses the game."
Urza can be your Commander.
Loyalty: 4

Challenge: Create an Aetherborn.

r2d2go
2016-09-24, 01:42 AM
Seems like a lot of text, trying to go through all those colors. I'm not sure it's all necessary - The most obvious example is the lifegain, which is the only clearly white effect and seems somewhat tacked on. I think you were too ambitious - this is a lot like two or three planeswalkers stapled to each other, though maybe that was the goal? Unfortunately, it just won't fit on a card, and isn't great design anyway. Still, there was a lot of clever stuff in there, I just think you could've cut it down.

Clockspinner 2U
Creature - Aetherborn Artificer R
Fabricate 2
2UU, Sacrifice two artifacts, remove two +1/+1 counters from Clockspinner, pay EE - You take an extra turn after this one.
Every Aetherborn could use more time. This one has it.
0/1

Challenge: Another card that requires a number of ingredients to work well. Or, another card that spends energy. Bonus points for both.

You guys tired of energy already? :smallfrown: How about, make a defensive card?

ben-zayb
2016-09-27, 07:52 PM
The mishmash of costs sure looks complex enough to be worth a turn, but it might be better balanced as a one-time effect like a Sorcery or requiring self-sacrifice.


Chhote, Awakaned Rogue 3WU
Legendary Artifact Creature - Servo Artificer M
~ has fabricate equal to the number of Servos you control.
Other Servos you control get +1/+1.
At the beginning of your upkeep, you may pay EEE. If you do, exile ~, then return it to the battlefield at the beginning of the next end step.
1/1


Make another lord, or another allied-pair card. Bonus for both!

LastCenturion
2016-09-27, 08:51 PM
The mishmash of costs sure looks complex enough to be worth a turn, but it might be better balanced as a one-time effect like a Sorcery or requiring self-sacrifice.


Chhote, Awakaned Rogue 3WU
Legendary Artifact Creature - Servo Artificer M
~ has fabricate equal to the number of Servos you control.
Other Servos you control get +1/+1.
At the beginning of your upkeep, you may pay EEE. If you do, exile ~, then return it to the battlefield at the beginning of the next end step.
1/1


Make another lord, or another allied-pair card. Bonus for both!

It's a little bit expensive as a five drop requiring two colors, but it's probably balanced well for that. In a draft it would be terrible, but it's a card you could really build a deck around and do great with. In the spirit of the other challenge thread, this one is silver-bordered.

Lorde - 5
Legendary Creature - Ruler - R
When you play this card, you may announce it as "Queen Bee". If you do, this card is named Queen Bee insead of Lorde.
If this card's name is Lorde, lands you control are Islands in addition to their other types, Artifacts you control have flying, and other creatures you control are Tigers in addition to their other types.
If this card's name is Queen Bee, creatures your opponents control have -1/-1 and creatures you control are Royals in addition their other types.

Challenge: A Selesnya enchantment.

Dr.Gunsforhands
2016-09-27, 09:53 PM
...it's a reference to a song? I think song references do best using flavor text and maybe the Unglued singing mechanics. I'm staring at the lyrics of Royals after a quick search, but it's not helping me figure out what this card's supposed to do or how either mode is supposed to make sense. I'd rather just focus on one mode and move the other to the flavor text at that point. A card named, 'something Royals,' could just come with a Cat token and do the comedic heavy lifting by depicting a character flaunting a ridiculous amount of jewelry and a tiger on a leash. Come to think of it, a giant insect wearing jewelry or keeping a similar pet would be even funnier. Then you can tack on whatever their, 'X Lord,' ability is or make them trash target hotel room or something.

Conclave's Support 2G
Enchantment - Aura C
Enchant Creature
Enchanted creature gets +1/+1 for each other creature you control.
When enchanted creature dies, create a 3/3 green Centaur creature token.

Challenge! Make... a vehicle that does something even when it's not a creature. They haven't taken much advantage of that design space yet for some reason.

mythmonster2
2016-09-27, 10:23 PM
I quite like this. Good, simple effect, and it deals with auras' biggest problem of being an inherent two-for-one against you.

Sheoldred's Flagship- 5
Artifact- Vehicle- R
Flying
Creatures your opponents control get -1/-1.
Crew 4
6/6

Make an enchantment creature!

Fortuna
2016-09-27, 10:40 PM
Really really strong. I'd happily pay 4 for that always-on text - getting a 6/6 flier for crew 4 and an extra one mana is a nice deal. I think this needs to cost 6 mana, or maybe even throw some black in there.

God of Eaten Names 4
Legendary Enchantment Creature - God
Indestructible
As long as you control at least one other creature, God of Eaten Names isn't a creature.
At the beginning of your end step, each player loses one life and sacrifices a creature. Repeat this process until at least one player controls no creatures.
6/6

Challenge - Something horrific.

Ionbound
2016-09-27, 10:49 PM
Seems pretty self-destructive, and also needs to be black. That'd just enable too many shenanigans in control decks that won't/don't run white for wraths.

The Cantigaster-BBBGGG

Creature-Human Horror-MR

Infect, Defender

If ~ deals damage to a creature, exile it.

If ~ deals damage to a player, that player gets 9 poison counters.

If ~ would be put into a graveyard from play, return it to play at the next end step.

1/4

Challenge! Create another reference to a web-based video game. (This one is Fallen London, if you didn't know)

Fortuna
2016-09-27, 11:24 PM
Seems pretty self-destructive, and also needs to be black. That'd just enable too many shenanigans in control decks that won't/don't run white for wraths.

Do bear in mind, if given half a chance it eats itself. It becomes a creature once you run out of other creatures, so unless you're flooding the board with more creatures than your opponents it'll consume itself the same turn you play it.

Ionbound
2016-09-27, 11:38 PM
Right, it's currently: 4; Destroy a number of creatures equal to the number of creatures you control. An interesting effect, but it shouldn't be colorless.

r2d2go
2016-09-28, 02:10 AM
I get the reference, which is really cool :smallbiggrin: Though, rather than running the whole Infect thing (which is almost entirely overridden by the other two abilities), you could say "whenever ~ deals damage to a player, that player loses the game", instead of messing around with poison. Also, having abilities that don't function without outside help feels kind of bad, and I'd like to see a high cost option to make this lose defender. Other than that, and templating issues, I guess I do like the idea of Phage's Immortal Defender Dude.

Meat Boy 1RB
Creature - Horror R
Wither, Haste
Meat Boy must attack if able.
Whenever Meat Boy dies, return it to the battlefield at the beginning of your next upkeep.
He'll get there, no matter how many deaths it takes.
2/1

Challenge: Another creature that likes to attack. Or, another card with power+toughness = CMC. Bonus points for both.

Gauntlet
2016-09-28, 04:41 AM
Seems fine. 'Each turn, you take 2 or put two -1/-1 counters on a creature you control' is probably okay. Might be a little above the curve when I compare it to similar effects like Sulfuric Vortex / Mogis / Curse of the Pierced Heart. Would probably be on the powerful side for standard RDW, but see no play anywhere else due to the prevalence of exile removal, efficient counterspells/discard and good graveyard hate. The return-to-battlefield delayed trigger is a little clunky - I'd be tempted to have him return tapped in the next end step, instead, to avoid memory complications.

Sunhome Avenger (W/R)
Creature - Human Soldier - Uncommon
Battalion - Whenever Sunhome Avenger and two or more other creatures attack, Sunhome Avenger deals 2 damage to target creature or player.
1W: Sunhome Avenger is indestructible this turn.
0/1

Challenge: Make an angel that isn't monowhite.

LastCenturion
2016-09-28, 07:05 AM
I like it. It's not a great play on turn one, and it isn't functional unless you have a board, but I like the mechanic for dodging actually having power. It could stand to be a 0/2, but indestructible also helps with that.

Verdant Angel - 3G
Creature - Angel - U
Flying, Lifelink, Exalted
4/4

Challenge: an infinite combo that you might not want to do (such as but not limited to discarding infinite cards, paying infinite life, sacrificing infinite creatures) but gain a benefit from doing.

jo nas
2016-09-28, 10:02 AM
Verdant Angel - 3G
Creature - Angel - U
Flying, Lifelink, Exalted
4/4


Hmm... That seems incredibly overpowered! I'm not sure why the card is monogreen, since neither flying nor lifelink are typically in that range. Is it missing a white mana? I think that would still put it into R, to the least.



Challenge: an infinite combo that you might not want to do (such as but not limited to discarding infinite cards, paying infinite life, sacrificing infinite creatures) but gain a benefit from doing.

A one card combo? Ok.

https://s12.postimg.org/o1ioqwid9/Madenning_Insight.png

New challenge: something that turns the tables

r2d2go
2016-09-28, 11:49 AM
Seems really broken if you use it as intended - even on a turn of delay, Enter the Infinite for 5 is pretty insane. Yes, you can only stop it with instant speed effects, but it's still an auto-win in way too many formats (mostly practical n EDH but still). I'd like it in mono-black with life loss attached and a may clause though.

Flip the Table 4RR
Instant - R
Target creature you control deals damage equal to its power to each creature.
"Dammit, Chandra..." - Gideon

Instant - R
Chose a color. Creatures you control get +3/+3 and protection from that color until end of turn.
"Is all the fanfare really needed, Gideon?" - Liliana

Challenge: Another high cost instant, or another red board wipe.

Blue Ghost
2016-09-28, 12:21 PM
This is pretty much a strictly worse Chandra's Ignition. Which was a good card, though more situational than most boardwipes. I'd cost this accordingly.
EDIT: Missed that it was an instant. That does make it significantly better, but probably still not enough to be worth a mana over Chandra's Ignition. Instant speed board wipes are an interesting space. There's probably a reason they don't make them, though I suppose it warrants testing.

Inquisition's Sweep 3RR
Sorcery (R)
For each creature you don't control, its controller may have you draw a card. If he or she doesn't, Inquisition's Sweep deals 5 damage to that creature.

Next: Something that uses energy.

jo nas
2016-09-28, 12:37 PM
EDIT: ninja'd
I find it interesting that you have to target the creature. I think it adds a lot of flavor to the card. I feel this is a win-more card though, since it only works if you already have a pretty big creature. I wonder how easy it would be to turn it into an instant speed, (nearly) one-sided board wipe.

Set the table seems to be an instant-win nearly every time you get it to resolve. Five 1/1 tokens become hard to block and swing for 20?


Unstable Landscape R
Sorcery - R
As an additional cost to play ~, sacrifice X Mountains.

~ deals X damage to all creatures without flying.

New Challenge: Something that looks weak, but is actually very powerful

r2d2go
2016-09-29, 01:03 AM
Inquisition's Sweep is interesting, and relatively hard to evaluate. As with many such red cards (Browbeat, Vexing Devil), it'd be very clearly powerful with either option. The thing with this one is that because you make the choice for each creature, it's possible to give a few cards to protect your important stuff, and then let the damage go through to anything big or not super valuable (mana dorks, tokens). This seems like most of the time you can play this to good effect, you'd get an even better effect by just wiping the board (with Anger of the Gods or similar). I don't think it'd be too broken at 2RR.

Unstable Landscape seems kind of mediocre - sacrificing mountains is a big deal, and red isn't exactly the color of fliers. If you are running fliers, you probably don't have enough mountains to fuel a functional clear. I don't think the idea works for red without something like damage to players (at which point it's probably overpowered unless you say "untapped mountains") or a reason you want to sac so many mountains. It does seem very red, but I think there's a reason it doesn't exist.

Canine Chaperone 1
Artifact Creature - Dog Construct U
Defender
Whenever ~ blocks, you get E.
W, Pay EE - Destroy target creature blocked by ~.
"Mommy was much happier to get me a puppy when I mentioned it could be made of metal."
0/3

Challenge: Another defensive card. Or, another artifact with colored activation costs. Bonus points for both.

jo nas
2016-09-29, 01:52 AM
Seems to fit the bill! I don't know this energy mechanic, but assuming you have lots of other sources for E, it seems to boil down to W: once per turn, destroy an attacking creature without flying. With a colorless casting cost. I think it's close to Moat, and with a few equipments, it might even be better.

Spider Bomb 1
Artifact - C
(B/G)(B/G), T, sacrifice the Spider Bomb: Put two 1/1 Green Spider tokens into play. If you used black mana to pay the activation cost of this ability, the spiders gain deathtouch. If you used green mana to pay the activation cost of this ability, the spiders gain reach.

New challenge: Something that makes you think twice

Gauntlet
2016-09-29, 06:53 AM
It's probably the right mana cost for this type of effect, given that it's sorcery speed / telegraphed, but at the same time it's a pretty effective card advantage / roadblock. Pretty worthless unless you have black mana, though.
There's a bit of bookkeeping which probably wants to be avoided, since the Spider tokens have permanent keywords but don't have any tokens or counters that signify the benefits beyond when you first activated it.

Illusionary Pathways - 1UU
Enchantment - Rare

1U: Until end of turn, target creature becomes an Illusion in addition to its other types and gains "When this creature becomes the target of a spell of ability, sacrifice it".
1U: Illusions you control are unblockable this turn.
Sacrifice Illusionary Pathways: Return target creature to its owner's hand.

Challenge: Make a card that attaches to another card (equipment, aura or otherwise).

ben-zayb
2016-09-29, 07:29 AM
Misdesigned, in that it can be "target creature's controller sacrifices it" for 2UU. Otherwise, it looks alright.


Border Reinforcement 1
Artifact - Fortification U
2(W/G)(W/G): Put a +1/+1 counter on fortified land.
Whenever a creature attacks you, you may have fortified land become a 0/0 Wall creature in addition to its other types until end of combat
Fortify 2

Make another fortification (not necessarily the subtype), or another creature-triggered card. Bonus for both!

jo nas
2016-09-29, 07:59 AM
I think the counters are far too expensive, and the fact that the counters don't move with the fortification is a little bit depressing. I remember that there was a 0/0 land with +1/+1 counters theme a while back, but I don't remember if there were any interesting interactions that could justify the high cost.

Graveyard 1
Artifact - Fortification R
Fortify 2

Whenever a non-token creature dies, put a charge counter on ~.

Whenever fortified land dies, if it is a swamp, remove all charge counters from ~ and put that many 2/2 Zombie creature tokens into play.
You always meet twice - in death.

Challenge: make another card related to dying lands

r2d2go
2016-09-29, 12:45 PM
Pretty sure only creatures die, and other permanents still use "put into a graveyard from the battlefield". Otherwise, it's pretty strong in a lot of decks. It's easy to activate with fetch lands and such, and it's extremely low cost. Kind of like a cheaper, better Field of Souls. In a format without fetch lands, it's probably too gimmicky, though more balanced. It's probably okay.

Ravaged Landscape
Land - R
~ enters the battlefield tapped.
T, sacrifice ~: Search your library for a basic land and put it into the battlefield. Then shuffle your library.
Whenever a creature you control dies, if it's a land, you may return ~ from your graveyard to the battlefield.

Challenge: Another card that recoups losses. Or, another card that synergizes with animated lands. Bonus points for both.

jo nas
2016-09-29, 12:58 PM
I like it a lot. I am not sure whether the card could trigger itself, since I guess the card wouldn't be in the gy by the time it would have to listen for the trigger? Maybe add an additional "another" in there to make that clear and avoid kitchen table debates ;)

Compost Harvester BG
Creature - Human Druid U
Whenever you discard a card, put a +1/+1 counter on target land.
New grows from old.
1/4


New challenge: a card that seems powerful but isn't

Sgt. Cookie
2016-09-29, 01:39 PM
Madness/Delirium Fuel, I guess. Not too crazy on the colours, though, as most of the +1/+1 things for lands were in Blue and White, rather Black and Green.

Abhor Violence 2W
Sorcery - R
Cast Abhor Violence only during your precombat main phase.
If the owner of Abhor Violence is being controlled by another player, Abhor Violence costs 0 and may be cast by its owner.
Go to your postcombat main phase. (The combat step is skipped entirely. No "on combat" effects trigger and you may not declare combat this turn.)

Challenge!

Make a card that makes a decision for another player, but does not actually control them. (Counterspells don't count.)

jo nas
2016-09-29, 01:58 PM
Abhor Violence 2W
Sorcery - R
Cast Abhor Violence only during your precombat main phase.
If the owner of Abhor Violence is being controlled by another player, Abhor Violence costs 0 and may be cast by its owner.
Go to your postcombat main phase. (The combat step is skipped entirely. No "on combat" effects trigger and you may not declare combat this turn.)


Completely unplayable (which by the challenge is fine, I guess). But I don't think it even seems powerful at all, since even if you misread the text and think that it's an instant and would allow you to skip an attack, you can have holiday for W; and there are not many things that interact with the combat phase per se that would justify the high cost. And then it doesn't even do that. I like the alternative cost as a general idea, but I really think that the card should at least do something even if you're not controlled.
EDIT: I see now that if it did something like that, the other player might be able to simply use it when he takes control of you, so I guess that is out of the question. Hmm.




Challenge!

Make a card that makes a decision for another player, but does not actually control them. (Counterspells don't count.)

False Betrayal 1BBB
Instant - R
Target player sacrifices a creature of your choice.
O perjured woman! thou dost stone my heart,
And makest me call what I intend to do
A murder, which I thought a sacrifice
- Othello, to Desdemona


New challenge:
Make a really playable, but not OP, 1 CMC 1/2 creature.

r2d2go
2016-09-29, 02:24 PM
Instant speed unconditional removal is pretty costly, but I think this is about right. Pushed, sure, and the color weight is meaningless in mono-black. This is certainly as low as it goes, but it might be just right.

Squire of the Vestige W
Creature - Human Soldier U
Persist
1/2

Challenge: Another simple card. Or, another card that's hard to kill. Bonus points for both.

Djinn_in_Tonic
2016-09-29, 04:10 PM
Squire of the Vestige W
Creature - Human Soldier U
Persist
1/2

It's a strictly weaker Young Wolf, but it's also not green, and that's a VERY strong one drop. I don't see any big problem with this, although I'd almost like to see some benefit to blocking with it. Still playable and nicely balanced, if somewhat unexciting to me personally?


Challenge: Another simple card. Or, another card that's hard to kill. Bonus points for both.

Eternal Spirit -- GW
Creature - Spirit [U]
You may play Eternal Spirit from your graveyard.
1/2

Challenge: Another spirit card.

jo nas
2016-09-29, 04:41 PM
Hm. This is hard to evaluate. I don't think GW really has the cards to make great use of it, and on its own it does nearly nothing. On the other hand, it may be just the card that some obscure combo really needs. I feel it really is a black card, which is strange because it has the enemy colours. I think as an uncommon it is about right, but I imagine it will be less useful than, say, reassembling skeleton.

Solace of the Nameless Mage 2U
Creature - Spirit Wizard U
When ~ enters the battlefield, exile a non-legendary wizard creature card from your graveyard.
~ has all abilities of the exiled card.
Her name died, her knowledge lives on.
0/3

New Challenge: another DIY card

r2d2go
2016-09-29, 06:31 PM
3 mana Kheru Lich Lord? Any of the Magi? Prophet of Kruphix? Worst of all, Scornful Egotist?!

Seriously, though, this seems too strong. Blue's good at milling, including self-milling, and even without, this is good. It's actually a huge downside that it can't copy legendaries (most big, powerful wizards are), but it's still got a wide array of targets that make this insanely undercosted. It's kind of like a blue reanimate, which is not something we need.

Garage Gearhulk 5
Artifact Creature - Construct U
Indestructible
Fabricate 1
It's no award-winning marvel of engineering, but it'll do.
2/2

Challenge: Another uncommon. Or, a card you would've liked for a Kaladesh deck you made (limited or constructed). Bonus points for both!

jo nas
2016-09-29, 07:28 PM
3 mana Kheru Lich Lord? Any of the Magi? Prophet of Kruphix? Worst of all, Scornful Egotist?!

I originally had a 3 cmc lid, but swapped it for non-legendary. Scornful egotist must've slipped my mind ;)


Garage Gearhulk 5
Artifact Creature - Construct U
Indestructible
Fabricate 1
It's no award-winning marvel of engineering, but it'll do.
2/2

Challenge: Another uncommon. Or, a card you would've liked for a Kaladesh deck you made (limited or constructed). Bonus points for both!

I love the card. 5 Mana seems good. Not sure if there are many situations where I would use the token though.

Call to Prayer 1W
Instant U
As an additional cost to cast ~, tap X untapped creatures you control.

You gain X life. Whenever a creature you tapped to pay for the casting cost of this card dies this turn, put a 1/1 White Spirit token with flying into the battlefield.


I haven't played Kaladesh, so I'll pass that option on to the next challenge, or a white zombie.

Djinn_in_Tonic
2016-09-30, 12:08 AM
Call to Prayer 1W
Instant U
As an additional cost to cast ~, tap X untapped creatures you control.

You gain X life. Whenever a creature you tapped to pay for the casting cost of this card dies this turn, put a 1/1 White Spirit token with flying into the battlefield.[/quote]

It took me a minute to figure this out -- it has weird niche uses. I THINK it's a good card, but I suspect it's actually underpriced for the cases where it's actually useful. Really only useful in situations where you have a lot of blockers to sacrifice or are facing board wipe though, so I'm not sure it's actually good enough to merit a spot in a deck, despite its strength.

Definitely really interesting though.



I haven't played Kaladesh, so I'll pass that option on to the next challenge, or a white zombie.

Why not both?

Risen Crew -- BW
Creature -- Human Zombie [R]
Tap: Creatures you control Crew vehicles this turn as if their power were 1 greater.
0/3
When the ship is in danger, morals become flexible. After all, even a dead hand is better than none at all.

Challenge: Something else that interacts with Crew, but doesn't have it.

TiaC
2016-09-30, 01:13 AM
I'm not sure if it does enough. You need to be tapping two other creatures before it's better than a 1/3 for crewing. Given its cost, it needs to have more of an effect.

Traffic Enforcer 1BW
Creature — Human Soldier U
BW, T: Destroy target creature crewing a vehicle.
3/2


Make a Suicide Black card in the vein of Hatred (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=6104), Kaervek's Spite (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3620) or Carnophage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397570).

jo nas
2016-09-30, 04:47 AM
Traffic Enforcer 1BW
Creature — Human Soldier U
BW, T: Destroy target creature crewing a vehicle.
3/2

It sounds OP against decks using a lot of crewing. If they are not extremely ahead, it could shut them down outright. Against other decks there are much better options. I would put the card into a rare slot, or make the ability non-lethal and give him vigilance.


Make a Suicide Black card

Syphoning Siren 1U
Creature - Merfolk Wizard R
At the beginning of your upkeep, if you control a swamp, you lose 2 life and put a +1/+1 counter on ~.
T: Tap target creature with power less than that of ~. That creature does not untap during the next untap step of its controller.
Is she the lurer, or the lured?
2/1

New callenge: a white sacrifice

Gauntlet
2016-09-30, 06:52 AM
Costs a lot of life, but doesn't actually put you low enough quickly enough for Suicide Black, so probably doesn't actually do enough. Really vulnerable to pacifism type effects or even just a big enemy creature - if the enemy makes a 5/5 you lose 6 life before you can even try to attack which is pretty worrying. Would have to be in a seriously aggressive deck to be strong, but in that situation you don't really want to be in blue, since other colours tend to support this more (red for direct damage / pump and green for efficient greatures / pump).

Blessed Ascension - 1WWW

Sorcery - Mythic

As an additional cost to cast Blessed Ascension, Sacrifice a creature.

You get an emblem with 'Creatures you control with Inspiration counters on them have Indestructible and 'Inspired - whenever this creature becomes untapped, you may put a 1/1 white Soldier creature token onto the battlefield.''

Then put an Inspiration counter on up to X target creatures, where X is the sacrificed creature's toughness. Untap those creatures.


