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Ninjaman
2016-02-19, 02:34 AM
Rather than having a weekly contest with many entries and judging and a winner being declared who makes the next contest, instead everyone is a contestant, a judge, and the creator of the next contest all at once!

Each post should contain a short critique of the card made by the poster before them, a card that meets the challenge posted by the poster before them, and a new challenge for the next poster to take on.

Other contests:
You Make the Card (http://www.giantitp.com/forums/showthread.php?452801-MtG-You-Make-the-Card-IV-Threadwalkers)
You Make the Mini-Set! (http://www.giantitp.com/forums/showthread.php?t=284678)


There is no time limit on when a challenge can be met, and no restriction on how often you can post other than that you can't fulfill your own challenges. If two people respond to the same challenge, the next poster simply picks which of those to judge and meet the challenge of, though if you're up to it you could also try fulfilling both challenges at the same time, assuming that's possible.

As with the other challenges, cards should be submitted in text format, like so:

Card Name Mana Cost
Type - Subtype Rarity
Card Text
Flavor Text
Power/Toughness

For example:

Giant Spider 3G
Creature - Spider C
Reach (This creature can block creatures with flying.)
"It has a quickness about it that seems unnatural for its large size, yet its hunger is about right."
—Endril, Kalonian naturalist
2/4


Who are You and What did You do to Magic?
http://media.wizards.com/legacy/global/images/ps_feature386_1.jpg

We're here to have fun, and having fun includes randomly making new subtypes and/or colours. The reason that this is here is that people keep on asking what they are and how they're supposed to work with them. Idols were designed originally by Fifth Column Games in their game War of Omens, and Purple was due to show up in Planar Chaos but never did. I grabbed both of these into Magic as it currently stands, and some people picked up on them.

This FAQ is to explain what exactly happens when someone's talking about "Purple" or something has the "Idol" subtype without you having a clue what that means.

Idols are probably something that Wizards can do - the idea is similar to Shrines, which happened - but purple is right up there with half-values on the Storm scale, and only half a point down from the eponymous defunct keyword. Challenges which require idols should be fine, but challenges shouldn't require purple, or at least should offer a let-out if you don't like it.

Idols and purple have their own sets and backstory which feature in some of the explanations below.


What's an Idol?

http://fc08.deviantart.net/fs70/i/2013/121/4/2/styx_idol_by_aisu_isme-d63q4oo.jpg
Styx Idol by Aisu Isme

An idol is one of many shrines, icons or holy objects (including weapons and animated constructs) that fell from the Otherworld due to the actions of Speaker Trianna, a planeswalker from Veldan. They are all spiritually interlinked, and a prayer to one would call out to all nearby.

Mechanically, an idol has the following characteristics (These are the defining characteristics, these are more mutable):

It is an ARTIFACT with the IDOL subtype.
It is COLOURLESS but uses COLORED mana for its ACTIVATED ABILTITY.
It has "CCT: Energise each idol you control," where C are coloured mana. They may both be the same colours or different colours; they might be purple.
It has "When you energise ~, do something."
It might be a creature, equipment or fortification.

For example:

Idol of Life 1
Artifact - Idol C
WWT: Energise each idol you control.
When you energise idol of life, you gain 2 life.


What About purple?

http://th07.deviantart.net/fs71/PRE/i/2011/016/9/d/purple_by_edux567-d37ddmh.png
Purple by Edux

There was, originally, going to be a set with purple in it, which represented a sort of otherworldly, unnatural force. This never actually ended up happening, but the idea stuck with me. The basic land for purple was either going to be cave or city; I chose city, as it fit with Purple's unnatural, and yet all too close to home, theme.

Purple is the third colour of mana, after blue but before black - the new order is WUPBRG. The basic land for purple is City. Cities are basic lands but city isn't a basic land type; purple is a colour but purple isn't one of The Colours Of Magic. This means the following (Coalition Victory and Transguild Courier are the more interesting ones, the others act the same way they would with white)

All is Dust: Destroys purple permanents.
Alloy Golem: When you're asked for a colour, "Purple" is a valid response and the golem can become purple.
Brave the Elements: When you're asked for a colour, "Purple" is a valid response. "Protection from purple" is a valid ability.
Coalition Victory: Checks to see if you control a plains, an island, a swamp, a mountain, a forest, a white creature, a blue creature, a black creature, a red creature and a green creature. It doesn't care whether or not you have a city or a purple creature. If you have a red and purple creature, Coalition Victory sees a red creature. If you have a swamp city, it registers as a swamp.
Emrakul, the Aeons Torn: Has protection from purple permanents.
Transguild Courier: Isn't purple. It would need to say "All colours, and purple." I know that doesn't sound as though it makes sense, but it does.


What is Purple as a Personality Type?

http://th00.deviantart.net/fs70/PRE/f/2012/301/1/b/purple_rain_by_joe_maccer-d5j85do.jpg
Purple Rain by Joe Maccer

My colour is purple. I value individuality and thought, I value justice and personal benefit, I value natural and mechanical. I take what I see as the best aspects of the world out of their context, and live it to the full, but also stand by my own way of thinking with utter disregard for the opinions of others. At my best, I am innovative and a maverick. At my worst, I am debased and an outcast. Nominally, my ally colours are blue and black, and my enemy colours are green and, to a lesser extent white and red, but in reality, I could be anyone's ally and my own worst enemy.

I am purple and white. I value personal discipline and excellence. I am a natural-born leader, and work to defeat tyrannical rulers and follow my dreams, helping others whenever I can. At my best, I am charitable and inspiring. At my worst, I am proselytising and over-zealous.

I am purple and blue. I enjoy escaping to my own company and thinking about the things of this world. I am so much better at considering things I can't see than other people that sometimes people ask whether or not I am real. At my best, I am intellectual and honest. At my worst, I am pedantic and unrealistic.

I am purple and black. I am an individualist to the extreme, believing my way of doing things to be objectively correct. I get things done at an alarming rate, ignoring anyone who thinks they know better than me. At my best, I am efficient and self-sufficient. At my worst I am over-proud and egocentric.

I am purple and red. I am loud and boisterous, and prepared to go with any scheme even without support. I am usually maniacal about something, and love being free from what the rest of the world things. At my best I am independent and confident. At my worst I am destructive and hot-headed.

I am purple and green. I can lose myself in the wilds easily, and much prefer the company of the outdoors to the company of humans, though I'm not averse to taking very close friends along with me. At my best I am carefree and impassive, at my worst I am reserved and distant.


What does Purple do Mechanically? What About the Colour Combinations?

Purple does quite a lot of things, actually!


The Cards are Made Up and the Rules Don't Matter

http://th08.deviantart.net/fs71/PRE/i/2012/082/2/f/keep_calm_and_screw_the_rules_by_slamtackle-d4tnmtu.png
Keep Calm and Screw the Rules by Slamtackle

"This card has flying!" "No it doesn't." "You can't bring cards back from exile!" "Oh yes I can!" "Wait, it's a sorcery and a planeswalker at the same time?" "Well, no, not the same time. It's a flip card." "EXILE TARGET LIBRARY?" "Teehee~"

There are lots of things that don't happen in magic. Things don't move about between permanent and non-permanent. Things don't eat up people's abilities like cotton candy. You don't exile entire libraries. But then, whoever heard of "Protection from everything" or a spell that repeats itself each upkeep but nigh-on bans you from playing the game? Well, Progenitus and Epic would like to say hi. Strange corners of Magic which could be visited but aren't suddenly see the light. Be inspired!

Examples:

Quijuk Acolyte 1WP
Creature - Human wizard R
1WPT, exile Quijuk Acolyte: Revivify target card. (Return a card in exile to your hand)
1/2

Quijuk Tranquil W/P
Creature - Human Monk C
Silenced (Quijuk Tranquil loses all abilities except silenced, and its equipment and auras have no effect except granting Silenced).
People say they have no emotions. All we know is that they're the ones the Quijuk allow to leave, and they're the ones who've never wanted to return.
1/1


Card Wars: The Johnny Strikes Back

http://fc04.deviantart.net/fs70/i/2013/234/b/2/throw_your_cards_down_by_tempasta-d6j8bso.png
Throw Your Cards Down by Tempasta

"So then I play Crescendo, but because I cast another spell this turn, it does four damage instead of two but because I have a card with Flamestorm 1 that does another 1 damage, and it triggers Perpetual Motion so I draw a card, and then I cast Otherworld Lance, but I have a card with Accelerate so I only pay RP for it, and it does another point of damage, then I draw another card. I use Dust to Dust, draw another card with Perpetual Motion, and that exiles my graveyard, which means I use Otherworld Lance's Otherworlder cost to cast it again from exile, which does an extra point of damage from having Flamestorm, and Perpetual Motion draws another card. Okay, now it's your turn."

No-one does weenie instants or sorceries with much conviction, because they have to cantrip, and most of weenie effectiveness relies on synergy and anthems, which don't work as well with non-permanents. Solution: Have anthems which affect the spells that you cast, and have spells which synergise with other spell casts, in a sort of storm-esque way without bringing back Storm itself.

Examples:
Perpetual Motion 4UP
Enchantment - R
When you cast a spell, draw a card.

Waize Flameholder 2PR
Creature - Human Mage U
Flamestorm 1 (When a source you control would deal non-combat damage, it deals 1 more damage)
3/3

Crescendo 1PR
Sorcery U
Crescendo deals 2 damage to target creature or player.
Second Wind - Crescendo deals 4 damage to that creature or player instead if you've cast another spell this turn.


Exile!

http://fc02.deviantart.net/fs71/i/2012/084/4/8/the_exile_by_lostknightkg-d4tvtal.jpg
The Exile by Lostknightkg

The exile zone is meant to be a kind of super-graveyard for cards that never come back. AWOL highlights what happened to that idea. Now, purple capitalises on the exile zone, chucking entire graveyards in and pulling them back onto the battlefield with reckless abandon.

Examples:

Otherworldly Power 4PP
Sorcery - R
Otherworldly power deals X damage divided as you wish between any number of creatures and players and you gain X life, where X is the number of cards in exile.
They may be in a better place, but they are no worse magi for that.

Void Dance 1P
Sorcery - U
Exile any number of target permanents you own.
What was ours once will be ours forever.

Seek and Destroy P
Sorcery - C
Draw a card.
Search your library for a card and exile it. Then shuffle your library.
To the Otherworld! Go!


Guild Abilities

Purgators P
Mechanics: Judgement (When a creature fighting, blocking or blocked by this creature dies, exile it), Otherworlder {Cost} (If this card is in exile, you may cast it for {Cost})

House Quijuk WP
Mechanics: Silenced (This permanent loses all abilities except silenced, and its equipment and auras have no effect except granting Silenced), Revivify (Return target card from exile to your hand)

House Kasstar UP
Mechanics: Warpstrike {cost} (When ~ becomes blocked you may pay {cost}. If you do, exile ~ and return it to the battlefield under your control, tapped and attacking.), Shift (Whenever ~ is targeted you may return it to your hand and put another creature with the same or lower converted mana cost onto the battlefield which then becomes the target instead. That card cannot Shift this turn.)

House Zelb PB
Mechanics: Isolation (Spells and abilities which effect "all" or "each" do not effect this card),
Outcast (Permanents with outcast cannot be exiled)

House Waize PR
Mechanics: Flamestorm X (When a spell you control would deal noncombat damage, it deals X more instead), Second Wind - If you've cast another spell this turn, do X.

House Gidai PG
Mechanics: Lock In (Target a card and remember what card it is); Paragon If X has the highest power among creatures you control, [effect].

Clan Trostan WPR
Mechanics: Standalone - If you control no (other) creatures, [effect]; Substitute - If there are no valid targets/you can't/no Xs are Yed in this way, [effect].

Veldan UPB
Mechanics: Conversion {Cost} (Cost, reveal ~ from your hand: Target spell you control becomes a copy of ~. If applicable, X is equal to the CMC of that spell); One Eye Open - When you draw a card, do X.


What's the Story Behind These Anyway?

Until recently, nobody had ever heard of Purple mana. How could a city, a congregation of humans who utterly destroy the land on which they live without reverence or care, be a source of mana? And yet, it was this very same left-fieldness, the selfsame strangeness, that led Trianna, a planeswalker from Veldan, to be able to draw mana from it. She realised that the power of mana on Veldan was being channeled through the creations of the people themselves.

However, Trianna's meddling did not go without consequence. Transplanar Rifts, which allowed anyone or anything to travel through, came between any plane that Trianna had visited and the planes where purple mana was more easily accessible. These rifts appeared first around the places of power, the idols, which were sucked through into the realms she had visited.

And so idols began to appear in Innistrad, Ravinica, Tarkir and Veldan. Preachers stood at the strange structures, praying for a miracle that would deliver them from their enemies. Guilds harnessed the idols' powers to wage war on another front. Clans guarded the idols as though they were sacred. And Trianna put her head in her hands and moaned.

It got worse. The purple guilds wanted their idols back. The Quijuk, responsible for ensuring morals more than law, tried to steal back their idols with minimal loss of life. The quiet and reserved Kasstar, known for their eminent dishonour, took similar tactics, while the psychotic sociopaths of house Zelb killed anyone who got in their way, where as the enraged and flagrant house Waize burned entire buildings to get what they wanted. The Gidai, masters of the hunt, assassinated anyone and everyone to return the idols of the gods. Ravinica was under assault and half of them didn't even know it.

More obvious were the Trostan clan, who ravaged across the wastes of Tarkir defying any and all to oppose them. Purgators, strange mockeries of what it means to be a free being, fought with angel and demon alike across Innistrad. And then, Trianna decided to move in, just to add to the confusion. Nobody was quite sure who was fighting whom, but Trianna was determined to stop them.


Are There Going to be Sets for These?
Yes.

I have no idea what I'm actually calling these, but they get development codenames because they do. Yes, I might actually write them all up because I'm that crazy.

Yellow: In which idols are introduced - artifact themed set. Details the story of the idols appearing; limited purple in the form of mono-purple as Purgators invade Innistrad.
Magenta: In which purple people invade Ravinica. Lots of use of guild abilities.
Cyan: Where Trostan and Veldan lay their scene. Involves three-colour purple, and lots of things cantrip or cause each other to cantrip. (Might keyword cantrip?)

The idea of the set is "Playing Magic in a different way" - Artifact decks and Everything is Cantrips allow you to take a break from creatures and makes card advantage odd, Trostan's change-the-mana-cost abilities radically change the game dynamic, and purple is... well, purple!

Note that you do not have to, and in fact should not, make challenges with Purple. If you do decide to (or challenge with any other non-official mechanic), it is a good idea to make another option. For example, you could say "Make a purple card, or make a card that interacts with exile".

And to the challenge:

Master of Threads - 4UU
Creature - Avatar - R
When Master of Threads enters the battlefield or attacks, tap target creature, that creature doesn't untap during it's controllers untap step for as long as Master of Threads is on the battlefield.
4/4

Another big blue creature.

r2d2go
2016-02-19, 03:31 AM
Wording seems weird at first, but after reading it again I think it's correct. It's pretty weak, due to relatively low toughness and no built-in out of combat ability - I mean, how is this thing going to damage another thing, and they both survive? 2/6 would be a better stat line, though even then it's mediocre. Interesting idea though - maybe if it could do something with the "threaded" creatures (maybe spellshape mind control on them, like a puppeteer).

Austere Cryptologist 3WWUUU
Creature - Sphinx R
Flash, Flying
When ~ is cast, choose one:

Exile target spell or ability.
Draw two cards and gain 7 life.
Gain control of target creature. It can't attack or block.
Destroy all creatures. ~ can't be countered.

3/4

Challenge: Another flier, or, another card based on two or more other cards (this one draws from five or six). Bonus points for figuring them out :smalltongue:

Ninjaman
2016-02-19, 04:13 AM
It's expensive, but I am still a bit afraid of those abilities, on a bouncable body, but at least it's not blinkable. All the abilities are triggered and therefore almost impossible to counter. I kind of like the design, but it seems too good for being so flexible, even being as expensive as it is. (For some reason I thought you could pick two) it's probably fair. Also it is definitely a mythic.
As for the abilities:
* No idea, kind of timestop?
*Divination+Angel's Mercy
*Mindcontrol+Pacifism
*Supreme Verdict

I'm not sure if you read my card properly, it doesn't need to do damage to anything, it triggers on ETB and attacking, like the titans. It's ETB is an out of combat ability.

Obliterator Hellkite - 3BBRR
Creature - Dragon - M
When you cast Obliterator Hellkite choose one:

Creatures get +3/-3 until end of turn.
Target player sacrifices a creature and a land.
Target player discards two cards at random. Obliterator Hellkite deals 3 damage to that player
You draw two cards and you lose 2 life. Put four 1/1 red Goblin creature tokens onto the battlefield.

5/4

Another modal Creature

Dr.Gunsforhands
2016-02-19, 04:11 PM
After all that, you still forgot to give it flying! :smalltongue:
My key gripe about this card is that none of its abilities seem to be related to each other. Each one of them would be interesting on its own or even in pairs, but putting it all on one card just makes it more busy and confusing than it has to be. This is a very indecisive dragon, not sure whether it wants to kill all weenies, or make more weenies, or make someone discard or make someone draw...


Spearsurfer 2W
Creature - Merfolk Soldier U
Whenever this creature attacks, choose one:
- This creature gains First Strike until end of turn
- This creature gets +1/+1 until end of turn
2/2

Challenge! A creature that does something when it blocks, or maybe an aura that you want to play on a blocking creature.

r2d2go
2016-02-19, 05:38 PM
After all that, you still forgot to give it flying! :smalltongue:
My key gripe about this card is that none of its abilities seem to be related to each other. Each one of them would be interesting on its own or even in pairs, but putting it all on one card just makes it more busy and confusing than it has to be. This is a very indecisive dragon, not sure whether it wants to kill all weenies, or make more weenies, or make someone discard or make someone draw...


Spearsurfer 2W
Creature - Merfolk Soldier U
Whenever this creature attacks, choose one:
- This creature gains First Strike until end of turn
- This creature gets +1/+1 until end of turn
2/2

Challenge! A creature that does something when it blocks, or maybe an aura that you want to play on a blocking creature.

Seems alright, but not good, maybe even common worthy. I can imagine it as a 2/1 for 1W, or maybe WW, to make it a strong uncommon rather than a weak one.

:smalleek: You're right, sorry, I somehow thought it was on-damage. It's pretty good then :smalltongue:

You got several of them!
Name/casting cost/style: Austere Command and Cryptic Command (which I assume is why you thought it was choose two :smalltongue:
First option: You could say Mindbreak Trap (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=197532), or just a counterspell plus exile to make it white.
Second option: Kiss of the Amesha (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=kiss+of+the+amesha)
Third and fourth you got right - mind control+pacifism, and supreme verdict.

Mycenaean Watcher 2W
Enchantment Creature - Spirit Cyclops U
Bestow 4WW (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Whenever ~ or enchanted creature blocks, it gains indestructible until end of turn.
Enchanted creature gets +2/+4.
2/4

Challenge: Another defensive card. Or, another creature with two or more subtypes.

Jormengand
2016-02-19, 06:34 PM
Mm, it's pretty decent in either mode. I like it.

Dwarven Defender 2W
Creature - Dwarf Soldier U
Defender
2/6

Next: Another card with only a single word in its rules text, but this time at least twice.

Tom the Mime
2016-02-19, 08:45 PM
The card seems okay. Fairly vanilla defender. As for the challenge, there's not much space basically requiring a keyword that has meaning on it's own and where multiple instances mean something. Only coming up with cascade, proliferate, sunburst and exalted here. Might be more but it's pretty narrow.

Avalanche pebble 4
Sorcery - R
Cascade, cascade

Make a mask

Dr.Gunsforhands
2016-02-19, 09:33 PM
It does what it does, you just have to build your deck around it. As a sorcery, I can't help but feel that this would make much more sense as a red card. It's flavored as a natural disaster, it's fairly random, it's mountain-related, what's not to like? You could also argue that this would work as an artifact, like a literal rock that you could theoretically bounce and roll down again. What it isn't is an Eldrazi- or Ugin-themed spell, so leaving it as a colorless sorcery seems like a waste.

Mimetic Mask 2
Artifact - Equipment R
Equip 1
Equipped creature can't be the target of spells or abilities. (This includes your spells and abilities.)
UU: Choose target creature. Equipped creature becomes a copy of that creature for as long as Mimetic Mask is equipped to it.

Challenge! Moar headgear!

Jormengand
2016-02-20, 07:21 AM
Might be more but it's pretty narrow.
If a creature has multiple instances of flanking, each triggers separately.
If a spell has multiple instances of storm, each triggers separately. (Not that that's helpful if it doesn't do anything... unless maybe it is)
If an object has multiple instances of bloodthirst, each applies separately. (You could have Bloodthirst 3, Bloodthirst X because 3 and X aren't words)
If a permanent has multiple instances of graft, each one works separately.
If a spell has multiple instances of gravestorm, each triggers separately.
You could have Reinforce 1 - 1W and Reinforce 10 - 7W as two different abilities on a card.
If a spell has multiple instances of conspire, each is paid separately and triggers based on its own payment, not any other instance of conspire.
If a creature has multiple instances of evolve, each triggers separately.
If a permanent has multiple instances of extort, each triggers separately.
If a creature has multiple instances of dethrone, each triggers separately.
If a creature has multiple instances of prowess, each triggers separately.
If a creature has multiple instances of ingest, each triggers separately.
If a creature has multiple instances of myriad, each triggers separately.

You could put multiple instances of monstrosity, scry, fateseal, investigate, or even planeswalk on your card, too.

The mask. It gives shroud, and also turns your creature into something huge with a neat ability. It's pretty powerful for a set-up cost of 5.

Crown of Fire 2RR
Enchantment - Aura U
Enchant Creature
Cumulative Upkeep - Crown of Fire deals 1 damage to enchanted creature.

Yeah, there are probably ways to abuse this. Stuffy doll, anyone?

Next: Another enchantment you want to put on something that you don't control.

Ninjaman
2016-02-20, 07:53 AM
I see what you're doing, and I like the design, but it just feels incredibly weak. The card is probably too complex to be a common, but you could definitely make it cheaper as it is really slow removal and hard to abuse.

Dark Collar - 1B
Enchantment - Aura - C
Enchant creature
Enchanted creature gets -2/-2
When enchanted creature dies, its controller loses 2 life.

Another black common.

Atomburster
2016-02-20, 12:17 PM
So it's essentially a Shock onto a player and a creature. It's okay, I guess.

Slow Decay 1B
Enchantment - Aura - C
Enchant Creature
At the start of each of your upkeep phases, enchanted creature gains a -1/-1 counter.

Blue-Green planeswalker. Bonus Points for not including guild/ravnica mechanics.

ben-zayb
2016-02-20, 10:41 PM
Not sure what you are trying here, because of bad templating. "At the beginning of each of your upkeep" is unusual wording: did you mean "of each player's upkeep" or "of your upkeep"? The effect itself is around the ballpark of common, but probably more on the bad side as it takes too long to work for when it matters.


