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Vogie
2016-12-14, 01:46 PM
Seems like a fair card. I can see it being printed in a set where ninjas and artifact creatures are a thing. Looks nice!

Ancestral Memories-U

Instant-R

If you have no cards in your hand, draw three cards.

Challenge! Create another throwback to a non-artifact Power 9 Card (Ancestral Recall, Timetwister, or Timewalk)

In addition to silly Combos with Ignorant Bliss (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=111281), it's still REALLY powerful. As in Broken-powerful, as it's easily stronger than"] Mise, Ponder, Shared Discovery, Brainstorm and Visions of Beyond (http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&cmc=+=[1]&text=+["Draw%20three%20cards)... each of which are already really strong.

Since there are already a ton of timetwister fixes,

Last Shot at Redemption 3WU
Instant (MR)
You can't lose the game this turn and your opponents can't win the game this turn.
Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
At the end of this turn, if you have 1 life, take an extra turn after this one.

Challenge - A broken or powerful artifact from Magic's past, shifted into an appropriate color.


EDIT: I did mean "if you had exactly 1 life"... for shame.

Gauntlet
2016-12-15, 11:36 AM
Last Shot at Redemption 3WU
Instant (MR)
You can't lose the game this turn and your opponents can't win the game this turn.
Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
At the end of this turn, if you have 1 life, take an extra turn after this one.

Challenge - A broken or powerful artifact from Magic's past, shifted into an appropriate color.

This is a pretty huge blowout, but it'd have to be a finisher in a tempo deck. It's clearly excellent against anyone trying to alpha strike you, but then they probably shouldn't be trying to do that into five untapped mana in UW. If your opponent is playing carefully, or has a source of instant damage, this doesn't do anything, but that's probably fair. Probably costed right. The last sentence might want to be more explicit and say 'If you have exactly 1 life'.

Magus of the Orb - WW
Creature - Human Wizard - Rare
If Magus of the Orb is untapped, each player can't untap more than one land during their untap step.
2/2

NB Please assume that this card wouldn't be in the same standard as Vehicles, because that would be ridiculous.

Challenge: Another card you'd want to see in Modern or Legacy.

Dr.Gunsforhands
2016-12-17, 08:57 PM
You don't need vehicles; the game already has many more ways to tap creatures than it has to tap artifacts, and the effect can still be backbreaking even without such a combo. Since it still only costs two mana, the few sets that are designed to accept this kind of lock-out effect may as well just reprint the original Winter Orb. If you want to see an orb effect in a newer or more fun-based set, it should probably be much more expensive to cast.

Honden of Mountain's Wind 2R
Legendary Enchantment - Shrine U
At the beginning of your upkeep, you may discard up to X cards, where X is the number of Shrine enchantments you control. Draw a card for each card discarded this way.
To the sorrow of all, its song became a dirge for those who heard it.

Challenge! An enchantment with Enchant Permanent, which seems to be intended for creatures but has a few other uses.

BasketOfPuppies
2016-12-17, 09:54 PM
It's about par for the course for a Honden. It's nothing special, but it ain't bad. It could probably cost 1R or RR.

Resolve 1RG
Enchantment- Aura R
Enchant permanent
Untap enchanted permanent: take X damage, where X is the number of times this ability has been used this turn.

Challenge: make something return.

Bucky
2016-12-18, 01:55 AM
You have untapping as the cost and the life loss as the effect, which is backwards. In particular, it means you can untap some more in response to the damage ability and go infinite as long as you win without resolving any of the activations (e.g. with Goblin Fireslinger)

Reverse cost and effect and it seems balanced and useful, though not particularly red. Oh wait, it's also a 2+ mana ramp if you're willing to take a bit of damage. Never mind.


Phantom Duelist 1U
Creature - Illusion Soldier U
When Phantom Duelist becomes blocked, return it and target creature blocking it to their owners' hands.
2/1

Challenge: A hate card against Aetherworks Marvel decks.

Fortuna
2016-12-18, 06:56 AM
Potentially strong, but also potentially going to fizzle badly if your opponent has any ETBs they want to reuse. Seems pretty fair.

Aethercatch Vessel 2U
Enchantment (R)
Whenever an opponent casts a spell without paying its mana cost, you may sacrifice ~. If you do, gain control of that spell.

Challenge: Make a card with Charge.

Charge <cost> (<cost>: Exile this card from your hand. You may cast it as long as it remains exiled. Charge only as a sorcery.)

Given this does literally nothing by itself, it's up to you to figure out what to do with it.

Dr.Gunsforhands
2016-12-18, 10:44 AM
Aethercatch Vessel is a very specific combo-breaker. You will win the game almost instantly if it goes off as intended, and anything less you will probably ignore assuming it's bait. I'm not sure what environment you'd need to be in for this to work... it's as though they knew that certain combo archetypes would be painfully dominant, but rather than not print the offending cards they decided to give us an obvious way to destroy them from the sideboard. But if that's the case, why isn't it an artifact? It has an artifacty name. Even if the effect is usually a blue way of doing things, the hate is so laser-targeted that it doesn't matter much.

Electrostatic Defect 1R
Sorcery - C
Charge R (R: Exile this card from your hand. As long as it's in exile this way, you may cast it for its mana cost at any time you could cast an instant.)
Destroy target artifact.

Challenge! Something that does something from your hand.

digiman619
2016-12-18, 07:34 PM
Up: Kinda boring IMO. The only point the charge has in this card is that it can escape discard. Maybe if it had a "If ~ was charged, it deals 1 damage to that artifact's controller" or something, but as is, lame.

To continue a cycle:

Demonic Spirit Guide 2B
Creature- Demon Spirit (uncommon)
Exile Demonic Spirit Guide from your hand: Add B to your mana pool.
2/2

Next: Give me an Equipment that's not a sword, axe, or gun.

ben-zayb
2016-12-18, 08:49 PM
Looks fine as an equivalent to the R or G version since B has precedent for this kind of ability, although I'd really caution about 0-cost (even sacrifice counts) mana for black.

Inverse Pocketwatch 1
Artifact - Equipment U
At the end of each combat, you may untapped equipped creature.
Equip 2


Make something gravy, or something grave-y. Bonus for both!

braveheart
2016-12-21, 01:27 PM
its an odd pseudovigilence, it has a bit more utility than just vigilance but it still seems a bit overcosted, it could get away with 1 to cast & equip, especially since moving it around mid turn can't really be exploited


Corpse Chef 2B
Creature - Human - U
Whenever another creature dies, gain 1 life.
"Don't ask where it comes from and you'll enjoy it more"
2/3


something with 2 lines of flavor text

Blue Ghost
2016-12-21, 01:29 PM
Simple and sweet. Elegant design. I wonder if it would be better for the untapping to occur at the end step instead of at end of combat, to make the noncombat utility clearer? Won't affect gameplay much either way. Also, what is an "inverse pocketwatch"?

Grave Train 5
Artifact - Vehicle (R)
Exile creature cards from your graveyard with total power 2 or more: Grave Train becomes a creature until end of turn.
Grave Train can't be blocked.
Whenever Grave Train deals combat damage to a player, that player sacrifices a creature.
3/3

EDIT: Ninja'd after three days without a post. What are the odds?

Corpse Chef is a fine card. Nothing special, and it's been done before, but not everything needs to be super original. It can serve a fine role.

Next: Something superhero-themed.

Warmatt
2016-12-21, 02:07 PM
A very nice train, that finds it's fuel in the grave, and almost feels like it would be great in an Eldrazi deck, if only for the graveyard/exile interaction. Still, it has an awesome ability to force sacrifice of creatures, unless mitigated by a few white or green cards.


Soul of the Samurai 4WR
Enchantment- Aura MR
Enchanted Creature has +3/+3, Hexproof, Reach, Vigilance and the Samurai type in addition to it's others
As long as you control a Lord the enchanted creature gains Bushido X, where X is the Lords converted mana cost
T- Any effect that targets a Lord you control instead targets the enchanted creature
Totem Armor (If the enchanted creature would be destroyed, sacrifice ~ instead)
"To have the soul of a Samurai is to serve your lord, no matter the foe you face. Not even death herself."


Justification; A superhero is a hero with a set of fancy powers at their disposal, or some means of surpassing the average shmuck on the street. This can range across an insane gambit of sources for powers, including tools, devices or special training. This merely takes a look at the legends and myths of Samurai that have defied death itself to uphold the honor and lives of their lords.

Next Challenge; An ordinary hero.

Djinn_in_Tonic
2016-12-21, 03:29 PM
Soul of the Samurai 4WR
Enchantment- Aura MR
Enchanted Creature has +3/+3, Hexproof, Reach, Vigilance and the Samurai type in addition to it's others
As long as you control a Lord the enchanted creature gains Bushido X, where X is the Lords converted mana cost
T- Any effect that targets a Lord you control instead targets the enchanted creature
Totem Armor (If the enchanted creature would be destroyed, sacrifice ~ instead)
"To have the soul of a Samurai is to serve your lord, no matter the foe you face. Not even death herself."

This card doesn't seem Red at all (it has elements of W, B, and G, but not really R), and has WAAAAY too much text, and way to many conditional effects. As a result it looses a lot of thematic feel, and just becomes a bit of a mess. It MIGHT be balanced, but that many effects is REALLY hard to judge. I feel you could get the same sort of feeling by cutting Totem Armor, Reach and Hexproof, make it pure white, and maybe reduce the cost.


Next Challenge; An ordinary hero.

Heroic Recruit - W
Creature - Human Soldier (C)
Sacrifice Heroic Recruit: Regenerate target creature.
1/1

Challenge: A three color, three mana card.

Warmatt
2016-12-21, 03:58 PM
Hexproof is to prevent things from swaying loyalty, and to represent sheer willpower/devotion shrugging off hostile magic. Vigilance was to represent the fact that they are always prepared to act. Reach, they are trained not only in melee weapons, but the bow as well even if it was more ceremonial. Totem Armor actually was a part of the Superhero theme, representing the fact that annoying complaint that 'can't the hero's STAY dead for five minutes'?

As for the White/Red... as from the Theros set, that particular combination is to do with Victory/War. And yes, would be a mostly White card easily. But, also wanted to represent the aggressiveness, but yeah, some design flaws there :smallbiggrin:

Djinn_in_Tonic
2016-12-21, 04:24 PM
Hexproof is to prevent things from swaying loyalty, and to represent sheer willpower/devotion shrugging off hostile magic. Vigilance was to represent the fact that they are always prepared to act. Reach, they are trained not only in melee weapons, but the bow as well even if it was more ceremonial. Totem Armor actually was a part of the Superhero theme, representing the fact that annoying complaint that 'can't the hero's STAY dead for five minutes'?

I mean, I understood the reasons for all of that. But it's just too much on one card, and this seemed like the things that were easiest to cut while still retaining the feel of the card.

ben-zayb
2016-12-22, 05:34 AM
Elegant design, and definitely fits what I expect from a 1-drop white common. IIRC regenerate is being phased out due to its complexity and replaced with EoT indestructibility.

(W/B)(W/G)(B/G)
Instant R
If W was spent to cast ~, prevent all damage that would be dealt this turn. If B was spent to cast it, each opponent loses 4 life. If G was spent to cast it, put a +1/+1 counter on each creature you control. Then you gain life equal to the damage prevented, life lost, and +1/+1 counters put this way.

Make another card with effects based on color of mana spent to cast/activate.

Jormengand
2016-12-22, 05:44 AM
So, this card doesn't work because it tries to account for damage it's going to prevent during the rest of the turn immediately. Fog effects are green so the card doesn't need to be white, except that life gain doesn't usually appear on green-black cards (remember it can be cast for BBG or BGG), so white is the colour that it always needs to be. As well as not having a name and being quite powerful, it's a mess, especially since you might simply not want to play the white effect but have to.

Judgment Hammer {5}
(WB) Sorcery - R
Destroy target permanent.
Colorsickness - if you didn't spend {W} to cast Judgment Hammer, that permanent's controller may put a permanent card from that player's hand onto the battlefield. If you didn't spend {B} to cast Judgment Hammer, sacrifice a permanent.

Next - Another card with a colour indicator (that is, which doesn't follow the normal rule that a card is the colours that appear in its mana cost).

LastCenturion
2016-12-22, 11:25 AM
It's very complex. It takes a while to figure out what's going on, and I don't think Colorsickness needs to be a keyword unto itself, but I like the idea. It's also pretty underpowered; I'd much rather play Murder or Path To Exile in any deck where this would fit in. I like the idea though.

Energy Reserve - URG
Enchantment - Aura - R
Enchant Player
When a permanent transforms into ~, you may attach it to a player.
Whenever a player other than this permanent's controller gains, loses, or spends E, enchanted player gains that number of E.
When you cast Energy Reserve from your hand, transform it.

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

Drained Reservoir
(WB) Artifact - R
Drained Reservoir enters the battlefield with eight Rust counters on it.
T, pay any number of E: Remove a Rust counter from Drained Reservoir for each E you paid to activate this ability.
At the beginning of each upkeep, if there are no Rust counters on Drained Reservoir, you may transform it.

Challenge: a Planeswalker. We don't see many of those.

Gauntlet
2016-12-22, 11:57 AM
Energy Reserve - URG
Enchantment - Aura - R
Enchant Player
When a permanent transforms into ~, you may attach it to a player.
Whenever a player other than this permanent's controller gains, loses, or spends E, enchanted player gains that number of E.
When you cast Energy Reserve from your hand, transform it.

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

Drained Reservoir
(WB) Artifact - R
Drained Reservoir enters the battlefield with eight Rust counters on it.
T, pay any number of E: Remove a Rust counter from Drained Reservoir for each E you paid to activate this ability.
At the beginning of each upkeep, if there are no Rust counters on Drained Reservoir, you may transform it.

Challenge: a Planeswalker. We don't see many of those.

So it's a 3 mana artifact, that costs 8E to activate, then gives you E when your opponent gains or loses E. It feels needlessly wordy. Energy doesn't go away at any point, so there's literally no point activating this until you have 8E. It may as well just gain a counter or something, and then have the energy gaining text as long as that counter is present, without transforming.

The colours don't make much sense. I guess WB don't manipulate energy much, and RUG does, but it isn't a very strong colour connection.

They haven't printed any cards that require E that don't generate it themselves - that's intentional to avoid ending up with cards that do nothing on their own. This is the same - in addition, this particular artifact also does nothing unless your opponent is also playing an Energy deck, which means it's completely useless in a lot of matchups.

The triggered ability on transforming into the aura doesn't work, incidentally, since it's worded as a trigger which uses the stack and as such it'll die due to being an unattached aura before it resolves. You should just have it in the transform ability ("you may transform this and attach it to target player").

Jace, Agent of Bolas - 1UB
Planeswalker - Jace - Mythic
+1: Look at the top three cards of target player's library and put them back in any order.
-1: Name a nonland card. Your opponents can't cast cards with that name until the end of your next turn.
-7: Exile the top five cards of target player's library. Then search that player's hand, graveyard and library for any number of cards with the same name as any nonland cards exiled this way, and exile those cards. Then that player shuffles their library.
Loyalty: 3

From an alternate timeline where Jace ended up under Bolas's control, rather than Tezzeret.

Mirror version:
Jace, Agent of Alhammaret 1UW
Planeswalker - Jace - Mythic
+1: Scry 3.
-1: Target creature can't attack or block until the end of your next turn.
-7: You get an emblem with "Creatures you don't control are 1/1 and have no abilities."
Lotalty: 3

Challenge: Another alternate-reality version of an existing character.

Ninjaman
2016-12-24, 07:48 AM
The +1 is way too obstructive, especially for a 3 mana walker. The -1 is next to useless however, much worse than the +1. The -7 is really unimpressive, on average you're gonna hit two lands, so you get to memorize three cards usually (sometimes even less) and you don't get to pick them, not very impressive.

Chandra, the Purifier - 2WW
Planeswalker - Chandra - M
+2: Up to one target creature gets +1/+0 and first strike until the beginning of your next upkeep.
-2: Return target enchantment card from your graveyard to your hand.
-5: Exile target nonland permanent.
4


Another white card that exiles stuff.

Dr.Gunsforhands
2016-12-24, 06:38 PM
Well, it's sure a planeswalker with white abilities. It doesn't quite follow the usual formula in that it doesn't have any giant game-ending effects, but that can be okay. Her theme seems to be picking one creature at a time and pumping it with first strike or auras, and eliminating the competition should your opponent challenge Chandra's champion with their own big thing. I wouldn't know what's going on in this parallel universe to warrant this, but it works.

Exile Stuff 5W
Instant - C
Exile target permanent.
Stuff: exiled.

Challenge! A card that behaves completely differently from an existing one thanks to a small change.

Warmatt
2016-12-24, 06:47 PM
White single target exiles? There are a LOT of those, but shall not really make a fuss about it :smalltongue: That said, expensive as hell compared to the others similar to it, though exiling a target is useful.


Krenko, Goblin Arms Dealer 2RR
Legendary Creature- Goblin Warrior MR
T- Place X +1/+1 counters divided among creatures you control, where X is the number of goblins you control.
"Who knew goblins were such good smugglers?"
2/2

Instead of doubling up your goblins, he gives +1/+1 counters to divide among your creatures.... and may have some thing off.


Next Challenge; Something for a Token deck.

LastCenturion
2016-12-24, 07:15 PM
Krenko, Goblin Arms Dealer 2RR
Legendary Creature- Goblin Warrior MR
T- Place X +1/+1 counters divided among creatures you control, where X is the number of goblins you control.
"Who knew goblins were such good smugglers?"
2/2

Instead of doubling up your goblins, he gives +1/+1 counters to divide among your creatures.... and may have some thing off.

Well, it's not that bad? If you're in a goblins deck, though, you probably aren't trying to get a four mana spell at any point. Perhaps if it had haste, but even then probably unplayable. Also, how are they divided? Evenly? As I choose? The people demand answers!


Next Challenge; Something for a Token deck.

Orantia, Champion of the Forgotten - 2
(CI: gold-border) Legendary Creature - Warrior - R
As an additional cost to cast Orantia, pay one mana of any color.
Orantia's color identity is the same colors as the mana spent to cast her.
Token creatures you control that share a color with Orantia have +2/+2.
3/4

I think this works, but it has memory problems. Oh well. It's a nice idea, at the least.

Challenge: A multicolored silver bordered card.

Warmatt
2016-12-24, 07:50 PM
As with the others like Krenko, you would have X counters you can place on creatures you control from a pool. Say you have 8 goblins, and trigger this, you'll have 8 counters that you can divide among creatures you control, which could go as far as a +1/+1 on eight creatures, or just +8/+8 on a single creature.

mythmonster2
2016-12-24, 08:06 PM
Orantia, Champion of the Forgotten - 2
(CI: gold-border) Legendary Creature - Warrior - R
As an additional cost to cast Orantia, pay one mana of any color.
Orantia's color identity is the same colors as the mana spent to cast her.
Token creatures you control that share a color with Orantia have +2/+2.
3/4


Well, this is a 3/4 for 3, which is a good card on its own. Giving most (usually all) of your tokens +2/+2 is also great. Compared to, say, Phantom General (http://combodeck.net/Card/Phantom_General/Duel_Decks_Sorin_vs_Tibalt), I think this is probably too powerful; it'd be an instant pick for any deck that includes tokens.

I Hate Control - GR
Enchantment- U
Whenever a spell you control is countered or a creature you control is the target of a blue spell, you may complain loudly about it. If you do, and if you haven't used the complaint before, put two +1/+1 counters on a creature you control.
"Seriously? Why would you counter a Grizzly Bear?"

Make a non-silver-bordered card that's anti-control!

LastCenturion
2016-12-24, 10:40 PM
I Hate Control - GR
Enchantment- U
Whenever a spell you control is countered or a creature you control is the target of a blue spell, you may complain loudly about it. If you do, and if you haven't used the complaint before, put two +1/+1 counters on a creature you control.
"Seriously? Why would you counter a Grizzly Bear?"


This is pretty great. It's a lot of pumping, but it's not useful in every matchup. I can see this working with Chalice of the Void and some 0-cost spells to get a bunch of counters really fast, but the limitation of originality makes it fun. :elan: "How COUNTER-intuitive!"


Make a non-silver-bordered card that's anti-control!
Accelerate - R
Enchantment - R
Vanishing 1, Flash, Split Second
Spells have Split Second.
In the heat of battle, there isn't always time to react...

Challenge: Something that fits into Skred.

Dr.Gunsforhands
2016-12-25, 09:33 AM
Is the intention to give Storm decks a convenient way to dodge Counterspell? I don't see why this isn't just an instant with, "until end of turn." I suppose that the mechanics are all from the same set, but since this goes away at the start of your turn anyway, it seems weird to make a red enchantment with a counter on it just to help multiple opponents avoid a third party's counterspells temporarily. If you're playing this to protect a combo, then you will usually have won the game by the end of the turn.

Singular Shock R
Sorcery - U
If you have not cast any other spells this turn, Singular Shock deals 4 damage to target creature or player. You may not cast any more spells this turn.
A terse word and silence undoing the work of a hundred scrolls.

Challenge! Make a creature that works best when you have no other creatures.

Bucky
2016-12-25, 02:58 PM
That doesn't fit into Skred very well; it would rather run flame Slash to go with its planeswalkers. It's a better fit for classic Burn, where it's probably a touch too strong in combination with their instants.

Ravenous Promulg 3BR
Creature- Beast Horror U
Trample

At the beginning of your upkeep, sacrifice another creature. If you don't, Ravenous Promulg gets +1/-1 until end of turn and attacks this turn if able.
5/5

Challenge: Make a creature with a new kind of Protection

Warmatt
2016-12-25, 04:55 PM
A very nice beast horror, with a good body and trample, that does get bigger if weaker when there are no snacks around. Pretty nice for the cost as well!


Reflection of Joker 3BRU
Legendary Creature- Human Avatar MR
Protection from Madness and Delirium
When ~ attacks, Scry or Fateseal X, where X is the number of cards with Madness and Delirium on the field in the graveyard. Instead of choosing the order the cards are in, flip a coin. If heads, place it on a pile to be shuffled onto the top of the library. If tails, put it in a pile to be shuffled and placed on the bottom of the library.
When ~ would be exiled, placed in the graveyard or command zone, shuffle it into your library instead.
"Sanity offers many advantages. One of which is that he knows this is a mad, mad world."
4/8

And yes, this is an insane, complicated and random card

Next challenge; Some with madness or delirium... bonus points for both!

mythmonster2
2016-12-25, 10:36 PM
As you said yourself, this is a really weird and complex card, and I'm not sure it's really worth it. It's got a good body for the cost, considering you want to be attacking with it. I'm... not sure if Protection from Madness and Delirium even works in the rules. How would that even work? Just protection from cards with those keywords at all, or only if those cards are Delirious or being paid with their madness cost? The ability is honestly kinda bad; requiring you to stop, count up how many cards with Madness/Delirium are on the field, and then flip a bunch of coins, which slows down the game a lot for not much payoff. I think it'd be better, simpler, and more worth the cost if it just let you Scry/Fateseal X, no flipping required. And the last ability really just makes it a bad commander, without much other effect.

Nightmare of the Dead- 4BBB
Creature- Horror- MR
Delirium- Madness 0 (If there are four or more card types among cards in your graveyard and if you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard)
Trample, Flying, Lifelink
On Innistrad, not even the grave is a safe haven from nightmares.
8/8

Create a big spell/creature with a way to cheat it into play!

Warmatt
2016-12-25, 10:50 PM
Yeah, but I had a Joker themed card on the brain and a headache, so that came out. As it is, would be immune to all cards with Madness or Delirium, which is a new sort of protection. And yeah, was meant to pretty much say 'no, he is NOT going to be a commander', while also achieving him being hard to get rid of.

As for the Nightmare? Love it :) It's a big badass that can come in for 0, but requires set up to do so. Also, lacks haste, so you can't Sorcery and swing, but makes for a great instant and block combo.


Gibbering Deepspawn 6BU
Creature- Horror R
Hexproof, Wither, Affinity for Madness and Delirium (This card costs 1 less for each permanent with madness and/or delirium you control)
When ~ attacks, flip a coin. If heads, ~ gains trample until the end of the turn. If tails, ~ gains first strike until the end of the turn.
"In his city, the great one lays dead and dreaming....."
7/7

Not sure how well it cheats it into play, but Affinity can work, particularly if you already have a lot of insane cards on your side.

Next Challenge; Something else Lovecraftian/cosmic horror themed.... or heck, something based on Robosanta from Futurama.