Challenge - a card that makes an emblem.

jo nas
2016-09-30, 08:40 AM
Costs a lot of life, but doesn't actually put you low enough quickly enough for Suicide Black, so probably doesn't actually do enough. Really vulnerable to pacifism type effects or even just a big enemy creature - if the enemy makes a 5/5 you lose 6 life before you can even try to attack which is pretty worrying. Would have to be in a seriously aggressive deck to be strong, but in that situation you don't really want to be in blue, since other colours tend to support this more (red for direct damage / pump and green for efficient greatures / pump).
The creature doesn't need to attack to be useful, so pacifism itself is not a huge issue.



Blessed Ascension - 1WWW

Sorcery - Mythic

As an additional cost to cast Blessed Ascension, Sacrifice a creature.

You get an emblem with 'Creatures you control with Inspiration counters on them have Indestructible and 'Inspired - whenever this creature becomes untapped, you may put a 1/1 white Soldier creature token onto the battlefield.''

Then put an Inspiration counter on up to X target creatures, where X is the sacrificed creature's toughness. Untap those creatures.


It's a cool idea with the inspiration, and inspired keyword, but I think indestructible is a bit much (white can get to high toughness very cheaply and early... I think 2 mana 6 toughness is super easy).



Challenge - a card that makes an emblem.

Cursed Descent 1BBB
Sorcery - M
As an additional cost to cast ~, sacrifice a creature.

Target player gets an emblem with "creatures you control with a Madness counter have 'inspired - whenever this creature becomes untapped, discard a card."

Then put a madness counter on up to X target creatures, where X is the sacrificed creature's power. Tap those creatures.

Challenge: one more in the cycle

r2d2go
2016-09-30, 02:37 PM
It's basically a conditional "sacrifice a dude - enemy gets one card a turn forever" type deal. At 4 mana, that's probably too much - other big discard effects cost more (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=278076) and do less (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74117), though they aren't as conditional.

The main problem I have with this cycle is that it's basically mass enchantment - the emblem isn't doing anything but labeling what's functionally enchantment tokens on multiple targets. I don't like it, but...

Arcane Transferrence 1UUU
Instant - R
As an additional cost to cast ~, counter target spell you control with CMC X.
You get an emblem with "Whenever a creature with a Knowledge counter becomes untapped, draw a card."
Then, put a Knowledge counter on up to X target creatures.

Challenge: Another card that might target both creatures you control and creatures you don't. Or, another card that draws cards. Bonus points for both.

jo nas
2016-09-30, 03:45 PM
Countering your own spell? Genius. Probably works great with delve. I think that these cards are nicely balanced by the fact that they are usually 2 cards and 5+ mana and how many creatures you need, and I think the latter is the biggest problem in blue, so I have a feeling it will be hard to pull this one off. But when you do, it will obviously be worth it.


Edit: made the card more useable on your own creatures.
Ivory Tower UW
Enchantment - Aura U
Enchanted creature can't attack or block.
Enchanted creature has "sacrifice this creature: draw a card".
When ~ is put into the graveyard from play, draw a card.
A life dedicated to research pays off for everyone, a life dedicated to warfare pays off for none.



New challenge: a non-legendary card you would play once but not twice

Djinn_in_Tonic
2016-09-30, 03:49 PM
The main problem I have with this cycle is that it's basically mass enchantment - the emblem isn't doing anything but labeling what's functionally enchantment tokens on multiple targets. I don't like it, but...

Arcane Transferrence 1UUU
Instant - R
As an additional cost to cast ~, counter target spell you control with CMC X.
You get an emblem with "Whenever a creature with a Knowledge counter becomes untapped, draw a card."
Then, put a Knowledge counter on up to X target creatures.

Basically reiterating your own critique on the cycle, which I linked above. Additionally, I also think this is WAY too powerful: you sacrifice one spell for INCREDIBLE multi-turn draw power. It also doesn't quite fit the cycle, since there's no creature sacrifice involved. I get that you have to have a bunch of mana to make this worthwhile, which helps, but...I'm wary of this much draw power in any form.


Challenge: Another card that might target both creatures you control and creatures you don't. Or, another card that draws cards. Bonus points for both.

Wipe From Reality - XBU
Sorcery [R]
Exile X target creatures. Each player draws a card for each creature they control exiled in this manner.
All that remains is a lingering memory...

Challenge: Make a card that is more useful when somewhere OTHER than in play.

r2d2go
2016-10-01, 03:04 AM
Ivory Tower: So it's either UW, sac a dude, draw 2, or UW, remove a dude, its controller draws a card. For the flexibility, it seems fair, but both modes are more black than anything else. I get that it's a reference to academia but mechanically, it's very black.

Wipe from Reality: Opposite problem :smalltongue: Exile removal is more white than black (and certainly not blue). I think this fits best at blue/white. In any case, it's really strong - Even at 3 mana, exile target creature, its controller draws a card, it'd be very functional. This gives you flexibility and power beyond that, and is particularly good against decks where the draw won't necessarily replace the threat you removed. I think all this means is that it's very playable, not nerf-worthy, but only testing would tell.

Glorious Exemplar 2WW
Creature - Human Soldier R
First Strike, Vigilance
Whenever ~ deals damage, creatures you control get +1/+1 until end of turn.
Grandeur - Discard another card named Glorious Exemplar: Creatures you control get protection from the color of your choice until end of turn.
"Follow my lead... and no one else's."
2/2

Hope that satisfactorily fulfills both challenges - I think playing the second is usually too slow in the type of weenie decks this belongs in, and thus the second copy is more useful discarded from hand than in play.

Challenge: Another card using a Future Sight mechanic. Or, another card with two evergreen (continuing to be used) keywords. Bonus points for both.

jo nas
2016-10-01, 04:23 AM
Glorious Exemplar 2WW
Creature - Human Soldier R
First Strike, Vigilance
Whenever ~ deals damage, creatures you control get +1/+1 until end of turn.
Grandeur - Discard another card named Glorious Exemplar: Creatures you control get protection from the color of your choice until end of turn.
"Follow my lead... and no one else's."
2/2

Sounds nicely balanced, but I'm a little bothered that it doesn't do much for other FS creatures - which white ofc has plenty of. Other than that, I think it's a good card, and fits both challenges.



Challenge: Another card using a Future Sight mechanic. Or, another card with two evergreen (continuing to be used) keywords. Bonus points for both.

Goblin Special Ops 2R
Creature - Goblin Warrior C
Sacrifice a contraption: ~ gains first strike and haste until end of turn.
~ can't block.
Ig didn't find technology very exciting until he realized it could help him run away faster.
3/2

New challenge: a strong common.

ericgrau
2016-10-01, 10:14 AM
So you need a contraption deck and 2R just to deal 3 damage that probably won't be blocked. But at least you can re-use him later as a regular creature, so I guess it's an ok way to sneak in a lightning bolt to your opponent's face. I couldn't find any contraptions on Gatherer but I got the idea that there's some trick I'm missing: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136151


New challenge: a strong common.

Seems like an oxymoron but I'll try.

Thoughtbolt R
Instant C
Discard any number of cards as you cast thoughtbolt.
Deal X+1 damage to target creature or player, where X is the number of cards discarded while casting thoughtbolt.
Clear your mind, clear your opponent.

Challenge: Another unusual way to deal direct damage.

Dr.Gunsforhands
2016-10-01, 11:14 AM
I wouldn't say it qualifies as strong so much - you give yourself a lot of card disadvantage if you want to remove a reasonable threat - but it is very interesting. It raises the question, "how bad does removal have to be before you don't run it in a draft or sealed deck?" and I'm pretty sure the answer is, "still worse than Thoughtbolt." It leads to some interesting decisions, encouraging you to sandbag your lands later in the game, and as a combat trick it can occasionally be worth it on its own. If you throw it in a set with hellbent or madness, it becomes more interesting still. Then you'd probably rename it based on the subtheme it's playing into for the set.

Blast Off 2RR
Sorcery - C
Destroy target artifact. Blast Off deals 3 damage to target creature or player.

Challenge! A creature that likes to block.

Djinn_in_Tonic
2016-10-01, 11:51 AM
Blast Off 2RR
Sorcery - C
Destroy target artifact. Blast Off deals 3 damage to target creature or player.

Seems about perfect for a common, although I hope the set has a good number of artifacts in it. Nicely draftable in the right set, and the idea of blowing up your own or someone else's artifact to slam something in the face is quite enjoyable.


Challenge! A creature that likes to block.

Swift Pickpocket -- RU
Creature -- Human Rogue [U]
When Deft Pickpocket blocks, put a Coin counter on it for each point of damage it would deal to the attacking creature.
Remove a Coin counter from Deft Pickpocket: Add [1] to your mana pool.
[U]: Prevent all combat damage that would be dealt to Deft Pickpocket this turn.
1/2

The colors are a little odd, but I liked the idea that there's a card that generates mana for Red/Blue combo pieces in an aggressively Red/Blue manner -- dealing damage and stealing resources. It also benefits from Red's tendency to be able to give bonus power.

Challenge: Make another card that synergizes well with being enchanted or empowered in some way.

jo nas
2016-10-01, 01:03 PM
Swift Pickpocket -- RU
Creature -- Human Rogue [U]
When Deft Pickpocket blocks, put a Coin counter on it for each point of damage it would deal to the attacking creature.
Remove a Coin counter from Deft Pickpocket: Add [1] to your mana pool.
[U]: Prevent all combat damage that would be dealt to Deft Pickpocket this turn.
1/2
It's an interesting concept. The would clause doesn't technically work, and the U effect is overpowered, since it means you have a card that can't be killed in combat. So the card needs work.



Challenge: Make another card that synergizes well with being enchanted or empowered in some way.

Frenzerker 2RR
Creature - Human Barbarian U
~ attacks each turn if able.

Double strike, haste.
2/2

Challenge: fix the "Swift Pickpocket", or make another card that steals resources.

Djinn_in_Tonic
2016-10-01, 01:42 PM
It's an interesting concept. The would clause doesn't technically work, and the U effect is overpowered, since it means you have a card that can't be killed in combat. So the card needs work.

Point of fact -- there are a number of inexpensive cards that make a creature unable to be killed in combat. And the card simply doesn't work if it CAN be killed quickly in combat. Perhaps UU would have been better, but I don't think there is anything inherently wrong with the effect.

Also, what's wrong with the "would" effect? Simple fix is "whenever _____ deals damage to an attacking creature, put X Coin counters on it, where X is the damage dealt."

r2d2go
2016-10-01, 02:00 PM
Frenzerker's fine, just as a slightly better 4/2 haste, but does it really fit the challenge? Haste and a high CMC means you're unlikely to get a chance to equip or enchant it before it runs off into battle and quite possibly dies. Doublestrike helps, but not enough to make this any better for enchants than a 3/3 first strike. It's not a bad card - in fact, it's well balanced, and probably could get printed - but I don't think it fits.

Note: Really all Swift Pickpocket needs is to get rid of the damage replacement and just say damage. Then it's not super broken - essentially a Guard Gomozoa that stores mana and can attack.

Undercity Huckster UB
Creature - Aetherborn Rogue U
When ~ enters the battlefield, exile the top card of your opponent's library.
You may play cards exiled with ~.
2/2

Challenge: Another source of card advantage that's probably worse than drawing one card. Or, another blue or black card.

jo nas
2016-10-01, 02:56 PM
Point of fact -- there are a number of inexpensive cards that make a creature unable to be killed in combat.


I guess so, especially with a 1 power creature it shouldn't be a problem. But I think the fact that it keeps dealing damage is what bothers me. I know that there are creatures with cheap regenerate, but I see them BG, not RU. A RU creature that can't be killed, but deals normal damage and can attack? I think a symmetric effect, or removing the card from battle altogether, would be more appropriate (also flavor wise).


Also, what's wrong with the "would" effect? Simple fix is "whenever _____ deals damage to an attacking creature, put X Coin counters on it, where X is the damage dealt."

Well, technically, it's ill-defined how much damage will be dealt at that point in time, since I could bounce, buff, prevent damage, etc. Unless you take the "would" as "if none of these things happens", in which case the damage dealt will not be the same as the number of Coins obtained, which feels... weird.

Another point is that it reads like a mix of a triggered effect and a replacement effect, and that makes it ambiguous; is the damage dealt or not? E.g., "whenever ~ *would* deal damage to an attacking creature, put that many Coin counters on ~ instead."

Was I too harsh? Or was my evaluation simply wrong? In the former case I apologize, my comments are all in good spirit and I don't mean to offend.

Gauntlet
2016-10-01, 04:26 PM
Undercity Huckster UB
Creature - Aetherborn Rogue U
When ~ enters the battlefield, exile the top card of your opponent's library.
You may play cards exiled with ~.
2/2

Challenge: Another source of card advantage that's probably worse than drawing one card. Or, another blue or black card.

The wording seems odd since it implies you can play more than one card under normal circumstances. There's Panharmonicon and stuff, but the easy way would be to make it one ability - 'When ~ ETBs, exile the top card of an opponent's library. You may play it for as long as this card remains on the battlefield.'

It should also say 'target opponent' or 'each opponent'. As a 2/2 for 2 with upside in UB, it should probably be a 1/3 unless it's specifically designed to be aggressive.

-------

Call of the Hunter (U/R)G
Instant - Rare

Reveal the top two cards of your library. You may choose a creature or land card from among them and put that card into your hand. Put the rest into your graveyard.

Ferocious - Whenever one or more creatures you control with power 4 or more attack, you may cast Visionary's Insight from your graveyard without paying its mana cost.


Challenge: A card which is sometimes better in your graveyard than in your hand.

Djinn_in_Tonic
2016-10-01, 04:42 PM
I guess so, especially with a 1 power creature it shouldn't be a problem. But I think the fact that it keeps dealing damage is what bothers me. I know that there are creatures with cheap regenerate, but I see them BG, not RU. A RU creature that can't be killed, but deals normal damage and can attack? I think a symmetric effect, or removing the card from battle altogether, would be more appropriate (also flavor wise).

Yeah, it's a weird color mix, but it's evasion instead of regenerate. Damage avoidance is usually G or W for negating combat damage, but it DOES exist on a few blue cards, and damage-dependent stealing feels rather Red/Blue to me. It's a strange card, definitely.


Well, technically, it's ill-defined how much damage will be dealt at that point in time, since I could bounce, buff, prevent damage, etc. Unless you take the "would" as "if none of these things happens", in which case the damage dealt will not be the same as the number of Coins obtained, which feels... weird.

Yep. Good catch. Should have specified that it happens AFTER damage is dealt.


Was I too harsh? Or was my evaluation simply wrong? In the former case I apologize, my comments are all in good spirit and I don't mean to offend.

Neither. I was just curious. :smallsmile:

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

Call of the Hunter (U/R)G
Instant - Rare

Reveal the top two cards of your library. You may choose a creature or land card from among them and put that card into your hand. Put the rest into your graveyard.

Ferocious - Whenever one or more creatures you control with power 4 or more attack, you may cast Visionary's Insight from your graveyard without paying its mana cost.[/quote]

Interesting. Not sure this feels very red at all, and, frankly, not especially blue. I get that both of those are a bit more card-revealing and flashback-ish, but both effects do exist in Green.

I do like it though, although it MAY end up being a bit too much draw power for a green ramp deck? Would have to test. I would really want in in G/B, but the flavor isn't really appropriate there. Not sure why the Call of the Hunter lets me get lands though -- that bit feels odd.


Challenge: A card which is sometimes better in your graveyard than in your hand.

Creeping Infection -- 2BB
Sorcery
Target player loses X life, where X is your devotion to Black.
BBB, Discard Creeping Infection from your hand: you gain an emblem with "As long as a card name Creeping Infection is in your graveyard, Black spells you play cost [1] less to cast."

Challenge: Another card either with an emblem, or with multiple ways to play it.

mythmonster2
2016-10-01, 11:15 PM
Creeping Infection -- 2BB
Sorcery
Target player loses X life, where X is your devotion to Black.
BBB, Discard Creeping Infection from your hand: you gain an emblem with "As long as a card name Creeping Infection is in your graveyard, Black spells you play cost [1] less to cast."

Challenge: Another card either with an emblem, or with multiple ways to play it.

I'm pretty sure MaRo has said explicitly that emblems are a Planeswalker-only thing and that they intend on keeping it that way, but let's suppose they change their mind. The main form seems like it could be buffed a bit; Gray Merchant costs just one mana more but drains all opponents, gets you that much life, and has a 2/4 body. The alternate form also seems a bit weak; Jet Medallion again does the same thing but for only two generic mana, though this has the benefit of needing graveyard hate instead of artifact hate. The versatility does definitely help this card out, though.

Ticking Time Bomb- 2
Artifact- U
Evoke 1R (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield)
At the beginning of your upkeep, put a charge counter on Ticking Time Bomb.
1R, T: Sacrifice Ticking Time Bomb.
When you sacrifice Ticking Time Bomb, deal X damage to target creature or player, where X is 3 plus the number of charge counters on Ticking Time Bomb.

We don't see a lot of planeswalkers here, so make a planeswalker!

Dr.Gunsforhands
2016-10-02, 12:46 AM
It took me a minute to realize that you always need red mana to use this properly, which makes it significantly better-designed. Neat that you're invading that extra little design space. You could still probably start the damage at 2... At 2, it's already great removal by limited standards, and can get people excited at the promise of big face damage even if you change it to rare. Starting at 3 gives it a lot more constructed potential, but makes me uneasy at uncommon. Interesting how much difference 1 point of damage can make.

Chuuko, Maiden of Mischief 1BB
Planeswalker - Chuuko R
+1: Create a 1/1 black Rat creature token.
-1: Creatures you control gain Skulk until end of turn.
-6: You gain an emblem with, "whenever a creature you control deals combat damage to an opponent, that player sacrifices a creature unless he or she discards a card."
Loyalty: 3

Challenge! Make another planeswalker, but make its text less than 257 characters long.

Djinn_in_Tonic
2016-10-02, 01:04 AM
It took me a minute to realize that you always need red mana to use this properly, which makes it significantly better-designed.

Interestingly you actually don't because, as written, the sacrifice portion triggers independently of the activated sacrifice ability. You can play this card for 2 if you have any sacrifice outlet of any color, which is kind of intriguing.


Chuuko, Maiden of Mischief 1BB
Planeswalker - Chuuko R
+1: Create a 1/1 black Rat creature token.
-1: Creatures you control gain Skulk until end of turn.
-6: You gain an emblem with, "whenever a creature you control deals combat damage to an opponent, that player sacrifices a creature unless he or she discards a card."
Loyalty: 3

I rather like this. It takes a while to really come online (as you need at least 7 to get the emblem and Skulk for the combo), but it's a fun and flavorful card that works really well in a Rats deck. Definitely see people excited to build decks around it, even though I'm not sure it's particularly competitive. Might consider seeing if -5 is a better cost for the emblem though -- most decks that would like this probably aren't particularly strong in the mid-to-late game if they use their 3-drop for this.


Challenge! Make another planeswalker, but make its text less than 257 characters long.

I'm assuming this relates to just card text, and that the standard "+X, -X, -X" isn't counting for text.

Dan'Yu, Lord of Mirrors - UUU
Planeswalker - Dan'Yu [R]
You may have any number of Planeswalkers named Dan'Yu in play.
+1: Exile the top card of target player's library.
-3: Create a token that's a copy of target creature you don't control.
-5: Create a token that's a copy of Dan'Yu. Set its Loyalty to 3.
Loyalty: 3

r2d2go
2016-10-02, 02:12 AM
...holy cow, that's awesome. I don't know if I like it, but that's really cool.

Let's break down what's kinda questionable, though. The first ability has nothing to do with the rest and is kinda useless. This balances out the really powerful second ability (which is as good as Clone for 3, often). The ultimate is only good when you have absolute board control but for some reason want more very long-term copying or mill power, and even then, it takes at least four turns to function. That makes it so that a lot of the time, you're better off just copying a dude and letting Dan'Yu die.

I think a more powerful first ability, less powerful and more expensive second, and more expensive but more powerful ultimate would balance things out. So, something like:

+1: Look at the top card of your library. If it has the same name as a permanent you control, you may reveal it and put it into your hand.
-2: Create a token that's a copy of target creature. Exile it at the end of turn.
-7: Create three tokens that are copies of Dan'Yu. Set their loyalty to 3.
Loyalty: 3

Of course, you had character restrictions, but I think that would be more thematic and boil down to a glorified sorcery less often. It's still really cool design space, and I think you handled it very well, but I think that it would need some changes to be printable.

Dax, Mirrored Challenger 1URB
Planeswalker - Dax MR
+2 - Each player draws a card, then loses 2 life.
-5 - Dax deals damage to each player equal to the cards in their hand.
-8 - You may discard your hand. You control target player during their next turn. They control you during that turn.
4

(I just did the previous challenge again)

Challenge: Another card that fits in the Nekusar (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=376426) deck, or another card with some symmetry. Bonus points for both.

jo nas
2016-10-02, 05:21 AM
I think Dax is extremely strong, especially in multiplayer. He can quickly reach his -5 and take 7 life from each opponent in the process (2 from the first and an expected 5 from the second ability). His last ability reads like "target opponent loses his board" in multiplayer, but doesn't seem to do nearly as well in two player games. I like how the first two abilities interact, and I see how drawing the cards for the opponent will help you for the -8. But I feel the cases where that will actually be a big benefit will be rare, and hard to predict without having telepathy. The card certainly fits your own challenge ;)


Dimensional Sinkhole 3
Artifact - U
At the beginning of each player's turn, that player draws a card.

At the end of each player’s turn, that player sacrifices a permanent and loses 2 life.
Nothing gets your brain ticking faster than the feeling of impeding doom.

(I feel it is too cheap, but you are the first to sacrifice and the last to draw, which makes it an easy 0-for-2 for the opponent - also not optimal. Fix it if you can.).

Chaenge: A doomsday device. Bonus points if it is built by goblins.

Djinn_in_Tonic
2016-10-02, 09:47 AM
...holy cow, that's awesome. I don't know if I like it, but that's really cool.


Let's break down what's kinda questionable, though. The first ability has nothing to do with the rest and is kinda useless. This balances out the really powerful second ability (which is as good as Clone for 3, often). The ultimate is only good when you have absolute board control but for some reason want more very long-term copying or mill power, and even then, it takes at least four turns to function. That makes it so that a lot of the time, you're better off just copying a dude and letting Dan'Yu die.

I think a more powerful first ability, less powerful and more expensive second, and more expensive but more powerful ultimate would balance things out. So, something like:

+1: Look at the top card of your library. If it has the same name as a permanent you control, you may reveal it and put it into your hand.
-2: Create a token that's a copy of target creature. Exile it at the end of turn.
-7: Create three tokens that are copies of Dan'Yu. Set their loyalty to 3.
Loyalty: 3

Of course, you had character restrictions, but I think that would be more thematic and boil down to a glorified sorcery less often. It's still really cool design space, and I think you handled it very well, but I think that it would need some changes to be printable.

Yeah...the first and second ability were definitely victims of my character limit, but I had the idea for the third one and wanted to give it a whirl. You're right that a splashier duplicate effect would me more interesting in the long run: definitely a design I want to revisit, and your suggestions are pretty damn solid. Thanks for the good critique!

Gauntlet
2016-10-03, 03:40 AM
Dimensional Sinkhole 3
Artifact - U
At the beginning of each player's turn, that player draws a card.

At the end of each player’s turn, that player sacrifices a permanent and loses 2 life.
Nothing gets your brain ticking faster than the feeling of impeding doom.

Chaenge: A doomsday device. Bonus points if it is built by goblins.