Kruphix, the Fatekeeper 2BG
Planeswalker - Kruphix (M)
+2: Shuffle target card into its owner's library.
-4: Put target permanent on top of its owner's library. If it's a land, you may play an additional land this turn.
-7: You get an emblem with "Players play with all cards revealed to you" and "You may play land cards from anywhere".
4


EDIT: Whoops, it's pretty low on the G side of things. The 1st ability is kinda G if targetting cards in graveyards, but let's see what I can do.

Make another card related to gods/divinity.

1pwny
2016-02-21, 12:00 AM
It's... very weird. And Black/Green? Did you mean Blue/Green?

Lesseee... the +2 is pretty epic. Pretty as in almost overwhelmingly. The -4 can wreck people. And the final... let's you play land cards from your deck, exile, outside the game, or even your opponent's hand? I dunno man, this card could probably use a once-over. I see what you were trying to do, but... work on it.

Iroas, God Ascended 3WR
Plainswalker - Iroas {MR}
+1: Creatures you control get +2/+0 until end of turn.
0: Creatures you control take no damage for the remainder of the turn.
0: Until end of turn, ~ becomes a creature with Power/Toughness equal to the number of loyalty counters on it. Additionally, if your devotion to white and red is at least 7, ~ gains Indestructible and Trample until end of turn.
[4]

Challenge: Something that deserves a mind blown gif.

Dr.Gunsforhands
2016-02-21, 01:05 AM
It suits the overall theme of Devotion+Weenies=Profit well, so my gripes mostly amount to minor pricing adjustments and the fact that this guy basically feels like a Gideon card with a different hat.

Cranial Bomb 2RB
Sorcery - R
Cranial Bomb deals 3 damage to target creature. When that creature dies this turn, its controller discards 2 cards.

Challenge! Staple two cards together in a subtle fashion. Which two effects do you think really belong together?

r2d2go
2016-02-22, 03:58 AM
Seems very strong - A 3-for-1 for 4 mana. I think it deserves 5 (stapling the more modern searing spear instead of a lightning bolt to a mind rot).

Izzet Brainstorm RRUU
Sorcery - R
Storm
Draw a card, then discard a card. Deal damage to target creature equal to the discard's converted mana cost.


I came upon the realization that then old version is bad, so I made another.

Collective Consideration RRUU
Sorcery - R
Storm
Draw two cards, target a creature, then discard a card at random. Deal damage to that creature equal to the discarded card's converted mana cost.

The hope is to add more drawback, making it hard to draw many without hitting your own guys, while better capturing the chaos of an Izzet brainstorm. It's intended as a risky mid-game clear with a relatively low storm count to draw into the tools to combo out next turn while dealing with enemy board.

Challenge: Another card that potentially digs deep.

braveheart
2016-02-22, 04:49 PM
I like it, but mechanically it feels more RB than UR because you need to discard, but honestly to keep it Izzet themed, it would be fine as a mono red


Short Tunnel
Land - U
T: add C to your mana pool
At the beginning of your upkeep add a charge counter to ~, then if there are 4 or more charge counters on ~ remove them and transform ~


//

Long Tunnel
Land
When Long tunnel enters the battlefield, sacrifice it and another land you control at the end of turn
T: add C to your mana pool
1T: target creature you control becomes unblockable until end of turn

Transform lands can enter as either face, because they don't have an associated casting cost to force it to start on a particular face if you have a better idea for handling that is be happy to hear it.


Another transform card, or another land card bonus points for both

ben-zayb
2016-02-22, 10:10 PM
Unusual templating, with barely any difference to "At the beginning of the end step". Also, double-cards always has a front face, only the characteristics of which is considered when outside the battlefield. The card itself is alright, although I don't get the need for removing the charge counters.


Olantin, Zenith of Civilization
Legendary Land (R)
T: Add C or one mana of any color to your mana pool.
At the beginning of your upkeep, if you have either more life, more cards in hand, or more permanents, than any opponent, transform ~.

//

Sunken Polis
Legendary Land (R)
T: Add C to your mana pool.
U,T: Tap target creature. It doesn't untap during its controller's next untap step.



Make something about horrors, or madness, or anything that will fit right in for the upcoming Shadows expansion.

Blue Ghost
2016-02-22, 11:33 PM
Legendary is not nearly a big enough downside for a land that can tap for any kind of mana with no drawback. Yes, when it's flipped it doesn't tap for colored mana anymore, but it becomes even more overpowered, allowing you to lock down two creatures permanently. This is way above the power level any land should be allowed.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Black/Nightmare%20Walker_zps6jahcizr.png

Next: A common dragon.

r2d2go
2016-02-22, 11:49 PM
It seems pretty okay for an uncommon - 4/4 for 5 that has instant-speed (and potentially huge) boosts. In constructed, madness synergy makes it almost playable, too. I might make it 2B madness to make it more playable in constructed while not pumping the limited power too much.

Forgotten Crusher 4G
Creature - Dragon C
Flying, Trample
He dreams of a great strength, the power to fling armies aside and scales that blocked the horns of the legendary beasts he fought. Now he has nothing.
3/4

Forgotten Scorcher 4R
Creature - Dragon C
Flying, Menace
He dreams of a great fire, a breath that scoured the land and left awe, death, and rebirth in its wake. Now he has nothing.
5/2

Forgotten Corrupter 4B
Creature - Dragon C
Flying, Deathtouch
He dreams of a great corruption, a slowly spreading reach for power that left many under his claw. Now he has nothing.
1/6

Forgotten Thinker 4U
Creature - Dragon C
Flying, Hexproof
He dreams of great knowledge, libraries beyond compare and mental acuity to best the most powerful of wizards. Now he has nothing.
4/3

Forgotten Watcher 4W
Creature - Dragon C
Flying, Vigilance
He dreams of great following, keeping watchful eye over thousands under his protection, the adoration of the many. Now he has nothing.
2/5

Challenge: Another creature that's lopsided, or another creature with less words in the text than power + toughness.

Re'ozul
2016-02-23, 12:43 PM
That cycle reminds me very much of the uncommon cycle in DTk. I guess I could see them as common in, but they would still be really strong. Mostly I would be concerned about Forgotten Corrupter, because there are few things that would get by it at all. Overall I'd therefore say black is the strongest (by far) with white being disappointingly weak, but I can't really see any way to make the white one substantially better with any of that color's evergreens. Though indestructible may be a nice option to replace vigilance. That way you'd have balanced main uses between Defense (white, black), offense (green, red) and uncomitted (blue), which could fit.

Lopsided Creature you say...

Crab Recluse 3U
Creature - Crab C
Tap: Switch Crab Recluse's power and toughness until end of turn.
Usually docile, their territorial instincts are not to be underestimated.
1/5

I want this to cost 2U but then I remember Hermit crab that was just in Oath.

Challenge: An artifact that flavorfully cares for enchantments.

Ninjaman
2016-02-23, 03:40 PM
I was never a big fan of hermit crab, it was always only kind of playeable. You could make this cost 1UU since it's upside ain't that big.


The red and blue ones are by FAR the best, both insane commons, we are talking first pick worthy.

Enchanted Talisman - 1
Artifact - Equipment - U
When Enchanted Talisman enters the battlefield, you may exile an Aura you control.
Equipped creature counts as being equipped with Auras exiled by Enchanted Talisman.
Equip 1

Another small equipment.

1pwny
2016-02-23, 05:09 PM
So... does that mean it gets the +4/+4, flying and first strike, or does it mean that I just get to say my thing has Angelic Blessing on it? Also, if the card gets destroyed and then I play another, does my creature get the effects of both exiled enchantments?

All in all... it seems like it would have some utility, but most cards that destroy enchantments destroy "artifacts or enchantments", and you also lose enchantment tribal. All in all, a pretty fair 1-mana uncommon.

Weenie Equipment 1
Artifact - Equipment
Equipped creature gets +1/+1
~ can only be equipped to creatures with base power and toughness under 3.
Equip 0

Challenge: Make something that is accidentally an innuendo.

ben-zayb
2016-02-24, 08:54 AM
No rarity? It's virtually a better Leonin Scimitar (an uncommon) for those that would need the +1/+1 the most, but still not enough to be rare.


Robilari Outboxer 3RR
Creature - Human Warrior (U)
First Strike, Provoke
Tap ~: ~ deals damage equal to its power to you. Any player may activate this ability.
3/3


Make another card related to brawling or boxing, but without Fight.

r2d2go
2016-02-24, 01:01 PM
Seems okay. The second ability partially removes the advantage of Provoke - either they don't want to block and just take the damage, or they do want to block and Provoke is significantly less useful. It's a bit like "if your opponent chooses to block this creature ,you choose one of the blockers" - still better than a 3/3 first strike for 5, and that's not awful.

Brawl 1RG
Sorcery - R
Storm
Target creature you control fights target creature you don't control.

Challenge: Another card that's got storm but isn't a storm, or another card that's related to storms but doesn't have a storm.

Jormengand
2016-02-24, 01:11 PM
So I guess you just decided to ignore the challenge, then?

I mean, it's otherwise an okay card, given the amount of setup you need to make it kill loads of things.

Erupting Birth 4RR
Sorcery - MR
Storm
Put a mountain land token onto the battlefield under your control.
Fueled by volcanic fire, the pyromancer raised his arms, and pillars of magma formed, solidified, were ready to use. Power, endless power.

Next: Another card which creates nonartifact noncreature tokens.

Blue Ghost
2016-02-24, 03:48 PM
Land tokens cause some logistical issues in the paper game, but I can see them being used in digital, and I would approve of them. Storm is inherently broken and highly unlikely to be revisited, but this seems like a fairly innocuous use of it. High mana cost does not combo well with storm; I'd recommend lowering the cost.

Leech the Land 2C
Sorcery (U)
Exile target nonbasic land. Its controller puts a land token named Wastes on the battlefield with "T: Add C to your mana pool."

Next: A new variant on a common effect.

r2d2go
2016-02-24, 06:45 PM
So I guess you just decided to ignore the challenge, then?

Shoot :smalleek:

It was originally something like Brawl from Hearthstone, but I guess in the editing process I forgot the challenge...


Land tokens cause some logistical issues in the paper game, but I can see them being used in digital, and I would approve of them. Storm is inherently broken and highly unlikely to be revisited, but this seems like a fairly innocuous use of it. High mana cost does not combo well with storm; I'd recommend lowering the cost.

Leech the Land 2C
Sorcery (U)
Exile target nonbasic land. Its controller puts a land token named Wastes on the battlefield with "T: Add C to your mana pool."

Next: A new variant on a common effect.

Seems somewhat weak - I might make it cantrip so it's not 2-for-1ing yourself with additional mana loss.

Pull From Oblivion 1U
Sorcery - U
Up to two target cards in exile can be play by you this turn.

Challenge: Another card that interacts with exile.

ben-zayb
2016-02-25, 04:07 AM
It's a nifty sideboard, pretty good in (and very reliant on) a deck built around exiling cards/permanents. Although, even then, you get the most benefit of it from self-exile, as it would barely affect your opponent's non-land, non-artifact cards.



Ethereal Doppelganger 4UB
Creature - Shapeshifter (R)
Changeling, Ethereal (You may cast this card from exile, but not from anywhere else.)
Exile a creature you control: ~ gains the abilities of target exiled creature card until your next turn. You may activate this ability even while ~ is exiled or in your hand.
4/4



Make another card with Ethereal, or any permanent with Flash. Bonus points for both, as usual!

Blue Ghost
2016-02-25, 06:15 PM
I strongly disapprove of messing with the exile zone to such a degree. Things are not supposed to come back from exile; the more exceptions you make to that, the less coherent the concept of exile becomes, and the game is weaker for it. Yes, they have made cards that can come back from exile, but I believe (along with Mark Rosewater) that those were mistakes.
If we accept casting from exile, ethereal would still be too narrow an ability to be a keyword. It could possibly be a one-off on a rare, but no more.
Exiling creatures to steal their abilities is a neat idea. Being able to do it from your hand doesn't make sense, and adds a lot of confusion for little gain.
Yes, the challenge asked for a card that interacts with exile, but in my opinion, as well as MaRo's, that is very dangerous design space. It needs serious limitations, like they did with the Eldrazi processors (only opponent's exile, consistent flavor identity, returning cards from exile to graveyard only).

Saint Thalia, the Protector 3WW
Legendary Creature - Human Soldier (M)
Flash, first strike
When Saint Thalia, the Protector enters the battlefield, put three 4/4 white Angel creature tokens with flying onto the battlefield. Exile them at the beginning of your next upkeep.
3/2

Next: Another Innistrad legend.

Dr.Gunsforhands
2016-02-25, 09:35 PM
The Comeback Queen is in, I see. Turning around the big attack that your opponent was sure would win them the game certainly feels right for the flavor theme, though I'm not sure how much that potential blowout should cost. It's interesting N+1-for-1 removal in a controlly style, and can turn into a potent aggro combo if a Boros haste-anthem effect happens to be around. I quite enjoy it!

I also know next to nothing about Innistrad! Even after looking over the set, I feel like I've made a huge mistake. Here's a character that could believably be from Innistrad, maybe?

Leshrac, Lord of Winter 4BBR
Legendary Creature - Demon MR
Flying
Nonbasic lands your opponents control are basic lands named Wastes with, "T: add C to your mana pool."
Creatures you control have Wasteswalk.
6/6

Challenge! Make a 1-mana aura for the Bruna deck I'm now thinking of making. :smalltongue:

r2d2go
2016-02-26, 01:54 AM
The Comeback Queen is in, I see. Turning around the big attack that your opponent was sure would win them the game certainly feels right for the flavor theme, though I'm not sure how much that potential blowout should cost. It's interesting N+1-for-1 removal in a controlly style, and can turn into a potent aggro combo if a Boros haste-anthem effect happens to be around. I quite enjoy it!

I also know next to nothing about Innistrad! Even after looking over the set, I feel like I've made a huge mistake. Here's a character that could believably be from Innistrad, maybe?

Leshrac, Lord of Winter 4BBR
Legendary Creature - Demon MR
Flying
Nonbasic lands your opponents control are basic lands named Wastes with, "T: add C to your mana pool."
Creatures you control have Wasteswalk.
6/6

Challenge! Make a 1-mana aura for the Bruna deck I'm now thinking of making. :smalltongue:

Seems very strong - 6/6 flying with more or less "all your creatures have unblockable, plus Blood Moon". In B/R (typically aggressive colors), I think I'd prefer if it costed less and did things more temporarily - 2BBR 5/5 and only wasteswalk until end of turn, perhaps. I think it's too strong in non-aggro and not strong enough in aggro.

Shimmering Shroud 1U
Enchantment - Aura U
Enchant Creature
Sacrifice ~: Enchanted creature gets Hexproof until end of turn. Draw a card.

Challenge: Another card that cantrips. Or, another defensive card.

Ninjaman
2016-02-26, 02:45 AM
I like it. It's possible that you could have made it draw on ETB, but that might have been too good in limited.

Milfion's Mark - 1W
Enchantment - Aura - U
Enchant creature
When Milfion's Mark enters the battlefield draw a card.
Enchanted creature can't attack.

Another pacifism variant.

ben-zayb
2016-02-26, 06:44 AM
Trading "can't block" for a free draw will be a sweet deal in most situations. I'm tempted to say it fits better as a 2W, but considering Hobble (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=26292) is a thing, Milf Mark still looks fine.


Gustcloak 1WW
Enchantment - Aura (U)
Enchant creature
Whenever enchanted creature attacks or blocks, remove it from combat.


Make another card that can cleverly benefit you whether it targets your or your opponent's permanent. Bonus points if it's an aura.

r2d2go
2016-02-26, 02:39 PM
Trading "can't block" for a free draw will be a sweet deal in most situations. I'm tempted to say it fits better as a 2W, but considering Hobble (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=26292) is a thing, Milf Mark still looks fine.


Gustcloak 1WW
Enchantment - Aura (U)
Enchant creature
Whenever enchanted creature attacks or blocks, remove it from combat.


Make another card that can cleverly benefit you whether it targets your or your opponent's permanent. Bonus points if it's an aura.

Seems interesting, with both combo and general application. I might make it 2W - it's not too strong, and then in limited it can be somewhat effective without synergy (or perhaps in a G/W deck that can trample through).

Tessellated Soil CC
Enchantment - Aura U
Enchant Land
Enchanted land becomes a Wastes (It loses all other abilities).
Whenever enchanted land becomes tapped, add C to your mana pool.

Challenge: Another card with only colorless mana. Or, another card that gives you mana.

braveheart
2016-02-27, 10:18 AM
It a simple color(less) fix/denial, and would be useful in limited if used well, elsewhere I don't see it being relevant.


The Void Consumes 4CC
Sorcery - R
Exile all creatures
Then the void took them all, leaving naught but dust behind


Another colorless sorcery

Dr.Gunsforhands
2016-02-27, 06:03 PM
Didn't someone make this card already with a different name? Well, either way, it's really more of a non-tribal All Is Dust fix than anything. It does what it's supposed to do and frankly I'm still surprised that they didn't print it in the real sets.

Get In U
Sorcery - C
Devoid (This card has no color.)
Target creature can't be blocked this turn. It gains ingest until end of turn. (Whenever it deals combat damage to to a player this turn, exile the top card of that player's library.)

Challenge! A shiny bauble for 2 mana.

1pwny
2016-02-27, 11:24 PM
Not overwhelming. Blue has a few 1-mana unblockable-and-a-bit spells, so it seems more or less fine.

Mysteriously Alluring Ring 2
Artifact - Equipment {MR}
Whenever a creature enters the battlefield, it's controller must pay (2) or it fights the creature that ~ is equipped to. If they fight and the new creature wins, attach ~ to it.
Equipped creature gets -0/-2 while out of combat, and has unblockable.
One ring to tempt them all...

Challenge: Make another obvious reference.

ben-zayb
2016-02-28, 06:48 AM
It's broken, in that 1. it has no equip cost in case the equipped creature dies: I mean, just the -0/-2 can do that, and 2. "win" is only defined/used for winning the game, winning a flip, and winning a clash (you may have misremembered it from this last one). Without definition here, I'm not sure what it means: does that require the equipped creature dying, dealing less damage, something else?


Arctus, Paladin Prince 3(W/B)(W/B)
Legendary Creature - Human Knight (M)
First Strike
Whenever you lose life, put a +1/+1 counter on ~. If it has more than three +1/+1 counters, transform it.
3/3

//

Arctus, Knight of the Cold Grave
Legendary Creature - Human Knight (M)
Sacrifice a creature: ~ gains lifelink and first strike until end of turn.
Whenever a creature dies, put a +1/+1 counter on ~.
3/3


Another knight, or a superhero-ish reference with transform.

braveheart
2016-02-28, 02:08 PM
It's string, pretty well costed, it probably doesn't need to be mythic, but it's on the edge between Rare and Mythic


Professor Banner 3UG
Legendary Creature - Human - M
T:Draw a card
If damage would be dealt to ~, prevent that damage and transform ~
0/1

//

HULK
LEGENDARY CREATURE - HULK
INDESTRUCTIBLE, TRAMPLE, VIGILENCE
if no damage was dealt to HULK last turn transform it
6/6


Something you've been wanting to put on here, but hasn't fit a challenge lately

r2d2go
2016-02-28, 03:33 PM
It's string, pretty well costed, it probably doesn't need to be mythic, but it's on the edge between Rare and Mythic


Professor Banner 3UG
Legendary Creature - Human - M
T:Draw a card
If damage would be dealt to ~, prevent that damage and transform ~
0/1

//

HULK
LEGENDARY CREATURE - HULK
INDESTRUCTIBLE, TRAMPLE, VIGILENCE
if no damage was dealt to HULK last turn transform it
6/6


Something you've been wanting to put on here, but hasn't fit a challenge lately

It's... not really functional. Most of the time, you're only going to hulk-out by blocking, and at that point Hulk doesn't get to deal damage, and then he turns back into Banner at the end of turn. As Banner, it's a bad Arcanis. It'd be tricky to get this to work - maybe "creatures blocked by ~ get first strike" or just make the hulking-out occur "whenever ~ enters combat, or takes damage", and cut the vigilance.

Basically, it'a a neat idea that could work, but as-is it doesn't.

Ren Xian, High Adept WUR
Legendary Creature - Human Wizard R
(W/U), T - Tap target creature and remove it from combat.
(R/U), T - Deal 1 damage to target creature and untap it.
Whenever you cast a noncreature spell, untap ~.
2/2

Challenge: Another utility creature, or another legendary permanent.

Jormengand
2016-02-28, 03:37 PM
So let's see. Compare Arcanis the Omnipotent and the top side is weak. Compare... hmm... Darksteel Sentinel and the flip side is pretty tough. I assume Hulk's last ability is state-based, which is good because no-one can react to it by chucking a damage at him and laughing as he flips and the damage is still marked on him. The combination is interesting, and I don't think it's too powerful. Powerful, but just shy of too good.

Icarys Vanguard W
Creature - Human Scout C
Truenamer - Whenever you name a card, put a +1/+1 counter on Icarys Vanguard
A true name isn’t just something that you put on or take off like a cloak. It’s something that you are.
1/1

Are you meant to do the damage personally?

Also, I'm not comfortable with monoblue pings. Apart from that it's... fine?

Icarion, First to be Named 3WUP
Legendary Creature - Angel Dreamer R
Flying
Truenamer - Whenever you name a card, you may exile each cardnonland permanent with the same name as the named card.
T: Bluff (Name a card. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, you win the bluff.) If you win the bluff, put a +1/+1 counter on each human you control.
4/4

You can only name a card when an ability says "Name a card". You can shout "Lightning bolt!" at the top of your voice as much as you like, it doesn't count as naming a card.

Next: Something else with Truenamer or a similar ability.

Dr.Gunsforhands
2016-02-28, 03:40 PM
(Working on JG's card. Oddly, my card might work decently well for his challenge, though it doesn't name cards per se.)There's something to be said for the strategic deployment of caps lock. I'm not even sure whether the typo in, "vigilance," was intentional or not. :smalltongue: The card itself is funny and unreliable enough that focusing on small details seems like a fool's errand. Still, the very last change-back mechanic needs a bit more explanation. When does it trigger, and what's the window of time that it's looking for? It matters more than you might think.

My first impression is that Icarion is trying to do too many things at once and suffers for it. Truenamer is a weird mechanic here because his primary ability is clearly to just tap and exile most of your opponent's lands. Why would he need to do anything else? :smalltongue:

Even assuming we edit out that exploit with errata, everything he does is just dancing around the fact that it's removal on a stick and has no reason to be blue other than the Liar's Pendulum mechanic. This feels more like a white/black or white/purple card, and the human synergy just seems like an unnecessary detail.