Djinn_in_Tonic
2016-12-26, 02:53 AM
Gibbering Deepspawn 6BU
Creature- Horror R
Hexproof, Wither, Affinity for Madness and Delirium (This card costs 1 less for each permanent with madness and/or delirium you control)
When ~ attacks, flip a coin. If heads, ~ gains trample until the end of the turn. If tails, ~ gains first strike until the end of the turn.
"In his city, the great one lays dead and dreaming....."
7/7

I don't consider Affinity to qualify as a cheat into play. It's more of just a cost reducer, especially one as weird as this Affinity (although I do enjoy the flavor of that).

That said...eh? I get the Wither, but Hexproof seems tacked on for power. Not BAD, but just a comment. Having a huge creature with Wither is also rather odd -- this will just straight-up murder most things. The largest Wither in the game currently is a 5/5, which seems more reasonable, as there's at least common big creatures with 6 toughness.

That attacking clause seems REALLY out of place though. It's a Blue / Black creature that deviates between a Green and White ability via random chance, a primarily Red mechanic? That feels extremely off.

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

Seed of the Flowering God -- (GGBB)
Creature -- Plant Horror (MR)
Defender
When Seed of the Flowering God is exiled from anywhere, gain an Emblem with "At the beginning of your upkeep, target player loses 2 life and you gain 2 life."
Banishing it back from whence it came serves only to show that which waits the way in...

0/3

Challenge: Another plant with a second subtype (other than elemental)

ben-zayb
2016-12-26, 04:07 AM
Honestly doesn't need Green, as Tree of Perdition would illustrate. Emblems are as much planeswalker-only things as loyalty abilities, so... It's also parasitic, and a situationally hard one to use at that. Templating it off of Em's Aurora would be better IMO, without compromising the flavor much. Or maybe exile it transformed with instead. It's more of a rare, really, even as is.

Assassin Vine 1BG
Creature - Plant Assassin U
Reach
T: Destroy target creature blocked by ~, then put a +1/+1 counter on ~. Activate only as a sorcery.
It's just the circle of life: the remains of its victims are used as fertilizers for others of its kind.
0/2

Another Assassin, or another card with sorc-speed ability. Bonus for both!

LastCenturion
2016-12-26, 07:41 AM
Assassin Vine 1BG
Creature - Plant Assassin U
Reach
T: Destroy target creature blocked by ~, then put a +1/+1 counter on ~. Activate only as a sorcery.
It's just the circle of life: the remains of its victims are used as fertilizers for others of its kind.
0/2

This just doesn't work. You can't cast sorceries during combat, and this ability can only be activated during combat. So it's a 0/2 reach for a three mana... Completely unplayable. If it did work, then that would be a lot of memory issues, as well as being a rules nightmare. Can I tap it to destroy the creature that it blocked eight turns ago? What if a creature has Undying or Persist or is a commander? The sorcery speed only seems tacked on and literally broken.


Another Assassin, or another card with sorc-speed ability. Bonus for both!

Lightblade - 4B
Creature - Assassin - U
When Lightblade enters the battlefield, destroy target creature.
Evoke BBB (You may cast this creature for its Evoke cost instead of its normal cost. If you do, it's sacrificed when it enters the battlefield.)
3/5

Basing it slightly off of Murder.

Challenge: Something fast. Doesn't matter what.

Dr.Gunsforhands
2016-12-26, 10:47 AM
"Lightblade," sounds like a rapier-wielding white weenie. :smalltongue: Other than that, it reminds me of the black gearhulk. It's extremely powerful removal in limited, and it will certainly help Wizards sell packs. It will probably have to trade places with a rare slot unless you really think the peasant/pauper formats need the boost.

Lightblade Martyr WW
Creature - Human Soldier U
When Lightblade Martyr dies, you gain 1 life.
4/1

Challenge! Make something with an ability that you could usually trigger about once a turn.

Blue Ghost
2016-12-27, 02:16 AM
So the main idea here is the 4/1 for WW. Given that we have 3/3s for GG, and 4/1s with small drawbacks for 2 mana, there should be some environment where the power level here is fine. The main appeal for this is the wow factor of a 4-power 2-mana creature with no drawback. That can make the card a powerful positive for its set, but it also needs to be moderated, as shock factor poorly applied can be dangerous.
I'm not getting the ability. It's such a minor thing compared to the main idea of the 4/1 for WW. My instinct is that it's unnecessary and gets in the way of the presentation, but maybe you had a good reason for putting it there that I'm not seeing.

Field Research 1GU
Enchantment (R)
At the beginning of your end step, if a creature entered the battlefield under your control this turn, draw a card.
Some knowledge can't be found in books.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Multicolor/Field%20Research_zpsqm7mlq0h.png

Next: A Temur-flavored blue/red card.

mythmonster2
2016-12-27, 04:50 AM
I... honestly don't have much to say about this. It seems pretty well-balanced compared to other cards that can draw you an extra card a turn; not too overpowered and about the right mana cost. Nice work!

Temur Battle-Seer- 1UR
Creature- Human Shaman (U)
Haste
Ferocious- If you control a creature with power 4 or greater, when Temur Battle-Seer attacks or blocks, you may draw a card. If you do, discard a card.
Some Temur shamans only receive their visions in the heat of battle.
2/2

Make a card from post-Dragons Tarkir!

Blue Ghost
2017-01-02, 01:30 AM
In the interest of letting this continue, I'll go again.

The mechanics and flavor are sound. It does seem quite underpowered for a two-color uncommon, with the conditionality and the requirement of getting into combat. You're not likely to get more than one activation off this, since 2/2s are so fragile. This would be better in monored, as it already feels like a monored card, and a monocolor uncommon doesn't have as high an expectation of power. If you want to keep it two-color, I'd recommend just letting it draw rather than loot. I don't think it would be overpowered that way, as it is still very fragile and you have to jump through hoops to make it work.
The flavor text is a bit too on the nose. You can get the flavor concept across without using a literal description of the card's mechanic.

Uncovered Lore 2URW
Sorcery (M)
Return target noncreature, nonland card from your graveyard to your hand. Then, if Uncovered Lore was cast from exile, put it onto the battlefield transformed.
Rebound
///
Shu Yun, the Precursor
(URW) Legendary Creature - Spirit Monk
Prowess
Whenever you cast a noncreature spell, Shu Yun, the Precursor deals 2 damage to target creature or player and you gain 2 life.
"You have learned of the death of the Jeskai Way. And now, you shall see it reborn."
3/3

Next: A blue/green card that is not Simic.

Gauntlet
2017-01-03, 07:18 AM
Uncovered Lore 2URW
Sorcery (M)
Return target noncreature, nonland card from your graveyard to your hand. Then, if Uncovered Lore was cast from exile, put it onto the battlefield transformed.
Rebound
///
Shu Yun, the Precursor
(URW) Legendary Creature - Spirit Monk
Prowess
Whenever you cast a noncreature spell, Shu Yun, the Precursor deals 2 damage to target creature or player and you gain 2 life.
"You have learned of the death of the Jeskai Way. And now, you shall see it reborn."
3/3

Next: A blue/green card that is not Simic.

The flavor is excellent, and definitely Mythic. Two regrowths and a 3/3 with super-prowess for five mana might be a bit above the curve for five mana, but almost all of your investment is delayed by a turn so it might be worth it. Much more powerful if there are free/cheap spells which can be recurred and help to protect you while you wait to cash in - this guy feels to me like Monastery Mentor + Snapcaster Mage stapled together.

Frostblade Shaman 1UG
Creature - Human Shaman - Uncommon
Whenever Frostblade Shaman attacks, choose one:
- Tap target creature.
- Put a +1/+1 counter on Frostblade Shaman.
The icy winds of Tarkir went untended for generations - but they never lost their power.
2/2

Challenge: A monocolour creature or enchantment.

Warmatt
2017-01-10, 04:13 PM
A very nice little creature, that can actually ramp up quickly unless removed, or shut down some of the more powerful blockers, allowing your nastier cards to hit. Overall, a very nice little niche card.


Taldrom, Deepwoods Sage 5GG
Legendary Enchantment Creature- Treefolk
Hexproof, Defender, Reach
Whenever a green creature enters play, place X +1/+1 counter among green creature's you control, where X is your devotion to green
Constellation; When ~ or another enchantment enters play, shuffle three creature's from your graveyard into your library.
2G; Regenerate ~
"He is devoted to the Great Cycle of the natural world, and has long learned to read the stars to fortell the births and deaths of all living creatures."
1/10


Next Challenge; A card that is NOT black or green that has to do with the cycle of life and death.

LastCenturion
2017-01-10, 05:23 PM
Taldrom, Deepwoods Sage 5GG
Legendary Enchantment Creature- Treefolk
Hexproof, Defender, Reach
Whenever a green creature enters play, place X +1/+1 counter among green creature's you control, where X is your devotion to green
Constellation; When ~ or another enchantment enters play, shuffle three creature's from your graveyard into your library.
2G; Regenerate ~
"He is devoted to the Great Cycle of the natural world, and has long learned to read the stars to fortell the births and deaths of all living creatures."
1/10

It's a potentially overbalanced pump spell, that also grabs things back from the yard. If it weren't seven mana, it would be massively banned. As is, it's way too strong in limited or any format that's slow enough to play this.


Next Challenge; A card that is NOT black or green that has to do with the cycle of life and death.

Burn Out - 3RR
Enchantment - U
At the beginning of your upkeep, lose half your life, rounded down. Players cannot gain life.
Whenever a red spell you control deals damage, it deals twice that much damage.

Challenge: A monored control card.

mythmonster2
2017-01-10, 05:48 PM
Burn Out - 3RR
Enchantment - U
At the beginning of your upkeep, lose half your life, rounded down. Players cannot gain life.
Whenever a red spell you control deals damage, it deals twice that much damage.

Challenge: A monored control card.

Well, obviously this is supposed to go in burn. However, I have to wonder if this comes in too late- assuming you're casting it without any ramp, you can only gain its uses on turn 6. That seems a bit late for Burn, but it could also provide just the extra reach you need to finish off an opponent who's survived until then.

Wall of Lightning- RRR
Creature- Wall
Defender, Flash
Wall of Lightning can block any amount of creatures.
At the beginning of the end step, sacrifice Wall of Lightning.
6/1

Basically a Ball Lightning turned defensive. Challenge: token-producing non-creature spell!

Blue Ghost
2017-01-10, 05:51 PM
The flavor is certainly spot on. I'm not sure about the gameplay though. Doubling damage from burn spells is certainly powerful, but you'll need to double multiple spells with this for it to be worth it; otherwise you would rather just play another copy of your burn spell. The drawback encourages you to finish the game quickly, but if that's your plan, you probably don't want a 5-mana enchantment that does nothing by itself. I suppose you could hold on to all your burn spells, play this, and then go nova next turn, but that seems rather dubious as a game plan.

Fire Trap 1R
Instant (C)
Fire Trap deals 4 damage to target creature that entered the battlefield this turn.

Next: An aggressive blue card.

Djinn_in_Tonic
2017-01-10, 06:16 PM
Fire Trap 1R
Instant (C)
Fire Trap deals 4 damage to target creature that entered the battlefield this turn.

I want to say I'd rather see this a R and 3 damage, but it's playable as-is. The 1R just makes it feel a little worse as you have to leave enough mana to drop larger on-curve things open if you want to respond. R cost feels more flexible, which is good for a card with this small a use window (imho).


Next: An aggressive blue card.

Thoughtrider - U
Creature - Faerie
Flying
Whenever you draw a card, Thoughtrider gains +1/+0 and haste until end of turn.
Thoughts make the swiftest steeds, for those few who can harness them.
0/1

MIGHT be pushing a 1-drop a little far? But with things like Young Wolf existing I'm less sure.

Challenge: Another card with 0 power.

Dr.Gunsforhands
2017-01-10, 07:34 PM
I quite like Thoughtrider! It's usually a blue suntail hawk with the drawback of having 0 power when it's not your turn, but in limited it encourages a blue deck with a lot of draw/discard effects, which is fine by me. The only thing that might get knocked off is the unnecessary haste. Even if you do happen to have a card draw effect available when you play this, you can still use it for a surprise blocking trick, which is an extremely blue way of doing things.

Addled Mimic UU
Creature - Shapeshifter R
Sacrifice Addled Mimic: Create a token that's a copy of target creature blocking or blocked by Addled Mimic.
0/1

Challenge! A noncreature card that makes creature tokens, since we skipped MM2's thing. (Wall of lightning is ok by the way)

Gauntlet
2017-01-11, 05:37 AM
Addled Mimic UU
Creature - Shapeshifter R
Sacrifice Addled Mimic: Create a token that's a copy of target creature blocking or blocked by Addled Mimic.
0/1

Challenge! A noncreature card that makes creature tokens, since we skipped MM2's thing. (Wall of lightning is ok by the way)

I like it. There's obvious counterplay (don't block it, attack with stuff you don't mind them having) but it's still a very cool effect. I think this could reasonably cost 1U (like Phantasmal Image - this guy's downside is probably worse), or even U when you consider that it's useless against noncreature decks and doesn't do much except against big ground dudes in decks with no removal.

Deploy the Vanguard - 1WW
Instant - Rare

Create two 1/1 Soldier creature tokens.
Creatures you control gain indestructible until end of turn.

Challenge:
A card with a downside.

Blue Ghost
2017-01-11, 01:39 PM
Pretty nice. It's two iconic white effects stapled together in a cohesive manner, to create very white-feeling gameplay. My main issue with it is that it isn't near splashy or complex enough for rare. It's two common effects stapled together for a token maker/combat trick, so it should be uncommon at most, and I can see it on the high end of common. And I'm not sure about the double white; this seems like a general purpose tool that any part-white deck should be able to use, not necessarily something that needs a heavy white commitment.

Periapt of Woe 2
Artifact (R)
At the beginning of your upkeep, you lose 1 life.
3BB: Create a legendary black 5/5 Demon creature token with flying named Bezaliel.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Colorless/Periapt%20of%20Woe_zpse2yziyae.png

Next: Another card that makes a legendary token.

Dr.Gunsforhands
2017-01-12, 09:35 PM
Bezaliel's nice! The periapt feels more like a lich's phylactery than a prison, making the demon hard to kill without 2-for-1'ing yourself, yet it's less powerful than one might think since it secretly costs 7 mana at least. It's also a gimme for any commander deck that happens to run black mana and mirror gallery; that's probably the first thing everyone thought of. :smalltongue:

Invoker of the Body 2G
Creature - Human Shaman C
When this creature enters the battlefield, create a legendary 0/0 colorless Spirit creature token named Patronus.
Creatures you control named Patronus get +2/+2 and have Trample.
2/2

Challenge! A single-color Enchant Creature card that gets a benefit from enchanting something of another color.

mythmonster2
2017-01-12, 10:16 PM
Invoker of the Body 2G
Creature - Human Shaman C
When this creature enters the battlefield, create a legendary 0/0 colorless Spirit creature token named Patronus.
Creatures you control named Patronus get +2/+2 and have Trample.
2/2


I like it: gives you 4 P/T for 3 mana, but it's more vulnerable. The only quibble is the rarity; creating legendary tokens should probably be Uncommon.

Bestow Light- 2W
Enchantment- Aura- U
Enchant creature
If enchanted creature is green or blue, it gets +2/+2 and vigilance.
If enchanted creature is red or black, it can't attack or block.

This feels like it could be a cycle, so either continue the cycle or, alternatively, create an equipment that gives no P/T boosts.

Gauntlet
2017-01-13, 07:12 AM
Bestow Light- 2W
Enchantment- Aura- U
Enchant creature
If enchanted creature is green or blue, it gets +2/+2 and vigilance.
If enchanted creature is red or black, it can't attack or block.

This feels like it could be a cycle, so either continue the cycle or, alternatively, create an equipment that gives no P/T boosts.

It's okay, in a wedge or ally-colours set I suppose. It's be a little odd to play this in Naya colours (for example) and have it buff some of your creatures but not others, but I suppose it's no different to the Human pacifism / pump aura from Innistrad, although the fact it's completely useless on monowhite creatures feels strange. I'd rather it say 'if enchanted creature is red or black, it can't attack or block. Otherwise, it gets +2/+2 and has vigilance.'

Infiltrator's Wraps - 2
Tribal Artifact - Ninja Equipment - Uncommon

Equipped creature has hexproof and 'whenever this creature becomes blocked, you may return it to its owner's hand.'

Whenever a Ninja creature enters the battlefield under your control, you may attach Infiltrator's Wraps to that creature.

Equip 3

Challenge: Another noncreature support card for a creature type.

Dr.Gunsforhands
2017-01-13, 10:36 PM
So, the procedure is: Attack with an unblockable creature, replace it with a ninja, give the ninja the wraps, get the effect for hitting with the ninja. Next turn, attack with the ninja and another unblockable creature, they block the ninja, you bounce it, then also you replace the other thing with the ninja and get the effect again and give the ninja the wraps again. It's fun! I don't think it needs to be explicitly called out as a tribal card; there's something to be said for making you look for the interaction and discover the secret tech. It seems terrible on its face, so it could have gotten away with just having a cheap equip cost, too; nothing about its function depends on the ninja having it right when it drops into play.

ThopterFactsTM 2
Legendary Artifact - MR
Whenever a Thopter creature enters the battlefield under your control, scry 1.
Unlike servos, thopters are legally considered alive and have names. Most thopters are simply named Thopter, but happily none of them seem to mind.

Challenge! A thopter!

Warmatt
2017-01-14, 12:13 AM
The fluff was amazing, and hilarious, and inspired my entry. Overall, a very nice Kadesh friendly artifact, with lots of chances to get a lot of scrying, with all the ways to get Thopter tokens you can get from so many sources.


Icha-Icha, Research Thopter 3
Legendary Artifact Creature- Thopter Ninja R
Flying, Protection from Toads and Frogs
As long as ~ remains tapped, your opponent plays with their hand revealed.
T- Regenerate ~
"You know that Thopter that renamed itself after talking to that pervert? We caught it spying on the womens baths again......"
1/3


Next Challenge; Something that indirectly parodies a manga or anime.

mythmonster2
2017-01-14, 04:03 AM
...I'll be honest, I have no clue what you're trying to do with this card. Toads don't exist, there are three frogs in existence that can interact with this card, the flavor makes no sense (why is it a ninja?) and the opponent having to constantly reveal their hand or not sounds annoying.

Power Up- 1WG
Enchantment- U
Fading 6 (This enchantment enters the battlefield with six fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
As an additional cost to play Power Up, exile target creature you control.
When Power Up leaves play, return the exiled creature to the battlefield, then put eight +1/+1 counters on it.
The shouting is actually what makes it so effective.

Challenge: A card with revolt and improvise!

LastCenturion
2017-01-14, 10:32 AM
That is a very very clever use of the Vanishing (sorry, Fading) mechanic. It's also a reason to target your own stuff with enchantment removal, and is still vulnerable to counterspells. Well made!

Attrition Smith - 3{W/U}
Creature - Human Smith - U
Revolt - If a permanent left the battlefield from your control this turn, spells you cast have Improvise.
2/3

Challenge: A Servo. Or something that makes servos. Bonus points if it's a servo that makes servos.

Dr.Gunsforhands
2017-01-14, 11:56 AM
That's a actually a pretty big effect to be getting every turn! But then it is 4 mana for what amounts to conditional mana acceleration, so it's probably fine. My main quibble is that Kaladesh isn't really about the hybrid mana symbols. This feels somewhere between a blue/white artifacts card or a selesnya convoke card, so it could probably just be mono-white.

Be Free, My Mechanical Minions!
Scheme
When you set this scheme in motion, create X 1/1 Servo artifact creature tokens, where X is the number of artifacts on the battlefield.
Turns out your servos were making their own servos and selling them to Bolas behind your back!

Challenge! An anti-token card (that doesn't specifically refer to tokens).

Warmatt
2017-01-14, 06:37 PM
Icha-Icha is a refrence to the perverted Toad Sage from Naruto actually, as in the series of books he wrote after peeping on the womens baths. He was also a spymaster, so it was actually mostly a joke on my part.

And a nice little token maker, though I'm unused to schemes. Potentially pretty good, particularly if you can use it more then once, in a good enough artifact/artificer deck... can see this exploding!



Minions are to be Sacrificed 5B
Legendary Enchantment MR
Whenever a creature enters the battlefield from anywhere save the hand or graveyard, it's controller sacrifices it. The controller of the sacrificed creature loses X life, where X is the sacrificed creatures power.


Next Challenge; Another means to limit where something can come into play.

ben-zayb
2017-01-14, 08:39 PM
The flavor really doesn't match the ability, because it only affects those in exile or library (ie. tokens, which seem to be the minions, don't etb fro anywhere at all, so they don't trigger it). As is, the card is highly situational. As intended, auto converting tokens to life is overcosted at 6.

Living on Borrowed Time 1BB
Enchantment R
You can't cast creature cards from your hand.
Discard a card, XXBB: Put target creature card with converted mana cost X or less from a graveyard to the battlefield under your control. It gains vanishing X.

Make another non-blue card that is themed around time

Warmatt
2017-01-14, 09:43 PM
Actually, wouldn't it hit any tokens that enter, as they are not being played from the hand or graveyard?

Bucky
2017-01-14, 11:10 PM
It's far more effective against creature spells than intended because it blocks entering the battlefield from the stack.

CantigThimble
2017-01-15, 12:02 AM
So you trade the ability to play creatures normally for the ability to cast them from graveyards... for more than twice the cost... and they get vanishing. The vanishing is thematic but that theme would be accomplished much better with a sorcery rather than an enchantment. Ultimately I just don't really see a good reason why it stops you from playing more creatures and that just makes the entire spell really janky. It might have some combo applications but otherwise, it's pretty unplayable outside of the absolute grindiest of grindy decks.

Walking Clock 3
Artifact Creature - Construct R
At the beginning of your upkeep if Walking Clock has four or fewer +1/+1 counters on it, put a +1/+1 counter on it. Otherwise remove all +1/+1 counters from Walking Clock.
1/1

Thematically it would be better if it reset at 12/12 but this is more playable.

Make a card that grants vigilance.

quietkal
2017-01-15, 03:32 PM
I like Walking Clock, but for (3) it's gotta be Uncommon. If it resets after 6/6, it's strength is that in its first cycle it continues to be an on-curve creature you played earlier, and a Turn 3 1/1, Turn 4 2/2, Turn 5 3/3 just isn't gonna be doing anything except for chumping and waiting to trade that 4/4 it's been watching walk past for two turns. At (2) it'd probably be Rare and might see competitive play.
Resetting at 12 would be great for theme, but it'd have this weird situation of 1-3 not being big enough to really get into combat and survive, 4-7 it's big enough to be something of a threat in combat, and then between 8-12 it'd just be a powerhouse. And then it'd be functionally out of the game if it got high enough to reset.
So yeah, commentary is great card, wrong rarity on it. Nice job!


Make a card that grants vigilance:
Orator of Heliod - 1W
Creature - Human Advisor
At the beginning of combat, you may have target creature gain vigilance until end of turn.
1/3


Next Challenge:
Make a Red Creature with 0 attack, but still has an aggressive flavor.

Warmatt
2017-01-15, 03:49 PM
A nice and simple card, that might have a memory issue, but only single target and until end of turn, so not much of one. All in all, a nice simple card, that allows you to change up vigilance as needed.


War-Screamer RR
Creature- Goblin Shaman C
Battlecry
Whenever a creature attacks, you may pay R. If you do, that creature gains Battlecry until the end of combat.
"They scream for war, eager for blood to be spilled."
0/2


Next challenge; Another goblin!

Djinn_in_Tonic
2017-01-15, 04:08 PM
War-Screamer RR
Creature- Goblin Shaman C
Battlecry
Whenever a creature attacks, you may pay R. If you do, that creature gains Battlecry until the end of combat.
"They scream for war, eager for blood to be spilled."
0/2
It's a nice mechanic that feels very red, and is a thematic addition to small red creature decks. My only problem is that the 0 power seems tacked on to meet the challenge rather than something that fits the card -- I can't see a "Goblin War-Screamer" NOT being able to attack something on its own. So it works, but I'd rather see this as a 1/2.


Next challenge; Another goblin!

Goblin Battle-Wagon - 2
Artifact - Goblin Vehicle (U)
Trample, Haste, Crew 2
Goblin Battle-Wagon can only be crewed by Goblins.
When you use a creature to crew Goblin Battle-Wagon, flip a coin. If you lose, sacrifice that creature and give Goblin Battle-Wagon +1/+0 until end of turn.
"Wheel's missin', boss." "Just grab 'hold o' that axle then, Drugo!"
5/5

Challenge: Another vehicle.

Dr.Gunsforhands
2017-01-15, 04:43 PM
Warscreamer and Goblin:
No, see, C is the letter we use for common cards. Most of us use M for MythiC. Don't worry, it's an easy mistake to make. :smalltongue: Other than that, it seems good for what it does, though I'd probably change the text to, "Whenever another creature you control attacks." This card amounts to a Mass Firebreathing effect that's relevant the turn you play it and pops out early enough to go for the kill in constructed. The name works, too!