The draw trigger should be at the beginning of each player's upkeep (or draw step), and this effect should definitely be a Rare, not an uncommon. Howling Mine effects and Stax effects both work well with taxing abilities, so this would probably be pretty good when combined with that sort of thing (like Thalia or Tangle Wire). At 3 it would probably see at least some play, although the 3-for-1 if they have artifact removal is pretty awful. Interestingly costing 3 rather than 4 would actually make it worse in Modern and Legacy, since it means a lot of decks would have maindeck removal for it commonly in Abrupt Decay, which would lead to pretty terrible blowouts a lot of the time.

Possibility Engine - 6
Artifact - Mythic

Whenever you cast a spell from your graveyard or exile, you get an amount of E equal to that spell's converted mana cost.
When your turn ends, if you have more than 12E, sacrifice Possibility Engine and lose all your E. Possibility Engine deals damage to you equal to the energy lost this way, then you draw that many cards.

Challenge: Make a french vanilla creature. (No abilities other than keywords).

Djinn_in_Tonic
2016-10-03, 10:31 AM
Possibility Engine - 6
Artifact - Mythic

Whenever you cast a spell from your graveyard or exile, you get an amount of E equal to that spell's converted mana cost.
When your turn ends, if you have more than 12E, sacrifice Possibility Engine and lose all your E. Possibility Engine deals damage to you equal to the energy lost this way, then you draw that many cards.

This one is just a little weird. I think the late entry, warm-up time, niche utility, and impossibility of stopping make it mediocre at best, and probably not functional outside of late-game combo decks. Most other things would happily run a 6-mana drop that will heavily influence the game before, say, turn 9-10. I like the idea, but I'm not a fan of the implementation.


Challenge: Make a french vanilla creature. (No abilities other than keywords).

Kindling Elemental -- (R)
Creature -- Elemental (C)
Haste, Evolve
1/1

Pushing the 1-mana 1/1 envelope a little, but there's a 0/1 flying evolve for 1, so...I think I'm safe, although red aggro may thank me.

Challenge: Make another off-color Evolve card.

jo nas
2016-10-03, 11:03 AM
Yeah... No. That's insane. It's essentially a 1 mana 2/2 with no downside - and it can grow.

The one power makes a huge difference.

Creeping Fear 1B
Creature - Horror U
Defender, evolve
Remove X +1/+1 counters from ~: target creature gets -X/-X until end of turn.
Every noise makes it grow. 0/3

New challenge: a very different goblin

r2d2go
2016-10-03, 12:16 PM
Yeah... No. That's insane. It's essentially a 1 mana 2/2 with no downside - and it can grow.

The one power makes a huge difference.

Creeping Fear 1B
Creature - Horror U
Defender, evolve
Remove X +1/+1 counters from ~: target creature gets -X/-X until end of turn.
Every noise makes it grow. 0/3

New challenge: a very different goblin

Honestly, this is probably a worse offender than the hasty dude. Repeatable removal and a very competent blocker makes this powerful in a control deck. At least the hasty dude starts off at 1/1, making it relatively easy to block and kill if you catch it early, making it pretty bad against other early-game decks. You'll never feel good dealing with this one, except in some sort of creatureless control deck. It's probably not overpowered, but it'd warp limited at uncommon, making anything X/1 much worse and X/2 or X/3 pretty vulnerable (X/3 partially because burn and -X removal hitting 3 suddenly becomes important to deal with this 2 drop)

Mizzix's Undergraduate 1U
Creature - Goblin Wizard U
Whenever you cast an instant or sorcery, put an experience counter on ~.
T, remove X experience counters from ~: Add X to your mana pool.
2/1

Reference to Mizzix (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405303)

Challenge: Another way to get big spells out early. Or, another source of colorless mana. Bonus points for both.

Elandris Kajar
2016-10-03, 12:27 PM
I think this is a nice design overall, but I'm slightly bothered by such useful repeatable removal. The fact that the engine is so slow helps, but I think you could get away with adding a mana cost to the ability, even one mana. That seems better, because it forces you to hold up mana, which is probably good for gameplay. Overall though, cool design, reminds me of a couple other cards but is different enough as to not matter. I actually think this may be better than cruel sadist, the closest card to it.


Goblin Tactician 2RW
Creature- Goblin Soldier R
RW, tap: Tap up to two target creatures.
Inspired: whenever [Cardname] becomes untapped, look at the top card of your deck. If it is a land, you may put it into your graveyard. Otherwise, put it back on top.
1/1

Challenge: In light of the new commander product's coming arrival, make a 4-color legendary.

jo nas
2016-10-03, 12:49 PM
Honestly, this is probably a worse offender than the hasty dude. Repeatable removal and a very competent blocker makes this powerful in a control deck. At least the hasty dude starts off at 1/1, making it relatively easy to block and kill if you catch it early, making it pretty bad against other early-game decks. You'll never feel good dealing with this one, except in some sort of creatureless control deck. It's probably not overpowered, but it'd warp limited at uncommon, making anything X/1 much worse and X/2 or X/3 pretty vulnerable (X/3 partially because burn and -X removal hitting 3 suddenly becomes important to deal with this 2 drop)

Hmm... Yeah I agree. Maybe he should be sacrificed?



Mizzix's Undergraduate 1U
Creature - Goblin Wizard U
Whenever you cast an instant or sorcery, put an experience counter on ~.
T, remove X experience counters from ~: Add X to your mana pool.
2/1

Reference to ...

I think he is nicely balanced. A different flavor of that other izzet goblin - the one that reduces costs by 1. For an undergraduate he's definitely too good ;) He might be moved down to C, if it weren't for his use of experience counters.



Challenge: Another way to get big spells out early. Or, another source of colorless mana. Bonus points for both.

Dark Dark Ritual 1B
Sorcery - C
As an additional cost to cast ~, pay XX life.

Add X to your mana pool.
Making the ritual dark again.

Challenge: a card that is great in a deck with an existing card, and pretty useless in other decks. (please put the existing card in spoilers, so that people like me can look it up and people like r2d2go can still guess them on their own ;))
edit: note that there's still a person above me who got weirdly sandwiched in between this post and the last

Blue Ghost
2016-10-03, 01:52 PM
@Elandris:
There's nothing mechanically red about this card, save that it's a goblin, which isn't quite enough. It's quite expensive, but a double-tapper is quite powerful, so I guess it's fine. The inspired ability can be much more elegant as a simple scry, which performs largely the same function. I don't think you need to use inspired as an ability word; sets without inspired can have untapping triggers, and I'm not seeing anything that fits the flavor of inspired. Tapping and card-fixing have nothing to do with each other, and I'm confused as to why they're on the same card. Power level is probably fine, but it's not very aesthetically pleasing.

@jo nas: You'll need to specify the type of mana this generates, since you can no longer use X in a mana symbol to denote generated mana (only as a cost). I assume it generates colorless?
This is really expensive in life payment, but any amount of fast mana generation can be quite dangerous. 12 life to get out a 6-drop artifact on turn 2? This is probably too swingy to print, but perhaps it could be safe enough in certain environments. In any case, it's too niche to be common. Has to be uncommon at least, possibly rare.

Cursed Coin 2
Artifact (U)
When Cursed Coin enters the battlefield, draw a card.
At the beginning of your upkeep, you lose 2 life.
Kazeem had sold his wares for a fortune, but on his way home, a series of mishaps led to him losing all his earnings, save for one coin.

There are any number of cards that could combo with this, but the specific one I have in mind is from Kaladesh. Probably pretty obvious.
Shrewd Negotiation (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=417637)

Next: Since Elandris's challenge was skipped, make a four-color legendary creature.

r2d2go
2016-10-03, 03:00 PM
While it is an obvious combo piece, I don't think it's good enough in the combo to justify being entirely useless outside of it. It'd work better if it costed less and had a small function that wasn't card draw (e.g. costs 1 mana, gives you 1 mana of any color or lets you scry 2). Right now, unless you have the "combo" (which is unlikely to ever happen in limited, and almost certainly too weak in constructed), you never want to draw this.

Arba, Awoken Descendant 3BWUG
Legendary Creature - Nephilim R
Deathtouch, Vigilance, Hexproof, Trample
Whenever you draw a card, ~ gets +2/+2 until end of turn.
T - Draw a card.
1/1

Challenge: Another card that draws cards, or another card that helps trigger its own abilities. Bonus points for both.

jo nas
2016-10-03, 04:40 PM
Arba, Awoken Descendant 3BWUG
Legendary Creature - Nephilim R
Deathtouch, Vigilance, Hexproof, Trample
Whenever you draw a card, ~ gets +2/+2 until end of turn.
T - Draw a card.
1/1
She would make a great casual commander.
For competitive, she is probably too slow and hard to manafix.

She has card advantage built in and is hard to get rid of. She has a 5/5 body in your turn and grows really easily. If you survive that long, she probably kills a player every two turns. I think I would like to see her in red rather than green or black, where she would synergize with prowess and the other red spell-trggered cards. I understand though that red is probably the least drawy color, so it makes sense for her not to be.
I like that she is hard to get rid of, but not too hard (with only 1 toughness, any mass removal can kill her, and there's not too much instant speed draw), which makes her more fun in casual than other hexproof commanders. I certainly feel to build a few decks with her.



Challenge: Another card that draws cards, or another card that helps trigger its own abilities. Bonus points for both.

Explosive Apprentice UR
Creature - Human Wizard U
Whenever you discard a card, you may have ~ deal 1 damage to target creature or player.

T: Draw a card, then discard a card.
Mistakes made: 479
Lessons learned: 0
1/1

Challenge: A pauper commander (an uncommon creature for a 99 singleton common-only deck). Or a cool junk rare.

Sgt. Cookie
2016-10-03, 06:37 PM
I could see Madness decks splashing blue for this. Some really useful early game uses, and, hell, even some later game ones. The draw/discard thing is standard for Blue so nothing to say for that.

All in all, a solid card. 10/10, would draft.

Kura, Summoner Supreme 1URG
Legendary Creature, Human Wizard - U
Whenever you cast your second spell each turn, you may put a creature card with converted mana cost 4 or less from your hand onto the battlefield.
2/2

(What? This is totally an Uncommon-tier effect! Just ask Briarbridge Patrol (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=409953)! And that's unconditional! Granted, that also only takes affect on the end step...)

The "Whenever you cast your second spell each turn," is some design space that can be explored further. So, Your challenge! Create a card that has "whenever you cast your second spell each turn" as part of its effect.

r2d2go
2016-10-03, 08:03 PM
Seems pretty strong, though I don't see why it's red. It's a bit hard to quantify, but what's probably 3 mana on average of tempo is probably worth a little more than a card (Divination is unplayed at 1 card advantage for 3). It does let you flash things in that wouldn't normally get to, but... eh, it's probably fine. Just kind of weird.

Aether Embezzler 1UB
Creature - Aetherborn Rogue U
Whenever you cast your second spell each turn, you may pay 1 life. If you do, you get EEE.
T, Pay EE - Draw a card.
Life in prison won't stop someone who knows they have only days left.
3/2

Challenge: Another card that's got more power than toughness, or another value engine. Bonus points for both.

Dr.Gunsforhands
2016-10-03, 10:24 PM
The flavor here's really good, and as long as you remember to play it the same turn as something else, you can even keep some energy if your opponent kills it immediately. I think a tweaked mono-blue or mono-black version would be more likely to see print, but that says more about the world's limited number of design slots than about this card itself; I like it overall.

Hermetic Artisan 1W
Creature - Human Monk Artificer U
Fabricate 1 (When this creature enters the battlefield, either put a +1/+1 counter on it or create a 1/1 Servo artifact creature token.)
2W: Return Hermetic Artisan to its owner's hand.
1/1

Challenge! A common card with a one-use triggered ability other than an enters-the-battlefield ability.

Gauntlet
2016-10-04, 04:20 AM
Hermetic Artisan 1W
Creature - Human Monk Artificer U
Fabricate 1 (When this creature enters the battlefield, either put a +1/+1 counter on it or create a 1/1 Servo artifact creature token.)
2W: Return Hermetic Artisan to its owner's hand.
1/1

Challenge! A common card with a one-use triggered ability other than an enters-the-battlefield ability.

A 2-mana 1/1 with Fabricate is already a pretty reasonable Raise the Alarm impression, and the ability to dodge removal and make more Servos for 3WW is pretty nice. Probably balanced about right, but there isn't really any reason to ever pick the counter on this guy - looks like you'd just take the servo every time.

Renegade's Emissary 3
Artifact Creature - Construct - Common

When Renegade's Emissary dies, it deals 2 damage to target creature or player.
R: Target creature blocks Renegade's Emissary this turn if able.

2/1

Challenge: A Mythic or Rare Creature with Defender.

jo nas
2016-10-04, 04:29 AM
EDIT: ninja'd
It's a good and solid card, but I'm not sure it needs to be an U. 1/1 tokens for 5 aren't really insane, and both abilities easily go into the common slot.


Goblin Artisan 2R
Creature - Goblin Artificer C
Fabricate 1, Haste

At the beginning of your end step, return ~ to its owners hand.
"Build or smash? Why not both?"
1/1

New challenge: a card that makes storm crow playable (bonus points if it is without looking for a card named "storm crow"). Or, if that is too hard, make a playable storm crow.

Djinn_in_Tonic
2016-10-04, 11:08 AM
Renegade's Emissary 3
Artifact Creature - Construct - Common

When Renegade's Emissary dies, it deals 2 damage to target creature or player.
R: Target creature blocks Renegade's Emissary this turn if able.

2/1

I like this design quite a bit, although I feel that 3 seems a little high for a cost, given that you have to wait for the trigger or pay R to activate it. Then again, 2 seems a little low: I'd almost rather see this as a colored card at RR or something.




Goblin Artisan 2R
Creature - Goblin Artificer C
Fabricate 1, Haste

At the beginning of your end step, return ~ to its owners hand.
"Build or smash? Why not both?"
1/1

I don't think this actually fits the challenge of a one-time activation, given that the whole idea of this is that you get it again and again and again. Yes, only once each time you play it, but still.

While it doesn't, in my opinion, fit the challenge, it's also an interesting design: the up-front damage or the persistent creature is nice. I think the token is almost always the better option (as if it dies with its small turn 2/2 body on turn 3+ you lose the effect), but I like the general thrust of the card, and think there's some interesting design space here, even if you didn't QUITE land it.

Would probably work better as a 1/2 or 1/3, so the choice is a bit more meaningful, or perhaps benefit from "If [name] has a +1/+1 counter on it, it gains +1/+1" so you get either a higher damage swing, or a persistent creature.


New challenge: a card that makes storm crow playable (bonus points if it is without looking for a card named "storm crow"). Or, if that is too hard, make a playable storm crow.

Challenge: A Mythic or Rare Creature with Defender.

I'll do both. :smallbiggrin:

Nesting Flockmother -- UUU
Creature -- Bird [R]
Defender
Other birds you control have +1/+1 and "Sacrifice this creature: counter target spell unless its controller pays X, where X is this creature's converted mana cost, or return target creature to its owner's hand unless its controller pays X, where X is this creature's converted mana cost."
0/4

So...making Storm Crow work was...rough. It suffers from being not only a bad card, but a bad VANILLA card, meaning you don't have anything to work with. You can't target Birds, or other cards are better. You can't target Flying, or other cards are better. You can't target power/toughness, as other cards are better. Even targeting mana is difficult, as there are a few strictly better options for 2.

So what I basically had to do was force players to play Birds, give Birds a mana-cost related feature that makes more 1/1s for U not STRICTLY superior, give it enough of a boost that it had value being a 1/2 instead of a 1/1, and attempt to lock players out of playing white to limit the competition. And it card to hit on turn 3, so a turn 2 Storm Crow didn't just feel bad.

The fact that Storm Crow becomes a 2/3 and doesn't straight-up die to 2/2s hopefully gives it an edge in niche usability over the 2-mana 1/1s (now 2/2s) you have access to, while the mana cost sacrifice makes it better for countering spells. Nothing I can do can make it a BETTER option than Screeching Silcaw or Skyshroud Condor or the strictly superior Illusionary Informant, but I'm okay with that, given that you asked me to work with F-ing STORM CROW.

In short, it's probably now draft-playable, and I'll take that. :smalltongue:

CHALLENGE: Make a card that benefits from playing more and more copies of it (or the same copy multiple times).

jo nas
2016-10-04, 12:50 PM
Haha, great job. Seems like you enjoyed the challenge:) I'd certainly pick him and any storm crows in a draft. With UUU he's a bit hard to cast for a 0/4 that does nothing on its own, maybe at 1UU he would really shine. Of course, turning all your birds into counterspells and bounce spells is pretty cool. Would love to play it alongside that bouncing 4 mana 2/2 bird. How good he is really depends on the other birds in the set.

Unstable Generator 3
Artifact R
At the beginning of your upkeep, put a charge counter on target artifact.
When there are 8 or more charge counters on ~, sacrifice it. If you do, ~ deals 8 damage to each creature.

Challenge: a card with a huge cost that might still see play

ben-zayb
2016-10-04, 03:50 PM
Minor templating errors, since you can't sacrifice what you don't control and the two abilities should be just one paragraph. The cost seems a bit low for mass creature removal, but the countdown aspect attempts to counterbalance that. Reminds me of plague boiler, but less extreme

Normalized Violence (2/W)(2/W)(2/U)(2/U)
Enchantment R
(2/W)(2/U): Target creature you control gets -1/+1 or +1/-1 until end of turn.
Whenever a creature deals combat damage, exile it with time counters equal to that much damage. If it doesn't have suspend, it gains suspend.

Make another card to deal with huge creatures, without directly damaging them or giving them -X/-Y.

r2d2go
2016-10-04, 05:02 PM
Minor templating errors, since you can't sacrifice what you don't control and the two abilities should be just one paragraph. The cost seems a bit low for mass creature removal, but the countdown aspect attempts to counterbalance that. Reminds me of plague boiler, but less extreme

Normalized Violence (2/W)(2/W)(2/U)(2/U)
Enchantment R
(2/W)(2/U): Target creature you control gets -1/+1 or +1/-1 until end of turn.
Whenever a creature deals combat damage, exile it with time counters equal to that much damage. If it doesn't have suspend, it gains suspend.

Make another card to deal with huge creatures, without directly damaging them or giving them -X/-Y.

I... don't get it? I mean, yeah, you can buff your guy's toughness out of range and so that they don't get Suspended, and so basically this is slightly better than a mass board stall (which is fine for 4), but you could've accomplished a very similar thing without messing with this many moving parts. Also, why the possibility of playing this in colorless? This seems plenty blue-white to me, 2WU would've been fine. It's not symmetrical, either, your opponent can't use the abilities at increased cost. I guess it just seems like too many bits and bobs that don't really need to be there to me.

Nayan Conflux 1UB
Instant - R
Escalate UB (Pay this cost for each mode chosen beyond the first.)
Choose one or more:
-Destroy target creature with power 5 or greater. It can't be regenerated.
-Scry 2, draw 2 cards, and lose 2 life.
-Counter target spell unless its owner pays 1 for each card in their graveyard.

Challenge: Another card of this cycle (an Escalate card using colors not in an Alaran shard), or a card you can drop on curve. Bonus points for both.

jo nas
2016-10-04, 05:58 PM
you can't sacrifice what you don't control

Why does it matter here? It's a state trigger so if you can't sacrifice it you'll not do the conditional damage and there will still be the same amount of counters, so it will just trigger for the next guy.


and the two abilities should be just one paragraph.

Why do you think so? That would cause exactly the problem with sacrifice you mention.

ben-zayb
2016-10-04, 06:19 PM
Why does it matter here? It's a state trigger so if you can't sacrifice it you'll not do the conditional damage and there will still be the same amount of counters, so it will just trigger for the next guy.



Why do you think so? That would cause exactly the problem with sacrifice you mention.
Whoops, I misread that as triggering on any targeted artifacts. Sorry!

Dr.Gunsforhands
2016-10-04, 07:55 PM
Nayan Conflux 1UB
Instant - R
Escalate UB (Pay this cost for each mode chosen beyond the first.)
Choose one or more:
-Destroy target creature with power 5 or greater. It can't be regenerated.
-Scry 2, draw 2 cards, and lose 2 life.
-Counter target spell unless its owner pays 1 for each card in their graveyard.

...was Conflux the set where all of the shard worlds got exposed to the enemy colors? This card has a mode that specifically attacks Naya's Big Beasts shtick, so it represents that story well. Well, except for all of the generic modes that just seem more like an Actual Dimir control strategy. I guess that's inevitable if you really need Alara to have a cycle of two-color escalate charms for some reason.

Jund Conflux 2WU
Instant - R
Escalate WU (Pay this cost for each option chosen beyond the first.)
Choose one or more:
- Shuffle target attacking creature into its owner's library.
- Counter target spell. Shuffle that spell card into its owner's library.
- You draw 2 cards and you gain 2 life.
The last mode lets you hold it up on-curve and still get value if your opponent plays around it. It also lets you basically win the game once you have 2WWUU up. "Oh, well."

Challenge! Red or Green bird!

Warmatt
2016-10-04, 08:38 PM
So, a card with escalation that allows you to say 'nope, and let me gain some life and draw some things' in a color set full of giant middle fingers and shutdowns? Overall, looks like a great defense card, particularly if your opponent has been using Scry to rig their deck a bit. I give it a napalm strike up! Even more awesome if could escalate while it was still on the stack, to counter the spell used to counter it.


Stormpulse Crow 2UR
Creature- Bird U
Flying
When you cast an instant or sorcery spell, you may pay EEE. If you do, that spell gains Storm
Landfall- Gain E. If it was a non-basic land, gain EE instead
"Call down the Thunderbird."
1/2

Next challenge! Something based off the Web Serial, or Escalation in general.

As an example, and because I have Escalation on the brain.....


Skitter, Queen of Escalation 1GU
Legendary Creature- Human Hero MR
~ power and toughness are equal to 1 plus the number of insects you control.
Whenever a card Escalates, Populate
Sorceries and Instants in your hand gain 'Escalate G-
Place X 1/1 Green Insect creature tokens into play
Target Creature loses Hexproof, Indestructible, and Protection until the beginning of your next turn, and can't be regenerated'
1+/1+

TiaC
2016-10-04, 11:19 PM
Storm is a very powerful mechanic. This bird is really powerful in the right deck and I worry it goes too far.

Tattletale, Inference Engine 1U
Legendary Creature- Human Villain MR
You may look at any player's hand, any face-down card, and the top three cards of any library as long as Tattletale, Inference Engine is in play.
1/1

Make a non-creature card with no text but keywords.

Djinn_in_Tonic
2016-10-05, 01:53 AM
Storm is a very powerful mechanic. This bird is really powerful in the right deck and I worry it goes too far.

Tattletale, Inference Engine 1U
Legendary Creature- Human Villain MR
You may look at any player's hand, any face-down card, and the top three cards of any library as long as Tattletale, Inference Engine is in play.
1/1

This is SUPER powerful for the cost. It's frankly obscene. You get a permanent Index plus THREE TURN knowledge of draws as a blue player, and it persists from turn to turn? I'd consider that a good deal at 4+ mana, probably, even on a 1/1 body: it's potentially huge in a ton of match-ups, and you'll be well warned of any actual threats to Tattletale. Add to that the fact that Blue has some of the best options if you're forewarned about your opponent's available tricks and you have a recipe for a really overpowered card.


Make a non-creature card with no text but keywords.

This one is an interesting challenge.

Spirit Hook -- 4
Artifact [R]
Transmute 4
Dredge 2
You need some very unusual fishing equipment to fish for things outside reality...


Challenge: Make another card with either Transmute or Dredge.

Gauntlet
2016-10-05, 03:03 AM
Spirit Hook -- 4
Artifact [R]
Transmute 4
Dredge 2
You need some very unusual fishing equipment to fish for things outside reality...