New Phyrexian Grimoire 3
Artifact - R
3, T, pay 2 life: Choose two target cards in your graveyard that share a card type. Target opponent chooses one of them. Return that card to your hand and exile the other.
A catalog of reminders that the old world wan't exactly a rose garden, either.

Challenge! Make a rhino that gives piggyback rides. You heard me.

Jormengand
2016-02-28, 03:44 PM
Ninjas ahoy!

NPG is about as good as drawing a card so long as you have stuff in your yard; you get to choose the two best things but you'll always get the worse one and lose access to the better one. Paying 3 each time is a heavy price: if you want to spend 6 on card draw then why not spend it on Arcanis? I do like the synergy with Otherworlder, even though I know it's not intentional.

Mounted Rhino 3WW
Creature - Rhino U
When Mounted Rhino dies, put a 1/1 human creature token onto the battlefield.
4/4

Next: Something else mounted.

Dr.Gunsforhands
2016-02-28, 04:11 PM
Okay, fixed my post. Mounted Rhino could easily get away with being a common, since token generation is in white and it's already a relatively expensive 4/4. I still love it, of course.

Dead Horse B
Creature - Zombie Horse C
B, tap an untapped creature you control other than Dead Horse: Regenerate Dead Horse.
1/1

Challenge! Make an enchantment that clearly belongs in a two-color guild, but has only one color in its color identity.

r2d2go
2016-02-28, 06:43 PM
Okay, fixed my post. Mounted Rhino could easily get away with being a common, since token generation is in white and it's already a relatively expensive 4/4. I still love it, of course.

Dead Horse B
Creature - Zombie Horse C
B, tap an untapped creature you control other than Dead Horse: Regenerate Dead Horse.
1/1

Challenge! Make an enchantment that clearly belongs in a two-color guild, but has only one color in its color identity.

Seems worse than other regenerating dudes, but not by much. It's probably fine.

Law-Bound 1W
Enchantment - U
At the beginning of their upkeep, enchanted creature's controller must pay 1 or detain enchanted creature.

Challenge: Another card that slows things down.

ben-zayb
2016-02-28, 09:51 PM
Detain's pretty much a nerfed Faith's Fetters, which is itself a good pacifism variant/upgrade. This one has the latter's cost, but looks too easy enough to bypass to be reliable, . It also only works during your opponent's turn (Detail last until your next turn only) and * even gives it an opportunity for the creature to activate its ability before the detain triggers.

* wording actually suggests the controller is the one that detains his or her own creature, so duration works.


Vainglory Seraph 4WW
Creature - Angel Star (U)
Flying, Flash
When ~ enters or leaves the battlefield, each other permanent doesn't untap during its controller's next untap step.
"Look at me!"
3/2


Make another angel, or another celebrity culture reference.

1pwny
2016-03-02, 04:30 PM
It does a lot for an uncommon, but it also costs 4WW so that's fair. Personally, I might make it a rare and give it first strike.

Celebrity culture, you say?

Kanye West, in Debt 4
Legendary Creature - Human Singer {R}
At the beginning of your turn, put two Wage counters on ~.
1: Move a Bribery counter, Credit counter, Currency counter, Gold counter, Treasure counter, or Wage counter from another permanent onto ~. Then, if ~ has at least 53 of these counters, total, on it, you win the game.
0/1

Challenge: something lol-y

BasketOfPuppies
2016-03-02, 06:28 PM
I get the reference to real life, but this card seems only playable in a proliferate-heavy deck. Even then, I don't think that this would make a good pick. Maybe give it a bigger body?

Goblin Masochist- R

Creature- Goblin C

When ~ etb, it deals damage to itself equal to its power.

3/2

@V: Shoot, knew I'd forgotten something.

Dr.Gunsforhands
2016-03-02, 07:28 PM
A good enough flavor justification could make it more than worth printing, but a goblin masochist just seems like a gag that could be expressed better in other ways. This is one of those weird effects where you feel cheated if you open it as your rare, but you usually don't want a ton of it weirding up your set at common, either. The idea is clearly to combine it with some cheap regeneration or damage-prevention effect, though this could also work as a black card in an innistrad-type set just to get enters-the-battlefield and when-something-dies triggers if you really want to find a place for it. You might also be able to throw it at a sacrifice outlet before it dies, though in that case you might want to delay its suicide until the end of the turn or something. Either way, none of this really makes it preferable to a creature that doesn't kill itself, and doing a bunch of setup just to keep a 3/2 doesn't seem worth it - after all, you can't usually do it on turn 1, and after that you can just play regular 3/2's easily.

Also, you, uh, didn't post a challenge? Hmm.

CAT TIME

Porcelain Cat 3
Artifact Creature - Cat C
W: Porcelain Cat gets +0/+1 until end of turn.
Fragile materials and living things reflect the care that's given to sustain them.
3/1

Challenge! I'm hungry. Make something else that's hungry.

ben-zayb
2016-03-03, 11:42 AM
It sure doesn't look better than other 3-drop 3/1 commons. I suppose that's okay because of the cost, but then the activation to make it suck less requires W.


Dire Anaconda 4GB
Creature - Snake (U)
Trample
Sacrifice a creature: Put a +1/+1 counter on ~. It can't attack or block until your next turn. Any player may activate this ability.
6/6


Make anything that has to do with twigs, sticks, or firewood, but isn't green (and doesn't produce green mana) and has nothing to do with burning.

Medival Wombat
2016-03-03, 03:12 PM
Intresting concept, immensly powerful in a token deck, near worthless against another token deck. I would make that card green-red instwad of green-black, butotherwise great

Tainted branches BB1
Rare Enchantment

All non-black plants and elves have -2/-2
All black plants and elves have +2/+2

The woodelves thought, their coexistence with nature would protect them. They never were so wrong...


Next challenge: Make a dragon, that isnīt red

braveheart
2016-03-03, 03:42 PM
It's an odd card, considering that most decks using black elves, also use green ones, I don't see it being useful unless it were an important part of the theoretical set


Ancient Rootmaw 4G
Creature - Dragon - R
Trample
(G): ~ gets +1/+0 until end of turn
5/5


Something blue & black

Dr.Gunsforhands
2016-03-03, 11:59 PM
It's a big ol' beastie that does its job and doesn't bother with a lot of bells and whistles, which is totally fine. It's a little weird that it's a dragon, but I guess that's why it has weird green firebreathing. Interesting how the ability encourages you to play heavy green, but its cost seems designed to make it easily splashable. This seems like the kind of card that would get reprinted at a lower rarity in a Modern Masters set.

Bruised Rusalka (u/b)
Creature - Spirit U
UB, sacrifice a creature: Target player puts the top 4 cards of his or her library into his or her graveyard.
Forever free of physical scars, but tears and pain still follow her.
1/1

Challenge! Something delicate, with flying.

r2d2go
2016-03-04, 01:53 PM
Seems alright - at worst you get a block and 4 mill for 3. I can see it in a mill deck with Hedron Crabs and such. Not terrible, not overpowered.

Flitting Filigree 2
Artifact Creature - U
Flying
Whenever ~ attacks, target creature can't block until end of turn.
"Ooh, shiny!"
0/1

Challenge: Something else shiny.

braveheart
2016-03-04, 03:39 PM
For flavor, I'd change it to "can only block ~", but otherwise I like it


Glistening Pool
Land - R
~ enters the battlefield tapped
T: add U to your mana pool
1,T:add U and one mana of any color to your mana pool


Assume the rest of the cycle as obvious,

Make an instant that costs 5 or more total mana

BasketOfPuppies
2016-03-04, 03:45 PM
That's a pretty solid rare. It seems that the whole cycle would be great in a pentacolor deck. Entering tapped is a fair drawback.

Arrow Volley 4WWW
instant R
Destroy all attacking creatures
What they lack in individual strength they make up for in resolve and sheer numbers

Make something that involves singing or song in some way, shape, or form.

braveheart
2016-03-04, 04:37 PM
I am genuinely surprised to find that this isn't already printed, good job


Bardic Lore CWUBRG
Enchantment -MR
Nonland permanents you control have T: draw a card
Lands you control have 2T: draw a card
A song is a Spell, and a great story requires many songs



Make something that produces tokens, any tokens

Dr.Gunsforhands
2016-03-04, 06:17 PM
Spluh? That is a lot o' cards. Still, it's tricky enough to cast that you could probably just throw on the usual, "can't go to the graveyard," clause and call it good. EDIT: actually, you don't even need that - it takes some extra setup if you want to use it the turn you play it, and I doubt this will break any games. I'm not sure what about this is especially bardic, but then I'm not sure what makes something bardic in general. Apparently being green is the only established prerequisite. (http://gatherer.wizards.com/Pages/Search/Default.aspx?name=+[bard]||type=+[bard]||subtype=+[bard]||text=+[bard]) :smalltongue:

Kami of Heart's Light 1WG
Creature - Spirit R
When Kami of Heart's Light enters the battlefield, put 4 white Candle enchantment tokens onto the battlefield.
Sacrifice a Candle enchantment: target creature gets +1/+1 until end of turn.
3/3

Challenge! Something that buffs your enchantments.

Ionbound
2016-03-04, 06:17 PM
Jeez. This waffles between hilariously powerful if you can get it out, and so hard to cast that it falls under the Child of Alara clause of 'Not likely to ever get resolved'. I think it'd be absolutely terrifying in 5c EDH, but not playable in constructed or limited, short of a way of cheating out enchantments.

Arlinn's Recruitment-1WRG

Enchantment-R

At the beginning of each upkeep, put a 2/2 Red and Green werewolf token on the battlefield for each token creature you control.

In such dire times, many surrendered their humanity for the greater good.

Challenge! Create a monstrous version of Thalia (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=270445), a la Mikeaus the Unhallowed.

r2d2go
2016-03-05, 12:54 AM
Spluh? That is a lot o' cards. Still, it's tricky enough to cast that you could probably just throw on the usual, "can't go to the graveyard," clause and call it good. EDIT: actually, you don't even need that - it takes some extra setup if you want to use it the turn you play it, and I doubt this will break any games. I'm not sure what about this is especially bardic, but then I'm not sure what makes something bardic in general. Apparently being green is the only established prerequisite. (http://gatherer.wizards.com/Pages/Search/Default.aspx?name=+||type=+[bard]||subtype=+[bard]||text=+[bard]) :smalltongue:

Kami of Heart's Light 1WG
Creature - Spirit R
When Kami of Heart's Light enters the battlefield, put 4 white Candle enchantment tokens onto the battlefield.
Sacrifice a Candle enchantment: target creature gets +1/+1 until end of turn.
3/3

Seems very strong - Flexible buffs make it hard for your opponents to block, attack or burn, and enchantment synergy can make this insane. If the sacrifice was part of the candles and not the Kami, I'd say it's overpowered, but as-is, it's probably a strong but not insane rare.


Jeez. This waffles between hilariously powerful if you can get it out, and so hard to cast that it falls under the Child of Alara clause of 'Not likely to ever get resolved'. I think it'd be absolutely terrifying in 5c EDH, but not playable in constructed or limited, short of a way of cheating out enchantments.

[B]Arlinn's Recruitment-1WRG

Enchantment-R

At the beginning of each upkeep, put a 2/2 Red and Green werewolf token on the battlefield for each token creature you control.

In such dire times, many surrendered their humanity for the greater good.


It's risky - Werewolves aren't exactly known for using tokens, and it'll often just do nothing. Compared to Thopter Sky Network, it might multiply out of control on occasion, but it's not crazy and has little utility. I'm worried about it just because it's such a variable card, either overpowered exponential growth or garbage. Not sure how to fix it, though.

Don't think I can do both challenges, so...



Challenge! Something that buffs your enchantments.

Olin, Associate of All WWBB
Planeswalker - Olin MR
+1: Target player adds BB to their mana pool and puts a Debt enchantment token with "2 - Destroy this token" onto the battlefield.
-4: You get an emblem that says "Enchantments have Indestructible. Sacrifice an enchantment: Gain 2 life."
-6: Each player who controls a Debt token loses the game.
2

Challenge: Another card that causes loss of some sort.

ben-zayb
2016-03-05, 01:13 AM
The second ability is good. while the third ability is a bit wasted since many ultimates are more or less win cons anyway. I'm not big on cards that are mostly non-interactive minigames, and this walker wastes 2 abilities just for that.

Taking on the loss + Thalia challenges:

Thalia, Savior of Thraben 1BB
Legendary Creature - Human Horror (R)
Discard a card: Target creature gains shadow until end of turn.
Whenever a player discards a card, each opponent loses 1 life.
Thraben will be our home, and those who are in the way will fall.
2/1

First Strike gets replaced by shadow while cost-ability gets replaced by discard cost allowing madness.
Another card for stuff like horrors, madness, delusion, etc.

Blue Ghost
2016-03-05, 01:21 AM
The best use of this card looks to be racking up his +1s for yourself, not caring about the debt tokens because they don't do anything. The win from the ultimate is highly unlikely. The -4 ability is way too situational, and because it requires more loyalty than his starting loyalty, he's not going to be practically be able to use it to support the debt strategy. I don't think he's going to work the way he's supposed to.

EDIT: Ninja'd.

Pretty sweet design, goes well with the madness theme of Innistrad. The biggest strike against it is the use of shadow. Shadow is a highly parasitic, environment-warping mechanic, and should not be brought back unless there's a very clear, coherent reason for it to be in the set. You can make it "can't be blocked," but that's more a blue thing. Menace would work.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Black/Thalia%20Bride%20of%20the%20Night_zpsytxget1q.png

Next: A machine.

braveheart
2016-03-05, 02:50 AM
It's fair, and good enough to likely see play in standard of it came out


Dancing Automaton (2)
Creature - Construct - U
Menace
C: Target Creature can block only ~ until end of turn.
No man can catch the dancer, yet any man can be drawn into the dance.
2/2


Another construct

Ionbound
2016-03-05, 01:06 PM
I'm not sure how to judge this card. The ability seems...Interesting, especially if you have enough C mana to make this a smaller Breaker of Armies, but I'm just not sure how it interacts. It seems good though, and I like the design, confusing at it is.

Ghirapur Constable-5

Artifact Creature-Construct-U

Whenever ~ enters the battlefield, tap target creature an opponent control. It doesn't untap as long as you control ~.

Halt, Citizen. You are under arrest, by the order of the Grand Council.

2/2

Challenge! Fallen Angels! Go!

Dr.Gunsforhands
2016-03-05, 02:22 PM
For some reason, this makes me think of the police bot from Futurama. "Now are you gonna come quietly, or are you gonna let us smack you around with these 2-damage batons first?" The effect is clearly meant for a white/blue card, to the point where I might suggest making it a Kicker ability of some sort just to add a more colorful cost somewhere in there. On the other hand, it's always weird to evaluate colorless removal, and on a 2/2 for 5 it could make a format interesting without making it feel too silly. I wouldn't be mad if I saw this floating around. It's pretty good!

Gabriel's Redemption 1WG
Sorcery - MR
Return target Angel creature card from your graveyard to the battlefield. It loses flying.

Challenge! More graveyard recursion!

Blue Ghost
2016-03-05, 03:15 PM
The loss of flying clause creates memory issues. Card is fine otherwise, but not very exciting for a mythic.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Multicolor/Orson%20Knight%20of%20Sorrows_zpsnqbvbzas.png

Next: Read any good books lately?

r2d2go
2016-03-05, 05:02 PM
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Multicolor/Orson%20Knight%20of%20Sorrows_zpsnqbvbzas.png

Next: Read any good books lately?

Seems fine - On the weak side, even, since it's a mediocre body on a 5-mana reanimation effect. Interesting enough without doing anything particularly crazy, so that's good.

Changeling Spy 3UU
Creature - Shapeshifter U
Changeling
~ can't be blocked.
Whenever ~ deals damage, tap target creature. It doesn't untap as long as ~ is on the battlefield.
2/3

Challenge: Another card with CMC equal to P+T.

Jormengand
2016-03-05, 06:31 PM
It's an unblockable card that locks down the entirety of the enemy board and the only thing against it is "Hur dur dies to removal". It's probably too strong.

Knowledge Devotee UP
Creature - Human Wizard U
One Eye Open - When you draw a card, put a +1/+1 counter on Knowledge Devotee.
On the battlefield, the moment you stop learning, you die.
1/1

Next: Another multicoloured nonhybrid 2-drop.

Ionbound
2016-03-05, 08:27 PM
I'm not a fan of the purple mana on principle, and an effect that pumps keyed off of 'whenever you draw a card' seems really powerful, especially with how many draw spells are at instant speed. IMO, this one's a bit too powerful, since it turns into a 3/3 when you cast Divination, for example.

Fearful Volunteer-GW

Human Werewolf Soldier-C

If no spells were cast last turn, transform ~.

Anna...When I come back, I'll be different. But I promise...I'll always love you.

Wanton Soldier-{GR}

Werewolf Soldier-C

Whenever a creature transforms into ~, search your library for any number of creatures named "Fearful Volunteer", reveal them, and put them into your hand. Then shuffle your library.

Anna...This is amazing. Such power! You should join us too!

Challenge: An uncommon or common that showcases a new tribal mechanic.

Dr.Gunsforhands
2016-03-05, 10:38 PM
The idea of someone howling at the moon and having it heard by a bunch of confused people who don't know that they're werewolves yet is interesting. Give it a power and toughness and we might have an interesting Squadron Hawk variant. :smalltongue:

Red Ritual Shaman R
Creature - Human Shaman C
Tribal Ability Word - When this creature enters the battlefield, add R to your mana pool for each other Shaman creature you control.
There's room for a lot of flavor text here, so feel free to put in some setting exposition if you can't come up anything really punchy.
1/1

Challenge! Flying magician!

r2d2go
2016-03-05, 10:42 PM
I'm going to have a lot of trouble with this without a P/T. Assuming it's 1/1 and 2/2, it's pretty good, since it'll get you a bunch of chumps, and W/G will let you use them well. Not sure it should be common, regardless, though.

Shiverspine Dirge XBBB
Sorcery - U
Exile up to X target cards from target graveyard. For each creature card exiled this way, put a 2/2 zombie onto the battlefield.
Delirium - If there are four or more card types among cards in your graveyard, then gain 2 life for each zombie you control.

Challenge: Another card with X, somewhere on it. Or, another card that gains life. Bonus points for both.

It seems strong - At 1 other shaman, it's a 1/1 for 0, and in a tribal deck, you're more or less guaranteed to get that much, likely more. I think it should cost more and be bigger (maybe 2/2 for 2 - then it's decent in limited but less crazy as a ritual on a body).

Cloud Conjurer 2U
Creature - Wizard U
Flying
G, T, Discard a Card - Prevent all combat damage that would be dealt this turn. Put a -1/-1 counter on ~.
2/2

Challenge: Another spellshaper, or another card with the same number on it at least 3 times.

Jormengand
2016-03-06, 07:14 AM
Shiverspine Dirge seems... fairly strong, but not too strong. That's quite a lot of tokens being thrown about, but probably okay.

Cloud Conjurer is... odd? I don't see why it suffers for spellshaping, which seems to be its only purpose.

Also, four challenges in your post. I have to do this now.

Alaya, Whitefire Master 2WW
Legendary Creature - Human Spellshaper R
Lifelink
1RT, discard a card: Alaya, Whitefire Master deals 3 damage to target creature or player.
XRT, discard a card: Alaya deals X damage to target creature or player. If X is 5 or more, this ability can't be countered and the damage can't be prevented.
2/2

Next: Another card which spellshapes spells not of its own colour.

ben-zayb
2016-03-06, 08:27 AM
This looks more Mythic than Rare. A walking Searing Spear (C) and Flash-Banefire (R without Flash) could be near the ceiling of rare, but then you add Lifelink to both and that generic searing spear becomes lightning helix.


Ghostfire Heretic 3U
Creature - Human Spellshaper (U)
Hexproof
X(2/B)(2/G),T,Discard a card: Target creature gets +X/-X or -X/+X until end of turn.
"The Jeskai fear what they don't fully understand."
[Sultai watermark]
2/2


Make a spellshaper from innistrad.

Ionbound
2016-03-06, 08:46 AM
Seems interesting. I like the idea, actually. It's pretty cool.

Thalia, Lunarch Ascendant-3WW

Creature-Human Spellshaper-MR

XWW, T, Discard a Card: Put X 4/4 white Angel creature tokens with flying onto the battlefield.

2/1.

Challenge: A Naya-colored werewolf!

r2d2go
2016-03-07, 12:15 AM
Seems interesting. I like the idea, actually. It's pretty cool.

Thalia, Lunarch Ascendant-3WW

Creature-Human Spellshaper-MR

XWW, T, Discard a Card: Put X 4/4 white Angel creature tokens with flying onto the battlefield.

2/1.

Challenge: A Naya-colored werewolf!

That's a lot of angels. It's a little too close to "answer me or I win" for my comfort, since it's easily four 4/4s with flying on turn 6. I think I'd prefer, say, XXW, even if that drives the initial cost down to 2WW - you can deal with two angels on turn 5 better than four on turn 6, I think, but it makes you less sad if it gets removed. Or just make it discard X cards, since then you're at least limited by cards in hand.

Infected Twinclaw 1WRG
Creature - Cat Werewolf Warrior U
First Strike
At the beginning of each upkeep, if no spells were cast last turn, transform ~.
"If only I could control it..."
2/4

Perfected Beast
Creature - Werewolf Warrior U
Double Strike, Trample, Lifelink
At the beginning of each upkeep, if two or more spells were cast last turn, transform ~.
"Ah. There we go."
2/4

Challenge: Another card that references an earlier card.

ben-zayb
2016-03-07, 03:30 AM
I'm not a big fan of the counterintuitiveness of First Strike + (P<T) design. It's First->Double Strike makes it comparable to Kruin Outlaw, and despite needing 3-colors Trample and Lifelink on a 4/4 still makes it one of the better costed uncommons.


Sparkrod (2/R)(2/R)(2/R)
Artifact (R)
If a spell would deal 3 or more damage to a creature or player, prevent 3 of that damage and put a charge counter on ~.
(2/R)(2/R), Sacrifice ~: For each charge counter on ~, it deals 3 damage to each creature and each player.
From lightning bolt to lightning vault.


Make a wish, or any card for Timmy.

Blue Ghost
2016-03-07, 02:40 PM
Could possibly see use against burn decks, but it's probably too expensive for that. Otherwise, you're going to have to siphon your own spells to fuel it, and I'm not sure how many players would have fun doing that.

Harness the Maelstrom 4UR
Sorcery (M)
Each player exiles cards from the top of his or her library until he or she exiles a nonland card. You may cast any nonland cards exiled this way without paying their mana costs.

(I consider myself a Timmy, that is, I play for the experience. And this kind of pure-upside randomness is one of my favorite kinds of experience. There's more to Timmy than big creatures.)

