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Passive Pete
2017-01-08, 12:24 AM
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?

Don't question my Johnny capabilities.

No for real thank you.

TurboGhast
2017-01-09, 11:57 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.

This card seems somewhat bland, as the card prevents you from doing much with it tactically. It's very good at creating chaos by being an instant. The art description and flavor is great at sprucing the card up.




Sudden Inspiration 1UR
Instant - U
Scry 3
The next spell you cast this turn has Cascade.
"In that moment, the answer lay before me..."

The mechanics used here synergize, as the scry gives some control to your cascade. This is an interesting evolution of the mechanic. In addition, there's anti-synergy created with abusing how this card gives you cascade on cards under 3 CMC because using cascade as a searcher for specific low mana cards prevents you from using the scry effect.



Chaotic Invocation 1UR
Sorcery - U

Shuffle your library. Cascade. Cascade.

Chance answers to no one.

This card tries to be the polar opposite of Sudden Inspiration, but doesn't actually do so. Cascade occurs on casting your spell, and the spells you cascade into resolve before the spell you play. This invalidates the flavor of the card, because you can control chance with this wording.




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


This card's concept is interesting, but its current rules don't work. The +1/+1 counters are never appearing unless you leave the card you find with cascade in exile. Because of this, the card's rather unsatisfying to play, as it's a modal spell in disguise.


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


This is a very interesting, cool card. The CMC increase implicitly stops cascade as searching, while still powering up the card by letting cards hit copies of themselves, or even move cascade chains up in cost. Since this card granting cascade requires discarding a card, cascade doesn't grant any card advantage, helping balancing.




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).

This card is brokenly, absurdly powerful. Playing it for 1 turns it into one of these six suspend versions of overpowered cards (http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&cmc=+=[0]&type=+![%22Land%22]&set=+[%22Time%20Spiral%22]). AT INSTANT SPEED.



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.

Having payoff for cascade is an interesting concept. However, I'm worried that this card is too strong because of cascade chains. If you cascade into a cascade spell, that's extreme damage to face that could get oppressively strong, or end the game too fast.

Also, this card has no synergy with the card mentioned in its flavor text.



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.

This is a cool tribal payoff card, but seems worryingly powerful because it allows extremely long cascade chains to occur if unanswered. There are a wide enough variety of Soldier cards that I think that the sheer card advantage this creates would make minimum noncreature Soldier tribal a viable strategy. With a normal balance of spells and creatures, cascade chains will have a definite, rather rather quick, end, limiting how much power one soldier can create.



Sorcerer's Outburst XRR
Sorcery- MR
Every spell you cast while ~ is on the stack has Cascade.
Cascade
X can't be 0.


It's good that you're thinking of the balance of the card's effect, but this still acts as a low cost searcher because the spell you cascade into has cascade. Cascade chains started off this card will always end in one of the lowest cost cards of your deck, severely lowering variance between games. It also forces you to reveal your deck and shuffle it every time you play it, a very annoying prospect.



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.


This is a hard to evaluate effect. Opponents get faster plays, but lose life doing so. It seems strong enough that it's a reasonable top of the curve to fast aggro decks, creating significant risk for opposing players. It also acts as counterplay to the very decks it goes in, because it makes your opponent get to removal faster.



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.

This card's very complex. You can repeat a removal effect over and over, getting extra tempo alongside it, but need the mana to do so. It changes combat math for the rest of the game once you've got it into the graveyard, making decisions a lot complicated for the opponent. I think its repeatability might make it overpowered.



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.


The combination of keywords on this card is powerful, and this card would certainly find a place in eternal formats. The search potential doesn't even break the color pie, because black already gets tutoring effects. This is a cool mix-and-match card.




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.
While it doesn't trigger its own cascade, preventing it from being a one card finisher, it still toes the line for being too strong. If you cast a cascade spell once this spell's out, you're likely to get a large advantage, especially if you fill your deck with cascade cards to both have more enablers for this card and double cascades when finally going off.

It should probably use reminder text to tell players that they have to wait until they play additional cascade cards to start their inane chains.



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.

This is a cool card, it just doesn't fit the criterion of this contest. Save it for another one, perhaps?