Challenge: Make another card with either Transmute or Dredge.

Seems okay, but it's odd that there is no reason to ever cast it rather than transmute (unless you have artifact synergies). I guess that's a limitation of the challenge, though, and there is precedent in Bridge From Below. Paying 4 to search up a 4-drop is pretty unimpressive - this card is slooooow - but that might be fine given that it's a recurring tutor which is pretty powerful.

Rekindle the Ashes - 1BR
Sorcery - Rare

Return up to two target Instant or Sorcery cards from your graveyard to your hand, then discard a card at random.
Dredge 3


Challenge: Make a card with an off-colour Ravnica Guild mechanic.

TiaC
2016-10-05, 03:13 AM
This is SUPER powerful for the cost. It's frankly obscene. You get a permanent Index plus THREE TURN knowledge of draws as a blue player, and it persists from turn to turn? I'd consider that a good deal at 4+ mana, probably, even on a 1/1 body: it's potentially huge in a ton of match-ups, and you'll be well warned of any actual threats to Tattletale. Add to that the fact that Blue has some of the best options if you're forewarned about your opponent's available tricks and you have a recipe for a really overpowered card.

Yeah, I went too far there. I suppose I would change it by cutting out the knowledge of the top three cards and bump it up to 1UU or 2UU.


Spirit Hook -- 4
Artifact [R]
Transmute 4
Dredge 2
You need some very unusual fishing equipment to fish for things outside reality...

This is just the sort of fun card I hoped would come up. It is a little weird that it doesn't do anything if you cast it, but otherwise it takes these two mechanics and turns them into a quirky little thing.


Rekindle the Ashes - 1BR
Sorcery - Rare

Return up to two target Instant or Sorcery cards from your graveyard to your hand, then discard a card at random.
Dredge 3

Interesting, I'm not entirely sure this is Red. Likely to be very powerful, as it does let you just draw removal whenever you need it.


Challenge: Make another card with either Transmute or Dredge.


Challenge: Make a card with an off-colour Ravnica Guild mechanic.

Does this count? I made it for the earlier challenge, but it is UB rather than GB.

Bleed the Clock 2UUBB
Sorcery MR
Take an extra turn after this one.
Dredge 4
When you dredge this card, you lose 1 life for each card in your graveyard.

So, dredge, but not something you want in a Dredge deck.

Challenge: Take an existing keyword and do something unusual with it. (As an example, Akroma's Blessing (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382840) did something unusual by breaking from the rule that cycling cost 2 or Promised Kannushi (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74018) did something unusual by soulshifting for more than its mana cost)

jo nas
2016-10-05, 04:19 AM
Nice idea, but probably too powerful. I have no doubt that UB can get rid of its graveyard each and every turn and/or steal some life to completely counter the negative effects of this card and still get 2/3 of a turn out if it each turn.


Goblin Samurai 1R
Creature - Goblin Samurai U
Bushido -2
He's still learning which end of the sword goes into the enemy and which end goes into the hand.
3/3

I don't know where all the goblins come from :P

Challenge: A non-goblin card

Gauntlet
2016-10-05, 04:54 AM
Nice idea, but probably too powerful. I have no doubt that UB can get rid of its graveyard each and every turn and/or steal some life to completely counter the negative effects of this card and still get 2/3 of a turn out if it each turn.

To be fair even if you had no other cards in your graveyard, you still dredged 4 in there so you lose 4 life a turn and you're paying 6 mana for it. One card combos are leaning toward powerful anything though.



Goblin Samurai 1R
Creature - Goblin Samurai U
Bushido -2
He's still learning which end of the sword goes into the enemy and which end goes into the hand.
3/3

Seems all right. He's worse in most ways than a 3/1 for 1R, which is okay but not particularly impressive. Probably don't need to be uncommon for power level, but the complexity weirdness of negative bushido probably means it couldn't be common.


Challenge: A non-goblin card

Crypt Widow GB
Creature - Spider Horror - Rare

Reach, Deathtouch
When Crypt Widow dies, draw a card.
1/1

Challenge: A card that makes your opponent play aggressively.

jo nas
2016-10-05, 05:26 AM
Crypt Widow GB
Creature - Spider Horror - Rare

Reach, Deathtouch
When Crypt Widow dies, draw a card.
1/1



A weaker version of baleful strix. Which was an uncommon. I think it's borderline ok (and I think baleful strix was insane in most environments). Certainly nicely flavoured.


Challenge: A card that makes your opponent play aggressively.

Spiral of Greed 1BBB
Enchantment R
At the beginning of each player's upkeep, that player draws a card, then loses X life, where X is the number of cards in that player's hand.


New challenge: a one-sided board wipe

Blue Ghost
2016-10-05, 12:04 PM
It's powerful, yes, but the high cost and symmetricality make it rather hard to use to your advantage, especially since the opponent can get around the life loss quite easily. The triple colored mana make this equivalent in casting difficulty to a 6- or 7-mana card. Needs to be significantly cheaper, but I do like the effect.

Jotha, Dimension Warden 5WW
Legendary Creature - Giant (M)
Vigilance
When Jotha, Dimension Warden enters the battlefield, exile all creatures target player controls until Jotha, Dimension Warden leaves the battlefield.
4/6

Next: Something with one line of rules text.

Warmatt
2016-10-05, 12:52 PM
A vigilant warden, that allows for the foe to recover their creatures if they can take her out? Have to love it, particularly as it is an extension of a lot of white 'remove single target until ~ leaves play' cards.


Holgrim, Defensive Specialist 3(W/R)B
Legendary Creature- Human Warrior R
First Strike, Deathtouch, Defender, Reach
"He stands against all comers, and none have made it past him."
1/6


Next Challenge; a transforming Level-Up card. Bonus points if both sides can level up.

Djinn_in_Tonic
2016-10-05, 01:05 PM
Holgrim, Defensive Specialist 3(W/R)B
Legendary Creature- Human Warrior R
First Strike, Deathtouch, Defender, Reach
"He stands against all comers, and none have made it past him."
1/6

This is definitely a SUPERB defending card, although it doesn't feel Red at all, and the only reason it feels at all Black is Deathtouch. I'd frankly almost prefer to see it as a pure white card, with T: Destroy target creature blocked by Holgrim, but I understand you were limited by a single line.

5 mana sounds about right for this, but I'm a bit worried it could be super oppressive: every deck that attacks HAS to have an answer for this, because it's just "destroy an attacking creature each combat," which is pretty powerful.



Next Challenge; a transforming Level-Up card. Bonus points if both sides can level up.

I love the tricky ones.

Anak'a'kana, Spirit of Hope 1WW
Legendary Creature -- Spirit [MR]
Whenever you level up Anak'a'kana, transform it.
Flying
2/2
Level up 1BB
Level 2-3
3/3
Creatures you control get +1/+1.
Level 4+
5/5
Creatures you control get +2/+2.


Anak'a'kana, Spirit of Despair [Black]
Legendary Creature -- Spirit [MR]
Whenever you level up Anak'a'kana, transform it.
Flying
2/2
Level up 1WW
Level 2-3
3/3
Creatures your opponent controls get -1/-1.
Level 4+
5/5
Creatures your opponent controls get -2/-2.

And yes, before you ask, Level Up counters would stay between transformations, although I don't think this has ever actually come up before. :smalltongue:


Challenge: Another card the represents two sides of anything.

ben-zayb
2016-10-05, 08:46 PM
I think the level up cost would be better off as 1W/1B or adjusting the level requirements for upgrades. As is, just getting a 3/3 flyer with +1/+1 or -1/-1 requires 3WWWWBB, which I feel is underwhelming for a mythic.


Overwhelming Vitality 2W
Enchantment R
Players lose the game for having twice their starting life total.
At the beginning of each player's upkeep, that player gains 2 life.
"What else were they expecting after having lived a full life and more?"
-Mad Monk Urouge

Make another card about life or death, but that isn't W, G, or B.

Dr.Gunsforhands
2016-10-05, 11:19 PM
Overwhelming Vitality is not without problems, primarily in that virtually no opponent you encounter is going to have a way to keep their own life down in the face of your targeted life-gain spells. Still, if your opponent simply ignores it and keeps hitting you, 2 life per turn is not generally considered a great way to outrace them, so from a sheer power standpoint it could be okay. It just suggests a game that's so incredibly non-interactive that I feel uncomfortable just thinking about it.

ServoFacts™ (https://twitter.com/servofacts) 3
Legendary Artifact - MR
Sacrifice a Servo creature: Draw a card.
ServoFacts™ would like to remind you that Servo Hell is not a real place, as Servos have no soul. Probably. #ServoFacts

Challenge! Legendary Enchantment that is self-aware despite not being a creature! Go!

Gauntlet
2016-10-06, 10:17 AM
Seems like a pretty reasonable engine, although it might not need to be Rare. Turning Fabricate X into Draw X is nice, though. A few more cheap fabricate creatures in Aether Revolt and this would probably be the cornerstone of a Standard deck.

Curse of Markov Manor - W(B/R)
Legendary Enchantment - Aura - Rare

Enchant Player
As an additional cost to cast a creature spell, enchanted player must pay 1 life.
Creatures enchanted player controls enter the battlefield tapped.

Markov Manor fell into ruin long ago, but many vampires died in that cursed place, and it has inherited their bloodlust.

Challenge: Create another card that depicts the 'aftermath' of an event in Magic's story.

jo nas
2016-10-06, 10:32 AM
I'm not sure I get how it's about life or death, since it's really about machines. I also have problems with cards that trade creatures for cards this freely, but servos are probably hard enough to get that this isn't some obvious two-card infinite combo.
Then again, fabricate X turns into "draw X cards" (EDIT: Boy will animar love this!). I think some mana cost, like 2, would be more appropriate. The flavor is very good (sacrifice a servo, get a fact!), but I'm not sure why it's a legendary since the effect doesn't stack anyway.


Yume, Aloft yet Sleeping 3UUU
Legendary Enchantment - M
T: Return target creature to its owner's hand. If you do, Yume, Aloft yet Sleeping does not untap during your next untap step.
She unmakes her own nightmares.

Challenge: A nightmare.

Djinn_in_Tonic
2016-10-06, 11:21 AM
Yume, Aloft yet Sleeping 3UUU
Legendary Enchantment - M
T: Return target creature to its owner's hand. If you do, Yume, Aloft yet Sleeping does not untap during your next untap step.
She unmakes her own nightmares.

This feels a bit expensive for a bounce every other turn: it might be better at 3UU, frankly. Also, tapping an enchantment is...weird. Functional, but weird.


Challenge: A nightmare.

I chose to interpret this differently, in the vein of your last card. Aimed to keep some of the traditional Nightmare feel, and also tried for a bit more value to hit the 3XXX cost point. :smallbiggrin:

Akema, Beneath yet Slumbering - 3BBB
Legendary Enchantment - M
T: Remove target permanent from the game. If you do, Akema, Beneath yet Slumbering, does not untap during your next untap step.
When Akema, Beneath yet Slumbering leaves the battlefield, return all cards exiled by it to play under their owner's control.
He devours dreams, and breathes forth nightmare.

Challenge: A third card in this set.

Warmatt
2016-10-06, 12:21 PM
Ah, a black card that does what white cards normally do, including a return to play clause? Looks pretty good overall, particularly with the every two turns part.


Guldrum, Primal but Sleeping 3GGG
Legendary Enchantment- MR
T- Gain 8 life. If you do so, ~ does not untap during your next untap step.
In the dream, all things live.


Next Challenge; The Red card for this set :smalltongue:

jo nas
2016-10-06, 12:25 PM
This feels a bit expensive for a bounce every other turn: it might be better at 3UU, frankly. Also, tapping an enchantment is...weird. Functional, but weird.


I know that the cost is too high, but found it aesthetically pleasing...

Blue Ghost
2016-10-06, 12:45 PM
Enchantments do not tap. Tapping is for creatures, artifacts and lands. That's a basic design principle of Magic. There is no reason to violate it.
Powerlevel-wise, 4 life a turn for 6 mana is extremely weak.

Let's see if I can rework this without silly tapping enchantments.

Kasai, Slumbering Devastation 3RR
Legendary Enchantment (M)
At the beginning of your upkeep, choose one:
- Exile the top card of your library.
- Put a card exiled with Kasai, Slumbering Devastation into its owner's graveyard. Kasai, Slumbering Devastation deals damage to target creature or player equal to that card's converted mana cost.

Next: Something subterranean.

mythmonster2
2016-10-06, 12:49 PM
Ah, a black card that does what white cards normally do, including a return to play clause? Looks pretty good overall, particularly with the every two turns part.


Guldrum, Primal but Sleeping 3GGG
Legendary Enchantment- MR
T- Gain 8 life. If you do so, ~ does not untap during your next untap step.
In the dream, all things live.


Next Challenge; The Red card for this set :smalltongue:

I'd love to put this in my life gain commander deck. For standard, this seems like a good way for control decks to stabilize, assuming a mono-green control deck exists.

Kane, Ancient yet Dormant- 3RRR
Legendary Enchantment- MR
T: Exile the top three cards of your library. Until end of turn, you may play cards exiled this way. If you do, ~ does not untap during your next untap step.
His dreams hold fleeting power.

May as well finish the cycle!

Djinn_in_Tonic
2016-10-06, 01:07 PM
Enchantments do not tap. Tapping is for creatures, artifacts and lands. That's a basic design principle of Magic. There is no reason to violate it.
Powerlevel-wise, 4 life a turn for 6 mana is extremely weak.

You totally can tap enchantments though. Any "tap target permanent" or "tap X permanents you control" effect can target enchantments. It has never PREVIOUSLY had an effect, but I don't think it's inherently flawed design. It's weird, certainly, but not enough for me to not want to explore it a bit.

That said, it might be more elegant using counters to track the ability to use or not use the feature or, given the theme, having the activation give the card "Suspend 2," which has the same effect and gets the sleeping theme across nicely.

jo nas
2016-10-06, 01:11 PM
Enchantments do not tap. Tapping is for creatures, artifacts and lands. That's a basic design principle of Magic. There is no reason to violate it.
Powerlevel-wise, 4 life a turn for 6 mana is extremely weak.

Let's see if I can rework this without silly tapping enchantments.


Flowstone Embrace, Second Wind, Witch's Mist.

Not to mention the countless enchantments in theros that attack...

And even if you *were* correct, no need to be mean about it and/or ruin the fun.

Blue Ghost
2016-10-06, 01:47 PM
You totally can tap enchantments though. Any "tap target permanent" or "tap X permanents you control" effect can target enchantments. It has never PREVIOUSLY had an effect, but I don't think it's inherently flawed design. It's weird, certainly, but not enough for me to not want to explore it a bit.

That said, it might be more elegant using counters to track the ability to use or not use the feature or, given the theme, having the activation give the card "Suspend 2," which has the same effect and gets the sleeping theme across nicely.
True, I didn't mean that enchantments literally cannot be tapped. But one of the key distinctions between artifacts and enchantments is that artifacts can have tap abilities and enchantments do not. I see no reason to break that distinction and further blur the line between the two card types.


Flowstone Embrace, Second Wind, Witch's Mist.

Not to mention the countless enchantments in theros that attack...

And even if you *were* correct, no need to be an a**hole about it and/or ruin the fun.
Sorry, I was too harsh. I do tend to be rather snobbish when it comes to card design. I'll have to watch that and be gentler in the future.

But I do come at reviews from the standpoint of what I believe would be good for the game. And I maintain that it would not be good to have enchantments with tap abilities. That's not meant to be a final statement, just my opinion, which is open to discussion.

All the cards you mentioned are in Future Sight, which was all about violating established design principles for the sake of experimentation and exploration of hypotheticals. Nothing Future Sight did should be taken as normative or used as precedent. And I'm not including enchantments that are also creatures or artifacts, because it's established that creatures and artifacts can tap to do things.

Djinn_in_Tonic
2016-10-06, 03:04 PM
But I do come at reviews from the standpoint of what I believe would be good for the game. And I maintain that it would not be good to have enchantments with tap abilities. That's not meant to be a final statement, just my opinion, which is open to discussion.

I'm interested in your reasoning for this, actually -- although I understand this is PRIMARILY a thread for playing a silly game, I'd love to see us actually talk more about design, even if just in spoilers to avoid flooding the thread. Personally I'm not sold on tapping on enchantments, but I DO think it opens up some interesting design space for enchantments that can do multiple things, but only one at a time, or enchantments that can't be used every turn. Whether those benefits are worth the addition of tapping to enchantments as a whole is a different story, but I can see some cases where it really expands on the possibilities of what an enchantment is and how they interact with the game state as a whole, which I would consider a potent feature.

It would also clear up something that I think is highly beneficial: Permanents can have tap abilities. Non-permanents can't. I'd honestly like that as a base rule far MORE than "permanents other than Planeswalkers and Enchantments can have tap abilities."


All the cards you mentioned are in Future Sight, which was all about violating established design principles for the sake of experimentation and exploration of hypotheticals. Nothing Future Sight did should be taken as normative or used as precedent. And I'm not including enchantments that are also creatures or artifacts, because it's established that creatures and artifacts can tap to do things.

Given that this thread is entirely ABOUT design exploration, I see no problem with things like this. As someone who is specifically looking at the game design industry (and has had some fairly successful interviews at some very major companies), challenging precedent can lead to really interesting design ideas...or establish why something isn't worth exploring. I've been encouraged at every interview to push boundaries of existing design precisely BECAUSE it's good for seeing potential strengths or weaknesses of the game, and how things could change for the better -- or why they shouldn't change.

Tapping enchantments is something I'd definitely like to explore more, frankly, because I think it may have some interesting niche cases where it can actually be to the game's benefit, and make enchantments more interactive in general. And sure: possibly in the process I'd find out exactly why that's not a good idea. But "it hasn't been done before" isn't a good reason, and would see us lose interesting things like transforming cards, leveling-up cards, meld cards, Planeswalkers, etc. in Magic alone. It would lose us interesting things like the new League of Legends character, who specifically breaks all existing rules for interacting with an entire aspect of the game. Breaking existing design patterns CAN be done well, and can be beneficial.

Was this the best place? Perhaps not: I'd argue the Suspend mechanic would fit the sleeping theme better in this instance. But, for this thread going forward, I'd suggest "it hasn't been done before" should be, at most, a sidenote to an appraisal unless the suggested design violates a fundamental rule of magic. A land with Power/Toughness that isn't a creature, for example, seems problematic, because things that aren't creatures don't HAVE power and toughness. But a new functionality or mechanic for an existing element of the game that doesn't break the existing rules seems like something that should be judged for its own merits as a design.

Warmatt
2016-10-06, 03:31 PM
Welp, just going to make two cards, to try and get things back on track.



Aristian, Valiant but Sleeping 3WWW
Legendary Enchantment- MR
T- Creatures in your hand have Support 4 until the end of turn. If you do, ~ does not untap during your next untap step.
"Dream of a better tomorrow, all for one and one for all."

Tunnel Wrecker 3GR
Creature- Troll Barbarian R
When an opponent gains E, place a +1/+1 counter on ~
1R, T- Destroy target artifact
2G- Regenerate ~
3/3
"Trolls don't like advancement. For some reason, the energy used to power civilization makes them angry."

Next Challenge; A (Rules) Lawyer :smalltongue:

jo nas
2016-10-06, 03:42 PM
I'm interested in your reasoning for this.

Likely the fact that if you have two card types with the same roles, there's no need to have two card types. And yes, it's possible to make the distinction on a level of what the cards do or don't do. On the other hand, there is a strong contextual difference, e.g., green loves enchantments and red/blue love artifacts, etc., which suffices to distinguish them.

In the same vein, however, I wouldn't dance around tapping the enchantment, because there is no need to have two distinct but virtually indistinguishable ways to make a card useable only once per turn/several turns. Yes, suspend would be a nice keyword that suits the sleeping mechanic nicely, but a) I was mentally in kamigawa and forgot about the mechanic and b) even in retrospect I find it hard to word the card correctly with suspend, because that is not a cost. One might suspend it on ETB, but that would defeat the purpose of making it a permanent.

Plus the main reason for the tap was the "sentient but not a creature" challenge, so I gave it something to *do* with that sentience.


Ah, the cycle is complete. Now I am the judge, and, uh, whatever.

I really like the cycle, which is weird and crazy. I think R, B and W are the strongest, and I they seem to be on curve. U and G are much weaker, but have something very nice and docile about them. I think that in casual EDH all of the cards are fun and playable.

There's two things I noticed though: at least the white card has a conditional clause (if you do) without anything to be done before it, and at some point the cards migrated or something because the naming moved from japanese to something that sounds more like old germanic ;) :(

Here's the lawyer:

Pokomo Flute 1
Artifact - R
T: Untap target non-creature enchantment.

Sacrifice Pokomo Flute and exile 5 non-creature enchantments you control: Create a 9/9 blue Spirit with Flying and Hexproof. It gains all activated abilities of cards exiled to pay for the activation cost of this ability.
The sleeper has awakened. And he shall cast away the false idol of the tappable enchantment.


New challenge: a playable leviathan

r2d2go
2016-10-06, 04:09 PM
A land with Power/Toughness that isn't a creature, for example, seems problematic, because things that aren't creatures don't HAVE power and toughness.

Notably, this was actually just modified so that noncreature artifacts (vehicles) have P/T. Of course, they all turn into creatures, but it seems that you can have P/T without being a creature.

In general, I think that without a necessary reason to do so, enchantments shouldn't tap - not simply because of the precedent, but because that's what they are - passive globs of magic that continually do stuff. I recall an attempt to make a community set where enchantment creatures without passive effects were frowned upon, and while I initially disliked the restriction of design space, I eventually came to agree that it better defines what an enchantment is if you stick to that. I think there is room for enchantments that absorb and discharge magic, and perhaps tapping is one way to make that work, but as long as the rare instance of such enchantments can be covered by other mechanics, there's no need to break the precedent and muddle the identity of a card type.

That said I absolutely wish planeswalkers tapped instead of being limited to one ability a round. Yes, that opens a whole can of worms when it comes to avoiding absurd combos with them, but they're (kinda) people, just like many creatures. Just because they can excuse themselves via travel through the multiverse doesn't mean they should be somehow more limited in how they recharge their batteries.

I want to say Aristian is too strong - it basically dominates any non-exponentially growing board instantly. However, Cathars' Crusade (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=389459) is just way better in more or less every way, so this is probably slower and weaker, and thus unplayable. Unless Support gets a bunch of interesting synergy in the new set?

Tunnel Wrecker is kind of weird, and while you just kind of explain the flavor in the flavor text, I'm still not really comfortable with it. Why's it "tunnel"? It's also just kind of a mishmash of abilities, which always feels a little bad. I guess it's fine, but I think a Gremlin with just the first or second ability would be more likely to make it into Kaladesh.

Arena Overseer 1WR
Creature - Human Cleric R
Whenever a creature would fight another creature, you may exile both of them.
When ~ leaves the battlefield, return each creature exiled with ~ to the battlefield.
1WR, T, discard a card - Target creature you control fights another target creature.
"Disqualified!"
2/2

Challenge: Another card that can flicker. Or, another removal card. Bonus points for both.

Dr.Gunsforhands
2016-10-06, 04:39 PM
Timmy: "How do you tell the difference between a physical object and a sustained magic spell?"
Jenny: "Well, one of them is grey, and the other doesn't turn sideways."
Vorthos: ":("
Jenny: "Oh! Except in Time Spiral, where instead of that, there's just no difference whatsoever."
Vorthos: ";n;"


Kasai, Slumbering Devastation 3RR
Legendary Enchantment (M)
At the beginning of your upkeep, choose one:
- Exile the top card of your library.
- Put a card exiled with Kasai, Slumbering Devastation into its owner's graveyard. Kasai, Slumbering Devastation deals damage to target creature or player equal to that card's converted mana cost.