Next: A card for Johnny.

braveheart
2016-03-07, 03:40 PM
ok, wow, that is ridiculous how swingy and potentially powerful it will also be just as likely to hand the game to your opponent as you, I cannot see this being printed honestly, but if you want to see a similar and more balanced effect, look at cascade (I assume this was inspired by that) honestly it just needs some restrictions

Painful Repetition 2B(B/R)
Enchantment - R
whenever you cast an instant or sorcery, you may pay 3 life, if you do copy it, you may select new targets for the copy
"I only repeat myself when it will truly matter" - Bloodied Soothsayer




Bloodied Soothsayer 2(U/B)B
Creature - Human Mystic - R
whenever you cast a spell, you may pay 1 life, if you do scry 2
2/3

make another card that's mana cost is 2 (hybrid with black) B, and makes you pay life to do something

BasketOfPuppies
2016-03-07, 06:30 PM
The first seems too easily breakable. The second seems decent, though a weak rare.

Graveyard Shift 2(G/B)B

Sorcery U

Put the top 8 cards of your library into your graveyard. Then, you may pay 2 life. If you do, put up to 2 target creature cards from your graveyard into your hand.

He was always a hard worker, though in the morning a few too many graves seemed empty.

I want something tasty.

braveheart
2016-03-08, 05:34 PM
Seems good, maybe a little strong, but it works


Heroes Feast 4GG
Sorcery - U
Gain 10 life
Put a +1/+1 counter on each creature you control


Make something that is ancient (not Eldrazi)

Dr.Gunsforhands
2016-03-08, 06:27 PM
Given the reduced price of life gain in new sets, it's about right for what it does, so I actually kind of like it. There's an argument to be made for making it white rather than green, but both colors get those abilities. I think that the art and flavor text will be what makes or breaks this card in the end.

Helmet of the First Warchief 2
Artifact - Equipment R
Equipped creature has, "other creatures you control get +1/+1."
Equip 2

Challenge! An anthem effect attached to something more interesting.

braveheart
2016-03-08, 07:07 PM
Nice, but honestly it would need to be in a set without mans dirks, or they would all be wearing this card


Glandail Oozekeeper Druid 2GG
Legendary Creature - Elf, Druid - M
Protection from Oozes
Oozes you cribtril have protection from Oozes, and get +1/+1
GG, T: Each Ooze you control deals damage equal to its power to all creatures.
3/3


An ooze

BasketOfPuppies
2016-03-09, 10:03 AM
It seems too boardwipe-y for green. Maybe make it so that it lets oozes fight other creatures instead?

Gelatinous Wall 1GG

Creature-Wall U

Defender
Deathtouch
Looks can be deceiving
1/6

something with devotion or fateseal, for I like the former and think that the latter is underutilized. A bonus 40 points for using both

ben-zayb
2016-03-09, 11:06 AM
That's pretty potent, although the flavor makes or breaks the appropriateness of Deathtouch. Due to lacking the actual Ooze subtype, not seeing +1/+1 counter mechanics doesn't look so bad.


Deep Cover U
Enchantment -Aura (U)
Enchant creature an opponent controls
2UU: Fateseal X, choosing enchanted creature's controller, where X is his or her devotion to its colors.



Make another espionage-themed card, with bonus points if it doesn't have blue as a color identity.

Blue Ghost
2016-03-09, 01:55 PM
Being locked out of the game is horribly unfun. Fateseal was a failed experiment from Future Sight, and should not be used, doubly so if it's repeatable. And... What exactly does devotion have to do with anything?

Miss Information 3U
Legendary Creature - Human Advisor (R)
At the beginning of your upkeep, exile the top card of your library.
Miss Information's owner may cast cards exiled with Miss Information and may spend mana to cast those cards as if it were mana of any color.
When Miss Information dies, you may return it to the battlefield under target opponent's control.
1/3

Next: Something combat-related.

r2d2go
2016-03-09, 03:46 PM
It's probably a little too strong. It's already a mana-fixing 1/3 double-your-draws, but then it also comes back to steal your opponent's stuff. The good news is I believe it cannot play lands, since it says cast only, but I'd still make it 2UU at least.

Belligerent Trickster 2UR
Creature - Merfolk U
Flash
When ~ enters the battlefield or turns face up, choose one:

Target creature gets +2/+0 and first strike until end of turn
Target creature gets -2/-0 and defender until end of turn.

Morph 2(U/R)
2/1

Challenge: Another card that references an unofficial type of card (this is combat tricks). Or, another trickster. Bonus points for both.

Jormengand
2016-03-09, 06:45 PM
Not amazingly big on it having morph; I'm not sure what the point really is (I mean, it lets you leave 1 less mana open and it lets you play in mono I guess?). Otherwise it's a fine card. Oh, but most sapient creatures have classes.

Bouncing Trickster 2UU
Creature - Human Rogue U
Flash.
When bouncing trickster enters the battlefield, return target creature to its owner's hand.
2/1

Next: Another 2/1 for at least 4.

Dr.Gunsforhands
2016-03-09, 07:11 PM
An interesting version of Mist Raven/Man o' War/et cetera. Flash makes it feel more defensive, which is fine for blue. The name is clearly an R&D name, so no review there. Not much else to it, really.

Deadly Swarm 2BB
Creature - Insect R
Deathtouch
Whenever Deadly Swarm attacks, put a token that's a copy of Deadly Swarm onto the battlefield tapped and attacking.
2/1

Challenge! Something that helps you answer an opponent's tanky deathtouch creature.

r2d2go
2016-03-09, 07:29 PM
This seems a bit too scary for me - unless your opponent has removal, they're going to get 2 for 1'd, or worse, have a huge swarm of exponentially multiplying deathtouchers on their hands. I feel like it needs to cost something for the little guys, like a card or 2-3 mana.

Shriveled Redcap 4RB
Creature - Goblin Horror U
First Strike, Wither, Persist
Sacrifice ~: Target creature gains haste until end of turn.
3/3

Challenge: More nifty interactions! Or, another two plus subtype creature. Bonus points for both.

ben-zayb
2016-03-09, 07:41 PM
It's a swarm that...self-replicates somehow? Or divides itself? The card itself is really mythic-level good, a 4-drop packing 4 damage (deathtouch), and it multiplies exponentially! I'd probably balance it back to rare by making the trigger deathbased instead, for a discorporation-recorporation effect.

Suicidal Rampage XRRR
Sorcery (R)
Target creature deals damage equal to its power to itself and X other target creatures.

Ninjad!

That hodgepodge look like a rare at least. Combining First Strike and Wither alone makes this 3/3 potent. The problem I see is that the tanky deathtoucher wouldn't want to touch this anyway.


Phyrexian Pitlord 3BBB
Artifact Creature - Demon Construct (M)
Infect, Flying
At the beginning of your upkeep, pay (B/P)(B/P)(B/P)(B/P)(B/P)(B/P). If you don't, tap ~ and it deals damage equal to its power to you.
6/6

Make another demon, or angel! Bonus points for both!

Blue Ghost
2016-03-10, 12:32 AM
Nice callback to Lord of the Pit. Powergamer Timmy will love this. The Phyrexian upkeep cost creates some real tactical considerations. Pretty good card, all in all.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Red/Angel%20of%20Annihilation_zpsrgbepxpq.jpg

Next: A card that appeals to Spike. Bonus points for appealing in ways other than being powerful/efficient.

Fortuna
2016-03-10, 03:12 AM
Solid rare. By the time it hits play in limited, you'll need to curate your hand carefully to do more than sweep for 1, but a 4/4 flying body is relevant in a limited endgame and the ability can do fun things like turn instants into combat tricks. Unlikely to see constructed play - the decks that play enough spells to really use it don't want to spend six mana on it - but fun for limited for sure.

Woodscrier G
Creature - Insect Druid R
At the beginning of your upkeep, choose land or nonland and reveal the top card of your deck. If the revealed card is not of the chosen kind, put it into your graveyard.
1/2

Challenge: make something with bark, or something that barks, or, of course, both for bonus points.

ben-zayb
2016-03-10, 04:28 AM
A 1-drop 1/2 is okay, but I'd at least also let the revealed chosen card be put into hand for an actual card advantage that a Spike will love. Self-milling/deck-thinning is good, but by itself, even with more control, doesn't feel rare-worthy at 1 card per turn.


Devoted Companion 3(W/R)(W/R)
Creature - Hound U
Provoke, Menace
Players that don't own ~ can't gain control of it.
3/3


Make something that has to do with loyalty (including Planeswalkers, of course).

braveheart
2016-03-10, 11:09 AM
So the problem with mixing provoke and menace, is that provoke can only make 1 creature block it, before blockers are declared, and only if it can block it, which it will never be able to do, because menace makes it so that the provoked blocker cannot yet block it, on top of that provoke is an unfun mechanic for your opponent and has been removed from magic for a reason.



Chaos in the Enemy Ranks 3R
Enchantment - MR
When ~ enters the battlefield, gain control of all permanents you own.
Permanents you own cannot be controlled by other players
3R: 2 target creatures with different controlers exchange controler.

I'm not sure if this works, and it is clearly intended for multiplayer games


An enchantment

r2d2go
2016-03-10, 12:46 PM
I don't think it works since the exchange isn't part of a cost, making this simply repeatable mind control+. Two solutions - one, make this until end of turn. Two, make it part of the cost , though the wording gets more or less unacceptable ("3R, give control of target creature to target player: Target creature controlled by that player becomes controlled by...") unless you make the whole thing part of a cost and add another effect ("3R, exchange control of two target creatures - Draw a card, then discard a card"). Regardless I don't think this would ever see print, even if it's a neat idea.

Edit: I read up a bit. I think it works (though is still unprintable) since the exchange is one event that won't happen.

Volatile Magic R
Enchantment - R
Cumulative Upkeep - Pay 1 life.
(2/R) - Target player gains control of ~. Activate this ability only as a sorcery.
When ~ is sacrificed, it deals 5 damage to its controller and each creature they control.

Challenge: Another hot potato, or another card with an upkeep cost.

Dr.Gunsforhands
2016-03-10, 04:49 PM
You're essentially paying two mana to do at least 5 damage to your opponent. You're just letting them make a choice as to whether that damage comes with wiping their board or dealing more damage to themselves over time and trading mana with you, and that much is really more of a black effect. Either way, it's hard to justify, even if it doesn't turn out to be a very competitive way of doing things. I see the idea at work, and I can even imagine the decision-making aspect being fun for both players, so maybe I'm not giving this thing enough credit. I even appreciate that you were careful to make sure that an opponent can still kill it with enchantment removal. I just suspect that this is a bit too efficient as a buff for the burn deck that wants it, and a bit too weird to fit it in on a flavor level.

Burden of Death 3BB
Enchantment - Aura R
Enchant Creature
Enchanted creature has, "At the beginning of your upkeep, sacrifice a creature," and, "When this creature dies, return Burden of Death from the graveyard to the battlefield attached to target creature."

Challenge! An aura for a land. Preferably one that buffs its mana production and also does something else.

Ninjaman
2016-03-11, 04:09 AM
It's expensive but scary. It is a Sorin, Solemn Visitor Emblem, that stops when the opponent has no more creatures, which is quite the downside to that kind of effect though. At first I thought it was too good, but then I realized it would have to be put on your own creatures if there were no enemy creatures, still strong, but probably fair.

Touch of the Eternal - 1G
Enchantment - Aura - R
Enchant land
Whenever enchanted land becomes tapped for mana, add one mana of any color that land could produce to your mana pool.
Enchanted land has "4G: This land becomes a 6/6 Elemental land creature with trample until end of turn, it's still a land. "

Another card with both early and late game applications.

ben-zayb
2016-03-11, 06:02 AM
This looks like a pretty good, cheap ramp that produces one of the largest generic manlands. While the past similar Genju cycle has cards that gets cheaper and weaker manlands, the 4G cost shouldn't be a problem for green with ramp.


Arcane Sinkhole 1UU
Enchantment (R)
Sacrifice ~: Counter target spell.
4UU,Discard a card,T: Counter target spell.


Make another card that sacrifices, or another card with hole/s.

Dr.Gunsforhands
2016-03-12, 01:55 AM
Hrrrmm... I don't know if they can make this card. A cancel-seal on its own would be a great idea at common, especially if enchantments are a relevant theme, and adding an extra little thing onto that would be fine, but repeatable counterspelling in general is a mechanic that seems designed to push a game into the no-fun zone. It is pretty well put together, and of course you need either some specific setup or nine mana for this to actually run away with a game, so it's probably not overpowered per se... it's just sort of... generally dangerous. Also I don't think that tapping enchantments is supposed to be a thing that's taken lightly, but as a design choice I understand why it's there.

Fill Some Graves 3B
Sorcery - C
Destroy target creature unless its controller sacrifices two creatures.
"Well, there's enough meat here that it could have been an elephant..."

Challenge! We need a creature. Make a creature that encourages you to play another, different creature.

Ninjaman
2016-03-12, 06:51 AM
This is actually a really neat common. I quite like the design

Deepwood Champion - 1G
Creature - Elf Druid - U
Whenever a creature with power 4 or greater enters the battlefield under your control, put a +1/+1 counter on Deepwood Champion.
2/2

Another druid that doesn't make mana.

ben-zayb
2016-03-12, 08:07 AM
Looks strong, definitely better than Godtracker. Definitely better in limited.


Sylvan Awakener 4G
Creature - Human Druid (C)
XGG,T: Target forest becomes a X/X green treefolk creature. It is still a land.
1/3


Make something about waking up, or something GG (in whatever way you want to interpret that).

Dr.Gunsforhands
2016-03-12, 10:59 AM
Okay, I can see this working. Making them into permanent treefolk might be a little weird for common, and on a 1/3 for five it's rough to evaluate. The variable X's opens up a memory game, too... if the set doesn't use a lot of counters, the players can use counters to keep track, but with the latest Awaken cards I think we've figured out that it's best to just use the counters in the first place. At any rate, its weirdness alone makes it feel like an uncommon; a cheaper version that just wakes up trees for a turn might be more convenient for the common slot.

Delusion Dispeller GG
Creature - Human Monk U
Protection from enchantments
When Delusion Dispeller enters the battlefield, exile all auras attached to target creature. If that creature's owner doesn't control it, its owner gains control of it.
2/3

Challenge! Another monocolor 2-drop.

r2d2go
2016-03-12, 04:17 PM
Okay, I can see this working. Making them into permanent treefolk might be a little weird for common, and on a 1/3 for five it's rough to evaluate. The variable X's opens up a memory game, too... if the set doesn't use a lot of counters, the players can use counters to keep track, but with the latest Awaken cards I think we've figured out that it's best to just use the counters in the first place. At any rate, its weirdness alone makes it feel like an uncommon; a cheaper version that just wakes up trees for a turn might be more convenient for the common slot.

Delusion Dispeller GG
Creature - Human Monk U
Protection from enchantments
When Delusion Dispeller enters the battlefield, exile all auras attached to target creature. If that creature's owner doesn't control it, its owner gains control of it.
2/3

Challenge! Another monocolor 2-drop.

Seems very set dependent - for example, in Theros limited, this would be insane, though in general its balanced enough. It's generally strong as a 2/3 for 2, with useful abilities, basically. I don't think the second part of the second ability is necessary (or if it was there, it could probably just be "Its owner gains control of it"). It is a neat idea, and decently executed, so props for that.

Relic Renovator RR
Creature - Human Warrior U
Protection from Artifacts
When ~ enters the battlefield, destroy each equipment attached to target creature.
3/2

Challenge: Another card that destroys. Or, another card with only colored mana in the cost.

Fortuna
2016-03-12, 06:32 PM
Pretty much everything you just said applies here; I can't find anything new to say.

Final Parole W
Enchantment - Aura U
Enchant creature
When enchanted creature attacks or blocks, destroy it at end of combat.

Challenge: A sorcery you sometimes want to cast on yourself, and sometimes want to cast on an opponent. Bonus points if it doesn't cause damage or loss of life.

ben-zayb
2016-03-12, 10:09 PM
I like it, but it looks a bit too powerful and is so far tied with Swords as the cheapest white removal. Its fine as as a pacifism variant, so a 1W might work better for an uncommon.


Escapism 2B
Sorcery (C)
Target player discards two cards and gains 4 life.
Ignorance is bliss.


Make something to do with escaping, or something to do with life gain/loss.

Dr.Gunsforhands
2016-03-12, 10:32 PM
I rather like it! It's not quite pacifism, it's not quite stab wound, but it's cheap and can help deal with a huge threat that would ordinarily murder you. It might not be a very competitive card since it usually 2-for-1's you, but it still works, in flavor and effect.

So, this is usually just a bad mind rot, but if both you and your opponent run out of cards you can use it for bad life gain instead. Yay? It's not a card that will get played, really. I can imagine a castigate variant or something fitting in its slot, though... the core idea might work, and it's printable as-is, but it's just kind of a bad common right now.

My card still works!

Bloink! 1WW
Instant - R
Exile all nonland permanents target player controls, then return them to the battlefield.

Challenge! Return something to its owner's library.

ben-zayb
2016-03-13, 12:29 AM
It serves almost the same application as Sudden Disappearance, although I think that card is a bit overpriced anyway. I'd definitely cost this higher than the usual creature-only multiflickers, which are CMC 3+.


Steward of Zendikar WUBRG
Legendary Creature - Elemental Avatar (R)
Defender, Flying, Indestructible
Landfall-Whenever a land enters the battlefield under your control, you may pay WUBRG. If you do, target player searches his or her library for a land card, puts it onto the battlefield under your control, and then shuffles target card in a graveyard or permanent he or she owns into his or her library.
"Zendikar's power isn't yours!"
5/5

Make another nature-friendly card, or a card that references a kid's show.

r2d2go
2016-03-13, 09:30 PM
The biggest problem I have with this is color - it could easily be 1WGGU or 3WGG. Otherwise, it's fine - a powerful wall that let's you get tons of land at high mana cost.

Beast Child 2GW
Creature - Human Hero U
Vigilance
GW, T - Choose one:

~ gets +2/+2 until end of turn.
~ gets Trample until end of turn.
~ gets Flying until end of turn.

4/4

Challenge: Something else that changes. Or, something else that eats things. Bonus points for both.

Jormengand
2016-03-14, 11:09 AM
I was wondering why the tap ability gave it flying, then I realised you could activate it fast enough to take effect after attacking with vigilance. Clever. It's a 4/4 vigil with ways to sink mana into it; decent enough.

Devouring Assassin 2BG
Creature - Assassin R
Whenever Devouring Assassin deals lethal damage to a creature, it gains all its subtypes and abilities for as long as Devouring Assassin is on the battlefield, and put X +1/+1 counters on it, where X is the average of that creature's power and toughness rounded down.
3/2

Next: Something with "Choose X, where X is..."

Dr.Gunsforhands
2016-03-14, 09:28 PM
There is only one card in the game that refers to lethal damage, and it's awkward as all get out. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3696) The ones that this card wants to take after take care to trigger off of a damaged creature's death: "If a creature dealt damage by Devouring Assassin this turn would die, instead exile that creature and put X +1/+1 counters on Devouring Assassin, where X is that creature's toughness. Devouring Assassin has all subtypes and abilities of creature cards exiled this way." Incidentally, the averaging mechanic seems needlessly complicated to me; I'd probably use toughness if you're trying to vaguely represent biomass. I also really don't understand why the assassin gets the subtypes of those it kills. Is it, like, stealing their skin or something? Or is it supposed to be Innistrad's answer to John Carpenter's The Thing? (https://en.wikipedia.org/wiki/The_Thing_(1982_film))

Puzzard 1UU
Creature - Bird R
When Puzzard enters the battlefield, choose X, where X is the number of cards in target player's hand.
Whenever a player casts a spell with converted mana cost X, put X +1/+1 counters on Puzzard.
1/1

Puzzard Oystering (u/r)(w/w)
Sorcery - MR
Choose X, where X is target player.
Bdast Hand. (https://twitter.com/RoboRosewater/status/664534117393002497)

Challenge! Make an instant that's part straightforward combat trick, part unlikely sideboard effect.

ben-zayb
2016-03-15, 03:45 AM
Hmm...this could bring memory problems without using some sort of counters, but this card already has +1/+1 counters to keep track of. The card itself needs some support just to be worth it. 1U would probably be fine for this.


Test of Worth 3WU
Instant (R)
Until end of turn, each creature's power and toughness are each equal to its converted mana cost.


Make something that has to do with tests or with power.

Jormengand
2016-03-15, 05:25 PM
@Puzzard Oystering this is way OP. There's a reason why Bdast hand only triggers off your bels on the one card it's been printed on so far. Getting to Bdast hand where X is target player, that's insane. Being able to choose X is also ridiculous.

@Test of Token-destruction: I can't see why you would really want to play this... I guess if you had loads of small-body creatures, but it's so niche. Neat if it works, though, I suppose.

Ultimate Test 2WW
Enchantment - R
Creatures have power 1.
Prepare yourselves for the ultimate test!

Next: Another rare or mythic with no more than 4 words in its text.

Dr.Gunsforhands
2016-03-15, 08:23 PM
Well, it's certainly power-related, and I'm not going to say no to blocking all day with ornithopters. This is one of those effects that I was almost certain already exists, but I can't seem to find it, so nice work. I'm not quite sure what about this feels like a test, though. It feels like more of an "Equality" effect.

Cerebral Overload 3U
Sorcery - R
Draw 100 cards.
Tap, tap, tap, tap, concede.

You Know We'll Have to Print This Eventually 2WB
Sorcery - MR
Destroy all creatures.
"But the thread title said not to make functional reprints!"
"TOO BAD"

Still Not Viable in Modern 1GG
Creature - Elemental MR
Trample
4/4

Maybe Viable In Standard 1RG
Creature - Elemental MR
Haste, Trample
4/4

Challenge! Make something that seems underpowered, but is clearly overpowered when you point out another card that you can play with it. (A vanilla 40/40 creature that costs 50 mana might be a good example.)

ben-zayb
2016-03-15, 10:15 PM
I mean it does not have knukleblade's options, but it is faster and easier to play. Probably still too good.


Thallid Harvester 4GG
Creature - Elf Druid (R)
Convoke
Landfall-Whenever a land enters the battlefield under your control, you may put a 1/1 green Saproling token onto the battlefield.
0/4


Make something that has to do with harvest, or something with nothing/zero.

BasketOfPuppies
2016-03-15, 11:23 PM
Seems a little pricey for a slow 1/1 token engine, but in green there are plenty of ways to get extra land, so this may work.

Negligible Harvest 2BB
Instant R
Until end of turn, all Forests produce <> instead of their normal mana.
Making their crops wither into nothingness is the surest way to win, for what army can survive without food?

Make something useful for Commander but no other version.

Fortuna
2016-03-16, 12:44 AM
So, your best case scenario is that this is a one-mana-cheaper Time Warp. Against anything but mono-green devotion, though, it's substantially worse, and obviously this is completely unplayable outside the sideboard. The sheer swinginess of the hate strikes me as poor design.

