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Beelzebub1111
2016-11-06, 06:02 PM
Judy Hopps, Lapine Justicar 2WU
Legendary Creature - Rabbit Soldier R
When Judy Hopps enters the battlefield, Investigate twice.
Whenever you sacrifice a clue, Detain target creature
4/4

Beacon of Chaos
2016-11-08, 06:35 AM
Wreck-It Ralph 4R
Legendary Creature- Human Barbarian R
Whenever ~ attacks, target artifact defending player controls loses indestructible until end of turn.
1R- destroy target artifact.
I'm gonna wreck it!
4/3


Vabelope VonSweet 3U
Legendary Creature - Human Pilot - R
1U: Vanelope VonSweet becomes unblockable until end of turn
U: exile Vanelope VonSweet then return her to the battlefield under her owners control
Whenever Vanelope VonSweet crews a vehicle that vehicle gains "2U: this vehicle is unblockable until end of turn" until end of turn
3/2
I approve :smallbiggrin:

BasketOfPuppies
2016-11-08, 09:45 AM
I approve :smallbiggrin:

Figured Ralph would be able to wreck anything Felix rebuilt, so I kinda based my design off yours.

braveheart
2016-11-08, 01:34 PM
I approve :smallbiggrin:

Inspiration struck

Beacon of Chaos
2016-11-10, 07:12 PM
I believe we are overdue for a judging.

Blue Ghost
2016-11-10, 07:51 PM
I believe we are overdue for a judging.

Judging will happen tonight!

Blue Ghost
2016-11-11, 12:59 AM
As promised, judgments have arrived!


Kuzcotopia
Legendary Land - (MR)
At the beginning of the game, if Kuzco-Topia is in your deck, you may reveal it. If you do, Kuzco-Topia begins the game in the Command zone. You may play Kuzco-Topia from the Command Zone if your Commander is on the battlefield.
When Kuzcotopia enters play, champion a land. Kuzcotopia enters the battlefield tapped.
Tap: Add three mana of any color to your mana pool. Use this mana only to play your commander, cast spells that target your commander, or pay for activated abilities of your commander.
Tap, return Kuzcotopia to the Command zone: return target creature to its owner's hand.
"It's my ultimate summer getaway, complete with waterslide!"
Thereís a lot going on here. It does cool stuff, but it goes wrong in several ways.
First, thereís literally no downside to including this in a deck. It doesnít even take up a deckslot. Any commander deck can use it at any time, so this essentially changes the format to Commander-plus-Kuzcotopia. That is not acceptable.
Champion is a keyword, not an action word. So you canít ďchampion a landĒ as an action. It would be ďexile a land you control until Kuzcotopia leaves the battlefield.Ē Further, keywords are cognitively expensive, being new vocabulary for players to learn, so theyíre only useful as set keywords or occasionally callbacks in supplemental keywords. Either way, they should be a significant focus of the card that uses them, not a throwaway component of an already complex card.
Both abilities are significantly overpowered, considering that there is no cost to this card at all. The mana ability is conditional, but the condition is one that every commander deck will meet, and three mana is a lot. And a free bounce effect for no mana is worrisome as well.

Be Our Guest W
Sorcery
Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste and "this creature may not be sacrificed" until end of turn. Damage that creature would do this turn is prevented.
"It is with deepest pride and greatest pleasure
That we welcome you tonight"
This is quite interesting. Being sorcery speed, itís fairly niche, used to remove a blocker for a turn and/or borrow a creature ability. Itís a neat idea, and fits the flavor quite nicely. Temporary creature stealing is heavily red, and Iím not sure the restrictions justify a complete color shift. Missing rarity.

Elsa, Snow-Queen - 2UUU
Planeswalker - Elsa - MR
+2: Tap target permanent. It doesn't untap during its controller's next untap step.
0: Destroy target enchantment.
-10: You get an emblem with "Lands controlled by your opponents are Snow-Covered Mountains."
5
Triple colored mana is a harsh requirement. Thereís only a single planeswalker (Garruk, Primal Hunter) that requires three mana of a single color. So Iíd expect Elsa to be REALLY blue to justify it.
The first ability is certainly very blue, and fits Elsa quite well. Good work there.
The second ability is not blue at all. Blue does not get any kind of destruction effects. Major color pie break there.
The last ability is also not blue at all. Itís also no fun, as it locks any non-red player out of the game. An ultimate that takes three turns should be game-winning, but it should also be game-winning in a fun way. Having one side locked out of the game is not satisfying. Also, planeswalkers generally do not use set-specific mechanics, since theyíre not restricted to a single plane. The use of snow-covered lands breaks that convention and adds unnecessary comprehension complexity for a heavy-handed flavor concession.

Crystal Slippers-3

Artifact-Equipment-R

You may equip Crystal Slippers to a creature you don't control. (Control of the equipment doesn't change)

You control equipped creature.

Equip-2UU
This is essentially a repeatable Mind Control. Most decks donít maindeck artifact removal, so would have no way of answering this or preventing you from stealing their creatures one after another. A single Mind Control is very powerful; one that refreshes is quite easily broken. Also not getting the flavor here. Are these Cinderellaís slippers? What do they have to do with controlling people?

Friends On the Other Side 2B
Enchantment - Aura U
Flash, Enchant Creature
Enchanted Creature gets +1/+1 for each creature card in your graveyard.
This is a decent card. Combat trick, creature buff, cares about graveyard. I can easily see this printed. It is rather bland though, and doesnít really represent the source material that well.

Esmeralda, the Dancer 3R
Legendary Creature - Human Shaman (R)
Haste
2R: Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. That creature can't attack Esmeralda's controller this turn
Any player may activate this ability as long as it's their turn.
2/2
"God have mercy on her. God have mercy on me." - Judge Frollo
This adds an interesting dimension to any multiplayer game, sowing chaos and discord. The ďcanít attack Esmeraldaís controllerĒ clause breaks the symmetry that favors you, which is a nice touch. I notice that that means that a player can attack you if they use the ability on Esmeralda herself; is that intentional? Seems like an odd side effect, and probably not desirable for gameplay.
This card scores highly in creativity, flavor, and fun. My biggest quibble with it is that the haste is rather pointless. A 4-mana 2/2 isnít going to get into combat much, and youíre using her for her ability, not her body, so haste distracts from the main purpose.

Firework Launchers 2RR
Sorcery R
As an additional cost to cast Firework Launchers, sacrifice a mountain.
Firework Launchers deals 4 damage to each creature you don't control.
"You missed! You were three feet away and you missed!"
A one-sided board wipe for 4 mana and a land sacrifice seems quite overpowered to me. With some rebalancing, could be nice. If you price it too highly though, itíll come at a stage in the game where the land sacrifice isnít meaningful. Maybe consider lowering the price and making it single target?
Flavor/mechanic match is not outstanding, but decent.


Worldweave Carpet 5
Legendary Artifact - Vehicle R
Flying
At the beginning of your upkeep, you may search your library for a land card and put it onto the battlefield tapped if ~ is a creature. If you do, shuffle your library, then end the turn.
Crew 2
2/8
Skipping your entire turn to fetch a land is really harsh. When you already have 5 mana, itís not likely to come up. Making it cheaper wouldnít help much; skipping early turns puts you at a huge disadvantage, not the best way to alleviate mana screw. Flavorful, but not very practical.

Unlikely Duo 1WG
Sorcery- U
Search your library for a Fox card and a Hound card, reveal those cards, then put them into your hand. Then shuffle your library.
So this is a tutor that can search for any Fox and any Hound. The most likely use case for this is building a deck full of different Foxes and Hounds, and using this to search up whatever pair is most convenient at the moment, plus playing multiple Foxes and Hounds on the battlefield together. This goes completely against the flavor of a unique relationship between the fox and hound in question. A major flavor misstep for a top-down design.

Fix-it Felix Jr. 4W

Legendary Creature - Human Artificer - R

XW,T: Return target artifact card with converted mana cost X from a graveyard to the battlefield under your control. It gains indestructable until end of turn.

"Why do I fix everything I touch!?"

1/1
Pretty neat card, small but quite powerful in the right deck, very flavorful, and fills a unique niche in the game (unless Iím forgetting another commander that can repeatedly pull artifacts from the graveyard). The indestructibility isnít likely to matter, so itís mostly trinket text, but itís the right kind of trinket text. It complements the cardís main mechanic rather than clashing against it for the sake of flavor like trinket text often does.

Wreck-It Ralph 4R
Legendary Creature- Human Barbarian R
Whenever ~ attacks, target artifact defending player controls loses indestructible until end of turn.
1R- destroy target artifact.
I'm gonna wreck it!
4/3
Repeated cheap artifact destruction on a legendary creature with a decent body is kinda scary, but maybe not immediately broken. I feel it would be better if the abilities were reversed: mana activation to have an artifact lose indestructible, and destroy an artifact on attacking. Still, itís a flavorful card that fills a good role. I like it.

Vabelope VonSweet 3U
Legendary Creature - Human Pilot - R
1U: Vanelope VonSweet becomes unblockable until end of turn
U: exile Vanelope VonSweet then return her to the battlefield under her owners control
Whenever Vanelope VonSweet crews a vehicle that vehicle gains "2U: this vehicle is unblockable until end of turn" until end of turn
3/2
I feel like she has one ability too many. Both her first two abilities have the same flavor role, and donít really complement each other mechanically. Iíd remove one of them; probably keep the first, since it matches the crew ability. Granting vehicles unblockable is flavorful and cool, but the wording of the last ability is really awkward. Maybe something like ďWhenever ~ crews a Vehicle, you may pay 2U. If you do, that Vehicle canít be blocked this turn.Ē

Judy Hopps, Lapine Justicar 2WU
Legendary Creature - Rabbit Soldier R
When Judy Hopps enters the battlefield, Investigate twice.
Whenever you sacrifice a clue, Detain target creature
4/4
A 4/4 for 4 mana is quite a bit bigger than white/blue usually gets, and really weird on little Judy Hopps. Aside from that, the flavor is good, though there is the consideration of the cost for committing both investigate and detain to the same set, and referencing two separate set abilities on a single card.

Third place: Wreck-It Ralph by BasketOfPuppies
Second place: Fix-It Felix Jr. by Diego Havoc
First place: Esmeralda, the Dancer by LaZodiac

Very close call, and Ralph and Felix were probably the cleanest designs, but I'm giving first place to LaZodiac for originality.

LaZodiac
2016-11-11, 01:13 AM
I meant to remove Haste and change it to "target another creature" or some such, oops. Anyway, new contest!

Make a multiplayer card!

Djinn_in_Tonic
2016-11-11, 02:12 AM
Make a multiplayer card!

Let's get weird then.

Splintered Visions - (2UU)
Sorcery - (R)
Target player draws X cards, where X is the number of players, then reveals his or her hand. Beginning with you and progressing clockwise, each player may exile a card from the target's hand. Until end of game each player may cast the card they exiled, and may spend mana as though it were mana of any color to cast it.

----------

So, in effect, a 4-mana "everyone draw one card" that pulls all the cards from a specific deck, reveals all of them (as well as anything currently in that player's hand), and then lets players select the most advantageous cards for their current situation, beginning with you. I'm not sure on the balance of this, frankly, because it's really bizarre.

Jormengand
2016-11-11, 04:25 AM
Co-ordinated Bombardment XRR
Instant - U
Team Tactics (Your allies can pay mana to contribute to casting this spell)
Co-ordinated Bombardment deals X damage to target creature or player.

Birds of a Feather XWW
Instant - U
Team Tactics (Your allies can pay mana to contribute to casting this spell)
Create X 1/1 white bird creature tokens.

Collaborative Research XUU
Instant - U
Team Tactics (Your allies can pay mana to contribute to casting this spell)
Draw X cards, then discard a card.

Shared Prejudice XBB
Instant - U
Team Tactics (Your allies can pay mana to contribute to casting this spell)
Creatures your opponents control get -X/-0 until end of turn.

Growth Through Unity XGG
Instant - U
Team Tactics (Your allies can pay mana to contribute to casting this spell)
Look at the top X cards of your library. You may put any number of land cards from among them onto the battlefield. Shuffle the rest into your library.

Ionbound
2016-11-11, 10:28 AM
@Blue: The idea is that the prince is the one with the slipper and the equipped creature in Cinderella, leaving her old life behind to be with her lover. Bit of a stretch, but I liked the idea.

Wave of Insanity-3RRR

Enchantment-R

When this card enters the battlefield, you gain control of all creatures on the battlefield until the end of the turn. Those creatures gain Haste until the end of the turn.

At the beginning of each player's upkeep, that player gains control of all creatures on the battlefield until the end of the turn. Those creatures gain Haste until the end of the turn.

If you listen closely, you can hear the snap as their minds break...Such a lovely sound. ~Tibalt

Djinn_in_Tonic
2016-11-11, 11:36 AM
Mass Hysteria-3RRR

Enchantment-R

At the beginning of each player's upkeep, that player gains control of all creatures on the battlefield until the end of the turn. Those creatures gain Haste until the end of the turn.

...isn't this just a great way to almost certainly lose before your next upkeep if people don't like this card? You're almost certainly playing mono red with an RRR casting cost, so unless you're deeply R/U or R/W you probably don't have a lot of ways to stop being attacked, and you're going to be the LAST player to gain the benefit of this effect since you have to play it on your turn. :smalltongue:

Beelzebub1111
2016-11-11, 11:42 AM
@Blue: the reason Hopps was 4/4 was based that she knocked out a rhino in a fair fight. Maybe I should have costed her 5 or made her a 2/2.

Djinn_in_Tonic
2016-11-11, 12:13 PM
@Blue: the reason Hopps was 4/4 was based that she knocked out a rhino in a fair fight. Maybe I should have costed her 5 or made her a 2/2.

4/2 might have worked: able to knock out a Rhino, but easily stepped upon. :smalltongue:

Blue Ghost
2016-11-11, 01:51 PM
Marchesa, the Poisoner Queen 2WB
Legendary Creature - Human Assassin (M)
When Marchesa, the Poisoner Queen enters the battlefield, each opponent chooses loyalist or rebel.
You and Marchesa have protection from loyalists.
Whenever a creature attacks a rebel, that creature gains deathtouch and lifelink until end of turn.
3/3

digiman619
2016-11-11, 11:27 PM
Switcheroonie RRR
Sorcery (Rare)
Each player chooses a nonland permanent he or she controls at random. Then each player chooses an opponent at random that wasn't chosen this way. The chosen players gain control of the chosen permanents.

Ebon_Drake
2016-11-12, 03:51 AM
Emperor's Edict 1BB
Sorcery (U)
Spell Range 2 (this spell affects players up to two spaces from its caster)
Choose one -
* each player within range sacrifices a creature.
* each player within range returns a creature card from his or her graveyard to his or her hand.

Fortuna
2016-11-12, 06:57 AM
Grand Market 2UU
Sorcery R
Starting with the player after you, each player chooses a nonland permanent they control and a nonland permanent they don't control that shares a type with it and exchanges control of those permanents.
A thousand wonders, ten thousand worthless baubles, and no way to tell them apart.

Ionbound
2016-11-12, 08:53 AM
...isn't this just a great way to almost certainly lose before your next upkeep if people don't like this card? You're almost certainly playing mono red with an RRR casting cost, so unless you're deeply R/U or R/W you probably don't have a lot of ways to stop being attacked, and you're going to be the LAST player to gain the benefit of this effect since you have to play it on your turn. :smalltongue:

I mean, the idea is that everyone is going to get so busy attacking each other, they won't notice you (because if you die then they don't get the benefit either). It really does only function in EDH, but I'll add an ETB clause to it as well.

Beelzebub1111
2016-11-12, 12:28 PM
Illusion of Fair Play 1BUR
Legendary Enchantment MR
Whenever a player flips a coin, if they win the flip, they draw a card. If they lose the flip, they lose 4 life.
Whenever you flip a coin, you may flip two coins and chose your result
2BUR:Each player flips a coin, if each player wins except you transform Illusion of Fair Play with a number of Rage counters equal to the number of winning flips.

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

Belligerence
Legendary Enchantment Creature - Incarnation MR (CI: BUR)
Belligerence's power and toughness is equal to 4 times the number of Rage counters on it.
If you would flip a coin, you win the flip.
*/*

Passive Pete
2016-11-12, 01:42 PM
Brax, Insatiable Scourge 4BRG
Legendary Creature - Hydra M
Trample, haste
At the beginning of combat of combat on your turn, each opponent may pay X, where X is the number of +1/+1 counters on ~. For each player that does, put a +1/+1 counter on ~ and it cannot attack that player this turn.
Spells that target ~ cast an additional X life to cast.
Sacrificing to the insatiable is preventing the inevitable.
6/6

Hopefully not too wordy.

Mister Tom
2016-11-12, 04:07 PM
* Reworded as below... also, given what some multiplayer cards appear able to do, it was a bit expensive.*

Malign intervention BU
Enchantment R

Whenever a creature an opponent controls attacks, if it isn't attacking you or a planeswalker you control, it gets +1/+0 until the end of its turn.

Every little helps.

TurboGhast
2016-11-12, 04:13 PM
Eritus, Psychotic Necromancer 2UBR
Legendary Creature - Human Wizard M
If damage is dealt to a player, that player sends twice as many cards from the top of their library to their graveyard.
XBR: Put target creature card with converted mana cost equal to X in a graveyard onto the battlefield under your control. It gains haste and vanishing 2. Exile it if it would leave the battlefield.
1/4

Milling and Reanimation commander that benefits from extra players to get more reanimation targets and milled cards.


Old version 1:
Eritus, Psychotic Necromancer 2UBR
Legendary Creature - Human Wizard M
If damage is dealt to a player, that player sends twice as many cards from the top of their library to their graveyard.
XBR: Put target creature card with converted mana cost equal to X in a graveyard onto the battlefield under your control. It gains haste. Exile it at the beginning of the next end step, or if it would leave the battlefield.
1/2

Toughness 2 -> 4: Now out of bolt range.

Old version 2:
Eritus, Psychotic Necromancer 2UBR
Legendary Creature - Human Wizard M
If damage is dealt to a player, that player sends twice as many cards from the top of their library to their graveyard.
XBR: Put target creature card with converted mana cost equal to X in a graveyard onto the battlefield under your control. It gains haste. Exile it at the beginning of the next end step, or if it would leave the battlefield.
1/4

Instead of exiling the creature at the end of the turn, now gives it vanishing 2. This means that if you revive a creature on your turn, you have access to it for two turns, can attack with it twice, and so on.
(This feels a little riskily pushed.)

digiman619
2016-11-12, 04:31 PM
Malign intervention 1BU
Enchantment R

All your opponents' creatures gain +1/+0 when attacking, except when attacking you or creatures or planeswalkers you control.

Every little helps.

May I suggest wording it as "Whenever a creature an opponent controls attacks, if it isn't attacking you or a planeswalker you control, it gets +1/+0 until end of turn."

Mister Tom
2016-11-12, 04:36 PM
May I suggest wording it as "Whenever a creature an opponent controls attacks, if it isn't attacking you or a planeswalker you control, it gets +1/+0 until end of turn."

Yes you may. Thanks! It feels like it's a simple idea but I couldn't get the wording any less clunky.

Tom the Mime
2016-11-12, 05:06 PM
Rampaging Hordeleader 4R
Creature - Minotaur U
Haste
Myriad
When ~ enters the battlefield, target creature can't block until end of turn.
4/3

LastCenturion
2016-11-12, 05:57 PM
Foundry Street Brawler - 1R
Creature - Goblin Fighter - C
Foundry Street Brawler has +1/+1 for each opponent.
0/0

Ivy Lane Brawler - 1G
Creature - Elf Fighter - C
When Ivy Lane Brawler enters the battlefield, create a 1/1 Saproling creature token for each opponent.
1/1

Shadow Alley Brawler - 1B
Creature - Vampire Fighter - C
Whenever an opponent plays a black creature, they lose 2 life.
2/1

Sage's Row Brawler - 1U
Creature - Vedalken Fighter - C
Whenever an opponent draws a card, all opponents put the top card of their library into their graveyard.
1/1

Court Street Brawler - 1W
Creature - Human Fighter - C
Whenever a creature attacks, you gain 1 life.
1/1

Beelzebub1111
2016-11-12, 07:05 PM
I updated Illusion of Fair play to give it more of a punch.

tgva8889
2016-11-12, 09:32 PM
Mass Hysteria-3RRR

Sadly, there is already a card called Mass Hysteria (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=48191).

Corrupt Elections 3UB
Enchantment - R
At the beginning of your upkeep, starting with you, each player votes for support or oppose. Each player who voted for support draws a card. Each player who voted for oppose discards a card. Then, if support gets more votes, you become the monarch.

BasketOfPuppies
2016-11-14, 12:55 AM
Time Stutter 2UR
Sorcery- M
Flip a coin for each player. For each heads, take another turn after this one. For each tails, you gain an artifact token called Stutter with "at the beginning of your upkeep, end your turn immediately and sacrifice a Stutter token" and that player takes an extra turn after their next turn.

Don't know a better way to template this without incurring memory issues of "did I have to skip 4 turns or 3 turns?"

mythmonster2
2016-11-14, 08:58 AM
Brothers in Arms- 3W
Creature- Human Soldier- U
Vigilance
When Brothers in Arms enters the battlefield, target opponent creates a token that is a copy of it except it doesn't have this ability.
As long as you and an opponent control Brothers in Arms, you have a truce with that opponent. (Creatures cannot attack an opponent their controller has a truce with unless they are the only other player.)
4/4

Djinn_in_Tonic
2016-11-14, 09:03 AM
Brothers in Arms- 3W
Creature- Human Soldier- U
Vigilance
When Brothers in Arms enters the battlefield, target player creates a token that is a copy of it except it doesn't have this ability.
You have a truce. (Creatures that players with a truce control cannot attack other players with a truce unless they are the only other player.)
4/4

Note that this entirely shuts down a game if everyone has Truce and no one has removal. Might want to change "unless they are the only other player" to "unless all players have Truce."