I like the idea, especially with how it plays into the, 'every other turn,' subtheme. I doubt that this thing is going to be all that competitive. It looks too slow to count on in a close match, especially by red's standards... with the possible exception of a long Sealed game where this can gradually tear down a board stall or, eventually, kill your opponent on its own. It's hard to build your deck around, since no matter how many high-CMC targets you cram in you still have to run land, but it could find itself the focal point of a scry/top/tutor gimmick deck, and I generally like gimmick decks much more than I like competitive ones.

I also find it interesting that you and MM2 made cards with similar topdeck-based ideas.

EDIT: I accidentally made a card that works for the new challenge, too. Neat.

The Overseer's weird. Triggering off of fights seems more like Green's thing these days, but fighting in a public arena is more red, so it could work in a set that accounts for it. The modern, 'until,' wording would probably help, but considering that this only hits things that were probably killing each other anyway... hmm. Not sure what to make of it.

The Dreaming Court 2WWW
Legendary Enchantment - MR
When The Dreaming Court enters the battlefield, exile target creature.
At the beginning of your upkeep, return all creature cards exiled with The Dreaming Court to the battlefield under their owners' control, then exile target creature.
The slumbering giants call on the unsuspecting for leadership, rather than relying on those power-hungry enough to volunteer.

Challenge! Make something power-hungry!

r2d2go
2016-10-06, 05:09 PM
It can keep one guy down, or act as a Conjurer's Closet, so... I guess that's pretty good at the same cost? Not much else to say - in exchange for heavy white color weight, you get flexibility. It's a fine card, just nothing crazy.

Pokomo Flute seems like a joke card (especially with that flavor text), so I'm not sure how seriously I should take it, but let's just say it'd be utterly busted if printed in a set where it functioned. If enchantments tapped like artifacts, it'd be a much stronger Voltaic Key, and then it probably infinitely combos when you sacrifice it.

Gonna try both unresolved challenges:

Aetherstorm Leviathan 7UU
Creature - Leviathan MR
Flying, Hexproof
Reveal Aetherstorm Leviathan from your hand, pay EE: Add 1 to your mana pool. Spend this mana only to cast artifacts or Aetherstorm Leviathan.
The skywhalers thought of it as a golden goose, turning unusable energy into valuable material - until they realized there was no way they'd take it down.
6/10

Challenge: Another huge creature. Or, another card that helps you ramp. Bonus points for both.

Warmatt
2016-10-06, 05:34 PM
So, a big creature that lets you pay EE to get a mana for artifacts or itself, so long as you reveal it in your hand? Pretty nice over all. And, leading into that....


Heroic Juggernaut 9WR
Creature- Giant Ally MR
Affinity for allies (~ costs 1 less for each ally you control)
Reveal ~ from your hand, tap an untapped ally you control; Place a +1/+1 counter on X number of creatures you control, where X is the number of ally's you control.
When ~ enters the field or attacks, ally's gain Battlecry and +0/+2 until the end of turn.
8/9
"He fights for the freedom of all."

Next challenge! Trump Parody

mythmonster2
2016-10-06, 06:22 PM
I'm not sure if that challenge is entirely kosher, considering the board's policy on politics.

Warmatt
2016-10-06, 06:40 PM
Let me rephrase that. A parody that seems to mimic many of the views and opinions held by the person who is often referred to as Trump, with bonus points for it being part of a conspiracy set.

ben-zayb
2016-10-06, 07:44 PM
Trying to get clever and get around board policy is also against board policy, last I checked, although that didn't stop people from discussing Moby ****.

Warmatt
2016-10-06, 07:56 PM
Eh, an enchantment that mimics the American election process? Vote and then all creatures fight all creatures?


Really, for the most part, there was a politics themed set just a while back, personally, I would live to see Trump in there, and it's not like there have not been some mockery cards before.

Dr.Gunsforhands
2016-10-06, 08:49 PM
Oh, for heaven's sake.

Heroic Juggernaut is a giant dork that gets by riding on a cult of personality from its allies, and once it hits the table you can assume a highly offensive strategy with very few consequences thanks to the toughness boost. It's not really overpowered, though; you have to have a mana billionaire to cast it, even with the affinity effect.

Value Town (https://www.youtube.com/user/TrumpSC)
Land - R
T: Add C to your mana pool.
When Value Town leaves the battlefield, draw a card.
What? Wrong Trump?

Challenge! A card that's better in multiplayer, but that won't make everyone especially mad at you for using it.

Derjuin
2016-10-06, 09:00 PM
I'd play Value Town. It's definitely value town in, say, Gitrog or something similar for EDH. :smallwink:

Collective Boon 3WUG
Enchantment - MR
At the beginning of your upkeep, each opponent chooses Knowledge or Mercy. For each opponent that chooses Knowledge, that player draws a card and you may draw up to 2 cards. For each opponent that chooses Mercy, that player gains 5 life and you gain 5 life.

Challenge: Something else with a vote system or a pick-and-choose system.

Warmatt
2016-10-06, 09:07 PM
A nice little thing, that allows you to draw and gain life, even if the opposition benefits as well? Sure, it removes the jerk factor, but this is sweet as hell with a whole lotta people.


Industrial Complex 4WRB
Enchantment MR
At the beginning of your upkeep, each opponent may choose War or Peace. For each opponent that choses War, that player puts a 1/1 White Black human solider token into the field, and you place two into the field. For each opponent the chooses Peace, they may tap a target creature, and you may tap two.


Challenge; An Angel of Sin, or a Demon of Virtue

mythmonster2
2016-10-06, 09:48 PM
Industrial Complex 4WRB
Enchantment MR
At the beginning of your upkeep, each opponent may choose War or Peace. For each opponent that choses War, that player puts a 1/1 White Black human solider token into the field, and you place two into the field. For each opponent the chooses Peace, they may tap a target creature, and you may tap two.


Challenge; An Angel of Sin, or a Demon of Virtue

Just some formatting issues: you can't shorthand your side of the deal for either option, and the official lingo for making tokens is now "Create a X token". Also, it's tap target creature, no "a" required. This could probably do without the red, since there's not much red about this. I have a feeling this is often going to end up with a tapped down board, since most players are probably going to opt to tap creatures instead of giving you two.

Angel of Greed- 4BB
Creature—Angel—R
Flying
B, Pay 2 Life: Draw a card.
No demon corrupted her, no madness struck her mind, no crisis shattered her faith. Only gold brought her down.
4/4

Make another card that basically includes another card in it. (For instance, this card is Greed (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=376355) on a stick)

Gauntlet
2016-10-07, 04:52 AM
Seems pretty cool - although given how Orzhov this card feels (and it's an angel) it might fit in to BW. Greed is an underpowered card, but adding a body to it is a pretty good benefit. I'd be tempted to make the mana cost a bit more restrictive (3WBB?) and give it lifelink as well, since the body is a bit underwhelming for the cost given that you need to untap with it to get much done.

Hell's Conduit - 1BBBB

Creature - Demon - Mythic

Flying
Whenever another nontoken creature you control dies, create a 2/2 black Zombie creature token.
"You are mine, in soul and in body."
4/4

Challenge: Create another 'iconic' creature (Angel, Sphinx, Demon, Dragon, Hydra).

Jormengand
2016-10-07, 05:14 AM
It's a Xathrid Necromancer that isn't tribal and is about on curve for a flyer, but with the higher colour weight Probably okay?

Fated Pair 4WWBB
Creature - Angel Demon MR
Flying, Lifelink
At the start of each player's upkeep, if that player is an opponent, that player loses 1 life for each creature that player controls. Otherwise, that player gains 1 life for each creature that player controls.
"They told us "You can't be together." I told them "Stop us"."
5/5

Next: Another card representing two creatures.

TiaC
2016-10-07, 05:34 AM
Cool mechanic there, I'm not quite sure why it goes with a angel-demon pair. I also think it could stand to cost 7 or be a bit bigger. It will get you a lot of hate in multiplayer.

Blood Brothers 3RR
Creature - U
Doublestrike
Menace
Blood Brothers may block an additional creature.
"Aye, those two are bound. Neither can live without the other now."
3/3

Make a common sorcery that is not removal.

jo nas
2016-10-07, 07:07 AM
I love double strike, and the flavor is nice.
I think its appropriately costed, but I don't know if I would play it outside of limited. I think it's too slow. Maybe in an equipment-heavy deck where I can give them trample and +2 power in the turn where they attack, or if I can give them haste "for free" somehow. I would prefer it as a RW card by the way, then it would at least benefit fully from all the RW lords (like balefire liege). I would probably play him as a 2WR 2/2 rather than a 3RR 3/3.

Blizzard 4U
Sorcery - C
Tap up to three target creatures. They do not untap during the next untap step of their controller.

New challenge: a white five mana common.

Gauntlet
2016-10-07, 08:00 AM
Blizzard 4U
Sorcery - C
Tap up to three target creatures. They do not untap during the next untap step of their controller.

New challenge: a white five mana common.

Pretty close to Sleep, which was a powerful uncommon. This should probably have multiple blue mana symbols on it, just because it's a pretty powerful effect to have as a finisher in a red or green deck.

Armoured Transporter - 3WW
Artifact - Vehicle - Common

Fabricate 1
Armored Transporter has Vigilance if it has a +1/+1 counter on it.
Crew 1

3/5

Challenge: Another card that cares about +1/+1 counters.

jo nas
2016-10-07, 08:37 AM
Very cute - either buffs or activates itself. I think it may be a tad complicated for C, but the power level is right.

Llanowar Teacher 1G
Creature - Elf C
Support 1
Creatures you control with +1/+1 counters on them have "T: add G to your mana pool."
1/1

New challenge: another green card

Warmatt
2016-10-07, 10:40 AM
A very nice little elf mana generator, particularly because it allows you to share the love, add in some additional support cards, and you can pull out some big creatures fast in a pseudo-convoke.


Aggressive Environmentalist 3GG
Creature- Elf Shaman R
When a opponent gains E, place X -1/-1 counters divided among creatures they control, where X is the amount of E gained.
As long as you control no artifacts, green creatures you control have trample
2G, T- Attacking or blocking creatures you control gain +X/+X, where X is the number of artifacts your opponent controls
3/3
"They are doing their best to ruin the natural world, the realm world. He's just returning the favor."


So, their -1/-1 counters. Opponent gains 2 E, you can place up to 2 -1/-1 counters, on the same creature or one on each, up to you.

Next challenge; Another permanent with a situational/conditional buff.

jo nas
2016-10-07, 11:03 AM
I think the flavor is very good, but might fit better into GR with all the anger that he has. Placing -1/-1 counters on other cards is not extremely angry or green in my mind either. I think if he dealt 1 damage for each energy, that would be more appropriate.

I'm not sure why he gives your cards trample unless you have artifacts, and why it is restricted to green cards.
I think he does too many different things. In general I dislike cards that shut down one or two very specific types of decks, while being rather useless against all other decks; this is not one of the worst offenders, but a 5 3/3 that gives your cards trample is not very good.
There is another problem, and that is that this is a two-card combo with mycosynth lattice. Which is a little antithetical - this guy works best if all your cards also become artifacts?
Also the wording "your opponent controls" is difficult since there is more than one opponent.

Staying with the idea of the original I propose:
~ 2RG
Creature - Elf Shaman R
Whenever an opponent gains an energy counter, ~ deals one damage to target creature that player controls.
Trample.
Creatures you control have "Whenever this creature attacks, it gets +1/+1 for each artifact the defending player controls."
3/3


Here's my card:

Steppe Barbarian 1R
Creature - Barbarian U
~ gets +1/+1 and has vigilance as long as you control a plains.
2/1


New challenge: another barbarian

Blue Ghost
2016-10-07, 11:51 AM
This is a fine card. Power level is about right, would be quite good in the RW deck without being overpowering, while playable elsewhere in Limited. Seems weird for a base-red card to have vigilance without any red components to match, but I guess it can be fine. Needs a race. I believe the Barbarian type is retired; there haven't been any since the original Ravnica.

Keldon Warlord 3R
Creature - Human Barbarian (R)
Whenever Keldon Warlord attacks, defending player may sacrifice a land. If he or she does not, creatures attacking him or her get +2/+0 until end of turn.
3/3

Next: Something civilized.

jo nas
2016-10-07, 12:06 PM
This is a fine card. Power level is about right, would be quite good in the RW deck without being overpowering, while playable elsewhere in Limited. Seems weird for a base-red card to have vigilance without any red components to match, but I guess it can be fine. Needs a race. I believe the Barbarian type is retired; there haven't been any since the original Ravnica.
D: nooooooooo



Keldon Warlord 3R
Creature - Human Barbarian (R)
Whenever Keldon Warlord attacks, defending player may sacrifice a land. If he or she does not, creatures attacking him or her get +2/+0 until end of turn.
3/3

Next: Something civilized.

I love it. A smashy smashy barbarian who is leading a horde into your land. From the power level I don't expect him to outperform hill giant in most formats, unless he is in a land-destruction environment. In EDH he could probably have a very cool deck.


Information Tower 2
Artifact - R
5, T: Draw one card for each color of mana spent on the activation cost of this ability.


New challenge: a card that literally wins or loses the game for at least one player.

mythmonster2
2016-10-07, 01:26 PM
Interesting concept here. With a three colored deck, you get a slightly overpriced Concentrate, but it's repeatable. I feel like I'd only want to use this in a three-or-higher color deck, but repeatable card draw is tempting for any deck.

Solve the Mystery: 3UG
Enchantment - MR
At the beginning of your upkeep, if you control ten or more Clue tokens, you win the game.
1UG: Investigate. Activate this ability only once per turn and only any time you could cast a sorcery.

Make an Esper-colored card!

Warmatt
2016-10-07, 01:27 PM
A converging draw artifact? Looks nice, particularly as you'll need a lot of luck or search for lands to get the entire effect.


Screaming Bell 4BRU
Legendary Enchantment Artifact MR
Affinity for Rats
At the beginning of each upkeep, place a charge counter on ~
If the number of charge counters on ~ is even, flip a coin. If heads, place a 1/1 balck rat token onto the field and draw a card. If tails, discard a card and sacrifice a creature.
If the number of charge counters on ~ is odd, flip a coin. If heads, target player and all creatures they control take 3 damage. If tails, you lose 2 life and creatures you control take 2 damage.
If the number of Charge counters on ~ is 13, flip a coin. If heads, you win the game. If tails, you lose the game.
"Lucky thing about those rats contraptions. You can never tell if they will work or not."

Next challenge; Something else with a random chance of backfire.


Ah, so a little clue token generator, that makes it so that you just need 10? So many little cards from Shadows over Innistrad that would allow you to generate a whole mess of tokens insanely fast. Would be great to have, but way to easy to investigate ramp.

Blackmail Specialist Ninja 2BWU
Creature- Human Ninja R
Extort, Ninjutsu 2U
When ~ enters or deals combat damage, Investigate
Clue Tokens you control and create have Extort
"He finds your secrets, and wrings every last thing he can from you."
2/3

Next challenge; Something with a random chance of backfire.

Jormengand
2016-10-07, 01:42 PM
So, it's the screaming bell. Normally, the SB's abilities can't really backfire unless they've massively changed how it works in AoS, but the main problem with this is it's a 7-drop, in three colours, which can make you lose the game if you're unlucky, and is as likely to hurt you as help you.

Wildfire bolts XR
Sorcery - R
Flip X coins. For each flip you win, Wildfire Bolts deals 3 damage to target creature. For each flip you lose, Wildfire Bolts deals 3 damage to you. (You can only target one creature, no matter how many flips you win, and you have to choose it first).

Next: Another X-cost spell, but not a burn spell.

Warmatt
2016-10-07, 02:42 PM
Ah, a lovely little playing with fire card, that allows you to channel the fury of the flames, and yet, you stand a good chance of getting burned.


Rally against the Tide XWW
Instant R
Place X 2/2 White Human Solider Ally tokens into the field
Escalate (G/R) (Pay this cost for each mode beyond the first);
- Place X +1/+1 counters on Ally's you control
- Gain X Life
- X ally's you control gain first strike until the end of the turn
"We fight for our right to exist, for our children's right to exist. We shall not fall."


Next challenge; A ninja or a politics card

jo nas
2016-10-07, 02:51 PM
So, it's the screaming bell. Normally, the SB's abilities can't really backfire unless they've massively changed how it works in AoS, but the main problem with this is it's a 7-drop, in three colours, which can make you lose the game if you're unlucky, and is as likely to hurt you as help you.

Wildfire bolts XR
Sorcery - R
Flip X coins. For each flip you win, Wildfire Bolts deals 3 damage to target creature. For each flip you lose, Wildfire Bolts deals 3 damage to you. (You can only target one creature, no matter how many flips you win, and you have to choose it first).

Next: Another X-cost spell, but not a burn spell.

I don't get your review :( Whats a screaming bell? What's AoS?


Wildfire Bolts are an interesting concept, but probably too difficult to predict to play effectively. At 2 mana you get a slow lightning spear with a 50% chance to hit you instead. As you pour more mana into it, it becomes more dangerous to you, so at five or six mana it possibly could kill you outright (considering the fact that you lose some life in the course of the game) and you might not even get rid of the target. On the other hand, on lower mana it's outperformed by any other burn spell. If you could chose a new target after each flip, it might be worth it. Like this it's a risky sorcery that might do nothing, and in the best case is a one for one.

Explosive Strength XXG
Instant - U
Put X +1/+1 counters on up to X target creatures.

Challenge: A card with an outcome out of your control, but always a good one.

- - - Updated - - -


it also gives you the option to try naming x=4 against a 9/9 monster if you're truly desperate
Which has a 25% chance of working and a 87.5% chance of killing you faster. And it's a sorcery. I really think that there is a pretty cool idea here, but it needs to be more useful - either as a mass removal, or by being more predictable (a single coin flip, instead of X), or more balanced (less damage to you or symmetrical damage, like 3 to the target or 1 to all creatures/3 to all players). There was a card that set a precedent for symmetric flips, I think mana clash or something? That card was obviously too swingy, but it was much more symmetrical in risk vs expected gain.

EDIT: I somehow feel some posts got deleted and/or heavily edited in this thread, now I'm a little bit lost

r2d2go
2016-10-07, 07:46 PM
Jorm responded to a now-spoilered card named Screaming Bell.

I presume the Doctor replied to you then deleted?

Now, to critique what has not been critiqued and fulfill what was not fulfilled:

Explosive Strength is deceptively strong - in a game where you can expect combat, it's potentially an 2X-for-1, or burst for X^2 as a finisher, which is awesome. It's pretty hard to pull off, though, and it feels weak at any value of X (1 counter for 3? 4 for 5? 9 for 7? Anything higher that and spells should just win you the game when they resolve). If you made it like Comet Storm (XGG, multikicker 1, X counters and X targets)... wait, actually, that's just Strength of the Tajuru. I guess this is Strength's less flexible but slightly discounted little brother, then, which is cool enough.

Rally Against the Tide is kind of crazy, and it's weird paying WG for first strike, but I guess it's fine. Power level wise, it's probably a little too strong for the massive flexibility at instant speed (gonna be a lot of X = 2 or 3 with 1-2 Escalations, that just win you the game). Raising the Escalate cost to RG or making it XXW would probably do the trick.

Controversial Speaker WB
Creature - Human Adviser U
Council's Dilemma: When Controversial Speaker enters the battlefield, starting with you, each player votes Applaud or Condemn. For each player that votes Applaud, put a +1/+1 counter on ~. For each player that votes Condemn, you gain 2 life and they lose 2 life.
Any publicity is good publicity.
1/1

Challenge: Another card that uses a Conspiracy mechanic. Or, another two-color two drop. Bonus points for both.

Dr.Gunsforhands
2016-10-07, 08:24 PM
Weirdly, I think the speaker is usually going to get two or three counters, because no one wants to personally pay two life when no one else has to. It's a neat card, all in all. This wouldn't be B/W's first card to vary from garbage to bonkers based on the player count.

Peace Gardener WG
Creature - Dryad R
Whenever a player is attacked, that player may put a +1/+1 counter on Peace Gardener. If that player does, he or she creates a 0/3 green and white Plant Wall creature token with defender.
0/3

Challenge! Another card that does something when a player is attacked.

jo nas
2016-10-08, 08:31 AM
I love this cooperative card, but I feel that for you it's too defensive. It essentially stops any early game agression towards you, because you can expect it to behave as a 1/4 that gives you a free 0/3 defender, thus blocking at least two 2 power creatures and for a lousy 2 mana that's just a little too good (and it gets better every turn he survives). I would raise him at least to 1WG, or exclude the controller (from the attacked players that can give him counters). I think in the latter case, he might even be fine as (W/G).

War Profiteer 3UB
Creature - Human Rogue Advisor R
Whenever a player is attacked, that player draws a card.
T: Target creature attacks target player this turn if able.
1/1

Challenge: A card with a 13 printed on it somewhere

r2d2go
2016-10-08, 01:42 PM
Getting people to attack is more red than blue/black, but this is probably fine in general. Slow and weak, but it can help your board eat enemy utility dudes... Except you're U/B, so maybe not. Seems like this could cost 4.

Isles of Isolation
Land - Island R
Whenever you cast your second spell of a turn, put a Research counter on ~.
At the end of each turn, if ~ has 13 or more research counters on it, you win the game.
"At last, a quiet place to work..."

Challenge: Another land. Or, another win condition. Bonus points for both.

jo nas
2016-10-08, 05:51 PM
On it's own, it takes 13 rounds to win (given enough draw, about +2). But then there's proliferate... How does it compare to the reactor? It doesn't cost a card (since it's an island and not legendary), it doesn't cost four mana, it takes half the counters, but it is slightly harder to get going and doesn't work with charging cards. Overall it's probably still quite a bit faster, and since it doesn't even cost a slot in the deck, it'll be a huge boost to proliferate.

Hmm... Wincon land, that's difficult (considering there are already so many great ones already). Reminds me of a deck I made for another card game - settlers of Catan- where you need to play cards with a total of 13 or so victory points. My deck went to 12 when my opponent still only had 5. But then he went to 6, 7, 8 - me, nothing. I was wondering "why am I not progressing?", when I suddenly realized I hadn’t added a 13th victory point card to my deck!

Toxic Wasteland
Land - R
Whenever a player gets an energy counter, put a waste counter on ~.
T, sacrifice ~: Create an X/X black Elemental with menace and infect, where X is the number of waste counters on ~.
3: Remove a waste counter from ~. Any player may activate this ability.

New challenge: a rat

braveheart
2016-10-08, 06:07 PM
There are 0 waste counters on it when the ability resolves, because you sac it for the ability's cost. Make remove X counters from ~ a part of the cost, then players can't dump mana into it to lower the p/t of the creature in response to the ability, and it actually works as intended. Aside from mechanics, it's an interesting card, however in an energy centric deck it can get out of hand, especially since it costs only a land drop. The other problem with it is that it is a land without any mana producing abilities, which is highly unusual, not impossible, but certainly a decisive break from the norm.

Striving Rats 4B
Creature - Rat - U
~ enters the battlefield with 5 +1/+1 counters on it
Whenever you gain energy remove a +1/+1 counter from ~
1/1



Make something green

Warmatt
2016-10-08, 06:15 PM
Ah, as energy courses though the plane, the waste ends up in a dump, which can spawn an elemental of DOOM!!! I like it.