Herald's Helm 2
Equipment - R
Equipped creature gets +3/+3 as long as your commander is in your command zone.
If equipped creature would deal combat damage to a player, and your commander is in your command zone, your commander deals that damage instead.
As long as ~ is equipped to a creature, you are considered to control your commander.
Equip 3

Challenge: Make a card that represents meddling in forces Man Was Not Meant To Know.

Ninjaman
2016-03-16, 02:18 AM
I see what this is trying to do, but I just don't think it should be done. One of the points in commander is you want to play your commander, making cards that encourage you not to is bad design. Also wouldn't this technically 1-hit-kill with Phage?

Guessing Life and Limb was the card it is OP with.

Yawgmoth's Notes - 2BB
Instant - R
Each player draws two cards, loses 2 life and sacrifices two creatures.

Another card with a little number theme (this had a lot of 2s)

ben-zayb
2016-03-16, 04:39 AM
It's nicely priced for the amount of scenarios this will be useful. Good as a 2-for-1, although that appears more often in situations you don't want to land on in the first place. This should be a good top-deck for when you're really hosed or while you're setting up the tempo. Sac-removal usually has precision problems to counterbalance its ability to bypass stuff like hexproof and indestructible, so it's a bonus that this card can remedy that a bit, too.


Paid Piper 2UU
Creature - Human Spellshaper (R)
At the beginning of your upkeep, pay (2/U) for each creature you control. If you don't, target opponent gains control of ~.
XX(2/U)(2/U),T,Discard a card: Choose a creature type. If you do, you gain control of each other creature of that type with power X or less.
2/2


Make something with thralls or pipes.

r2d2go
2016-03-16, 04:21 PM
This card seems really annoying - both to play with, and against. It's expensive, it's more or less strictly sideboard tech, it's generally unusual... It's good you added drawbacks and hoops to jump through to get a potentially insane effect, but I think the card is too clunky overall.

Broken Pipe 2
Artifact - Equipment C
Equipped creature gets +2/+0.
Sacrifice ~: Add 1 to your mana pool.
"Me and the pipe... We go way back."
Equip 1

(For better MtG flavor, change to "Runic Axe")

Challenge: Another reference to a reference, or another artifact with more than one function.

Dr.Gunsforhands
2016-03-17, 10:07 PM
The thing is, a broken pipe for equipment would probably work just fine in Innistrad. I'm not sure what it's really a reference to, though. Are you getting mana from smoking something with it? :smalltongue:

Rabbit King Nugget 2
Artifact - U
Rabbit creatures you control get +1/+1.
T: Add 1 to your mana pool.

Challenge! Make a rabbit that helps define what Rabbit creatures do in the set.

r2d2go
2016-03-18, 12:57 AM
The thing is, a broken pipe for equipment would probably work just fine in Innistrad. I'm not sure what it's really a reference to, though. Are you getting mana from smoking something with it? :smalltongue:

Rabbit King Nugget 2
Artifact - U
Rabbit creatures you control get +1/+1.
T: Add 1 to your mana pool.

Challenge! Make a rabbit that helps define what Rabbit creatures do in the set.

http://sonny2.wikia.com/wiki/A_Broken_Pipe

It sells for 3, and gives +6 strength, so I made it "sell" for 1 mana and give +2/+0. Then I adjusted cost from there, since it can't be bought.

As long as rabbits aren't a super prominent tribal, it's probably fine. If they are, this still is probably fine, it just goes from "cute mana rock for limited" to "maindeck 4 in Rabbits". From the way I take rabbits (token generating tribal), it's probably the latter.

Rabbit Queen 2GW
Creature - Rabbit R
Rabbits you control get +1/+1.
T: Put a 0/1 green Rabbit token onto the battlefield.
Tap three Rabbits you control: Untap ~.
2/2

El-Ahrairah 1GW
Creature - Rabbit R
Rabbits you control get +1/+1.
T, Tap three Rabbits you control: Exile each Rabbit you control, then return them to the battlefield. For each Rabbit token exiled this way, put a 0/1 green Rabbit token onto the battlefield.
2/2

Rabbit Warden 2GGW
Creature - Rabbit R
Whenever a Rabbit enters the battlefield, you may put a +1/+1 counter on ~.
Remove two +1/+1 counters from ~: Untap target rabbit. It gets +2/+2 until end of turn.
2/3

Rabbit Band 3WG
Creature - Rabbit R
Tap three Rabbits you control: ~ gets +3/+3. Then, it gains one of Vigilance, Trample or Lifelink of your choice until end of turn.
4/4

Rabbit Spirit-Guide 2GG
Creature - Rabbit R
Tap three Rabbits you control: Draw a card.
3/3
Sleepy Rabbit 1G
Creature - Rabbit U
Whenever a Rabbit enters the battlefield, you may tap it.
2/2

Rabbit Caretaker 1G
Creature - Rabbit U
Tap three Rabbits you control: Put a 0/1 Rabbit onto the battlefield.
2/2

Rabbit Seer 1G
Creature - Rabbit U
Tap three Rabbits you control: Scry 1.
2/2

Rabbit Recruiter 2W
Creature - Rabbit U
Tap three Rabbits you control: Put two 0/1 Rabbits onto the battlefield tapped.
2/3
Eager Rabbit GW
Creature - Rabbit U
Whenever you tap ~ as part of a cost, it counts as tapping two Rabbit creatures.
2/2
Foraging Rabbit 2G
Creature - Rabbit C
Tap three Rabbits you control: Add G to your mana pool.
2/3

Rabbit Warrior 3G
Creature - Rabbit C
Tap three Rabbits you control: ~ gets +2/+2 and Trample until end of turn.
3/4

Leaping Rabbit 2G
Creature - Rabbit C
Tap three Rabbits you control: ~ gets +2/+0 and Reach until end of turn.
2/3

Elusive Rabbit G
Creature - Rabbit C
Hexproof
1/1

Reading Rabbit 2G
Creature - Rabbit C
When ~ enters the battlefield, draw a card.
1/3

Sickly Rabbit G
Creature - Rabbit C
Sacrifice ~: Untap target creature.
0/1
Challenge: Another thing with exponential value. Or, another thing with tokens. Bonus points for both.

ben-zayb
2016-03-18, 02:36 AM
Can't say I didn't expect token-generation to be the design direction for rabbits. It's pretty good for a tribal lord/lady, especially with the untap mechanics with a fair price.


Speed Chess UU
Enchantment (R)
Whenever a player draws a card, each of his or her opponent may draw two cards.
"Can you keep up yet?"


Make something that has to do with speed, or drawing... Or both.

Ninjaman
2016-03-18, 02:53 AM
That card does the double consecrated sphinx interaction with itself, don't know if that was intentional. Even if it wasn't the card seems too cheap for what it does. As long as your opponent's deck draws cards and yours doesn't it gives you card advantage pretty easily.

Swiftboot Thief - 1UR
Creature - Human Rogue - U
Haste
When Swiftboot Thief deals combat damage to a player, draw a card.

Another 1/1 with haste.

somethingrandom
2016-03-18, 07:12 AM
That card does the double consecrated sphinx interaction with itself, don't know if that was intentional. Even if it wasn't the card seems too cheap for what it does. As long as your opponent's deck draws cards and yours doesn't it gives you card advantage pretty easily.

Swiftboot Thief - 1UR
Creature - Human Rogue - U
Haste
When Swiftboot Thief deals combat damage to a player, draw a card.

Another 1/1 with haste.

Compared with other creatures that cause card draw when they deal combat damage to a player. It seams fairly weak for a 3 mana 2 colour card.

Rushing Goblin R
Creature - Goblin U
~ attacks each turn if turn if able
When ~ attacks you may flip a coin. If you win the flip ~ gets +2/+0, if you lose the flip ~ deals 1 damage to itself.
1/1

Challenge: Create something based on your favourite book or the last book you read.

r2d2go
2016-03-18, 06:20 PM
It's funny, you both forgot a key part of the card, but by the rest of the post, it can be assumed (P/T, then the haste). This card seems kind of un-fun - randomness is best when the result is playable regardless of events, especially at uncommon. It 's good that the flip is optional, but I'd like this better as something like...


Creature - Goblin R
Haste
Whenever ~ is blocked, you may flip a coin. If heads, it gets +2/-1 and Trample until end of turn.
2/2

But you had challenge constraints, so you did well :smallbiggrin:

Ashen Days 2WB
Legendary Enchantment - R
Whenever a creature dies, you may pay B. If you do, creatures you control get +1/+0 until end of turn.
W, Sacrifice a creature: Target creature gets indestructible until end of turn.

Based on The Road.

Challenge: Another inkling of hope, or another source of despair. Bonus points for both.

ben-zayb
2016-03-19, 12:16 PM
Looks okay, though be wary that the second ability may be broken with cheap creatures (like tokens).


Lady of Blinding Light 1WWWBG
Legendary Creature - Elf Druid (M)
Hexproof
Each other creature doesn't untap during its controller's untap step.
1, Pay 1 life: Untap target creature, and then ~'s controller gains 2 life. Any player may activate this ability. Activate only as a sorcery, and only once for each creature each turn.
"All shall love me and despair!"
2/4


Make something to do with blinding, or something to do with proof. Bonus for both!

Medival Wombat
2016-03-19, 05:07 PM
That is an absolutly insane card. Probably overpowered, since your opponent canīt do **** against it (since itīs hexproofed). But amazing.



Scripts of the True One WW2
rare instant
Tap all nonwhite, nonland permanents

"Gaze upon the holy pergaments, and be enlightend by their power!"



Next one: A divine flavoured, non creature card that is either red-white or black-white (or red-black-white)

Ionbound
2016-03-19, 05:28 PM
Huh...Remind me to never, ever let a few guys I know ever get their hands on that. But in general, it feels very much like a white wrath without actually being a four-mana wrath, which Wizards has been moving away from since RtR, so it's good. I really like the design.

Divine Retribution-WWRRBB

Sorcery-Mythic Rare

Destroy all permanents. Any creatures destroyed this way cannot be regenerated.

All gods are fickle beings. And at the end of the day, all it takes is one wrong word.

Challenge: A card that represents a monster-hunter becoming a monster!

somethingrandom
2016-03-20, 06:33 AM
Huh...Remind me to never, ever let a few guys I know ever get their hands on that. But in general, it feels very much like a white wrath without actually being a four-mana wrath, which Wizards has been moving away from since RtR, so it's good. I really like the design.

Divine Retribution-WWRRBB

Sorcery-Mythic Rare

Destroy all permanents. Any creatures destroyed this way cannot be regenerated.

All gods are fickle beings. And at the end of the day, all it takes is one wrong word.

Challenge: A card that represents a monster-hunter becoming a monster!

I don't like the idea of this card existing at any mana cost. But if it has to exist I guess that mana cost looks about right

Chartax Vampire Hunter 2WW
Legendary Creature - Human R

W T, Destroy Target Vampire

BB Tap an untaped Vampire you control, Transform ~

3/3
Chartax was of humanity's greatest protectors in those dark
days ...
----------------------------------------------------------

Chartax, Forever Changed
Legendary Creature - Vampire R

Flying

XB T: Target nonblack creature gets +0/-X untill end of turn

4/4

Untill he was turned.

Challange: Make something BIG interpret how you will.

braveheart
2016-03-20, 10:15 AM
A good option to sideboard against the vampire tribal mirror match, and it's a strong enough card on its own, overall good card


Titanic Juggernaut (6)
Artifact Creature - Construct - U
Trample, Menace
We never expected it to be so large
5/8


Something very small

BasketOfPuppies
2016-03-20, 10:58 AM
Seems like it should be a 7 or even 8 drop, since generic creatures are usually a bit more expensive than colored. with Trample and Menace it seems like you'd always want to swing with it, but with how bottom-heavy it is it seems like you'd want to keep it as a defender. Maybe make P/T a little closer?

Ugin's Immovable Object 0
Artifact Creature U
Indestructible, Defender
0/1
It amazes me how something so small could stop something so big.

I want something anti-green that's good in a sideboard.

braveheart
2016-03-20, 11:31 AM
thats a pretty strong blocker it might need to cost a little more


Feedback Surge 2UR
Enchantment - R
Whenever a creature enters the battlefield, it deals damage equal to it's toughness to it's controller


Make a common card that you'd love to draft

Jormengand
2016-03-20, 05:17 PM
Well, it's a pretty fun card in creatureless or creature-light burn. Annoying that you probably don't want to run the blue to do it though.

Croshan Pyromancer 2R
Creature - Human Shaman C
Standalone - When Croshan Pyromancer enters the battlefield, if you control no more than one creature, it deals 2 damage to target creature or player.
2/2

Next: A noncreature with Standalone (If you control no more than one creature, effect).

Dr.Gunsforhands
2016-03-20, 05:28 PM
Yep, that's a really good card in draft alright. It's interesting that it helps you recover from a board wipe or a slow start in a color that's ordinarily meant to be playing 1- and 2-drops for their rush-down strategy. It'll take some playtesting to balance out, but it's a believable card that might not even be as good as it looks.

Low Profile UU
Enchantment - R
Standalone - As long as you control exactly one creature, that creature has hexproof and can't be blocked.

Feedback Surge really plays like more of a Red/Black card, but I can see why you'd think Izzet for a card that punishes people for playing creatures. A mono-red version would be a good compromise; it would fit in just fine punishing walls and defenders as red likes to do. It might still cost a bit more for the way it alters the game, but that's more of a playtesting thing.

Madcap's Mask 2
Artifact - Equipment C
Equipped creature gets +1/+0 and has Menace. (It can't be blocked except by 2 or more creatures.)
True havoc is wrought with fireworks and megaphones.
Equip 2

Challenge! A literally flashy concept, expressed through an enchantment this time.

braveheart
2016-03-20, 09:01 PM
Distracting Gleam W
Enchantment - Aura - C
Enchant target creature
Enchanted creature cannot block

Something in green

Blue Ghost
2016-03-20, 11:35 PM
It's a very weak card, but it does something. A set needs a few bad commons, and this fills that role.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Green/Terra%20Crawler_zpswyidvmrg.png

Next: A Curse.

ben-zayb
2016-03-21, 01:33 AM
Funny how this is like an inverse Copperhoof Vorrac down to CMC and P/T. Like that creature, adding Trample considering its cost shouldn't be too unreasonable.


Cenobite's Scrutiny 4(W/P)(W/P)
Enchantment - Aura Curse (R)
Enchant player
Whenever a permanent enchanted player controls enters the battlefield, he or she may pay (W/P). If he or she doesn't, it enters the battlefield tapped.


Make something to do with additional payment, something to do with tapping, or both.

r2d2go
2016-03-21, 08:42 AM
From a flavor side, I definitely like where this is going. Feels very Elesh-norn. However, this seems really weak - while there's nothing with quite the same effect (Orb of Dreams causes all permanents to ETB tapped for 3, while Kismet/Frozen Aether don't cover enchantments and planeswalkers (which rarely tap anyway), for the most part, this is a worse Kismet. I don't think you need the option to pay (W/P). Or, keep that, but make it cheaper.

Cenobite's Scrutiny 2[W/P][W/P]
Enchantment - R
Whenever a permanent enters the battlefield, its controller may pay (W/P). If they don't, it enters the battlefield tapped.

Makes it kind of viable for aggressive strategies - You play it to get your weenies in without being blocked, lest your opponent push themselves closer to death. I think you'd still rather run Imposing Sovereign, but it's something.

Gang Up 1RG
Instant - U
Multikicker - Tap an untapped creature you control.
Target creature you control gets +1/+0 for each time ~ was kicked, then fights target creature.

Challenge: Another card with an old mechanic. Or, another ruthless card. Bonus points for both.

BasketOfPuppies
2016-03-21, 08:59 AM
This can get insane in token decks, but since it's just fighting a single creature it isn't too broken.

Prison Renovation XXWU
Sorcery R
Detain X creatures.

Make something very passive.

somethingrandom
2016-03-21, 10:03 AM
I think this may be a bit over costed I'm not sure I think you could probably get away with XWWU or XWUU

Days of Peace 3WW
Enchantment R
Cumulative upkeep WW
Creatures cannot attack
If a spell or ability would deal damage to a creature or permanent, counter that spell or ability.

Challenge: Make a Squirrel

ben-zayb
2016-03-21, 11:25 AM
Isn't "creature or permanent" a bit redundant? It also looks overpriced considering the already expensive upkeep, and couldn't have been unbalanced even at WW CMC to make it more or less feel like forced Forfend every turn that increases costs. It's better than Bubble Matrix in that it affects walkers too, but worse in everything else.


Sylvan Oakwoods
Land - Forest (R)
~ enters the battlefield tapped.
Whenever a forest becomes untapped, you may put an acorn counter on ~.
T, Remove ten acorn counters from ~: Put a 1/1 green Squirrel creature token onto the battlefield.


Make something to do with counters, bonus if it has to do with both M:tG usage of the word "counter".

BasketOfPuppies
2016-03-21, 11:37 AM
So it counts as a Forest for its own ability but doesn't tap for mana? It should at least tap for C.

Bide Your Time 2UUU
Enchantment R
Whenever an opponent casts a spell, put a Counter counter on ~.
Remove X Counter counters from ~, counter target spell with CMC X.
Remove 1 Counter counter from ~, remove a counter from any target permanent.

EDIT: also, Ambiguity (http://shop.tcgplayer.com/magic/unhinged/ambiguity) exists.

I want something else that uses a keyword more than 3 times.

r2d2go
2016-03-21, 05:39 PM
So it counts as a Forest for its own ability but doesn't tap for mana?it should at least tap for C.

The subtype Forest means it taps for G.


2UUU
Enchantment R
Whenever an opponent casts a spell, put a Counter counter on ~.
Remove X Counter counters from ~, counter target spell with CMC X.
Remove 1 Counter counter from ~, remove a counter from any target permanent.

EDIT: also, Ambiguity (http://shop.tcgplayer.com/magic/unhinged/ambiguity) exists.

I want something else that uses a keyword more than 3 times.

I think the fact that the Un-version exists means you probably shouldn't call it "Counter counter" :smalltongue: That aside, it's pretty weak. You're unlikely to counter anything important, and removing a counter is pretty niche. I might make this cheaper, or add something like "Remove 3 Counters from ~: Proliferate", or other things like that. Edit: It's insane in Commander though.

Counter is kinda weird as a keyword - it's technically a shorter piece of text that replaces "remove _____ from the stack, it doesn't resolve", but it's got no form of reminder text and has kinda passed into a definition it's own. I'm going to assume that by Keyword you mean any MtG term, since most keywords don't stack... but I'll do an actual keyword, anyway :smalltongue:

Chaos Burst 1UR
Instant - R
As an additional cost to cast ~, sacrifice an untapped Mountain and Island you control.
Cascade
Cascade
Cascade

(I feel like there's ways to combo this in a broken manner, but I think outside of that context it's alright)

Challenge: Another card which sacrifices things. Or, another chaotic thing.

Ninjaman
2016-03-22, 04:28 AM
If it didn't have to be untapped lands you sac'ed it could be a cool storm card, as it is it kind of sucks. It's a cool design space, I made something similar for a custom cube, but it's just too weak to really be worth it.

Crop Shift - G
As an additional cost to cast Crop Shift, sacrifice a land.
Reveal the top card of your library until you reveal a land card. Put it onto the battlefield and shuffle all other cards revealed this way into your library.

Another card that has to do with lands.

ben-zayb
2016-03-22, 04:50 AM
No rarity and card type, but based on costs and effect this could work as a common instant or sorcery. It's unreliable as a mana fixer, that gives a card disadvantage at worst.


Canopy Outpost
Land - Forest Gate (U)
~ enters the battlefield tapped
Garrison 2G (2G: Target untapped creature you control is attached to this land until it attacks. Garrison only as a sorcery.)
Creatures garrisoned have reach.


Make another land with garrison, or another uncommon.

Jormengand
2016-03-22, 12:11 PM
Gate usuallyalways implies guildgate, so there's no reason to make it a gate. Also Garrison is pointless as you can apparently garrison multiple creatures, so unless the land gets destroyed after it's garrisoned, it may as well just give them reach until they attack.

I'm gonna have a go at using a different version of Garrison:

Flatland Fortress
Land - Plains U
Garrison (You can attach a nonplaneswalker nonland creature to this card, in which case it stops being a creature and is an aura enchantment with "Enchant land" and "Enchanted land is a creature with power equal to this creature's power and toughness equal to this creature's toughness, all this creature's subtypes and colours and this card's abilities, in addition to its other types and abilities" and "When enchanted land would die, sacrifice this permanent instead". Or, you can unattach an enchantment whose original, printed type is creature and it returns to its normal state. Only garrison one creature at a time in a land and only garrison or ungarrison once per turn each.)

Underwater Keep
Land - Island U
Garrison (You can attach a nonplaneswalker nonland creature to this card, in which case it stops being a creature and is an aura enchantment with "Enchant land" and "Enchanted land is a creature with power equal to this creature's power and toughness equal to this creature's toughness, all this creature's subtypes and colours and this card's abilities, in addition to its other types and abilities" and "When enchanted land would die, sacrifice this permanent instead". Or, you can unattach an enchantment whose original, printed type is creature and it returns to its normal state. Only garrison one creature at a time in a land and only garrison or ungarrison once per turn each.)

Town Wall
Land - City U
Garrison (You can attach a nonplaneswalker nonland creature to this card, in which case it stops being a creature and is an aura enchantment with "Enchant land" and "Enchanted land is a creature with power equal to this creature's power and toughness equal to this creature's toughness, all this creature's subtypes and colours and this card's abilities, in addition to its other types and abilities" and "When enchanted land would die, sacrifice this permanent instead". Or, you can unattach an enchantment whose original, printed type is creature and it returns to its normal state. Only garrison one creature at a time in a land and only garrison or ungarrison once per turn each.)

Fen Tower
Land - Swamp U
Garrison (You can attach a nonplaneswalker nonland creature to this card, in which case it stops being a creature and is an aura enchantment with "Enchant land" and "Enchanted land is a creature with power equal to this creature's power and toughness equal to this creature's toughness, all this creature's subtypes and colours and this card's abilities, in addition to its other types and abilities" and "When enchanted land would die, sacrifice this permanent instead". Or, you can unattach an enchantment whose original, printed type is creature and it returns to its normal state. Only garrison one creature at a time in a land and only garrison or ungarrison once per turn each.)

Fortified Hill
Land - Mountain U
Garrison (You can attach a nonplaneswalker nonland creature to this card, in which case it stops being a creature and is an aura enchantment with "Enchant land" and "Enchanted land is a creature with power equal to this creature's power and toughness equal to this creature's toughness, all this creature's subtypes and colours and this card's abilities, in addition to its other types and abilities" and "When enchanted land would die, sacrifice this permanent instead". Or, you can unattach an enchantment whose original, printed type is creature and it returns to its normal state. Only garrison one creature at a time in a land and only garrison or ungarrison once per turn each.)