Dr.Gunsforhands
2016-11-14, 01:08 PM
Casus Bella 1WRG
Legendary Creature - Angel MR
Flying, Defender
Other creatures you control get +3/+3 and have defender.
Whenever a source deals damage to you, creatures you control gain trample and can attack as though they didn't have defender until the end of your next combat step.
7/7
Casus Bella 2WW
Creature - Angel MR
Flying
Other creatures you control get +3/+3 and have Defender.
Whenever a source deals damage to you, creatures you control gain trample and can attack as though they didn't have defender until the end of your next combat step.
7/7
Casus Bella 3WW
Creature - Angel R
Flying, Defender
Other creatures you control have defender.
At the beginning of combat on your turn, if a source dealt damage to you since the end of your last turn, creatures you control can attack as though they didn't have defender until end of turn.
4/4

Casus Bella, Patient Avenger 4WW
Legendary Creature - Angel MR
Flying, Defender
Other creatures you control get +0/+3 and have defender.
At the beginning of combat on your turn, if a source dealt damage to you since the end of your last turn, creatures you control get +3/+0 and can attack as though they didn't have defender until end of turn.
3/6

This is actually like version 3.3. The cost went up to 6 when I realized that the new wording on her Casus Belli ability can trigger on the turn you play her.

Djinn_in_Tonic
2016-11-14, 01:32 PM
Casus Bella 2WW
Creature - Angel MR
Flying, Defender
Other creatures you control get +3/+3 and have Defender.
Whenever a source deals damage to you, creatures you control gain trample and can attack as though they didn't have defender until the end of your next combat step.
Just don't do anything stupid. They've been really on edge lately.
7/7

:smalleek:

Any ping creature on the board makes this a "take one damage, give creatures you control +3/+3 and trample until end of turn." For four mana. And it's non-Legendary, so you can have 4. And white has life gain to mitigate the loss. R/W decks just got really interesting. :smalleek:

Gauntlet
2016-11-14, 01:58 PM
Master of the Pactbound - 3BBBB
Creature - Demon - Mythic

Flying

When Master of the Pactbound enters the battlefield, each player secretly chooses Servitude or Defiance, then reveals their choice. You must choose Servitude.

Creatures controlled by a player who chose Servitude get +2/+0 as long as they are attacking a player who chose Defiance.

At the beginning of your upkeep, each player who chose Servitude draws a card. Then those players lose 2 life for each player who chose Servitude.

6/6

Sgt. Cookie
2016-11-14, 02:44 PM
Bleak Dominion 5BB
Sorcery - MR
Council's Dilemma - Starting with you, each player votes for Destruction or Domination. For each Destruction vote, that player loses half their life total, rounded down. For each Domination vote, you control that player's next turn. (If a player votes for Domination multiple times, you control later turns.)

Beelzebub1111
2016-11-14, 03:36 PM
:smalleek:

Any ping creature on the board makes this a "take one damage, give creatures you control +3/+3 and trample until end of turn." For four mana. And it's non-Legendary, so you can have 4. And white has life gain to mitigate the loss. R/W decks just got really interesting. :smalleek:

Maybe it should be "A source an opponent controls deals damage to you"

Djinn_in_Tonic
2016-11-14, 04:34 PM
Maybe it should be "A source an opponent controls deals damage to you"

Maybe. Still seems REALLY strong for 4 mana though -- you have an effectively invincible blocking wall that's only weak to direct removal, and any damage you DO let through gives you an insanely strong attacking force next time.

Ninjaman
2016-11-14, 05:04 PM
Angelic Tithemaster - 5WB
Creature - Angel - M
When Angelic Tithemaster enters the battlefield, each opponent chooses death or taxes.
Each opponent who chose death loses 5 life. You gain life equal to the life lost this way.
Each opponent who chose taxes discards a card, you draw a card for each card discarded this way.

Jormengand
2016-11-14, 05:12 PM
There is already a card named archangel of tithes (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398571)

Dr.Gunsforhands
2016-11-14, 10:48 PM
Any ping creature on the board makes this a "take one damage, give creatures you control +3/+3 and trample until end of turn." For four mana. And it's non-Legendary, so you can have 4. And white has life gain to mitigate the loss. R/W decks just got really interesting. :smalleek:


Maybe it should be "A source an opponent controls deals damage to you"


Maybe. Still seems REALLY strong for 4 mana though -- you have an effectively invincible blocking wall that's only weak to direct removal, and any damage you DO let through gives you an insanely strong attacking force next time.

I'm considering a couple of small edits, but everything you've pointed out about how it functions is intentional, including the self-ping loophole.

Jormengand
2016-11-15, 09:08 AM
I'm considering a couple of small edits, but everything you've pointed out about how it functions is intentional, including the self-ping loophole.

Bear in mind that reaching defenders usually get stats like 5/2 for 4 while non-reaching ones get things like 4/5 for 4 or 6/5 for 6 or 7/7 for 7. 7/7 flying defender for 4 is already insane, before you factor in the stupidly powerful defender-not-defender beatdown that usually ensues in a deck with it.

Dr.Gunsforhands
2016-11-15, 07:59 PM
Bear in mind that reaching defenders usually get stats like 5/2 for 4 while non-reaching ones get things like 4/5 for 4 or 6/5 for 6 or 7/7 for 7. 7/7 flying defender for 4 is already insane, before you factor in the stupidly powerful defender-not-defender beatdown that usually ensues in a deck with it.

It's true. My brain just keeps screaming that all of those examples are bad cards that nobody likes, so I pushed mine hard in an effort to stand out. With the many big flashy cards that already exist, it's hard to tell where the line lays between, "too overpowered," and, "not overpowered enough."

EDIT: Changed it a bunch. Spent way too much time on it. :smalltongue:

Beacon of Chaos
2016-11-16, 06:16 AM
Mercenary Recruitment 4B

Sorcery - U

Create a 2/2 black Human Mercenary creature token. Then each other player may pay 2 life. For each player that doesn't, create another 2/2 black Human Mercenary creature token.

Not entirely sure how to cost this.

Blood Horror 4B

Creature - Horror - U

When you cast Blood Horror each player loses 2 life. Blood Horror enters the battlefield with a number of +1/+1 counters equal to the life lost this way.


Blood Horror 4B

Sorcery - U

Each other player loses 2 life. For every 2 life lost this way, gain 2 life or create a 2/2 black Horror creature token.

Djinn_in_Tonic
2016-11-16, 10:22 AM
Mercenary Recruitment 4B

Sorcery - U

Create a 2/2 black Human Mercenary creature token. Then each other player may pay 2 life. For each player that doesn't, create another 2/2 black Human Mercenary creature token.

Not entirely sure how to cost this.

You can probably cost this maybe 1-2 mana more than an "every other player loses 2 life" spell...probably 4 mana? Maybe 2BB. It's...honestly not super strong, as 2 life isn't a lot to pay to deny a creature, and your opponents get to choose, so they can pick whichever result is best for them. Then again, buffing it might spiral out of control in larger games.

Beacon of Chaos
2016-11-17, 06:12 AM
You can probably cost this maybe 1-2 mana more than an "every other player loses 2 life" spell...probably 4 mana? Maybe 2BB. It's...honestly not super strong, as 2 life isn't a lot to pay to deny a creature, and your opponents get to choose, so they can pick whichever result is best for them. Then again, buffing it might spiral out of control in larger games.
Thanks. Decided to try something else, with the same cost.

LaZodiac
2016-11-18, 12:55 AM
Judgement!



Let's get weird then.

Splintered Visions - (2UU)
Sorcery - (R)
Target player draws X cards, where X is the number of players, then reveals his or her hand. Beginning with you and progressing clockwise, each player may exile a card from the target's hand. Until end of game each player may cast the card they exiled, and may spend mana as though it were mana of any color to cast it.


This is a pretty interesting, quirky card. I could of swore this card name was already used but I forgot. I'd run the hell out of this, it's pretty fun.


Co-ordinated Bombardment XRR
Instant - U
Team Tactics (Your allies can pay mana to contribute to casting this spell)
Co-ordinated Bombardment deals X damage to target creature or player.


Join Forces but specifically for Two Headed Giant! This is a pretty cool mechanic, and I quite like it. The spell itself is good, if simple, but it sells the mechanic really well. It's ability to target players is balanced by the fact that you have 30 life in THG, so I think in the end it's a pretty good card.



Wave of Insanity-3RRR

Enchantment-R

When this card enters the battlefield, you gain control of all creatures on the battlefield until the end of the turn. Those creatures gain Haste until the end of the turn.

At the beginning of each player's upkeep, that player gains control of all creatures on the battlefield until the end of the turn. Those creatures gain Haste until the end of the turn.

If you listen closely, you can hear the snap as their minds break...Such a lovely sound. ~Tibalt

This is...bad. The actual Mass Hysteria costs two more than this for a reason, and in addition to that...if you use this you either win or die IMMEDIATELY next turn because no one will ever let you survive with this out.

Atleast that's what I would say if not for turn order being Untap Upkeep Draw. You use this, swing with everything, the next opponent gets to untap his creatures, then take control of all the tapped boys. So the card doesn't do what you want it to and what you want it to do is kind of busted and far too swingy. Also this is less "insanity" and more "backstabbing" but that's just me. Flavorwise it should give control of every creature to everyone at random, basically. That would also be bad but it'd work better flavor wise.


Marchesa, the Poisoner Queen 2WB
Legendary Creature - Human Assassin (M)
When Marchesa, the Poisoner Queen enters the battlefield, each opponent chooses loyalist or rebel.
You and Marchesa have protection from loyalists.
Whenever a creature attacks a rebel, that creature gains deathtouch and lifelink until end of turn.
3/3

I quite like this. I imagine flavor wise it'd take place a few years into her rule (or months, you know how Fiora is) where she's started going down HARD on people. One thing I'm concerned about and this is just a rule's question more than anything, her "rule" goes away when she's gone right?

I also really like the mindgames with this. If you pick loyalist you're basically screwed, you have to work towards killing the rebels, but not hard enough to actually win because once all the rebels are dead I guess Marchesa just wins? I mean your other creatures can be hurt but your commander is just gonna kill em with Marchesa eventually. I'm curious how one would solve this. I don't feel like this is a FLAW of the card, persay, but it is interesting to think about.


Switcheroonie RRR
Sorcery (Rare)
Each player chooses a nonland permanent he or she controls at random. Then each player chooses an opponent at random that wasn't chosen this way. The chosen players gain control of the chosen permanents.

This is neat but the name and effect feels more Blue then Red. That said the effect IS red...though I've noticed you (and a lot of people) really go heavy on the mana symbols in the cost as a sort of "balance" thing. It seems a little wasteful.

That said this card is neat, but not super great.


Emperor's Edict 1BB
Sorcery (U)
Spell Range 2 (this spell affects players up to two spaces from its caster)
Choose one -
* each player within range sacrifices a creature.
* each player within range returns a creature card from his or her graveyard to his or her hand.

This card does nothing until you have six or more players, and ASIDE from that..."affects players up to two spaces from its caster" means nothing. Only unsets really refer to things outside the game like this, and it's especially because "how do you quantify this?". And at the end of the day...it lets your opponent sac a dude and then bring a dude from his hand?

So...yeah. No.


Grand Market 2UU
Sorcery R
Starting with the player after you, each player chooses a nonland permanent they control and a nonland permanent they don't control that shares a type with it and exchanges control of those permanents.
A thousand wonders, ten thousand worthless baubles, and no way to tell them apart.

Think you forgot to change the name there. Anyway, this is...a more focused version of Firedaemon's card. Neat. In that sense it's better and could lead to some interesting exchanges. After all, in a "fair" world, you can just take the thing they took from you back in exchange for what they gave you. As such you've gotta do some real world talking to get some stuff done. It's kinda neat, though that can really bog the game down. Double edged sword.


Illusion of Fair Play 1BUR
Legendary Enchantment MR
Whenever a player flips a coin, if they win the flip, they draw a card. If they lose the flip, they lose 4 life.
Whenever you flip a coin, you may flip two coins and chose your result
2BUR:Each player flips a coin, if each player wins except you transform Illusion of Fair Play with a number of Rage counters equal to the number of winning flips.

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

Belligerence
Legendary Enchantment Creature - Incarnation MR (CI: BUR)
Belligerence's power and toughness is equal to 4 times the number of Rage counters on it.
If you would flip a coin, you win the flip.
*/*

The second side to this is just...kinda rudeness? Also this is a 1BUR + 2BUR card that requires far too much luck to EVER work...for a 3/3 that does nothing.

Ignoring the tacked on and just awful second side, let's look at this card as it actually is, since you're never flipping this ever. It's...certainly a card that exists. Sorry, this is just bad. Coin flips aren't the best mechanic, and though they can be neat to play with this just isn't it.


Brax, Insatiable Scourge 4BRG
Legendary Creature - Hydra M
Trample, haste
At the beginning of combat of combat on your turn, each opponent may pay X, where X is the number of +1/+1 counters on ~. For each player that does, put a +1/+1 counter on ~ and it cannot attack that player this turn.
Spells that target ~ cast an additional X life to cast.
Sacrificing to the insatiable is preventing the inevitable.
6/6

Hopefully not too wordy.

I quite like this! It combines the "don't let him use his really good thing" of Desecration Demon with a Hydra, pumping mana into it to keep it passive but huge. One minor drawback is that on turn one they get to pay zero to prevent it from attacking, which feels wrong. I also feel the pseudo hexproof of "don't shoot me or you'll take X damage where X is my counter count" is weird, but...I can see it working as a weird green/black defensive ability.


* Reworded as below... also, given what some multiplayer cards appear able to do, it was a bit expensive.*

Malign intervention BU
Enchantment R

Whenever a creature an opponent controls attacks, if it isn't attacking you or a planeswalker you control, it gets +1/+0 until the end of its turn.

Every little helps.

This isn't black or blue in the slightest, and is honestly just a touch too weak. I like what you're going for though. This should be red, and could arguably cost just R.


Eritus, Psychotic Necromancer 2UBR
Legendary Creature - Human Wizard M
If damage is dealt to a player, that player sends twice as many cards from the top of their library to their graveyard.
XBR: Put target creature card with converted mana cost equal to X in a graveyard onto the battlefield under your control. It gains haste and vanishing 2. Exile it if it would leave the battlefield.
1/4

Milling and Reanimation commander that benefits from extra players to get more reanimation targets and milled cards.


That first ability does nothing, just outright. You forgot to write something in there. It's ability is...neat, ish, though I forget which of Fading or Vanish is considered the bad one. Point is this card is just...kinda bad.



Rampaging Hordeleader 4R
Creature - Minotaur U
Haste
Myriad
When ~ enters the battlefield, target creature can't block until end of turn.
4/3

Hey a nice and simple card that uses Myriad. I really like Myriad as a mechanic since it's just kinda neat. There isn't much of anything to say about this card but it sure as hell is solid. I don't think it's ability works for the name though, and it also makes me feel kind of sad that in a typical our player game, you can only actually hit "two people" with it's ability instead of a symmetrical three.


Foundry Street Brawler - 1R
Creature - Goblin Fighter - C
Foundry Street Brawler has +1/+1 for each opponent.
0/0

While it's neat, and as a common it's clearly meant to like...show a theme, and this would probably be in some kind of Conspiracy esque multiplayer set and not Commander, I feel it's a bit weak? Like, 1R for a 3/3 is pretty damn good. It just also doesn't...do ANYTHING other than that. Also pretty sure fighter isn't a type.


Sadly, there is already a card called Mass Hysteria (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=48191).

Corrupt Elections 3UB
Enchantment - R
At the beginning of your upkeep, starting with you, each player votes for support or oppose. Each player who voted for support draws a card. Each player who voted for oppose discards a card. Then, if support gets more votes, you become the monarch.

This is cute. It's a pretty simple card, and can lead to some fun mind games. Then I realized this is an enchantment and not a sorcery and it's like hoo boy that's actually a BIT much. I don't know, maybe it's just me but this seems a bit stronger than it should be.

One somewhat balancing figure of this card, and an interesting rules interaction..if the person DIRECTLY after you in turn order plays this, you always vote support. Because the person who played it says support. The person after THEM says either support or oppose. If they support, then the best you can hope for is a tie by P3 and you going oppose, but that'll never happen. If P2 goes Oppose, then P3 has to choose between Support or Oppose, and if he goes support then you're almost certainly going to go Support, meaning P1 becomes the monarch since you're not discarding a card. If P3 goes Oppose, that means you, P4, will always pick Support. Tie's are a loss for P1, and P2 and P3 both sunk the card to do it. You are free to pick Support without any backlash.

However, let's say this doesn't happen and YOU have to make the tie choice. You always pick Support again, because it gets you the card, and even if P1 wins the vote, yes they draw a card at the end of their turn, but P2 and P3 get to have a swing at em before they can continue to benefit from it. But since you're P4, the person right before them, ie just before the vote...you get to be the last person to become the Monarch before voting. So in order to stop YOU from being the Monarch, they'd have to vote to give P1 the Monarchy, which I don't think they'd do.

I wrote too much on this card. Mind games are fun yo. Maybe this IS an okay card.



Time Stutter 2UR
Sorcery- M
Flip a coin for each player. For each heads, take another turn after this one. For each tails, you gain an artifact token called Stutter with "at the beginning of your upkeep, end your turn immediately and sacrifice a Stutter token" and that player takes an extra turn after their next turn.

Don't know a better way to template this without incurring memory issues of "did I have to skip 4 turns or 3 turns?"

So...what does it do? We flip coins and...if all of us gets heads, I take four turns. If we all get tails...on my next turn I destroy four artifacts. And nothing happens.

I think what you WANT is "Heads=you take an extra turn, Tails=the player that takes an extra turn after their next turn" but that's...not what you wrote at all?

Oh I missunderstood how stutter tokens work they just outright end your turn, I was reading them as them giving you your turn back because the card is written REAL sloppily.


Brothers in Arms- 3W
Creature- Human Soldier- U
Vigilance
When Brothers in Arms enters the battlefield, target opponent creates a token that is a copy of it except it doesn't have this ability.
As long as you and an opponent control Brothers in Arms, you have a truce with that opponent. (Creatures cannot attack an opponent their controller has a truce with unless they are the only other player.)
4/4

Ah this is cute. I kind of like this, though I don't think Truce is a good mechanic in my own personal opinion since it changes the dynamics of a four player game too much. That said it is easy to solve, and you can still lob spells at em which is hilarious.



Casus Bella, Patient Avenger 4WW
Legendary Creature - Angel MR
Flying, Defender
Other creatures you control get +0/+3 and have defender.
At the beginning of combat on your turn, if a source dealt damage to you since the end of your last turn, creatures you control get +3/+0 and can attack as though they didn't have defender until end of turn.
3/6

This is actually like version 3.3. The cost went up to 6 when I realized that the new wording on her Casus Belli ability can trigger on the turn you play her.

What? No. I'm not playing a card that literally makes my army DO NOTHING unless I ALLOW someone to hit me. I can get making defensive cards but this is super silly! I like how it kind of feeds into White being a more reactive colour than active, but they ARE active. Honestly this card just seems really annoying. An extra three toughness is nothing to sneeze at. And honestly you're probably not gonna want to attack when you are allowed to.


Master of the Pactbound - 3BBBB
Creature - Demon - Mythic

Flying

When Master of the Pactbound enters the battlefield, each player secretly chooses Servitude or Defiance, then reveals their choice. You must choose Servitude.

Creatures controlled by a player who chose Servitude get +2/+0 as long as they are attacking a player who chose Defiance.

At the beginning of your upkeep, each player who chose Servitude draws a card. Then those players lose 2 life for each player who chose Servitude.

6/6

That mana cost is ugly and honestly, for a 6/6 flyer, this isn't that good a trade off. Best case scenario you draw a card for two life each turn, and get a game wide +2 power boost. It's a worse Bloodgift Demon in every way. Yes, even as a 5/4.

Also secret voting is kind of "eh" because it's silly and doesn't mesh with all other voting cards in the game. Can see a lot of people just saying their vote allowed immediately. Or worse, missreading "you must chose servitude" as...EVERYONE must choose servitude. Which would be a funny story. Once.


Bleak Dominion 5BB
Sorcery - MR
Council's Dilemma - Starting with you, each player votes for Destruction or Domination. For each Destruction vote, that player loses half their life total, rounded down. For each Domination vote, you control that player's next turn. (If a player votes for Domination multiple times, you control later turns.)

No one is every picking Domination. There's...really not much else to say on this I feel. It just feels unfun to play against.


Angelic Tithemaster - 5WB
Creature - Angel - M
When Angelic Tithemaster enters the battlefield, each opponent chooses death or taxes.
Each opponent who chose death loses 5 life. You gain life equal to the life lost this way.
Each opponent who chose taxes discards a card, you draw a card for each card discarded this way.

I feel like this is a really cool card that for some reason isn't Orzhov flavored, only Orzhov coloured. I'm actually kinda dissappointed it's not a ghost or thrull of some sort....especially since she don't fly. You didn't put flying on an angel. Where'd her wings go? Did she lose them to tax collectors? She's the tax collector though!

She also...doesn't have power or toughness. You made a spell and forgot that you changed it to a creature last minute. That said it's pretty cool. It's...REALLY costed heavily but that's fair, I think?



Blood Horror 4B

Sorcery - U

Each other player loses 2 life. For every 2 life lost this way, gain 2 life or create a 2/2 black Horror creature token.

First off minus points for not moving the non used cards to the bottom of your post I rated the wrong one!

Sure okay. This is okay. I don't...really have anything to say about it. It's certainly a card.

And that's the judgement. Woo, lotta cards to choose from, but in the end we've got only one winner.

While I think it's pseudo hex proof ability is a little strange, Passive Pete and his nice little hydra boy wins. Feed the hydra some snacks!

Passive Pete
2016-11-18, 06:02 AM
Thank you thank you! Your critique about the turn Brax comes out is certainly a good one; I really struggled to find a way to word the ability in a way where that wouldn't happen, but I eventually just gave up.

Funny enough, the last challenge I had in mind was to design a multiplayer card, because there's so much fun design space as we saw, but since that's taken I'll edit a challenge into this post later today as I think of one.

EDIT: In honor of our latest Commander release, design me a ~four color legendary creature~.

Hint: When working with four colors, it can be tempting to pull out all kinds of stops to make sure you're including each color, but remember that just like in all card designs, less is more. Simple designs are good designs. Good luck.

digiman619
2016-11-18, 12:31 PM
Does if have to be four color, or is a four color color identity good enough? i.e., I know a cost of RWGB would work, but would 2R with a G, W, and B ability or a GW//BR double sided, or R(w/b) with a (w/g) ability, etc. acceptable too?

braveheart
2016-11-18, 12:52 PM
Iherdon, The Mazebuilder WURG
Legendary Creature - Centaur - M
Trample
As long as you control 3 or more mazes Iherdon, The Mazebuilder has Hexproof.
Whenever an oponent casts a spell you may pay (2), if you do create a maze artifact token that has "(1)T: target creature cannot attack you or planeswalkers you control until end of turn." And "T, Sacrifice Maze: target creature cannot block until end of turn."
4/4

Blue Ghost
2016-11-18, 01:38 PM
Ooh, four color designs are really hard to pull off. Good luck everybody!