Mad Priest of Grix 6B
Creature - Human Cleric U
Madness 2B
Cascade
4/4
Madness has natural, simple synergy with cascade because it reduces how much you must pay to cast a spell. This card might be problematically undercosted, however. With the right (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=409809) enablers (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=36115), you can play this turn three. Your opponents would have to respond with removal, because of how much tempo this card would create, and it could end games a little too fast.



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

This doesn't feel like a polymorph variant, which might weaken the intended flavor. It's a bounce effect, combined with getting another card for extra tempo. The combination of effects on this card can swing the game in your favor. It seems a little powerful compared to the other emerge cards around the same mana cost, though.



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

This card also overuses cascade, in my opinion. The sheer card advantage it provides to colors who are meant to have less card advantage as weakness is problematic, especially because of how tough it is to stop a stack full spells that were cascaded into.



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.

Mix and match cards usually work well, and this is no exception. The tension between repeatedly dash or cast normally is especially pronounced here because this card grants card advantage while dashing, but requires more mana to dash.




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

This card is also a repeatable cascade engine. You can build up each cascade over time or activate everything in one turn. This card could certainly see play to advance the tempo of control games. Morph adds interesting mindgames to the card in the middle of the game, where you could conceivably have more than one morph creature in hand, while also reducing the cost and adding versatility. Quality mix-and-match card.


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
This is a very strong creature, especially because of how protected from removal it is. It's also rather abusable as a 0 cost searching enabler for three mana, and powering it up from there isn't too difficult. It will strain your cards in hand, but the zero cost suspend cards include hand (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=113528) refilling (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=113505) effects. Despite being a Hydra, the abilities encourage staying back with it as a utility creature, rather than attacking.


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.

This card forces you to rely on whatever two cards you cascade in order to win the game, while simultaneously setting them up to win. It's powerful, but very vulnerable to cascading cards not powerful enough to end the game, or counterspells. This seems like a fun, risky finisher.



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.
This card is very tough to abuse, since doing so means there's little to do on the first three turns. Using it would be very inconsistent, yet it's costed well enough to potentially be competitive. Interesting causally, though.




Tgva8889's Lifeforce Maelstrom
Mystic1110's Maelstrom Rewind
Beelzebub1111's Priest of Gix
Tom the Mime's It That Is Followed
CantigThimble's Kolaghan Horde-Herald
Gauntlet's Damnation's Blessing


Djinn and Tonic's Bond of Brothers

Creatures only soldier tribal seems like a very fun deck to play, and cards that require you to build around them are very entertaining. If you don't build around the card, it's a lot less powerful than it appears at first glance, because cascading into non-creature cards ends cascade chains.





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



This card feels like total overkill in effect. While it has an extremely good anti abuse clause, playing almost all of your spells in a 60 card deck is overpowering. While it does create deck building tension of how many other finishers for this to cascade into, it would take a while to resolve, and be nigh-unstoppable once cast. Even a counterspell couldn't save you.

Gauntlet
2017-01-10, 04:09 AM
Is this still incomplete? It has runners up / winners marked, but you missed my entry.

Jormengand
2017-01-10, 06:04 AM
If I wanted to combo with the time spiral suspend cards (which either cost 1, cost 0, or are symmetrical) then I could always just run nothing but time spiral suspend cards and CMC 3 cascade cards (which, unlike Empty Word, actually do something). I suspect, however, that it would actually be a terrible idea.

Gauntlet
2017-01-10, 07:25 AM
If I wanted to combo with the time spiral suspend cards (which either cost 1, cost 0, or are symmetrical) then I could always just run nothing but time spiral suspend cards and CMC 3 cascade cards (which, unlike Empty Word, actually do something). I suspect, however, that it would actually be a terrible idea.

Living End does this in Modern and is a competitive tournament deck. Hypergenesis used to do this in Modern, but it was too good and got banned.
The 3CMC Cascade cards (other than Shardless Agent, which isn't modern legal but does see heavy Legacy play) all do basically nothing anyway.

Empty Word is way better than these because it is colorless and so doesn't restrict your deckbuilding options and it's only one mana (which is huge because it means you can actually play 1 and 2 CMC spells in your deck, in a format where turns 1 and 2 are half the game).