Sylvan Arena
Land - Forest U
Garrison (You can attach a nonplaneswalker nonland creature to this card, in which case it stops being a creature and is an aura enchantment with "Enchant land" and "Enchanted land is a creature with power equal to this creature's power and toughness equal to this creature's toughness, all this creature's subtypes and colours and this card's abilities, in addition to its other types and abilities" and "When enchanted land would die, sacrifice this permanent instead". Or, you can unattach an enchantment whose original, printed type is creature and it returns to its normal state. Only garrison one creature at a time in a land and only garrison or ungarrison once per turn each.)

Next: Another land which is defended by something.

BasketOfPuppies
2016-03-22, 12:28 PM
Gate usuallyalways implies guildgate, so there's no reason to make it a gate. Also Garrison is pointless as you can apparently garrison multiple creatures, so unless the land gets destroyed after it's garrisoned, it may as well just give them reach until they attack.

I'm gonna have a go at using a different version of Garrison:

Flatland Fortress
Land - Plains U
Garrison (You can attach a nonplaneswalker nonland creature to this card, in which case it stops being a creature and is an aura enchantment with "Enchant land" and "Enchanted land is a creature with power equal to this creature's power and toughness equal to this creature's toughness, all this creature's subtypes and colours and this card's abilities, in addition to its other types and abilities" and "When enchanted land would die, sacrifice this permanent instead". Or, you can unattach an enchantment whose original, printed type is creature and it returns to its normal state. Only garrison one creature at a time in a land and only garrison or ungarrison once per turn each.)

Underwater Keep
Land - Island U
Garrison (You can attach a nonplaneswalker nonland creature to this card, in which case it stops being a creature and is an aura enchantment with "Enchant land" and "Enchanted land is a creature with power equal to this creature's power and toughness equal to this creature's toughness, all this creature's subtypes and colours and this card's abilities, in addition to its other types and abilities" and "When enchanted land would die, sacrifice this permanent instead". Or, you can unattach an enchantment whose original, printed type is creature and it returns to its normal state. Only garrison one creature at a time in a land and only garrison or ungarrison once per turn each.)

Town Wall
Land - City U
Garrison (You can attach a nonplaneswalker nonland creature to this card, in which case it stops being a creature and is an aura enchantment with "Enchant land" and "Enchanted land is a creature with power equal to this creature's power and toughness equal to this creature's toughness, all this creature's subtypes and colours and this card's abilities, in addition to its other types and abilities" and "When enchanted land would die, sacrifice this permanent instead". Or, you can unattach an enchantment whose original, printed type is creature and it returns to its normal state. Only garrison one creature at a time in a land and only garrison or ungarrison once per turn each.)

Fen Tower
Land - Swamp U
Garrison (You can attach a nonplaneswalker nonland creature to this card, in which case it stops being a creature and is an aura enchantment with "Enchant land" and "Enchanted land is a creature with power equal to this creature's power and toughness equal to this creature's toughness, all this creature's subtypes and colours and this card's abilities, in addition to its other types and abilities" and "When enchanted land would die, sacrifice this permanent instead". Or, you can unattach an enchantment whose original, printed type is creature and it returns to its normal state. Only garrison one creature at a time in a land and only garrison or ungarrison once per turn each.)

Fortified Hill
Land - Mountain U
Garrison (You can attach a nonplaneswalker nonland creature to this card, in which case it stops being a creature and is an aura enchantment with "Enchant land" and "Enchanted land is a creature with power equal to this creature's power and toughness equal to this creature's toughness, all this creature's subtypes and colours and this card's abilities, in addition to its other types and abilities" and "When enchanted land would die, sacrifice this permanent instead". Or, you can unattach an enchantment whose original, printed type is creature and it returns to its normal state. Only garrison one creature at a time in a land and only garrison or ungarrison once per turn each.)

Sylvan Arena
Land - Forest U
Garrison (You can attach a nonplaneswalker nonland creature to this card, in which case it stops being a creature and is an aura enchantment with "Enchant land" and "Enchanted land is a creature with power equal to this creature's power and toughness equal to this creature's toughness, all this creature's subtypes and colours and this card's abilities, in addition to its other types and abilities" and "When enchanted land would die, sacrifice this permanent instead". Or, you can unattach an enchantment whose original, printed type is creature and it returns to its normal state. Only garrison one creature at a time in a land and only garrison or ungarrison once per turn each.)

Next: Another land which is defended by something.

That is way too much text for a card. I understand what you want it to do, but there must be a better way to word it. Also, what triggers garrison?

Defended Citadel
Land R
~ enters the battlefield tapped.
T: add C to your mana pool

When ~ comes into play, put a 0/3 Defender of the Citadel creature token with Defender and Reach onto the battlefield.

I want something with the letter Q somewhere in it.

Jormengand
2016-03-22, 01:40 PM
That is way too much text for a card. I understand what you want it to do, but there must be a better way to word it.

There probably is; I hoped the critique would address that. I suppose because reminder text doesn't have to be written in Magic-speak, it could be "(You can attach a nonplaneswalker nonland creature to this card, in which case it's an aura enchantment and this card is a creature with its subtypes, power, toughness and abilities. Or, you can unattach it and it returns to its normal state. Only garrison one creature at a time in a land and only garrison or ungarrison once per turn each.)"


Also, what triggers garrison?
It's an activated ability, so it can be activated freely at instant speed.


Defended Citadel
Land R
~ enters the battlefield tapped.
T: add C to your mana pool

When ~ comes into play, put a 0/3 Defender of the Citadel creature token with Defender and Reach onto the battlefield.
The way this works, it puts a creature token with the subtypes defender, of, the and citadel onto the battlefield, also the defender is neither any colour nor colourless.


I want something with the letter Q somewhere in it.

Quickfire 2R
Instant R
Quickfire deals 2 damage to target creature or player. Return Quickfire to your hand.

Next: Another spell which returns to your hand as it is cast.

ben-zayb
2016-03-22, 02:10 PM
Also Garrison is pointless as you can apparently garrison multiple creatures, so unless the land gets destroyed after it's garrisoned, it may as well just give them reach until they attack.That'll be problemactic on a set with multiple garrison, since a creature can be attached/garrisoned to a different land without attacking.

A consistent instant-speed 2 damage for 3 without risk of removal looks a bit too good, and even at rare is a giant leap from Searing Touch.

Thoughtcram XUUU
Sorcery (R)
Buyback - Discard X cards
Draw X cards.


Make something to do with buying/paying, or something to do with back.

Ninjaman
2016-03-22, 02:17 PM
I like what you are trying to do, and I think it would be a really cool card if it was an instant, but not quite there at sorcery.

Unexpected Tax - WB
Instant - U
Counter target spell unless its controller pays 2.

Another nonblue counterspell (yes they do exist, search gatherer).

braveheart
2016-03-22, 03:34 PM
They exist, but other than the red ones that only counter blue, they are from the times spiral block where everything was wonky and unusual and not to be repeated


And so my entry will be as follows

Back Burn 2R
Instant - U
Counter target red instant, then deal 2 damage to that spell's controler


A blue counterspell

Blue Ghost
2016-03-22, 04:21 PM
The red counterspells are from old sets from before the color pie was established, and also not to be repeated. Counterspelling is now exclusively blue.

Absorb Essence 2UG
Instant (U)
Counter target creature spell. Put +1/+1 counters on target creature equal to that spell's power.

Next: A mana rock.

Dr.Gunsforhands
2016-03-22, 10:47 PM
I was about to say, "don't you mean CMC?" Then I noticed that this specifically counters creature spells. I can see this thing being printed, certainly, and the name works as a reference to Essence Scatter even if you consider Essence Scatter too powerful to ever be seen again.

Harvest Beacon 2
Artifact - C
When this artifact enters the battlefield, you may put a land card from your hand onto the battlefield.
1G, T, sacrifice this artifact, sacrifice a land: draw two cards.

Challenge! Make a card that does something with lands already in play.

r2d2go
2016-03-23, 06:25 AM
This is definitely above common complexity, and I'm pretty sure it's above common power. Just the first ability lets you turn cantrip artifacts into Explore with benefits, even if you don't consider oh god artifact lands why. It should probably be Rare, though I could see it as an uncommon due to the use outside of synergetic decks (good job on that, by the way).

Overwhelming Elements RG
Instant - R
Target land gets +1/+1, First Strike and Trample until end of turn.
Awaken 3 - RRGG

Challenge: Another card with Awaken, or another card that grants more than one ability.

ben-zayb
2016-03-23, 09:09 AM
It doesn't look too bad as an uncommon. Maybe pump up the +1/+1 counters a bit, since it's green anyway.


Acidgeyser 2GG
Instant U
Target permanent gains deathtouch and "If a creature would die this turn, exile it." until end of turn.
Awaken 5 - 4GGG


Make something with deathtouch or multicolored.

Medival Wombat
2016-03-23, 09:49 AM
Intresting, the card you need if you really, really hate the opponents creature. I donīknow what awaken means, but that card looks very expensive for his -granted: awesome- effect

Corruped Pikeman WR
uncommon creature, soldier
When ~ attacks, give it +1/+0
B: deathtouch
2/2
Some battles do not just scar the flesh of a man, but his very soul - from the battlechronics against grixis



Make another card, that is corruped by something

r2d2go
2016-03-23, 10:39 AM
Various proofreading issues aside, it's... alright. It feels a lot like a very late-cycle Roborosewater/RNN card - the effects are balanced and fit together reasonably, but feel off - in this case, I feel the +1/+0 could be changed to 3/2 to simplify without issue.

Note on critiques: I believe looking up anything not understood is encouraged, especially for official WotC mechanics, rather than judging a card without knowing what it does.

Broken Knight 1BR
Creature - Human Knight U
Menace, Deathtouch
"Bant has gone mad, so why shouldn't I?"
3/2

Impulsive Researcher 1RG
Creature - Vedalken Wizard
Trample, Haste
"So many pleasures! How did Esper live?"
4/1

Noble Hatchling 1WU
Creature - Dragon Shaman
Flying, Vigilance
"There is so much more to life than Jund."
1/4

Selfless Servant 1GW
Creature - Zombie Soldier
Lifelink
T - Add G to your mana pool.
"I can give so much more without Grixis."
2/3

Skulking Pridemate 1UB
Creature - Cat Warrior
Hexproof
B - Regenerate ~.
"My mind provides a better mate than all of Naya."
0/5

Challenge: Another card with less than ten words of rules text, or another card referring to an existing set.

Blue Ghost
2016-03-23, 01:36 PM
It's fine in itself, but there's really nothing mechanically tying it to Bant. Something that's "corrupted" should still be recognizable as what it originally was.

Call of Murasa 3G
Sorcery (C)
Put a 3/3 green Beast creature token onto the battlefield.
Awaken 3--4GG

Next: A Devil.

Ninjaman
2016-03-23, 03:53 PM
It's a fine common, nothing too exciting about it but a good design.

Chainbreaker Devil - R
Ceature - Devil - U
When Chainbreaker Devil enters the battlefield it deals 2 damage to you.
1R: Chainbreaker Devil gains menace until end of turn.
2/1

Another 2/1 for 1.

Dr.Gunsforhands
2016-03-23, 04:13 PM
Just the first ability lets you turn cantrip artifacts into Explore with benefits...

"This artifact." I had no intention of letting it trigger more than once. I just wrote it before I'd decided on a card name.:smalltongue:

So, Chainbreaker Devil. It's a good card! Upon seeing this thing, I wanted to pigeonhole it as one of those 2/1 one-drop rares that make constructed aggro work, or a 2/1 common with a drawback that helps give mono-red a place in a limited environment... whereas you've got this thing calibrated for an uncommon slot, and if that slot is what's open in The Set That Probably Has Devils In It, then, yeah, I guess that's about right.

Shardtail Hawk W
Creature - Bird C
Echo W (At the beginning of your upkeep, if this card entered the battlefield since your last upkeep, sacrifice it unless you pay its echo cost.)
Flying
The light refracted through its wings is said to project good omens from the Shattered Sun.
2/1

Challenge!

Blue Ghost
2016-03-24, 11:05 PM
Echo is a poor choice of a keyword mechanic to bring back. Downside mechanics are not well received, and echo in particular is not fun, forcing players to either lock their mana for the turn or lose what they paid for. But a one-of with a (non-keyworded) echo-like effect isn't out of the question.
As for the card itself, a 2/1 flyer is absurdly strong for a common one-drop. Sure you'll lose your two-drop next turn, but a 2/1 flyer for 2 is already way above average power level, and getting it a turn early is a significant upside. And it's still relevant late in the game, which negates the weakness that early creatures tend to have. I think this is above acceptable power level.

I couldn't find your challenge, so I'll post something hidden myself.
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Black/Alleyway%20Assassins_zpsbi4pjidn.png

Next: Redesign a card from Battle for Zendikar.

ben-zayb
2016-03-24, 11:32 PM
I like it! It's situational enough to not be an cheap instant-speed 3-drop creature+removal, and is still good when cast normally. Its trigger could be worded similar to Exalted with "When a creature attacks you alone".


(Original Card) (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=401843)
Cloud Manta 3U
Creature - Fish (R)
Flying
3U, T, Tap an untapped land named Wastes: Put a copy of ~ onto the battlefield.
When Emeria's worshippers learned that she was no more than a twisted memory of Emrakul, they abandoned their temples to the god. The deserted shrines now serve as breeding grounds for the mantas.
3/2


Make another card with clouds, another card that copies, or both.

r2d2go
2016-03-25, 02:26 AM
I think you would have been better off making it just cost 4C for the copy. In any case, it's alright, but there are better value engines.

Morphic Mists 3UU
Enchantment - Aura R
When ~ enters the battlefield, it becomes an Aura with Enchant Creature. Then manifest the top card of your library and attach ~ to it.
At the beginning of each turn, enchanted creature becomes a copy of target creature.

Challenge: Another card that flips things. Or, another aura with no P/T or keyword buffs.

Ninjaman
2016-03-25, 04:22 AM
I don't think you are aware of how copy effects work with morph (and therefore also manifest). The card is copied, on the other side, it is therefore still a 2/2 but the side it can flip into is the copied one.

Seed of the Protector - 2G
Enchantment - Aura - U
Enchant creature
Whenever Enchanted creature deals combat damage to an opponent, transform it.
---
Stout Guardian
Creature - Treefolk - U
Vigilance
4/6

Another aura or another treefolk.

r2d2go
2016-03-25, 05:07 AM
Shoot, you're right, I didn't know that. In that case, I think it still works if the cost is UU.

The Seed is pretty mediocre, since you can see it coming from a mile away, but I can see it printed and used in limited. I'd like it better if it gave Trample - still a relatively weak card, but then it'd facilitate its own growth.

Deathly Woodweaver 1WBG
Creature - Treefolk U
When ~ dies, return it to the battlefield transformed.
2/2

Eternal Seed
Enchantment - Aura U
Enchanted creature gets Lifelink, Deathtouch, and Reach.
When enchanted creature dies, return ~ to the battlefield.

Challenge: Another card that uses death to transform, or another card that has P+T = CMC.

Ninjaman
2016-03-25, 05:45 AM
I feel like this card's real purpose is to go infinite with pawn of ulamog or that new eldrazi one. It also goes infinite with anything that makes tokens when creatures die/etb and a sac outlet but that's a lot safer.

Sadistic Haruspex - 2B
Creature - Human Wizard - C
Whenever a creature an opponent controls dies, transform Sadistic Haruspex.
1/2
--------------
Mad Cultist
(B)Creature - Human Wizard - C
2B, Sacrifice a creature: Each opponent sacrifices a creature.
2/4

Another Common Wizard.

Blue Ghost
2016-03-25, 03:07 PM
This seems on the high end of uncommon, possibly rare. Common shouldn't get repeated removal like this. Power level is probably fine for constructed, but it'll definitely warp things a lot in limited.

Apprentice Polymorphist 1U
Creature - Human Wizard (C)
2G, T, Sacrifice Apprentice Polymorphist: Put a 3/3 green Lizard creature token onto the battlefield.
1/2

Next: An enchantment with an off-color activated ability.

r2d2go
2016-03-25, 07:38 PM
It's kind of like a bad Morph? I think we've seen from Renowned Weaver (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380479) that it's okay to make the initial and secondary body both reasonable - in this case, I'd say you could get away with 1/3 and 3/3 easily, even 1/3 and 3/3 trample due to the increased color difficulties. Then it'd be significantly more limited playable (which it is more or less made for), and it'd be an obvious transition from early defense to mid-late beater.

Let me try at Shardbroken Knight again - I considered a W activated ability that time, but cut it for simplicity.

Shardbroken Valor 1RB
Enchantment - Aura U
Enchant Creature
Enchanted Creature gets Deathtouch and Menace.
W - Enchanted creature gets Exalted until end of turn. ((Until end of turn, whenever a creature attacks alone, it gets +1/+1 until end of turn.)

Challenge: Another card that relies on both players having guys on the board to be good, or another card with two+ evergreen keywords.

Dr.Gunsforhands
2016-03-25, 09:35 PM
I'm not sure what exactly this card is trying to do? You probably know that Exalted is spammable, but since the card costs two other colors to cast, it probably won't buff your one attacker too too much. Either way, it feels like a weird choice here. Red/black and mardu usually like to attack with everything; menace is a lot better when your opponent would rather put one of those blockers in front of something else. Paying 3 mana and a card for the upgrade doesn't seem worth it compared to the many great 3-mana attackers that have been coming out lately. It feels like a card that could probably exist, but wouldn't see any play.

Surly Loxodon 2GG
Creature - Elephant Warrior U
Trample, Fighter 2 (whenever this creature blocks or is blocked, it gets +2/+2 until end of turn)
"Boo-she-dough? Was that the pastry dish or the dance move?"
3/3

Challenge! Make a simple mechanic that kind of feels like echo but isn't a drawback? I've been trying to, but I'm kind of struggling with it.

BasketOfPuppies
2016-03-25, 09:49 PM
I don't like not using Bushido, but from a flavor standpoint I can understand. I could see this being printed.

Oh, let's see what I can do...

Procrastinating Armorer 1WW
Creature- U
Bulk Up 1W (at the beginning of the upkeep after ~ enters the battlefield, you may pay 1W. If you do, put a +1/+1 counter on ~)
I'll get to it later.

3/2

Make something good for a Jund group hug deck.

Ninjaman
2016-03-26, 04:05 AM
It should probably be common, and bulk up should probably have a number, as always just bulking up one counter seems a bit lame.

Tlinwak, the Rise of Chaos - 1RBG
Legendary Creature - Elemental - R
At the beginning of each player's upkeep, that player draws a card, then discards a card.
Each player may play an additional land on each of his or her turns.
At the beginning of each player's end step, that player may pay X, that player may return target creature card with converted mana cost X from his or her graveyard to the battlefield.
3/4

Tlinwak will be a card in the next commander supplement (i have all that inside knowledge), make another of the legendaries or make a card for Tlinwak's deck.

r2d2go
2016-03-26, 07:47 AM
It should probably be common, and bulk up should probably have a number, as always just bulking up one counter seems a bit lame.

Tlinwak, the Rise of Chaos - 1RBG
Legendary Creature - Elemental - R
At the beginning of each player's upkeep, that player draws a card, then discards a card.
Each player may play an additional land on each of his or her turns.
At the beginning of each player's end step, that player may pay X, that player may return target creature card with converted mana cost X from his or her graveyard to the battlefield.
3/4

Tlinwak will be a card in the next commander supplement (i have all that inside knowledge), make another of the legendaries or make a card for Tlinwak's deck.

I believe the proper wording is "If they do, that player may return..."

In any case, it's kinda weird in terms of Jund. It's obvious where the effects come from, and it certainly is a group hug, but the effects seem like they could just as easily (or maybe even more easily) be Sultai.

Tlinwak's Command 2RBG
Sorcery - U
Choose two:

Each player reveals the top four cards of their deck, then puts lands revealed into their hand and other cards into their graveyard.
Each player puts two 1/1 red goblin tokens with haste onto the battlefield.
Each player sacrifices a creature, then draws two cards.
Each player adds RBG to their mana pool.


Challenge: Another technically symmetrical effect that benefits the caster more, or another modular card with self synergy. Bonus points for both.

Jormengand
2016-03-26, 08:04 AM
Hmm... if you play it right, you can get it to be a 2 mana destroy target creature, each player draws 2 cards. That's mildly scary. That said, if your opponent is playing creatureless burn, you'll have problems doing that. It's too swingy for my liking, I guess.

Icarion's Redemption 3WP
Sorcery - R
Name a card. Choose one:

Each player may search each of their opponents' libraries for all cards of that name and exile them. Each player reveals their hand and exiles all cards of that name from it. Exile all cards of that name.
Each player returns from exile to the battlefield each card they own of the chosen name.


Next: Another card with the words "Name a card" on it but this one doesn't actually make you name a card.

Dr.Gunsforhands
2016-03-26, 10:57 AM
I can't help but imagine tricking an opponent into exiling four copies of my win condition, only to play another copy of this card next turn because they apparently didn't read the second mode. Naturally, the way it actually works would be as either reanimation or an expensive Pithing Needle, and I think those are both more in Black's wheelhouse, but on principle it's feels thematic and is probably alright. I could say that reanimation from exile is a frustrating proposition in the first place, but after Battle for Zendikar I think we all just have to learn to live with the zone being a second graveyard.

Onymous Nephilim WURG
Creature - Nephilim R
At the beginning of your upkeep, reveal the top card of your library. If a card on the battlefield shares a name with it, put it onto the battlefield.
5/5

Anonymous Tip U
Instant - C
Don't name a card. If you do, then dude! Come on! What did I just say? Otherwise, draw a card.

Look at Me, I'm Roborosewater {T}
Sorcery
Look at Me, I'm Roborosewater deals X damage to target instant or sorcery spell, where you may name a card. Then shuffle your library.

Challenge! A creature to enchant or equip.

ben-zayb
2016-03-26, 11:49 AM
It follows the trend of most nephilims being underwhelming for its 4-color cost, but not much because this can situationally be really good and at least the sheer size of this thing could compensate a bit.


Protector Seraph {W}
Enchantment Creature - Angel (R)
Flash, Bestow 5WW
~ and enchanted creature has flying and "If this creature would die, instead its owner shuffles it into his or her library."
5/5


EDIT: Make something that has to do with protecting, something to do with number 5, or something that has no normal casting cost.

Jormengand
2016-03-26, 12:35 PM
You ought to just give it flying and if it would die then blah, rather than making the ability that gives it them part of the same ability that gives it to the enchanted creature. I mean, I guess it's nice, if a bit pricey.