Licktoad Whistleblower 1R
Creature - Goblin C
Protection from Hounds
2/1

Edit: Come to think of it, Vehicles are not creatures and so cannot themselves have such creature types as goblin. Beyond that, it seems alright and is good for flavor. It's not unreasonable in terms of exploring post-kaladesh vehicle design space, though I can't help but wonder whether a version that just requires you to sacrifice a goblin would be better for what this does. Also, it probably doesn't really need haste unless it's rare.

Auto-supply Rover 5
Artifact - Vehicle C
Fabricate 2
Crew 2
4/4

Challenge! Make a land that makes you choose a color. (Not even necessarily the color it taps for.)

Djinn_in_Tonic
2017-01-15, 05:33 PM
Edit: Come to think of it, Vehicles are not creatures and so cannot themselves have such creature types as goblin.

I mean...so far this is true. But they do BECOME creatures, so I think the type would kick in then?

I intentionally played around a bit there because I liked the idea that the vehicle is actually part Goblin, since it keeps breaking and they just do things like have other goblins cling the axle to function as a wheel. :smallbiggrin:

quietkal
2017-01-16, 12:30 AM
Fun fact, Goblin is actually a tribal type and can be had by noncreatures!
Haven't posted on 10 different forum sections, so can't actually link, but names!

Boggart Birth Rite, Tribal Sorcery - Goblin
Boggart Shenanigans, Tribal Enchantment - Goblin
Fodder Launch, Tribal Sorcery - Goblin
Tarfire, Tribal Instant - Goblin
Warren Weirding, Tribal Sorcery - Goblin

They've sort of phased that out so there's no weird questions like, "Well, I cast a Goblin spell. It should get a +1/+1 counter?," but noncreatures can have creature types. Like the creature type, Vehicle.
I like the intent, but the way it's worded the creatures would gain Battlecry, an ability that triggers on being declared as an attacker, after the creatures had already been declared as attackers. So, unless a second combat happened afterward where they could be declared as attackers again, it...wouldn't actually do anything. But I still like the intent!

Make a land that makes you choose a color:
Chameleon Fields
Tribal Land - Changeling R
Chameleon Fields enters the battlefield tapped.
At the beginning of your upkeep, choose a color.
(T): Add one mana of the last chosen color to your mana pool.
The land itself shifts. We're not sure if the area is one large changeling or a massive hive of them.


New Challenge:
Make a card where your opponent has to make a choice.

Gauntlet
2017-01-16, 05:46 AM
Make a land that makes you choose a color:
Chameleon Fields
Tribal Land - Changeling R
Chameleon Fields enters the battlefield tapped.
At the beginning of your upkeep, choose a color.
(T): Add one mana of the last chosen color to your mana pool.
The land itself shifts. We're not sure if the area is one large changeling or a massive hive of them.


New Challenge:
Make a card where your opponent has to make a choice.

You can only put creature types on a noncreature card if it's also Tribal. You could make it a Tribal Artifact - Goblin Vehicle, but you can't just make an Artifact - Goblin.

Vehicle is an artifact type (like Equipment), not a creature type, which is why it doesn't need to be Tribal.

Chameleon Fields looks reasonable. A rainbow land that enters tapped is probably only slightly above curve, and wouldn't see much play outside of standard anyway, given that coming in tapped is pretty awful elsewhere. The colour choice is only a minor disadvantage since all it means is you might not get to cast the card you draw. A little awkward though, and I suspect it's worse in practice than it looks at first. It's a little odd that if you untap it somehow on the turn it's played it does absolutely nothing.

Curse of Searing Ashes - 2RR
Enchantment - Aura Curse
Enchant Player

Whenever enchanted player casts a spell, Curse of Searing Ashes deals 3 damage to that player.
At the beginning of your upkeep, if enchanted player cast no spells last turn, create two 1/1 Elemental creature tokens with haste.


Challenge: A red noncreature card that doesn't deal damage.

LastCenturion
2017-01-16, 10:39 AM
Curse of Searing Ashes - 2RR
Enchantment - Aura Curse
Enchant Player

Whenever enchanted player casts a spell, Curse of Searing Ashes deals 3 damage to that player.
At the beginning of your upkeep, if enchanted player cast no spells last turn, create two 1/1 Elemental creature tokens with haste.
This is cool! It gives people a choice between taking damage now and building your board, and it's just about the right cost for it too! I'm a little bit worried about multiplayer games where you can enchant the player that doesn't move right before you, so that they need instants every turn they don't want you to build your board, but hey; what else is Isochron Scepter for?


Challenge: A red noncreature card that doesn't deal damage.

Fast Friends - 1R
Instant - U
Goad target creature you don't control. (It must attack next turn and it can't attack you or planeswalkers you control next turn.)

Challenge: Something that affects sorceries but not instants. Alternatively, a sorcery that doesn't affect other players.

digiman619
2017-01-16, 01:29 PM
Make a land that makes you choose a color:
Chameleon Fields
Tribal Land - Changeling R
Chameleon Fields enters the battlefield tapped.
At the beginning of your upkeep, choose a color.
(T): Add one mana of the last chosen color to your mana pool.
The land itself shifts. We're not sure if the area is one large changeling or a massive hive of them.
Just want to point out that, as written, this is pretty much "T: Add one mana of any color to your mana pool" because there's nothing stopping me from choosing the same color over and over.


Fast Friends - 1R
Instant - U
Goad target creature you don't control. (It must attack next turn and it can't attack you or planeswalkers you control next turn.)

Challenge: Something that affects sorceries but not instants. Alternatively, a sorcery that doesn't affect other players.

We've all had friends like that. Though I'd probably rename it "Barroom Gossip" and add the flavor text "That guy over there? Said you're a wuss and he could totally take you..."

Pausing To Think 4UU
Sorcery (rare)
Draw three cards, Reveal a sorcery card from your hand with converted mana cost 4 or less. Until end of turn, you may play that card without paying its mana cost.

Next:Something that creates noncreature tokens other than Clues.

Dr.Gunsforhands
2017-01-16, 09:12 PM
Pause to Think is overwhelmingly good, but for interesting reasons. It's still best when you already have your 9-mana payload in hand, and you're not even down a card for cheating it out! And you can still use it to dig for your win condition if you need it sooner than expected or something. Compared to Baral's Expertise and Counterlash, it's not nearly as conditional, but being a sorcery it probably isn't an auto-include or anything. The biggest problem with this is that it can play other copies of itself, which is just nuts. That's probably why Baral's expertise specifies a maximum converted mana cost.

I'll bring back my version of the Contraption mechanic for this, even though the existence of Servos kind of spoils the novelty.

Aegis Rigger 2W
Creature - Dwarf Rigger U
When Aegis Rigger enters the battlefield, target creature you control assembles a contraption. (Contraptions are artifact tokens. When a permanent that assembled a contraption leaves the battlefield, all of its contraptions are exiled.)
Creatures you control with contraptions get +0/+1.
2/3

Challenge! Make a sliver. Just do it.

Warmatt
2017-01-16, 09:34 PM
So, it's a decent enough dwarf that gives a creature 0/+1? Fairly nice, simple and effective! Not a big buff, but a useful one.


Devouring Sliver 3B
Creature- Eldrazi Sliver
Devoid (This card has no color)
Ingest (When this creature deals combat damage to a player, they exile the top card of their library)
Slivers you control have Ingest
"The swarm shall devour you....."
2/2


Next Challenge; A non-eldrazi with devoid.

r2d2go
2017-01-16, 09:47 PM
Seems too strong. Sure, it's not quite the same as 2 mana draw 3, but it's close enough to be uncomfortably powerful. Then again, it's often weaker than an extra turn, so maybe it's fine? I'd prefer some sort of relation between the two effects, though. Something like "Reveal the top four cards of your library. You may cast an instant or sorcery from among them without paying its converted mana cost. Put the rest into your hand." Eh, I dunno.

Thought Coalescence 3UU
Enchantment - MR
U, Discard a card - Create a blue enchantment token with "Sacrifice this enchantment - draw a card" named Thought.
Sacrifice 20 Thoughts - You win the game.
"Hmmm..."

(not sure how good this is, but it's something)

Challenge: Another card that loots (draws and discards). Or, another alternate wincon. Bonus points for both.



Hmmm... I don't know if I like this implementation of contraption all that much. It requires you to keep track of what contraptions are connected to what, and while that's usually simple enough to do, using contraptions as a simple marker seems like something counters could do without being artifact tokens.

The card itself, though, is nice and balanced. Perhaps on the weak side, but certainly limited playable, and depending on how strong contraptions are and in what ways, potentially standard playable.

Mitotic Sliver 4G
Creature - Sliver R
Whenever a nontoken sliver dies, create X 1/1 colorless sliver tokens, where X is the creature's power.
3/3

Challenge: Another card that makes tokens. Or, a card that goes fast. Bonus points for both.


Ingest on it's own is definitely not worth a 4 mana sliver. It's way too slow to matter in terms of mill, and definitely not worth making some sort of hybrid eldrazi/sliver deck. This needs a small ingest-payoff built in to work, or just drop the price to 1B.

Ghostfire Blast 3R
Instant - U
Devoid
Deal 4 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead.

Challenge: An expensive burn spell, or a cheap value engine.

Warmatt
2017-01-16, 10:02 PM
In my defense, it was not meant for an Eldrazi/Sliver Hybrid deck, but just for a Sliver deck. However, there do exist a few Eldazi [_____] creatures, and my reasoning behind it was a sliver that ate an eldrazi, and so got a little.... weird.

LastCenturion
2017-01-16, 11:59 PM
Thought Coalescence 3UU
Enchantment - MR
U, Discard a card - Create a blue enchantment token with "Sacrifice this enchantment - draw a card" named Thought.
Sacrifice 20 Thoughts - You win the game.
"Hmmm..."

It's something, alright. The first effect is something close to rummaging (discard a card, then draw a card. compare/contrast looting, which is the other order) which is very red, but putting it off it pretty blue. I like the enchantment tokens. Not sure it needs to be mythic, but it'll slide.


Mitotic Sliver 4G
Creature - Sliver R
Whenever a nontoken sliver dies, create X 1/1 colorless sliver tokens, where X is the creature's power.
3/3

It's a pretty nice board builder, but it doesn't fit into Sliver tribal that much. I'm guessing it's supposed to be "where X is that creatures power", so I'm judging it based on that. Should probably be mythic, unless there are a bunch of slivers in the set.


Ghostfire Blast 3R
Instant - U
Devoid
Deal 4 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead.

I like it! It's Burn Away but weaker, and that one spell that does this for 3 damage (I forget what it is. It has devoid and is all but unplayable) but stronger. Of the three, it's the best put for rarity.

Sorry for the short judgings, I'm pressed for time.


Challenge: Another card that makes tokens. Or, a card that goes fast. Bonus points for both.
Challenge: Another card that loots (draws and discards). Or, another alternate wincon. Bonus points for both.
Challenge: An expensive burn spell, or a cheap value engine.

Leap to Conclusions - 1U
Sorcery - U
Buyback R
Investigate. You may sacrifice any number of Clue tokens. For each token sacrificed this way, draw a card, then discard a card for each card drawn this way.

Challenge: Something that costs Snow mana. It can be the mana cost or an alternate cost or the cost for an ability, but force you to produce snow mana for the card to work fully.

Bucky
2017-01-17, 12:19 PM
Add up all the costs and Leap to Conclusions is rather expensive for a cheap value engine. It takes about 12 mana to replicate a Sift. Also, the no-Buyback mode is particularly inefficient - it should likely have cost U with 1R buyback instead.

It works as a slow value engine, but it has a lot of moving parts for what it does.


Kami of Winter Wind 2RR
Creature - Spirit R
When Kami of Winter Wind enters the battlefield, put a Frost counter on target nonbasic land. It becomes a Snow Mountain until Kami of Winter Wind leaves the battlefield.
1S: Kami of Winter Wind gains +2/+0 and Flying until end of turn.

2/3

Challenge: A non-silver-bordered card with a pun name.

Vogie
2017-01-17, 03:24 PM
Kami of Winter Wind 2RR
Creature - Spirit R
When Kami of Winter Wind enters the battlefield, put a Frost counter on target nonbasic land. It becomes a Snow Mountain until Kami of Winter Wind leaves the battlefield.
1S: Kami of Winter Wind gains +2/+0 and Flying until end of turn.

2/3

I think because it's self-limiting, it would work better as an uncommon. I can see why you made it rare, because it can be used as a mini-blood-moon, but seems a little on the weak side.

Only other changes I would do is make it a "Snow Creature - Spirit" and change the ETB ability to "Lands with frost counters on them are Snow Mountains" so it can use frost counters from other cards.


Challenge: A non-silver-bordered card with a pun name.

Non-Prophet Organization BB
Enchantment R
At the beginning of each opponent's upkeep, that player sacrifices a cleric or god he or she controls.
At the beginning of your end step, if you control a cleric or god, sacrifice ~.

Challenge: MORE PUNS, also black border.

Warmatt
2017-01-17, 04:25 PM
A nice little removal enchantment, that punishes a Theros deck that has a God/Cleric theme. And very nice as it bypasses most hexproof and indestructible protections :smallbiggrin: So makes for a very nice little god removal card.


Goblin Birth Rate RRR
Enchantment- R
At the beginning of your upkeep, place X 1/1 Red Goblin creature tokens into play, where X is the number of goblins you control.
If you control at least 100 goblins at the start of your end step, all players sacrifice all permanents they control.


Next challenge; MOAR PUNS! PUNS FOR THE PUN GODS!!!!

Bucky
2017-01-17, 05:53 PM
(response to judging rather than a new entry)


I think because it's self-limiting, it would work better as an uncommon. I can see why you made it rare, because it can be used as a mini-blood-moon, but seems a little on the weak side.
I don't assign rarities by power level. I chose rare because it messes with nonbasics, which uncommons generally don't get to. However, I forgot Kamigawa treats rarities differently and does let uncommons mess with nonbasics.


Only other changes I would do is make it a "Snow Creature - Spirit" and change the ETB ability to "Lands with frost counters on them are Snow Mountains" so it can use frost counters from other cards.


I don't see a good reason to make her a snow creature, but good call on other frost counters.

Dr.Gunsforhands
2017-01-17, 08:39 PM
Goblin Birth Rate

'card's bonkers. You already knew that, and you know exactly why, yet I still wonder whether it's really overpowered or not. The Competitive goblin deck doesn't usually want to spend a turn on an enchantment that won't help them attack for at least two turns. It's limited where this can get truly scary, but that's also where it's the hardest to set up and cast, so maybe it all works out. Still, I imagine it just gets found out as broken in playtesting on account of being played in multiples. In a casual game, I feel oppressed just looking at it. Explain to me again why you didn't win the game on those turns when you had 50+ goblins? :smalltongue:

Poplar Culture
A grove of green magnolia trees with glistening bluish blossoms and... are those eyes?
Land - Forest U
(T: G to your mana pool.)
Poplar Culture enters the battlefield tapped with 2 +1/+1 counters on it.
1UG: Poplar Culture becomes a 0/0 Dryad Mutant creature. It's still a land. (This effect doesn't end at end of turn.)

Challenge! Something that can be or produce a Land Creature with toughness 2 or less.

Gauntlet
2017-01-18, 04:14 AM
Poplar Culture
A grove of green magnolia trees with glistening bluish blossoms and... are those eyes?
Land - Forest U
(T: G to your mana pool.)
Poplar Culture enters the battlefield tapped with 2 +1/+1 counters on it.
1UG: Poplar Culture becomes a 0/0 Dryad Mutant creature. It's still a land. (This effect doesn't end at end of turn.)

Challenge! Something that can be or produce a Land Creature with toughness 2 or less.

A manland you can get from a Verdant Catacombs is pretty nice. It's a pity it just turns into a bear, but there are +1/+1 counter synergies to consider I suppose. I'm not entirely sure why this needs to be blue, and the fact it doesn't end at end of turn means it loses most of the upsides of being a manland (immunity to sorcery speed removal / sweepers). This feels weaker than Treetop Village at the moment, which is the closest competitor in the uncommon slot. I could see it being very nice in a draft format though, if there are relevant Simic strategies.

Crawling Death - 2GB
Enchantment - Rare
{B/G}, Sacrifice a land: Untap target land. It becomes a 3/2 Plant Zombie creature with deathtouch until end of turn. (it's still a land.)

Challenge: Another card that exchanges long-term resources for short-term benefits.

r2d2go
2017-01-18, 01:42 PM
Seems kind of overpriced. I guess if there's a decent chunk of graveyard/land synergy in the set (e.g. Gitrog Monster), it could work as a late-game card, but converting half your lands into 3/2s seems underwhelming on turn 5. You could probably drop the activation mana cost and it wouldn't be broken.

Thought Refinery 2
Artifact - R
T, put the top two cards of your library into your graveyard: Scry 1.
Sacrifice Thought Refinery: Draw a card.

Challenge: Another card with a tap ability, or another source of card advantage (or card quality, I guess). Bonus points for both.

LastCenturion
2017-01-19, 08:28 AM
Thought Refinery 2
Artifact - R
T, put the top two cards of your library into your graveyard: Scry 1.
Sacrifice Thought Refinery: Draw a card.
This isn't the best card, I think. I'm completely unsure why it's a rare, because the only place this could see play is Dredge or some reanimator decks. I like the idea, though.


Challenge: Another card with a tap ability, or another source of card advantage (or card quality, I guess). Bonus points for both.

Whirlwind - 1RR
Creature - Elemental Spirit - R
As an additional cost to cast Whirlwind, discard a card.
At the beginning of each upkeep, put your hand on the bottom of your library in any order.
At the end of each upkeep, draw seven cards.
T, discard a card: Shuffle your library, then Scry 1.

Challenge: Something else frantic. Or another creature with multiple types. Bonus points for both.

Gauntlet
2017-01-19, 10:33 AM
This isn't the best card, I think. I'm completely unsure why it's a rare, because the only place this could see play is Dredge or some reanimator decks. I like the idea, though.



Whirlwind - 1RR
Creature - Elemental Spirit - R
As an additional cost to cast Whirlwind, discard a card.
At the beginning of each upkeep, put your hand on the bottom of your library in any order.
At the end of each upkeep, draw seven cards.
T, discard a card: Shuffle your library, then Scry 1.

Challenge: Something else frantic. Or another creature with multiple types. Bonus points for both.

This is a three mana card that draws you seven cards a turn. Broken beyond belief in every format beyond standard, and probably also broken in standard. It's also a creature without a power and toughness. The scary thing is you don't even need to untap with this, since casting it and having it removed in the opponent's next main phase still draws you seven cards - you're only losing out if your opponent has instant speed removal or a counterspell, and the upside is so enormous that this would see enormous play everywhere even if it was a 0/1. The tap ability is basically flavor text - it doesn't really matter what the top card of your deck is if you're getting refilled to seven every turn. Note that Damia, Sage of Stone has a similar effect, but only on your own turn, removes your draw step, and costs seven mana.

Furious Rummager - 1R
Creature - Goblin Rogue - Uncommon
Haste
T, Discard a card: Exile the top two cards of your library. You may cast those cards this turn.
1/2

Challenge: Another uncommon creature.

r2d2go
2017-01-19, 05:41 PM
I'd pin it at slightly better than draw a card, which is probably slightly undercosted on a 1/2 haste for 2. Which is fine, though the antisynergy between the haste and the effect makes me think it should be a 2/1 without haste.

Blitzblade Mod 2R
Artifact Creature - Construct U
Haste
R, T - ~ becomes an equipment until end of turn. You may attach it to target creature.
Equipped creature gets +2/+2 and haste.
2/2

Challenge: Another type changing card, or another fast card.

LastCenturion
2017-01-19, 06:10 PM
Blitzblade Mod 2R
Artifact Creature - Construct U
Haste
R, T - ~ becomes an equipment until end of turn. You may attach it to target creature.
Equipped creature gets +2/+2 and haste.
2/2

Would be great, but I think you have to specify that it loses the creature type. It's a colored artifact at uncommon though, which I'm reticent to let fly. Overall I think it's overpowered, if you allow it to work. If nothing changed, it doesn't perform the right function, because weapons which are themselves creatures can't be equipped.


Challenge: Another type changing card, or another fast card.

Terramorph - 2U
Enchantment - Aura - R
Enchant Land
When Terramorph enters the battlefield, choose a basic land type. (Basic land types are Plains, Island, Swamp, Mountain, Forest, and Wastes)
Enchanted Land is a basic land of the chosen type.
When Terramorph leaves the battlefield, return it to the battlefield tapped. It becomes a basic land named Wastes with "T: Add C to your mana pool".

Challenge: Anti-fixing. More of it.

Sgt. Cookie
2017-01-23, 01:34 AM
Minor nitpick, "Wastes" isn't actually a basic land type. While Wastes are themselves Basic Lands, their mana ability is basically errata.
The effect, however, is waaaaaaaaaaaaaaaay too high on the rarity scale. For reference, the closest card to this is Convincing Mirage. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=190161) And that's a common. Adding the capacity for this to become a land on the off-chance Terramorph actually gets taken out is probably NOT worth a two step rarity bump. Especially if it costs 1 extra to cast.


Blood Magic 1BB
Enchantment R
All non-basic lands have "When this land becomes tapped, you lose 2 life".


Challenge! A 1-drop mana rock that ISN'T as stupid good as Sol Ring.

digiman619
2017-01-23, 04:04 AM
Up: I'd be more comfortable with this costing 1RB, as black's anti-land stuff is tertiary at best, but it's okay.

Mana Node 1
Artifact (uncommon)
Mana Node enters the battlefield tapped.
T: Add C to your mana pool.

Next: A non-white, non-black Angel.

Gauntlet
2017-01-23, 04:37 AM
Mana Node 1
Artifact (uncommon)
Mana Node enters the battlefield tapped.
T: Add C to your mana pool.

Next: A non-white, non-black Angel.

It's good enough it probably couldn't be printed in standard, but I could easily see this being played in a draft / supplemental set like Conspiracy or Commander. It's similar to Elvish Mystic, but doesn't die to as much removal and is an even worse topdeck lategame since it doesn't even chump block. Letting nongreen decks ramp to turn two threedrops is a scary thing to have available in a format.

Miriya, Darksteel Angel - 6
Legendary Artifact Creature - Angel - Mythic Rare
Indestructible, Flying, Vigilance
Miriya, Darksteel Angel can block any number of creatures each combat.
Koth would often planeswalk away in search of allies - but he did not leave the Mirrans unprotected.
3/5

Challenge: A Charm, Command, or other spell with multiple modal options.

LastCenturion
2017-01-23, 08:06 AM
Miriya, Darksteel Angel - 6
Legendary Artifact Creature - Angel - Mythic Rare
Indestructible, Flying, Vigilance
Miriya, Darksteel Angel can block any number of creatures each combat.
Koth would often planeswalk away in search of allies - but he did not leave the Mirrans unprotected.
3/5

Always nice to see some good flavor text. I'm not sure that this is good though. It's unplayable in Modern, and too small to be great in Standard, but I guess it's okay in limited. It depends how many flying creatures there are in a set. The angel part honestly feels a little bit tacked on to fit the challenge, too. It could be a Rare instead of Mythic.


Challenge: A Charm, Command, or other spell with multiple modal options.

Regathan Charm - 2R
Instant - U
Choose one: Target Red spell gains Split Second Deal 1 damage to all creatures Destroy target creature.

Challenge: Something that looks great at a glance but doesn't fit into any existing decks.

r2d2go
2017-01-23, 02:33 PM
The first two modes are a bit wonky - the first, because people can just respond to the charm instead of the spell (and it's weak), the second just because it's weak. The third is off color and very powerful, though, which makes for a very weird charm. This needs reworking.

Titancrawler GB
Creature - Insect Zombie MR
Trample, Deathtouch
+1/+1 counters remain on Titancrawler between zones.
Whenever a creature with power greater than Titancrawler dies, you may return Titancrawler from your graveyard to the battlefield. If you do, put a +1/+1 counter on it.
1/1

I think it's too slow/weak for most golgari decks, since it's rarely going to be more relevant than narcomoeba.

Challenge: A card that builds, or a card that destroys. Bonus points for both.

Blue Ghost
2017-01-23, 04:53 PM
Triggering this is going to be harder than it looks, since it requires both that it be in your graveyard and a large creature die. Still, regardless of its competitive value, the flavor is great, and the gameplay is very thematic.

Omni-Cannon 4
Artifact (R)
T: You gain E.
T, Pay X energy: Omni-Cannon deals X damage to target creature.