Actually, it's nowhere as good as it looks because Empty Word is CMC 0 so if you're playing 4 you can cascade into yourself and fizzle out, so you would need a ton of topdeck manipulation. It would probably still see a ton of play as a 1-of with 1-2 targets in decks where that's relevant - which would mean that every deck in Modern would get to run a single copy of 1-mana instant speed Balance, Ancestral Recall, Black Lotus, or Living End or whatever, which would make for an absurdly variance heavy format. Not as busted as it looks, but still causing all sorts of problems.

LastCenturion
2017-01-10, 08:10 AM
This card feels like total overkill in effect. While it has an extremely good anti abuse clause, playing almost all of your spells in a 60 card deck is overpowering. While it does create deck building tension of how many other finishers for this to cascade into, it would take a while to resolve, and be nigh-unstoppable once cast. Even a counter spell couldn't save you.


It was supposed to be a joke entry. Did I forget to spoiler it? My apologies. :smalltongue:

Congrats to the Djinn :smallsmile:

braveheart
2017-01-10, 10:42 AM
My card appears to be missing as well

TurboGhast
2017-01-10, 10:45 AM
Is this still incomplete? It has runners up / winners marked, but you missed my entry.


It was supposed to be a joke entry. Did I forget to spoiler it? My apologies. :smalltongue:

Congrats to the Djinn :smallsmile:


My card appears to be missing as well

I should have set aside more time to judge cards instead of doing it in the middle of the night.

Forgot to remove incomplete information when done, took two cards from the same person, not realizing one of them was a joke, missed two cards.

EDIT: Done for real this time unless I missed someone else's card.

Djinn_in_Tonic
2017-01-10, 01:53 PM
Oh wow! So glad you enjoyed the card. :smallbiggrin:

Challenge: Make a card that has an effect while in a graveyard, or can be played in some manner while in a graveyard. However you want to do it!

Ionbound
2017-01-10, 02:25 PM
The lack of synergy with an Ornithopter mentioned in the flavor text was the joke. I tried to figure out what the worst case scenario for a cascade target with this on the field was :smalltongue:

digiman619
2017-01-10, 02:36 PM
Dark Cabalist 2B
Creature- Human Wizard (uncommon)
Deathtouch
B, Exile Dark Cabalist from your graveyard: Add BBB to your mana pool.
2/2

I can make a render of it if you're interested.

BasketOfPuppies
2017-01-10, 03:29 PM
Sneak 1(U/B)
Creature- Incarnation U
Skulk
As long as ~ is in your graveyard and you control an island or a swamp, creatures you control have skulk
1/1

Blue Ghost
2017-01-10, 04:11 PM
Skinwalker, the Rotting God
(B) Legendary Creature - Zombie Avatar (M)
3BBB, pay 3 life, exile three creature cards from any graveyard(s): Put Skinwalker, the Rotting God from your graveyard onto the battlefield.
At the beginning of your upkeep, put two -1/-1 counters on each creature. Each player loses 2 life.
Whenever another creature dies, remove a -1/-1 counter from Skinwalker, the Rotting God and gain 1 life.
6/8

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Black/Skinwalker%20the%20Rotting%20God_zps59p39mpv.png


I can make a render of it if you're interested.

I for one think we could always use more renders.

LastCenturion
2017-01-10, 05:28 PM
Oooh. I think there's some design space here, too...

Second Try - 1RR
Sorcery - R
You may cast Second Try from your graveyard.
If Second Try was cast from your graveyard, target player loses life equal to half of their life total, rounded down, then exile Second Try.
If Second Try was cast from your hand, you lose life equal to half your life total, rounded down.
"Mistakes lead to miracles" - Kaladeshian Proverb

Second Try - 1RR
Art: An artificer looks on as their experiment fails, spectacularly.
Sorcery - R
Choose a player. That player takes damage equal to half their life total, rounded down. If you cast Second Try from your hand, you must choose yourself.
Flashback 1RR
"Mistakes lead to miracles" - Kaladeshian Proverb

EDIT: Redid wording. I'll edit again with art once I draw it.

CantigThimble
2017-01-10, 07:29 PM
Oooh. I think there's some design space here, too...