Five Spheres Guardian
Creature - Shapeshifter R
Morph WUBRG
When Fivefold Guardian is flipped face up, for each colour, put a 1/1 shapeshifter soldier creature token of that colour with "Other permanents you control have protection from this permanent's colours" onto the battlefield under your control.
Other permanents you control have protection from colourless.
1/1

Next: Another creature that cares about every colour of magic.

r2d2go
2016-03-27, 12:10 AM
It's neat, but I would hate to pull this. It's hard to morph and it gets easily removed from relevance vs mono color, which makes it awkward to put it into any deck. There's better things for WUBRG.

Prismatic Guardian X
Artifact Creature - Construct U
Sunburst (This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.)
When ~ enters the battlefield, gain X life.
Defender
0/2

Challenge: Another card that can be played without paying mana. Or, another defensive card. Bonus points for both.

Ninjaman
2016-03-27, 05:22 AM
It should probably be 0/1 base, as being able to pretty much always eat aggro creatures of same cmc, while gaining life and scaling, might be a bit too good.

Divine Decree - 2W
Instant - U
You may return a white creature to your hand rather than pay Divine Decree's mana cost.
Exile target attacking creature.

MAke another card with an alternative cost.

ben-zayb
2016-03-27, 10:54 AM
It's really good, possibly broken on barely-costed creatures. I think replacing the alternative cost with convoke or creature sacrifice makes it somewhat more balanced.


Urn of Worlds 7UB
Creature - Eldrazi (M)
Devoid
Eldrazi offering
When ~ enters the battlefield, exile all creature cards in all graveyards. ~ has the abilities of cards exiled with it.
6/6


Make something to do with ashes, or something to do with offerings. Bonus points for both, of course.

Dr.Gunsforhands
2016-03-27, 11:48 AM
Eldrazi Offering, while perfectly on-theme with how those monsters operate, is a redundant mechanic and you know it. That's what the Scion tokens are for. Now, exiling cards in graveyards? In the Ulamog set where you could then re-process them, that could have been a fine ability on its own. Gaining the abilities of the exiled cards would be the problem. I'm guessing that you wanted this to be a weird Johnny card like Experiment Kraj, but as it is the potential for abuse in a dredge-like deck feels overwhelming. Not even just overwhelmingly powerful so much as, "I don't even know where to start."

Goblin Grillmaster 1R
Creature - Goblin C
Sacrifice a creature: Target creature can't block this turn.
You know the meat is well-done when you can gather it in a small pile and blow it in a customer's face.
1/2

Challenge! Happy Easter! To celebrate, make an egg.

BasketOfPuppies
2016-03-27, 01:18 PM
It's a decent sac engine and can be good situationally, but other than that it's a simple 2-drop common.

Giant Egg 2B
Creature-Horror R
Defender
At the beginning of your upkeep, put a Crack counter on ~. Then, if it has 4 or more Crack counters, remove them and transform ~.
If the egg towers over buildings, what does the mother look like?
0/4
---------------------
Unleashed Horror [B color indicator]
Creature-Horror R
Flying
This may be just a baby, but I don't want to be around to see it grow.
6/4

Make something very top-heavy.

r2d2go
2016-03-27, 09:33 PM
It's not great, but it does what it does. The only objection I have is that it seems more blue than anything, mechanically, being a defensive wall for a bit and working well with proliferate. Overall it's probably fine, though, generally unoffensive :smalltongue:

Force of Rage 2R
Creature - Elemental R
Haste
Raid - If you attacked this turn, ~ enters the battlefield with a +1/+1 counter.
Unlike life, all violence needs to survive is a little bit of rage.
5/0

Challenge: Another card that uses a recent key/ability word to make a Time Spiral card more printable. Or, another card that can be used in multiple ways. Bonus points for both.

Dr.Gunsforhands
2016-03-27, 10:39 PM
I guess you could theoretically use some anthems or simic effects to keep it alive without the Raid, but it still feels weird to give it haste when you know you can't use it normally. It's a weird card that's difficult to justify regardless of rarity, but if you need to make Bloodthirst or Raid be a thing in a set, the flavor sells it well. I can even kind of see it as an uncommon.

Amrou Skulk 1W
Creature - Kithkin Rebel U
Lifelink, Skulk (This creature can't be blocked by creatures with greater power.)
Whenever Amrou Skulk deals combat damage to a player, you may pay 2W. If you do, search your library for a rebel card with converted mana cost 3 or less, reveal it, and put it onto the battlefield. Then shuffle your library.
1/1

Challenge! Still technically easter, so make a card that's an, "egg." That is, a smallish artifact with a sacrifice effect.

Ninjaman
2016-03-28, 03:27 AM
I like it. A good variant on the normal rebels while still feeling enough the same.

Jar of Souls - 2
Artifact - U
Whenever a creature dies, put a soul counter on Jar of souls.
B, Sacrifice Jar of Souls: Each opponent loses 1 life and you gain 1 life for each soul counter on Jar of Souls.

Another artifact with a colored activated ability.

Medival Wombat
2016-03-28, 05:19 AM
That is a cool card, i would love to play it in a token-heavy zombie deck. It might snowball out of control very quickly, maybe restrict it to opponent or firendly creatures.

Corrupted Tome 6
Rare Artifact
W,Tap: a creature cannot attack or block this turn
R,Tap: a creature must attack or block this turn, if able
BWR, Tap: sacrifice ~. Gain permanent control over target creature
It is the master of your mind


Next challenge: make another control card, that isnīt a creature. Bonus points, if its not blue either.

Jormengand
2016-03-28, 07:26 AM
You need to say "A creature of your choice" if you really don't want it to target. The last ability should say "BWR, T: Gain control of target creature (This effect lasts indefinitely)"

In any case, it's... pretty nice, but very costly. I guess.

Weaponry Tax {W}{R}
Sorcery - R
You choose the targets for target spell with a single target unless its controller pays {2}.
While the Azorius and the Orzhov are the main masters of taxes, all guilds are expected to enforce them on matters in their domain.

Next: Another spell to do with death and taxes. :smalltongue:

BasketOfPuppies
2016-03-28, 09:18 AM
I think that it should cost a bit more, since that's a decently strong effect. I also don't see much white in that card. I'd put it at 1RR or 1R.

Vile Certainty 3BB
Sorcery-R
Each player must sacrifice 2 creatures and discard 2 cards.
Loss happens to all, yet at greater degrees for some.

Make something that has an untap effect.

Jormengand
2016-03-28, 09:42 AM
1RR would definitely be over (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=247312)cos (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Swerve)ted (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Shunt) and not really on-colour (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=mana+tithe), so I think not.

Anyway, Vile Certainty is misworded (each player blahs, not each player must blah) but otherwise okay in some kind of creatureless hellbent deck, which isn't even that unlikely.

Flamestorer 3RR
Creature - Elemental MR
Whenever another creature takes lethal noncombat damage from a red source, put a +1/+1 counter on flamestorer.
T: Flamestorer deals 1 damage to target creature or player.
Q: Flamestorer deals 1 damage to itself. Activate this ability only as a sorcery.
1/1

Next: Another 1/1 MR creature for at least 5.

V: Fixed, nice catch.

braveheart
2016-03-28, 10:33 AM
The problem is that you can stack it's tap and untap 20 times before the damage is dealt to kill it, then the stack resolves to kill your opponent, perhaps make the damage a part of the abilities cost and make it some minor effect, or have it be RQ and put a red mans back into your pool


Land's Might 3GG
Creature - Elemental - MR
Vigilence, Trample
GG,T: Creatures you control get +X/+X, where X is the number of lands you control, until end of turn
1/1



Something that is bigger than it looks

ben-zayb
2016-03-28, 10:56 AM
The ability is seriously undercosted, and should be at least around the 2GGG range of Overruns-on-a-stick (trading lack of trample with bigger bonuses). I don't think even the Mythic rarity and the small base P/T is enough to justify a GG,T cost. Other than that, the card looks great.


Calamity Elemental (2/R)(2/R)(2/G)(2/G)
Creature - Elemental Avatar (M)
Trample, Haste
When ~ enters the battlefield, put a +1/+1 counter on it for each G spent to cast it, and it deals 1 damage to target creature or player for each R spent to cast it.
2/2


Make another elemental, or another card with hybrid cost.

braveheart
2016-03-28, 12:04 PM
At each extreme it's a little too efficient, coming out as an 8/8 for 6 or a 2/2 that burns something for 6 also got 6, however given the immense color weight necessary for either I think it's ok.


True Pain (2/B)(W/B)(U/B)(R/B)(G/B)
Sorcery - R
For each black mans spent to cast ~ each player loses 1 life
Each player sacrafices a number of permanents equal to the number of colors spent to cast ~




A white card

Jormengand
2016-03-28, 12:16 PM
Sacrifices still has two copies of the letter "I" in it.

Anyway, it's... odd. You probably want to play this in some weird 5-colour token deck; otherwise I don't really see it. Each player loses a life and sacrifices a permanent for BBBBB and a card is never going to be worth it, of course.

Carte Blanche 2WW
Enchantment R
All lands are plains in addition to their other types and all nonland permanents are white in addition to their other colours.

Single Point of Light {0} (W colour indicator)
Instant - U
Single Point of Light deals 1 damage to target attacking creature.
Sometimes, the tiniest spark is enough.

Next: Something else with a natural casting cost of 0.

r2d2go
2016-03-28, 01:40 PM
It's weak but it does something, so alright I guess. It definitely could be played in a format where people are playing lots of 2/1s for 1, if you made some kind of Jeskai (kinda since it's not actually white-only) storm-ish control-ish deck. That actually seems like a thing that could happen.

Gruul Rites 0 {G/R}
Sorcery - R
Kicker 2R and/or 1G
Target creature gets +1/+1 until end of turn.
If ~ was kicked with its 2R cost, the creature gets +1/+1 and Doublestrike until end of turn.
If ~ was kicked with its 1G cost, the creature gets +2/+2 and Trample until end of turn.

Challenge: Another card that's got choice without being modal. Or, another card that gives bonuses.

ben-zayb
2016-03-29, 04:57 AM
0-CMC cards are hard to design, and I'm not sure if a +1/+1 for 0 without a catch will ever be printed at any rarity. Giving +2/+2 and double strike looks a bit strong for 2R, and is probably better off reduced to +1/+1 for 1R, following the Armed part of Armed/Dangerous. All that considered, the simplest and easiest way to balance this is to remove the initial +1/+1, so you get something like a more powerful and more flexible Sangrite Sage.


Iroan Warpriest 1WR
Creature - Human Cleric (R)
W: Target creature gets +0/+2 and gains protection from red until end of turn.
R: Target creature gets +2/+0 and gains protection from white until end of turn.
2/2


Make a card from theros, or a card with the protection keyword.

Ninjaman
2016-03-29, 07:05 AM
This gives twice as effective firebreathing to all your dudes. If you make sure all your lands can tap for red (just play mountains and W/R duals) you can swing with +8/+0 on an unblocked attacker on turn 4.

Iroan Monster Hunter - 1W
Creature - Human Soldier - U
Protection from creatures with power 4 or greater.
2/2

Another bear (2/2 for 2) with an upside.

braveheart
2016-03-29, 11:30 AM
Strong bonus bear, that can stay relevant in late game as he chips off an opponent with big guys, or blocks them


Wounded Baby Dragon 1R
(Image of a baby dragon with broken wings)
Creature - Dragon - U
R:~ gets +1/+0 until end of turn
I don't want to be here when the mother gets home
2/2


Bonus card

Mother Dragon 3RR
Creature - Dragon - R
Flying
R: ~ gets +1/+0 until end of turn
For each Dragon you control without flying ~ gets +3/+3
3/3


Another dragon

r2d2go
2016-03-29, 01:45 PM
I can't find too much fault in it, though maybe a drawback (like Dragon Whelp (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=247314) would help bring it in line and improve flavor.

Gourmet Dragon 5RG
Creature - Dragon
Flying
(R/G) - Put a +1/+1 counter on target creature. If ~ is attacking, then deal 2 damage to it.
Whenever a creature with a +1/+1 counter dies, move any counters on it to ~, then regenerate ~.
Delicious.
5/5

Challenge: Another eater, or another regenerator. Bonus points for both.

Medival Wombat
2016-03-29, 03:23 PM
Does the attack work, if the dragon regenerates? If I recall correctly, minions who regenerating are drawn out of combat. Might rename it to "gains regeneraion until end of turn" ore something like this


Devourer of Souls 4BBB
rare creature, wraith
flying
whenever ~ kills a creature, exile that creature instead
BB: regenerate ~
5/2


Next: Something else, that works with exile in any way.

braveheart
2016-03-29, 03:54 PM
The way regenerate works, is that it applies a buff to the creature that lasts until the end of the turn, it makes it so the next time that creature would be destroyed, instead the effect that would destroy them is removed, as well as all damage, then they are removed from combat and tapped.

Your card is actually pretty weak, and would probably benefit more from fist strike than regenerate, but it works as is anyway

Eldrazi Voidweilder 2C
Creature - Eldrazi - R
Ingest 1
When ~ Is cast each player exiles the top card of their library
~ gets +1/+1 for each exiled card
0/0


A colorless non artifact

ben-zayb
2016-03-29, 06:58 PM
Work on your templating: Ingest doesn't have a value modifier, +1/+1 counters must be clarified, and the phrasing should be fixed. The card feels more like a C or U in comparison to other creatures with ingest. Its gimmick is basically free ingest that also affects you.

@Ninjaman: Protection prevents stacking, although in hindsight the abilities may still be undercosted.


Continental Plate
Legendary Land (R)
~ is every land type.
Whenever you tap ~ for mana, tap all other lands you control. They don't untap during your next untap step.


Make something that has to do with either plate or untapping. Bonus for both.

r2d2go
2016-03-29, 09:02 PM
Work on your templating: Ingest doesn't have a value modifier, +1/+1 counters must be clarified, and the phrasing should be fixed. The card feels more like a C or U in comparison to other creatures with ingest. Its gimmick is basically free ingest that also affects you.

@Ninjaman: Protection prevents stacking, although in hindsight the abilities may still be undercosted.


Continental Plate
Legendary Land (R)
~ is every land type.
Whenever you tap ~ for mana, tap all other lands you control. They don't untap during your next untap step.


Make something that has to do with either plate or untapping. Bonus for both.

I believe you need to say either subtype or "basic land type", since each type (English use) of basic land is a subtype (MtG use). That aside, this is pretty terrible - In exchange for mana fixing, you skip your next turn of mana. It should probably just tap one other land, or something less awful.

Because it's instant speed, you can stack them (by using the stack, funnily enough). Making this sorcery speed would solve a lot of problems. Making it mono red solves most of the rest.

Destabilizing Tremors XR
Instant - R
X target creatures can't block until end of turn.
If X is 10 or more, deal X damage to them.
Every fissure starts somewhere.

Challenge: Another card that's better in EDH.

braveheart
2016-03-30, 03:01 PM
It works, and it's fairly strong. it can win you limited games, and even has the potential to be used in a commander setting

Ritual of Remembrence 1BG
(Image of a flower on a bloodied tombstone)
Enchantment - U
Whenever a creature an opponent controls dies, put a 0/1 green plant token onto the battlefield under their control and a 1/1 white human token onto the battlefield under your control.
Sacrifice a Human: each opponent loses 1 life
The Grieving always make the best sacrifices


something sinister

Passive Pete
2016-03-31, 05:12 PM
Make it nontoken deaths. Definitely. Otherwise you're giving your opponent an infinite sac loop. Other than that it seems a little weird having the ally token be white, even if its human. The activated ability is cool, if a little boring. Overall I'm pretty sure the card isn't over- or under-powered. Its weird. I like it.

Sinister Minister 2WB
Creature - Human Cleric R
Lifelink
When ~ enters the battlefield, each opponent loses life equal to the number of enchantments you control. You gain life equal to the life lost this way.
3/4

Challenge: Make me a dragon with an ability somehow related to a dragon's hoard. Make it big!

r2d2go
2016-03-31, 05:42 PM
I'm getting seige rhino flashbacks :smalleek:

Jokes aside, it seems balanced. Compared to the rhino, it has -1/-1, trades trample for Lifelink, and has a generally weaker but situational ability. It seems more like a nice uncommon than anything else to me - Perhaps if the body synergized better with enchantments (e.g. Vigilance, regenerate or flicker by saccing an enchantment, etc).

Scion of Avarice 2RR
Creature - Dragon R
Flying, Defender
(2/R), Exile a card from your hand: ~ loses or gains defender until end of turn. Any player may activate this ability.
~ gets +1/+1 for each card exiled with it.
It only leaves its hoard to add to it.
5/5

(I figure it's in line with Desecration Demon)

Challenge: Another card with a single ability that is both a benefit and drawback.

Dr.Gunsforhands
2016-03-31, 11:59 PM
I don't think the Sinister thing is as much like a Rhino as it is like a Gary (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=389541). :smalltongue:

Anyway, that dragon feels a little big for the price, but the combination of Defender and its weird is-+1/+1-really-worth-a-card firebreathing is kind of a drawback. Giving the opponent the option of giving it more counters seems unnecessary, though; a situation where they would use it seems rare, and the flavor reason seems a bit garbled. I'd feel better if you just restricted the ability to once per turn. That might feel more like it's fulfilling its intended purpose: paying a card to get it out of the house.

Dirty Rat B
Creature - Rat C
When Dirty Rat enters the battlefield, each player discards a card.
Nyeh, see?
1/2

Challenge! MOAR RATS!

ben-zayb
2016-04-01, 12:25 AM
2 toughness is unnecessary and makes it seem a bit more powerful than a 1-drop mutual-discard rav rat.


Deathpit Rat 1BR
Creature - Rat (U)
When ~ enters the battlefield, you may have it fight target creature.
Deathtouch
2/2

Make more rats or more puns

BasketOfPuppies
2016-04-01, 12:43 AM
So 3 mana to kill any creature without indestructible or 3 mana to kill a mana dork and to get a 2/2 defender? Given the fact that you need 2 colors, I'd say that this is balanced. It also fits color well.

Rat Guard 1BB
Creature- Rat U
Rat Guard's toughness is equal to the number of Rats you control.
1/*

Make something with a * or a X.

Blue Ghost
2016-04-01, 01:17 AM
Increasing toughness is not nearly as valuable as increasing power. How much toughness does this need to have before it's worth its mana cost? At least 5. 5 different rats is very difficult, and after you reach 5, the power level of this card is pretty much capped out. 2 mana would be more reasonable for this, and even then I wouldn't play it. Rat decks are generally aggressive, and the huge number of rats already serves as an adequate defense when necessary. A potentially high-toughness low-power defender is not something they're interested in.

Rite of the Many XXUUU
Sorcery (M)
Put X tokens onto the battlefield that are copies of target creature.

Next: A multicolored clone.

Fortuna
2016-04-01, 02:07 AM
So, this costs 2UUU to be a usually-worse Clone (since you can't reanimate it or flicker it), or 4UUU to be two Clones, or 6UUU to be three... I think this is a smidgen overcosted, and you could have got away with XXUU. Compare Rite of Replication (which I'm sure you're aware of by the name), which costs 2UU for one bad Clone or 7UU for five - your card is only better at 4UUU for two, or if you're able to sink upwards of fifteen mana into it.

Paragon Clone 3WU
Creature - Shapeshifter R
You may have Paragon Clone enter the battlefield as a copy of any creature on the battlefield except it gains first strike and vigilance.
0/0
Anything you can do, I can do better.

Challenge: Make a creature that makes non-vanilla tokens.

ben-zayb
2016-04-01, 06:23 AM
It's pretty elegant and balanced. While a lot of Clone clones (see what I did?) retain the 4-CMC, most of their ability is either very niche or one-time effects. This one just hit the right spot IMO.


Exemplar of Valor 3WW
Creature - Avatar (M)
Exalted
Whenever a creature you control deals three or more combat damage to a player, put a white Aura enchantment token with exalted and enchant creature onto the battlefield attached to that creature.
4/4



Yeah, that's my best representation of recognition of honor. *shrug*

Make another avatar or another representation of military recognition (but not promotion).

r2d2go
2016-04-01, 01:56 PM
It's pretty elegant and balanced. While a lot of Clone clones (see what I did?) retain the 4-CMC, most of their ability is either very niche or one-time effects. This one just hit the right spot IMO.


Exemplar of Valor 3WW
Creature - Avatar (M)
Exalted
Whenever a creature you control deals three or more combat damage to a player, put a white Aura enchantment token with exalted and enchant creature onto the battlefield attached to that creature.
4/4



Yeah, that's my best representation of recognition of honor. *shrug*

Make another avatar or another representation of military recognition (but not promotion).

To be honest, you could just make it an enchantment without enchant creature. More powerful, sure, but as a 4/4 or 5/5 without evasion, this is pretty weak right now. Still, it's a nice mythic that feels more or less mythic without being broken. Maybe if it were a Flying Angel?

Glorysoul 2WR
Creature - Avatar M
Flying, Haste
Battalion - Whenever ~ and at least two other creatures attack, put a +1/+1 counter on ~.
Creatures you control get +1/+1 for each +1/+1 counter on ~.
Pure manifestation of Boros glory.
3/3

Challenge: Another card with clear guild ties but no guild in the card name. Or, a common. Bonus points for both.

Blue Ghost
2016-04-01, 02:41 PM
The last ability should specify "other creatures." Granting itself an additional +1/+1 is confusing, and really pushes this a bit over the top. Other than that, I quite like the design. Maybe consider instead just having it give everyone a +1/+1 counter? More elegant, less tracking.

Kraul Scavenger 2G
Creature - Insect Warrior (C)
When Kraul Scavenger enters the battlefield, you may exile a creature card from your graveyard. If you do, put a +1/+1 counter on Kraul Scavenger.
2/2

Next: A common that cares about lands.

ben-zayb
2016-04-01, 07:16 PM
It's weaker than the bog-standard common 3-drop 3/3 vanilla greens, and there are a lot of those (more if considering 1GG). It also gives you card disadvantage considering many golgari creatures have scavenge.


Titanforge Meteor 3R
Creature - Elemental C
Tribute 3
When ~ enters the battlefield, if tribute wasn't paid, destroy target land.
0/0


Make a card that has to do with destroying, or that has to do with titans. Bonus for both.

Dr.Gunsforhands
2016-04-01, 09:29 PM
The main problem with the meteor is that it isn't really land destruction so much as a 3/3 that your opponents can veto if they want to. Letting your opponent pick between two mediocre commons as you play it just changes it from mediocre to bad. That said, given that a 3/3 for 3 is far from unusual anymore, this might be one of those situations where you could price it down to 2R and call it a fixed Stone Rain. The opponent's choice effectively gets around the feel-bad mechanism of land destruction, which is actually a really good idea.

Fish Storyteller 1W
Creature - Merfolk Adviser C
When Fish Storyteller enters the battlefield, destroy target Titan creature.
"'No such thing?' Now listen here, child, who's telling this story, you or me?"
2/2

Edit: almost forgot the p/t!