Next: Another thing that uses energy.

Gauntlet
2017-01-24, 04:25 AM
Omni-Cannon 4
Artifact (R)
T: You gain E.
T, Pay X energy: Omni-Cannon deals X damage to target creature.

Next: Another thing that uses energy.

It's Renegade Turret, but significantly more powerful and versatile. It builds energy very slowly, though, which is an issue. I don't think this would see play anywhere - the deck that wants a repeatable creature removal effect on an artifact and makes lots of energy is probably better off just playing Dynavolt Tower, since it can go to the face in an emergency and provides more energy.

Aether Lance - 3
Artifact - Equipment - Rare
Equipped creature has first strike and 'whenever this creature attacks, you get EEE'.
Pay EE: Equipped creature gets +2/+0 until end of turn.
Equip 2

Challenge: A noncreature card that puts a creature card or token onto the battlefield.

Warmatt
2017-01-24, 09:17 AM
A nice little equipment that allows you to generate a good amount of energy, and can be paired with some creatures that give you energy by attacking/dealing damage very nicely, and even ones that get +1/+1 counters or bonuses until the end of the turn, particularly if you can gain the energy before activating those effects.



Uninformed Slavers Association
Legendary Land MR
Extort
You may pay for Extort with B or C instead of B or W
At the beginning of your upkeep, place X 1/1 Black Human creature tokens with Extort onto the field, where X is the number of permanents with Extort you control.
T- Gain any combination of 3 B/C
"Money is everything here. Nothing else matters. Whoever says otherwise, is a stupid, uninformed and entirely ignorant."


Next challenge! A non-human solider.

Vogie
2017-01-24, 12:37 PM
Uninformed Slavers Association
Legendary Land MR
Extort
You may pay for Extort with B or C instead of B or W
At the beginning of your upkeep, place X 1/1 Black Human creature tokens with Extort onto the field, where X is the number of permanents with Extort you control.
T- Gain any combination of 3 B/C
"Money is everything here. Nothing else matters. Whoever says otherwise, is a stupid, uninformed and entirely ignorant."


Next challenge! A non-human solider.

Would be decent if it only had the first ability, would be broken if it had any of the latter two abilities, with all three it is Bah-roken. Even when Legendary. Even if restricted to only having one in your deck. Still bah-roken.

Arbalest Regulars 3RW
Creature - Giant Soldier 3/5 R
Whenever ~ attacks, tap target untapped creature defending player controls.
Whenever ~ blocks, you may pay 2(R/W) and discard a card. If you do, ~ deals 4 damage to target attacking creature.
When they're that big, siege weapons just become 'weapons'

Challenge: more Cards with enemy colors, or enemy hybrid colors, or both.

Dr.Gunsforhands
2017-01-24, 10:33 PM
I do like the idea of a giant picking up a huge ballista or hwacha and carrying it around. The execution seems about right for the price, but it makes me wonder why its shots are so different when it attacks as opposed to when it blocks? The old ballista squads just tapped to deal damage to, "target attacking or blocking creature," which seems closer to what the giant wants to do. Its blocking ability even mirrors a boros insant regarding a rain of arrows, which is great.

Amalgamate Nephilim W(g/u)R
Creature - Nephilim R
Whenever you cast an instant or sorcery spell, create a 3/3 Nephilim creature token that's white, green, blue and red.
3/3

Challenge! Big flying vampire, with no counter-related abilities.

Warmatt
2017-01-24, 11:06 PM
Overall, a nasty little creature, that can replicate almost insanely fast in the right decks. Cheap, and able to replicate itself near endlessly? Sure, the replicate tokens don't replicate, but overall, with the right spells, can quickly overwhelm someone.


Ameros Blood Lord 5BW
Creature- Vampire Lord MR
Flying, Extort
Vampires you control have Extort
Whenever you pay for Extort, place a 0/1 white human creature token into play
Sacrifice a Human; Target land you control gains Extort in addition to it's other abilities
"In Ameros, even the land thirsts for blood. That they keep humans in farms probably helps."
6/6


Next Challenge; A human with a heroic theme

Djinn_in_Tonic
2017-01-25, 02:02 AM
Ameros Blood Lord 5BW
Creature- Vampire Lord MR
Flying, Extort
Vampires you control have Extort
Whenever you pay for Extort, place a 0/1 white human creature token into play
Sacrifice a Human; Target land you control gains Extort in addition to it's other abilities
"In Ameros, even the land thirsts for blood. That they keep humans in farms probably helps."
6/6

The task was to not use counters, but that sacrifice ability HAS to use counters of some sort of it becomes a huge burden of knowledge to everyone at the table. Additionally, I think this just becomes too much Extort: each mana spent on Extort rapidly becomes more Extort, so this may as well just read "lands you control have Extort" and maybe adjust it to be a 5/5 instead to account for the added power up front.

That said...Extort lands just feels wrong. And also makes Extort creatures useless, as if you have Extort equal to the amount of mana you have there's no more benefit to having more of it.

So all in all I can't say I like this design very much.


Next Challenge; A human with a heroic theme

Fearless Footman - W
Creature - Human Soldier (U)
If your opponent has 5 or less life, Fearless Footman gains +4/+0 and first strike.
He dove recklessly through the lines, his lance striking deep into the heart of the beast. The creature slumped over, its ferocious eyes finally dimming. The battle was won.
1/1

Challenge: The sort of big, powerful creature this thing is fighting. Preferably at least some green in the cost.

LastCenturion
2017-01-25, 09:35 AM
Fearless Footman - W
Creature - Human Soldier (U)
If your opponent has 5 or less life, Fearless Footman gains +4/+0 and first strike.
He dove recklessly through the lines, his lance striking deep into the heart of the beast. The creature slumped over, its ferocious eyes finally dimming. The battle was won.
1/1

This is pretty cool, but I'm a little bit troubled at how effective it is as a finisher. In general I like giving people who are losing ways to recover, and this is pretty anathema to that. At least it doesn't have trample. Overall, it's a decent card, but not one that I think would be super playable in existing archetypes.


Challenge: The sort of big, powerful creature this thing is fighting. Preferably at least some green in the cost.

Anarchist Aberration - 3BG
Legendary Creature - Horror - R
Shapechanger (This creature has all creature types)
Amplify 2 (As ~ enters the battlefield, you may reveal any number of cards from your hand that share a creature type with it. It enters the battlefield with 2 +1/+1 counters for each card revealed this way.)
3/3

Challenge: Something with a fun keyword that is not evergreen, or even close.

Vogie
2017-01-25, 09:42 AM
I do like the idea of a giant picking up a huge ballista or hwacha and carrying it around. The execution seems about right for the price, but it makes me wonder why its shots are so different when it attacks as opposed to when it blocks? The old ballista squads just tapped to deal damage to, "target attacking or blocking creature," which seems closer to what the giant wants to do. Its blocking ability even mirrors a boros insant regarding a rain of arrows, which is great.

I actually wanted it to use Rain of Arrows when it attacks, but "when ~ attacks" triggers are set off, there aren't any blockers yet.



Fearless Footman - W
Creature - Human Soldier (U)
If your opponent has 5 or less life, Fearless Footman gains +4/+0 and first strike.
He dove recklessly through the lines, his lance striking deep into the heart of the beast. The creature slumped over, its ferocious eyes finally dimming. The battle was won.
1/1

Challenge: The sort of big, powerful creature this thing is fighting. Preferably at least some green in the cost.

That ability seems more black than white. White would have that triggered buff, but based on the controller's life instead of the opponent's, and it wouldn't be a power boost, but rather a toughness boost - see Gavony Ironwright for example. If you changed this card's theme to something like a "Vampire Berserker" hunting wounded players, rather than a fearless footman, it would make more sense.

But a challenge is a challenge!

Howling Horror 2BRG
Creature - Horror 7/5 (R)
Menace
When ~ enters the battlefield, your life total becomes 5.
Whenever ~ attacks, the defending player may put a creature of converted mana cost 3 or less from his or her hand into the battlefield.

Challenge: A Hydra with a bit of blue in it.

Gauntlet
2017-01-25, 09:52 AM
Anarchist Aberration - 3BG
Legendary Creature - Horror - R
Shapechanger (This creature has all creature types)
Amplify 2 (As ~ enters the battlefield, you may reveal any number of cards from your hand that share a creature type with it. It enters the battlefield with 2 +1/+1 counters for each card revealed this way.)
3/3

Challenge: Something with a fun keyword that is not evergreen, or even close.

The keyword ability that grants all creature types is Changeling, not Shapechanger. It's an interesting interaction in a way, but at the end of the day it's just 'reveal any number of creature cards, get twice as many +1/+1 counters' unless you have Tribal cards, which aren't exactly common. It's probably the right mana cost, although there's a bit of awkwardness in that Amplify is much cleaner on small creatures to avoid the difficulty of wanting to hold stuff in hand for Amplify rather than play it on curve.
This card could probably be an uncommon. Neither ability is particularly complex and the creature is pretty simple when it's on the field, and I doubt a vanilla fatty would cause any power level concerns.



Howling Horror 2BRG
Creature - Horror 7/5 (R)
Menace
When ~ enters the battlefield, your life total becomes 5.
Whenever ~ attacks, the defending player may put a creature of converted mana cost 3 or less from his or her hand into the battlefield.

Challenge: A Hydra with a bit of blue in it.

This creature has a ton of downsides for a five mana 7/5 with Menace in three colours. Setting your life to 5 and then giving your opponents free creatures doesn't seem very useful. Putting your life total to 5 means you probably die immediately, so he needs to be good enough to end the game straight away - he might be good enough if you dropped the attack trigger and added Haste, but even then he'd need to be at the top of the curve of a very aggressive deck.

Temporal Gorger - XGU
Creature - Hydra - Rare
Suspend 12 - GU
If Temporal Gorger's mana cost was paid, it enters the battlefield with X +1/+1 counters on it. Otherwise, it enters with five +1/+1 counters on it.
During your untap step, if Temporal Gorger is suspended, you may choose not to untap any number of tapped permanents you control. For each permanent which you keep tapped this way, remove a +1/+1 counter from Temporal Gorger.
When Temporal Gorger dies, exile it, then take an extra turn after this one.

0/1

Challenge: A card that makes noncreature tokens.

Jormengand
2017-01-25, 01:32 PM
Too close to GU: take an extra turn after this one. Exile temporal gorger. The fact that it's relatively trivial to make it a 5/6 for GU with the extra turn on death rider is just icing on the cake.

Flamethrower Adept 2R
Creature - Goblin Rigger U
When Flamethrower Adept enters the battlefield, it assembles a contraption. (Create a contraption artifact token arming it).
Contraptions you control have "Armed creature gets +1/+0 and has "R: This creature gets +1/+0 until end of turn".
2/2

Next: Another creature which can assemble contraptions (you can choose something else for that to mean if you like).

r2d2go
2017-01-25, 02:03 PM
Edit: Ninja'd, but amusingly, this works!

Flamethrower Rigger is pretty okay as a sort of buff-with-a-body. At worst, it's a 3/2 for 3, which is fine. However, the extra +1/+0 seems like a decent chunk of extra text and calculation to throw into a quadratic growth archetype (riggers), so maybe it'd be better at 2/2 for 2 (no extra buff)?

Timegorger Hydra: I was reading through this, was nodding like "yeah, this makes sense", "okay, probably meant time counters on that last line, but that's fine..."

And then you added "take an extra turn after this one" as an on-death on a 2 drop.

None of the other stuff really matters - You're just going to play this as a 2 mana 0/1, then sacrifice it to a sac outlet and get your extra turn. It's bonkers. Without that, it's a kind of nifty 5/6 psuedo-convoke hydra, though, so there's that.

Armor Rigger WW
Creature - Human Rigger U
When ~ enters the battlefield, assemble a contraption. (Create an artifact equipment token named Contraption. You may attach it to target creature.)
Contraptions you control have "Equipped creature gets +0/+1".
2/2

Challenge: Make another Rigger, or another bear.

Jormengand
2017-01-25, 07:16 PM
Perhaps a bit pushed, but it seems mostly fine. Notably, players don't assemble contraptions, creatures do (which is about as much as we can discern from Steamflogger Boss; we also know that contraption is an artifact subtype - rather than a name the way that clue is [though it's also a name because a token's name is the same as its subtypes when it entered the battlefield in absence of a name-defining effect {nested parentheses are fun}] - from rulings), which makes me feel that creatures which do so should arm themselves with the contraption, not anyone. Also, "Equip", "Enchant" and "Fortify" are three separate things, so it seems likely that "Arm" (or something else) should be used instead of "Equip" for contraptions.

Also, it might just be me, but contraptions don't seem like they fit in white, or black or green at that.

Ivahn's Wing-welder 1U
Creature - Human Rigger U
Contraptions you control have "Armed creature has flying".
3U: Wing-welder assembles a contraption (Create a contraption artifact token enchanting it.)
2/2

Next: Another blue creature.

mythmonster2
2017-01-25, 08:02 PM
Ivahn's Wing-welder 1U
Creature - Human Rigger U
Contraptions you control have "Armed creature has flying".
3U: Wing-welder assembles a contraption (Create a contraption artifact token enchanting it.)
2/2

Next: Another blue creature.

I think I prefer r2d2go's take on contraptions. An artifact token enchanting something is just weird, and it grants more flexibility because you can arm other creatures. The only thing I think it might be missing is either an equip cost, or for the token to be destroyed if the creature it's attached to dies, because otherwise you just have a random artifact hanging around doing nothing.

This card, as is, seems decent, although blue doesn't really get bears, especially bears with upside. It can become a flying bear, and it makes other creatures fly. With the alternate take on contraptions, it lets you start making your entire team fly, which is much more useful. For this take, I think the contraption cost could be bumped down to 3, so on curve you put down a 2/2 and on turn 3 make it a flyer.

Seer of Balance- 1U
Creature- Human Wizard (U)
1U, T: Scry 2. If you control a white or a black permanent, scry 4 instead. If you control both a white permanent and a black permanent, scry 6 instead.
"So many demand I use my gift for the greater good or suggest that I use it for myself. Knowledge alone is enough for me."
1/1
Create another card that interacts with allied or enemy colors!

LastCenturion
2017-01-25, 09:03 PM
Seer of Balance- 1U
Creature- Human Wizard (U)
1U, T: Scry 2. If you control a white or a black permanent, scry 4 instead. If you control both a white permanent and a black permanent, scry 6 instead.
"So many demand I use my gift for the greater good or suggest that I use it for myself. Knowledge alone is enough for me."
1/1

I like it, except it seems like it gets out of hand really fast if you go all in with it. I don't speak from experience, never having scried more than 2, but it seems to me that Scry X grows exponentially in power as X increases. Two mana for it is also really cheap, if you get it at full power, but not super strong at the basic monocolor level.


Create another card that interacts with allied or enemy colors!

Mana Ravage - UU
Instant - U
Counter target spell. If that spell is Blue, draw a card instead. Then Scry 1.



Challenge: Make a spell with Epic.

Warmatt
2017-01-25, 10:01 PM
A nice little counter with some conditional effects, but nice and simple overall.


Capitalist Desolation 5CCC
Sorcery
Put a 1/1 Colorless Corporate Drone artifact creature token into play for each card in your hand.
If you control at least three Waste lands, place a +1/+1 counter on all Corporate Drones
If you control at least six Waste lands, Corporate Drones you control have Annihilator 1 and Ingest until the end of the turn
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)
"For the monster of capitalism has been unleashed, and the day of the Corporation has dawned with all it's awesome horror."


Next Challenge; Another card with epic!

Dr.Gunsforhands
2017-01-25, 10:13 PM
"Counter target nonblue spell." Got it. :smalltongue: I don't know why it's called Mana Ravage, that sounds a lot more flashy than this.

EDIT: Oh hey, a colorless epic spell. Probably silver-bordered for the Corporate creature type, and because Wastes is just a name and not actually a land type. Annihilator is pretty scary, but if you built a deck full of wastes that lasted long enough to cast this you deserve a big payoff. It's fun.

Sucks Forever 6BW
Sorcery - MR
Each opponent loses X life, where X is equal to the number of cards in your hand. You gain life equal to the life lost this way.
Epic - You gain an emblem with, "You can't cast spells," and, "At the beginning of your upkeep, each opponent loses X life, where X is equal to the number of cards in your hand. You gain life equal to the life lost this way."

Challenge! A planeswalker that can make an actual emblem rather than just reframing an old ability like mine does.

Warmatt
2017-01-25, 10:51 PM
Actually.... Wastes are a land card. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=407694) For the most part, it's a flavor thing, particularly as none of the really scary ability add-ons only buff the tokens and they need to wait that turn unless you can haste them. As for the creature type... name would be Corporate Drone, but the type would just be Drone.

LastCenturion
2017-01-25, 11:00 PM
Yes but the way you phrased it refers to lands with the Waste subtype (not the basic land named Wastes, which has no subtypes (which is weird, but true)) of which currently none exist. Also, if you're making drone creatures named corporate drone, you have to phrase it to be clear about what is the name and what isn't. So instead of "create Corporate Drone creature tokens" which creatures tokens that are creatures with the subtype "corporate" and the subtype "drone", named "corporate drone", you would have to say "create drone creature tokens named "corporate drone".

Warmatt
2017-01-25, 11:22 PM
Ah, thanks for that. Just a little naming and formatting issue that change it from being a silver border card. And really, just wanted to clear that part up.

Gauntlet
2017-01-26, 04:36 AM
Sucks Forever 6BW
Sorcery - MR
Each opponent loses X life, where X is equal to the number of cards in your hand. You gain life equal to the life lost this way.
Epic - You gain an emblem with, "You can't cast spells," and, "At the beginning of your upkeep, each opponent loses X life, where X is equal to the number of cards in your hand. You gain life equal to the life lost this way."

Challenge! A planeswalker that can make an actual emblem rather than just reframing an old ability like mine does.

Slightly different to Epic, but I suppose it would be reframed to prevent memory issues. Makes the future copies not vulnerable to counterspells, which makes a bit of a change, though. It's definitely not broken in a standard sense since it costs eight mana and is terrible if it's your last card in hand, but it would be a pretty powerful finisher for infinite combo effects - then again if you have just drawn your deck with some combo or other, there are plenty of ways to end the game on the spot and this is just another option. Probably fine. Interestingly in Commander, this makes you a threat, but unable to defend yourself, which is never a good combination.

Venser, Herald of Phyrexia - 1WUB
Planeswalker - Venser
+2: Exile another target permanent. Return it to the battlefield at end of turn, then put a -1/-1 counter on it if it's a creature.
-2: Proliferate. (Choose any number of permanents and/or players with counter on them, and give each another counter of a type that's already there.)
-5: Exile Venser. You get an emblem with "You have Hexproof and creatures can't attack you. Any player may pay {4} to ignore this effect until end of turn."
Loyalty: 2

Challenge: Another card that exiles itself.

digiman619
2017-01-26, 05:27 AM
Slightly different to Epic, but I suppose it would be reframed to prevent memory issues. Makes the future copies not vulnerable to counterspells, which makes a bit of a change, though. It's definitely not broken in a standard sense since it costs eight mana and is terrible if it's your last card in hand, but it would be a pretty powerful finisher for infinite combo effects - then again if you have just drawn your deck with some combo or other, there are plenty of ways to end the game on the spot and this is just another option. Probably fine. Interestingly in Commander, this makes you a threat, but unable to defend yourself, which is never a good combination.

Venser, Herald of Phyrexia - 1WUB
Planeswalker - Venser
+2: Exile another target permanent. Return it to the battlefield at end of turn, then put a -1/-1 counter on it if it's a creature.
-2: Proliferate. (Choose any number of permanents and/or players with counter on them, and give each another counter of a type that's already there.)
-5: Exile Venser. You get an emblem with "You have Hexproof and creatures can't attack you. Any player may pay {4} to ignore this effect until end of turn."
Loyalty: 2

Challenge: Another card that exiles itself.

Up: The +2 is kinda odd; usually you flicker your own stuff to re-trigger your ETB effects, but this punishes the creature if you do, though the -1/-1 counters aren't cumulative. The -2 is essentially a -1, as you'd have to be a dummy not to choose him as one of the one of the proliferated cards, and the ultimate reminds me of an older card, but my google-fu has failed me. All in all, I approve.

Hyperdimensional Soldier 1WW
Creature- Human Warrior (uncommon)
(2/W): Exile ~ and target creature blocking or blocked by it.
2/2

Next: A colorshifted Legend or planeswalker

LastCenturion
2017-01-26, 08:32 AM
Up: The +2 is kinda odd; usually you flicker your own stuff to re-trigger your ETB effects, but this punishes the creature if you do, though the -1/-1 counters aren't cumulative. The -2 is essentially a -1, as you'd have to be a dummy not to choose him as one of the one of the proliferated cards, and the ultimate reminds me of an older card, but my google-fu has failed me. All in all, I approve.

It's a combination of Leyline of Sanctity and trumped up Ghostly Prison, with a similar dodging affect to Aether Storm. Those were my first thoughts, at least. My google-fu has failed me as well.

Thinking about this has brought up another question, though, because the ignoring thing from the emblem is absolutely an activated ability, which means you could Pithing Needle it. Except, and here's the question, what is the name of an emblem? It doesn't say, and nothing in the relevant comprehensive rules that I found when I looked just now says, so...

anyways, judging!


Hyperdimensional Soldier 1WW
Creature- Human Warrior (uncommon)
(2/W): Exile ~ and target creature blocking or blocked by it.
2/2

This strikes me right away as a really good card. It isn't powerful, the effect isn't terribly unique, but this is definitely the kind of card that would see print, which is more than can be said about a lot of cards we see here. Everybody wants to make something interesting and powerful that they overbalance and make something kind of broken, but here's a really nice card that's interesting without breaking any formats. Well done!


Next: A colorshifted Legend or planeswalker

Chandra the Aetherstorm - 3UU
Planeswalker - Chandra - MR
+2: Return target creature you control to its owner's hand
-1: Create an enchantment token named Twister with "sacrifice this enchantment: counter target spell"
-9: You get an emblem with "Spells you control have Split Second and Flash"
5

Challenge: Rainbow time. Make an instant, sorcery, or planeswalker with five colors of mana in its mana cost.

Gauntlet
2017-01-26, 08:49 AM
It's a combination of Leyline of Sanctity and trumped up Ghostly Prison, with a similar dodging affect to Aether Storm. Those were my first thoughts, at least. My google-fu has failed me as well.

Thinking about this has brought up another question, though, because the ignoring thing from the emblem is absolutely an activated ability, which means you could Pithing Needle it. Except, and here's the question, what is the name of an emblem? It doesn't say, and nothing in the relevant comprehensive rules that I found when I looked just now says, so...

It isn't an activated ability. It's a special action players can take at any time, which doesn't use the stack and can't be Pithing Needled. For an example of this type of effect on an actual printed card, see Leonin Arbiter.

It's also only a more powerful Ghostly Prison if your opponent has few creatures - Prison applies once per attacker, whereas the emblem doesn't.

LastCenturion
2017-01-26, 09:18 AM
It isn't an activated ability. It's a special action players can take at any time, which doesn't use the stack and can't be Pithing Needled. For an example of this type of effect on an actual printed card, see Leonin Arbiter.

It's also only a more powerful Ghostly Prison if your opponent has few creatures - Prison applies once per attacker, whereas the emblem doesn't.

I see. I was basing my thoughts off of Aether Storm, which was originally phrased that way, and received errata to make it an activated ability. The original phrasing was "Any player may pay 4 life to bury Ęther Storm." which was changed to "Pay 4 life: Destroy Aether Storm. It can't be regenerated. Any player may activate this ability."

Jormengand
2017-01-26, 09:37 AM
That -1 is too good. Countering multiple spells with one card is almost always going to be broken. Compare Jace, Unraveller of Secrets' ultimate, which is only likely to counter 5 spells in the entire game tops. Split second and flash is nowhere near as good as all those counterspells.

The Gatewatch 3WUBRG
Planeswalker - Gideon Jace Liliana Chandra Nissa MR
+3: Search your library for a card and put it into your hand.
0: Exile target creature.
-2: Add WUBRG to your mana pool.
-10: You get an emblem with "You may cast planeswalker spells without paying their mana cost."
5

I'm aware that the type line is long, but it does fit without too much squashing.

Next: Another planeswalker card representing more than one planeswalker.

Gauntlet
2017-01-26, 10:39 AM
The Gatewatch 3WUBRG
Planeswalker - Gideon Jace Liliana Chandra Nissa MR
+3: Search your library for a card and put it into your hand.
0: Exile target creature.
-2: Add WUBRG to your mana pool.
-10: You get an emblem with "You may cast planeswalker spells without paying their mana cost."
5

I'm aware that the type line is long, but it does fit without too much squashing.