Second Try - 1RR
Sorcery - R
You may cast Second Try from your graveyard.
If Second Try was cast from your graveyard, target player loses life equal to half of their life total, rounded down, then exile Second Try.
If Second Try was cast from your hand, you lose life equal to half your life total, rounded down.
"Mistakes lead to miracles" - Kaladeshian Proverb

You could probably make this card look a lot cleaner lf you changed the text to something like:

You lose half your life, rounded up.
1RR, Exile Second Try from your graveyard: Target player loses half their life rounded up.

Or if you want it to be 'cast' then you could give it flashback and cut out a line or two of text like that.

References:
Blood Tribute (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=170995)
Soul of New Phyrexia (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420891)

TurboGhast
2017-01-10, 07:39 PM
Ariatha, Phoenix of Growth 3RG
Legendary Creature - Plant Phoenix R
Flying, Haste
Other Plant creatures get +1/+1 and have haste
When Ariatha enters the battlefield, create a 0/1 green Plant token.
3RG: Return Ariatha from your graveyard to your hand. Create a 0/1 green Plant creature token.
3/2

(Please assume there's enough plant creatures to make plant tribal viable in the set this appears in.
Also, note that haste and an ETB ability make this creature less of a dead draw if you already have one on the battlefield.)


Original:
Phoenix of Growth 3RG
Creature - Plant Phoenix R
Flying
Other Plant creatures get +1/+1 and have haste
When ~ enters the battlefield, create a 0/1 green plant token.
3RG: Return ~ from your graveyard to your hand. Create two 0/1 green Plant creature tokens.
3/2

Changes to current version: Added Ariatha to name, granted haste, made legendary. Reduced second instance of token generation to a single token, like the first.

Later, fixed a typo. (tokens -> token)

mystic1110
2017-01-10, 07:39 PM
Possessive Pharaoh 2RRB
Creature - Zombie R
Menace
Whenever combat damage is dealt to you or a planeswalker you control, if Possessive Pharaoh is in your graveyard, gain control of target creature until the end of your next combat phase, then put Possessive Pharaoh on top of your library.
6/3

LastCenturion
2017-01-10, 08:00 PM
You could probably make this card look a lot cleaner lf you changed the text to something like:

You lose half your life, rounded up.
1RR, Exile Second Try from your graveyard: Target player loses half their life rounded up.

Or if you want it to be 'cast' then you could give it flashback and cut out a line or two of text like that.

References:
Blood Tribute (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=170995)
Soul of New Phyrexia (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420891)

... darn.

I forgot Flashback was thing. Thank you for the suggestion, it's updated now.

CantigThimble
2017-01-10, 10:27 PM
Assembly Line W
Sorcery - U
Create a 1/1 colorless Servo artifact creature token.
You may cast this card from your graveyard by tapping an artifact you control and paying E in addition to its other costs.

I would consider making a keyword mechanic like retrace for this but I'm not quite sure how much design space such a keyword would really have so I'm holding back.

mythmonster2
2017-01-11, 12:07 AM
Angel of the Last Hope- 3WW
Creature- Angel (R)
Flying, Lifelink, Vigilance
You may cast Angel of the Last Hope from your graveyard if you have less than 5 life.
In a mortal's fateful hour, nothing will stop an angel's duty.
4/4

Undying Anthem- W
Enchantment (R)
If Undying Anthem is in your graveyard, creatures you control get +1/+1.

tgva8889
2017-01-11, 01:52 AM
Mulching Eater 2BG
Creature - Zombie Plant (R)
While Mulching Eater is on the battlefield or in your graveyard, each creature card in your graveyard gets +2/+2 and has scavenge. The scavenge cost is equal to its mana cost plus 2. (This includes Mulching Eater.)
2/2

Gauntlet
2017-01-11, 04:41 AM
Grotesque Corpsemaster - 9
Creature - Eldrazi Zombie - Rare

Emerge 6BB

Deathtouch

When you cast Grotesque Corpsemaster, you may exile any number of target Zombie cards from your graveyard. If you do, create a 3/2 Eldrazi Horror creature token for each card exiled this way.

You may cast Grotesque Corpsemaster from your graveyard if you sacrifice a Zombie to pay its Emerge cost.