Challenge! One more April Fools-themed card. A switcheroo of some description.

r2d2go
2016-04-01, 10:35 PM
The main problem with the meteor is that it isn't really land destruction so much as a 3/3 that your opponents can veto if they want to. Letting your opponent pick between two mediocre commons as you play it just changes it from mediocre to bad. That said, given that a 3/3 for 3 is far from unusual anymore, this might be one of those situations where you could price it down to 2R and call it a fixed Stone Rain. The opponent's choice effectively gets around the feel-bad mechanism of land destruction, which is actually a really good idea.

Fish Storyteller 1W
Creature - Merfolk Adviser C
When Fish Storyteller enters the battlefield, destroy target Titan creature.
"'No such thing?' Now listen here, child, who's telling this story, you or me?"
2/2

Edit: almost forgot the p/t!

Challenge! One more April Fools-themed card. A switcheroo of some description.

I feel like that ability, however situational, isn't ideal on a 2/2 for 2 common. It seems limited-warping; I assume that it's printed in a set with good rare Titans as a way to push their power while making decks with them cautious of the tech, but because it's a common you can just throw in your limited deck, those cards that feel like mighty rares suddenly make you feel really bad. I think at 1/1 for W, it'd be better - Most players won't tech against a rare because of the weak (but standard) statline. Then, when an opponent sideboards it in, it'd be closer to "okay, that makes sense, the sideboarded it in, well played". It also makes it a better with anthem buffs, and a cheaper and thus more likely to be viable sideboard in that standard constructed environment.

It's pretty cool though :smallbiggrin:

Fool's Scribe UUR
Creature - Rogue U
Hexproof
T - Choose a card from each player's hand. Discard them. You each draw a card.
"That accursed scribe switched the texts again!"
2/2

Challenge: Another card that's foolish, or another card that is symmetrical. Bonus points for both.

Blue Ghost
2016-04-01, 11:01 PM
It's weaker than the bog-standard common 3-drop 3/3 vanilla greens, and there are a lot of those (more if considering 1GG). It also gives you card disadvantage considering many golgari creatures have scavenge.

3-drop 3/3s are far from bog-standard. I believe the last time we had one at common without a drawback was Theros block, and it was an exceptionally powerful limited card. The standard for 3 mana is a 2/3 or 3/2. Just pointing that out.

Fool's Scribe: Asymmetrical mana costs are weird. I don't see why it has hexproof. And how do you choose a card from your opponent's hand when you can't see it? But card selection is great for the game, and a card that lets both players loot would be really cool to have, assuming that it had sufficient power to be worth playing.

Goblin Mimic 1R
Creature - Goblin Rogue (U)
You may have Goblin Mimic enter the battlefield as a copy of any creature on the battlefield, except that it's still a 2/1 red Goblin with no other abilities.
2/1
"I'm totally an Eldrazi, honest!"

Next: Something to do with the seasons.

ben-zayb
2016-04-02, 01:43 AM
3-drop 3/3s are far from bog-standard. I believe the last time we had one at common without a drawback was Theros block, and it was an exceptionally powerful limited card. The standard for 3 mana is a 2/3 or 3/2. Just pointing that out.Nessian Courser is actually just a reflavored Centaur Courser (printed in M10, M13, M15), which itself just an improvement nowadays of Trained Armodon (1GG, printed 6th-9th ed). 3-drop 3/3 G are pretty much mainstays, as with 3/2 B or R.
It's a Johnny card, more or less. Color matters like with devotion, chroma, or radiance? Tribal where a 1R 2/1 vanilla is a good addition? Manland with a basic land type (although I think this wouldn't work, with "no abilities" being explicit)? Maybe for card tricks like Peer Pressure? A pity it loses the Rogue type though, which would be an automatic synergy with some cards.



Drought Behemoth 3RRR
Legendary Creature - Elemental (R)
Trample, Haste
Whenever ~ attacks or enters the battlefield, target land becomes a mountain.
4/4



Make a card that has to do with winter or heavy rainfalls.

r2d2go
2016-04-03, 02:52 AM
Seems alright - it quickly removes any land-based color fixing attempts by your opponent. I can see it being run in EDH, as well. Overall, while it's only limited playable at best, it's a fine card.

Heavenly Hail 2WU
Instant - U
Tap each attacking creature. Remove them from combat. They don't untap during their controller's next untap step.
The Champion forged through the hail as she rose to survey the sieging army. Despite the bloody scrapes from the falling ice, she smiled - the gods were on her side, tonight.

Challenge: Another card with flavor to match a set, though the rules and name could fit any. Or, another card that can only affect combat.

Dr.Gunsforhands
2016-04-03, 03:11 PM
Oh hey, a Blizzard in something closer to the proper colors and effect. :smalltongue: This is an interesting take on Fog effects, turning your opponent's final attack into two turns of defenselessness while you either rebuild your board or kill them right back. The idea feels kind of like a rare, but it's also easy to play around and can be considered a newbie trap for the most part. I like it!

Seed Glider 1U
Creature - Plant Mutant U
Flying
Whenever Seed Glider attacks and is not blocked, you may pay G and return Seed Glider to its owner's hand. If you do, put 2 1/1 green Saproling creature tokens on the battlefield tapped and attacking.
(Simic watermark. Obviously.)
1/1

Challenge! Make a combat trick to make up for the fact that I didn't.

braveheart
2016-04-04, 02:57 PM
You need to be a little more specific about when the ability triggers, such as having that occur after blockers are declaired, because as is it is considered to be attacking and not blocked between declaring attackers and declaring blockers


Unfair Exchange 1UG
Instant R
Return Target Attacking Creature you control to your hand, then put a creature spell into play tapped and attacking, return it to your hand at the end of turn.



make a green enchantment

Blue Ghost
2016-04-04, 11:37 PM
"Return target attacking creature you control to its owner's hand. Put a creature card from your hand onto the battlefield tapped and attacking. Return it to your hand at the beginning of the next end step."

This is definitely a combo piece. Cheating a creature into play and attacking with it immediately seems like it's potentially very dangerous; I'd playtest this thoroughly before allowing it.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Green/Faeries%20Harvest_zpsnm5fqhkk.png

Next: Something themed around fate, or choice. Bonus points for both.

r2d2go
2016-04-04, 11:58 PM
He actually doesn't - The first example I could find is here (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=184643). The second and last ruling states the effect triggers after blockers are declared and before damage is dealt.


"Return target attacking creature you control to its owner's hand. Put a creature card from your hand onto the battlefield tapped and attacking. Return it to your hand at the beginning of the next end step."

This is definitely a combo piece. Cheating a creature into play and attacking with it immediately seems like it's potentially very dangerous; I'd playtest this thoroughly before allowing it.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Green/Faeries%20Harvest_zpsnm5fqhkk.png

Next: Something themed around fate, or choice. Bonus points for both.

Seems kinda crazy - It's a bit like a Dictate of Katrametra, except it costs 2 instead of 5, and in a defensive green deck, it's even better despite not having flash. I think we've learned from High Tide and the like that doubling mana, even symmetrically, isn't something to be taken lightly.

Fate Weaver 4(W/B)U
Creature - Human Wizard R
Vigilance, Hexproof, Deathtouch
T - Reveal cards from the top of your deck until you reveal an instant. You may cast it. (You still pay any costs.)
2/6

Challenge: Another card that gives card advantage without card draw.

Jormengand
2016-04-05, 07:06 AM
Hmm... so you swing your D/6 and then tap it to use its ability? Would be neat if it provoked, but at the moment it's just doing 2 to face and then you get your instant. Also hexproof mana advantage is sad.

Perfect Tutor 8UUBB
Sorcery - MR
Discard your hand. Search your library for up to 7 cards and put them into your hand.
Never leave anything to chance. Strive for perfection.

Next: Another card that searches your library.

braveheart
2016-04-05, 02:44 PM
For 12 mana I want to win now, not have to survive my opponent's turn, but that effect cannot possibly cost less.


Pegasus Assault Squadron 2WW
Creature - Pegasus, Soldier - U
Flying
When ~ enters the battlefield you may search your library for a spell named ~, shuffle your library, then put it on top of your library.
3/3

Bonus card

Pegasus Assault Leader 3WW
Creature - Pegasus, Soldier - MR
Flying
Other Pegassus Creatures you control get +1/+1
You may have any number of spell's named Pegasus Assault Squadron in your deck.
3/4


Make an interesting clone type creature

Jormengand
2016-04-05, 03:58 PM
Pegasus Assault Leader's Shadowborn Apostle/Relentless Rats clause doesn't work. Because basicification abilties function in all zones or even no zone at all, what that would mean is that so long as PAL was legal, PASs would be basic. Otherwise it's... fine, I guess.

Aces High 10UUU
Sorcery - M
Choose one -

Copy target instant or sorcery spell 13 times. You choose new targets for the copies.
Put 13 tokens that are a copy of target creature onto the battlefield.


Next: Another card that costs more than 12.

r2d2go
2016-04-05, 07:10 PM
Pegasus Assault Leader's Shadowborn Apostle/Relentless Rats clause doesn't work. Because basicification abilties function in all zones or even no zone at all, what that would mean is that so long as PAL was legal, PASs would be basic. Otherwise it's... fine, I guess.

Aces High 10UUU
Sorcery - M
Choose one -

Copy target instant or sorcery spell 13 times. You choose new targets for the copies.
Put 13 tokens that are a copy of target creature onto the battlefield.


Next: Another card that costs more than 12.

It's another (lots of mana): (usually win the game) card, which is, you know, alright. I don't know what else to say :smalltongue:

Forest Colossus 13
Artifact Creature - Golem U
Trample
Affinity for Basic Forests
6/6

Island Carrier 15
Artifact Creature - Golem U
Flying
Affinity for Basic Islands
4/10

Mountain Smasher 7
Artifact Creature - Golem U
Haste
Affinity for Basic Mountains
5/1

Plains Sentinel 11
Artifact Creature - Golem U
Vigilance
Affinity for Basic Plains
2/8

Swamp Ripper 9
Artifact Creature - Golem U
Menace
Affinity for Basic Swamps
3/5

Challenge: Another big guy.

Dr.Gunsforhands
2016-04-05, 07:46 PM
Even in the best of circumstances, 7 mana for a 6/6 trampler isn't going to draw much attention. This thing is actually much harder to cast than that, making its status in limited tough to gauge. The idea, it seems, it to advertise a mono-green Forests Deck featuring a bunch of ways to pump out basic lands... in which case a smaller version of this thing would still probably make more sense. The 13-mana version of anything is going to be a flashy rare, even if it involves Affinity or Delve.

Dairy Joe 2GG
Legendary Creature - Cow MR
Whenever Dairy Joe attacks, other creatures you control gain Trample until end of turn.
G: Target creature gets +1/+1 until end of turn.
3/3

Challenge! Find a way to make a creature TOO ENERGETIC FOR NORMAL SPORTS.

BasketOfPuppies
2016-04-05, 09:57 PM
So it gives everything a better Firebreathing with Green? I like the effect, but granting things Trample seems odd.

CHARGIN' CHUCK 2RR
Legendary Creature- Human MR
Super Haste
Whenever ~ attacks, you may exile any card or cards with the word "ball" in its name or rules text that the defending player controls.
He just... hates sports. A real shame, he'd be perfect on the team.
Which one?
Any of them.
2/2

Make something that's blue. (Referring to either the color of the mood. Bonus points for using both)

r2d2go
2016-04-05, 11:44 PM
I think this has to be evaluated as a 2/2 super haste for 4, if we're to try to evaluate an un-card. That's pretty alright, to be honest - it's often a 2/2 haste for 4 that deals 2 free damage the turn before, which isn't bad. I think it should just be a rare, though.

Melancholy Faerie UB
Creature - Faerie U
Flying
When ~ enters the battlefield, any player may discard two cards. If none do, draw a card.
"Whatever made such a cheery fellow sad, I want nothing to do with."
1/1

(I figure it's almost-but-not-quite strictly worse Baleful Strix)

Challenge: Another sad thing.

Jormengand
2016-04-06, 05:24 AM
It's a 1/1 flying cantrip. It's fine, I guess.

Moment of Mourning 1UB
Sorcery U
Destroy target creature and tap each creature that shares a creature type with it.

Next: Something that's allied with a guild but doesn't share its colours.

Dr.Gunsforhands
2016-04-06, 04:54 PM
Mechanically, this thing would probably end up as a rare these days, since it's efficient removal and then some in the tribal-themed set that wants it. Given that, it's not a bad idea! In terms of flavor, 'mourning,' feels more like a white/black concept than a blue/black one. Blue focuses more on things like illusions or sleep spells, perhaps killing the target in such a beautifully baffling manner that its fellows can't get over it or are wracked with nightmares. (Red, naturally, would just inspire them to stare fascinated at the resulting train wreck. :smalltongue:)

Izzet Skyship 6
Artifact Creature - Construct U
Flying
Spells you cast cost UR less to cast. (This only effects colored mana in the spell's cost. For example, a spell with mana cost 2R will cost 2 to cast.)
3/4

Challenge! A common 6-drop that you'll personally be happy to have in your card pool.

r2d2go
2016-04-07, 04:35 PM
It seems alright - Limited or niche usage because it's so costly, but it can beat face and support spellslinging. The first is good in limited, while the second is hard to support there, which is a little awkward. But those are two things I like, which is cool :smallbiggrin:

Selfless Justicar 4WU
Creature - Sphinx C
Flying, Vigilance
Whenever ~ takes damage, gain that much life.
2/5

Dropped it from 2/6 because there are currently no common vigilant fliers with toughness > 4. One step at a time :smalltongue:

I also considered making it a mono white angel, but they tend to have about equal P/T.

Challenge: Another card with toughness > CMC, or another card that wants to get hurt.

Blue Ghost
2016-04-07, 11:39 PM
It's a fine card, but it doesn't really seem like a common. Does too many things, with a continuous source of lifegain, and attacking in the air while still blocking, and messing up combat math. It's more an uncommon, along the lines of Vampire Nighthawk.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Multicolor/Absolute%20Zero_zpsbhyzvy8i.jpg

Next: Something that discards.

Jormengand
2016-04-08, 04:52 AM
Hmmm... see, I want to say that it's too much, but I'm not sure. It's a ridiculously powerful blocker (able to destroy a 4/6 without getting hurt, plus it draws you a card), it can turn up to 4 damage of burn spells into cantrips a turn, and if you like it can Tim and draw a card for UR. I don't know, it seems super powerful but it's probably just about okay.

Mokanaa, Black Lightning Champion (http://www.giantitp.com/forums/showsinglepost.php?p=20110105&postcount=1160) 2BB
Legendary Creature - Human Spellshaper R
Wither
RT, discard a card: Mokani, Black Lightning MasterChampion deals 3 damage to target creature or player.
2/4

Next: Another spellshaper with an effect that makes their spellshaping better than the original spells.

r2d2go
2016-04-08, 08:36 PM
Seems really strong in a R/B deck (the only place you'd play him). It's usually tempo gain to kill something with his ability, and he's really good at screwing up combat math (he beats 6/5's on his own, and basically forces your enemy to assume all his guys are at -3/-3 if he cares about them). It's probably too strong - wither does a lot more to the board than lifelink, which is usually what you care about with these guys.

Also, you named him "Champion" but described a "Master" dealing damage in your rules text :smalltongue:

Garkus, Brutal Brawler 3BGR
Legendary Creature - Human Warrior R
1(G/R), T, Discard a card: Target creature you control fights another target creature.
Sacrifice a creature: Return ~ from your graveyard to your hand.
6/6

Challenge: Make another tricolor legendary "pit fighter" (6 cmc and rare is pretty much it, though so far they've mostly had raw Timmy power over Johnny combos or even Spike playability). Existing ones are: Jareth (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=39861), Arcanis (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=106426), Visara (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=39863), Rorix (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=rorix+bladewing), and Silvos (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=383092).

Jormengand
2016-04-09, 06:08 AM
Mm, I see. He beats things up and then returns back to your hand when he dies so he can start doing it again. Plus, you don't have to get as involved with all his abilities as you can if you want to. Clever; I like it.

Incidentally, you forgot Kamahl (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=373338) in your list. :smalltongue:

Karda, Ultimate Duelist 2WRRG
Legendary Creature - Human Warrior R
Double Strike
Before the first strike step and after the damage step, Karda deals combat damage equal to her power to the creature blocking or blocked by her if she's blocking or blocked, or to the defending player if she's attacking and not blocked (She deals damage before first strike, during first strike, during normal damage and after normal damage)
2/1

I worry that the complexity means it should really be mythic, but oh well.

Next: Another creature with double strike.

braveheart
2016-04-09, 01:08 PM
Actually the power level sugges that it should be mythic as well, because quadruple strike is extremely powerful, if it gets through and you even drop a Giant growth on it, that's 20 damage



Brog Nuggak, Shreader 3RR
Legendary Creature - Ork Warrior - R
Haste, Double Strike
3/3


Something with a much higher power than toughness

r2d2go
2016-04-11, 03:02 PM
It's a 6/3 haste at worst, which is already strong. It's got no evasion and it's at the very top of the curve, though, which makes it probably balanced.

Force of Spite 2B
Creature - Elemental R
Wither
When ~ dies, it deals damage equal to its power to target creature.
Even unnurtured, Spite takes its toll.
4/0

Challenge: Another card with force.

Beelzebub1111
2016-04-11, 04:06 PM
Seems pretty good, though it seems like it would make more sense in red/black than black. Wither might bring the mana cost up by 1.



Force of Compassion 2W
Creature - Elemental R
At the end of your turn gain life equal to Force of Compassion's power
4/0

Challenge: Science Fiction!

braveheart
2016-04-11, 05:53 PM
I like the concept, but I'd change it to "when ~ dies, or at end of turn" so that it can do something when alone


The Singularity (15)
Artifact - MR
Affinity for artifacts ( ~ costs 1 less to cast for each artifact you control)
If ~ was cast from your hand, then when ~ enters the battlefield, you cannot lose the game until end of turn
At the beginning of each player's end step, they lose the game
If ~ was
"we thought it was going to help us, but once they surpassed us we were deemed a waste"


A cyberpunk card

r2d2go
2016-04-12, 02:04 AM
Not sure about that last line, but artifact affinity is pretty broken. Even if you got rid of artifact lands, and were in a set where artifact affinity was at least somewhat balanced by a lack of 0 or 1 cost artifacts... I can still see this being cast for 8, which is too low for a such a low effort win-the-game effect. Probably needs to do something different.

Shocksteel Brawler 1R
Creature - Human Warrior U
Implanted (When ~ enters the battlefield, put an Implant artifact token with Equip 1 onto the battlefield attached to ~.)
Whenever ~ is blocked by a creature, ~ deals 1 damage to that creature for each artifact attached to it.
2/1

Challenge: Another card with "super first strike", or another card with artifact synergy.

Beelzebub1111
2016-04-12, 06:22 AM
I like this effect. for the cost. It reminds me a bit of flanking, better in some ways, worse in others. I imagine using it with basalisk collar and nemesis mask to great effect.

Automated Research Assistant 5
Artifact Creature - Wizard Construct R
T: Add 1 to youe mana pool
Tap 5 untapped Constructs you control: Search your library for an artifact card, reveal it, and put it into your hand. Then shuffle your library
0/5

Challenge: Tap 5 Untapped <creature type> effect

r2d2go
2016-04-13, 01:32 PM
Seems like an infinite combo waiting to happen. It has a lot of the same problems as the Singularity earlier - doesn't cost enough, small artifacts make it too strong of an easy win. The combo potential is pretty crazy. I think it needs to come in tapped and tap to activate, to give your opponent at least one turn to respond. Then it could cost less or give more mana, to make it better in isolation - less "oops I win", more balanced power overall. Then again, I could be totally off :smalltongue:

Lagomorphic Warleader 1WG
Creature - Rabbit U
Congregate 5 - Tap five untapped creatures that share a creature type with ~: ~ gets +5/+5 and Trample until end of turn.
3/3

Challenge: Another guy who pumps, or another guy who encourages teamwork.

Jormengand
2016-04-13, 02:03 PM
It's a wabbit. A wabbit that becomes silly with the number of wabbit tokens that you're probably expecting. That's also near-on curve. I mean, it's probably okay, but worries me a little.

Archetype of Co-operation 7WW
Legendary Creature - Avatar R
Creatures you control get +1/+1 for each creature you control.
0/0

Next: Another "X you control get Y for each X you control" card.

Beelzebub1111
2016-04-13, 10:30 PM
So it's a creature that's a non type-specific coat of arms that only affects you. I think it's a little bit overcosted but only by, like 1 or 2. I could see it doing well in the commander format, but nowhere else. And even then in very limited decks where a coat of arms would be preferable anyway because of the cost.

Mycosynth Hivemind 6
Artifact Creature - Fungus R

At the beginning of your upkeep, put a spore counter on Mycosynth Hivemind
Remove three spore counters from Mycosynth Hivemind: Put a 1/1 green saproling creature token onto the battlefield
Saprolings get +1/+1 for each other saproling you control

0/3

Challenge: Homarids!

Blue Ghost
2016-04-13, 10:44 PM
It's been a while since we've gotten spore cards. This is quite a powerful one, and probably worth the investment. I'd say it's a good addition to the fungus deck. It's weird that it's an artifact; I associate saprolings with natural growth, and having an artifact saproling lord would need some explanation.

Homarid Tidebender 1U
Creature - Homarid (C)
At the beginning of your upkeep, if there are two or more +1/+1 counters on Homarid Tidebender, remove all of them. Otherwise, put a +1/+1 counter on Homarid Tidebender.
1/1

Next: An equipment.

Beelzebub1111
2016-04-13, 11:31 PM
It's been a while since we've gotten spore cards. This is quite a powerful one, and probably worth the investment. I'd say it's a good addition to the fungus deck. It's weird that it's an artifact; I associate saprolings with natural growth, and having an artifact saproling lord would need some explanation.

Mycosynth (http://magiccards.info/query?q=mycosynth) was a natural-ish fungus from Mirrodin spawned from a phyrexian oil that made living things turn to metal.

Jormengand
2016-04-14, 09:49 AM
Well, it's... interesting. Good with abilities that move counters around, not great otherwise. Probably fine.

Shield of the Guardian 3
Artifact - Equipment C
Equip 3
Equipped creature has defender and impassable (It can block creatures even if it's tapped and even if those creatures have an ability such as flying or are unblockable).

Next: Another shield.

Ninjaman
2016-04-14, 02:22 PM
Unblockable is not a thing anymore. The ability is interesting, but it definitely doesn't need to be keyworded and shouldn't be a common as that would just destroy limited.

Champion's shield - 2
Artifact - Equipment - U
Equipped creature has indestructible while attacking.
Equip - 2
A coward hides behind his shield, a hero advances behind it.

Another equipment.

Beelzebub1111
2016-04-14, 04:40 PM
Simple, but has a very high utility. I could see it getting play.

Helm of Unity 5
Legendary Artifact - Equipment R
Equip 3
Creatures you control are copies of the equipped creature

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