Next: Another planeswalker card representing more than one planeswalker.

I don't think any of those planeswalkers really exile creatures. Jace bounces on occasion, Liliana sacrifices and Chandra damages, but none of the Gatewatch characters really exile them - normally it's part of White's color pie but it's not something that's commonly in Gideon's abilities - he's more of a tokens / personal combat type character. Making a load of mana is also pretty rare, since Nissa and Chandra both usually represent other aspects of those colours - Chandra makes mana occasionally but more frequently deals damage or manipulates cards.
The card itself is a strange concept, just because at first you think you'd want it in a planeswalker heavy control deck, but then there's the problem in that its type line means you can't have it on the battlefield at the same time as a large number of the other good planeswalkers around.
In my opinion, doing 'the gatewatch' as a single planeswalker card would work better if you gave it five abilities, each representing one character. Maybe have the minus abilities be the characters that are less loyal/committed to the idea, but more individually capable (i.e. Liliana) and the plus abilities be the characters with more investment in the group, like Gideon and Jace.

The Fallen Pair - WRG
Planeswalker - Elspeth Xenagos - Mythic Rare
+1: Creatures you control get +1/+1 and gain vigilance and haste until end of turn.
-1: Create a 1/2 white Soldier enchantment creature token and a 2/1 red and green Satyr enchantment creature token.
-4: You get an emblem with "Whenever a creature attacks or blocks, deal 3 damage to target creature or player".
Loyalty: 1

Challenge: A card that doesn't create or affect creatures.

Warmatt
2017-01-26, 11:45 AM
A risky card to play, but at the same time, packs some abilities that make it very... useful and worth the gamble. Gives buffs, gives tokens, and lets attackers and blockers do damage as a capstone, but it starts off extremely easy to take out.


Arcane Wellspring
Enchantment Land MR
Cumulative upkeep- Add one mana of any color to your mana pool (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Mana gained from ~ cannot be used to cast creature spells
"Limitless power? Still can't summon a goblin."


Next challenge; Something else with Cumulative upkeep!

Vogie
2017-01-26, 12:13 PM
Arcane Wellspring
Enchantment Land MR
Cumulative upkeep- Add one mana of any color to your mana pool (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Mana gained from ~ cannot be used to cast creature spells
"Limitless power? Still can't summon a goblin."


Next challenge; Something else with Cumulative upkeep!

Actually, since the mana comes on the upkeep, you can only cast instants and instant-speed abilities (such as permanents with flash). As soon as the player enters the draw step, the mana pool will empty. That's why you don't see Braid of Fire everywhere. If that's what you intended, that's fine, but you don't need to have the "no creature spells" rider, as it can only be used to cast creatures with flash.


False Herald of the Ideal 2WW
Enchantment creature 2/2 (U)
Cumulative upkeep - put a Manifestation counter on a non-enchantment permanent
Permanents with a manifestation counter on it are enchantments in addition to its other types.
Whenever ~ dies, exile all enchantments.


Challenge: An Ox.

r2d2go
2017-01-26, 12:33 PM
It's a slow one sided board wipe, and that's probably too strong. Throw it in with some sac outlets and remove your opponents entire land base plus a few choice bombs in a few turns, basically. It's not a bad idea, but it's just too powerful in this form.

Fissure Walker 4GG
Creature - Ox U
Trample
Whenever a creature blocks Fissure Walker, it fights Fissure Walker.
4/6

Challenge: Another big guy. Or, another card that's playable in limited only. Bonus points for both.

mythmonster2
2017-01-26, 02:59 PM
Fissure Walker 4GG
Creature - Ox U
Trample
Whenever a creature blocks Fissure Walker, it fights Fissure Walker.
4/6

Challenge: Another big guy. Or, another card that's playable in limited only. Bonus points for both.

Took me a while to understand this card, and I'm still not totally sure I do: This gets blocked, the two cards deal damage to each other, then if neither is dead, they do damage to each other again? Kind of like giving both double strike. Once you're past the weirdness, though, this seems like a pretty good limited card; fearsome on the attack for its effective 8 power, and still a decent blocker.

Goblin Transport- 5R
Creature- Goblin Warrior (U)
When Goblin Transport dies, create 5 1/1 red Goblin tokens.
The goblins realized a bit too late that the door didn't open from the inside. Fortunately, the enemy made another one for them.
5/5

Challenge: Tri-color card!

Warmatt
2017-01-26, 03:17 PM
Big, a decent hitter, and lets you token swarm with tokens if it gets taken out. A nice big card :)



Candos Frostlord 3WGR
Snow Creature- Giant Warrior Lord R
Goblins, Orcs, Giants, Trolls, Plains, Forests and Mountains have the Snow subtype in addition to their normal types
SSS; Place a +1/+1 on all other Snow Creatures you control
SSS; Target Snow Land becomes a Creature with two +1/+1 counters in addition to it's other types. It is still a land
6/8


Next Challenge; A desert themed card!

Jormengand
2017-01-26, 05:36 PM
Utlimately, it's a 6/8 for 6 (which is already really big) with "3: Put a +1/+1 counter on each creature you control" and "3: Target land becomes a creature. Put 2 +1/+1 counters on it." When the best counter to it is wiping the board, you know something's gone wrong.

In general, you really need to restrict your cards to two abilities, maximum three, absolute maximum 4 on a planeswalker, and all of your abilities need to be very much to the point.

Sunken Visage 6
Artifact - MR
9, T, sacrifice Sunken Visage: Each land you don't control becomes a copy of "Desert". (It loses all subtypes and abilities and gets "T: Add C to your mana pool" and "T: Desert deals 1 damage to target attacking creature. Activate this ability only during the end of combat step")
"And on the pedestal, these words appear: "My name is Ozymandias, king of kings! Look on my works, ye mighty, and despair!" Nothing beside remains. Near that colossal wreck, the lone and level sands stretch far away."
- Percy Bysshe Shelley, Ozymandias.

Next: Something else which causes copies of a specfic, pre-named card ("Create a token that's a copy of "Mountain"" or "Target creature becomes a copy of "Aethertorch Renegade"" for example).

Djinn_in_Tonic
2017-01-26, 06:30 PM
Sunken Visage 6
Artifact - MR
9, T, sacrifice Sunken Visage: Each land you don't control becomes a copy of "Desert". (It loses all subtypes and abilities and gets "T: Add C to your mana pool" and "T: Desert deals 1 damage to target attacking creature. Activate this ability only during the end of combat step")
"And on the pedestal, these words appear: "My name is Ozymandias, king of kings! Look on my works, ye mighty, and despair!" Nothing beside remains. Near that colossal wreck, the lone and level sands stretch far away."
- Percy Bysshe Shelley, Ozymandias.

I'm a bit worried it's a total game ender -- it comes out late enough that decks will REALLY struggle to get back in the game, although I guess the ability to wipe a few creatures off the board each turn might make up for that. Maybe that's okay for the cost?

Either way, it's also a little late to be anything more than the most last-ditch bomb in stall decks or draft play, so...I guess it's roughly balanced?

The sheer frustration this can cause, combined with the large amount of text on it, makes me reluctant to say "go for it" though.


Next: Something else which causes copies of a specfic, pre-named card ("Create a token that's a copy of "Mountain"" or "Target creature becomes a copy of "Aethertorch Renegade"" for example).

Strategic Lycanthropy -- WGG
Sorcery -- Rare
Each Human you control with power 1 or less becomes a copy of Young Wolf (http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=262872&type=card)
They thought it was a punishment. A curse. We turned it into a weapon against them.

Challenge: A bear. Any kind of bear.

BasketOfPuppies
2017-01-26, 07:07 PM
I don't really see what's white about this. It also seems very niche, you'd really have to build a deck around it, assuming that young wolf is really the basis you want for your deck.

Sir Bearington 1G
Legendary Creature- Bear MR
Other bears you control get +1/+1 and have trample
Whenever a bear enters the battlefield under your control, you may have it fight target creature
2/2
He bears bare bears.

Challenge! A tribal commander for another underused creature type. Or, an enchantment. Your choice.

ben-zayb
2017-01-26, 07:25 PM
My main concern would be memory problems, but with that creature restriction it looks fine. W isn't exactly needed to make Lycanthropy "good-aligned", so maybe RGG, URG, or UGG would work better. Creature copy effects are usually U, with only flavor-specific exceptions to the rule. Actually, it's more elegant and W-ish if you just directly copy-pasted Young Wolf's text as the card's effect.

Imposter Bear 1UB
Creature - Bear R
You may have ~ enter the battlefield as a copy of any creature on the battlefield, except it's still a 2/2 Bear.
Pay 5 life: Gain control of ~. Only opponents may activate this ability.
2/2

Make another card with an ability that can only be activated by (an)other player(s).

Ninjad!

Djinn_in_Tonic
2017-01-26, 10:16 PM
I don't really see what's white about this. It also seems very niche, you'd really have to build a deck around it, assuming that young wolf is really the basis you want for your deck.

The white was actually put in there to help guide players to the idea that this works well with white-weenie token cards. But yeah, it's super niche.

BasketOfPuppies
2017-01-26, 10:20 PM
The white was actually put in there to help guide players to the idea that this works well with white-weenie token cards. But yeah, it's super niche.

Also I don't like the asymmetric cost. I'd much prefer this at 1WG.

Dr.Gunsforhands
2017-01-27, 01:23 AM
Funnily enough, I kind of like the central mechanic for the bear once it's modified for the more recent challenge - a commander that copies more impressive abilities throughout the game while still being a 2/2 each time could be interesting. It would make a lot more sense as a 2-drop, though, and the drawback seems really gratuitous even then.

Road to Ruin 1RR
Enchantment - R
2: Road to Ruin deals 1 damage to target player. Any player may activate this ability.
Don't play this card in Commander. You've been warned.

Challenge! A card with the words, "flying," and "cat," on it somewhere.

Gauntlet
2017-01-27, 04:05 AM
Road to Ruin 1RR
Enchantment - R
2: Road to Ruin deals 1 damage to target player. Any player may activate this ability.
Don't play this card in Commander. You've been warned.

Challenge! A card with the words, "flying," and "cat," on it somewhere.

It's only really good if you have infinite mana or an enormous amount of ramp, but most of the time this is just worse than a Banefire. I suppose it's better if you're using it over multiple turns, but then it feels awkward and slow, and it has to be around for 3+ turns before you get more damage out than you would have just throwing Banefire out.

Nacatl Netlasher - 1GW
Creature - Cat Warrior - Uncommon
Vigilance, Reach (This creature can block creatures with flying.)
Whenever Nacatl Netlasher blocks a creature, tap that creature. It doesn't untap during its controller's next untap step.

2/3

Challenge: Another card from the plane of Alara.

r2d2go
2017-01-27, 02:19 PM
It's interesting in that it's got obvious defensive keywords, but the ability is most useful against vigilant attackers. It'd be cool if it just triggered on damage, allowing you to have a nifty balance between attacking and blocking. It's probably fine though.

Etherium Trap 2
Artifact - U
U, Sacrifice ~: Counter target spell.
B, Sacrifice ~: Destroy target creature.

Challenge: Another artifact. Or, a reactive card. Bonus points for both.

Vogie
2017-01-27, 03:36 PM
Etherium Trap 2
Artifact - U
U, Sacrifice ~: Counter target spell.
B, Sacrifice ~: Destroy target creature.

Challenge: Another artifact. Or, a reactive card. Bonus points for both.

That's a bit too powerful, for either effect (moreso for both) and hard counters always have UU in the cost if there's no downside. Look at the Capsule cards from Shards for a template.


Spell Transmuter 3
Artifact - R
Imprint - When ~ enters the battlefield, exile an instant and sorcery card from your hand.
4UU, T: Counter target instant or sorcery. You must either cast the imprinted card without paying its mana cost, or put it into it's owner's graveyard. Then, exile the countered card. That card is imprinted on Spell Transmuter.

Challenge: a Silver-bordered card concerning food

Blue Ghost
2017-01-27, 07:07 PM
It looks really unfair and oppressive at first glance, but the high activation cost and only affecting instants and sorceries probably makes this fair. It's quite a creative and fascinating concept, though I don't know how well it would work in practice.

Holiday Feast 2W
Enchantment (R) (Holiday Promo)
W: Give target opponent a food item. Until the start of your next turn, creatures that player controls can't attack you or a planeswalker you control unless he or she pays 3 for each attacking creature.

Next: A black-border card involving food.

Dr.Gunsforhands
2017-01-27, 08:38 PM
I like it! Timmy brings donuts, Jenny buys Skittles at the concessions stand with this on the stack, and Spike plots to abuse her opponent's peanut allergy before realizing she can't actually use this card in the event. Also, interestingly, not quite a combo with Donkey Shaman. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74224)

Tongue of Valmar 4BB
Creature - Horror R
When Tongue of Valmar enters the battlefield, players can't cast colored spells until the end of your next turn.
Since its arrival, Liligue could not keep down anything from the fields and orchards save for the tasteless gray roots the beast gave them.
5/7

Edit for fun:

Phyrexian Card Generator 2
Artifact - R
When Phyrexian Card Generator enters the battlefield, choose a card name, then shuffle up to four cards with that name that you own from outside the game into your library.
Cards with the chosen name have Infect. (You can also give your new card a fitting nickname if you want to.)
2B, T: Search your library for a card with the chosen name and put it into your hand. Then shuffle your library.

Challenge! Another card based on an organ?

mythmonster2
2017-01-27, 08:38 PM
Seems pretty fair, though having, like, a bag of Skittles or something like that would make it a bit too easy to trigger.

Oilfruit Orchard 2BB
Enchantment- R
3BB: Target player gets a poison counter. You gain 3 life.
For the living, a single bite will corrupt. For the compleated, it is one of the only reminders of their sense of taste.

Create a card from New Phyrexia, whether Phyrexian or Mirran!

Edit: Ninja'd!

Ebon_Drake
2017-01-28, 11:54 AM
Tongue of Valmar 4BB
Creature - Horror R
When Tongue of Valmar enters the battlefield, players can't cast colored spells until the end of your next turn.
Since its arrival, Liligue could not keep down anything from the fields and orchards save for the tasteless gray roots the beast gave them.
5/7
Hmm, this feels like a build-around-me Johnny card which isn't really my forte. It works OK enough on its own, with the ETB effect being both a way to protect it and a drawback to get a slightly undercosted creature. However, once it's on the field it's functionally just a vanilla 5/7 so not too exciting. I feel the real potential is to set up some kind of Orim's Chant-type lock by repeatedly replaying this, and I like that the ETB effect makes that a little more tricky than just using Vedalken Mastermind to bounce and replay it every turn. My gut says it wouldn't be broken and I personally wouldn't want to pull it (although I'd take it quite early in draft if it was on-colour), but it has an audience and I'd be cool with it seeing print.



Oilfruit Orchard 2BB
Enchantment- R
3BB: Target player gets a poison counter. You gain 3 life.
For the living, a single bite will corrupt. For the compleated, it is one of the only reminders of their sense of taste.

Honestly, this feels weak. It's a very slow and expensive grind on its own, and it doesn't really fit in with existing poison/infect strategies. It would probably work much better as a creature.


Challenge! Another card based on an organ?

Create a card from New Phyrexia, whether Phyrexian or Mirran!

Bladderskirge 4
[Art depicts a Phyrexian floating like a hot air balloon thanks to a hideous bloated air bladder filled with noxious gas]
Artifact - Equipment (U)
Living Weapon (When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this to it.)
Equipped creature gets +1/+2 and has flying and infect.
Equip 5

Challenge: make a legendary non-creature card!

Warmatt
2017-01-28, 02:26 PM
Okay, so it's a 1/2 flier with infect on it's own for 4, and most of that can be transferred as a buff to something else the next turn. It's a nice little germ with a gas problem. A nice and simple card, and makes me laugh like crazy :)



The Grand Horde 4WR
Legendary Enchantment MR
At the beginning of your upkeep, summon X 1/1 White and Red Human Barbarian creature tokens with haste, where X is the number of barbarians you control.
Barbarians you control have; T- Fight target creature.


Next challenge; Something... civilized.

Dr.Gunsforhands
2017-01-28, 11:39 PM
M:tG Grammar is very picky; it often seems more like a programming language than organic explanation. As such, your card would come back with a couple of compiler errors, but they're pretty easy to correct. Less easy is reconciling the inclusion of white mana in Barbarian Tribal; White as an alignment isn't into the concept of barbarian rage. Everything on the card is pretty generically red, too, so I'm not sure what's the difference between these and Goblins and Warriors. Still, in the theoretical Barbarian deck it goes in, it could be good! It looks slow on its own, but with enough other support cards it can hit the ground running, and you still need to attack carefully to get the geometric progression it promises.

Passive-aggressive Aetherborn 1B
Creature - Aetherborn R
Defender
At the beginning of your end step, if you didn't attack with a creature this turn, target opponent loses 1 life.
If you would take damage, you may pay that much life instead.
1/3

Challenge! Something polite!

Warmatt
2017-01-28, 11:56 PM
The second ability made me confused for a moment, before I laughed. Passive-Aggressive is right :smalltongue: Overall, seems like a very interesting black card, one that encourages passive effects, and a lack of attacking.... which may frustrate some people. Still, lovely card.


Civil Society 3WW
Enchantment R
In order for a creature to attack, it's controller must pay 3
Place a +1/+1 counter on target attacking creature; It is no longer attacking
Fight effects may not be triggered


No sure just how 'polite' it is, and one of the alternate names is Polite Society. Still, it hits all players, as it would hardly be polite otherwise, would it?


Next challenge; A non-creature troll.... as in 'that was a troll move' or trolling.


Also, the reason for white in the Great Horde? Red/White is the color combination that signifies war and victory, and the name itself, along with the white aspect, is meant to play on the fact that may barbarian cultures cast down old and decadent civilizations, and carved out their own realms.

LastCenturion
2017-01-29, 12:01 AM
M:tG Grammar is very picky; it often seems more like a programming language than organic explanation. As such, your card would come back with a couple of compiler errors, but they're pretty easy to correct. Less easy is reconciling the inclusion of white mana in Barbarian Tribal; White as an alignment isn't into the concept of barbarian rage. Everything on the card is pretty generically red, too, so I'm not sure what's the difference between these and Goblins and Warriors. Still, in the theoretical Barbarian deck it goes in, it could be good! It looks slow on its own, but with enough other support cards it can hit the ground running, and you still need to attack carefully to get the geometric progression it promises.

What do you mean compiler errors? I actually don't see what the phrasing issue is. Please explain.


Passive-aggressive Aetherborn 1B
Creature - Aetherborn R
Defender
At the beginning of your end step, if you didn't attack with a creature this turn, target opponent loses 1 life.
If you would take damage, you may pay that much life instead.
1/3

I like it, but the last ability seems completely pointless. The first thing seems like a pretty good clock for a walls deck, although Kruphix knows why a wall deck would put any Black in. It's also very easy to read, which is good. Walls should be creatures, not text.


Challenge! Something polite!

Bureaucratic Process - 3UU
Enchantment - R
Whenever a player casts a spell, any player may pay 2 to counter it and put a tape counter on ~.
At the beginning of each end step, remove a tape counter from ~.
If ~ has more than 8 tape counters on it, players cannot cast spells or play lands, creatures cannot attack, and activated abilities cannot be activated.

Challenge: More from the Vogsphere.

Jormengand
2017-01-29, 10:02 AM
Civil Society 3WW
Enchantment R
In order for a creature to attack, it's controller must pay 3
Place a +1/+1 counter on target attacking creature; It is no longer attacking
Fight effects may not be triggered

Nnnope. "Players can't play the game" effects are no fun.


What do you mean compiler errors? I actually don't see what the phrasing issue is. Please explain.

Card reads: At the beginning of your upkeep, summon X 1/1 White and Red Human Barbarian creature tokens with haste, where X is the number of barbarians you control.
Barbarians you control have; T- Fight target creature.
Card should read: At the beginning of your upkeep, create X 1/1 White and Red Human Barbarian creature tokens with haste, where X is the number of barbarians you control.
Barbarians you control have "{T}: Fight target creature". (Though the {} brackets are usually ommitted)


Bureaucratic Process - 3UU
Enchantment - R
Whenever a player casts a spell, any player may pay 2 to counter it and put a tape counter on ~.
At the beginning of each end step, remove a tape counter from ~.
If ~ has more than 8 tape counters on it, players cannot cast spells or play lands, creatures cannot attack, and activated abilities cannot be activated.

Nnnope. "Players can't play the game" effects are no fun.


Next challenge; A non-creature troll.... as in 'that was a troll move' or trolling.

Thrun, Ascendant 2GG
Planeswalker - Thrun MR
+1: Target creature gets hexproof and indestructible until end of turn.
-3: Destroy target artifact or enchantment.
-9: You get an emblem with "Whenever a creature enters the battlefield under your control, put 5 +1/+1 counters on it".

I guess it's also useful for trolling people, a little?

Next: A card which makes the game less stagnant and oppressive.

Dr.Gunsforhands
2017-01-29, 11:36 AM
I'm actually kind of ashamed that I've gotten so used to card grammar that more natural phrasing is starting to throw me off.


Also, the reason for white in the Great Horde? Red/White is the color combination that signifies war and victory, and the name itself, along with the white aspect, is meant to play on the fact that may barbarian cultures cast down old and decadent civilizations, and carved out their own realms.

It raises some interesting questions. If a barbarian starts a civilization, is she still a barbarian? :smalltongue:

Thrun's actually not that trolly, and he only saves a creature if it's attacking, which is interesting for encouraging sorcery-speed removal. I can't find the starting loyalty value... I imagine he starts with a lot because trolls are so tough.

Reset Button 3
Artifact - MR
Reset Button enters the battlefield tapped.
3, T, Sacrifice Reset Button: Shuffle all nonland permanents into their owners' libraries. Each player draws 3 cards.

Challenge! Make a creature that does something when you search your library.

Gauntlet
2017-01-29, 11:44 AM
Thrun, Ascendant 2GG
Planeswalker - Thrun MR
+1: Target creature gets hexproof and indestructible until end of turn.
-3: Destroy target artifact or enchantment.
-9: You get an emblem with "Whenever a creature enters the battlefield under your control, put 5 +1/+1 counters on it".

I guess it's also useful for trolling people, a little?

Next: A card which makes the game less stagnant and oppressive.

He doesn't have a starting loyalty.
The +1 is pretty terrible, since a removal spell can just be cast in response. It helps creature combat but that's about it - would be a lot more useful if it lasted through the opponent's turn.
Killing an artifact or enchantment is nice, but situational, and -3 is a big loyalty cost for it. It won't do anything against a lot of decks, and (assuming he doesn't start at 6+ loyalty) he probably gets killed. I think this guy's main problem is he doesn't protect himself in any way unless your opponent's attacking pressure is entirely dependent on a single artifact or enchantment, which isn't exactly reliable.

Your challenge is actually surprisingly difficult to build for. Cards which work well when played aggressively can look stagnant and oppressive because they are meant to kill the opponent before they get into their gameplan proper. Cards which promote a slower, controlling game plan can look that way because they lock down the game in some manner. Combo/toolbox stuff can be oppressive by nature, and anything more universally relevant makes the game stagnant by going in to a large percentage of decks. Midrange tools are the closest but then the game ends up with board stalls and grindy creature matchups which aren't exactly great either. In that line, let's try for a midrange boardstall breaker / finisher.

Garruk, Herald of the Wild 3GG
+1: Create a 2/2 Wolf creature token. Then if you control four or more creatures, create an additional 2/2 Wolf creature token.
-3: Creatures you control gain indestructible and vigilance until end of turn.
-5: Until end of turn, Garruk becomes a 6/6 Human Shaman creature with trample and 'When this creature attacks, put three +1/+1 counters on each other creature you control'.
Loyalty: 4

Challenge: A creature with a Power and Toughness unusually high or low for its CMC.

Warmatt
2017-01-30, 11:52 AM
An interesting little token generator, that works best when you have plenty, that then buffs your beasts, and ends with becoming a decent swinger that powers up everything else fairly well, meaning you need to get rid of him fairly quickly.


Power Surger 2RR
Creature- Gremlin Spirit R
Tribute 9
If Power Surger's tribute cost is not paid, destroy all permanents with a +1/+1 counter or charge counter
1/1


Could not think of something witty to place in the text area.... Also, it's technically both high and low P/T for it's cost. It's a 1/1 base, but with either destroy all creatures with a +1/+1 counter for 4, or be a 10/10 for 4.