2/5

Jormengand
2017-01-11, 06:46 AM
Keystone Golem 2
Artifact Creature - Construct R
While Keystone Golem is in your graveyard, creatures you control get -1/-1.
When one stone is broken, the rest fall.
4/4

Dr.Gunsforhands
2017-01-12, 11:35 PM
Epoch Marker 2
Artifact - R
X, T: Search your library for up to X cards and put them into your graveyard, then shuffle your library and sacrifice Epoch Marker.
When Epoch Marker is put into a graveyard from anywhere, exile all other cards in that graveyard.
When Epoch Marker leaves your graveyard, shuffle your graveyard into your library, then return all cards exiled with Epoch Marker to your graveyard.
An archaeological construct that, while interesting, is very hard for most people to appreciate or find applicable. Just like real life!

(EDIT: fixed!)

tgva8889
2017-01-13, 12:19 AM
I don't know if it's intentional that Epoch Marker doesn't exile any of the cards you search for with the first one, but I'd figured I'd point it out. Because sacrificing is part of the cost of the ability, it will go to the graveyard when the search ability is on the stack, then trigger immediately.

Dr.Gunsforhands
2017-01-13, 12:27 AM
I don't know if it's intentional that Epoch Marker doesn't exile any of the cards you search for with the first one, but I'd figured I'd point it out. Because sacrificing is part of the cost of the ability, it will go to the graveyard when the search ability is on the stack, then trigger immediately.

Wait, hold on. So, that means you sacrifice it and put it in the graveyard first as part of the cost... but paying the cost puts the ability on the stack, so the triggered ability still has to wait and go on top of it... so then that resolves first and, uh...

...aw, man! That's WAY more useful than I intended. I'll need to figure out a different first ability, then. Thanks.

LastCenturion
2017-01-13, 08:23 AM
Epoch Marker 2
Artifact - R
X, T, Sacrifice Epoch Marker: Search your library for up to X cards and put them into your graveyard.
When Epoch Marker is put into a graveyard from anywhere, exile all other cards in that graveyard.
When Epoch Marker leaves your graveyard, return all cards exiled with Epoch Marker to your graveyard.
An archaeological construct that, while interesting, is very hard for most people to appreciate or find applicable. Just like real life!

I lost it at the flavor text, which means I have now had hot coffee in my nose. Thanks, Dr.
Hot as in slightly warmer than room temp. I'm fine.
This is kind of useful though. A great addition to Dredge, to make up for the one that was just banned?

Gauntlet
2017-01-13, 09:23 AM
I lost it at the flavor text, which means I have now had hot coffee in my nose. Thanks, Dr.
Hot as in slightly warmer than room temp. I'm fine.
This is kind of useful though. A great addition to Dredge, to make up for the one that was just banned?

It's a setup card, but if you Dredge into it it eats your graveyard, so probably way too unreliable to actually see much play.

It might see play as an autodraw mechanism though. If you have one in your graveyard, with another exiled under it, putting a third into your graveyard results in a mandatory infinite loop which makes the game a draw, and it also can tutor for itself.

Djinn_in_Tonic
2017-01-14, 12:31 AM
Judgement coming tomorrow! Get any last-minute entries in!

tgva8889
2017-01-14, 12:42 AM
Wait, hold on. So, that means you sacrifice it and put it in the graveyard first as part of the cost... but paying the cost puts the ability on the stack, so the triggered ability still has to wait and go on top of it... so then that resolves first and, uh...

...aw, man! That's WAY more useful than I intended. I'll need to figure out a different first ability, then. Thanks.

Short explanation is that you activate the first ability, then the "when this is put into a graveyard" ability triggers and goes on the stack on top of it, so the end result is you exile all the cards in your graveyard then search for X cards to put in your graveyard.

Dr.Gunsforhands
2017-01-14, 12:48 AM
Short explanation is that you activate the first ability, then the "when this is put into a graveyard" ability triggers and goes on the stack on top of it, so the end result is you exile all the cards in your graveyard then search for X cards to put in your graveyard.

I eventually figured it out, yeah. :smalltongue: I updated it with a new version that's hopefully less convenient as a tutor, and that also won't accidentally crash the game.

CantigThimble
2017-01-14, 02:06 AM
Judgement coming tomorrow! Get any last-minute entries in!

Don't these normally last a week?