There's been some controversy in the design community about what makes a good four-color design. Some people don't like designs like Yidris and Saskia because they can be done in fewer colors, but others say they're fine because they go by feel rather than strict mechanical necessity. Where do you stand?

On an unrelated note, I notice that a disproportionately high number of cards submitted to these contests have really high color weights, like RRR or 2UUU. Why do people do that?

braveheart
2016-11-18, 01:44 PM
On an unrelated note, I notice that a disproportionately high number of cards submitted to these contests have really high color weights, like RRR or 2UUU. Why do people do that?

Heavy color weight is a way to avoid costing a card at more mana, if you feel like your spell shouldn't cost 4 but is too strong for 3 CMC, having it be triple colors can do that, players tend to make cards they want to play, and lower CMC make that fit better

mystic1110
2016-11-18, 03:32 PM
Melithir, the Stone Judgement WWWRBG
Legendary Creature - Gorgon Angel M
Flying, Deathtouch
When ~ enters the battlefield untap all creatures you control and tap all creatures each opponent controls, they do not untap during their controller's next untap step. After this main phase, there is an additional combat phase followed by an additional main phase.
She opened her eyes and righteousness, truth and justice turned to stone.
5/5

Blue Ghost
2016-11-18, 03:52 PM
Heavy color weight is a way to avoid costing a card at more mana, if you feel like your spell shouldn't cost 4 but is too strong for 3 CMC, having it be triple colors can do that, players tend to make cards they want to play, and lower CMC make that fit better

So as a balancing factor. That makes sense. However, it must be understood that MMM is generally not easier to cast than 3M, and is in fact significantly harder to cast in a standard two-color deck. This places a heavy restriction on a card's usage in a way that a simply higher mana cost does not, since it makes the card only playable in monocolor decks or decks that lean heavily toward a particular color. That reduces the appeal of cards significantly by restricting them to a very narrow subset of decks, and not the kind that most players actually play. It also runs the risk of feel-bad moments, as you will frequently not be able to cast the card on the turn you want to due to not having a heavy enough concentration of color; color screw is not generally enjoyable, and the more color weight a card has, the more likely it is to happen.

It is very rare for real cards to require more than two mana of a particular color, since there are very real costs to doing so. It does happen, but generally only on very high-profile cards to make them stand out more, and cards with such heavy casting restrictions tend to be on par powerlevel-wise with cards around 2 CMC higher.

In short, I'm arguing that heavy color restrictions make cards much less appealing to players than a simple higher mana cost, not more. I've done this myself in the past, with a large number of my cards costing double colored mana, when the great majority of real cards cost only a single colored mana. I'd caution against overuse of large amounts of colored mana, and when it's really needed for balance, two colored mana is generally sufficient, and more than that is overkill.

This is an area in which my opinion seems to differ from many other designers on this forum, so hoping to get some discussion going on this.

BasketOfPuppies
2016-11-18, 04:29 PM
Telek, Golgizzet Uniter 3(R/U)(G/B)
Legendary Creature- Human Wizard R
At the beginning of your upkeep, put the top 4 cards of your library into your graveyard, then target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to the casting cost.
3/4

I imagined him coming from a Ravnica storyline where guilds with nothing in common were to come together under the Uniters. I used hybrid mana to help mitigate color screw.

Gauntlet
2016-11-18, 04:34 PM
Melithir, the Stone Judgement WWWRBG
Legendary Creature - Gorgon Angel M
Flying, Deathtouch
When ~ enters the battlefield untap all creatures you control and tap all creatures each opponent controls, they do not untap during their controller's next untap step. After this main phase, there is an additional combat phase followed by an additional main phase.
Skip your next turn: Exile Melithir. Return it to the battlefield under its owner's control at the beginning of your next main phase.
She opened her eyes and righteousness, truth and justice turned to stone.
5/5

This card goes infinite with any creature.
Cast it in your first main phase/
Attack
Second main, comes back. Gives you another combat step followed by another main, taps all your opponent's guy, untaps your attackers.
Still in the same phase, exile her again.
Attack
Additional main phase, she comes back. Gives you another combat step followed by another main, taps all your opponent's guy, untaps your attackers.
Still in the same phase, exile her again.
Attack

Repeat till everyone is dead. Future turns are an infinite resource, you can forfeit an arbitrary number of them as long as you kill your opponent(s) without ending your current turn.

LastCenturion
2016-11-18, 05:28 PM
Julianne Aya, Headstrong Justice - WURG
Legendary Creature - Human Judge - MR
When Julianne Aya, Headstrong Justice enters the battlefield, Detain all creatures controlled by opponents.
If Julianne Aya, Headstrong Justice is in your command zone and you would discard her, you may move her to the graveyard instead of discarding her.
When you pay Julianne Aya, Headstrong Justice's Bloodrush cost, detain target creature an opponent controls.
Bloodrush -- RG, discard this card: Target attacking creature gets +3/+5 until the end of turn. Activate this ability only once per turn.
3/5

The card text seems really inelegant... Basically, you can pay her discard cost by increasing the mana cost by two, the way you do with commanders dying. That way you can use Bloodrush while she's your commander. Also note that the bloodrush cost doesn't increase with the commander cost, so you can keep buffing your creatures during combat.

If anybody knows how to reduce the card text without making it less clear (and hopefully making it more clear), please give me suggestions.
Julianne Aya, Headstrong Justice - 1WURG
Legendary Creature - Human - MR
When Julianne Aya, Headstrong Justice enters the battlefield, Detain all other creatures.
RG, move this card to the graveyard: Target attacking creature gets +3/+5 until the end of turn. Detain target creature. Activate this ability only once per turn.

Blue Ghost
2016-11-18, 05:40 PM
The card text seems really inelegant... Basically, you can pay her discard cost by increasing the mana cost by two, the way you do with commanders dying. That way you can use Bloodrush while she's your commander. Also note that the bloodrush cost doesn't increase with the commander cost, so you can keep buffing your creatures during combat.

If anybody knows how to reduce the card text without making it less clear (and hopefully making it more clear), please give me suggestions.

Bloodrush does not work with this card by the rules (you can only discard from your hand), and you're going to have to do a lot of contortions to make it work with bloodrush. If you reworked this card without trying to shoehorn in the bloodrush mechanic, it would work a lot better. The purpose of an ability word is to group together cards that work similarly, and this clearly does not work similarly to other bloodrush cards, so using bloodrush on it is pointless.

Try the following:
When ~ enters the battlefield, detain all creatures your opponents control.
RG, Put ~ into your graveyard from your command zone: Target attacking creature gets +3/+5 until end of turn. Detain target creature an opponent controls.

It still has some problems (ability asymmetry, confusion caused by moving your commander directly to the graveyard and back), but at least the wording is simpler and more understandable.

TurboGhast
2016-11-18, 09:44 PM
Previous ideas for the card made had its first ability be a replacement effect. I decided against that, but didn't replace the "If" with "Whenever" because I forgot proper templating.


Rebellion Leader Riala UBRG
Legendary Creature- Merfolk Rebel Rogue R
Hexproof, skulk, first strike, deathtouch
Other Rogues you control get skulk and first strike
3/2

Beelzebub1111
2016-11-19, 03:40 AM
There's been some controversy in the design community about what makes a good four-color design. Some people don't like designs like Yidris and Saskia because they can be done in fewer colors, but others say they're fine because they go by feel rather than strict mechanical necessity. Where do you stand?

Ideally it should be based around the color it doesn't have, like the Nephilim. But that's just my personal preference.

Sgt. Cookie
2016-11-19, 07:23 AM
Dizarius, The Mad One UBRG
Legendary Creature - Human Wizard
Whenever another creature enters the battlefield, if you cast it from your hand, choose one: its creature type, its colour or its converted mana cost. Exile cards from the top of your library until you find a card that matches the chosen aspect. You may cast that card without paying its mana cost. Shuffle the creature and all cards exiled this way into your library.
3/3

Jormengand
2016-11-19, 10:45 AM
Appointed by the People WURG
Enchantment - Aura MR
Enchant Creature
Enchanted creature gets +4/+4 and has prowess and trample.
Appointed by the People can be your commander. If it is, enchanted creature is your commander.

Blue Ghost
2016-11-19, 02:34 PM
Iname, the Nurturer 2GW
Legendary Creature - Spirit (M)
Other creatures you control get +1/+1.
Whenever you cast a green or white spell, create a 1/1 colorless Spirit creature token.
If Iname, the Nurturer would enter the command zone from the battlefield, it enters the command zone transformed.
3/5
///
Iname, the Despoiler 2BR
Legendary Creature - Spirit (M)
(You can only cast the back side of this card if it's transformed.)
When you cast Iname, the Despoiler, it is put on the stack transformed and enters the battlefield transformed.
Creatures your opponents control get -1/-1.
Whenever you cast a red or black spell, Iname, the Despoiler deals 2 damage to target creature or player.
5/3

An attempt at my "transforming commanders" idea. This would require some rules updates to make it work, but hopefully nothing too complicated. Hopefully all that would be required is that cards can be transformed in any public zone, and remain transformed until they leave that zone.

mystic1110
2016-11-19, 09:29 PM
This card goes infinite with any creature.
Cast it in your first main phase/
Attack
Second main, comes back. Gives you another combat step followed by another main, taps all your opponent's guy, untaps your attackers.
Still in the same phase, exile her again.
Attack
Additional main phase, she comes back. Gives you another combat step followed by another main, taps all your opponent's guy, untaps your attackers.
Still in the same phase, exile her again.
Attack

Repeat till everyone is dead. Future turns are an infinite resource, you can forfeit an arbitrary number of them as long as you kill your opponent(s) without ending your current turn.

Will edit the card :)

Djinn_in_Tonic
2016-11-20, 04:21 PM
Y'Antirril, Tree of Hope -- (1RGWU)
Legendary Creature -- Plant (MR)
Defender, Reach.
At the start of your upkeep, you may draw an additional card.
At the end of your turn, gain 4 life.
At the end of each other player's turn, if you did not lose life that turn and were not attacked that turn, that player gains 4 life.
0/9

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

Aiming for the RGWU theme of altruism, with a bit of defensiveness thrown in.

Dr.Gunsforhands
2016-11-20, 11:46 PM
Luxurious Drusheen 2WUBR
Legendary Creature - Vampire Wizard MR
Flying, Lifelink
Whenever an opponent draws a card, that player loses 1 life. You gain life equal to the life lost this way.
Hellbent - If you have no cards in hand, that player loses loses 3 life instead. You gain life equal to the life lost this way.
"Blackmail?! How dare you accusify me of something like that?"
3/4

Valksuda, the Broken Heart 2(r/b)(r/u)(r/w)
Legendary Creature - Spirit MR
Haste
This creature can't block and can't be blocked.
Nothing can come between her and her love. Her hate is much safer by comparison.
5/2

mythmonster2
2016-11-21, 01:08 AM
Tyrie, Master Diplomat- WURG
Legendary Creature- Human- (R)
At the beginning of each player's upkeep, that player may choose one. If they do, you gain protection from that player until end of turn.

Gain 8 life.
Draw 2 cards.
Add RRRR to your mana pool. Until end of turn, this mana does not empty from your mana pool as steps and phases end.
Create a 3/3 green Beast token. "I think we've reached a fine agreement."
1/4

Gauntlet
2016-11-21, 05:35 AM
Freya, Archmage of Goldnight WURG
Legendary Creature - Human Wizard -MR

At the beginning of combat each turn, choose Indestructible, Prowess, Vigilance or Haste. Creatures you control gain the chosen ability until end of turn.
Spells you cast cost 3 less to cast if you attacked or blocked with three or more creatures this turn.

"I will not wait until evil is at our walls to defend myself. Cathars, mount up! We shall go out and bring light to the darkness!"

2/3

Tried to go for a more aggressive flavor of WURG, as a crusading leader.

BasketOfPuppies
2016-11-21, 12:55 PM
Freya, Archmage of Goldnight WURG
Legendary Creature - Human Wizard -MR

At the beginning of combat each turn, choose Indestructible, Prowess, Vigilance or Haste. Creatures you control gain the chosen ability until end of turn.
Spells you cast cost 3 less to cast if you attacked or blocked with three or more creatures this turn.

"I will not wait until evil is at our walls to defend myself. Cathars, mount up! We shall go out and bring light to the darkness!"

2/3

Tried to go for a more aggressive flavor of WURG, as a crusading leader.

I'd suggest choosing at the beginning of each turn, since gaining Prowess during combat limits spells to trigger it to only instants.

Gauntlet
2016-11-21, 02:25 PM
I'd suggest choosing at the beginning of each turn, since gaining Prowess during combat limits spells to trigger it to only instants.

I think being limited to only instants for combat is probably a good thing. You'd want to cast your spells after declaring attackers anyway to take advantage of the mana discount, and if she triggers at the beginning of the turn a) she can't be boardwiped which is probably too good and b) she does nothing the turn she comes down. She'd be very strong with sources of Flash like Vedalken Orrery, but the Prowess is intended more as a 'make my attack risky / combat tricks scary' than a 'storm out and kill everyone' without additional setup.

LastCenturion
2016-11-25, 08:18 PM
This thread's been quiet for a while. Judgement day is today, right?

braveheart
2016-11-25, 09:23 PM
This thread's been quiet for a while. Judgement day is today, right?

I believe it's tomorrow

Passive Pete
2016-11-26, 03:47 AM
I believe it's tomorrow

Yes, sometime in the next 24 hours. I'm sorry I haven't been around the thread in the past week. All designs are good as long as they are legendary and have four colors in the identity, meaning things like BasketOfPuppies' Telek are perfectly fine. There's still some time to submit.

Fortuna
2016-11-26, 05:03 AM
Kzori, Inevitable Avatar 1GWUB
Legendary Creature - Avatar (MR)
At the beginning of your upkeep, put a fate counter on Kzori, Inevitable Avatar, then choose one for each fate counter on Kzori. You may choose each option more than once.

Search your library for a basic land card and put it onto the battlefield tapped.
Create two 2/2 white Knight creature tokens with vigilance.
Draw a card.
Each opponent sacrifices a creature.

3/3

TiaC
2016-11-26, 03:58 PM
Dethok, Reanimator Savant 2(G/B)(U/R)
Legendary Creature - Human Wizard (MR)
Deathtouch, Lifelink
Whenever you cast an instant or sorcery spell, you may cast a creature card from your graveyard that costs less than that spell without paying its mana cost.
"It's alive!"
2/4

Passive Pete
2016-11-26, 09:23 PM
Iherdon, The Mazebuilder WURG
Legendary Creature - Centaur - M
Trample
As long as you control 3 or more mazes Iherdon, The Mazebuilder has Hexproof.
Whenever an oponent casts a spell you may pay (2), if you do create a maze artifact token that has "(1)T: target creature cannot attack you or planeswalkers you control until end of turn." And "T, Sacrifice Maze: target creature cannot block until end of turn."
4/4


Wow, what a start. This is a lot. The first thing we want to check with these designs: is each color represented? The "cannot attack" clause is covered by blue and white, and the "cannot block" clause by red. The trample and hexproof is the thrown-in green that I see, which is a little sketchy and tacked-on, but things tend to be tacked on with four color design. The artifact subtheme can also be exciting if this is your commander. This card has a lot of cool ideas going on for it creatively, but it is far too janky. Let's break it down: Creating unique artifact tokens can be a cool ability for a legendary. Giving those tokens the ability to manipulate combat adds a fun amount of complexity. Separating the combat manipulation into two abilities (one of which sacrifices, the other costs mana) adds much more complexity. Creating those tokens by spending mana on an opponent's spell cast (the jankiest part, that puts it over the top in my opinion) adds more and more complexity when you're in a game with this guy. I actually really like the idea of granting hexproof when you have enough tokens, but as is it's just icing on a complexity cake. I really like where you were going with this card, because the trinket generator seems like great design space for four color generals, and it even seems balanced. I just think there was a much simpler way to do this. Also, why centaur?



Melithir, the Stone Judgement WWWRBG
Legendary Creature - Gorgon Angel M
Flying, Deathtouch
When ~ enters the battlefield untap all creatures you control and tap all creatures each opponent controls, they do not untap during their controller's next untap step. After this main phase, there is an additional combat phase followed by an additional main phase.
She opened her eyes and righteousness, truth and justice turned to stone.
5/5


Before we go anywhere with this card, I need to point out one small issue at the forefront: the mana cost. I see no reason for the triple-white pie-wise, so all it does it create a minor headache aesthetically and mechanically. Realistically, I don't mana costs wonkier than straight one-of-each four and five color will ever see print. Other than that, I'm a huge fan of the ability you have going on here. Additional combat steps are very fun in multiplayer battles, so this guy seems like a good time. Getting what is almost two block-free swings on top of a 5/5 might be a tad too much even for a four color payoff though, I'd recommend losing the flying or dropping some stats. My last critique is that the "does not untap" ability is screaming opportunity for blue in a four color design, so I'm slightly confused as to why it has green or black over blue. I like it a lot overall, it just had some color confusion I think. Also, gorgon angel sounds like a blast.



Telek, Golgizzet Uniter 3(R/U)(G/B)
Legendary Creature- Human Wizard R
At the beginning of your upkeep, put the top 4 cards of your library into your graveyard, then target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to the casting cost.
3/4


I imagined him coming from a Ravnica storyline where guilds with nothing in common were to come together under the Uniters. I used hybrid mana to help mitigate color screw.


Love the simplicity. Like I said in the challenge post, four color design makes it very very tempting to go overboard, but there is never a situation where keeping cards clean is not the way to go. Very good work there. The self-mill and flashback are pretty color-general playstyles, so it was clever to incorporate them both. Graveyard strategies love this, spellslinging strategies love this; it gives you a lot of open space when building with this guy as a general. This is fun for you without being unfun or overpowered for other players, especially since 4 mill a turn can backfire in a long game. On a flavor note, I enjoy the idea of guild uniters, as funny as Golgizzet sounds. The one thing that holds this card back from being just right for me is the way the mana cost is arranged. As is, this can be cast in Gruul or Simic, which feels wrong for me. If you swapped the colors up to 3(r/b)(g/u) or 3(r/g)(u/b), you could at least eliminate one of those.




Julianne Aya, Headstrong Justice - 1WURG
Legendary Creature - Human - MR
When Julianne Aya, Headstrong Justice enters the battlefield, Detain all other creatures.
RG, move this card to the graveyard: Target attacking creature gets +3/+5 until the end of turn. Detain target creature. Activate this ability only once per turn.


Now this is how you incorporate four colors in a card. The first ability shuts down combat for a round, which is cool but relatively plain. The second ability is creative and requires strategy to use and is what makes the card for me. I'll let the confusion on how to activate commander-bloodrush slide, because I'm not sure there is a correct way to do that. As long as a design is interesting and balanced like this, I don't care if there isn't a way for it to be worded correctly in Magic jargon. Seems neat, it's too bad the power/toughness was slipped up. I still give the card a good rating.




Previous ideas for the card made had its first ability be a replacement effect. I decided against that, but didn't replace the "If" with "Whenever" because I forgot proper templating.



Rebellion Leader Riala UBRG
Legendary Creature- Merfolk Rebel Rogue R
Hexproof, skulk, first strike, deathtouch
Other Rogues you control get skulk and first strike
3/2


Very neato. The fact that this is almost a french vanilla legendary in four colors that still works color pie-wise is very satisfying to me and that shows clever minimalist design. I have a special liking for keyword-stew creatures. Merfolk Rebel Rogue is a strange tribe choice, but it works out in my mind so no point loss there. On the second ability, I actually really like that you chose rogue as the tribe that receives the buff, because there isn't one that works better flavor-wise in my opinion, and rogues have a lot of flavor space and many cool cards that haven't be rewarded in deckbuilding yet. The only janky part about this is that it's best on defense, so the skulk wouldn't matter much in practice. I appreciate the keywords you chose, but as is it's best used to extirpate one attacker a turn. What this needs is a reward for attacking. "Whenever ~ (or any rogue you control?) deals combat damage to a player, draw a card" is my suggestion. That's all it needs I think.



Dizarius, The Mad One UBRG
Legendary Creature - Human Wizard
Whenever another creature enters the battlefield, if you cast it from your hand, choose one: its creature type, its colour or its converted mana cost. Exile cards from the top of your library until you find a card that matches the chosen aspect. You may cast that card without paying its mana cost. Shuffle the creature and all cards exiled this way into your library.
3/3


Now THIS is the kind of wild I expect from four colors. It's hard to tell if this works best in these particular colors, because this is one of those effects that doesn't really belong to any one color so we throw it in with a bunch and it works. 3-5 color only sorta effects. On the surface this card just looks like a gratuitous slinger of free value and spells, but my absolute favorite part about it is the depth it adds to deck building. It's hard for me to explain, but it turns your deck into a sort of toolkit that you can engineer where casting one card gives you certain options that you'd know about if you know your deck well enough. I don't think there's a general that I would like to build around more. It's probably quite overpowered and busted though, since it allows you to make plays like a 0 mana Endless One into an Emrakul on turn 1, not to mention how much you can abuse the color aspect. I like the ability so much that I don't want to nerf it as much as it needs to not be this powerful. Oh well. Lastly, I'm not sure if "chosen aspect" is the way to write that, but I guess we'll both have to live without knowing.



Appointed by the People WURG
Enchantment - Aura MR
Enchant Creature
Enchanted creature gets +4/+4 and has prowess and trample.
Appointed by the People can be your commander. If it is, enchanted creature is your commander.


Aura commander. Very interesting. I like it a lot for the simple fact that it's unique. I guess the aura commander part is the entire gimmick of the card, since otherwise it's just a fat buff, but that's completely fine and probably how it should be. I like how it feels to make enchanted creature your commander, but I don't think it adds to the card much. Color pie-wise, I'm not seeing much red/blue, since they seem to be sharing the prowess part as-is, and they're both enchantment-light colors. Haste or maybe a pseudo-hexproof spell evasion effect would clear up the color identities I think. Otherwise, it's simple and clean and good, and grants a unique and fun commander experience, so good on you.