Next Challenge! Something else with Tribute!

r2d2go
2017-01-30, 12:48 PM
It's obvious sideboard tech, but it's poorly made sideboard tech. A one-sided board wipe for 4 is obviously strong, but anyone who would actually take that is going to choose to give you a 10/10 for 4, which is at best kind of threatening, and at worst chump blocked and outmaneuvered to the point of uselessness. Because of the way Tribute works, it could be good in multiplayer, but even then it's only halfway decent tech in a very specific meta. And, of course, in some unfortunate circumstances it's simply a 1/1 for 4. Should probably just be a normal red clear (i.e. a bunch of damage to each creature), then it wouldn't be so awkward - I'd suggest base 2/2 power with a keyword (haste, trample, whatever), Tribute 4, 4 damage to each other creature.

Minotaur Bloodrager 1RR
Creature - Minotaur U
Trample
Tribute 2 (As this creature enters the battlefield, an opponent of your choice may place two +1/+1 counters on it.)
When ~ enters the battlefield, if tribute wasn't paid, reveal cards from the top of your deck until you reveal a land. You may deal damage equal to the number of cards revealed this way to target creature or player. Then shuffle your library.
3/1

Challenge: Another card that gives your opponent control. Or, another card that has a random effect. Bonus points for both.

Djinn_in_Tonic
2017-01-30, 12:48 PM
Power Surger 2RR
Creature- Gremlin Spirit R
Tribute 9
If Power Surger's tribute cost is not paid, destroy all permanents with a +1/+1 counter or charge counter
1/1

I'm REALLY not fond of this. It's very niche, and effectively reads "Destroy all permanents with a +1/+1 counter or charge counter unless the opponent has a way to generate blockers and/or creature removal," since that Tribute is insane. Plus, given that it could only exist in a set where +1/+1 counters and charge counters exist, this would likely either be useless or define the meta to simply avoid those cards entirely (or force everyone to run hard creature removal just to counter this).


Next Challenge! Something else with Tribute!

Swarm of Beetles - 1GG
Creature - Insect (Uncommon)
Tribute 3
If Swarm of Beetle's Tribute cost is not paid, create three 1/1 green insect tokens.
1/1

Grants good power/toughess for the cost, but your opponent gets the choice of how that value hits the field.

Challenge: Another swarm of something, however you wish to represent that.

Dr.Gunsforhands
2017-01-31, 01:32 AM
Swarm of Bloodragers 1RR
Creature - Elemental U
Trample
Tribute 2 (As this creature enters the battlefield, an opponent of your choice may place two +1/+1 counters on it.)
When ~ enters the battlefield, if tribute wasn't paid, create 2 3/1 Elemental creature tokens with Trample and Haste. Exile these tokens at the beginning of the next end step.
3/1


Minotaur Beetle - 1GG
Creature - Insect (Rare)
Tribute 3
When this creature enters the battlefield, if its Tribute cost was not paid, reveal cards from the top of your library until you reveal a land. Put that card on the battlefield and the rest into your hand.
1/1

The Beetle is okay. "Fabricate except your opponent decides what you get," is actually pretty interesting. The minotaur is also interesting, though it's harder to find a situation where you ever come out ahead with it.


Challenge: A swarm of random effects that give your opponents control.

Brain Problems 3RR
Enchantment - R
At the beginning of your upkeep, draw three cards, then reveal your hand and choose an opponent. That player chooses a nonland card from your hand if able and casts it without paying its mana cost. If it's a permanent card, you gain control of the permanent it becomes when it enters the battlefield.
At the beginning of your first main phase, discard three cards at random.

Challenge! A noncreature spell that gives one creature one +1/+1 counter, but also does something to make that counter more meaningful.

Gauntlet
2017-01-31, 04:16 AM
Brain Problems 3RR
Enchantment - R
At the beginning of your upkeep, draw three cards, then reveal your hand and choose an opponent. That player chooses a nonland card from your hand if able and casts it without paying its mana cost. If it's a permanent card, you gain control of the permanent it becomes when it enters the battlefield.
At the beginning of your first main phase, discard three cards at random.

Challenge! A noncreature spell that gives one creature one +1/+1 counter, but also does something to make that counter more meaningful.

This is certainly a red chaos junk rare, which I suppose is traditional in the vein of Chaos Storm or Confusion in the Ranks. This seems even harder to get to work, though - you'd probably just have to run nothing but permanents, maybe some of which have madness for the discard. The random discard means this only provides mana efficiency, not card advantage, unless you have Madness. If you're running a permanents-only deck, this card changes your draw into 'cast the worst nonland card in your top 3 for free' which might be better?

Blessing of the Harvest - GW
Instant - Uncommon
Put a +1/+1 counter on target creature.
Creatures you control with counters on them gain indestructible until end of turn.

Challenge: An agressive blue/black card, or a defensive red/green card.

LastCenturion
2017-01-31, 08:23 AM
Blessing of the Harvest - GW
Instant - Uncommon
Put a +1/+1 counter on target creature.
Creatures you control with counters on them gain indestructible until end of turn.

This is nice. It's clean and neat and simple and probably playable in a few +1/+1 counter decks. The rarity doesn't feel right, but I don't know if it feels more like a rare or a common. Probably uncommon is about right then. It's a little costly for the effect though; I would recommend 1{G/W} instead.


Challenge: An agressive blue/black card, or a defensive red/green card.

Disabling Blow - 1RG
Instant - U
Deal 1 damage to each attacking creature, then regenerate each creature that hasn't taken lethal damage.

Red for the mini-pyroclasm, green for regeneration. Keep in mind that regeneration removes a creature from combat.

Challenge: Something else with a creative use of how a keyword works. Interpret that as you will.

Jormengand
2017-01-31, 10:58 AM
Regenerate doesn't exist any more, and lethal damage is very rarely referred to. Also, the way the card works is too complicated for uncommon.

Crumbling Monolith 7
Artifact Creature - Construct R
Indestructible
Whenever Crumbling Monolith takes damage, put a -1/-1 counter on it.
5/5

Remember that it will still die when it has toughness 0.

Next: An enchantment creature.

Warmatt
2017-01-31, 02:50 PM
An interesting way to have an indestructible card that can slowly be worn down. Can't be taken down all at once, but looks like a good blocker, particularly as it ignores deathtouch.


Merican Rigger 2B
Creature- Human Advisor UC
Extort
Whenever a vote is called for, you may pay BB to vote an additional time. You may activate this as often as you have mana
4BB; Transform ~
"The political scene? All bought and paid for."
1/2
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Merican Election Season 4BB
Enchantment
Extort
T- Starting with you, each player votes for Demos or Liber. For each vote of Demos, you gain E for each permanent you control. For each vote of Liber you create two 1/1 red human creature tokens.
2B; Transform ~
"Two parties? Two sides of the same coin more like."


Next Challenge; Something else that transforms back and forth.

Gauntlet
2017-01-31, 04:15 PM
Merican Rigger

Careful with that, skirting close to the forum rules.

Warmatt
2017-01-31, 04:21 PM
Skirting, but not impinging. Besides, Merica is a fictional place located somewhere among the multiverse of Magic the Gathering, and not in any way related to any real life nations or political entities.

Blue Ghost
2017-01-31, 06:23 PM
Skirting, but not impinging. Besides, Merica is a fictional place located somewhere among the multiverse of Magic the Gathering, and not in any way related to any real life nations or political entities.

Please don't do this. That is not appropriate for the forum, and you know that.
As for the card itself, such shallow parody isn't done in Magic, and mechanically it's a mess.

Gilded Sarcophagus 3
Artifact (R)
Whenever a creature you control dies, you gain 1 life.
When a creature attacks while while you control no creatures, transform Gilded Sarcophagus.

////

Keeper of the Tomb
(W) Creature - Zombie
Vigilance
Keeper of the Tomb gets +1/+1 for each creature card in your graveyard.
At the beginning of your upkeep, if you control two or more other creatures, transform Keeper of the Tomb.
2/4

Next: An Aura.

mythmonster2
2017-01-31, 07:07 PM
Gilded Sarcophagus 3
Artifact (R)
Whenever a creature you control dies, you gain 1 life.
When a creature attacks while while you control no creatures, transform Gilded Sarcophagus.

////

Keeper of the Tomb
(W) Creature - Zombie
Vigilance
Keeper of the Tomb gets +1/+1 for each creature card in your graveyard.
At the beginning of your upkeep, if you control two or more other creatures, transform Keeper of the Tomb.
2/4

Next: An Aura.
This seems pretty decent overall, and a great flavor. My only concern would be that, as is, this could be run in any color, and would be a bit weird in red, blue, or black. Perhaps it could be a colored artifact, or even turned into an enchantment with a colored cost (probably white) on the front side.

Chosen by Nyx- WUBRG
Legendary Enchantment- Aura (R)
Enchant creature
Enchanted creature gets +5/+5 and has flying, first strike, vigilance, trample, and lifelink.
As long as you control another enchantment, enchanted creature has indestructible.

Challenge: Create an ally!

Warmatt
2017-01-31, 07:14 PM
A nice enchantment, but almost... bland really. Several enchantments or artifacts do similar things, but with the right art, and maybe making the enchanted creature an enchantment in addition to it's other types? Still, potent, and useful as heck.


Aggressive Conservationist 3G
Creature- Elf Ally UC
When ~ or another ally enters the field, gain E
Pay EEE; Destroy target Artifact
"Some question the validity of sabotage as a means to preserve life.... they have not met the programed fools out to destroy us all then."
3/3


Next; A vampire!

Gauntlet
2017-02-01, 04:12 AM
Aggressive Conservationist 3G
Creature- Elf Ally UC
When ~ or another ally enters the field, gain E
Pay EEE; Destroy target Artifact
"Some question the validity of sabotage as a means to preserve life.... they have not met the programed fools out to destroy us all then."
3/3


Next; A vampire!

Closest comparison is Nullmage Shepherd - this creature is probably more relevant as an energy generating combo piece than as an actual artifact removal spell. Not enough impact to see play anywhere except Commander, and there you have better artifact removal options. Tazri Allies Commander probably doesn't have much use for energy, either - both Allies and Energy seem like the sort of plan you need to invest heavily in to get effective use from, and this wants you to be deep in both options which isn't easy.

Desperate Soulstealer - 1BR
Creature - Aetherborn Vampire Rogue - Rare
Haste
At the beginning of your upkeep, target creature gets -2/-2 until end of turn.
Over the course of the rebellion, many people went missing. Some we killed in the fighting - others met less honourable ends.
3/2

Challenge: A 'modernized' version of an older card.

r2d2go
2017-02-01, 10:37 PM
A 3/2 haste is pretty close to worth 3 mana, and -2/-2 to a target creature each turn is probably more than 3 mana, which made me think this was utterly busted at first. However, I think the aggressive-but-squishy body has pretty significant anti-synergy with the removal-per-turn ability, especially considering it eats itself if it has no other targets. Not bad, though it might still be undercosted.

Kjeldoran Reinforcements 1W
Creature - Soldier C
Reinforce 1 (Remove this creature from combat: Target attacking or blocking creature gets +1/+1 until end of turn.)
2/2

(Going for something similar to banding)

Challenge: Another bear (2/2 for 2). Or, a new keyword. Bonus points for both!

Warmatt
2017-02-01, 11:10 PM
A nice little card you can remove from combat to buff another card for the combat. Nice, simple, and very, very white.


Brutal Savage GR
Creature- Human Barbarian UC
Savage 2 (When a creature you control fights a creature you don't control, place two +1/+1 counters on it)
"Brutality and savagery are the true state of man. Anyone that thinks otherwise deserves an axe to the throat."
2/2


Next Challenge; A card that enables fighting.

mythmonster2
2017-02-02, 12:08 AM
\
Brutal Savage GR
Creature- Human Barbarian UC
Savage 2 (When a creature you control fights a creature you don't control, place two +1/+1 counters on it)
"Brutality and savagery are the true state of man. Anyone that thinks otherwise deserves an axe to the throat."
2/2

Next Challenge; A card that enables fighting.

The keyword seems... very narrow. You'd need a heavy focus on fighting in a set to make it work, but fighting and this mechanic just don't have all that much depth to it. The card by itself is fine, though, and would be a neat build-around.

The Pit- 1RG
Enchantment (U)
At the beginning of your upkeep, you may have target creature you control fight target creature an opponent controls.

Challenge: A card that gains you life (it can do other things, too)!

Blue Ghost
2017-02-02, 12:15 AM
Savage as you propose it is an A/B mechanic, meaning it requires another factor, namely fighting, to be enabled. That means that it will require a large amount of the second factor to support it in a set. Fighting, as a specific kind of removal, cannot exist in large enough quantities in a set to support an entire keyword mechanic that depends on it. Furthermore, the keyword applying to all of your creatures means that the minimum complexity and impact for cards with the mechanic is very high. The fact that this card, which is basically as simple as a card with the keyword can possibly be, must be uncommon is a major red flag that this does not work as a mechanic.

EDIT: Ninja'd.
If you control a big enough creature, The Pit can kill a creature every turn. That definitely requires more than three mana, and at least rare. It seems very oppressive, but maybe with a high enough mana cost it could be fair. It's also very much a win-more card, drastically reducing the probability of a turnabout, which is generally not good for the game. It's not something I would want to play against at any cost, so I'm inclined to say no to it, but I could be swayed.

Feral Rakshasa 2G
Creature - Cat Demon (U)
Megamorph 4G
When Feral Rakshasa is turned face-up, it fights another target creature.
Ousted from Silumgar's domain centuries ago, the surviving rakshasa prowl the jungles, preying on unwary travelers.
3/2

Next: A common land.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Green/Feral%20Rakshasa_zpsdtx9lzmz.png

Djinn_in_Tonic
2017-02-02, 01:07 AM
Feral Rakshasa 2G
Creature - Cat Demon (U)
Megamorph 4G
When Feral Rakshasa is turned face-up, it fights another target creature.
Ousted from Silumgar's domain centuries ago, the surviving rakshasa prowl the jungles, preying on unwary travelers.
3/2

Seems like a solid card. The base 3/2 for 3 isn't fantastic, but since I'd gladly take a 4/3 for 5 that also kills a creature (especially in green, where that sort of removal is rare) I think this is very nicely balanced. Probably a VERY solid pick at a draft due to the flexibility and less of a need for on-curve power.

Also, I enjoy that it's a green demon that I don't want to put black in the cost of.


Next: A common land.

Ancient Library
Land -- (Common)
Ancient Library comes into play tapped.
Tap: Add U to your mana pool.
U, Tap: Look at the top card of target player's library.

Challenge: A mythic rare with a simple yet deep mechanic.

Warmatt
2017-02-02, 01:45 AM
A simple blue land that for a cost lets you check the top of a library? Very nice, and very simple. Great for scry or just to plan things a bit in advance.


Brutality Incarnate 2GGRR
Creature- Barbarian Avatar MR
Savagery 3 (When a creature you control fights a creature you don't control, place 3 +1/+ counters on it)
Whenever a barbarian enters play, it fights a creature it's owner does not control
"There is only the fight."
6/6


Next Challenge; Something.... academic.

mythmonster2
2017-02-02, 01:57 AM
Brutality Incarnate 2GGRR
Creature- Barbarian Avatar MR
Savagery 3 (When a creature you control fights a creature you don't control, place 3 +1/+ counters on it)
Whenever a barbarian enters play, it fights a creature it's owner does not control
"There is only the fight."
6/6


Next Challenge; Something.... academic.

This still has all the problems we pointed out before with Savagery, and Barbarians are still not a tribe that's been supported in a very long time.

Tolarian Library
Land- R
Tolarian Library enters the battlefield tapped.
T: Add U to your mana pool.
T: Scry X, where X is the number of artifacts you control.

Another card that references a classic card!

r2d2go
2017-02-02, 02:53 AM
While this is much more reasonable than the academy it resides in, it's still probably too strong in any sort of artifact deck. It lets you dig far too deep for next to no cost. You could put a cost of 2UU on the scry and it'd still probably get played in EDH.

Illumivore 2UU
Creature - Lhurgoyf R
Skulk
~'s power and toughness equal the number of instant and sorcery cards in all graveyards.
It consumes more than just bright ideas.
*/*

Challenge: Another card that manipulates P/T for some benefit. Or, another big dude. Bonus points for both.

Gauntlet
2017-02-02, 04:07 AM
Illumivore 2UU
Creature - Lhurgoyf R
Skulk
~'s power and toughness equal the number of instant and sorcery cards in all graveyards.
It consumes more than just bright ideas.
*/*

Challenge: Another card that manipulates P/T for some benefit. Or, another big dude. Bonus points for both.

The Skulk + Changing Power effect comes up every now and then. It's okay, but means it's either small and overcosted or large and vanilla.
The closest comparisons are Cognivore and Magnivore. This guy is probably better than either of those, since it counts both types, but a big vanilla guy probably still isn't good enough to see play, considering that Spellheart Chimera saw no play and it's cheaper, has better evasion, and was uncommon to boot.

Avatar of the Wise - UW
Creature - Monk Avatar - Rare
Avatar of the Wise has vigilance if its power is 2 or less.
Avatar of the Wise has lifelink if its power is 4 or less.
Avatar of the Wise has prowess if its power is 6 or less.
0/3

Challenge: A card using no colored mana symbols.

LastCenturion
2017-02-02, 08:22 AM
Avatar of the Wise - UW
Creature - Monk Avatar - Rare
Avatar of the Wise has vigilance if its power is 2 or less.
Avatar of the Wise has lifelink if its power is 4 or less.
Avatar of the Wise has prowess if its power is 6 or less.
0/3

I like this card. I wasn't sure it should be rare, but it's a little bit too complex for anything else. I also really like the power ramp built into the card. I like the thought that this brings to the game.


Challenge: A card using no colored mana symbols.

Tundra Voyager - SSSS
Snow Creature - Druid - U
(S can be paid by mana produced by any snow permanent)
Other Snow permanents you control have indestructible.
1/2

Challenge: A Wrath or Apocalypse-like effect.

Warmatt
2017-02-02, 10:43 AM
I like snow cards, and this is a great card for a snow deck. Not really that different then Darksteel Forge, but a good deal cheaper.


Societal Collapse 3GR(G/R)
Sorcery
Destroy all non-beast or barbarian creatures. They can't be regenerated.


Next Challenge; Something.... funny but not silver bordered

Djinn_in_Tonic
2017-02-02, 12:10 PM
Societal Collapse 3GR(G/R)
Sorcery
Destroy all non-beast or barbarian creatures. They can't be regenerated.

...you have a strange obsession with Barbarians. Also, Regeneration isn't really a thing any more, so cards don't typically talk about it as if it were.

That said, I think this might actually be a little too strong. It's pretty easy to build a Red/Green beast deck, and since 4-5 mana is the Wrath point, I'd feel more comfortable if this were around 6, since it's likely to be hugely one-sided in any deck that runs it.


Next Challenge; Something.... funny but not silver bordered

Gnome Mercy -- 1R
*Image of a giant, sporting a black eye and a few cuts, tied up. Gnomes run into the distance.*
Instant
Deal 2 damage to target creature. It can't block this turn.
You don't want to see what they do to things they DON'T feel merciful towards...

Challenge: Another low-cost instant.

Warmatt
2017-02-02, 12:34 PM
Societal Collapse should have been a Rare by the way, and it's CMC was 6...


Cunning Tactics 1G
Instant- C
Prevent all damage to target creature you control until the end of the turn, then it fights a target creature you don't control.



Next Challenge; An permanent that allows other permanents to fight!

Djinn_in_Tonic
2017-02-02, 12:37 PM
Societal Collapse should have been a Rare by the way, and it's CMC was 6...

Ah. Missed the (G/R) in the cost for some reason. My bad.

Gauntlet
2017-02-02, 12:44 PM
Cunning Tactics 1G
Instant
Prevent all damage to target creature you control until the end of the turn, then it fights a target creature you don't control.

Next Challenge; An permanent that allows other permanents to fight!

I assume you mean 'damage that would be dealt to target...'. Delayed triggers like this are prone to getting missed, so I'd avoid them if possible. This card doesn't have a rarity. Prey Upon is an excellent common and this is an excellent upgrade, so it'd probably have to be uncommon. I believe the 'until end of turn' wording doesn't support triggers in this way, and would need rewording to avoid the creature fighting and getting to prevent damage - see Waylay's Oracle text.

You didn't critique the previous card, so I'll do it for you.


Gnome Mercy -- 1R
*Image of a giant, sporting a black eye and a few cuts, tied up. Gnomes run into the distance.*
Instant
Deal 2 damage to target creature. It can't block this turn.
You don't want to see what they do to things they DON'T feel merciful towards...


It's a pun. I don't think Gnomes would ever be R/B. Balance is just fight though. You forgot rarity - I'm going to assume it's a common. Wouldn't see play outside of limited though. Often damage spells want to be cast midcombat, so this has a strange tension to it and you rarely get uses out of both halves, but it's okay.

Warrior's Sledge - 4
Artifact - Equipment - Uncommon

Equipped creature gets +2/+0 and has '2RG, T: This creature fights target creature you don't control.'

Equip 3

Challenge: A blue sorcery that wouldn't be any better as an instant.

r2d2go
2017-02-02, 12:59 PM
This is basically a better, green Fall of the Hammer (since it also protects the creature from other effects). Which is fine, but I think it should be uncommon or it's going to warp limited more than is acceptable. As an easy 2 or 3 for 1 (counter a burn spell, kill an enemy creature), it is probably playable in constructed as well, which is fine.

Seal of Combat R
Enchantment - U
R, Sacrifice ~: Target creature you control fights target creature you don't control.

I think it's slightly overpriced, as the initial investment is huge and the repeated cost is still pretty high. I think a lower base or equip cost would help, especially since the P/T boost is small. Drop the cost to 2 maybe (notably allowing a curve of 1 drop > 2 sledge > 3 equip > 4 fight, if you really wanted).

Aetherstrike 1U
Sorcery - U
Target creature can't be blocked until end of turn.
Draw a card.

Challenge: Another card that cantrips. Or, another non-keyword form evasion. Bonus points for both.

Blue Ghost
2017-02-02, 01:54 PM
This card has to already exist.
... Yeah, Slip Through Space does exactly this.
It's a very elegant design that can perform a lot of necessary roles in a set, and I'm not surprised that one would come up with it independently. It can be argued whether one or two mana is appropriate; might depend on the set. But this is very much a common design, not an uncommon.

Undercity Informant 2U
Creature - Human Rogue (C)
Whenever Undercity Informant becomes blocked, you may draw a card.
2/2

Next: A shapeshifter.

Dr.Gunsforhands
2017-02-03, 12:48 AM
Hey! I remember the black discardy card that this is clearly designed to mirror! I quite like it - your opponent has to decide whether blocking is worth letting you have a card, and if they just have a bunch of walls or 1/3's, it probably isn't. It's not very powerful in the big scheme of things, but it creates fun gameplay and that is priority one in this game.

Toolbox Mimic 3U
Creature - Shapeshifter R
U: Until end of turn, Toolbox Mimic becomes a copy of target artifact and gains this ability.
2/3

Challenge! Another shapeshifter, but with no activated abilities.

r2d2go
2017-02-03, 01:04 AM
Seems a little expensive, but it's probably worth it - some of the more expensive artifacts are distinctly worth more than 3U, and you can pull some nifty shenanigans (e.g. become a staff of domination, stack untaps, become a gilded lotus, get a bunch of mana, repeat, blow someone up). Unlikely to see play in anything but a very powerful artifact format (though we've had that recently), and even then it's often win-more, but it's definitely something I'd find fun in, say, EDH.

Lightwalker Mimic 1(U/W)
Creature - Shapeshifter C
Whenever you cast a spell that's both white and blue, Lightwalker Mimic has base power and toughness 3/6 and has vigilance until end of turn.
2/1

Challenge: Another cheap common. Bonus points if you continue the cycle (1(C1/C2) 2/1 shapeshifter, when you cast a spell that's both C1 and C2, it has changed P/T and a keyword until end of turn. The cycle already has enemy colored mimics from Planechase).

mythmonster2
2017-02-03, 01:37 AM
Lightwalker Mimic 1(U/W)
Creature - Shapeshifter C
Whenever you cast a spell that's both white and blue, Lightwalker Mimic has base power and toughness 3/6 and has vigilance until end of turn.
2/1

Challenge: Another cheap common. Bonus points if you continue the cycle (1(C1/C2) 2/1 shapeshifter, when you cast a spell that's both C1 and C2, it has changed P/T and a keyword until end of turn. The cycle already has enemy colored mimics from Planechase).

This seems like a pretty decent addition to the cycle, but I'm actually not sure how useful vigilance would be, since it turns back to a 2/1 at the end of your turn. Unless you've got an instant speed U/W spell to cast during combat to make it beefy again, it's not gonna be all that much help in defending against your opponent.