Djinn_in_Tonic
2017-01-14, 12:52 PM
Don't these normally last a week?

Normally, yes. But there was a HUGE initial surge this time that died off (only one entry in the last two days), so I figured it was probably safe to get things moving again a little sooner. :smallsmile:

CantigThimble
2017-01-14, 01:51 PM
Fair enough.

Djinn_in_Tonic
2017-01-15, 12:24 AM
Second Try - 1RR
Art: An artificer looks on as their experiment fails, spectacularly.
Sorcery - R
Choose a player. That player takes damage equal to half their life total, rounded down. If you cast Second Try from your hand, you must choose yourself.
Flashback 1RR
"Mistakes lead to miracles" - Kaladeshian Proverb

I'm a bit wary of this as a potential turn three "deal 10 damage to target player" effect in black/red. Tormenting Voice or Wild Guess or Insolent Neonate or Lightning Axe and several others let you play this on turn 3, and probably draw some cards to boot...

You can also get around this with re-targeting effects, which is an interesting combo, and, frankly, a more interesting use of the spell, since no one will ever cast actually cast it unless they're super far behind and it's worth the 2 life to deal 9 damage...in which case I feel you'd have been better off running a card that wouldn't put you in such a situation. The fact that you have to pull shennigans to cheat it out early and it loses value the later you do play it means I'm not sure it fits into most Red decks.



Ariatha, Phoenix of Growth 3RG
Legendary Creature - Plant Phoenix R
Flying, Haste
Other Plant creatures get +1/+1 and have haste
When Ariatha enters the battlefield, create a 0/1 green Plant token.
3RG: Return Ariatha from your graveyard to your hand. Create a 0/1 green Plant creature token.
3/2
I love the weird Phoenix/Plant mix here, and I enjoy that it leaves seeds behind when it arives and leaves. That said, this feels...possibly overcosted? If it dies it's 10 mana to get back and play again, and that gets you a grand total of 5 power and 6 toughness, which seems a bit steep. Sure, there's some haste and flying in there, but you might be able to swing lower the return cost to 1RG or 2RG.


Possessive Pharaoh 2RRB
Creature - Zombie R
Menace
Whenever combat damage is dealt to you or a planeswalker you control, if Possessive Pharaoh is in your graveyard, gain control of target creature until the end of your next combat phase, then put Possessive Pharaoh on top of your library.
6/3
The idea of a mummy protecting a place or person is a nice match for the recurring mechanic here, but I'm not sure I'm sold on the creature-control, nor does it really feel red. I think either the gaining control (some sort of processing ghost) or the recurring zombie (the protective pharaoh) would have been very solid cards in pure black. The combination of the two feels off though.


Assembly Line W
Sorcery - U
Create a 1/1 colorless Servo artifact creature token.
You may cast this card from your graveyard by tapping an artifact you control and paying E in addition to its other costs.
This is really cool. Synergizes nicely with energy decks, isn't too powerful, and can be a great way to stall a game out if you need blockers and have energy to spare. More importantly, having multiple of these doesn't become overpowering since it's limited by energy rather than the sheer presence of the card. Nicely done!


Angel of the Last Hope- 3WW
Creature- Angel (R)
Flying, Lifelink, Vigilance
You may cast Angel of the Last Hope from your graveyard if you have less than 5 life.
In a mortal's fateful hour, nothing will stop an angel's duty.
4/4
Simple, straightforward, and feels very angelic. I was going to say it feels under-costed, but a check against Angel of Intervention indicates this is probably about right. Might be better as a Mythic Rare though (to match Angel of Intervention again).[/I]


Mulching Eater 2BG
Creature - Zombie Plant (R)
While Mulching Eater is on the battlefield or in your graveyard, each creature card in your graveyard gets +2/+2 and has scavenge. The scavenge cost is equal to its mana cost plus 2. (This includes Mulching Eater.)
2/2
This is a really intriguing card. It feels VERY green/black, and I like that it actually encourages you to have some cheap creatures you're okay with killing off, since the buff (graveyard buff? Super creatives) makes even a 1 mana 1/1 into a 3 mana +3/+3. I'm not convinced it needs to work both on the battlefield AND the graveyard, but I'm also not confident enough to say it should be one or the other. Great work here.