Iname, the Nurturer 2GW
Legendary Creature - Spirit (M)
Other creatures you control get +1/+1.
Whenever you cast a green or white spell, create a 1/1 colorless Spirit creature token.
If Iname, the Nurturer would enter the command zone from the battlefield, it enters the command zone transformed.
3/5
///
Iname, the Despoiler 2BR
Legendary Creature - Spirit (M)
(You can only cast the back side of this card if it's transformed.)
When you cast Iname, the Despoiler, it is put on the stack transformed and enters the battlefield transformed.
Creatures your opponents control get -1/-1.
Whenever you cast a red or black spell, Iname, the Despoiler deals 2 damage to target creature or player.
5/3


An attempt at my "transforming commanders" idea. This would require some rules updates to make it work, but hopefully nothing too complicated. Hopefully all that would be required is that cards can be transformed in any public zone, and remain transformed until they leave that zone.


This is a very very innovative way to design in four colors without muddling abilities together and making a mess. Not to mention the 2 million stories you can tell with the mechanic flavor-wise. Big points awarded for that up front. Obviously there's a little confusion exactly how this plays out rules-wise, especially after the second half dies and returns to the command zone, but like I said earlier, the tricky rules questions aren't a problem in my mind. Balance looks on the plus size, with the front side granting you a 2/2 on each spell cast, but it's not worth crying about. Now, the way the two sides mirror each other in every way is the most obvious way to do this double-sided mechanic, but what I really want to see from these designs is synergy between the two sides. Maybe the back side lets you sacrifice your spirit tokens for value, or you exile the green-white spells from your graveyard for some benefit. That kind of connection would really make this card genius, as opposed to the obvious way of making the two sides antithetical. Anyway, great job creatively and you almost had it on balance.



Y'Antirril, Tree of Hope -- (1RGWU)
Legendary Creature -- Plant (MR)
Defender, Reach.
At the start of your upkeep, you may draw an additional card.
At the end of your turn, gain 4 life.
At the end of each other player's turn, if you did not lose life that turn and were not attacked that turn, that player gains 4 life.
0/9


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


Aiming for the RGWU theme of altruism, with a bit of defensiveness thrown in.


Political commander. Sweet. My personal favorite cards to design are legendaries that promote interacting and conflict/compromises between players in multiplayer settings. This is a cool and simple way of doing that. The additional card draw effect feels a little tacked-on and out of place with the group lifegain theme, but as far as bonus effects go there has been much worse. So I like it, it even feels like a tree somehow(?), but the obvious problem is the lack of red. Not only would this card be perfect in WUG, but the last ability is very close to anti-red. Red is the color that makes players attack (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107374) each (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=262704)other (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=goblin+diplomats). It would be a great commander I think, it just falls victim to the four color curse of not including each color pie-wise.



Luxurious Drusheen 2WUBR
Legendary Creature - Vampire Wizard MR
Flying, Lifelink
Whenever an opponent draws a card, that player loses 1 life. You gain life equal to the life lost this way.
Hellbent - If you have no cards in hand, that player loses loses 3 life instead. You gain life equal to the life lost this way.
"Blackmail?! How dare you accusify me of something like that?"
3/4


Valksuda, the Broken Heart 2(r/b)(r/u)(r/w)
Legendary Creature - Spirit MR
Haste
This creature can't block and can't be blocked.
Nothing can come between her and her love. Her hate is much safer by comparison.
5/2


A very weird way of going about four color mana costs, but I couldn't love it more. It does add a huge challenge to color pie design though, so let's see how you did. I'm perfectly fine with this being available in Esper/Jeskai/Grixis/Izzet colors, but casting an unblockable creature in any shard/guild/color without blue feels very wrong to me. Other than that I love the simplicity, although all it does it swing for 5 a turn, which seems kinda unintelligent for a legendary, no matter how bent on violence it is. Also, that first design is DEFINITELY an archdemon in disguise. :smalltongue:



Tyrie, Master Diplomat- WURG
Legendary Creature- Human- (R)
At the beginning of each player's upkeep, that player may choose one. If they do, you gain protection from that player until end of turn.

Gain 8 life.
Draw 2 cards.
Add RRRR to your mana pool. Until end of turn, this mana does not empty from your mana pool as steps and phases end.
Create a 3/3 green Beast token. "I think we've reached a fine agreement."
1/4


Quite similar to Djinn's tree, in the way that it's a defensive WURG friendliness-encouraging commander. It also has one of the same fundamental issues in that it feels anti-red, even with the addition of red ramp (which could probably be replaced by something more green.) I like this on the surface a lot; making "deals" in multiplayer games can be very fun politics, and it's a good use of four color design to have diverse rewards, but it is the rewards that need refining and reconsidering. In a long game involving more than 2 players, most turns your opponents wouldn't want to attack you anyway, and granting them 8 life or two cards really sucks when you're just paying them for existing. This, on top of having a cruddy body for four colors, makes the card not rewarding to play at all, even if you get access to these benefits too. To fix this I'd say first to cut down on the gifts, (3 life, one card, gold token (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=378445), 2/2 creature. And then maybe whenever another player chooses one, you get a card? This may be my favorite idea mechanically of the bunch, it just needs to be executed in a way where your opponents can't take advantage of you. This card isnít really proactive or reactive; it does stuff for your opponents then forces you to react to it. Rare should be fine, but mythic would also work.



Freya, Archmage of Goldnight WURG
Legendary Creature - Human Wizard -MR


At the beginning of combat each turn, choose Indestructible, Prowess, Vigilance or Haste. Creatures you control gain the chosen ability until end of turn.
Spells you cast cost 3 less to cast if you attacked or blocked with three or more creatures this turn.


"I will not wait until evil is at our walls to defend myself. Cathars, mount up! We shall go out and bring light to the darkness!"


2/3


Tried to go for a more aggressive flavor of WURG, as a crusading leader.


The more aggressive side of WURG, that's nice. What you have going here is exactly the kind of combat domination payoff I'd want from a four color legendary, and it's also executed in a way that doesn't lock your opponents out of anything. It's fun for everyone in a way! Very good job. Two minor nitpicks that keep this from just right in my opinion: although in general this guy shouldn't be too annoying, the indestructible bit can be the end of any opponent without a superb board. I'd change that to trample, which also better fits green, even it takes away some power. Other than that, the second ability is the real creative bit, and I really like what you've come up with, but I ask, why limit yourself to three creatures for three mana? An interesting mechanic could be "spells you cast cost 1 less to cast for each creature you attacked with this turn." It would be the buff this guy needs (in addition to maybe a larger body), and make it a little less janky. A++ job on color inclusion.




Kzori, Inevitable Avatar 1GWUB
Legendary Creature - Avatar (MR)
At the beginning of your upkeep, put a fate counter on Kzori, Inevitable Avatar, then choose one for each fate counter on Kzori. You may choose each option more than once.

Search your library for a basic land card and put it onto the battlefield tapped.
Create two 2/2 white Knight creature tokens with vigilance.
Draw a card.
Each opponent sacrifices a creature.

3/3


The colors are included, the options are fine, but the first few times I read it I thought I had it wrong, because this just can't work as is. Getting the option of ONE of these an upkeep would be an okay deal. Getting two rewards on the second upkeep makes this almost busted. Anything beyond that is unreasonable. Keeping this guy for two turns can get you six 2/2 vigilance dudes (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405358). Or put each opponent 3 creatures down. Like I said, anything past that is beyond mentioning. Modal choices are a good mechanic for four colors, but the power level here is just wrong.


Dethok, Reanimator Savant 2(G/B)(U/R)
Legendary Creature - Human Wizard (MR)
Deathtouch, Lifelink
Whenever you cast an instant or sorcery spell, you may cast a creature card from your graveyard that costs less than that spell without paying its mana cost.
"It's alive!"
2/4

I quite like this way of doing four color mana costs, as with BasketOfPuppies' Telek. Let's see if this guy should be available in Simic, Gruul, Dimir, and Rakdos. Lifelink makes me think no. But that's easy to lose, as it wasn't a big part of the design. The combination of noncreature and creature synergy in the main ability is a clever way to make this a middle ground between four different colors, and it looks like a lot of fun to use. There's probably too much spellslinging value with them though, especially since you can wash-rinse-repeat the same annoying creature as many times as you'd like. What this needs is some sort of filter or additional cost, like discarding cards or returning the creature to your hand (which might be too heavy a nerf.) All in all it's a clean way to unite many colors, just with some minor keyword/balance issues.

Gauntlet's Freya. Not too complicated, adds a fun element to the game, includes all four colors.
Blue Ghost's Iname. True genius and innovation that keeps card design interesting. A+ thinking outside the box.

BasketOfPuppies' Telek. It's simple, and the perfect example of finding a color-neutral ability for four colors instead of muddling things up. Nice job.

TiaC
2016-11-26, 09:30 PM
The colors are included, the options are fine, but the first few times I read it I thought I had it wrong, because this just can't work as is. Getting the option of ONE of these an upkeep would be an okay deal. Getting two rewards on the second upkeep makes this almost busted. Anything beyond that is unreasonable. Keeping this guy for two turns can get you six 2/2 vigilance dudes (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405358). Or put each opponent 3 creatures down. Like I said, anything past that is beyond mentioning. Modal choices are a good mechanic for four colors, but the power level here is just wrong.





The colors are included, the options are fine, but the first few times I read it I thought I had it wrong, because this just can't work as is. Getting the option of ONE of these an upkeep would be an okay deal. Getting two rewards on the second upkeep makes this almost busted. Anything beyond that is unreasonable. Keeping this guy for two turns can get you six 2/2 vigilance dudes (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405358). Or put each opponent 3 creatures down. Like I said, anything past that is beyond mentioning. Modal choices are a good mechanic for four colors, but the power level here is just wrong.

I assume the second one of these was supposed to be me?

LastCenturion
2016-11-26, 09:50 PM
*sigh* I missed the P/T. Consarn it. Well, congrats to BasketOfPuppies.

EDIT: I forgot to mention; the P/T was supposed to be 3/5, the way Bloodrush usually works.

Djinn_in_Tonic
2016-11-27, 12:47 AM
Interesting comment on the tree I did not having all parts of the color pie -- I took it from an article on the four-color commanders that specifically talked about how four-color commands DON'T really have to do that, and how they're typically defined by what they DON'T have.

Specifically, I took this: (http://magic.wizards.com/en/articles/archive/card-preview/designing-commander-2016-edition-2016-10-24)


RED-GREEN-WHITE-BLUE (RGWU) "ALTRUISM"

Red loves its friends. Green understands the power of symbiosis. White believes in community above all else. Blue values knowledge, and believes that it should be shared freely. Black sees selfishness as a virtue and believes that altruism only encourages weakness.

The pilot of this deck wants everyone at the table to have a good time and is eager to see what everyone's deck can do. That's why it's going to help everyone out with mana, cards, and some tokens here and there. Of course, some people are suspicious of gifts, so this deck must contain a few things to make attacking its pilot difficult.

Which is why I felt, even counting red, the tree's effect fit really well. :smalltongue:

Bucky
2016-11-27, 01:18 AM
Pity, I missed this round; I had a design ready to go:


Vorel, Gene-Tax Assessor
Legendary Creature - Vampire Merfolk R
2 {U/G} {B/W}
Extort, Evolve
Whenever a creature enters the battlefield under an opponent's control, put a -1/-1 counter on it and a +1/+1 counter on target creature that shares a type with it.
1/4

braveheart
2016-11-27, 06:27 AM
The reason Iherdon was a centaur, was because I imagined the mazes as hedgemazes durring the initial conceptualization when maze tokens were going to be lands. After adjusting it to artifacts I figured why not, in all the multiverse why isn't there a centaur who tinkeres with machines.

BasketOfPuppies
2016-11-27, 12:15 PM
Wow, did not expect to win. Since I'm primarily on my phone here I can't really do judging, so open floor!

Beelzebub1111
2016-11-27, 12:31 PM
I've been sitting on this one for a while, so if no one minds: Update a Legend from the Legends set (http://magiccards.info/query?q=%2B%2Be%3Alg%2Fen+t%3Alegend&v=list&s=issue)

This can be a "where are they now?" or a corruption of them or simply updating the mechanics for modern sensibilities.

Ionbound
2016-11-27, 12:56 PM
Heirloom Bow of the Umezawa Dynasty (http://magiccards.info/lg/en/302.html)-3

Legendary Artifact-Equipment-R

Equipped creature has +1/+1 and 'UBR, T: Destroy target tapped creature or target planeswalker'.

Tetsuo Umezawa's old bow still harbors his grudge.

LaZodiac
2016-11-27, 01:02 PM
Sol'Kanar, the King Who Rises 2RBU
Legendary Creature - Demon Zombie (MR)
Whenever a player plays a card from the graveyard, target player loses two life and you gain two life
If you would exile a creature from the battlefield, instead put it into your graveyard.
From the lowest depths of Grixis comes it's old king, hungry.
4/5

May change this idea, but this is something that has sprung to mind. Also working on the idea that not all of the Legends were from Dominaria since it's not really said if they are or not. I figure this guy was in the Grixis shard before Alarra got busted up, and now he's back.

Blue Ghost
2016-11-27, 01:02 PM
Glad you liked my card. My intention was that when the back side dies, it gets flipped back as normal for a transformed card.

LastCenturion
2016-11-27, 01:26 PM
Hammerheim
Legendary Land - R
T: Add R to your mana pool
T: Target creature can be blocked this turn as normal

I feel like it's lacking something, but if the original was any good, this is too. It's supposed to work on flying and shadow as well as "Can't be blocked". If I get a better idea, I will gladly scrap this design.

Thinking though, the simplicity doesn't rule it out. There's a legend on that list with no card text at all. Different times...

Djinn_in_Tonic
2016-11-27, 01:38 PM
Adun, Dominaria's Last Hope - 1WRBG
Legendary Creature - Spirit Knight
Protection from Slivers
Whenever Adun, Dominaria's Last Hope attacks, return target creature card from your graveyard to the battlefield tapped and attacking. That creature has protection from slivers and is a spirit in addition to its normal creature type.
WBRG: Return Adun, Dominaria's Last Hope from your graveyard to your hand.
His coming was foretold, but none could have predicted what army his forces were destined to ride against.
4/4

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

Based on Adun Oakenshield (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=adun+oakenshield).

I couldn't find any reference in MTG lore on whether or not this guy had ACTUALLY ever come back, but I like the idea that his reappearance, as indicated by the Anvilonian Grimoire, does not specify the details -- merely that he will return, and the departed soldiers he passes will rise up and join him. And what greater threat does Dominaria face right now than the Slivers?

I felt the addition of white was merited because of the "avenger/savior of Dominaria" angle I was going for. It's also Green/Black/White due to the resurrection theme, and Red/White due to the nice attacking angle.

digiman619
2016-11-27, 01:41 PM
Boris Devilboon 3RB
Creature- Zombie Wizard R
Devils you control get +1/+1 and have first strike.
Other Zombies you control get +1/+1 and have "B: This creature gains indestructible until end of turn."
T: Create a 1/1 red and black Zombie Devil token named Minor Demon.
3/4

Beelzebub1111
2016-11-27, 01:57 PM
Also working on the idea that not all of the Legends were from Dominaria since it's not really said if they are or not. I figure this guy was in the Grixis shard before Alarra got busted up, and now he's back.

While that may be true for others, Sol'Kanar most definitely is (http://mtgsalvation.gamepedia.com/Sol%27Kanar). He's a Force of Nature that was corrupted by an evil planeswalker. They covered the details in the Dakkon Blackblade comic. I won't hold it against you for judging, though.

Jormengand
2016-11-27, 03:02 PM
Vaevectis Asmadi, Planeswalker 4BRRG
Planeswalker - Asmadi MR
+2: Target creature gets +7/+7 and trample until end of turn.
-2: Target creature gets -7/-7 until end of turn. When that creature dies this turn, return it to the battlefield under your control.
-10: Create 7 5/5 red dragon creature tokens with flying. For each of those creatures, you may have it fight another target creature.
5

Because let's face it, I had to.

Djinn_in_Tonic
2016-11-27, 03:07 PM
Vaevectis Asmadi, Planeswalker 4BRRG
Planeswalker - Asmadi MR
+2: Creatures you control get +7/+0 until end of turn.
-2: Creatures your opponents control get -0/-7 until end of turn.
-11: Create 7 5/5 red dragon creature tokens with flying. For each of those creatures, you may have it fight another target creature.
5

Because let's face it, I had to.

Dear god. That -2 ability. :smalleek:

LaZodiac
2016-11-27, 03:19 PM
While that may be true for others, Sol'Kanar most definitely is (http://mtgsalvation.gamepedia.com/Sol%27Kanar). He's a Force of Nature that was corrupted by an evil planeswalker. They covered the details in the Dakkon Blackblade comic. I won't hold it against you for judging, though.

Huh. The one time I don't do any research on a dang ole card.

Dr.Gunsforhands
2016-11-27, 04:36 PM
Lady of the Mountain 4R
Creature - Giant C
Kicker 1WG
When Lady of the Mountain enters the battlefield, if its kicker cost was paid, create 6 1/1 green and white Horse creature tokens.
4/4

TurboGhast
2016-11-27, 11:46 PM
Rising Captain DePietro 2UB
Legendary Creature - Human Pirate R
First Strike, Prowess
Whenever Rising Captain DePietro deals damage to an opponent, they discard a card.
Whenever an opponent discards a card, draw a card.
"Yes, I'm the young prodigy you've been hearing about."
4/3

Ramirez DePietro's Original Card (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1677)

ben-zayb
2016-11-28, 03:04 AM
Barktooth Warbeard (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1647) 4BRR
Legendary Creature - Human Warrior M
Provoke, menace, double strike
When ~ dies, you may pay its casting cost. If you do, return it from its owner's graveyard onto the battlefield transformed under your control.
He is devious and cunning, in both appearance and deed. Beware the Warbeard, for this brute bites as well as he barks!
6/5

Warbeard, the Undying Dread {gold border}
Legendary Creature - Zombie Warrior M
Zombies you control have menace and double strike.
1B, Sacrifice a Zombie: Regenerate target Zombie.
Marshal Warbeard didn't die. He just visited the underworld to rally his fallen troops.
6/5

Jormengand
2016-11-28, 11:28 AM
Dear god. That -2 ability. :smalleek:

Yeah, well, given how scary Nicol is ("Destroy target noncreature permanent" - remember lands count - as a +3 ability...) I felt that Vaevectis has to be pretty scary too.

Djinn_in_Tonic
2016-11-28, 11:34 AM
Yeah, well, given how scary Nicol is ("Destroy target noncreature permanent" - remember lands count - as a +3 ability...) I felt that Vaevectis has to be pretty scary too.

You succeeded. I'd rather face Bolas and his "lose one thing per turn either to destruction or control" than Asmadi with his "have everything that blocks die, and you have to block or YOU die" and his "destroy all your opponents creatures with less than 8 toughness."

Which doesn't mean it's poorly balanced (I'm not an expert on 8 mana cards OR planeswalkers), but it IS utterly terrifying.

LaZodiac
2016-11-28, 11:39 AM
Actually that -7 toughness thing would just outright kill anything with 7 toughness or less. I'd recommend changing it because that's WAY too much.

Jormengand
2016-11-28, 01:32 PM
I changed it to apply a symmetrical buff to a single creature. Though now it looks weak compared to Bolas actually stealing your stuff and blasting your lands. Hmm.

Ebon_Drake
2016-11-28, 03:29 PM
Ooh, fun challenge!

Sivitri Scarzam, Dragon Queen (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205868) 2UB
Legendary Creature - Human Wizard (R)
When Sivitri Scarzam, Dragon Queen enters the battlefield, gain control of target Dragon.
Sivitri Scarzam gets +3/+3 and has flying and haste as long as you control a Dragon.
Some claim Sivitri sought out dark magics to command her brood, but many more believe she did so through sheer force of will.
3/3


Huh. The one time I don't do any research on a dang ole card.

To be fair, I believe the only sources of info for Sol'Kanar are pre-revisionist so are only considered canon until a post-revisionist source contradicts them.

tgva8889
2016-11-29, 10:58 PM
Planar Barge (http://mtgsalvation.gamepedia.com/Chromium_Rhuell) WUB
Legendary Artifact - Vehicle (MR)
Flying, Trample, Menace, Rampage 2
Tap an untapped planeswalker with 4 or more loyalty counters on it you control: Planar Barge becomes an artifact creature until end of turn.
Crew 4
7/7

mythmonster2
2016-11-30, 12:37 AM
Xira Arien, Hivemother (http://magiccards.info/lg/en/310.html)- BRG
Legendary Creature- Insect Wizard (R)
Flying
Xira Arien, Hivemother gets +1/+1 for each other Insect you control.
T: Put a -1/-1 counter on target creature or double the number of -1/-1 counters on target creature. If that creature would die this turn, you may create a number of 1/1 green, red, and black Insect tokens equal to the number of -1/-1 counters on that creature.
1/2

I'm not quite sure if this ability can work in the rules, since I'm not sure if you're allowed to count counters on a creature that's dying. Either way, turns out this fancy insect is an assassin who tried to kill someone by implanting them with her offspring (http://mtgsalvation.gamepedia.com/Xira_Arien). Fun!

Blue Ghost
2016-11-30, 02:43 AM
Gwendlyn, the Beguiler UBR
Legendary Creature - Human Rogue (R)
Whenever a creature you control but donít own dies, draw a card, and that creatureís owner discards a card.
T: Gain control of target creature until end of turn and untap it. It gains haste until end of turn.
2/4

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Gwendlyn%20the%20Beguiler_zpswfv43eft.jpg

Beelzebub1111
2016-12-04, 09:45 AM
Judgement takes place tomorrow at 4pm EST. All submissions should be finalized by then.

mystic1110
2016-12-04, 10:50 AM
Rasputin Dreameater 4BU
Legendary Creature - Human Nightmare M
Rasputin Dreameater enters the battlefield with seven dream counters on it.
Remove 2 dream counters from Rasputin: You may cast target non-creature spell in a graveyard this turn.
Remove 2 dream counters from Rasputin: return target permanent to its owner's hand, then that player discards a card.
At the beginning of your upkeep, if Rasputin started the turn untapped, put a dream counter on it.
1/4

Tom the Mime
2016-12-04, 04:04 PM
Rasputin Dreameater 4BU
Legendary Creature - Human Nightmare M
Rasputin Dreameater enters the battlefield with seven dream counters on it.
Remove a dream counter from Rasputin: Search target player's library for a card and exile it. Then that player shuffles his or her library.
Remove X dream counters from Rasputin: Put a creature card with converted mana cost X exiled with Rasputin onto the battlefield under your control. That creature is a Nightmare in addition to its other types.
At the beginning of your upkeep, if Rasputin started the turn untapped, put a dream counter on it.
1/4
Being a double jesters cap without dying is scary enough against lots of decks. Against ones where it isn't, playing any 2 of their 2 drops as this comes out would probably be a big speedbump.

mystic1110
2016-12-04, 04:32 PM
Being a double jesters cap without dying is scary enough against lots of decks. Against ones where it isn't, playing any 2 of their 2 drops as this comes out would probably be a big speedbump.