Valakut Stonewielder- R
Creature- Human Shaman (C)
Landfall- Whenever a land enters the battlefield under your control, Valakut Stonewielder gets +1/+0 and first strike until end of turn.
1/2

Challenge: Non-creature card with landfall!

Gauntlet
2017-02-03, 04:07 AM
Valakut Stonewielder- R
Creature- Human Shaman (C)
Landfall- Whenever a land enters the battlefield under your control, Valakut Stonewielder gets +1/+0 and first strike until end of turn.
1/2

Challenge: Non-creature card with landfall!

It's basically a Plated Geopede with half the power for one less mana. Probably compares unfavorably to Steppe Lynx, given that most decks that want to play this guy are going to be getting 2+ landfall triggers a turn, and increases toughness as well as power means Lynx is just as hard to block as the first striker. I am not sure if a 1/2 for 1 with upside at common in red is something R&D would be happy with, too.

Sea Gate Reclamation - 3UU
Enchantment - Rare
Tap an untapped creature you control: Put a construction counter on Sea Gate Reclamation.

Landfall - Whenever a land enters the battlefield under your control, if Sea Gate Reclamation has more construction counters on it than the number of lands you control, you may draw a card.

Challenge: An noncreature, non-equipment artifact.

Warmatt
2017-02-03, 11:51 AM
Overall, a nice enchantment with a great way to gain counters, and a very interesting landfall effect. Sure, you'll have to delay the attack for a turn or three, but then whenever you play a land, you get a card, which is pretty nice, particularly as it gives you greater options.


Bloody Altar of Darkali 8
Artifact- MR
Whenever a creature takes combat damage, place a charge counter on ~
Remove all Charge counters from ~; Summon a 0/0 Black and Red Demon Barbarian creature token named Spawn of Darkali with X +1/+1 counters on it, where X is the number of charge counters removed from ~, and 'T- Fight Target creature you don't control.'


So, an altar that summons a demon with a number of counters based on how much bleeding has been going on, that fights things.


Next Challenge; An angel generator!

r2d2go
2017-02-03, 07:09 PM
I actually kind of like it. There are a few templating issues, and it's probably one of those junk mythics that seem epic but are in practice unlikely to go off, but it's neat. I might make it whenever a creature takes damage, as an insanely big vanilla dude isn't much better than a very big vanilla dude, and then it's better than "your creatures have unblockable, opponent's creatures can't attack". It also seems like a lot of bookkeeping. I like having more epic but mostly unplayable mythics though, and this is almost sensical enough to get printed, maybe.

Crucible of the Righteous 1
Artifact - R
Whenever a creature you control dies, put a charge counter on ~.
Remove 5 charge counters from ~, sacrifice a creature: Create a 4/4 white angel creature token with flying.
Every martyr counts, even if only a few ascend.

Challenge: Another sac outlet, or another card that synergizes with sac outlets.

Dr.Gunsforhands
2017-02-04, 12:27 AM
I get that sacrificing that one last creature plays into the theme, but it still makes me think, "Ugh, why?" The charge counter from the sacrificed creature doesn't get put on in time to pay for the same activation, and it just feels weird. Can't you just say the fourth or fifth creature was the one that ascended even though you sacrificed it to something else? Other than that one quibble, I actually like the card quite a bit; it fits right into the black/white aristocrats/exploit paradigm. I'd probably make it an enchantment in one or both of those colors, since it's almost certainly not a literal cooking pot.

Revealer of Brains 2B
Creature - Zombie C
Echo - Sacrifice another creature. (At the beginning of your upkeep, if this creature entered the battlefield since the beginning of your last upkeep, sacrifice it unless you pay its Echo cost.)
When you pay Revealer of Brains' Echo cost or when Revealer of Brains dies, you draw a card and you lose 1 life.
2/2

Challenge! A card representing an echo or reflection, but not an illusion or shapeshifter.

Djinn_in_Tonic
2017-02-04, 11:16 AM
Revealer of Brains 2B
Creature - Zombie C
Echo - Sacrifice another creature. (At the beginning of your upkeep, if this creature entered the battlefield since the beginning of your last upkeep, sacrifice it unless you pay its Echo cost.)
When you pay Revealer of Brains' Echo cost or when Revealer of Brains dies, you draw a card and you lose 1 life.
2/2

This feels a bit overcosted to me. Three mana for a 2/2 that either becomes "lose 1 life and draw a card" or requires a sacrifice trigger seems a little high. At 1B I think this would be fairly balanced, since that's a find cost for black card draw, and you could toss a cheap creature at it. Otherwise I have no issues with the design.


Challenge! A card representing an echo or reflection, but not an illusion or shapeshifter.

Risen Spirit - (W/B) (W/B) (W/B) (W/B)
Creature - Spirit
Flying
When Risen Spirit enters play, but X +1/+1 counters on it, where X is the power of the top creature card in your graveyard.

Challenge: Another card that's cost is entirely split mana.

LastCenturion
2017-02-04, 11:29 AM
Risen Spirit - (W/B) (W/B) (W/B) (W/B)
Creature - Spirit
Flying
When Risen Spirit enters play, but X +1/+1 counters on it, where X is the power of the top creature card in your graveyard.

Missing a P/T and rarity, but other than that it seems fair. I could see this as a 0/1 or a 0/0. I like the effect, but I think caring about graveyard order is a little bit less fun than it seems. I realize that keeping the graveyard in order is required by the rules, but it gets a lot harder to do with the decks that you would play this in.


Challenge: Another card that's cost is entirely split mana.[/QUOTE]

Peace - {2/W}{2/U}{W/U}
Enchantment - U
Vanishing 3
Flash
Creatures can't attack.

//

Quiet {2/U}
Instant - U
Remove target creature from combat or counter target triggered ability.

Fuse

Challenge: Another Fuse card

Warmatt
2017-02-04, 11:36 AM
Lacks a P/T, even the 0/0, but looks good overall, and makes for a flexible flying spirit.


Rampaging Bloodthirster Ogre (B/R)(B/R)(B/R)(B/R)(B/R)
Creature- Ogre Barbarian UC
As long as you control a demon, ~ has Savagery 2 (Whenever a creature you control fights a creature you don't control, place 2 +1/+1 counters on it)
Whenever a creature takes damage, place a Ki counter on ~
Remove three Ki counters; ~ fights target creature you don't control
"Driven mad by Oni blood, they seek to slake their thirst with oceans of gore."
4/3


Next; A demon the encourages combat damage!

Gauntlet
2017-02-04, 12:43 PM
Peace - {2/W}{2/U}{W/U}
Enchantment - U
Vanishing 3
Flash
Creatures can't attack.
//
Quiet {2/U}
Instant - U
Remove target creature from combat or counter target triggered ability.

Fuse

Challenge: Another Fuse card

Fuse on a permanent and a spell seems clunky. I assume you'd resolve the instant and put the enchantment onto the battlefield, but it's still strange and would create rules confusion. Reaper King hybrid mana also creates rules complexity. This feels like it's trying to do three different 'complex' things at once, and so it definitely shouldn't be Uncommon and probably shouldn't be printed in its current state even at Rare.


Rampaging Bloodthirster Ogre (B/R)(B/R)(B/R)(B/R)(B/R)
Creature- Ogre Barbarian UC
As long as you control a demon, ~ has Savagery 2 (Whenever a creature you control fights a creature you don't control, place 2 +1/+1 counters on it)
Whenever a creature takes damage, place a Ki counter on ~
Remove three Ki counters; ~ fights target creature you don't control
"Driven mad by Oni blood, they seek to slake their thirst with oceans of gore."
4/3


Next; A demon the encourages combat damage!

Savagery is still a really iffy keyword, and way too complex to be in a set since it can't be at common - it's also ambiguous in terms of rules as to whether the creature that gets the counters is the one doing the fighting, or the creature with the ability. In general, having creatures get bigger when the fight sucks because it's unintuitive - the creature wouldn't get the P/T buff until after the Fight is resolved, so it doesn't actually let you fight anything you couldn't already. "Whenever a creature takes damage" is an ability that requires a lot of bookkeeping, and this guy gets two ki counters back whenever you spend three which is also unintuitive and probably shouldn't happen. If you can get a couple counters from somewhere else this guy basically just kills all your opponent's creatures forever unless they get a removal spell, which is pretty awful. Also this should absolutely not be an uncommon, it's enormously complex and absurdly powerful with anything that can do damage to a creature even once or twice.

Arise - 1GW
Sorcery - Rare
Return target permanent card with converted mana cost 3 or less from your graveyard to the battlefield.

///

Descend - 1BB
Sorcery - Rare
Sacrifice a permanent. If you do, create an X/X Demon creature token, where X is the sacrificed permanent's converted mana cost. It has flying and 'Whenever this creature attacks, put a +1/+1 counter on this creature and lose 1 life'.

Fuse

Challenge: A monocolored common.

Warmatt
2017-02-04, 03:44 PM
A very nice pair of ying and yang opposite sorceries, that work together nicely. Can use it to make a powerful minion that gets more powerful with a life cost, and can grab another back from the grave... potentially a lifelink or the one you sacrificed already.



Happy Hacker 2R
Creature- Human Barbarian C
~ gets +1/+0 for every artifact your opponent controls during the damage phase
1/2


Next Challenge; An artifact!

Djinn_in_Tonic
2017-02-04, 05:28 PM
Happy Hacker 2R
Creature- Human Barbarian C
~ gets +1/+0 for every artifact your opponent controls during the damage phase
1/2

There's VERY little reason this couldn't just be "+1/+0 for each artifact your opponent controls." If you specifically wanted it to be combat-phase only, I'd rather see it worded as "Whenever ~ attacks or blocks, it gets +1/+0 for every artifact your opponent controls," which is basically the same thing but MUCH cleaner. Either way, it's somewhat niche, but probably playable in a set that features some solid artifact support.

Out of curiosity...are you working on a Barbarian-related custom set or something? Like 90% of the past cards you've made have been Barbarians and/or Fight related, which is really odd.


Next Challenge; An artifact!

Solar Lens Array -- 1
Artifact (Rare)
Cumulative Upkeep: Put a Charge counter on Solar Lens Array.
At the beginning of your upkeep, you may deal X damage to target creature, where X is the number of Charge counters on Solar Lens Array. If it dies, remove all Charge counters from Solar Lens Array.

Challenge: Another card with a resource built into it.

r2d2go
2017-02-04, 09:03 PM
I feel like you've made a mistake. Because what this does is each turn, you put an age counter on it, then a charge counter for each age counter on it, then you zap something for (charge counter) damage and possibly reset the charge counters, but not the age counters. So for 1 mana, you're probably going to do something like: zap for 1, zap for 3, zap for 6, zap for 4, zap for 5, zap for 6, etc - basically strictly better than progressing linearly (1, 2, 3, 4, 5). It's way overpowered for a 1 mana artifact and stacks counters in a weird way.

Something more reasonable would be: Cumulative Upkeep 1. At the beginning of your upkeep, you may deal X damage to target creature, where X is the number of age counters on ~. If it dies, remove all age counters from ~. Then it'd zap for 1, then 2, then 3, then 1, then 2, then 3, or whatever.

Subject 1-786 XUG
Creature - Mutant R
~ enters the battlefield with X +1/+1 counters on it.
Remove a +1/+1 counter from ~: Choose one:

Regenerate ~.
~ gains trample or hexproof until end of turn.
Add G to your mana pool.
Scry 1.
That's 1 through 786. It's... very durable.
0/0

Challenge: Another versatile guy. Or another big guy. Bonus points for both.

Djinn_in_Tonic
2017-02-04, 11:50 PM
I feel like you've made a mistake. Because what this does is each turn, you put an age counter on it, then a charge counter for each age counter on it, then you zap something for (charge counter) damage and possibly reset the charge counters, but not the age counters. So for 1 mana, you're probably going to do something like: zap for 1, zap for 3, zap for 6, zap for 4, zap for 5, zap for 6, etc - basically strictly better than progressing linearly (1, 2, 3, 4, 5). It's way overpowered for a 1 mana artifact and stacks counters in a weird way.

Something more reasonable would be: Cumulative Upkeep 1. At the beginning of your upkeep, you may deal X damage to target creature, where X is the number of age counters on ~. If it dies, remove all age counters from ~. Then it'd zap for 1, then 2, then 3, then 1, then 2, then 3, or whatever.

That was indeed the intent, and I forgot halfway through the design that I should be using Age counters instead of Charge counters. Glad you caught that and figured out it was a mistake. :smallbiggrin:

Gauntlet
2017-02-05, 04:26 PM
Subject 1-786 XUG
Creature - Mutant R
~ enters the battlefield with X +1/+1 counters on it.
Remove a +1/+1 counter from ~: Choose one:

Regenerate ~.
~ gains trample or hexproof until end of turn.
Add G to your mana pool.
Scry 1.
That's 1 through 786. It's... very durable.
0/0

Challenge: Another versatile guy. Or another big guy. Bonus points for both.

Seems fine, in that it's a good versatily hydra. However the 'choose one' ability is a bit odd, because one of those is a mana ability and the others aren't, so it has different timing restrictions depending on which option you choose, which is very strange and probably shouldnt happen.
This is why Umezawa's Jitte is so busted - originally it had 'add B to your mana pool' as one of its abilities, but it got cut at the last second because of this rules oddity, and replaced with the 'target creature gets -1/-1 until end of turn' effect which is naturally absurd, but the didn't have time to playtest it enough before signing off.
Regenerate also doesn't get used any more. You could instead fold it in to the second ability by making it give Trample, Hexproof or Insdestructible. The Scry mode I feel wouldn't get used much - usually if you have a fat monster in play, it's very rarely a good idea to make your wincon smaller in exchange for a small amount of card selection. This guy also feels like he should have a way of regenerating counters, given how much mana he eats and how you want to spend his counters.

Amorphous Behemoth - 2RUG
Creature - Beast Mutant - Rare
Whenever Amorphous Behemoth attacks, you may pay R, U, and/or G. If you do, you may search your library for a creature card with converted mana cost equal to the amount of mana you spent this way and put it onto the battlefield tapped and attacking, then shuffle your library.
4/5

Challenge: A sorcery with a variable mana cost.

Dr.Gunsforhands
2017-02-05, 10:21 PM
It took me a while to figure out what you meant by the cost of that ability. Just make it cost RUG and search for things with CMC 3 or less. You already know the player has all 3 colors since RUG was part of this thing's cost, so there's no need to test for it again each time. It's big and scary, and I'm not sure what about always bringing just the right friend along makes it mutable itself. Are the other creatures, like... budding off of it? Ewww. :smalltongue:

Alexi's Wind XUU
Sorcery - R
Return X target creatures to their owners' hands.
"'A little off course?' You've been flying for three weeks over the WRONG OCEAN!"
- Aldersm'n A-Train, to Captain Richter Hammockslam

Challenge! A land representing an ocean or undersea area.

LastCenturion
2017-02-05, 10:29 PM
Alexi's Wind XUU
Sorcery - R
Return X target creatures to their owners' hands.
"'A little off course?' You've been flying for three weeks over the WRONG OCEAN!"
- Aldersm'n A-Train, to Captain Richter Hammockslam

A mass unsummon? It's pretty good, actually, and I would totally play it in the pillow fort deck I'm trying out. I feel like it's probably been done somewhere before, but I can't find it, so... well done!


Challenge! A land representing an ocean or undersea area.

Kanasut, the Sunken Peak
Legendary Land - Island Mountain
(T: Add U or R to your mana pool)
Kanasut, the Sunken Peak enters the battlefield tapped.
T: Deal 1 damage to target creature, then tap it.

Challenge: Something from the Gatewatch with another color added in. (And no, you can't use Ajani. He's already in three colors) Bonus points if it's an enemy color.

mythmonster2
2017-02-05, 10:40 PM
Kanasut, the Sunken Peak
Legendary Land - Island Mountain
(T: Add U or R to your mana pool)
Kanasut, the Sunken Peak enters the battlefield tapped.
T: Deal 1 damage to target creature, then tap it.

Challenge: Something from the Gatewatch with another color added in. (And no, you can't use Ajani. He's already in three colors) Bonus points if it's an enemy color.

This seems powerful, perhaps overly so. It's a fetchable dual, which have almost always been used when available, and it can basically permanently lock down a dangerous attacker or blocker. With land destruction being low powered nowadays, there's also almost no answer to this. Even a land that only tapped for colorless but had that ability could be a bit much.

Embrace the Leylines- 3UG
Instant- U
Draw X cards, where X is half the number of lands you control, rounded down.
"Perhaps Nissa is on to something here..."- Jace Beleren

Another card to do with the Gatewatch!

r2d2go
2017-02-06, 02:09 AM
Seems really strong, but in practice it's probably not standard playable. Barring weird circumstances, it's at worst Inspiration for G more and at best draws like twelve cards in EDH, but it'll usually end up being something like Opportunity for G instead of 2. The problem is that at the upper end when you start getting benefits, you'd usually rather just run a bigger draw spell. It'd take a very special format to make this work in standard - where UG has defensive tools to make it to turn 8 consistently and then wants to hold the mana at that point rather than playing a finisher. Or perhaps this draws into the finisher? I'm not sure, but Jace's Ingenuity or similar is usually good enough at that point, so even then, it's a little weak.

Calculated Inferno 3UR
Instant - U
Deal X damage divided among any number of target creatures, where X is the number of cards in your hand.
"...I'm not saying your advice helped. At all. But... thanks, Jace." - Chandra Nalaar


Challenge: A cheap utility creature.

LastCenturion
2017-02-06, 08:28 AM
Calculated Inferno 3UR
Instant - U
Deal X damage divided among any number of target creatures, where X is the number of cards in your hand.
"...I'm not saying your advice helped. At all. But... thanks, Jace." - Chandra Nalaar

It's obviously supposed to continue the cycle, which isn't bad, but this isn't very playable. If you let it hit players, it might be playable in Commander, but it's still nothing that I would really want. If I'm playing a deck where this is useful, my hand is not very large. I do like the flavor though.


Challenge: A cheap utility creature.

Ashaya, the World Awoken - GG
Legendary Creature - Elemental - MR
When ~ enters the battlefield, put a loyalty counter on each green planeswalker you control.
T: Untap Ashaya. Ashaya becomes a land with "T: Add GG to your mana pool" until end of turn and loses all other abilities.
1/2

Challenge: What I meant to say last time, which is a member of the Gatewatch (besides Ajani) with an additional colors. Once again, bonus points for enemy colors.

mythmonster2
2017-02-06, 08:33 AM
You're missing a P/T on Ashaya, btw.

BasketOfPuppies
2017-02-06, 11:18 AM
The first ability isn't as useful as it seems at first glance, and I don't see how it fits with the second. I'd rather see each of these on different creatures, since the first wants you to play it late, but the second early. Also- why isn't it just T- add GG to your mana pool? That seems much less clunky. The second ability should also just produce G, since getting GG is usually restricted to 3+ drops.

Gideon Unbridled 3RW
Planeswalker- Gideon MR
+1 up to two target creatures each get +2/+0 and indestructible until end of turn.
-3 exile target attacking creature
-7 you get an emblem with "attacking creatures you control get +3/+0. Defending creatures you control get +0/+3".
4

I'd like to see another in the cycle. If not, an enchantment.

r2d2go
2017-02-06, 12:11 PM
It's nifty, but there's a few issues. First, planeswalker abilities are at sorcery speed, so the second abilities doesn't work too well. It's also too weak overall - even if the second ability worked as intended, it'd be giving your opponent control over what they're willing to sacrifice, and thus will only really ever deter big face-beaters - which a red/white deck should be able to safely ignore. Similarly, the first ability is aggressive, only working on the attack but discouraging trades, presumably leading to fewer or less favorable blocks... but it's nowhere near impactful enough for an aggro deck's 5 drop. Lastly, the emblem takes awhile (turn 8, with good circumstances) to give you an honestly mediocre buff - a 5 drop walker's ult should be more than a slightly better 5 drop (Agrus Kos). You could probably drop the price to 4 without issue with a similar-power -3.

Chandra Inspired 2UR
Planeswalker - Chandra MR
+1 - Deal 1 damage to up to two target creatures. Tap them. They don't untap during their controller's next untap step.
0 - Discard a card. Deal damage to target creature equal to the discarded card's converted mana cost. Then draw a card.
-6 - Draw 6 cards, then deal damage equal to the number of cards in your hand to target creature or player.
3

Challenge: Another card that protects itself. Or, a card that sacrifices flexibility for power (yep, not the other way around).

Warmatt
2017-02-06, 12:17 PM
There are a lot of version of this guy, and he manages to fit into that mixture of defender, general and warrior that does so well. Does not actually become a creature, which I thought was the norm for him, but feels like it manages to catch him in a training mode actually.


Lilliana, Grave Healer 3BG
Planeswalker- Lilliana
+1 Target creature gains Undying until the end of the turn
-2 Return target creature from your graveyard to the field, it is a Black Zombie in addition to it's other types
-8 You gain an Emblem with; Creatures you control have Undying and 'Remove a +1/+1 counter- Regenerate'
4


Next; A Chandra or Jace in the Cycle!

Edit; Ninja'd!

Overall, the card feels like a good mixture of Red and Blue, of card drawing and damage, that feeds into each other, for a brilliantly inspired and pyroclastic card!

Pyroclastic Onslaught 4RRR
Creature- Elemental R
Haste
Battle Focus; At the beginning of the combat phase, you may choose any number of options. For each one, ~ gains -2/-2 until the end of the turn;
Target player discards a card
Gain R to your mana pool
Deal 1 damage to target creature
8/8

Next; A Demon Spirit!

Djinn_in_Tonic
2017-02-06, 01:22 PM
Lilliana, Grave Healer 3BG
Planeswalker- Lilliana
+1 Target creature gains Undying until the end of the turn
-2 Return target creature from your graveyard to the field, it is a Black Zombie in addition to it's other types
-8 You gain an Emblem with; Creatures you control have Undying and 'Remove a +1/+1 counter- Regenerate'
4

Well, this doesn't feel green, doesn't fit the cycle's simplistic naming convention (Name + Word), uses Regenerate (and combines it with Undying, which is SUPER frustrating and you may as well just make them indestructible at that point), and doesn't fit the "first ability targets 2 creatures" of the first card. So points off for that.

Otherwise? This has way too many recursion effects in it. The first effect is somewhat powerful, the second is strong, and the third invalidates the need for the other two at all, making this largely a boring card. I'd much rather see this DO more. The first two are solid abilities for a Planeswalker individually, but the combination just falls sort of flat.


Pyroclastic Onslaught 4RRR
Creature- Elemental R
Haste
Battle Focus; At the beginning of the combat phase, you may choose any number of options. For each one, ~ gains -2/-2 until the end of the turn;
Target player discards a card
Gain R to your mana pool
Deal 1 damage to target creature
8/8

...this sacrifices power for flexibility, the EXACT opposite of what you were asked to do. :smallbiggrin:

Battle Focus is interesting, but the ability balance is way off. Discard is VERY strong. You should also specify: is this EVERY combat phase? Can you select an ability more than once? That said, the ability loses a lot of its interesting features since you don't have to attack or block with the creature to trigger it.

Overall it's a weird card that doesn't seem worth 4RRR.


A Demon Spirit!

Malevolent Whisperer - 2BB
Creature - Demon Spirit (Rare)
Flying, Soulbond
As lone as Malevolent Whisperer is paired with another creature, each of those creatures has +2/+1, Extort, and "at the beginning of your upkeep, lose 1 life."
It whispers constantly of greed, power, and violence...
1/1

Challenge: More soulbonding!

r2d2go
2017-02-06, 02:45 PM
It's a bit of a cluttered soulbond, with multiple unrelated effects. While I like the drawback/benefit effect that makes soulbond more than "bind to your best dude", I think it's unnecessarily clunky. Something like 3/3 for 3, soulbinds to give both lifelink and 2 life lost per turn, seems more feasible. Or, 1/4 lifelink for 3, soulbinds for +2/-2 and flying to both? I dunno, but it's up to tinkering. Any one of the asymmetries alone is enough, I think.

Incendiary Firebrand R
Creature - Human Advisor U
Soulbond
As long as ~ is paired with another creature, each of those creatures gets +1/-1 and Haste.
0/2

Challenge: Another aggro card, or another card with 0 power. Bonus points for both.

Warmatt
2017-02-06, 03:04 PM
An interesting little soulbond, that seems to give a utility focus, boosting and allowing you to hit right away, but making them more fragile. Overall, a nice little red booster!


Memetic Bombard 1UR
Creature- Human Wizard UC
Whenever a player draws a card, deal 2 damage to target creature
"The power of IDEAS will destroy you!" Arch-Thinker Yakalot before undergoing Information Overload
0/3


Next challenge; Another creature that does something when a player draws a card!