Peter, Cowardly Wizard 2BU
Legendary Creature- Human Wizard R
Shulk
1U, Discard a card, T- Target attacking creature is blocked by target creature you do not control.
1B; Exile ~ and return it to the field transformed
"His only talent is in misdirection."
2/2
///////////////////////////////////////////////////////////////////////////////////////////
Scabs, the Lazy Rat
Legendary Creature- Rat
Shulk
1B, Discard a card, T- Until the end of turn, target creature gains 'When this card deals combat damage to a player, target player places the top X cards of their library into their graveyard', where X is the creatures power.
1U; Exile ~ and return it to the field transformed
"He should not take pride in that he was a better rat then wizard."
0/2


Next challenge; A Cleric or Holy warrior.

So, a 1/1 that gets turned into a 6/6, with the cravat that energy tokens whittle it down to size? Could be good, could be bad, thankfully a 5 CMC, so it's not entering early baring some tricks, but still a decent enough 6/6 unless some energy can be generated,


Greenway Hippie 2GG
Creature- Elf Shaman R
Protection from Artifacts
When a player gains E, they may sacrifice an artifact they control. If they do not, prevent all damage until the end of the turn.
"Man, the only thing that I hate, and like, I don't use that word, like lightly man, then this government sanctioned destruction of nature is the all too radical violence."
1/4

Next challenge; Kaldesh Secret police

Dr.Gunsforhands
2016-10-09, 12:15 AM
When[ever] a player gains E, they may sacrifice an artifact they control. If they do not, prevent all damage until the end of the turn.

...wait, what? That's... Are you supposed to use an energy-generator during your opponent's turn, not sacrifice anything, and get infinite fogs? Because that's what I'd be doing, and it hurts the game environment more than your usual pollution. Clearly, this elf's platform is not up to the rigorous rhetorical standards I've come to expect from hippies. :smalltongue:

Impound 2W
Enchantment - Aura U
Enchant Artifact
You control enchanted artifact. Its activated abilities can't be activated. If it's a creature, it can't attack or block.

Alternately:

Secret Disservice 2U
Instant - U
Look at the top four cards of target opponent's library and put them back in any order.
Draw a card.

Challenge! More Secret stuff!

Fortuna
2016-10-09, 12:21 AM
Impound is nice - sort of like Pacifism, but with a dash of blatant theft, and it only goes on artifacts. Stealing an opponent's Panharmonicon could be very pleasant for you. In an artifact-heavy block like Kaladesh, it works really well.

Concealed Toxin 1
Artifact - Equipment U
Equipped creature has deathtouch.
Equip 2
Ready B (Instead of casting this card from your hand, you may pay 2 and exile it face-down. Pay its ready cost at any time to put it into play equipping a creature you control.)

Challenge: Make another equipment with Ready.

r2d2go
2016-10-09, 03:22 AM
The card itself is nice - a nifty combat trick, probably best in either black aggro if strong defensive creatures don't work well with black, or in black control if they do work well with black (and attackers tend to have decent toughness). Pretty well costed.

As for Ready, it turns equipment into combat tricks? Seems good, though Ready costs might get prohibitively expensive, since it better be more than normal cost + equip cost - 2. Also, more face down things, when Morph and Manifest are confusing enough - I'd prefer to skip the middleman and have something like "2B - Put ~ onto the battlefield attached to target creature you control." Or, to really embrace the combat-trickiness, have it sac at end of turn and make that cheap - kind of like equipment Bloodrush.

Mistwalker's Goggles 2
Artifact - Equipment R
Prevent all combat damage that would be dealt to and dealt by equipped creature.
Equip 2
Ready 2U

Challenge: Another card that turns equipment into combat tricks. Or, a card with multiple keywords.

jo nas
2016-10-09, 05:27 AM
There are 0 waste counters on it when the ability resolves, because you sac it for the ability's cost


I was not sure how that works, but then I googled and found cards that have sacrifice a creature: gain life equal to the sacrificed creature's toughness (e.g. Aily). In those cases it looks for the toughness the last time the creature was on the board. Can someone confirm whether the ability works or not the way it's printed?

Dr.Gunsforhands
2016-10-09, 10:30 AM
The goggles are interesting! Gaseous Form was never a great card even as removal, but a version that can suddenly save an important attacker and then move to a tiny blocker might manage to put in work. It could probably stand to cost less, but that's all testing and calibration.

Quick-draw McGraw 1WW
Legendary Creature - Horse Knight R
First Strike, Vigilance
Whenever Quick-draw Mcgraw attacks or blocks, you may put an equipment card from your hand on the battlefield attached to Quick-Draw McGraw. Return that equipment card to your hand at the beginning of the next end step.
This is what happens when you bring the white horse and the white hat but take away the pesky human cowboy.
2/2

Challenge! 4/4 Boar! Go!

Ninjaman
2016-10-09, 11:34 AM
Mechanically I really enjoy the design, and it's probably balanced. Flavorfully I don't get why it's a horse, is that a reference to something?

Goretusk Charger - 1GR
Creature - Boar - R
Trample
Goretusk Charger attacks each turn if able.
Berserk - If an opponent has ten life less than his or her starting life total, Goretusk Charger has haste.
4/4

Another creature with Berserk (If an opponent has ten life less than his or her starting life total do stuff)

r2d2go
2016-10-09, 03:08 PM
I was not sure how that works, but then I googled and found cards that have sacrifice a creature: gain life equal to the sacrificed creature's toughness (e.g. Aily). In those cases it looks for the toughness the last time the creature was on the board. Can someone confirm whether the ability works or not the way it's printed?

It works. When a creature moved off the battlefield before an ability mentioning it resolves, it uses its last-known characteristics.

That's... really strong, probably constructed playable? It'd be insane in limited, which makes me sad - rares won't come up too often, but this is practically a bomb for 3. It's probably fine, but I would've liked it at 4/2 and uncommon, which makes me think it's probably on the too-simple side of rares. But, Wizards have shown they'll print stuff like Mantis Rider, so... meh.

Berserk seems like a nice mechanic for a set where R/G = aggro. I'd love to see a deck that switches up their strategy from aggro/burn (to activate Berserk) into uncounterable finishers. Towards that end...

Rampaging Hydra XRG
Creature - Hydra R
When ~ enters the battlefield, put X +1/+1 counters on it. It gets +X/+0, Haste until end of turn.
Berserk - If an opponent has 10 life less than their starting total, ~ can't be countered and has Trample.
1/1

Challenge: Another X card, or another big creature. Bonus points for both, but not a hydra.

jo nas
2016-10-09, 03:09 PM
An iconic GR creature. I'm not sure how I feel about the 3 cmc, especially given how easily it can get haste, so I think it's pushing the power level. It will probably still be quite good for 4.

Crazy Hippie 1WW
Creature - Human Cleric R
When ~ enters the battlefield, each player gains 5 life.
Berserk - If an opponent has ten life less than his or her starting life total, each player gains 20 life instead.
0/5

Challenge: a card that inverts an existing mechanic

LastCenturion
2016-10-09, 03:50 PM
An iconic GR creature. I'm not sure how I feel about the 3 cmc, especially given how easily it can get haste, so I think it's pushing the power level. It will probably still be quite good for 4.

Crazy Hippie 1WW
Creature - Human Cleric R
When ~ enters the battlefield, each player gains 5 life.
Berserk - If an opponent has ten life less than his or her starting life total, each player gains 20 life instead.
0/5

Challenge: a card that inverts an existing mechanic

Hmm. It's pretty good as a recovery if you're losing by only a little bit. It's a good body, but I'm not sure it needs to be a rare. It's not incredibly powerful or incredibly complicated.

Oathsworn - 2W
Creature - Angel - R
Flying, Lifelink
Pacifist (Any amount of damage this deals to a creature is not enough to destroy it)
4/5

Inversion of deathtouch. For an example, imagine this situation: An Oathsworn attacks and is blocked by an Anurid Swarmsnapper. Normally, this would destroy the Swarmsnapper. However, because the Oathsworn has Pacifist, the Swarmsnapper survives. Then, during their second main phase, the Oathsworn's controller casts Pyroclasm. The Swarmsnapper will be destroyed, because it already had enough damage. If the spell was cast earlier in the turn, though, the Swarmsnapper would survive.

Challenge: An enchantment that cares about hand size.

Dr.Gunsforhands
2016-10-09, 04:45 PM
I can appreciate what you're trying to do with Pacifist. I've made cards with a similar shtick, but my approach to the mechanic involved regeneration. Yours is an interesting way of doing things, to be sure, but you've already noticed how it can get confusing and I don't think it's going to fit on enough cards to justify making a keyword. In any case, the angel is still gigantic and hard to block, so in a limited game she'll usually do more than enough in a couple of turns before your opponent gets a flying answer. Maybe it's fine because rares get to be powerful, or maybe it will need some adjusting. It depends on the circumstances of the set, which is a good place to be for this thread.

Mindless Indulgence BR
Enchantment - Aura R
Enchant Creature
Enchanted creature has haste and attacks each turn if able.
Hellbent - As long as you have no cards in hand, you control enchanted creature.

Challenge! A card that rewards you for not dumping your hand.

jo nas
2016-10-09, 06:04 PM
It's a very cool card, and I think it's nicely balanced. Even if you "control" the guy, you still don't fully control him.

Facts against Ignorance 1UU
Instant - C
~ costs 1 less to cast if you have 7 or more cards in your hand.

Counter target spell.



Challenge : A pokemon. Bonus points if not of the obvious type (fire water grass).Only the old ones (151) count. If you don't know any pokemon, you can chicken out and make another franchise related card, from the franchise of your choice, but do tell us the source.

LastCenturion
2016-10-09, 06:34 PM
It's a very cool card, and I think it's nicely balanced. Even if you "control" the guy, you still don't fully control him.

Facts against Ignorance 1UU
Instant - C
~ costs 1 less to cast if you have 7 or more cards in your hand.

Counter target spell.



Challenge : A pokemon. Bonus points if not of the obvious type (fire water grass).Only the old ones (151) count. If you don't know any pokemon, you can chicken out and make another franchise related card, from the franchise of your choice, but do tell us the source.

It's not super great, but it's a common counterspell. Pretty great in pauper, I think, but not amazing in anything else. The ability is also pretty hard to pull off.

Moltres - 6RR
Legendary Creature - Fire Bird - MR
Flying
Pay 1 Life: Moltres gains +1/+0 until the end of turn
Known as the legendary bird of fire. Every flap of its wings creates a dazzling flash of flames.
3/8

The flying type was entered as "bird" type in gen 1, for those who didn't know. The flavor text is the first pokedex entry for Moltres in 1996.

Challenge: A tribal noncreature for an unusual type. (i.e. not humans, elves, goblins, cats, or allies.)

Djinn_in_Tonic
2016-10-09, 07:22 PM
Moltres - 6RR
Legendary Creature - Fire Bird - MR
Flying
Pay 1 Life: Moltres gains +1/+0 until the end of turn
Known as the legendary bird of fire. Every flap of its wings creates a dazzling flash of flames.
3/8

I'm a little concerned that this basically reads "Win the game if you have above X life, where X is your opponent's life total -2. They have exactly one turn to react, making this far stronger than comparable creatures in the cost range if it CAN swing through, and far weaker if it can't. I'd be much happier to see a limit on that ability, and a reduction in the cost to match.

Also, Moltres having more toughness than power seems wrong to me, frankly. :smalltongue:


Challenge: A tribal noncreature for an unusual type. (i.e. not humans, elves, goblins, cats, or allies.)

Potent Poisons -- 2UB
Enchantment
Jellyfish you control gain Deathtouch, and can block an additional creature.

Challenge: Make a white Zombie, a green Goblin, or some other truly off-color creature type.

BasketOfPuppies
2016-10-09, 08:37 PM
This would be a great card if there were more than 8 jellyfish. This seems a little strong if printed in a set with a large amount of jellyfish though, so I don't really know what to say. Also you're missing a rarity.

Gideon's Faithful 1WW
Creature- Human U
When ~ dies, return it to the battlefield transformed
Gideon was open to new recruits
1/2
/////////////
Liliana's Gift [white color indicator]
Creature- Zombie U
Liliana's effort may have been in vain, but Gideon's face was priceless
2/2

Challenge: make something silver-bordered.

Ionbound
2016-10-09, 10:43 PM
A 2/2 that turns into a 2/1 when it dies (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=244734) is only WW, so I think you might be a little overcosted. That said, it's still probably playable? I don't know how playable Unhallowed was back in OG Innistrad, but I feel like it was okay but not great.

Pronunciation Guide-4

Artifact-R

Whenever a player mispronounces the name of a permanent they control, they sacrifice that permanent (Mispronounces is any way of referring to the permanent other than as outlined the Oxford English Dictionary)

Alright, I crack my Evalving Wilds to cast Scumble to Temptation.

Challenge! Create a monster!

ben-zayb
2016-10-09, 11:14 PM
Oh, this'll be very interesting for non-native English speakers. No, wait--even for native ones, really, if you have the "wrong" accent. Too bad it won't be of any use on translated cards.

Create a Monster 2RR
Enchantment - Aura U
Enchant Human
Whenever damage has been dealt to enchanted Human, put a straw counter on ~, then you may exile it and enchanted Human. If you do, create a colorless 1/1 Human token under your control with double strike, menace, and a +1/+1 counter on it for each straw counter on ~.

Create another monster, but that card you create shouldn't itself be the monster.

Djinn_in_Tonic
2016-10-09, 11:20 PM
Pronunciation Guide-4

Artifact-R

Whenever a player mispronounces the name of a permanent they control, they sacrifice that permanent (Mispronounces is any way of referring to the permanent other than as outlined the Oxford English Dictionary)

Alright, I crack my Evalving Wilds to cast Scumble to Temptation.

This is actually rather amusing, although I'd actually rather it be the other way around -- it avoids having to consult a dictionary, fits the amusing flavor text better, and leads to more amusing games.

So my version might be this:

Mispronunciation Guide -- (4)
Artifact (R)
Whenever a player correctly pronounces the name of a permanent they control, they must sacrifice that permanent.
"I crack my Evalving Wilds to cast Soccum to Tempation."

I just think it's more fun this way. :smallbiggrin:


Challenge! Create a monster!

Goblin Experiment B-6 -- (XBBR)
Creature -- Zombie (MR)
Goblin Experiment B-6 comes into play with X Parts counters on it.
Remove a Parts counter from Goblin Experiment B-6: Choose one.

Put a +1/+1 counter on Goblin Experiment B-6.
Goblin Experiment B-6 gains Trample until it leaves play.
Goblin Experiment B-6 gains Menace until it leaves play.
Goblin Experiment B-6 gains Flying until it leaves play.

Goblin Necromancers aren't know for their skill, but if you fail often enough you're statistically likely to succeed at least once.
3/3

r2d2go
2016-10-10, 03:32 AM
Create a Monster: Wording's off (gotta say "put a +1/+1 counter on it for each..."). You need to get at least 3 counters on this to make it useful, and you can't use it when the creature takes lethal damage, so it's probably way too hard to use. It'd be great as an equipment that passes from guy to guy though.

Goblin Experiment B6: X/X for X is already pretty good - the rest is just gravy. I think it'd be simpler and easier if it just started with +1/+1 counters and removed those for abilities. It's also got some memory problems from the permanent buff, but you can deal with that... but maybe it'd be better if you didn't have to, and you just got them temporarily with maybe some slight buff to make it worthwhile? It's fine, just kinda weird.

Unstable Polymorphism UG
Enchantment - MR
When ~ enters the battlefield, it becomes an aura with enchant creature. Manifest the top card of your library and attach ~ to it.
UG - Exile ~ and enchanted creature, then return ~ to the battlefield.
Enchanted creature gets +1/+1 for each card exiled with cards named ~.

Challenge: Anther card that grows. Or, another card that synergises with Scry. Bonus points for both.

jo nas
2016-10-10, 10:16 AM
Unstable Polymorphism UG
Enchantment - MR
When ~ enters the battlefield, it becomes an aura with enchant creature. Manifest the top card of your library and attach ~ to it.
UG - Exile ~ and enchanted creature, then return ~ to the battlefield.
Enchanted creature gets +1/+1 for each card exiled with cards named ~.


Very cool card. Just I'm not sure the card will remember the exiled cards when it comes back, so the second ability might not do anything. ("An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence.")
I expect but am no longer sure that ~ here means "this object", so that returning to the battlefield would not work if I sacrifice the enchantment before it gets exiled, is that right?
On the power level, in UG, it can be quite good. I'm not sure if I like it or not that it doesn't have "enchant creature you control", and I might try and play it with cards that move enchantments between creatures for removal that gets around hexproof and indestructible, but it would probably be too complicated.

Card:
Worldgorger Wurm 2GG
Creature -Wurm R
At the beginning of your upkeep, reveal the top card of your library. If it is a land card, put it into your graveyard and put a +1/+1 counter on ~.
Trample
When ~ dies, create a 1/1 green Worm for each +1/+1 counter on it.
My God, it is full of worms!
3/3


New challenge: a blue worm or wurm.
EDIT: how embarassing, they're called wurms.

Beelzebub1111
2016-10-10, 11:13 AM
I like it a lot, but I'd like it better if it were 0/0 and entered with 3 counters. To give it some value if it were killed right away.

Dreamgorger Wurm 3UU
Creature wurm spirit R
Trample.
When ~ deals combat damage to a player, you may prevent that damage and have that player put that many cards from the top of their library into their geaveyard. If damage is prevented this way, put that many +1/+1 counters on ~.
3/3

Challenge: "where are they now?" Update a Legend from the Legends set.

jo nas
2016-10-10, 01:08 PM
It's pretty cool. Reminds me of that UB vampire.



Tobias Andrion, Raised 3UB
Legendary Creature - Zombie Advisor R
Islandhome
Whenever a Human creature dies, you lose 2 life. If you do, create a 2/2 black Zombie.
BB,T: Destroy target Human creature.
Dancing for his crew, on the bottom of the ocean
4/4

Challenge: another one!

Ionbound
2016-10-10, 01:23 PM
Well, other than landhome being a defunct mechanic, he's basically a 4/4 in too many scenarios to be playable. An interesting idea, but it'd be either too powerful as a hoser in an enviroment like Innistrad where humans are an established tribe, or too weak otherwise.

Umezawa's Bow-2

Artifact-Equipment-MR

Whenever equipped creature deals damage to an opponent, put an arrow counter on ~.

Remove an arrow counter from ~:
Choose One:

~ deals two damage to target creature or player
Equipped creature gains +2/+2 until the end of the turn.
Destroy target tapped creature.


Equip 2.

Part of the Imperial Regalia of Madara, Tetsuo Umezawa's bow inherited the fury of his line when it struck down Nicol Bolas.

Challenge! Create another card that's a callback to something that was or is either banned or format-defining.

Blue Ghost
2016-10-10, 01:57 PM
This is more balanced than the Jitte, but still really powerful. I'm not the best judge of power level, but I suspect this might still be overpowered. From an aesthetic/design standpoint, I would prefer the first ability not be able to target creatures, since you already have a removal ability, and having a second one is redundant and not very aesthetically pleasing.

Magus of the Lotus 2G
Creature - Elf Druid (R)
T, Sacrifice Magus of the Lotus: Add three mana of any one color to your mana pool.
2/2

Next: An article of clothing.

jo nas
2016-10-11, 01:38 PM
Ok, I'll bite. (nobody seems to be willing to make cloth items, judging by the 24 hours pause :()

I think 2G for T: get 2 mana isn't really awesome (and has been printed at uncommon), and 3 Mana isn't that much better. The fact that you get mana of any color is useful. The fact that you only get it once makes it that much worse, that I'm not sure this card is really rare material. I think if it costed 2 mana and was a 1/1, it might be much better. (EDIT: I think that the combo potential of this card is not that great, since you need at least a way to give your card repeatedly haste, which there's not many of, and a way to get your card back for three or less repeatedly, to even get going with anything, and that means you're in three colors and at least four cards. With 2 mana it might be much better, since even if you have to recast the guy you could still get mana out of each iteration; so possibly 2 mana would be oppressive, but I don't think it would be easy enough to pull off.)

Urza's Lucky Underwear 2
Artifact - R
Whenever you would reveal the top card of your library, instead look at the top two cards of your library and put them back on top of your library in any order, then reveal the top card of your library.
"With this lucky underwear, nothing can go wrong!"

New challenge: an unsuspicious card that would give a big boost to one of your EDH decks, or if you don't play EDH, a one CMC legendary.

r2d2go
2016-10-13, 06:01 AM
Getting out a 7 drop turn 3 isn't good enough for you? :smalltongue:

Urza's Lucky Underwear seems like one of those random cards that's terrible pretty much everywhere except a dedicated deck. Like, say, Krark's Thumb (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=krark%27s%20thumb). I think WotC tends to avoid stuff like that nowadays - it's disappointing to open a pack and have your rare be worthless. Since I can't find a way to make this actually bonkers (unlike, say, Sensei's Divining Top), it'd probably be exactly that. Still, I've tried enough times to make a scry-then-shenanigans-with-top-card deck to work that this appeals to me - I think with a little tweaking, this could be really cool.

Mercurial Watchdog UG
Creature - Mutant Dog U
Return ~ to your hand: Your commander gains Hexproof until end of turn.
Its form constantly shifts, but its loyalty never wavers.
2/2

(for Riku (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=236469) - the bounce lets me make more of them, and the biggest problem I seem to have is actually getting Riku to stick turn 4-5 where wipes are rarely worthwhile.)

Challenge: Another card that protects important creatures. Or, another bear (2/2 for 2). Bonus points for continuing this cycle.

LastCenturion
2016-10-13, 07:13 AM
Mercurial Watchdog UG
Creature - Mutant Dog U
Return ~ to your hand: Your commander gains Hexproof until end of turn.
Its form constantly shifts, but its loyalty never wavers.
2/2

Challenge: Another card that protects important creatures. Or, another bear (2/2 for 2). Bonus points for continuing this cycle.

It's pretty good, but it's useless outside of commander. I like the idea that it's instant speed though, so if Riku gets bolted you can respond with this at instant speed. Other than that, it's a not terrible body for Simic.

Ephemeral Protector - UR
Creature - Spirit Bear - U
Return ~ to your hand: Target creature you control gains First Strike and Flying until end of turn.
2/2

I toyed with Indestructible, but that's mostly a white or colorless keyword. First Strike and Flying together seem about as strong as Hexproof, so I think it's balanced, even given that it targets a creature rather than specifically your commander.

Challenge: Continue the cycle with a Kaladesh mechanic.

Blue Ghost
2016-10-13, 11:45 AM
Granting flying and first strike work at cross purposes with each other. The ability to grant first strike functions as an on-board combat trick, using threat of activation to deter attacks. But flying is an ability that you want to grant before attacks as one-time evasion to get an attack through, for which threat of activation is mostly irrelevant. There are situations when both would be useful at the same time, such as stopping air attacks or pushing through flying defenders, but those situations are quite rare. Power level is fine, but the lack of a unified purpose is aesthetically displeasing in contrast with the Mercurial Watchdog, which has a singular purpose and uses a singular mechanism to achieve it. I'd stick with one or the other of the granted abilities, and adjust the cost to balance.

Bomat Street Patrol WR
Creature - Dwarf Pilot (U)
Return Bomat Street Patrol to its owner's hand: Put a Vehicle card from your hand onto the battlefield as an artifact creature. Return it to your hand at the beginning of the end step.
2/2

(Not actually part of a cycle, since a cycle implies that the cards belong to the same environment, and I have a hard time imagining an environment that includes both commander mechanics and Kaladesh mechanics.)

Next: Something Disney-inspired.

r2d2go
2016-10-13, 12:40 PM
Seems thematic for WR vehicle dwarves, but I worry that the identity of WR as aggressive colors is somewhat compromised. This seems much more likely to be used defensively - it almost seems like a card draw engine with Bomat Bazaar Barge. Sure, you can use it with Ovalchase Dragster or Fleetwheel Cruiser as a sort of dash-effect, but I think the overall use is going to be off color.