For a 6 mana mythic, I'm okay with both of those scenarios. In legacy this wouldn't even make reanimator (reanimator would simply like to win), and in modern, this will simply be a played card, probably in ramp. I do admit though it would be brutal in Standard. Oh well, could be included in an eternal product.

Blue Ghost
2016-12-04, 10:48 PM
Rasputin Dreameater 4BU
Legendary Creature - Human Nightmare M
Rasputin Dreameater enters the battlefield with seven dream counters on it.
Remove a dream counter from Rasputin: Search target player's library for a card and exile it. Then that player shuffles his or her library.
Remove X dream counters from Rasputin: Put a creature card with converted mana cost X exiled with Rasputin onto the battlefield under your control. That creature is a Nightmare in addition to its other types.
At the beginning of your upkeep, if Rasputin started the turn untapped, put a dream counter on it.
1/4

This is 17 lines in standard Magic font size. Just a heads up.

mystic1110
2016-12-05, 09:16 AM
This is 17 lines in standard Magic font size. Just a heads up.

Ugh good point. Will edit the card.

Beelzebub1111
2016-12-05, 06:06 PM
A solid artifact, and I like the Flavor, but it doesn't have an equip cost.


Another point against Stangg (http://magiccards.info/uh/en/22.html).
Definitely would make a commander in an unearth deck. Although it should probably either read either "Exile a creature you control" or "into its owner's" graveyard. I like the concept, but worry a bit about the implications outside of Unearth. Like what happens with things like Duplicant or Oblivion Ring? Balthor the Defiled becomes practically unkillable as long as you have BBB to spend.


This is very nice. A straightforward modernization of a classic. The ability seems a bit more green than red, but it is a mountain fortress. I could see this getting a lot of play


The sliver hatred seems kind of arbitrary, but in a set that includes slivers it's acceptable. It's still good regardless of wether your opponent is playing slivers or not. .


Makes 3/3 first strikes with a better version of regenerate, At least once per turn and buffs your devils and zombies. For 5. That seems just on the edge of overpowered but not quite there. Another great commander for the zombie thing alone.


I like what I'm seeing. Removal, theft, and win in the first two abilities alone. A danger to leave on the field and well worth the casting cost. He's a priority target to say the least.


It seems like a workaround but I'll allow it. It's an acceptable common. I wouldn't complain if I drafted it, or played it in sealed. but beyond that I don't see much use for it. Interesting to say the least.


Trying to play into my love for Foglio's cards? Well it definitely plays into the pirate theme "stealing" card advantage, but I don't see much purpose or reason in it having prowess in addition to the other abilities.


Needing 7 mana open to bring him back, plus you need a ton of synergy for his reverse side to work. Still, I could see a zombie themed command deck with him. Menace any evasion with Doublestrike is brutal, and to have that on every creature you control? sick.

Excellent. This is what I was looking for. The themeing is perfect with the character and ability. I could see this in Tarkir, although I'm not sure if there are enough blue and black dragons to justify it in a format that wouldn't almost guarantee an opponent playing with some dragons.

I see what you did there. Lore focused, blends old mechanics with new to a great effect (menace + trample + rampage), thematic as crew. Super solid, although I think it might be undercosted, I'm not so great with balancing for crew, but I'll take your word for it.

Not a lot to say about this one, other than it's neat. I like the concept of "Reverse Lords". It's a very flavorful power, although I think it might take a bit too long to trigger in a meaningful way.

I'm not sure if I like this card or despise it, I feel like its "gain control" ability should have a mana cost in addition to tapping, but it's still once per turn, so I'm not sure. Maybe she should cost 1 more, but this is a huge priority target in any format. Should probably be a mythic.

Do you still have to pay the mana cost for his first ability? if so, I'd say it's pretty fair. But otherwise, without him tapping to use his ability It's a bit overpowered, even at that cost. Still Casting three spells (or the same spell three times) from a graveyard the turn he comes out is dynamite. Hell, if you have counterspell in your graveyard, that's amazing regardless if you have the cost or not, you can have him sit there building dream counters and countering whatever you don't like nigh endlessly.

It was a tossup between Planar Barge and Siviti Scarzam. But I think Tvga8889 with Planar Barge wins by mere inches, by appealing to my inner Lore Nut. Congrats!

Djinn_in_Tonic
2016-12-05, 06:20 PM
The sliver hatred seems kind of arbitrary...

I figured it was appropriate, given that I believe slivers are currently running rather rampant on Dominaria, and possibly going to be one of the big threats to the plane in the future. *shrug*

tgva8889
2016-12-06, 12:13 AM
Oh man I won. Um.

Make a legendary creature that works well in a 4-color deck.

LastCenturion
2016-12-06, 08:13 AM
Jaska, Invented Angel - 3WU
Legendary Artifact - Vehicle Angel - MR
Flying, Lifelink
Exalted
Crew 3
If Jaska, Invented Angel is a creature, creatures you control have protection from creatures.
If Jaska, Invented Angel is not a creature, creatures you control have Exalted.
5/5

Jormengand
2016-12-06, 09:05 AM
The Painter 2WG
Legendary Creature - Avatar R
The Painter enters the battlefield with a +1/+1 counter on her for each colour of mana spent to cast her.
Each creature you control enters the battlefield with a +1/+1 counter on it for each colour of mana spent to cast it.
2/2

Blue Ghost
2016-12-06, 05:54 PM
What do you mean by "works well in a four-color deck"? A four-color deck can play pretty much anything that's not in its missing color and doesn't have a large color weight in any particular color. Are you looking for things that get better the more colors you play? Four-color legendaries specifically?

Dr.Gunsforhands
2016-12-09, 01:31 AM
Yoshi Is Friends With Everyone 1(r/g)(r/w)(r/u)
Creature - Viashino Warrior MR
Haste, Trample
At the beginning of each player's upkeep, that player untaps Yoshi Is Friends With Everyone and gains control of it until end of turn.
Prevent all damage that Yoshi Is Friends With Everyone would deal to its owner.
5/4

Devin the Conqueror 2G
Legendary Creature - Human Warrior MR
When Devin the Conqueror enters the battlefield, search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
Raid - If you attacked with a creature this turn, put that land onto the battlefield instead. If it enters the battlefield tapped, untap it.
The greatest prize is always in enemy territory.
3/1

Sgt. Cookie
2016-12-09, 10:51 AM
Mutara, One With The Land 3BG
Legendary Creature - Elf Druid
Partner.
When ~ enters play, create two 1/1 green Elf Druid creature tokens.
T, Sacrifice another creature you control: Search your library for a basic land card, reveal it and put it into your hand. If the sacrificed creature was an Elf or Druid and it's the first time you've activated this ability this turn, put it onto the battlefield tapped instead.
3/3

Beelzebub1111
2016-12-09, 11:54 AM
Scion of the Lightless 4(U/B)(R/G)
Legendary Creature - Vampire Avatar
Trample, Haste, Protection from White
When ~ enters the battlefield, return all white permanents on thr battlefield to their owner's hands.
UBRG: Exile ~, then return it to the battlefield at the beginning of the next turn's upkeep
5/5

Djinn_in_Tonic
2016-12-09, 12:30 PM
Hm. This feels a little too like the previous contest to really inspire me, sadly. I get that it's different, but designing for four colors twice in a row... :smallfrown:

Bucky
2016-12-09, 06:00 PM
Watchwing Thornblazer (5)
Legendary Artifact Creature - Scarecrow R
Scarecrows you control have vigilance as long as you control a white creature, flying as long as you control a blue creature, haste as long as you control a red creature and wither as long as you control a green creature (they deal damage to creatures in the form of -1/-1 counters.)
4/4

digiman619
2016-12-09, 08:03 PM
Ariel, Chaos Druid 4R
Legendary Creature -Human Druid
Whenever a player taps a Plains for mana, it produces that much B instead. The same is true for Swamps and W, Islands and G, and Forests for U.
1/1

ben-zayb
2016-12-09, 08:41 PM
Watchwing Thornblazer (5)
Legendary Artifact Creature - Scarecrow R
Scarecrows you control have vigilance as long as you control a white creature, flying as long as you control a blue creature, haste as long as you control a red creature and wither as long as you control a green creature (they deal damage to creatures in the form of -1/-1 counters.)
4/4

I could've sworn there was already a card similar to this

tgva8889
2016-12-10, 11:32 PM
What do you mean by "works well in a four-color deck"? A four-color deck can play pretty much anything that's not in its missing color and doesn't have a large color weight in any particular color. Are you looking for things that get better the more colors you play? Four-color legendaries specifically?

I am up for interpretations, but I was looking for legendary creatures that work best in a deck which can specifically make 4 colors of mana, rather than legendary creatures that are just good or would like to have 6 colors if that were allowed, or whatever. But if you can't make it work with specifically 4 colors, more colors is also acceptable as per my wording of the contest.

Also I was unaware there was a previous contest about this specific topic, so for that I apologize.

Also, Djinn, the contest does specify "legendary creature."

BillyDeeWilliam
2016-12-11, 04:03 AM
Fel'mirrah, the Four-Fold Fiend 4
Legendary Artifact Creature-Demon Construct; R

[Art: a mirrored pyramid or hedron in four shifting colors, floating]

If you control permanents in exactly four colors, Fel'mirrah, the Four-Fold Fiend is those colors and creatures you control have protection from the other color.
If Fel'mirrah, the Four-Fold Fiend is black, black creatures you control have trample. The same is true of white and deathtouch, red and lifelink, blue and haste, and green and prowess.

2/2

ben-zayb
2016-12-11, 08:49 AM
Akhemenet, Illustrious Architect (G/W)(G/U)B
Legendary Creature - Bird Advisor R
T, Put a -1/-1 counter on X other creatures you control: Put X wonder counters on target land without a wonder counter on it.
Whenever a wonder counter is put on a land, choose a land type. That land gains exalted and becomes the chosen type in addition to its other types.
2/2

Ninjaman
2016-12-12, 01:50 PM
Mutara, One With The Land 2BG
Legendary Creature - Elf Druid
Partner.
When ~ enters play, create two 2/2 green Elf Druid creature tokens.
Sacrifice another creature you control: Search your library for a basic land card, reveal it and put it into your hand. If the sacrificed creature was an Elf or Druid and it's the first time you've activated this ability this turn, put it onto the battlefield tapped instead.
3/3

This is 7 power for four mana with a lot of upsides.



Ariel, Chaos Druid 4R
Legendary Creature -Human Druid
Whenever a player taps a Plains for mana, it produces that much B instead. The same is true for Swamps and W, Islands and G, and Forests for U.
1/1

This is an old type of effect that they don't print anymore because of how game breaking it can be.

tgva8889
2016-12-13, 02:00 AM
Due to some confusion about exact parameters of the contest, will extend until December 14th, Wednesday, during which I will grade all the cards.

TurboGhast
2016-12-13, 03:19 PM
The Nyxborn King 3G
Legendary Enchantment Creature - Spirit R
Bestow 6G (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.)
When The Nyxborn King enters the battlefield, search your library for a land, reveal it, put it into your hand, then shuffle your library.
Domain - The Nyxborn King or enchanted creature gets +1/+1 for each basic land type among lands you control.
0/0

mystic1110
2016-12-13, 03:49 PM
Seeget, the Oil Dreamer 2R
Legendary Creature - Shaman Lizard R
Whenever Seeget attacks reveal the top 5 cards of your library. If none of the cards revealed this way shared a color with one another, you may cast one of those cards as though it had flash without paying its mana cost. Place the rest of the cards revealed this way on the bottom of your library in any order.
2/2

Gauntlet
2016-12-13, 04:16 PM
Ajani, Nacatl Outcast 2GW
Legendary Creature - Cat Shaman
Other creatures you control enter the battlefield with a +1/+1 counter on them for each of their colours.
When a creature you control with a +1/+1 counter on it dies, exile Ajani, Nacatl Outcast, then return him to the battlefield transformed under his owner's control.

2/4

////

Ajani, Soul Caller (Color Marker: R/W)
Planeswalker - Ajani

+1: If an opponent controls more creatures than you, create a 2/2 green and white Cat Warrior creature token. Otherwise, you gain 2 life.
0: Ajani, Soul Caller deals X damage to target creature or player, where X is the number of colours among permanents you control.
-4: For each creature you control, create a token that's a copy of that creature except it has haste and 'at end of turn, exile this permanent.'
Loyalty: 2

Razade
2016-12-13, 09:31 PM
Seeget, the Oil Dreamer 2R
Legendary Creature - Shaman Lizard R
Whenever Seeget attacks reveal the top 5 cards of your library. If none of the cards revealed this way shared a color with one another, you may cast one of those cards as though it had flash without paying its mana cost. Place the rest of the cards revealed this way on the bottom of your library in any order.
2/2

Myyystic. Clean your inbooox.

tgva8889
2016-12-16, 11:25 PM
Sorry, my sleep schedule went down the tubes on Wednesday. I'll be grading over the next hour or so and declaring a winner.

tgva8889
2016-12-17, 01:18 AM
Jaska, Invented Angel - 3WU
Legendary Artifact - Vehicle Angel - MR
Flying, Lifelink
Exalted
Crew 3
If Jaska, Invented Angel is a creature, creatures you control have protection from creatures.
If Jaska, Invented Angel is not a creature, creatures you control have Exalted.
5/5

I like the idea of a vehicle that does something when it's not a creature, so there's some interesting play as to whether you actually want it crewed or not. I think the biggest thing for me is that the gameplay of this card feels counter-intuitive. You end up leaving this up to block while you attack with another creature ideally, which feels very weird to me as most of the vehicles want to attack. I'm not sure how I would have changed this card, as the abilities do mesh in an oddly weird way, but just looking at it it does look very weird. Crew with Exalted just works in an awkwardly not-synergistic way but the way you have it spread out kind of does. I think I probably would have just removed the "Protection from Creatures" part to make this card still a very strong blocker as a 5/5 flier, but maybe not an invincible blocker. Maybe give it more toughness to emphasize that you're really supposed to be blocking with it, or maybe Vigilance so it can both attack and block as a vehicle, which plays a bit more naturally with how most Vehicles want to work?

Sadly, the contest did specify a legendary creature, and this card is technically not that.


The Painter 2WG
Legendary Creature - Avatar R
The Painter enters the battlefield with a +1/+1 counter on her for each colour of mana spent to cast her.
Each creature you control enters the battlefield with a +1/+1 counter on it for each colour of mana spent to cast it.
2/2

I like that this card is elegant and simple, a set of abilities that make sense together and make a single image of a legendary creature. Sunburst doesn't really have any clear colors, but I think these colors work pretty well for it, and I like that this card works with 4 color specifically well but doesn't just outright say "Look at me, play 4 colors, I'm good if you play exactly these 4 colors!"



Devin the Conqueror 2G
Legendary Creature - Human Warrior MR
When Devin the Conqueror enters the battlefield, search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
Raid - If you attacked with a creature this turn, put that land onto the battlefield instead. If it enters the battlefield tapped, untap it.
The greatest prize is always in enemy territory.
3/1

I like that this card didn't push really hard to be a Commander and that this card rewards a different sort of green deck than these land-ramp cards often do. A deck that rewards attacking and ramping sounds really interesting, and I think there's something to be said for making green decks attack if they want that extra speed. I also like the novel text of untapping the land if it enters tapped, even if that doesn't come up often.

The name of this card is very red, which is more confusing when the card is green and has Raid, which so far is a Mardu ability despite this card being none of those colors. Overall it feels like this card is flavored to be heavily red.

I also think this card might be a little pushed: 3 power on a 3-drop that also searches for any land is pretty powerful given that we normally get 2/2s that only search for any basic land, or sometimes 2/2s with super powerful upside that search for a very specific type of land. Pushing cards like this can be scary, so it's something to consider. Besides the power level concerns I actually like this design quite a bit.



Mutara, One With The Land 3BG
Legendary Creature - Elf Druid
Partner.
When ~ enters play, create two 1/1 green Elf Druid creature tokens.
T, Sacrifice another creature you control: Search your library for a basic land card, reveal it and put it into your hand. If the sacrificed creature was an Elf or Druid and it's the first time you've activated this ability this turn, put it onto the battlefield tapped instead.
3/3

I like that you used partner! It seemed like that would be an obvious choice but man did not many people go for it. Your choice definitely makes me evaluate this card differently, as I think about using it with partner commanders. A partner that's a sacrifice outlet goes really well with a lot of the existing Partner commanders, which makes it play really well with the friends it has.

My biggest issue with this card is that it pushes power level pretty hard. Elves and Druids are both popular types that it's not hard to play a lot of, and this card is already making 5 power for 5 mana while allowing you to ramp pretty hard if it survives. It's not hard to just use this to ramp for several turns in a row, especially if this card is your Commander, and I'm not sure that's the kind of interesting gameplay I want to see given how easy it is to make big mana ramp decks in Commander already. AS previously mentioned, 5 power for 5 mana plus an ability is also pretty powerful, and the ability makes everything about this so much better. I'm not sure I like the power level on this card, and it might be better if it was smaller or cost more mana, just to make everything less pushed.



Scion of the Lightless 4(U/B)(R/G)
Legendary Creature - Vampire Avatar
Trample, Haste, Protection from White
When ~ enters the battlefield, return all white permanents on thr battlefield to their owner's hands.
UBRG: Exile ~, then return it to the battlefield at the beginning of the next turn's upkeep
5/5

I like that you made a card that really focuses on what color is missing, rather than combining the colors that you have. I thought the 4 color cards were going to try to do more with the fact that one color is left out of the mix, so it was cool to see a bit of what that might look like.

Sadly, the gameplay of a card like this is really hateful, and that doesn't result in a ton of fun. The way this card is set up, you basically destroy anyone who's playing white by constantly bouncing all their permanents and then attacking them for 5. The blink ability is too much I think, as it completely and totally prevents anyone with white permanents from not getting them bounced over and over again. It even has Protection from White so they can't possibly answer it in any way. I like the idea of hating on a color, but this card is way too harsh for me.


Watchwing Thornblazer (5)
Legendary Artifact Creature - Scarecrow R
Scarecrows you control have vigilance as long as you control a white creature, flying as long as you control a blue creature, haste as long as you control a red creature and wither as long as you control a green creature (they deal damage to creatures in the form of -1/-1 counters.)
4/4

Good old scarecrows. I like that this card is a reference to the cycle of scarecrows which all get bonuses if you have the right color of creature. Scarecrow tribal cards are kind of cool, and I appreciate support for the underloved tribes.

This card reads like a mess, though, and it reads like it's missing a color, because it is. It's hard to make 4-color cards that really feel like 4-color cards, I do understand, but this one really, really reads like it's just missing black for no good reason and that makes the design fall flat for me. Nice reference, though.


Ariel, Chaos Druid 4R
Legendary Creature -Human Druid
Whenever a player taps a Plains for mana, it produces that much B instead. The same is true for Swamps and W, Islands and G, and Forests for U.
1/1

I like the attempt to make a card like this that messes with a bunch of colors and the way we think about colors. It really feels like a character making chaos a reality and punishing those who can't adapt.

The comment that was made by someone else is the main reason I don't like this card as well: this card just completely shuts down some decks and not in a fun way. It turns out when all your lands tap for the wrong colors you can't play any of your cards, and not being able to play cards is not fun. Prepared players can get around it with nonbasic lands, sure, but for regular players this card is just a complete and utter backbreaker. The fact that, unlike some other examples of this card, it doesn't force itself to die eventually is a kind of big problem.


Fel'mirrah, the Four-Fold Fiend 4
Legendary Artifact Creature-Demon Construct; R

[Art: a mirrored pyramid or hedron in four shifting colors, floating]

If you control permanents in exactly four colors, Fel'mirrah, the Four-Fold Fiend is those colors and creatures you control have protection from the other color.
If Fel'mirrah, the Four-Fold Fiend is black, black creatures you control have trample. The same is true of white and deathtouch, red and lifelink, blue and haste, and green and prowess.

2/2

I like that you went with a color-shifting route that was good with many 4-color combinations instead of any particular one. The card design itself is pretty interesting, and I was intrigued with the idea of it.

The color-changing aspect is interesting, though I think the fact that it ends up granting a large number of abilities feels a bit much. Especially since the abilities don't make much sense. Why are the blue creatures gaining haste? Why are the white creatures gaining deathtouch? I don't really understand why any of these make any sense whatsoever, especially since I'm pretty sure trample is tertiary in black and the others are never featured ever in that color. I don't really get what you were going for there; it would have made more sense for the abilities to match the color.

This card's abilities are not worded in a way that works. The first ability is half a characteristic-setting ability and half an ability-granting ability, which doesn't really work because the way it's worded it should, by game rules, be granting creatures protection when it's not in play. That obviously can't be how this card is allowed to work. The second ability, too, reads like a characteristic ability when it can't possibly be that. I had to read this a few times to figure out exactly what you meant to be doing, as I can't tell for sure if this was intentional or not.


Akhemenet, Illustrious Architect (G/W)(G/U)B
Legendary Creature - Bird Advisor R
T, Put a -1/-1 counter on X other creatures you control: Put X wonder counters on target land without a wonder counter on it.
Whenever a wonder counter is put on a land, choose a land type. That land gains exalted and becomes the chosen type in addition to its other types.
2/2

I like that this card does something very weird but, ultimately, pretty powerful and interesting. Stacking exalted is really cool, and I like the idea that your creatures are spending time to build wonders which grant their single champion more power in battle.

Sadly, the fact that this card reads so weird really hampers it for me. It makes sense when you consider the flavor, but everything about this card just reads in a totally strange fashion. It took me several reads to figure out what was happening, and I think that needs to be much more obvious to get away with a card that reads this weirdly. Also this is a bird that doesn't fly which is just awkward. I know it's a flavor thing, but it's still weird.