Gauntlet
2017-02-06, 03:30 PM
Memetic Bombard 1UR
Creature- Human Wizard UC
Whenever a player draws a card, deal 2 damage to target creature
"The power of IDEAS will destroy you!" Arch-Thinker Yakalot before undergoing Information Overload
0/3

Next challenge; Another creature that does something when a player draws a card!

It's a very powerful effect against anyone who wants to keep creatures on the board, and usually gets to kill something before being removed because of your opponent's draw step. Awkwardly sometimes has to kill itself though, which isn't really fun and only makes it worse against the decks it's already bad against (creature less spell based decks).

Dream Elemental - 1UG
Creature - Elemental Illusion - Rare
Flying
Whenever a player draws a card, put a +1/+1 counter on Dream Elemental.
0/1

Challenge: another card that becomes more of a problem if it's ignored.

r2d2go
2017-02-06, 10:16 PM
It's a very powerful effect against anyone who wants to keep creatures on the board, and usually gets to kill something before being removed because of your opponent's draw step. Awkwardly sometimes has to kill itself though, which isn't really fun and only makes it worse against the decks it's already bad against (creature less spell based decks).

Dream Elemental - 1UG
Creature - Elemental Illusion - Rare
Flying
Whenever a player draws a card, put a +1/+1 counter on Dream Elemental.
0/1

Challenge: another card that becomes more of a problem if it's ignored.

I think you might be underestimating how fast that thing grows. It swings for at least 2 in the air on the first turn it can attack, which is already about on-curve, and quickly grows to end the game in four evasive swings. Yes, it can get pinged on the first turn it drops, or shocked on your opponent's turn, but it's still "answer me or lose" at 3 mana. In addition to relatively easy instant speed synergy (pump it with draw spells, especially looting), that's probably too much in most standard environments.

Thallid Sproutbloomer 1G
Creature - Fungus R
At the beginning of your upkeep, put a Spore counter on ~ and each Saproling you control.
Remove 3 Spore counters from ~ or a Saproling you control: Create a 1/1 green Saproling creature token.
1/1

Challenge: Another nonlinear card. Or, something that starts big, and gets smaller.

Dr.Gunsforhands
2017-02-07, 09:26 PM
Ooh, nice! This really is pretty slow, though not slow enough that I'll reject a saproling-doubling time bomb out of hand. It would have been scarier if you removed the counters from among all creatures you control, since this and 2 tokens could have gotten you another token when it first triggered. It's really easy to deal with, too; I wouldn't be mad if it were moved to an uncommon slot. A version with higher toughness or that makes ETB tokens might get Timmy more excited. Still, I like the idea so much that I'm staring at it wanting to make it work as-is, and sometimes that's exactly where you want your card to be.

Shedding Shambler 2(g/b)
Creature - Plant Zombie U
Shedding Shambler enters the battlefield with 4 +1/+1 counters on it.
Whenever you cast a spell, remove a +1/+1 counter from Shedding Shambler.
0/0

Challenge! Make a fairy! F... faerie? Fieri? Make either an insect-winged sapient creature or a terrible eccentric chef or both.

mythmonster2
2017-02-08, 12:13 AM
Ooh, nice! This really is pretty slow, though not slow enough that I'll reject a saproling-doubling time bomb out of hand. It would have been scarier if you removed the counters from among all creatures you control, since this and 2 tokens could have gotten you another token when it first triggered. It's really easy to deal with, too; I wouldn't be mad if it were moved to an uncommon slot. A version with higher toughness or that makes ETB tokens might get Timmy more excited. Still, I like the idea so much that I'm staring at it wanting to make it work as-is, and sometimes that's exactly where you want your card to be.

Shedding Shambler 2(g/b)
Creature - Plant Zombie U
Shedding Shambler enters the battlefield with 4 +1/+1 counters on it.
Whenever you cast a spell, remove a +1/+1 counter from Shedding Shambler.
0/0

Challenge! Make a fairy! F... faerie? Fieri? Make either an insect-winged sapient creature or a terrible eccentric chef or both.

So, a 4/4 for 3 that shrinks. I don't think that hybrid mana quite works on this card, since this doesn't really seem like the type of card mono-black would get. The card itself seems... ok, but maybe on the weak side. It only takes a turn for you or the opponent to be able to play something on curve that matches this. I wonder if changing the mana cost to just BG could make it viable.

Fae Chef- 2B
Creature- Faerie Rogue
Flying
Whenever a creature an opponent controls dies, gain 2 life and put a +1/+1 counter on Fae Chef.
"I love humans! Such amazing constructions, such brilliant minds, and oh, such much flavorful meat on their bodies."
1/1

Create a low power, but high mana cost creature!

Jormengand
2017-02-08, 01:00 AM
It's pretty powerful. I'd certainly suggest that the life gain might be unnecessary. Also needs a rarity.

Volcano Adept 7RR
Creature - Human Shaman C
T: Volcano Adept deals 3 damage to target creature.
With great power comes no responsibility whatsoever.
1/2

Next: Another common with at least CMC 7.

Djinn_in_Tonic
2017-02-08, 01:12 AM
Volcano Adept 7RR
Creature - Human Shaman C
T: Volcano Adept deals 3 damage to target creature.
With great power comes no responsibility whatsoever.
1/2

A nine-mana card that dies to most removal, doesn't have an EtB effect, and only pings one creature per turn doesn't feel remotely playable. Especially in red, which doesn't have a lot of ways to cheat it out. I guess it would fill the set role of "card picked last at the draft?" :smalltongue:

The tap ability is SUPER nice, but I just can't justify that insane cost no matter how I look at it.


Next: Another common with at least CMC 7.

Consuming Kudzu -- 5GG
Creature - Plant
Devour 2
4/5

Challenge: Another plant.

Warmatt
2017-02-08, 01:29 AM
A nice and simple plant, that can mulch tings to get bigger. I like.



Ravenous Overgrowth 3GGG
Creature- Plant R
Devourer 2
When ~ enters the field, create X 1/1 green plant creature tokens, where X is ~ toughness
2/2


Next Challenge; A green zombie!

r2d2go
2017-02-08, 05:17 AM
This is actually pretty good. I mean, other than very minor typos (Devour not Devourer, battlefield not field), this is a solid green fatty, not particularly overpowered, but playable in limited certainly and quite possibly in constructed. It's also pretty well made, though basing things off toughness is a little unusual when P = T usually on this guy. I can see myself playing this in a ramp deck that plays something like turn 1 dork > turn 2 double dork or big dork > turn 3 this guy for a big guy and 6-8 little dudes. That's pretty hard to deal with, but not oppressively strong for a good hand. Nice!

Rot Walker 1BG
Creature - Zombie U
Deathtouch, Trample
Mulch 4 (You may exile any number of cards from a graveyard as an additional cost to play this creature. For every 5 cards exiled this way, this creature enters the battlefield with an additional +1/+1 counter).
They still decompose flesh for the Golgari - but now they don't wait for it to die first.
2/2

Challenge: Another Ravnican card. Or another uncommon with just keywords. Bonus points for both, and making a new Ravnican keyword.

Djinn_in_Tonic
2017-02-08, 11:33 AM
Rot Walker 1BG
Creature - Zombie U
Deathtouch, Trample
Mulch 4 (You may exile any number of cards from a graveyard as an additional cost to play this creature. For every 5 cards exiled this way, this creature enters the battlefield with an additional +1/+1 counter).
They still decompose flesh for the Golgari - but now they don't wait for it to die first.
2/2

I'm not sure why Mulch has a number here: I'm not sure if this is supposed to be "Mulch 4 -- remove X cards, +1/+1 for every 4" or "Mulch -- remove X cards, +1/+1 for every 5." I'm guessing it's the former?

Either way, I like the card, but I worry it may be a bit undercosted. A 2/2 Deathtouch Trample for 3 is already not a BAD deal, and not only can this one grow but it effectively has a "remove target player's graveyard from the game" clause attached as a rider. I'm tempted to say it might work better as 2BG with Mulch 3, or limited to just your own graveyard.

I do like the synergy with Dredge this has though.


Challenge: Another Ravnican card. Or another uncommon with just keywords. Bonus points for both, and making a new Ravnican keyword.

Dimir Operative - 1BU
Creature - Human Assassin
Skulk
Uncover BU (Whenever you search your library, you may reveal this card and cast it by paying it's Uncover cost. You may only Uncover once each time you search your library).
2/2

--------

Was aiming for a similar Guild-mechanic interacting second mechanic, this time playing with Transmute. Balance and cost might be a little off, but I think it might function as a thematic means of card advantage.

Challenge: Continue the idea -- a sister-mechanic to a Ravenica guild that's not Dimir or Golgari.

Warmatt
2017-02-08, 11:34 AM
An interesting plant zombie, though not entirely sure how the Mulch 4 thing works exactly. Still, a very nice Trample/Deathtouch combo, that can get bigger if you have a big graveyard to exile.


Agent Saboteur 2UB
Creature- Shapeshifter Rouge C
Infiltrate (You may cast this as a 2/2 creature for 1 under your opponents control. At each of your opponents upkeep steps, place a Trust counter on it. You may regain control of this card by paying it's mana cost and flipping it at any time)
When ~ is flipped, remove all trust counters from ~ and target opponent sacrifices a number of artifacts and/or enchantments whose total converted mana cost equal the number of trust counters removed.
1/1

So, went with a Dimir one, and it does have a flip activation ability. Still, it fits.


Next Challenge; Another in the series/another new guild card!

Edit; Ninja'd x-x

Overall, it's a nice way to search your deck, and get things out there, and might be able to manage it more then once per turn, so looks good. Reasonable cost and abilities as well.


Greendeep Marshal 4GW
Creature- Elf Solider R
Convoke, Unity (When you tap creatures for Convoke, place a +1/+1 counter on them and the creature summoned)
4/4

Next Challenge; Continue the series!

Djinn_in_Tonic
2017-02-08, 11:49 AM
Greendeep Marshal 4GW
Creature- Elf Solider R
Convoke
Unity 2 (Whenever a creature you control attacks or blocks, you may tap any number of creatures you control. Target creature gains +2/+2 until the end of the turn for each creature tapped)
4/4

Next Challenge; Continue the series!

Not going to give a full critique and card, since I just did that, but I figure it may be worth mentioned that, unlike the previous two, this actually INTERFERES with the main Selesnya mechanic, since you have to tap creatures for both.

Might be interesting to do Unity X (At the beginning of the combat step, gain +X/+X for each tapped creature you control) though, since that would trigger off Convoke and tap abilities without giving you the benefit of other attacking creatures counting.

Warmatt
2017-02-08, 12:12 PM
Changed Unity a bit, to work off Convoke. Now, whenever you tap creatures for Convoke, each permanent with Unity grants each tapped creature and the summoned creature a +1/+1 counter. Effectively, the more big convoke effects you use, the bigger you can make your creatures!

r2d2go
2017-02-08, 01:17 PM
I feel like Infiltrate has too many moving parts to work. because the flip is based off mana cost, you have a card you'll never hardcast, and at the same time, you have trust counters which have no inherent effect, and your opponent knows what your infiltrating cards do because they can look at them. I'm honestly not sure how to make it work, it's just overall kind of wonky.

Unity seems like it has potential - I like the continuation of encouraging tokens and little mana dorks, allowing them to transition into pumping a big guy. The card alone is not bad either, as a 4/4 for 6 with convoke is pretty solid, and Unity (while often useless due to a complete lack of keywords) is just very nice frosting on the cake.

Edit: Ninja'd by edit. I don't really like the new Unity - makes you keep track of a lot of counters, and provides permanent rewards for doing something you're already happy to do (use Convoke). To be honest, I'm not so sure about the good doctor's suggestion, either, since that'd only work off convoking and similar tap effects. I'd prefer something like "for each creature you control that's not attacking or blocking, gain +X/+X" but that might be too wordy? Not sure.

Splinter-Slime Weird 2UR
Creature - Weird U
Flash
Spellwarp 3 (You may return a noncreature spell you control with converted mana cost 3 or greater to your hand instead of paying this card's mana cost.)
When ~ enters the battlefield, counter target spell.
2/2

(The idea is that Spellwarp serves three purposes: rewarding you for having noncreature spells, flexibility to work around countermagic and the like, and allowing you to cast a lot of stuff for things like Guttersnipe and Prowess. Noncreature cards with spellwarp would always have spellwarp # > CMC to prevent infinite cycles, though they might gain extra effects for spellwarping to compensate.)

Warpstrike U
Instant - C
Target creature can't be blocked until end of turn.
Spellwarp 2 (You may return a noncreature spell you control with converted mana cost 2 or greater to your hand instead of paying this card's mana cost.)
If Warpstrike's Spellwarp cost was paid, draw a card.

Reserve Knowledge 2U
Instant - C
Draw a card. Return Reserve Knowlege to your hand.
Spellwarp 4 (You may return a noncreature spell you control with converted mana cost 4 or greater to your hand instead of paying this card's mana cost.)

Resounding Thunder 1R
Sorcery - U
Resounding Thunder deals 3 damage to target creature or player.
Spellwarp 5 (You may return a noncreature spell you control with converted mana cost 5 or greater to your hand instead of paying this card's mana cost.)
If Resounding Thunder's Spellwarp cost was paid, it deals 3 damage to target creature or player.
"Lightning never strikes the same place twice, right?" - Izzet trainee's last words

Challenge: Another new keyword, or another card with power + toughness = CMC.

LastCenturion
2017-02-08, 01:51 PM
I feel like Infiltrate has too many moving parts to work. because the flip is based off mana cost, you have a card you'll never hardcast, and at the same time, you have trust counters which have no inherent effect, and your opponent knows what your infiltrating cards do because they can look at them. I'm honestly not sure how to make it work, it's just overall kind of wonky.

Unity seems like it has potential - I like the continuation of encouraging tokens and little mana dorks, allowing them to transition into pumping a big guy. The card alone is not bad either, as a 4/4 for 6 with convoke is pretty solid, and Unity (while often useless due to a complete lack of keywords) is just very nice frosting on the cake.

Edit: Ninja'd by edit. I don't really like the new Unity - makes you keep track of a lot of counters, and provides permanent rewards for doing something you're already happy to do (use Convoke). To be honest, I'm not so sure about the good doctor's suggestion, either, since that'd only work off convoking and similar tap effects. I'd prefer something like "for each creature you control that's not attacking or blocking, gain +X/+X" but that might be too wordy? Not sure.

Splinter-Slime Weird 2UR
Creature - Weird U
Flash
Spellwarp 3 (You may return a noncreature spell you control with converted mana cost 3 or greater to your hand instead of paying this card's mana cost.)
When ~ enters the battlefield, counter target spell.
2/2

(The idea is that Spellwarp serves three purposes: rewarding you for having noncreature spells, flexibility to work around countermagic and the like, and allowing you to cast a lot of stuff for things like Guttersnipe and Prowess. Noncreature cards with spellwarp would always have spellwarp # > CMC to prevent infinite cycles, though they might gain extra effects for spellwarping to compensate.)

Warpstrike U
Instant - C
Target creature can't be blocked until end of turn.
Spellwarp 2 (You may return a noncreature spell you control with converted mana cost 2 or greater to your hand instead of paying this card's mana cost.)
If Warpstrike's Spellwarp cost was paid, draw a card.

Reserve Knowledge 2U
Instant - C
Draw a card. Return Reserve Knowlege to your hand.
Spellwarp 4 (You may return a noncreature spell you control with converted mana cost 4 or greater to your hand instead of paying this card's mana cost.)

Resounding Thunder 1R
Sorcery - U
Resounding Thunder deals 3 damage to target creature or player.
Spellwarp 5 (You may return a noncreature spell you control with converted mana cost 5 or greater to your hand instead of paying this card's mana cost.)
If Resounding Thunder's Spellwarp cost was paid, it deals 3 damage to target creature or player.
"Lightning never strikes the same place twice, right?" - Izzet trainee's last words

Challenge: Another new keyword, or another card with power + toughness = CMC.

Its an interesting mechanic that doesnt work at all on noninstants without Flash. I like it a lot though.

Prismatic Gorger - 2CWUBRG
Creature - Horror - R
Indestructible, Vigilance, Flying, Deathtouch, Haste, Trample.
4/4

Challenge: A colorless nontribal enchantment.

mythmonster2
2017-02-08, 07:01 PM
=
Prismatic Gorger - 2CWUBRG
Creature - Horror - R
Indestructible, Vigilance, Flying, Deathtouch, Haste, Trample.
4/4

Challenge: A colorless nontribal enchantment.

An interesting variation on keyword soup, but considering this is an 8 CMC creature, this could probably be buffed up a bit. Maybe cut the generic mana cost and up the P/T a bit, to 6 or 7 perhaps.

Warping Zone- 3CC
Enchantment- U
At the beginning of each upkeep, choose one:

Creatures you control get +2/+2 until end of turn.
Creatures you don't control get -2/-2 until end of turn.



Challenge: A card that specifically deals with colorless cards, whether buffing or hating!

r2d2go
2017-02-09, 01:10 PM
It's kind of weak? You pick half of Elesh Norn that doesn't kick in until your opponent's turn. C is also kind of hard to make, which makes this only slightly easier to cast than Elesh. On the other hand, it's in that weird spot where if weenie decks are a thing and C sources are abundant, it could be standard playable, while if they aren't, it could be unplayable even in limited. In other words it could be fine.

Ghostfire Lance 3
Artifact - Equipment R
Equipped creature gets +3/+1.
CC, unattach Ghostfire Lance: Deal 3 damage to target creature or player.
~ costs 2 less to equip to a colorless creature.
Equip 3

Challenge: Another card based on others. This one's Sunforger, Ghostfire, and Ghostfire Blade. Or, a simple common. Bonus points for both.

Warmatt
2017-02-09, 06:50 PM
Overall, a very nice and simple card, that gives a sizeable boost to power, and can pay a little and unequip for more! And easier to use if you have a colorless creature, potentially for a few 3 damage strikes per turn and a swing later game.


Sentry Pug 2GW
Creature- Hound C
As long as ~ is tapped, target opponets creatures do not have skulk and unblockable
T- Target creature gains +0/+2 until the end of turn
0/2


Next challenge;.... Something Rakados.

Sgt. Cookie
2017-02-09, 07:20 PM
TBH, I don't see how this is green. White gets defensive pumps quite happily. With that in mind, changing this to 2WW for the cost is probably fine. Skulk and Unblockable aren't particularly common, but... I'd certainly be wary of this being a limited-warping card. As it MORE than has that potential.


Burn to Nothing (B/R)
Instant
Choose one:
Destroy target creature with toughness 4 or less.
~ deals 4 damage to target creature.


Challenge: Another one cost, hybrid mana instant!

Warmatt
2017-02-09, 08:24 PM
A very nice little card that at first glance seems to be two ways of doing the same thing... but on second glance is an interesting damage and removal spell. Fairly well costed, and has more then few possible uses.


In the Face of Death (W/R)
Instant
Target creature gains Bushido 3 until the end of the turn (Whenever this creature blocks or becomes blocked, it gets +3/+3 until end of turn.)


Next; A Samurai or Oni!

Jormengand
2017-02-09, 08:44 PM
Fairly well costed

Tell me you're joking. Compare it to Lightning Bolt, which is one of the most powerful cards in the game that's still legal in Modern.



In the Face of Death (W/R)
Instant
Target creature gains Bushido 3 until the end of the turn (Whenever this creature blocks or becomes blocked, it gets +3/+3 until end of turn.)
Nothing uses Bushido any more. Also, bushido is worse than unblockability (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Slip+Through+Space) and you can't use that on a creature that's already been blocked (or rather, if you do it does nothing).

You seriously need to look at the type of card that already exists to inform your own cards and your judgments.


Next; A Samurai or Oni!

Eternal Warrior 3W
Creature - Samurai U
Indestructible
My duty demands that I fight to the end.
2/2

Next: Another 2/2 creature.

Dr.Gunsforhands
2017-02-09, 09:24 PM
My initial reaction is that it's too good for limited, but on second thought it could be more interesting than that. Put it in an enchantment set, and it plays double-duty as an unkillable Voltron base and a perfect target for Claustrophobia. Anywhere else, and it will still make its users come to terms with the knowledge that an indestructible 2/2 is still, 'just,' a 2/2. It might need to exist in an environment with some -x/-x effects, too, but I do like the idea of a design this simple to demonstrate the indestructible keyword at something other than rare.

Ursine Goblin R
Creature - Goblin U
Ursine Goblin can't attack unless you control another 2/2 creature.
...but the baby bear's claws fit juuuust right!
2/2

Challenge! A fairy tale or fable reference!

Blue Ghost
2017-02-09, 11:44 PM
There are cards that care about ranges of power and toughness, but a card that cares about a specific P/T combination is very weird. This is a build-around for 2/2s? It randomly makes a handful of cards in the set better just because they are 2/2, and encourages decks built around a specific creature size. I don't quite understand why you would want to encourage that kind of play pattern.

Piper of Hollowhenge 3R
Creature - Human Bard (R)
Whenever you cast an instant or sorcery spell, gain control of target creature and all creatures that share a name with it until end of turn. Untap them. They gain haste until end of turn.
After his performance, he left without a word and was never seen again. Nor were the town’s children.
1/1

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Red/Piper%20of%20Hollowhenge_zpsajyultdj.png

Next: A dual land.

r2d2go
2017-02-10, 01:57 AM
Tell me you're joking. Compare it to Lightning Bolt, which is one of the most powerful cards in the game that's still legal in Modern.

Just a quick note: It's much more like Flame Slash, which is a sorcery that doesn't have the destroy option and can't be paid for with black. That card is still too strong, but just by a tad (i.e. I think it could get printed today with only +1 cost, unlike Lightning Bolt, which has been replaced with Searing Spear and the like).


There are cards that care about ranges of power and toughness, but a card that cares about a specific P/T combination is very weird. This is a build-around for 2/2s? It randomly makes a handful of cards in the set better just because they are 2/2, and encourages decks built around a specific creature size. I don't quite understand why you would want to encourage that kind of play pattern.

Piper of Hollowhenge 3R
Creature - Human Bard (R)
Whenever you cast an instant or sorcery spell, gain control of target creature and all creatures that share a name with it until end of turn. Untap them. They gain haste until end of turn.
After his performance, he left without a word and was never seen again. Nor were the town’s children.
1/1

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Red/Piper%20of%20Hollowhenge_zpsajyultdj.png

Next: A dual land.

Seems perhaps overpowered - the effect alone is worth ~3 mana. However, it does usually get worse each time you get it (since you'll take the best creature first), and it might not work well in the meta. It's quite powerful in limited, though. I'd say it should at least cost 2RR, if not 4R, but it's not so out there that it couldn't be printed.

Enforcement District
Land - U
~ enters the battlefield tapped.
T - Add R or W to your mana pool.
Garrison 3 (When you declare attackers, for every three creatures that attack, you may untap one of them.)

Not sure if that wording works. The idea is that Boros will have a variety of tap effects that will be good with multiple use, to make this more tactical and interesting than just sorta-vigilance. Encouraging hordes to all swing hopefully keeps this red as well as white.

Challenge: Another land. Or, another new keyword. Bonus points for both.

mythmonster2
2017-02-10, 02:37 PM
Not a response to the challenge, but should we start thinking of new thread names? Page 50's already here.

Vogie
2017-02-10, 05:10 PM
Not a response to the challenge, but should we start thinking of new thread names? Page 50's already here.

Playground Inventions

Walk like a Reprint-ian

Dank Intimations

By Command of Nichol Faux-las

All the Revolt, now with 100% less Rebels

LastCenturion
2017-02-10, 05:33 PM
MtG: YMTC Challenge V: Thread Reforged

MtG: YMTC Challenge V: Return of the Mana

MtG: YMTC Challenge 5: Because V is Just a Letter

MtG: YMTC Challenge V: This is a Good Idea

MtG: YMTC Challenge 5. Turn Structure

MtG: YMTC Challenge V: Phasing In

MtG: YMTC Challenge V: Thread the Needle Spires

Warmatt
2017-02-10, 06:15 PM
I made the new thread, (http://www.giantitp.com/forums/showthread.php?514899-MtG-YMTC-challenge-V-Familicide-is-a-CMC-7-Black-Sorcery&p=21695254#post21695254) will update the links in the opening post if needed, as I pretty much quote/pasted the opening of this one.

r2d2go
2017-02-10, 06:30 PM
Why not make it a CMC 5 black sorcery? You could easily argue for it being a straight up board wipe. Then it would match the thread number...

Warmatt
2017-02-10, 06:37 PM
Partially because I vaguely remember it being done on one of these contest threads as a 7 CMC.... but it's been a while.


Still! Edited the title, added in comments about Enforcement District and some flavor for Defensive Ground.