Grotesque Corpsemaster - 9
Creature - Eldrazi Zombie - Rare
Emerge 6BB
Deathtouch
When you cast Grotesque Corpsemaster, you may exile any number of target Zombie cards from your graveyard. If you do, create a 3/2 Eldrazi Horror creature token for each card exiled this way.

You may cast Grotesque Corpsemaster from your graveyard if you sacrifice a Zombie to pay its Emerge cost.
2/5
Delightful self-synergy here. Very evocative concept (I can see the image in my head, and I don't like it), and tight design behind it. I'll admit I'm a bit unfamiliar with the balance of emerge though, so the power level of this is hard for me to judge.


Keystone Golem 2
Artifact Creature - Construct R
While Keystone Golem is in your graveyard, creatures you control get -1/-1.
When one stone is broken, the rest fall.
4/4
Nice twist on the prompt -- I think this is the only downside we have in the whole set. That said, I'm wary of this -- that's a lot of power VERY early, and graveyard removal is pretty easy to get...and in some cases actually useful for the player. That makes 2 generic mana for a 4/4 pretty concerning. Would be willing to let it hit play in a set without a lot of cheap graveyard removal though.


Epoch Marker 2
Artifact - R
X, T: Search your library for up to X cards and put them into your graveyard, then shuffle your library and sacrifice Epoch Marker.
When Epoch Marker is put into a graveyard from anywhere, exile all other cards in that graveyard.
When Epoch Marker leaves your graveyard, shuffle your graveyard into your library, then return all cards exiled with Epoch Marker to your graveyard.
An archaeological construct that, while interesting, is very hard for most people to appreciate or find applicable. Just like real life!
This has to be one of the most byzantine tutors I've ever seen. It's definitely slotted into the "rare" slot correctly. In practice, however, it just feels like a more complicated Buried Alive and, while the X value has some utility, it feels like you have to jump through too many hoops to get there.

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

THE TOP THREE

tgva8889's Mulching Eater -- Creative use of Salvage and graveyard buffing in a manner I don't think has been seen before.
CantigThimble's Assembly Line -- A fantastically simple little card that does it's job well and works nicely with set mechanics. One of the few energy cards I've seen that I don't think needs to give energy.
Gauntlet's Grotesque Corpsemaster -- Delightful self-synergy with every method of casting it, and a very evocative image.

And the winner...
CantigThimble and Assembly Line. We had to go to a photo finish for this one: Mulching Eater is a card with a concept and unique mechanical twist I absolutely love, but I can't help but feel that, since it can buff things other than itself, the effect might be better on an enchantment or given to artifact creatures. That, combined with the uncertainty I had about whether or not the card was better designed only functioning in a single zone pushed the rather elegant simplicity of Assembly Line ahead by a tiny fraction.

CantigThimble
2017-01-15, 01:47 AM
Oh, cool I won! Wait, now I need to judge one of these, crap.

Challenge: Mana rocks! As in, noncreature artifacts that tap to make mana. Make a mana rock, make something that synergizes with mana rocks, make something that counters mana rocks, whatever, go nuts!

Djinn_in_Tonic
2017-01-15, 02:27 AM
Challenge: Mana rocks! As in, noncreature artifacts that tap to make mana. Make a mana rock, make something that synergizes with mana rocks, make something that counters mana rocks, whatever, go nuts!

Surging Mana Gem - 1
Artifact (U)
Tap: Add R to your mana pool.
R, Tap: Sacrifice Surging Mana Gem. Deal 3 damage to target creature or player.
Raw magic cannot be contained in mere stone.

Blue Ghost
2017-01-15, 03:14 AM
I think you missed a few entries?

Gauntlet
2017-01-15, 07:03 AM
Assembly Line seemed super powerful to me because of all the cards that give you energy whenever an artifact or creature enters the battlefield.

Djinn_in_Tonic
2017-01-15, 10:22 AM
I think you missed a few entries?

I'll double check today. May have been tired last night. Sorry. :(

LastCenturion
2017-01-15, 10:42 AM
Mana Rocks... Hmm...



Worldsoul - 5
Legendary Artifact - MR
Worldsoul enters the battlefield tapped.
T: Add two mana of any one color to your mana pool.
T, Sacrifice Worldsoul: Add WUBRG to your mana pool. You take 1 damage.
Progenitus itself was unimportant. Its possessions, though...