The biggest problem I see with this card is that it ends up being highly non-interactive. It turns out lands are mostly hard to destroy, so if you end up getting exalted like 3 or 4 times on a land, you get to have that for the entire rest of the game forever. Your opponent is rarely able to do anything about it, even if they come prepared. I would have liked it if they had made some sort of artifact token and you skipped on the random land-fixing part which only sort of makes sense with the full flavor of the card. Artifacts generally feel more interactive than lands and still fit the flavor of what's happening.


The Nyxborn King 3G
Legendary Enchantment Creature - Spirit R
Bestow 6G (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.)
When The Nyxborn King enters the battlefield, search your library for a land, reveal it, put it into your hand, then shuffle your library.
Domain - The Nyxborn King or enchanted creature gets +1/+1 for each basic land type among lands you control.
0/0

I like that this card isn't too complex or hard to understand and ties its abilities together in such a way that it really feels like it was made to work as both a single card and a card that works in a specific strategy.

Bestow with an ETB effect is kind of interesting and not something I thought about, but the problem is that it ends up with some confusion. It only triggers once when you play this, not when it becomes a creature, which could make some confusion. I do like that this card does scale with your colors and doesn't feel too crazy as it does so; you certainly get a great benefit for having all 5 colors, but even then it's not a crazy huge bonus. The simplicity here is really nice and I really appreciate that. My biggest issue with this card is that I'm not really excited by its effect. It's not super splashy to me, even if it does end up powerful if you go through all the steps. There's no single powerful piece of text to me or single part that makes it stand out and makes me go "woah, sweet." It's just efficient and good. Which I think is fine, not every card has to do that, but in a competition that can be important.


Seeget, the Oil Dreamer 2R
Legendary Creature - Shaman Lizard R
Whenever Seeget attacks reveal the top 5 cards of your library. If none of the cards revealed this way shared a color with one another, you may cast one of those cards as though it had flash without paying its mana cost. Place the rest of the cards revealed this way on the bottom of your library in any order.
2/2

I like that this card plays to the theme in a completely and totally unique way. I think the other players approached things in a specific way, but you approached things in a way I find really novel. You want to play cards of different colors but you want those cards to not share any colors with any other cards. That's actually really cool, and I really like the way this card builds advantage and power. You can get some really powerful effects off of this, but you

The biggest issue I have with this is that it, technically, doesn't really care how many colors you're playing. If you're careful (or you play mostly colorless cards) you can always hit off of this. In fact, hitting colorless cards with this sounds ridiculous and makes this card really, really powerful. Hooray turn 4 Emrakul or Ulamog! Whoops. You'd have to word this card in a weird way to avoid that, sadly. The Eldrazi ruin everything. But I find this card to be very cool and very interesting, even if they probably can't print exactly this card.

There is a bunch of copy-editing type stuff, like that the creature types would probably be written the opposite way as Lizard Shaman or that you always refer to the card by the full name when it is first referenced, or that you don't need to write "as though it had flash" because of the way the rules work. There a lot of these little things which I advise you to check in the future. Use existing cards to get a sense of how this stuff works. I generally consider templating super important. :smallsmile:


Ajani, Nacatl Outcast 2GW
Legendary Creature - Cat Shaman
Other creatures you control enter the battlefield with a +1/+1 counter on them for each of their colours.
When a creature you control with a +1/+1 counter on it dies, exile Ajani, Nacatl Outcast, then return him to the battlefield transformed under his owner's control.

2/4

////

Ajani, Soul Caller (Color Marker: R/W)
Planeswalker - Ajani

+1: If an opponent controls more creatures than you, create a 2/2 green and white Cat Warrior creature token. Otherwise, you gain 2 life.
0: Ajani, Soul Caller deals X damage to target creature or player, where X is the number of colours among permanents you control.
-4: For each creature you control, create a token that's a copy of that creature except it has haste and 'at end of turn, exile this permanent.'
Loyalty: 2

I like that this card references the flavor of Ajani so heavily. I like that you had him switch to red, as that follows his story arch in this particular set. I like that his last ability is a direct reference to a thing that he does in the story.

I kind of get what's going on here, but it feels like you tried really hard to meet the contest restriction and I lost some of the flavor along the way, though. Does Ajani do anything with the colors you are? Does that matter to his powers? Also I'm not really sure why he only makes cats if you're outnumbered, that part just seemed weird. His 0 makes almost no sense to me whatsoever, given that it's supposed to be a basic ability he can do frequently. Does he actually do that? I don't remember that, and I don't think it's a major part of his character these days. That ability really sticks to me, as the reason I can fathom it's there is that you're trying to match the contest criteria. I feel a bit the same about the fact that Ajani references the colors of other creatures. It seems like an outlaw should really not be supporting other creatures, though I understand that the reason he leaves is because his brother meets an untimely end so it's set up to do that.

There's a lot of power here, and it's hard to evaluate how powerful this card is. I'm not sure how much I actually want the Planeswalker side, given the strength of the legendary side in many decks.

This contest was hard to decide, but in the end I think I want to give the win to Jormengand's The Painter, as it really stood out to me as a simple but exciting card. I really liked a lot of these cards, though; many fell to the wayside not because they weren't good cards or interesting or intriguing designs but because I thought others really spoke more to me. Good job to everyone!

Please let me know if I missed anyone.

Jormengand
2016-12-18, 02:29 AM
Woo, yay!

Next contest: Create a card which in some way represents you.

Dr.Gunsforhands
2016-12-18, 10:50 AM
Zambie Zombie 3R
Creature - Zombie R
T: Look at the latest post from RoboRosewater. If it's a card, you may play that card this turn.
Dude, that doesn't even work! Now edit your post a million times until you end up with a boring common like you always do.
1/1

Pew Pew! 1R
Instant - C
Pew Pew! Deals 1 damage to each of up to two target creatures.
If W was spent to cast Pew Pew!, prevent the next 1 damage that would be dealt to each of up to two target creatures.
No! Too boring! Rein it in!

Hand Guns 1W
Artifact Enchantment - Aura C
Enchant Creature
Enchanted creature has, "T: this creature deals 2 damage to target attacking or blocking creature."
STILL TOO BORING AAAA

Fix 'Em - R
Instant - C
Destroy target creature that was dealt damage this turn.
Overload 3RR (You may cast this card for its Overload cost. If you do, replace each instance of, "target," with, "each.")

LastCenturion
2016-12-18, 11:15 AM
Centurion - R
Creature - Human Warrior - C
Centurion has +4/+4 for each card named Centurion in exile or in your graveyard.
-3/-3

So at first, it's a one mana do nothing spell. Then, it's a one mana 1/1, which is okay. Then, it's a one mana 5/5, and the Last Centurion is a one mana 9/9, which is insane value if you can get it. In limited, it's a deck archetype unto itself; a deck made of 16 mountains and 24 Centurions would beat pretty much everything, if you can somehow get 24 Centurions.

mystic1110
2016-12-18, 12:46 PM
Mystic v.1110 4
Artifact Creature - Cleric Construct R
When Mystic v.1110 enters the battlefield you may sacrifice another artifact. If you do, search your library for any amount of enchantment cards with a total converted mana as that artifact or less and put those cards onto the battlefield. Then shuffle your library.
"We construct our own gods"
2/4

Blue Ghost
2016-12-18, 07:21 PM
Oath of Blue 2WU
Legendary Enchantment (R)
When Oath of Blue enters the battlefield, draw two cards and gain 4 life.
Prevent all noncombat damage that would be dealt to planeswalkers you control.
"Until you return to us safely, I will keep watch."

digiman619
2016-12-18, 07:43 PM
Ariel, Thoughbender 2URR
Legendary Creature- Dwarf Wizard (M)
Prowess
Whenever you draw a card, you may discard it. If you do, Ariel, Thoughtbender deals X damage to target creature, where X is that card's converted mana cost.
3/3

Ariel is my middle name, in case you were wondering.

Djinn_in_Tonic
2016-12-18, 11:39 PM
Spirit Bottle -- 1
Artifact (R)
1, tap: Put a wish counter on Spirit Bottle.
Tap: Remove all wish counters from Spirit Bottle. Create a X/X blue djinn creature token with flying, where X is the number of wish counters removed from Spirit Bottle.

mythmonster2
2016-12-18, 11:49 PM
Monster of Myth- 3GG
Creature- Beast (C)
Trample
If Monster of Myth blocks or is blocked by a legendary creature, prevent all damage that would be dealt to that creature and destroy Monster of Myth at the end of combat.
No matter the time, place, or the myth, every monster has one thing in common: they are slain by the hero.
5/5

This could probably fit in on Theros somewhere.

Beelzebub1111
2016-12-19, 11:52 AM
Beelzebub the Fourth 4(G/U)(R/B)
Legendary Creature Devil Wizard MR
Insect creatures you control get +1/+1 for each other insect you control
When ~ Enters the battlefield put a 0/0 green and black insect creature with flying onto the battlefield for each card in your hand
2/2

LastCenturion
2016-12-19, 05:22 PM
Beelzebub the Fourth 3(G/U)(R/B)
Legendary Creature Devil Wizard MR
Flying
Insect creatures you control get +1/+1 for each other insect you control
When ~ Enters the battlefield put a 0/0 green and black insect creature with flying onto the battlefield for each card in your hand
4/4

I'm worried about this being overpowered. A 4/4 Flier for five is already pretty good, and potentially getting six 6/6 fliers as well is ridiculous.

BasketOfPuppies
2016-12-20, 01:46 AM
Depression 1BB
Enchantment- Aura U
Enchanted creature's activated abilities can't be activated, can't untap, can't attack, and can't block.

The mechanics say white but the flavor says black.

Jormengand
2016-12-20, 02:16 AM
Depression 1BB
Enchantment- Aura U
Enchanted creature's activated abilities can't be activated, can't untap, can't attack, and can't block.

The mechanics say white but the flavor says black.

...

Would you like a hug?

Gauntlet
2016-12-20, 04:11 AM
Isvan, God of Pastimes 2WUR
Legendary Enchantment Creature - God

As long as the number of permanent types among other permanents you control is less than four, Isvan isn't a creature.

Indestructible

Creatures you control have Haste and Vigilance, and must attack or block each turn if able.
UWR: Draw a card if you have no cards in hand.

So much to do, so little time.

5/3

Fortuna
2016-12-20, 05:12 AM
Fortuna, Sage Grimalkin 2WUB
Legendary Creature - Cat Advisor
W, T: Tap target creature.
U, T: Target creature gets hexproof until end of turn.
B, T: Target creature gets -1/-1 until end of turn.
WUB: Untap Fortuna, Sage Grimalkin.
2/3

Laughing Dog
2016-12-20, 11:13 AM
Laughing Dog 4GWB
Legendary Creature- Human Artificier M
1GW,T:Populate
1GB,T: Return target creature card from your graveyard to your hand
1G,Q:Create a 0/1 Treefolk token with "G,T,sacrifice this creature: Prevent all combat damage to target permanent or player until end of turn." Activate this ability only as a sorcery.
2/6

BasketOfPuppies
2016-12-20, 11:35 AM
...

Would you like a hug?

I'm always game for a hug.

Jormengand
2016-12-20, 12:33 PM
I'm always game for a hug.

*Hugs*

Stay well.

Beelzebub1111
2016-12-20, 12:54 PM
I'm worried about this being overpowered. A 4/4 Flier for five is already pretty good, and potentially getting six 6/6 fliers as well is ridiculous.

5/5 fliers, but I see your point. Like if coat of arms spawned goblins. I'll work on it.

I increased the cost and gave myself a lower statline so if I leave the battlefield so do the tokens.

ben-zayb
2016-12-21, 05:06 AM
Persistent Premonitions 1UU
Sorcery U
Scry 1, then draw a card.
Memorize (Return this to your hand as it resolves instead of putting it into your graveyard if you have already cast a spell with the same name three or more times this game.)

Recurring Nightmares 1BB
Sorcery U
Target player discards two cards.
Memorize

Textbook Combat 1RR
Sorcery U
Target creature gains first strike and prowess until the beginning of your next turn.
Memorize

Pioneered Explorations 1GG
Sorcery U
Search your library for a land card, reveal it, put it onto the battlefield tapped, then shuffle your library.
Memorize

Protection Mantra 1WW
Sorcery U
Target permanent becomes indestructible until the beginning of your next turn
Memorize

Djinn_in_Tonic
2016-12-21, 11:20 AM
Persistent Premonitions 1UU
Sorcery U
Scry 1, then draw a card.
Memorize (Return this to your hand as it resolves instead of putting it into your graveyard if you have already cast a spell with the same name three or more times this game.)

So Memorize is a really cool mechanic, conceptually. I love it, and it probably has some cool potential.

Two thoughts though.

#1 -- This requires marking spell casts that might not be equal to the number of cards, which might get confusing, especially for multiple memorize spells in a single deck. I might recommend text like that of Muscle Burst, where it relies on having X Muscle Burst cards in your graveyard. Honestly I feel two might be acceptable instead of three with this requirement, which both makes the card a little better and gives more counterplay to the effect.

#2 -- Taking advice from Muscle Burst again, you should specify the card name (or at least say "with the same name as this card"), because it currently triggers off of ANY three spells with the same name. Cast three Lightning Bolt and you've cast three spells with the same name, after all.

Blue Ghost
2016-12-21, 05:16 PM
And some more thoughts on memorize:

-- If memorize spells are strong enough to warrant repeated casting, they run the risk of leading to repetitive gameplay. If they're not, then you're never going to trigger memorize anyway.
-- Casting the same spell four times in the same game is not easy to do. This mechanic will matter less than one out of ten games unless you go really far out of your way to make it happen (and likely not even then).
-- The power level for all your memorize cards is really low. Recurring Nightmares is the only one that approaches a reasonable cost. Pioneered Explorations is worth about 2 mana, Persistent Premonitions about one, and the others are not cards I would want at sorcery speed at any cost. The addition of memorize does not raise the power level all that much, since most of these are not cards I would want to cast repeatedly anyway.
-- All these cards could easily be common. And cost a single colored mana.
-- Does memorize warrant a keyword? A single cycle of cards does not warrant a keyword, and having more than that in a set might not be a good idea.

A riff on memorize that could encourage repeated casting without leading to endless repetition or being overly difficult to trigger:
(As an additional cost to cast this, you may exile a card with the same name from your graveyard. If you do, return this spell to your hand as it resolves.)

Mister Tom
2016-12-22, 05:00 PM
Right, so it's got to look cheap but actually be
rubbish...

Let's go with Illithid Herder 2BUU

Creature- Illithid Soldier U

Whenever ~ enters the battlefield, choose another creature on the battlefield with converted mana cost of 2 or lower. You control this creature if ~ is on the battlefield, otherwise control reverts to its owner.

U: Return ~ to your hand.

2/4

Ninjaman
2016-12-23, 08:00 AM
Shadow Blade - 3BB
Creature - Spirit Assassin - R
When Shadow Blade enters the battlefield, target creature gets -4/-4 until end of turn.
Whenever another creature you control dies you may discard a card, if you do, return Shadow Blade from your graveyard to your hand.
3/2

tgva8889
2016-12-24, 03:28 PM
Gift-Giving Shockrat 3UR
Creature - Rat (R)
When Gift-Giving Shockrat enters the battlefield, search target opponent's library for a card, then that player names a card. If you searched for a card that isn't the named card, reveal it and Gift-Giving Shockrat deal damage equal to its converted mana cost to that player. Then that player shuffles his or her library.
2/2

Sgt. Cookie
2016-12-24, 05:50 PM
So what happens to the searched for card?

LastCenturion
2016-12-24, 07:13 PM
So what happens to the searched for card?

As written, nothing. It stays in the library for the entire time that the effect is resolving, so it gets shuffled away with the rest of the library.

Jormengand
2016-12-26, 03:44 PM
Fix 'Em - R
Instant - C
Destroy target creature that was dealt damage this turn.
Overload 3RR (You may cast this card for its Overload cost. If you do, replace each instance of, "target," with, "each.")

So, red doesn't usually destroy creatures. And 1 to destroy a creature, even with a caveat, might be a bit pushed. A 5-mana one-sided wipe under some circumstances probably shouldn't be common.


Centurion - R
Creature - Human Warrior - C
Centurion has +4/+4 for each card named Centurion in exile or in your graveyard.
-3/-3

So at first, it's a one mana do nothing spell. Then, it's a one mana 1/1, which is okay. Then, it's a one mana 5/5, and the Last Centurion is a one mana 9/9, which is insane value if you can get it. In limited, it's a deck archetype unto itself; a deck made of 16 mountains and 24 Centurions would beat pretty much everything, if you can somehow get 24 Centurions.

So, here's the thing. All the good cards that search for humans are white. All the good cards that copy creatures on a long term basis are blue (or green, if they're already copies). And this thing is red. In a relatively normal format, the chances of you drawing all four of them in the entire game are exceptionally slim, and paying RRR and three cards for a 5/5 late-game is almost reasonable. This kind of weird effect is usually rare.


Mystic v.1110 4
Artifact Creature - Cleric Construct R
When Mystic v.1110 enters the battlefield you may sacrifice another artifact. If you do, search your library for any amount of enchantment cards with a total converted mana as that artifact or less and put those cards onto the battlefield. Then shuffle your library.
"We construct our own gods"
2/4

Templating is odd, which doesn't help with comprehensibility ("If you do, search your library for any number of enchantment cards with a total converted mana cost equal to or less than the total converted mana cost of that artifact or less"). Beyond this, it's... well, it's useful with the Kaladesh set's artifacts, as well as artifacts with good enters-the-battlefield abilities.


Oath of Blue 2WU
Legendary Enchantment (R)
When Oath of Blue enters the battlefield, draw two cards and gain 4 life.
Prevent all noncombat damage that would be dealt to planeswalkers you control.
"Until you return to us safely, I will keep watch."

The enters-the-battlefield abilities of the Oaths aren't usually this aggressively-costed. That said, it's probably just as well, given that noncombat damage to planeswalkers is usually going to be rather niche. I like oath cards, but this seems to be a card that you could play as a non-oath, or that you would sideboard as a hate card.


Ariel, Thoughbender 2URR
Legendary Creature- Dwarf Wizard (M)
Prowess
Whenever you draw a card, you may discard it. If you do, Ariel, Thoughtbender deals X damage to target creature, where X is that card's converted mana cost.
3/3

Ariel is my middle name, in case you were wondering.

I'm imagining some kind of overdraw commander deck with this, Ghirapur Orrery, Fevered Visions, and all the monored madness cards, and that's just in standard. The fact that it's only to creatures is probably just as well, though there are ways around that.


Spirit Bottle -- 1
Artifact (R)
1, tap: Put a wish counter on Spirit Bottle.
Tap: Remove all wish counters from Spirit Bottle. Create a X/X blue djinn creature token with flying, where X is the number of wish counters removed from Spirit Bottle.

So, see, if you use this as a 1/1, it's terrible. If you use it as a 2/2, it's all right for, say, a common. Any more and it becomes quite good.

That was what I thought before I realised that the last ability didn't sacrifice the bottle. Instead, you're actually genuinely getting 1/1s for 1, 2/2s for 2, and 5/5s for 5, which is fairly exceptional for flying creatures which don't cost cards. Verdict: probably too strong.


Monster of Myth- 3GG
Creature- Beast (C)
Trample
If Monster of Myth blocks or is blocked by a legendary creature, prevent all damage that would be dealt to that creature and destroy Monster of Myth at the end of combat.
No matter the time, place, or the myth, every monster has one thing in common: they are slain by the hero.
5/5

This could probably fit in on Theros somewhere.

For the drawback to be relevant, there would have to be a fair number of legendary creatures running around. Also, the fact that wasting 5 mana on something that can't attack because your opponent controls Oviya or some other 1-drop legend is really going to suck doesn't help. But I can almost see it being printed.


Beelzebub the Fourth 4(G/U)(R/B)
Legendary Creature Devil Wizard MR
Insect creatures you control get +1/+1 for each other insect you control
When ~ Enters the battlefield put a 0/0 green and black insect creature with flying onto the battlefield for each card in your hand
2/2

Insect isn't a rare enough creature type for this to be okay, especially since it seems to be created with the intent of making it have the biggest colour identity possible for how hard it is to actually play. It's less of a "Deal with me or die" card and more of a "Deal with me, at instant speed, or die".


Depression 1BB
Enchantment- Aura U
Enchanted creature's activated abilities can't be activated, can't untap, can't attack, and can't block.

The mechanics say white but the flavor says black.

So, this effect can essentially appear in black, so it's okay. That said, it's missing the enchant creature line, and it's largely pointless when black has instant-speed kill spells at the same cost.


Isvan, God of Pastimes 2WUR
Legendary Enchantment Creature - God
As long as the number of permanent types among other permanents you control is less than four, Isvan isn't a creature.
Indestructible
Creatures you control have Haste and Vigilance, and must attack or block each turn if able.
UWR: Draw a card if you have no cards in hand.
So much to do, so little time.

5/3

So... this card isn't really blue, except for the tacked-on effect at the end. The chances of you controlling any two of artifact, enchantment and planeswalker are not that high. And this card has no rarity given.


Fortuna, Sage Grimalkin 2WUB
Legendary Creature - Cat Advisor
W, T: Tap target creature.
U, T: Target creature gets hexproof until end of turn.
B, T: Target creature gets -1/-1 until end of turn.
WUB: Untap Fortuna, Sage Grimalkin.
2/3

So, the second ability is nearly a counterspell in its own right. The combination of abilities certainly covers all your bases easily. But at the same time, it's such an expensive card I'm not sure I'd actually run it, only get annoyed when my opponent did. Also missing a rarity.


Laughing Dog 4GWB
Legendary Creature- Human Artificier M
1GW,T:Populate
1GB,T: Return target creature card from your graveyard to your hand
1G,Q:Create a 0/1 Treefolk token with "G,T,sacrifice this creature: Prevent all combat damage to target permanent or player until end of turn." Activate this ability only as a sorcery.
2/6

So, there's a lot going on here. The first and third abilities have obvious synergy, but the third and second are almost anti-syngergistic (prevent your creatures dying so you can't return them from your graveyard). I'm also not sure I'd be happy paying more into my seven-drop mythic for it to start doing work.


Persistent Premonitions 1UU
Sorcery U
Scry 1, then draw a card.
Memorize (Return this to your hand as it resolves instead of putting it into your graveyard if you have already cast a spell with the same name three or more times this game.)

Memorize has severe issues and this card wouldn't be useful even if it didn't. See Take Inventory for the way to do this kind of thing properly.