On a different note, the power seems pushed but close enough to reasonable that it'd take testing to properly reach a verdict. It seems too powerful in isolation with specifically Skysovreign and the BBB, but perhaps it is exactly the conflict with standard WR vehicle goals that makes this balanced. I haven't kept up with Kaladesh constructed, so I'm not sure.

Storybook Ending 3WWW
Instant - R
Exile each attacking creature. For each creature exiled this way, gain 1 life.
"Conflict? No, we can't have that."

Challenge: Another board wipe.

Jormengand
2016-10-13, 02:38 PM
It's... good. It can flip a game around for 6 and I'm not sure that's okay. But it is a six-drop. I'd be tempted to drop the colour weight a little and bump the cost up instead, because there are gonna be monowhite decks dying for this kind of thing at as low a price. But it's probably fine.

Divine Election 2WP
Sorcery - MR
Choose an artifact that hasn't been chosen, then an opponent chooses an artifact that hasn't been chosen. Repeat this process until no artifacts haven't been chosen. Repeat this process for creatures, enchantments, lands and planeswalkers. Then exile each permanent you chose.
Quijuk doctrines state that certain people are predestined to achieve the afterlife, but neglects to mention when this process will occur.

Chosen Champion 7WW
Sorcery - R
Choose target creature or planeswalker, then exile all other permanents.
Like a beam of light, the blast tore through the homes of the La'Kai, destroying all in its wake. Gabrael had been struck by the beam's centre, and floated in place, the planet below him having been torn apart, with a look of utter disinterest on his face.

Next: Make a targeted instant or sorcery which isn't removal or a combat trick.

Dr.Gunsforhands
2016-10-13, 09:51 PM
Chosen Champion 7WW
Sorcery - R
Choose target creature or planeswalker, then exile all other permanents.
Like a beam of light, the blast tore through the homes of the La'Kai, destroying all in its wake. Gabrael had been struck by the beam's centre, and floated in place, the planet below him having been torn apart, with a look of utter disinterest on his face.

Next: Make a targeted instant or sorcery which isn't removal or a combat trick.

You could probably just make it hit creatures. Everything from the name to the flavor text points to that, to the point where I had to go back and make sure I wasn't going mad when I only read Artifacts. Either way, I'm not sure what makes it Purple, since everything here appeals to White's it's-mostly-symmetrical-so-it's-fair shtick. Other than that, it makes for some interesting decisions and I like it... though hitting lands makes it pretty disgusting.

Chosen Champion basically makes you win the game, but you already knew that. The armageddon effect is a bit much on anything short of a big planeswalker 'splosion. But, speaking of Tarkir clans (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=386527):

Whale's Wisdom 2UU
Sorcery - R
Choose target creature you control. Draw cards equal to that creature's power. (http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&mark=+[%22Temur%22])
(I actually have no idea whether this card is good or not. Maybe the wise elder whale can tell me.)

Challenge! Make a card that can be used to accelerate mana in the early game, but can also take advantage of earlier ramp if your draw it later.

LastCenturion
2016-10-13, 10:41 PM
Did you mean to write Creatures for Divine Election? Because everything from the name to the flavor text points to that, to the point where I had to go back and make sure I wasn't going mad when I only read Artifacts. Either way, I'm not sure what makes it Purple, since everything here appeals to White's it's-mostly-symmetrical-so-it's-fair shtick. Other than that, it makes for some interesting decisions and I like it... though the artifact version probably isn't as interesting as the creature version.

Chosen Champion basically makes you win the game, but you already knew that. The armageddon effect is a bit much on anything short of a big planeswalker 'splosion. But, speaking of Tarkir clans (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=386527):

Whale's Wisdom 2UU
Sorcery - R
Choose target creature you control. Draw cards equal to that creature's power. (http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&mark=+[%22Temur%22])
(I actually have no idea whether this card is good or not. Maybe the wise elder whale can tell me.)

Challenge! Make a card that can be used to accelerate mana in the early game, but can also take advantage of earlier ramp if your draw it later.

Look a little closer. It repeats the process for creatures, and lands, et cetera.

It's okay? Definitely better in limited than in constructed, because you're more likely to have a big creature to target with it, but overall it's not all that great.

Supressed Rage - Ø
Enchantment - R
Suspend XX - XX (Instead of paying the mana cost for this card, you may instead pay its suspend cost. When you do, exile it with XX time counters on it. At the beginning of your upkeep, remove a time counter from Supressed Rage. When you remove the last one, cast Building Rage without paying its mana cost.)
When you suspend Supressed Rage, put X emotion counters on it.
Tap an untapped creature you control: Remove a time counter from Supressed Rage. Activate this ability only if Supressed Rage is exiled.
Tap an untapped creature you control: Add X red mana to your mana pool, where X is the number of emotion counters on Supressed Rage. Activate this ability only once a turn.
"Sometimes it's better to hold it in now-- it makes for a bigger blast later." - Chandra Nalaar

Challenge: Another red enchantment. The conflicting flavor is delicious.

r2d2go
2016-10-14, 01:14 AM
Do you mean 2X time counters? Or X time counters? Because this seems both insanely complicated and really terrible if it's twice X, and still kinda bad if it's just X. You pay 2X, you spend time and/or resources getting this out, and then finally you get half of that once per turn. Even at X time counters, it's a bad Paradise Mantle at 2, and gets costlier, slower, and generally weaker from there. It also messes around with emotion counters and time counters at the same time, which means you put a ton of counters on this and have to keep track of both kinds, and... it's just not worth it. The result is cool, but not cool enough to justify all this.

Seething Sigil R
Enchantment - U
When ~ enters the battlefield, draw a card.
1R: Put a Fire counter on ~.
Remove X Fire counters from ~, Sacrifice ~: Deal X damage to target creature. If it dies this turn, deal X damage to its controller.

Challenge: Another card with multiple uses. Or, another card that blows up. Bonus points for both.

jo nas
2016-10-14, 05:57 AM
Getting out a 7 drop turn 3 isn't good enough for you? :smalltongue:

Not for green... Playing a single 7 drop is only good if it has hexproof :P I'd rather play a 6 drop in turn 3 and a 7 drop in turn 4 than a 7 drop in turn 3 and a five drop in turn 4.




Seething Sigil R
Enchantment - U
When ~ enters the battlefield, draw a card.
1R: Put a Fire counter on ~.
Remove X Fire counters from ~, Sacrifice ~: Deal X damage to target creature. If it dies this turn, deal X damage to its controller.


It's pretty good, especially since you are always planning to go for the double damage. So it's really a XXR - deal X damage to target creature and its controller - draw a card, with the advantage to be able to pay for it over the course of multiple turns, and the disadvatnage of it possibly having to activate early (and cost 1R more) if there's removal. A limited mana sink and finisher. Would play.
There are some other interesting interactions, but it's off colour for proliferate and many enchantment based decks.

Junk Machine 2
Artifact Creature - Construct U
~ enters the battlefield with a +1/+1 counter on it.
2, Remove a -1/-1 counter from target creature: put a +1/+1 counter on ~
When ~ dies, distribute X -1/-1 counters as you chose among any number of target creatures, where X is the number of +1/+1 counters on ~.
From junk we are made, to junk we shall return.
0/0

New challenge: a card with infect

Dr.Gunsforhands
2016-10-14, 10:59 AM
Describing the counters as random junk weighing creatures down is fun, and the mechanical idea is actually pretty fun and interesting if you somehow get it to work. It's always tricky to keep track of what's going on when both +1/ and -1/ counters are around, but in a set primarily using the -1's, this works as an exception because of what the counters represent. Still, in that case it would probably be better as a rare. A Junk rare, if you will.

EDIT: Gauntlet is right about the targeting thing. The template you're looking for is, "2: Remove a -1/-1 counter from target creature. If you do, put a +1/+1 counter on this thing."

Phyrexian Hypnotoad 2BBB
Creature - Frog Zombie MR
Whenever a creature you don't control with a -1/-1 counter on it dies, return it to the battlefield under your control with a -1/-1 counter on it. That creature gains Infect.
Infect, Deathtouch (Damage dealt by this creature does exactly what you want it to do.)
2/5

Challenge! There is no challenge. All Glory to the Hypnotoad.

Gauntlet
2016-10-14, 11:03 AM
Junk Machine 2
Artifact Creature - Construct U
~ enters the battlefield with a +1/+1 counter on it.
2, Remove a -1/-1 counter from target creature: put a +1/+1 counter on ~
When ~ dies, distribute X -1/-1 counters as you chose among any number of target creatures, where X is the number of +1/+1 counters on ~.
From junk we are made, to junk we shall return.
0/0

New challenge: a card with infect

Targeting in an ability's cost isn't Magic wording. You want to either remove as a cost, or remove as part of the effect. See Hex Parasite.
So you have a 2 mana 1/1 that puts a -1/-1 counter on an enemy when it dies, which is a mediocre Perilous Myr impression, and then you get upside if you have counters on still living creatures. The upside won't come up very often.
The biggest problem is that this card would need to be in a set with both +1/+1 and -1/-1 counters in it, which isn't generally done for readability reasons. In addition, if this creature was killed by an effect with Wither/Infect, it would still trigger (since it dies at the same time as SBAs would remove counters) so it isn't countered by effects which look like they should be good here.

Furnace Breach - BR
Instant - Rare

Furnace Breach deals 2 damage to target creature or player. A creature dealt damage this way can't block this turn.
Infect

Challenge: A card that's good in the midgame, but not late or early.

jo nas
2016-10-14, 12:53 PM
Thanks to you for the cost thing, it makes perfect sense. Should've been worded like Hex Parasite. I also see that the cancellation of the counters is also a SBA, but I'm not sure if that's a big issue.



Phyrexian Hypnotoad 2BBB
Creature - Frog Zombie MR
Whenever a creature you don't control with a -1/-1 counter on it dies, return it to the battlefield under your control with a -1/-1 counter on it. That creature gains Infect.
Infect, Deathtouch (Damage dealt by this creature does exactly what you want it to do.)
2/5

Challenge! There is no challenge. All Glory to the Hypnotoad.

All Glory to the Hypnotoad. Pretty cool card. I think it's appropriately costed. The only bad part on this is probably the fact that toughness 1 creatures die twice on it, causing tedious and strange interactions.



Furnace Breach - BR
Instant - Rare

Furnace Breach deals 2 damage to target creature or player. A creature dealt damage this way can't block this turn.
Infect

Challenge: A card that's good in the midgame, but not late or early.

Very nice effect. I feel it's overcosted, but 3 damage or one mana would certainly be undercosted. So I'm not sure on which side of the two it falls.
I like the fact that no matter what you play it on, you get benefits. The idea to put infect on the spell is pure genius. Love the card.

I don't know what you consider as midgame, and I guess it depends on the format. In some environments midgame is the upkeep step on the first turn, or so I heard.

Animated Avalanche 1R
Creature - Elemental R
~'s power is equal to the number of mountains you control.
Haste, trample.
4: ~'s owner sacrifices it. Any player may activate this ability.
I have seen a mage cause an avalanche, and another stop it, using nothing but sheer power of will.
*/1

New challenge: a card with hexproof that has the means to remove it built in

Dr.Gunsforhands
2016-10-14, 09:04 PM
Basically, my opinion is that AA is two really cool cards that were mixed together to make one kind of confusing card. My main gripe would be that we already have a perfectly good mechanic to describe what this is doing; just sacrifice it at end of turn like all the other ball lightning equivalents, and this would still be fairly unique and perfectly on-flavor. This version is often better against an undefended player, but seems like it'd feel worse to play in games where your opponent just happens to have four mana open. "I can't work under these conditions!" it says before sacrificing itself. Then again, its low toughness can make things interesting for your opponent. Do they just sac a token to get rid of it, or do they take all of the damage and give up four mana next turn? There's a good idea there, too! The *=mountains bit just waters it down too much.

Spellsting Balloonfish 1UU
Creature - Fish U
Flying, Hexproof
Whenever a player casts an instant or sorcery spell, put a +1/+1 counter on Spellsting Balloonfish. Then, if it has 4 or more +1/+1 counters on it, sacrifice it.
"PLEASE Do Not Feed the Animals."
- Second-largest sign at the Ghirapur Menagerie.
1/1

Challenge! More Balloons!

LastCenturion
2016-10-14, 09:41 PM
Spellsting Balloonfish 1UU
Creature - Fish U
Flying, Hexproof
Whenever a player casts an instant or sorcery spell, put a +1/+1 counter on Spellsting Balloonfish. Then, if it has 4 or more +1/+1 counters on it, sacrifice it.
"PLEASE Do Not Feed the Animals."
- Second-largest sign at the Ghirapur Menagerie.
1/1

I like the flavor, but the card seems a little bit underpowered. If you made the counters optional, or provided an easy method to remove the counters, it would be great, but right now it feels a little bit easy to get rid of for your opponent.


Challenge! More Balloons!

Aether-Current Rider - 5
Artifact - Vehicle Balloon - U
Crew 2
Flying
When Aether-Current Rider blocks a creature without flying, it gains Indestructible until end of turn.
[3/3]

Challenge: A three-color land. Bonus points if the three colors are not an Alaran shard.

Ionbound
2016-10-14, 09:46 PM
Eh...I'm not the best at evaluating vehicles, but it seems okay. Not great, but definitely limited playable.

Mardu Holdings

Land-R

If you attacked with a creature this turn, ~ enters the battlefield untapped.

T: Add W, B, or R to your mana pool

Challenge! Another part of this cycle (tri-land that ETBs untapped based on clan mechanics)

LastCenturion
2016-10-14, 10:02 PM
Mardu Holdings

Land-R

If you attacked with a creature this turn, ~ enters the battlefield untapped.

T: Add W, B, or R to your mana pool

It should say "~ enters the battlefield tapped unless you attacked with a creature this turn". Besides that, it's pretty good. I would say overpowered, but it's hard to get a three-color land that isn't powerful. So many options.


Challenge! Another part of this cycle (tri-land that ETBs untapped based on clan mechanics)

Abzan Halls
Land - R
Abzan Halls enters the battlefield tapped unless you control at least two creatures with the same subtype.
T: Add W, B, or G to your mana pool

Challenge: An artifact that cares about color , but has less than 15 words of rules text.

jo nas
2016-10-15, 04:04 AM
we already have a perfectly good mechanic to describe what this is doing; just sacrifice it at end of turn


Well... But then the card would become better in the lategame, not worse... Had to work within the bounds of the challenge.

r2d2go
2016-10-15, 04:04 AM
Seems really strong, though it's not as crazy as the Mardu one. This, at least, you'll probably have to wait until at least turn 3-4 to get use out of it (especially since you probably won't need to drop it after dropping some creature to activate it the same turn). Still, it's not hard to activate. I'd like to see this cycle Murmuring Bosk (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=153467) style - main color in the land subtype, secondary colors for 1 life.

Adaptive Operative 4
Creature - Construct R
Whenever ~ is targeted by a spell, it gains protection from that spell's colors. (Permanently.)
2/2

If I could have 18 words, I'd make it 3/1 and make the protection until end of turn.

Challenge: Another card that is hard to remove. Or, another creature with converted mana cost = power + toughness. Bonus points for both, with a way for your opponent to play around the creature.

jo nas
2016-10-15, 11:41 AM
Would I play a 4 mana 2/2 with hexproof? Probably not. And this is kinda worse.
In order to give this card the protection manually so that at least it can't be blocked, I would need a second 5 color card, so it might be a 9 mana "protection from all colors" 2/2. Would I play that? Probably not.
I think it deserves to be a 4 mana 3/3, at the least. Or gain protection after combat with a creature.

Old Master 2WWW
Creature - Monk R
At the beginning of your upkeep, put a meditation counter on ~.
Spells targeting creatures you control cost 1 more to cast for each meditation counter on ~.
Whenever a creature you control becomes the target of a spell or ability, remove all meditation counters from ~.
1/4

New challenge: a fatty

Derjuin
2016-10-15, 11:57 AM
Complexity is definitely R, but I don't think the ability is really worth it, especially for the cost/PT ratio. He's easily dealt with with Path or Swords, and doesn't stop mass effects or spells that don't target. In standard, he might be harder to get rid of, but even in Modern he's not much of a speed bump.

Rogue Automaton 2RR
Artifact Creature - Assembly-Worker Lurker Berserker R
Skulk
Whenever Rogue Automaton becomes blocked, it gains Trample and +3/-3 until end of turn.
3/6

Challenge: Another creature with Skulk and a "becomes blocked" trigger!

Ebon_Drake
2016-10-15, 03:45 PM
Hmm, I'm not sure I'd consider a 3/6 or 6/3 to be a fatty? I know it's not a strict term, but IMO I'd want both power and toughness of at least 4 each to qualify as a proper fatty, whereas a 3/6 is more a dude with a big butt. 6/3 feels closer to the concept as it's a 4-turn clock, but I'd have to add a rider that it's a fatty with a glass jaw. I'm probably just quibbling semantics though. I like the concept, but it feels like it would be more interesting in Limited where combat tricks are more relevant so I'd rather see it reworked to fit at a lower rarity. I guess maybe drop it to 2/5 and make it uncommon? It's definitely not a fatty then, though!

Merfolk Entangler 1UU
Creature - Merfolk Rogue (U)
Skulk
Whenever ~ becomes blocked, tap each creature blocking it. Those creatures don't untap during their controller's next untap step.
2/3

Challenge: another card that involves tapping or untapping other cards.

ericgrau
2016-10-15, 05:11 PM
This seemed like interesting strategy at first, but most creatures' toughness are similar to their power. Its ability rarely gets used except now again against walls, 2/3's, 1/3's, etc.

Tireless Commander WU
Creature - Human Soldier
Q, UU: Untap target creature. Q is the untap symbol
1/2

Challenge: A card that's lousy by itself, but way too abusable with other existing card(s). Bonus points if it combos with Merfolk Entangler and/or Rogue Automaton instead.

Dr.Gunsforhands
2016-10-15, 05:36 PM
This seemed like interesting strategy at first, but most creatures' toughness are similar to their power. Its ability rarely gets used except now again against walls, 2/3's, 1/3's, etc.

Tireless Commander WU
Creature - Human Soldier
Q, UU: Untap target creature. Q is the untap symbol
1/2

Challenge: A card that's lousy by itself, but way too abusable with other existing card(s). Bonus points if it combos with Merfolk Entangler and/or Rogue Automaton instead.

The commander seems... fine. It could probably get away with just costing a single W. The untap cost is pretty steep on a creature that can rarely get away with attacking.

Gift Elephant 4WU
Creature - Elephant R
Vigilance
If another creature would enter the battlefield under your control, instead choose an opponent and it enters the battlefield under that player's control.
4/6

Challenge! Elephant! Go!

Djinn_in_Tonic
2016-10-15, 10:49 PM
Gift Elephant 4WU
Creature - Elephant R
Vigilance
If another creature would enter the battlefield under your control, instead choose an opponent and it enters the battlefield under that player's control.
4/6

I feel like this is overcosted, given that it effectively says "you can't play creatures while this card is in play." That said, it's probably hugely abusable (Phage, anyone)? I can't say I like it, as I'd never want it to see print: it's insanely weird, useless 99% of the time, and probably only good when it's hideously broken and unfun. :smallfrown:


Challenge! Elephant! Go!

Pack Elephant (1GW)
Creature - Elephant (U)
G/W, Tap: Put a Load counter on Pack Elephant.
Tap: Remove any number of Load counters from Pack Elephant. Add G or W to your mana pool for each counter removed in this way.
3/3

Challenge: An artifact version of a typically non-artifact creature type.

TiaC
2016-10-15, 11:01 PM
Kinda weird mana-dork, it really wants you to sit back on the defensive and stall, but GW doesn't do that too much.

Steelrose -3
Artifact Creature - Plant U
Defender
At the beginning of your upkeep, put a charge counter on ~.
GW, Sacrifice ~: Search your library for an artifact with converted mana cost equal or less than the number of charge counters on ~ and put it onto the battlefield.
"The roses of Mirroden are dangerous, but when they bloom, they show the treasures within."
2/4

Make a common non-aura enchantment.

jo nas
2016-10-16, 06:20 AM
Can probably be charged too easily to justify the 3 CMC. I would maybe put it as a 0/1, so that at least it's easy to get rid of and doesn't stall before it finds you a turn 6 dark steel colossus. (Or make it find cards from your hand, rather than the deck. Then it might be fine as is).


Unhallowed Whispers 1B
Enchantment - C
Whenever a creature you control deals combat damage to a player, you may sacrifice ~. If you do, that player discards 2 cards.


Another common non-aura, non-creature enchantment. Bonus points if it's not a one-time effect (like this one).

LastCenturion
2016-10-16, 12:07 PM
Unhallowed Whispers 1B
Enchantment - C
Whenever a creature you control deals combat damage to a player, you may sacrifice ~. If you do, that player discards 2 cards.

It has the problem that it's a one time use that requires you to get damage through, and it's also not an incredible effect against a lot of decks, but at common it's not bad in limited.


Another common non-aura, non-creature enchantment. Bonus points if it's not a one-time effect (like this one).
2 isn't 1, right?

Endanger - 1R
Enchantment - U
Echo 1R
If you don't pay Endanger's echo cost, sacrifice another permanent.
When Endanger enters the battlefield, target opponent sacrifices a permanent.
When Endanger leaves the battlefield, target opponent sacrifices a permanent.

Challenge: A card that has at least two types, neither of which is Creature or Land. (So Enchantment, Artifact, Instant, Sorcery, or Planeswalker)

Dr.Gunsforhands
2016-10-16, 11:57 PM
Endanger's pretty weird; usually, I'd think that sacrificing another permanent to make an opponent do the same is better value, but that assumes you can get it set up properly, so having the option to short-circuit the last effect makes for a somewhat interesting decision. I'd probably spell out the ability and perhaps make it trigger every turn rather than bringing back Echo; it seems everyone get upset when you make a mechanic that's primarily a drawback.

Some dumb thing a god owns
Enchantment Artifact - R
Creatures you control have bad (they are the worst creatures)
0: do absolutely nothing

Axe of Mogis RB
Enchantment Artifact - R
Creatures you control have haste.
(r/b), T: Up to two target creatures can't block this turn.

Cornucopia of Karametra 1WG
Legendary Enchantment Artifact - MR
Creatures you control have, "T: add W or G to your mana pool."
1WG, T: Create a 2/2 green and white Spirit Enchantment Creature token.

Challenge! Steam-powered!

TiaC
2016-10-17, 02:00 AM
Can probably be charged too easily to justify the 3 CMC. I would maybe put it as a 0/1, so that at least it's easy to get rid of and doesn't stall before it finds you a turn 6 dark steel colossus. (Or make it find cards from your hand, rather than the deck. Then it might be fine as is).

What? It gets one counter every turn. On turn 6, you are paying a total of 5 mana for a 3 CMC artifact. Are you assuming a deck that can drop 8 charge counters on it from other cards? (If so, Darksteel Reactor is probably still a better target.) It's basically really slow Transfigure.

r2d2go
2016-10-17, 02:31 AM
What? It gets one counter every turn. On turn 6, you are paying a total of 5 mana for a 3 CMC artifact. Are you assuming a deck that can drop 8 charge counters on it from other cards? (If so, Darksteel Reactor is probably still a better target.) It's basically really slow Transfigure.

I mean, proliferate, plus the various artifact-themed charge things. I think the concern is that it's too strong without the counters, but it's cheap enough to be difficult to deal with efficiently, and still poses a significant threat of dropping massive finishers. That's the sentiment from him I'm getting, anyway - personally, I'd be more concerned about instant speed tutor-onto-battlefield making this a toolbox of endless utility.