Illithid Herder 2BUU
Creature- Illithid Soldier U
Whenever ~ enters the battlefield, choose another creature on the battlefield with converted mana cost of 2 or lower. You control this creature if ~ is on the battlefield, otherwise control reverts to its owner.
U: Return ~ to your hand.
2/4

Apart from the fact that there's nothing black about it and the templating's odd, there's nothing particularly wrong with this card (Illithid legal weirdness aside).


Shadow Blade - 3BB
Creature - Spirit Assassin - R
When Shadow Blade enters the battlefield, target creature gets -4/-4 until end of turn.
Whenever another creature you control dies you may discard a card, if you do, return Shadow Blade from your graveyard to your hand.
3/2

So, it's a 3/2 for 3 sellotaped to Grasp of Darkness, but it's sorcery speed and you have to cast both of them at the same time. Also, you can swap it for a card in your hand when something else dies if it's already died. It seems fine.


Gift-Giving Shockrat 3UR
Creature - Rat (R)
When Gift-Giving Shockrat enters the battlefield, search target opponent's library for a card, then that player names a card. If you searched for a card that isn't the named card, reveal it and Gift-Giving Shockrat deal damage equal to its converted mana cost to that player. Then that player shuffles his or her library.
2/2

It's a potentially strong damage-dealer, but at the cost of an awful body. The best use I can see is a sideboard card to hate on ramp.

Mister Tom's Illithid Herder

Djinn_in_Tonic
2016-12-26, 10:52 PM
That was what I thought before I realised that the last ability didn't sacrifice the bottle. Instead, you're actually genuinely getting 1/1s for 1, 2/2s for 2, and 5/5s for 5, which is fairly exceptional for flying creatures which don't cost cards. Verdict: probably too strong.

Do you still think this is the case given that it takes 2 turns to generate a 1/1, or 6 turns to generate a 5/5, tap shennigans aside? I felt that made that MUCH more tolerable.

Jormengand
2016-12-27, 04:47 AM
Do you still think this is the case given that it takes 2 turns to generate a 1/1, or 6 turns to generate a 5/5, tap shennigans aside? I felt that made that MUCH more tolerable.

Actually, the fact that you can fill it up using dead mana you weren't using for anything else over a lot of turns makes it worse, in some ways. But a 1/1 cantrip flying for 1 every 2 turns is still quite powerful however you swing it.

ben-zayb
2016-12-27, 07:08 AM
Whoops, I completely forgot I entered this. Good points on the issues about Memorize. Despite liking the alternate suggestions, I do want to stay away from mechanics that are too similar to Ripple, Flashback, Buyback, and "X Burst".

Mister Tom
2016-12-27, 12:42 PM
!!!!

Really wasn't expecting that, but thank you very much. Your right, there isn't anything black about it- I googled to see if illithids already exist in MTG before starting and rather got influenced by what I found ( someone has already created a whole on canon tribe of them.)

I don't really feel competent to judge these, so OQ

LastCenturion
2016-12-27, 12:58 PM
Hmm. I'm not sure if I'm qualified to take up the banner, but I'm definitely willing to judge. The rules don't seem to have anything about it, so... I guess I'll do it?

For this week, Clock Time. Make a card that deals with the progression of time.

So an easy way out (that could still win, if it's creative enough) would be a "take another turn after this one" effect, or Split Second, et cetera.

The hard way would be... well, that's for you to figure out.

Ionbound
2016-12-27, 02:44 PM
Time Loop-4UU

Sorcery-R

Take an extra turn after this one. If this turn is an extra turn, you may also have each player shuffle their hand and graveyard into their deck, then draw seven cards, then exile ~.

End the turn.

Djinn_in_Tonic
2016-12-27, 04:14 PM
Moment in Time - 2UU
Enchantment - (R)
Flash, Split Second, Vanishing 2
If a permanent would enter play, exile it instead.
The world held its breath, stretching a single second into perpetuity.

It is a two turn lock-down, or a one-turn lockdown if you use it as a counterspell (since the split-second and the effect can lock other permanents on the stack from entering play).

Blue Ghost
2016-12-27, 05:24 PM
Time-Turner 4
Artifact (R)
T, Sacrifice Time-Turner: Return all cards that were put into a graveyard this turn to their owners' hands.

mythmonster2
2016-12-27, 05:56 PM
Chronomancer's Trick- WUR
Instant- U
Exile target attacking creature. At the beginning of your next combat phase, put that creature onto the battlefield under your control tapped and attacking. Return the creature to its owner's control at the end of combat.
The warrior's fury was so great that he didn't even notice the battlefield had changed- or the faces he was charging.

The color is a bit weird here, but I figured messing with attacking creatures=white, taking enemy creatures is red/blue, and the flavor is blue as well.

ben-zayb
2016-12-27, 07:07 PM
Aetherflux Autochron 8
Legendary Artifact - Vehicle MR
If damage would be dealt to ~, you get that much E instead.
Pay EEEEEEEEEEE: Restart the game, leaving on the battlefield ~ and a creature of your choice that crewed it this turn. Activate only if a creature crewed it this turn.
Crew 1
5/5

EDIT: Did some changes to make it more flavor-appropriate. Unfortunately, it takes 4 Lightning Bolt to activate its ability.

mystic1110
2016-12-27, 09:52 PM
Temporal Ride 4
Artifact ó Vehicle R
Whenever Temporal Ride attacks, exile Temporal Ride and all creatures crewing it. For each creature other than Temporal Ride that's exiled this way put a token that is a copy of that creature onto the battlefield tapped and attacking. Exile the tokens at end of combat. Return all cards exiled this way under their owner's control at the beginning of your next upkeep.
Crew 1
Roads? Where we're going, we don't need roads.
0/4

LastCenturion
2016-12-27, 11:33 PM
Moment in Time - 2UU
Enchantment - (R)
Split Second, Fading 2
Players cannot play permanents.
The world held its breath, stretching a single second into perpetuity.

It is a two turn lock-down, or a one-turn lockdown if you use it as a counterspell (since the split-second and the effect can lock other permanents on the stack from entering play).

"if you use it as a counterspell" suggests that this is supposed to have Flash. Confirm/deny? Also, I think the second keyword is supposed to be Vanishing.

Dr.Gunsforhands
2016-12-28, 01:24 AM
Tolarian Capsule 1
Artifact - R
Tolarian Capsule enters the battlefield tapped.
T, exile Tolarian Capsule: Shuffle your graveyard into your library, then put Tolarian Capsule into your graveyard. Draw a card.
At the beginning of your upkeep, if Tolarian Capsule and 10 other cards are in your graveyard, you may pay U. If you do, exile Tolarian Capsule and draw 3 cards.

Phyrexian Chronicler 3(p/b)
Artifact Creature - Construct R
(This card is black. (b/p) can be paid with B or 2 life.)
Whenever another nontoken creature dies, exile that creature card.
5(b/p)(b/p), T: Choose a creature card exiled with Phyrexian Chronicler at random and return it to the battlefield. This ability costs 1 less to activate for each card exiled with Phyrexian Chronicler.
2/4

Djinn_in_Tonic
2016-12-28, 11:27 AM
"if you use it as a counterspell" suggests that this is supposed to have Flash. Confirm/deny? Also, I think the second keyword is supposed to be Vanishing.

Ooops. Yeah, forgot that Split Second didn't also imply Flash. I had it previously. As for Fading and Vanishing...they're basically the same, but I should probably use the newer mechanic. Good calls both. Thanks!

Beelzebub1111
2016-12-28, 11:32 AM
Time of Chaos 2RU
Enchamtment R
Effects that take place at the beginning of an end step take place at the beginning of that upkeep instead

Effects that take place at the beginning of an upkeep take place at the beginning of that end atep instead

braveheart
2016-12-28, 05:52 PM
Crumbling Mage Tower
Land - R
Crumbling Mage Tower enters the battlefield with 2 time counters on it.
At the beginning of your upkeep remove 1 time counter from Crumbling Mage Tower
T: Add 1 mana of any color to your mana pool, activate this ability only if there are still time counters on Crumbling Mage Tower.
T: Add C to your mana pool.
"It held such wonders, if only I had found it sooner" - Simon, Archeologist

Fortuna
2016-12-28, 08:29 PM
Abhorrence of Paradox 3UU
Enchamtment R
Whenever a player takes an extra turn after their current turn, they skip their next turn

Ugin's Nexus (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=386709) but worse?

Beelzebub1111
2016-12-28, 10:44 PM
Ugin's Nexus (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=386709) but worse?

Shoot. didn't realize that was a thing. Back to the drawing board.

Misothene
2016-12-29, 04:05 AM
Time Loop-4UU

Sorcery-R

Take an extra turn after this one. If this turn is an extra turn, you may also have each player shuffle their hand and graveyard into their deck, then draw seven cards.

End the turn.

Modern extra-turn spells have self-exiling clauses to prevent recursion (most recent example- Part the Waterveil). It would not be hard to get several turns in a row just with the level of graveyard recursion typically present in large sets. Chaining turns like that isn't very interactive, and doesn't promote fun gameplay (to most players).


Moment in Time - 2UU
Enchantment - (R)
Flash, Split Second, Vanishing 2
Players cannot play permanents.
The world held its breath, stretching a single second into perpetuity.

It is a two turn lock-down, or a one-turn lockdown if you use it as a counterspell (since the split-second and the effect can lock other permanents on the stack from entering play).

This doesn't have the "countering" quality you think it does. Any permanent spell would have already been cast if it's on the stack, and you can't retroactively stop it from having been cast. It will still enter the battlefield if it resolves. Replacing it with "Permanents can't enter the battlefield" wouldn't work either- where would they go when they resolve? Portcullis does something similar to what you want to do, maybe think about that direction?




Kin-Tree Sapling 1G
Creature- Plant R
Defender
At the beginning of your upkeep, put a +1/+1 counter on Kin-Tree Sapling.
WB, exile a creature card from your graveyard: Create a 1/1 white and black Spirit creature token with flying. Activate this ability only if there are three or more +1/+1 counters on Kin-Tree Sapling.
WWBB, exile a creature card from your graveyard: Create a creature token that's a copy of the exiled card except it is a white and black Spirit in addition to its other colors and types and has flying. Activate this ability only if there are six or more +1/+1 counters on Kin-Tree Sapling.
0/2

Ninjaman
2016-12-29, 05:03 AM
Time Blade - UB
Creature - Spirit Rogue - R
Whenever Time Blade deals combat damage to an opponent, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase his or her next turn.
Time Blade gets +3/+0 and can't be blocked during extra turns.
1/1

Mystic Muse
2016-12-29, 05:44 AM
Time Blade - UB
Creature - Spirit Rogue - R
Whenever Time Blade deals combat damage to an opponent, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
Time Blade gets +3/+0 and can't be blocked during extra turns.
1/1

I think you mean "on their turn." otherwise this ability doesn't actually do anything.

TurboGhast
2016-12-29, 11:40 AM
Final Rush 2RR
Instant - M
Take two extra turns after this one. At the beginning of the second turn's end step, you lose the game.

EDIT: ... typo

Jormengand
2016-12-29, 01:48 PM
Celerity 2UUU
Instant MR
Take an extra turn. Exile Celerity. (Take the turn immediately: go through all the steps and phases of your turn normally, then return to the exact same position in the turn that's currently taking place.)

Sgt. Cookie
2016-12-29, 09:47 PM
Here's an idea...

Flung Through Time 2UW
Instant R
Reveal Flung Through Time as you draft it. Each player reveals a creature card they have drafted this draft round. Note down the names of those creatures.
Exile target creature with a name noted down with Flung Through Time. The creature does not go back into its owners deck at the end of the game. Return that creature to the battlefield at the start of its owner's first upkeep next game.

LastCenturion
2016-12-29, 11:09 PM
Here's an idea...

Flung Through Time 2UW
Instant R
Reveal Flung Through Time as you draft it. Each player reveals a creature card. Note down those names.
Exile target creature with a name noted down with Flung Through Time. The creature does not go back into its owners deck at the end of the game. Return that creature to the battlefield at the start of its owner's first upkeep next game.

As interesting as this is, I think you have to specify that they are revealing a card that they have drafted. Also, I feel like I've seen something from WotC about not having cards that affect games they aren't played in?

Beelzebub1111
2016-12-29, 11:12 PM
I completely redid my entry. I hope i didn't overlook another thing that's similar

Gauntlet
2016-12-30, 08:12 AM
Fleeting Archive - X2
Artifact - Rare

Vanishing X

Each instant or sorcery card in your graveyard with converted mana cost equal to the number of time counters on Fleeting Archive has flashback. The flashback cost is equal to that card's mana cost.

Its pages recorded what happened in the future, if you could read them in time.

Sgt. Cookie
2016-12-30, 03:20 PM
As interesting as this is, I think you have to specify that they are revealing a card that they have drafted. Also, I feel like I've seen something from WotC about not having cards that affect games they aren't played in?

Eh, the metaphorical rules are different when it comes to draft matters sets.


I completely redid my entry. I hope i didn't overlook another thing that's similar

Aside from that un-card that reverses the turn? Nothing springs to mind.

braveheart
2016-12-30, 04:45 PM
Time of Chaos 2RU
Enchamtment R
Effects that take place at the beginning of an end step, take place at the beginning of that upkeep instead

Effects that take place at the beginning of an end step Upkeep take place at the beginning of that upkeepEnd Step instead

just a suggestion, because it currently says the same effect twice

Beelzebub1111
2016-12-30, 06:56 PM
just a suggestion, because it currently says the same effect twice

Right. That was an oversight on my part

LastCenturion
2016-12-31, 02:25 PM
Judgement will be in three days. This is a reminder to myself, and also a note for people to hurry up.

Passive Pete
2017-01-01, 12:23 AM
Timewinder Agent 1UB
Creature - Human Rogue R
Skulk, persist (when this creature is put into a graveyard from the battlefield, if it had no -1/-1 counters on it, return it to the battlefield under its owners control with a -1/-1 counter on it.)
Whenever ~ deals combat damage to a player, you may pay move a -1/-1 counter from it onto another target creature.
2/3

I can't tell if the time-related flavor is as clear to others as it was to me in design, but just in case the inspiration for this was that the creature time travels to be sneaky and such, and "timewinds" backwards to safety when wounded or in danger. Hopefully this makes sense with the name and ability.

Atomburster
2017-01-01, 02:34 AM
Crystal Spellclock - 5
Artifact - Rare

You may play Sorceries as Instants. Creature Spells you play have Flash.

A bit of time, here and there.

Misothene
2017-01-01, 03:05 AM
Crystal Spellclock - 5
Artifact - Rare

You may play Sorceries as Instants. Creature Spells you play have Flash.

A bit of time, here and there.

So, like Vedalken Orrery, but more expensive and I can't flash in enchantments, artifacts or planeswalkers?

digiman619
2017-01-01, 03:06 AM
Crystal Spellclock - 5
Artifact - Rare

You may play Sorceries as Instants. Creature Spells you play have Flash.

A bit of time, here and there.

You could save a bunch of space by saying "Spells you control have flash"

Ninjaman
2017-01-01, 02:35 PM
I think you mean "on their turn." otherwise this ability doesn't actually do anything.

Yes, thank you, fixed now.

LastCenturion
2017-01-02, 12:03 PM
Judgement in three hours. If you've been holding out, stop it.

Bucky
2017-01-02, 01:13 PM
Keeper of the Hourglasses - 2B
Legendary Creature - Cleric Avatar
Defender
Your opponents can't gain life.
At the beginning of your end step, each opponent that has not lost life this turn loses 1 life.
0/4

(E) renamed after judging; the spoiler has the original version.


Keeper of the Hourglass - 2B
Legendary Creature - Cleric Avatar
Defender
Your opponents can't gain life.
At the beginning of your end step, each opponent that has not lost life this turn loses 1 life.
0/4

LastCenturion
2017-01-02, 04:14 PM
Time Loop-4UU

Sorcery-R

Take an extra turn after this one. If this turn is an extra turn, you may also have each player shuffle their hand and graveyard into their deck, then draw seven cards, then exile ~.

End the turn.
I like the idea of starting over the turn, but the last ability is kind of weird. Also, unless it's an extra turn when you cast it, it goes to graveyard, which is not ideal.


Moment in Time - 2UU
Enchantment - (R)
Flash, Split Second, Vanishing 2
If a permanent would enter play, exile it instead.
The world held its breath, stretching a single second into perpetuity.
So... it's odd. It's also very very powerful in preserving your board. Vanishing 2 seems excessive; Vanishing 1 seems much more balanced.


Time-Turner 4
Artifact (R)
T, Sacrifice Time-Turner: Return all cards that were put into a graveyard this turn to their owners' hands.
I like it. It's neat, simple, and to the point. It's niche without being useless, and powerful without being overbearing.


Chronomancer's Trick- WUR
Instant- U
Exile target attacking creature. At the beginning of your next combat phase, put that creature onto the battlefield under your control tapped and attacking. Return the creature to its owner's control at the end of combat.
The warrior's fury was so great that he didn't even notice the battlefield had changed- or the faces he was charging.
Well balanced, and I agree with you on the color identity. The wording is a little weird, but it has to be in order to make sense. If it weren't for the "time" requirement, I would say that redirecting the damage to another target player would be cleaner.


Aetherflux Autochron 8
Legendary Artifact - Vehicle MR
If damage would be dealt to ~, you get that much E instead.
Pay EEEEEEEEEEE: Restart the game, leaving on the battlefield ~ and a creature of your choice that crewed it this turn. Activate only if a creature crewed it this turn.
Crew 1
5/5This is very strong, but 11 energy is a lot. There are better ways to get energy, but starting a game with two creatures of your choice, one of them being a 5/5, is pretty good. It's a nice comeback card, but I think it would be banned in most formats for the same reason as Shahrazad.


Temporal Ride 4
Artifact ó Vehicle R
Whenever Temporal Ride attacks, exile Temporal Ride and all creatures crewing it. For each creature other than Temporal Ride that's exiled this way put a token that is a copy of that creature onto the battlefield tapped and attacking. Exile the tokens at end of combat. Return all cards exiled this way under their owner's control at the beginning of your next upkeep.
Crew 1
Roads? Where we're going, we don't need roads.
0/4
First thought: This is way too complex. It's about the same length as Animate Dead, which is already too long. Second thought: I like it. It keeps your creatures safe, but stops you from using them in the second main phase.


Phyrexian Chronicler 3(p/b)
Artifact Creature - Construct R
(This card is black. (b/p) can be paid with B or 2 life.)
Whenever another nontoken creature dies, exile that creature card.
5(b/p)(b/p), T: Choose a creature card exiled with Phyrexian Chronicler at random and return it to the battlefield. This ability costs 1 less to activate for each card exiled with Phyrexian Chronicler.
2/4
The reminder about the color identity is unneeded. Gitaxian Probe is blue, isn't it? The ability is kind of weird, and can hit your opponent's creatures as often as not.


Time of Chaos 2RU
Enchamtment R
Effects that take place at the beginning of an end step take place at the beginning of that upkeep instead

Effects that take place at the beginning of an upkeep take place at the beginning of that end atep instead
I like it, and it's definitely a Red/Blue card, but it's a little bit expensive for the effect, yes?


Crumbling Mage Tower
Land - R
Crumbling Mage Tower enters the battlefield with 2 time counters on it.
At the beginning of your upkeep remove 1 time counter from Crumbling Mage Tower
T: Add 1 mana of any color to your mana pool, activate this ability only if there are still time counters on Crumbling Mage Tower.
T: Add C to your mana pool.
"It held such wonders, if only I had found it sooner" - Simon, Archeologist
This is great. It's an auto-include in EDH decks with the new WUBG thing, but that's not bad. It's creative without being over-powered, and it's playable in a lot of decks.


Kin-Tree Sapling 1G
Creature- Plant R
Defender
At the beginning of your upkeep, put a +1/+1 counter on Kin-Tree Sapling.
WB, exile a creature card from your graveyard: Create a 1/1 white and black Spirit creature token with flying. Activate this ability only if there are three or more +1/+1 counters on Kin-Tree Sapling.
WWBB, exile a creature card from your graveyard: Create a creature token that's a copy of the exiled card except it is a white and black Spirit in addition to its other colors and types and has flying. Activate this ability only if there are six or more +1/+1 counters on Kin-Tree Sapling.
0/2
This is very very complicated. I'm actually not entirely sure what it's supposed to be doing, because of all the words. The Defender and self-buffing make sense, by why are there reanimator abilities on a green body?


Time Blade - UB
Creature - Spirit Rogue - R
Whenever Time Blade deals combat damage to an opponent, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase his or her next turn.
Time Blade gets +3/+0 and can't be blocked during extra turns.
1/1
The last ability is a little bit strangely worded (I recommend "During extra turns, Time Blade gets +3/+0 and can't be blocked) but overall this is awesome. If a Dimir deck has some method of granted evasion, this is amazing. If you can somehow deal combat damage to the same player even twice between their turns, they're completely screwed. They might be screwed anyways.


Final Rush 2RR
Instant - M
Take two extra turns after this one. At the begging of the second turn's end step, you lose the game.It's a Red flavor, but a Blue effect. But also a Red effect. It's also pretty cheap. I would say maybe 2URR? I like the idea, but it has the same problem where it should probably be exiled when it resolves to prevent flashback shenanigans for infinite turns.


Celerity 2UUU
Instant MR
Take an extra turn. Exile Celerity. (Take the turn immediately: go through all the steps and phases of your turn normally, then return to the exact same position in the turn that's currently taking place.)
I'm surprised this isn't already a thing, seeing as it's a classic spell in WotC's other product, but this is a very clean version. I can see somebody using this just for the untap step, and the self-exiling is definitely needed.


Flung Through Time 2UW
Instant R
Reveal Flung Through Time as you draft it. Each player reveals a creature card they have drafted this draft round. Note down the names of those creatures.
Exile target creature with a name noted down with Flung Through Time. The creature does not go back into its owners deck at the end of the game. Return that creature to the battlefield at the start of its owner's first upkeep next game.
This is okay. It's better crafted than a lot of cards (even some printed cards) but it's not actually playable, I think. If you're about to lose game three, then it's over-powered, but if you're about to lose game 1, you'll probably still lose game 1, then lose game 2 as well. Also, where is the white? Exiling attacking creatures can be in Blue.


Fleeting Archive - X2
Artifact - Rare

Vanishing X

Each instant or sorcery card in your graveyard with converted mana cost equal to the number of time counters on Fleeting Archive has flashback. The flashback cost is equal to that card's mana cost.

Its pages recorded what happened in the future, if you could read them in time.
I like it, but it combos off really hard with some of the other cards in this challenge. Not that that's a factor. It's really good, but I worry about some of the spells that NEED to be one time only in order to not break the game. Like, for example, Pact of Negation. With this, your opponent gets no spells. Granted, you have to win the game before your next turn, but...
Also, what if X=0? I would never remove the last time counter from it, so... it's there forever?


Timewinder Agent 1UB
Creature - Human Rogue R
Skulk, persist (when this creature is put into a graveyard from the battlefield, if it had no -1/-1 counters on it, return it to the battlefield under its owners control with a -1/-1 counter on it.)
Whenever ~ deals combat damage to a player, you may pay move a -1/-1 counter from it onto another target creature.
2/3This is sort of meh. I think it was redone halfway through designing it because of the underlined part. It's a decent idea, but it doesn't really do anything.


Crystal Spellclock - 5
Artifact - Rare

You may play Sorceries as Instants. Creature Spells you play have Flash.

A bit of time, here and there.
I feel like this has been done before, and it could probably be rewritten just as clearly as "Sorcery and Instant cards you control have Flash." Also, the way it's worded, the creature part doesn't do anything, because the creature doesn't get Flash until it's played, which can only be done when you could normally play a creature.


Keeper of the Hourglass - 2B
Legendary Creature - Cleric Avatar
Defender
Your opponents can't gain life.
At the beginning of your end step, each opponent that has not lost life this turn loses 1 life.
0/4So it's sort of a clock -- Oh wait, I get it. That said, it's fun to play around and sets a definite limit on how long your opponents can go, so in a deck that makes your things stick around and has a lot of durtling it's great.

Phew, that's all of them. Took me like an hour, I'm sorry.

------

There were too many decent submissions to pick a good crop of finalists, so I'm just going to put out the winner and honorable mentions.

This week's winner was TurboGhast, with Final Rush. It's a strange card, but a format with it is a format I want to play in.Very close on TurboGhast's heels were Bucky, Passive Pete, Gauntlet, Jormengand, braveheart, and Blue Ghost. Better luck next time :smallsmile:

Sgt. Cookie
2017-01-02, 05:09 PM
I will admit that I don't do much drafting, but I would assume that there's a distinction between "end of game" and "end of round/match". I.e, if you exile a creature game 3 then it DOES go back to the deck for the next round.

Plus, I was thinking that you could also use it on your OWN creatures to get a leg-up next game. After all, each player reveals a card. Not each opponent.

As for the white, I dunno. This card felt W/U more than pure U. (Plus, where are you getting "Attacking" from? The exile is unconditional.)

TurboGhast
2017-01-02, 07:26 PM
Thinking about my card further, it needs to be exiled on casting to prevent infinite turn combos. It's based on Final Fortune (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=12970), which doesn't need to be exiled because even if you cast it again, you only get one extra turn.

Next Challenge: Create a card that either has Cascade, or grants it to other cards.

LastCenturion
2017-01-02, 07:48 PM
Recursion Engine - 2UR
Artifact - R
Spells you control have Cascade.
The first leads to the next leads to the next leads to the next. It runs out eventually, but usually far too late...



The idea is that each cycle of Cascading lowers the mana cost by at least one. I mostly made it because it gives a purpose to Scornful Egotist. I'll likely change it later. EDIT: I'm not going to do this one.

Dr.Gunsforhands
2017-01-02, 08:52 PM
Guess With Both Hands 4UR
Niv-Mizzet's shadow looms over a cornered gateless civilian, who seems just as scared of her own glowing fingers as she is of the dragon.
Instant - U
Cascade, Cascade
This is going to be very, very interesting.

LastCenturion
2017-01-02, 09:05 PM
Guess With Both Hands 4RR
Niv-Mizzet's shadow looms over a cornered gateless civilian, who seems just as scared of her own glowing fingers as she is of the dragon.
Sorcery - R
Reveal cards from the top of your library until you reveal two nonland cards with converted mana cost 5 or less. You may cast those cards without paying their mana costs. Then shuffle your library.
This is going to be very, very interesting.

Umm... You could just have two instances of Cascade? That would be a lot simpler, along with fitting the challenge.

Sgt. Cookie
2017-01-02, 09:41 PM
Sudden Inspiration 1UR
Instant - U
Scry 3
The next spell you cast this turn has Cascade.
"In that moment, the answer lay before me..."

Beelzebub1111
2017-01-02, 10:08 PM
Thinking about my card further, it needs to be exiled on casting to prevent infinite turn combos. It's based on Final Fortune (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=12970), which doesn't need to be exiled because even if you cast it again, you only get one extra turn.
I thought it would be Last chance or Warrior's Oath. That seems like a high number of functional reprints to me. Doesn't it?

Atomburster
2017-01-02, 10:26 PM
Chaotic Invocation 1UR
Sorcery - U

Shuffle your library. Cascade. Cascade.

Chance answers to no one.

Bucky
2017-01-02, 10:49 PM
Chaos Broker - 3BR
Creature - Viashino Rogue U
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.)

Chaos Broker enters the battlefield with two +1/+1 counters on it if you have cast no other spells this turn.
2/2


---(promo version with flavortext)---
Chaos Broker - 3BR
Creature - Viashino Rogue U
Cascade

Chaos Broker enters the battlefield with two +1/+1 counters on it if you have cast no other spells this turn.

Satisfaction guaranteed. No refunds.
2/2


The flavortext only appears on the promo version because the required help text soaks up too much space on the expert-set copy.

LastCenturion
2017-01-02, 10:50 PM
Summoner's Mantra - 9U
Instant - Arcane - R
You must cast Summoner's Mantra for its full mana cost. (Effects that would allow you to cast it without paying its mana cost do not allow you to cast it without paying its mana cost. You may still cast it, but you must pay its mana cost.)
Cascade, Cascade, Cascade, Cascade, Cascade, Cascade, Cascade, Cascade, Cascade, Cascade, Cascade, Cascade, Cascade, Cascade, Cascade, Cascade, Cascade, Cascade, Cascade, Cascade, Cascade, Cascade, Cascade, Cascade



So you get the top 24 cards off your deck without paying their mana costs, assuming nothing in the top 24 cards of your deck is 10+ CMC. Worth it, but hard to get. Perhaps a Temur ramp deck that somehow retains enough value to benefit from all of the things. Named because of how it sounds to read the card text aloud. Judge, please do so before judging.
It had to be done. I am so sorry.

Minor Blitz - R
Sorcery - U
When you cast Minor Blitz, choose any number. Cascade that number of times.



So as many zero drops as you want. Decent? Perhaps. You can in theory force a draw by choosing, say, Avogadro's Number and insisting on Cascading each time individually, but your opponent would be justified in either calling a judge on your slow play (at a tournament) or punching you in the throat until you stop (in casual). Proceed with caution.

Blue Ghost
2017-01-02, 11:02 PM
Maelstrom Jester 1R
Creature - Human Wizard (R)
Spells you control have their converted mana cost increased by 2. (This does not affect the amount of mana required to cast them.)
1R, T, Discard a card: The next spell you cast this turn gains cascade.
1/3

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Red/Maelstrom%20Jester_zps0ukwy0n7.png

Dr.Gunsforhands
2017-01-02, 11:29 PM
Umm... You could just have two instances of Cascade? That would be a lot simpler, along with fitting the challenge.

I feel really angry at myself right now, but it's hard to articulate why. It would start with something like, "I made a card that's boring and unoriginal," but that doesn't quite cover it.

LastCenturion
2017-01-02, 11:36 PM
I feel really angry at myself right now, but it's hard to articulate why. It would start with something like, "I made a card that's boring and unoriginal," but that doesn't quite cover it.

It's not that bad. It's really unique flavor, and I love the art idea. I'd like to actually see it. Hmm... Give me like 10 hours and a pencil.

Also note that for Cascade cards, a high mana cost isn't a bad thing.

Jormengand
2017-01-02, 11:47 PM
I feel the need to point out to some that Cascade is not an action, so you cannot shuffle your library before cascading, nor is it meaningful to cascade a number of times.

Empty Word X
Instant R
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. This card's converted mana cost is X when you're casting it).

Bucky
2017-01-03, 12:06 AM
nor is it meaningful to cascade a number of times.

Maelstrom Wanderer says otherwise.

Ionbound
2017-01-03, 12:17 AM
Burning Inspiration-2RRR

Enchantment-MR

Whenever you cast a spell without paying it's mana cost, deal damage equal to it's converted mana cost to an opponent.

Cascade.

In the heart of the Maelstrom, anything can be found. Even an Ornithopter.

Djinn_in_Tonic
2017-01-03, 12:19 AM
...nor is it meaningful to cascade a number of times.

If you mean something like Cascade 2 then yes. If you mean that something like Cascade, then Cascade doesn't work you are incorrect (702.84b If a spell has multiple instances of cascade, each triggers separately). Not sure which you were referring to, but figured I'd clarify for people as uncertain as I was as to what you meant.

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

Bond of Brothers -- 3WW
Enchantment (R)
Soldier spells you play have Cascade.
Whenever you play a Soldier spell from exile, put a +1/+1 counter on a Soldier you control.

BasketOfPuppies
2017-01-03, 12:30 AM
Sorcerer's Outburst XRR
Sorcery- MR
Every spell you cast while ~ is on the stack has Cascade.
Cascade
X can't be 0.

I want to give the cards Cascade'd with the spell Cascade but don't want to enable too many shenanigans (yes casting an instant will give it Cascade but I can't think of an elegant way to stop that so oh well). It's at Mythic because it references the stack. The "X can't be 0" clause was inspired by this article (http://magic.wizards.com/en/articles/archive/latest-developments/getting-know-cascade-2009-05-08).

tgva8889
2017-01-03, 12:36 AM
Lifeforce Maelstrom 1BBRR
Enchantment (MR)
Whenever an opponent puts a card on the bottom of his or her library from anywhere else, that player loses 1 life.
As your opponents cast spells from their hand, those spells gain cascade.

Jormengand is correct in that Cascade is not an action like, for example, Scry. It is an ability that cards have, which causes a trigger when they are cast. So, for example, the line of text "Cascade, then cascade" is wrong, as is the line of text "Cascade 3 times" and you cannot make someone "cascade" during a spell's resolution. A spell with Cascade is going to do the Cascade effect when you cast it because Cascade is a cast trigger stapled onto the card.

Also, Assemble the Legion (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366470) is sadly already a card.

Djinn_in_Tonic
2017-01-03, 12:53 AM
Also, Assemble the Legion (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366470) is sadly already a card.

Names changes are easy. Thanks! :smallbiggrin:


Jormengand is correct in that Cascade is not an action like, for example, Scry. It is an ability that cards have, which causes a trigger when they are cast. So, for example, the line of text "Cascade, then cascade" is wrong, as is the line of text "Cascade 3 times" and you cannot make someone "cascade" during a spell's resolution. A spell with Cascade is going to do the Cascade effect when you cast it because Cascade is a cast trigger stapled onto the card.

Yeah. I wrote "Cascade, then Cascade" because writing "Cascade. Cascade." looked weird in a sentence. But I guess by MTG rules those are two different things.

Gauntlet
2017-01-03, 03:35 AM
Damnation's Blessing - 4BBR
Sorcery - Mythic Rare
Cascade, Cascade
As an additional cost to cast Damnation's Blessing, sacrifice all permanents you control and discard your hand.
Destroy all nonenchantment permanents you don't control. Exile Damnation's Blessing.

Incidentally @LastCenturion, Fleeting Archive doesn't let you cast Pacts infinitely because Flashback's rules text has you exile the spell as it resolves. You could cast it for 0 and have it stick around forever, but all it would do is give Pacts flashback which isn't particularly major.

mythmonster2
2017-01-03, 04:07 AM
Grave Power- 2BB
Instant (U)
Cascade
Up to one target creature gets -2/-2 until of turn.
Whenever a creature you control dies, you may cast Grave Power from your graveyard.

mystic1110
2017-01-03, 09:52 AM
Malestorm Rewind UBR
Sorcery - R
Target instant or sorcery card in your graveyard gains flashback and cascade until end of turn. The flashback cost is equal to its mana cost.

----

Edit:

Also regarding the 1 CMC and X CMC cascade spells. . . just remember that a cascade spell can cascade into:

Ancesteral Visions
Restore Balance
Hypergenesis

ETC. . .

That is why the cheapest cascade spells are currently 3.

Imagine turn 1, cascade into Hyper, with daze back up, drop Emmy.

LastCenturion
2017-01-03, 10:44 AM
It's not that bad. It's really unique flavor, and I love the art idea. I'd like to actually see it. Hmm... Give me like 10 hours and a pencil.

Also note that for Cascade cards, a high mana cost isn't a bad thing.

*sigh* I'm late for everything these days. In my defense, I was asleep for most of the time.

http://i.imgur.com/RNjKsV2.jpg

I know it's bad. I'm not a great artist. Sorry.

BasketOfPuppies
2017-01-03, 12:14 PM
*sigh* I'm late for everything these days. In my defense, I was asleep for most of the time.

http://i.imgur.com/RNjKsV2.jpg

I know it's bad. I'm not a great artist. Sorry.

Don't forget:

Any art > no art

Creation, no matter how novice/unskilled/etc. is always a beautiful thing. Besides, you did much better than I would have, I think you're a pretty good artist.

LastCenturion
2017-01-03, 12:16 PM
Don't forget:

Any art > no art

Creation, no matter how novice/unskilled/etc. is always a beautiful thing. Besides, you did much better than I would have, I think you're a pretty good artist.

:smallredface: thanks.

braveheart
2017-01-03, 12:52 PM
Chaotic Flowings 2UR
Sorcery - U
This card's converted mana cost is 7
Cascade
Sometimes it's better to let something happen than to try controlling it.





I'm not sure if this can work, or if it can work how it would be phrased

Bucky
2017-01-03, 02:18 PM
It should be "this card's converted mana cost is 7" but is otherwise a valid characteristic-defining ability.

Jormengand
2017-01-03, 02:38 PM
It should be "this card's converted mana cost is 7" but is otherwise a valid characteristic-defining ability.

Technically, you could also write a more long-winded version which made its converted mana cost 7 but only when it was actually a spell, but that would probably be pointless.

Mister Tom
2017-01-03, 04:48 PM
Thinking aloud here...

Maelstrom Criticality 10
Enchantment-R
Cascade

~ costs 1 less to cast for every colour of mana used to cast it.

Spells you cast using the Cascade ability have Cascade.

You may treat any or all spells you cast, when you cast them, as having one higher converted mana cost than their actual cost.

braveheart
2017-01-03, 05:09 PM
Technically, you could also write a more long-winded version which made its converted mana cost 7 but only when it was actually a spell, but that would probably be pointless.


It should be "this card's converted mana cost is 7" but is otherwise a valid characteristic-defining ability.

Thank you for the input, I'll get in that

Dr.Gunsforhands
2017-01-04, 12:36 AM
I think I fixed my first one? I made it fit with the flavor even better, anyway.

Here's a really complicated thing built around a clause I was thinking of putting in Guess With Both Hands:

Niv-Mizzet, the Science Guy 3RRUU
Legendary Creature - Dragon Wizard MR
When you cast Niv-Mizzet, the Science Guy, put it on the battlefield.
Cascade, Flying, Haste
Cascade abilities treat revealed creature cards as though they were land cards.
T: The next noncreature spell you cast this turn has Cascade. (It triggers its Cascade ability as it is cast.)
4/4

I'd actually run that one in the spoiler, but it feels too much like Yogg-Saron.

EDIT: Also, it's literally one of the new mechanics in Aether Revolt! I didn't even know that at the time.

TiaC
2017-01-04, 03:13 AM
Substitute Effect U1
Instant R
Counter target spell. That spell's controller exiles cards from the top of his or her library until he or she exiles a nonland card that costs less than that spell. That player may cast it without paying its mana cost. Put the exiled cards on the bottom of that player's library in a random order.

Close enough?

LastCenturion
2017-01-04, 08:15 AM
Niv-Mizzet, the Science Guy 3RRUU
Legendary Creature - Dragon Wizard MR
When you cast Niv-Mizzet, the Science Guy, put it on the battlefield.
Cascade, Flying, Haste
Cascade abilities treat revealed creature cards as though they were land cards.
T: The next noncreature spell you cast this turn has Cascade. (It triggers its Cascade ability as it is cast.)
4/4

Niv! Niv! Niv! Niv!

TurboGhast
2017-01-05, 11:28 AM
Substitute Effect U1
Instant R
Counter target spell. That spell's controller exiles cards from the top of his or her library until he or she exiles a nonland card that costs less than that spell. That player may cast it without paying its mana cost. Put the exiled cards on the bottom of that player's library in a random order.

Close enough?

This is a cool card, but the contest specifically requests using the cascade keyword.

mystic1110
2017-01-05, 11:38 AM
Substitute Effect U1
Instant R
Counter target spell. That spell's controller exiles cards from the top of his or her library until he or she exiles a nonland card that costs less than that spell. That player may cast it without paying its mana cost. Put the exiled cards on the bottom of that player's library in a random order.

Close enough?

You can reword it like this?

Substitute Effect 1U
Instant R
Exile target spell. Until end of turn that spell's controller may cast that spell without paying its mana cost. That spell has cascade. If that spell is cast this way, counter it.

Cascade triggers upon being cast, so the counter clause in the end doesn't prevent the cascade.

Gauntlet
2017-01-05, 12:35 PM
You can reword it like this?

Substitute Effect 1U
Instant R
Exile target spell. Until end of turn that spell's controller may cast that spell without paying its mana cost. That spell has cascade. If that spell is cast this way, counter it.

Cascade triggers upon being cast, so the counter clause in the end doesn't prevent the cascade.

It's similar, but there are a few differences. The spell's controller could choose not to cast it (for example, if they know there's a land on top of their deck they want to keep there). The spell's controller also 'casts' three spells total here, rather than two, which matters for effects which trigger on spell casts.

It's also quite similar to Spellshift (which gets you the top instant or sorcery, rather than Cascading).

Blue Ghost
2017-01-05, 01:40 PM
It's similar, but there are a few differences. The spell's controller could choose not to cast it (for example, if they know there's a land on top of their deck they want to keep there). The spell's controller also 'casts' three spells total here, rather than two, which matters for effects which trigger on spell casts.

It's also quite similar to Spellshift (which gets you the top instant or sorcery, rather than Cascading).

More to the point, it's also very convoluted and inelegant. The original is much better aesthetically. I don't think you should worsen a design just to make it fit the contest.

mystic1110
2017-01-05, 01:59 PM
I don't think you should worsen a design just to make it fit the contest.

I mean I agree that the original is better, but isn't fitting the contest the whole point of the contest in the first place?

braveheart
2017-01-05, 02:22 PM
I mean I agree that the original is better, but isn't fitting the contest the whole point of the contest in the first place?

the original fit the spirit of the contest, but not the letter of it, and without specification from the judge following the spirit of the rules is usually a sound approach.

Beelzebub1111
2017-01-05, 03:34 PM
Mad Priest of Grix 6B
Creature - Human Cleric U
Madness 2B
Cascade
4/4

I'm not sure if this works the way that I want to. Can anyone confirm?

Djinn_in_Tonic
2017-01-05, 03:43 PM
Mad Priest of Grix 6B
Creature - Human Cleric U
Madness 2B
Cascade
3/3

It absolutely does, and it's actually a really brilliant combination of mechanics. Not sure of the power level, but I love the idea.

Bucky
2017-01-05, 06:18 PM
It looks like we have an outside entry for this round, Treasure Keeper from Aether Revolt spoilers!

LastCenturion
2017-01-05, 07:15 PM
It looks like we have an outside entry for this round, Treasure Keeper from Aether Revolt spoilers!

Um, that's not actually Cascade. It reveals cards instead of exiling them, which is completely different.

While we're excited about Aether Revolt, though, I very much look forward to pranking my friends by claiming to have found a Sol Ring in a draft. In reality, I'm hoping to open a Ravenous Intruder. Art!

Tom the Mime
2017-01-06, 08:23 AM
It That Is Followed 7
Creature - Eldrazi R
Emerge 5U
Cascade
When you cast ~, you may return target creature to its owner's hand.
3/4

I like the emerge/cascade making it feel kind of like a weird polymorph on a stick but not sure about the rest. Since it's a cast trigger, I don't think it can return itself to your hand.

LastCenturion
2017-01-06, 08:38 AM
Instinctual Protection - 3WRR
Sorcery - R
Cascade, Cascade.
You gain 5 life.
Fateful Hour - if you have 5 or less life when you cast this spell, it has Cascade, Cascade, Cascade, Cascade, Cascade, Cascade, Cascade.
"Sometimes knowing what you're going to do can get you killed. Much better this way." - Chandra Nalaar

CantigThimble
2017-01-06, 07:07 PM
Kolaghan Horde-Herald 3BR
Creature - Dragon R
Cascade
Dash 4BR
4/3
Those who claim lightning never strikes the same place twice have not faced the horde in battle.

ben-zayb
2017-01-07, 02:18 AM
Spellbound Elemental 2RRR
Creature - Elemental M
Cascade, Prowess, Double Strike
Evoke RRR
1/1

Magescorn Egotist 7U
Creature - Elemental R
Return ~ to its owner's hand: The next spell you cast this turn has cascade.
Morph U
"I don't dabble with magic. I. Am. Magic."
1/1

I'm torn between using U or UR, but I suppose one balancing factor for cascade is multicolored costs, so let's break references a bit.Meh, I suppose the high initial and upkeep costs makes up for it.

Passive Pete
2017-01-07, 09:43 PM
Conflux Hydra XUG
Creature - Hydra M
Hexproof
~ enters the battlefield with X +1/+1 counters on it.
Spells you cast from your hand with converted mana cost equal to or less than the number of +1/+1 counters on ~ have cascade.
Whenever you cast your fourth spell of a turn, put a +1/+1 counter on ~.
0/0

Might be a little overtuned, but hey, it's a mythic.

EDIT: Made it slightly harder to get more counters on the hydra. Fourth spell of a turn = two cascades. Also fixed a typo.

Bucky
2017-01-07, 10:07 PM
It's extremely rare that a spell on the stack has +1/+1 counters on it. It's also extremely rare for Cascade to do anything on a 0 CMC spell. So I assume you meant to refer to counters on the hydra?