Some dumb thing a god owns
Enchantment Artifact - R
Creatures you control have bad (they are the worst creatures)
0: do absolutely nothing

Axe of Mogis RB
Enchantment Artifact - R
Creatures you control have haste.
(r/b), T: Up to two target creatures can't block this turn.

Cornucopia of Karametra 1WG
Legendary Enchantment Artifact - MR
Creatures you control have, "T: add W or G to your mana pool."
1WG, T: Create a 2/2 green and white Spirit Enchantment Creature token.

SDTAGO seems terrible. I mean, it has no casting cost, and it does absolutely nothing (literally!)

Axe of Mogis is much better. In fact, it might be too strong - R for haste on everything is pretty good, so removing two blockers from the equation for one more mana (in casting cost and in activation, but still) seems really solid. It makes it really hard to stabilize - if you don't have a board wipe, this basically kills your two best blockers. I dunno, maybe a more pricey activation? It might be fine in the right set.

Cornucopia of Karametra seems very strong - endless dudes from mana and endless mana from dudes seems like a cycle that will result in you winning once you have control. I'd actually think it was stronger if it cost UWG because that tends to mean there's enough fixing to support UWG, and then the control deck that runs this just smiles and says "Hey, you know how you have limited resources? Well, guess who doesn't!" And then you draw cards and counter everything your opponent does and win. Probably not that good - in fact, it's less worrying than the Axe. So, I guess it's just a cool Mythic. Nice!


Challenge! Steam-powered!

Mizzix's Mech 1UR
Artifact Creature - Vehicle R
Crew 2
Whenever a creature crews ~, it gains Hexproof until end of turn.
Whenever you cast an instant or sorcery, ~ gains +2/+0 and trample until end of turn.
Half armor, half weapon, all genius.
1/4

Challenge: Another vehicle. Or, another card that both protects and destroys. Bonus points for both.

Gauntlet
2016-10-17, 03:14 AM
Mizzix's Mech 1UR
Artifact Creature - Vehicle R
Crew 2
Whenever a creature crews ~, it gains Hexproof until end of turn.
Whenever you cast an instant or sorcery, ~ gains +2/+0 and trample until end of turn.
Half armor, half weapon, all genius.
1/4

Challenge: Another vehicle. Or, another card that both protects and destroys. Bonus points for both.

Vehicles don't have "Creature" in their creature type (unless you intended it to be a 1/4 all the time). The Hexproof trigger is weird, since your opponent could just respond by killing the creature, but you could crew it (even if it's already a creature) to counter removal. People would get this wrong a lot.

A Kiln Field vehicle sounds pretty cool, though. Pulls your deck in lots of different directions though, since you need crew and also lots of spells.

Aether Trawler - 4
---
Artifact - Vehicle - Rare
---
Flying
Whenever a creature crews Aether Trawler, return that creature to its owner's hand and gain E.
Pay EE: Put a +1/+1 counter on Aether Trawler.
Crew 2
---
3/2

Challenge: A card which rewards you for having few resources (lands, cards, life).

jo nas
2016-10-17, 04:16 PM
What? It gets one counter every turn. On turn 6, you are paying a total of 5 mana for a 3 CMC artifact. Are you assuming a deck that can drop 8 charge counters on it from other cards?

There are many hands that would do it. Core tapper and two chambers would be one.
The biggest problem (not counting Artifact hate decks) these types of decks face is early aggression. Turns out core tapper isn't a great blocker ;) And a card that stops early aggression AND is a win condition or at least generates counters for the power conduit - that's very strong. Darksteel reactor takes twice as long and doesn't protect you, so it's usually not used. Cards that are usually used are the golem creators, since the small one can protect you starting from t4 if you're just a little lucky.

I feel inclined now to agree with r2d2go also, but that aspect is harder for me to evaluate. I feel it takes too long to charge up on its own to find something useful, but I certainly wouldn't mind paying 5 to get a smaller artifact that I really need.


EDIT: @r2d2go Mizzix's Mech 1UR, wasn't there just recently a common with a similar powerlevel? Nivix Cyclops

Dr.Gunsforhands
2016-10-17, 11:52 PM
Aether Trawler - 4
Flying
Whenever a creature crews Aether Trawler, return that creature to its owner's hand and gain E.
Pay EE: Put a +1/+1 counter on Aether Trawler.
Crew 2

Okay, so, you drop this in something vaguely resembling an energy deck, then you bounce of of the white 2/1's for 1 or something at the end of your opponent's turn, then on your turn you play and replay that 2/1 a bunch of times and bash in... or you just use it to bounce the one 2/2 flyer that draws 2 cards and gains two life, generate more servos, and give all of your best blockers something resembling Indestructible, all for the low, low price of also getting a brozillion-power flyer to attack with. Also, I'm pretty sure that it can technically crew itself as a second activation if you're worried about removal. It's a circus of value!

Bookstabber R
Creature - Goblin C
Whenever this creature attacks, if defending player has more cards in hand than you do, this creature gets +2/+0 until end of turn.
An encyclopedia fell on her parents. She was willing to put that behind her until she thought she heard them call her a weenie.
1/1

Challenge! Bird tokens!

r2d2go
2016-10-18, 01:02 AM
Turning the good ol' 2/1 for 1 up to to 11, hm? While the card is probably balanced enough, it's usually just a 3/1 attacker unless you're up against madness or an even more aggressive deck, which makes me think this should be uncommon due to power level, as well as some degree of complexity. Otherwise, pretty good, though I'd hate to get beaten in the face by these.

Skypledged Summoner 1WU
Creature - Bird Cleric U
Flying
XW, T - Create X 1/1 white bird creature tokens with flying.
U, T, Sacrifice 8 birds: Create a 9/9 blue elemental creature token with flying and "If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to target creature."
2/1

Challenge: Another card that makes little guys, or another card that makes big guys. Bonus points for both.

Gauntlet
2016-10-18, 04:57 AM
Skypledged Summoner 1WU
Creature - Bird Cleric U
Flying
XW, T - Create X 1/1 white bird creature tokens with flying.
U, T, Sacrifice 8 birds: Create a 9/9 blue elemental creature token with flying and "If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to target creature."
2/1

Challenge: Another card that makes little guys, or another card that makes big guys. Bonus points for both.

Wayyy too powerful for an uncommon. The ability that makes X birds is far too good for pretty much any limited format, since this creature basically says 'remove me before I untap or the game is over' for 3 mana. The ability that turns birds into an elemental probably never comes up, since there's little reason to tap your Summoner for +1 power on a worse body, rather than tap him for a ton more power by making more birds. I guess it dodges removal? Would potentially be too strong at Rare, since repeatable token making of the magnitude here usually costs a lot more mana (Assemble the Legion, Mobilization).

Fracturing Phantasm - 2RUG

Creature - Illusion - Rare

Flying
Whenever Fracturing Phantasm becomes the target of a spell, put a token that's a copy of it onto the battlefield.
When Fracturing Phantasm dies, put X 1/1 blue Illusion tokens onto the battlefield, where X is its power.
Illusionary mirrors are much easier to break, but just as unlucky.
4/1

Challenge: An instant (or card with flash) you usually cast in your own turn.

jo nas
2016-10-18, 09:36 AM
For 5 mana and three colors, I'd expect something pretty powerful, and this certainly delivers. In fact, it might deliver too much; a 4 power evasion card that can not be killed by normal removal, and if it eventually dies, gives you 4 free 1/1 fliers, would be extremely good; but the fact that on top of that, every aura etc that you play gives you another free 4/1 flier is just too great. If you removed the flying and/or change the copy ability to "spell an opponent controls", then it might do much better.


Falter Morale 1B
Instant - C
Blocking creatures get -1/-1 until end of turn.

New challenge: a nonland with no mana cost

Jormengand
2016-10-18, 10:26 AM
Attacking and blocking matters tends to be white, alongside "I do things out of colour to blockers". I don't see this as being much of a black card, though it fits well enough as one. As for power, it's a little strong - potentially a one-sided nuke effect while saving many of your own creatures.

Emergency Counter 0
(U) Instant - U
As an additional cost to cast Emergency Counter, pay 10 life.
Counter target spell unless its controller pays {4}.
The explosion nearly tore Taimyo's soul from her body, but everything she had created, everything she had worked so hard for, was safe.

Next: Another spell that makes you pay life.

Djinn_in_Tonic
2016-10-18, 11:20 AM
Emergency Counter 0
(U) Instant - U
As an additional cost to cast Emergency Counter, pay 10 life.
Counter target spell unless its controller pays {4}.
The explosion nearly tore Taimyo's soul from her body, but everything she had created, everything she had worked so hard for, was safe.

Next: Another spell that makes you pay life.

I like the idea here, although the fact that it's Blue with life payment is a LITTLE odd to me. I might make it Blue/Black, since the cost is zero and it don't matter anyway. I also think that, for 10 life, this can just be a "counter target spell" without the payment portion.

Finally, I'd like it a bit better if it couldn't reduce you below 1. This is a late-game desperation ability, in my mind, so being able to use it against a lethal spell or creature would really make it more interesting to me.

I do think this is an interesting design space though, so...

Last Hope -- 0
(W) Instant -- (R)
As an additional cost to play Last Hope, pay 10 life. If this would reduce your life total to 0, instead reduce your life total to 1.
Create a 4/4 white Angel creature token with flying and echo (WW) for each attacking creature your opponent controls.
As Phyrexia's dark essence consumed her world, Serra found one final surge of power within her.

Yes, I know Echo is a questionable mechanic these days, but it was the cleanest way I could think of to allow SOME of the tokens to remain without overpowering the spell against early aggression decks.

Challenge: A card that takes several turns before it reaches full effect.

Blue Ghost
2016-10-18, 12:40 PM
Echo is indeed a questionable mechanic, and I would go as far as to say unviable as a keyword. Using a keyword mechanic means committing a significant portion of a set's card space, marketing, and core identity to the keyword, and echo is not something I'd like to see as a major component of a set. But some mechanics that are problematic as keywords can be fine as one-off mechanics, and I think echo can fall into that category. When that's the case, the convention is to write out the full effect without using the keyword. Some recent examples are Bane of Bala Ged (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=401814) (slightly modified annihilator) and Gearseeker Serpent (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=417621) (affinity). It's not as elegant as using the keyword, but it beats having to commit to a problematic set mechanic.

As for your card, it feels off somehow, though it's hard to put my finger on exactly why. There is certainly logic to connect all its components, but it feels wrong somehow. Perhaps it's that life payment is so heavily connected to black that seeing it on a white card just doesn't click. And using two alternate payment forms on the same card (life and delayed mana) feels inelegant. That, and cards with no mana cost are very dangerous developmentally. I don't think there's an easy fix for the card; it's a cool idea, but will probably require significant reworking.

Nizzimic Prototype 1
Creature - Weird (M)
G: Nizzimic Prototype becomes a 2/2 green Lizard.
3U: If Nizzimic Prototype is a Lizard, it becomes a 3/3 blue Bird with flying.
5R: If Nizzimic Prototype is a Bird, it becomes a 5/5 red Dragon with flying and "1: Nizzimic Prototype gets +1/+0 until end of turn."
1/1

Next: An alternate take on werewolves.

Sgt. Cookie
2016-10-18, 07:03 PM
I mean... it's not terrible. Requires you to run with three colours to get the most use out of it, but... the problem is it telegraphs what you're doing several turns ahead. Giving opponents several turns to deal with it. Like I said. It's not terrible, but it's not good.

However, given the nature of the challenge, I don't really think there's much you could have done more.



She Who Protects 2WW
Creature - Human Werewolf Paladin R
She Who Protects can block up to two additional creatures each combat that are already being blocked by creatures you control.
If She Who Protects is blocking with another creature, all damage possible must be assigned to She Who Protects.
She Who Protects is Indestructible if it is blocking three or more creatures.
At the beginning of each end step, if She Who Protects blocks three or more creatures, transform She Who Protects.
The pack calls out to her...
3/4
/////////////////////////
She That Hunts (White)
Creature - Werewolf Paladin
She Who Hunts may block up to three additional creatures each combat that are already being blocked by creatures you control.
Indestructible
2W: She That Hunts fights target creature that is blocking a creature you control.
5/6


Challenge! Another off-colour creature! Blue goblins! Green merfolk! Black angels! Go nuts!

r2d2go
2016-10-18, 07:31 PM
Might be too much text, just in terms of fitting into the card. What it boils down to, though, is if you have two other blockers and your opponent attacks with at least three things, you get free blocks and a huge, hybrid murders-blockers/helps-blocker thing. I think you could just say "If your opponent attacks with three or more creatures, transform ~" for the entire front half, and you'd get pretty close to the same thing and save a paragraph of text. It's just a lot of complicated parts that probably aren't necessary.

In terms of power, it's probably too strong? It doesn't necessarily win you the game if your opponent swings with 3+ creatures and doesn't kill you, so I'd call it slightly worse than "if your opponent can't kill you without their 3 biggest attackers, they lose". Which is still probably worth 5. It's weak to Overrun effects, but it does its job of stalling, and maybe baiting for a Wrath, even if you are up against that sort of thing.

Vinebalm Shambler 2W
Creature - Plant Zombie U
Lifelink, Vigilance
T - Target creature gets +0/+2 until end of turn.
It's still trying to eat people, it's just not very good at it.
2/1

Challenge: Another card that might target itself. Or, another card that buffs.

Gauntlet
2016-10-19, 03:48 AM
Vinebalm Shambler 2W
Creature - Plant Zombie U
Lifelink, Vigilance
T - Target creature gets +0/+2 until end of turn.
It's still trying to eat people, it's just not very good at it.
2/1

Challenge: Another card that might target itself. Or, another card that buffs.

Seems fine. The Zombie in the type line doesn't really fit the card, but other than that it's a reasonably balanced card. The flavor text also isn't very white. You'd need to be careful about the activated ability since it's the wort of thing that can lead to complicated board states if there are lots of these in a single set but if it's somewhere more simple (or in a set where board stalls aren't common) it's probably okay.

Sword of Shattered Hopes - 3
Artifact - Equipment - Rare

As Sword of Shattered Hope enters the battlefield, choose two colours.
Equipped creature gets +2/+2 and has protection from the chosen colours.
Equip 2

Challenge: Another permanent that lets you make a choice as it enters the battlefield.

LastCenturion
2016-10-19, 06:44 AM
Sword of Shattered Hopes - 3
Artifact - Equipment - Rare

As Sword of Shattered Hope enters the battlefield, choose two colours.
Equipped creature gets +2/+2 and has protection from the chosen colours.
Equip 2

That's... probably a little bit good. Most decks have two or three colors, so this is either "equipped creature has protection from your opponent" or "equipped creature has protection from your opponent's removal", both of which are devastating if people aren't in green or white to remove the sword. Then again, there was that one cycle of swords (I don't remember all of them off the top of my head, but I remember Sword of Feast and Famine, Sword of Fire and Ice, Sword of War and Peace... I don't remember the other two) that were the same cost as this and had another ability, but those had a set list of protections. In every situation I can think of, the versatility here should make it at least 4 mana.


Challenge: Another permanent that lets you make a choice as it enters the battlefield.

Prediction - UUUUU
Enchantment - Aura - R
Enchant target library
When ~ enters the battlefield, draw a card, then discard a card. You may repeat this process any number of times.
Whenever a card would be drawn from enchanted library instead scry 1, then enchanted library's owner may draw a card.

The choice here being what to discard and how many cards to look at. Note that this removes the possibility of self-decking from the owner of the enchanted library, because it replaces the draw effect.

Challenge: An aura that enchants something weird, like this enchanting a library.

BasketOfPuppies
2016-10-19, 09:25 AM
Niv-Mizzet called. He wants all of them. Other than that, this seems a little broken. It lets you, in essence, tutor for anything in blue. It seems a bit too random, with pressing your luck to get something better. I don't see this getting printed as is. Maybe if you made it cost 2U and just gave the scry before you draw clause it'd be good.

Hero's Expertise 2W
Enchantment- Aura U
Enchant Equipment
Enchanted equipment has "equipped creature gets an additional +2/+2"

Challenge! Make something black and blue.

Gauntlet
2016-10-19, 09:33 AM
That's... probably a little bit good. Most decks have two or three colors, so this is either "equipped creature has protection from your opponent" or "equipped creature has protection from your opponent's removal", both of which are devastating if people aren't in green or white to remove the sword. Then again, there was that one cycle of swords (I don't remember all of them off the top of my head, but I remember Sword of Feast and Famine, Sword of Fire and Ice, Sword of War and Peace... I don't remember the other two) that were the same cost as this and had another ability, but those had a set list of protections. In every situation I can think of, the versatility here should make it at least 4 mana.

I feel old.

LastCenturion
2016-10-19, 10:14 AM
I feel old.

What about my post made you feel old? I googled it; the swords are Feast and Famine, Mind and Body, Fire and Ice, War and Peace, and Light and Shadow.

Gauntlet
2016-10-19, 10:42 AM
What about my post made you feel old? I googled it; the swords are Feast and Famine, Mind and Body, Fire and Ice, War and Peace, and Light and Shadow.

I was trying to make a card that referenced those swords, but depleted and having lost some of their power, since the suns of Mirrodin aren't exactly in a good place right now. I just sort of assumed that they were a piece of MTG background that everyone knew about. Obviously they've been out of standard/print for a good few years now, though.

Djinn_in_Tonic
2016-10-19, 01:01 PM
Hero's Expertise 2W
Enchantment- Aura U
Enchant Equipment
Enchanted equipment has "equipped creature gets an additional +2/+2"

Eh? It's...not that exciting, but it's probably an alright cost? +2/+2 seems to be about 1X or XX worth of value (where X is one type of colored mana), although I'm having trouble finding a generic effect, so 2W for this seems appropriate. My only concern is that this might be a huge bomb in draft if there are a lot of +X/+X equipments already in the set, as this just makes big things bigger. For that reason alone I'd rather see it offer something more unique to the enchanted equipment, but that's a minor quibble.


Challenge! Make something black and blue.

Childthief -- 2UB
Creature -- Faerie (R)
Flying
When Childthief enters play, exile target creature and put two Time counters on it. If it doesn't have suspend, it gains suspend.
When an opponent casts a creature spell from exile, gain control of that spell. It enters the battlefield under your control.
2/2

Derjuin
2016-10-19, 02:50 PM
Childthief -- 2UB
Creature -- Faerie (R)
Flying
When Childthief enters play, exile target creature and put two Time counters on it. If it doesn't have suspend, it gains suspend.
When an opponent casts a creature spell from exile, gain control of that spell. It enters the battlefield under your control.
2/2

Seems complicated for a relatively simple effect and, TBH, the mechanics don't really match the flavor implied by the name. Not sure if it should have a "until Childthief leaves the battlefield" clause or not, as most gain control creatures have. Still, even against decks that don't use suspend, this at least guarantees you a single creature, so while it's nichey, it can still be used. Swords stops it 0/5 (j/k, it's still pretty neat)

No challenge, so...

Phenax's Puissance 2UB
Legendary Enchantment - Aura R
Enchant Creature
Enchanted creature has "T: Target player puts the top X cards of his or her library into his or her graveyard, where X is enchanted creature's toughness."
Whenever a card is put into an opponent's graveyard from his or her library, Phenax's Puissance deals 1 damage to that player.

Double derp edit: Challenge - another aura that does stuff in addition to, or instead of, buffing a creature.

Djinn_in_Tonic
2016-10-19, 02:53 PM
Seems complicated for a relatively simple effect and, TBH, the mechanics don't really match the flavor implied by the name. Not sure if it should have a "until Childthief leaves the battlefield" clause or not, as most gain control creatures have. Still, even against decks that don't use suspend, this at least guarantees you a single creature, so while it's nichey, it can still be used.

Actually, it doesn't guarantee you a creature -- killing the Childthief will let the owner cast their own creature, since they still own the card. It's soft removal with the potential to permanently gain a creature if the Childthief isn't dealt with.

As for the flavor...really? I thought it was a pretty good portrayal of the faerie who steals a child, only to take it and either replace it with a faerie child, or steal it completely for its own purpose. *shrug*


No challenge, so...

Oops. Totally forgot. :smalltongue:

Derjuin
2016-10-19, 02:59 PM
Actually, it doesn't guarantee you a creature -- killing the Childthief will let the owner cast their own creature, since they still own the card. It's soft removal with the potential to permanently gain a creature if the Childthief isn't dealt with.

As for the flavor...really? I thought it was a pretty good portrayal of the faerie who steals a child, only to take it and either replace it with a faerie child, or steal it completely for its own purpose. *shrug*



Oops. Totally forgot. :smalltongue:

Derp, I don't know how I forgot that regarding the removal-stops-it. That just makes it even worse :smallfrown:. There's actually a card depicting the flavor you're aiming for, though: Crib Swap (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405184). I'm just not sure how suspend factors into the flavor; otherwise, it's fine. :smalltongue:

Dr.Gunsforhands
2016-10-19, 10:24 PM
- Phenax's Puissance seems designed for a position in a very particular strategy. That is to say, this card wants you to clog up the board with big Defender creatures and wait until your opponent decks themselves. ...then again, if the main event is that it deals damage to the opponent you're milling, maybe your deck's plan isn't so clear after all.
- By tradition, that last part should probably read, 'that player loses that much life.'
- My biggest complaint is that it's trying to push you to two different win conditions at once; a mono-black version that just does the bursts of life loss would already be pretty good, as would the mono-blue only-mill version. You might be playing the deck that can switch gears from one plan to the other, but it still feels weird to strap them together so unsubtly.
- ...but even after all that, it's a decent if high-powered card, and I wouldn't think anyone went mad if it saw print.

Too Big to Move GG
Enchantment - Aura U
Enchant Creature
Enchanted creature gets +4/+4. It can't attack or block.
WE TOLD YOU NOT TO FEED THE ANIMALS. THIS IS WHY.
- Sign outside of the Ghirapur Menagerie's new, "Tub-Cat," exhibit.

Challenge! A creature that supports a mill strategy.

mythmonster2
2016-10-19, 11:06 PM
Too Big to Move GG
Enchantment - Aura U
Enchant Creature
Enchanted creature gets +4/+4. It can't attack or block.
WE TOLD YOU NOT TO FEED THE ANIMALS. THIS IS WHY.
- Sign outside of the Ghirapur Menagerie's new, "Tub-Cat," exhibit.

Challenge! A creature that supports a mill strategy.

Interesting card here. On your own creatures, it can enable cards that care about a creature's power or toughness, while on an opponent's, it's Pacifism. Unfortunately, green doesn't really get Pacifism, and since that's probably going to be the most played option by far, this is a color break.

Mindbreaking Horror- 2UB
Creature- Horror- R
Mindbreaking Horror can't block.
If Mindbreaking Horror would deal combat damage to a player, prevent that damage and that player puts that many cards from the top of their library into their graveyard.
6/6

Make a card based around life-gain!

r2d2go
2016-10-20, 01:32 AM
It seems pretty strong at first - Your average deck, after draws, is about twice as big as your life total. That makes this guy something like a 3/6 when unblocked and, as normal, a 6/6 when blocked, which is pretty good for 4 in blue or black. However, one big benefit of many mill decks is a lack of creatures negates the usefulness of certain cards (e.g. removal, defenders) while also increasing the usefulness of some cards (e.g. Cyclonic Rift). So, I'd call this pretty fair, and not too pushed - it could easily be bigger without breaking anything. I worry about a creature based mill deck running, say, Distortion Strike, Consuming Aberration, Szadek, Mirko, etc. but even then, 6/6 for 4 isn't insane.

Grovemender WG
Creature - Elf Druid R
Whenever a land enters the battlefield under your control, you gain 2 life.
As long as you have at least 10 life more than your starting total, play with the top card of your library revealed, and you may play it if it is a land.
0/3

Challenge: Another card that feeds itself, or another two-color card.