BasketOfPuppies
2017-01-15, 12:56 PM
I'll double check today. May have been tired last night. Sorry. :(

Yeah, you kinda missed mine.

Jormengand
2017-01-15, 02:09 PM
Dragonstone 5
Artifact - R
Flying, Trample, Doublestrike
T: Add R to your mana pool
Dragons may die, but the fire inside never does.

quietkal
2017-01-15, 02:12 PM
Surprised there wasn't a mana rock making use of E in Kaladesh/Aether Revolt. Suppose there's Aether Hub, but eh. Land.

Aether Conduit - (3)
[Art depicts a large glass tube running above a busy street. Tube is decorated in gold, and filled with cerulean energy/vapor.]
Artifact - U
At the beginning of your upkeep, you get E.
(T): Add <> to your mana pool.
(T), Pay E: Add one mana of any color to your mana pool.
Power to build. Power to destroy.

LastCenturion
2017-01-15, 02:25 PM
Dragonstone 5
Artifact - R
Flying, Trample, Doublestrike
T: Add R to your mana pool
Dragons may die, but the fire inside never does.

I kind of get the point, but... why are there creature keywords on an artifact? This feels like the RoboRosewater thing where it puts First Strike on instants.

quietkal
2017-01-15, 02:36 PM
I kind of get the point, but... why are there creature keywords on an artifact? This feels like the RoboRosewater thing where it puts First Strike on instants.
Dragonstone 5
Artifact - R
Flying, Trample, Doublestrike
T: Add R to your mana pool
Dragons may die, but the fire inside never does.
Created by Jormengand
Well, the point seems to be that if you can bring life back to the artifact, it still has the soul of a dragon in it so it'd be more powerful. So like, if you enchanted it with Ensoul Artifact, it'd become a 5/5 with Flying, Trample, and Double Strike.
Double Strike might make it a little very strong, but otherwise I personally really like the card. Run it less for the mana rock and more for the insane dragon you bring out from it.

Ionbound
2017-01-15, 02:36 PM
Because if you animate it (say, with Tezzeret) then it will have all those abilities.

Heart of the World-9

Artifact-MR

You may pay WUBRG rather than pay ~'s mana cost.

T: Add WUBRG to your mana pool.

A single harmonious note sounded as the world's heart pumped mana anew.

Sgt. Cookie
2017-01-15, 03:03 PM
To keep word count down, I'm going to introduce a little bit of a rules bend: "Requires". "Requires", rule-wise, is shorthand for "Activate this ability only if [Requirement] is true.".



Instead of a mana "rock", how about a...
Mana Clock 4
Artefact R
At the beginning of your upkeep, if ~ has less than twelve Clock counters on it, put a Clock counter on ~.
T: Add C to your mana pool.
T: Add one mana of any colour to your mana pool. Requires three Clock counters on ~.
T: Add two mana of any one colour to your mana pool. Requires six Clock counters on ~.
T: Add four mana in any combination of colours to your mana pool. Requires twelve Clock counters on ~.

Beelzebub1111
2017-01-15, 03:11 PM
Mox Ritual 0
Sorcery - MR CI:B
Choose a Color
As an additional cost to cast Mox Ritual you must sacrifice 2 creatures that share the chosen color
Put a Mox artifact token onto the battlefield with "T: Add 1 mana of the chosen color your mana pool"

TurboGhast
2017-01-15, 05:28 PM
Angelic Amulet 3
Artifact - R
T: Add W to your mana pool.
Fateful hour - 4W, T: Transform Angelic Amulet. Requires you to have 5 or less life.
//
Angel of the Amulet CI:W
Creature - Angel R
Flying, Lifelink
~ can block four additional creatures each combat.
4/8

mystic1110
2017-01-15, 07:26 PM
Fallow Matrix 1
Artifact R
Activated mana abilities of artifacts and creatures can't be activated.
The land will provide. You won't.

Bucky
2017-01-16, 12:17 AM
Obelisk of Treason - 2
Artifact - U
Obelisk of Treason enters the battlefield tapped.

When you play a land, sacrifice Obelisk of Treason.

{T}: add CC to your mana pool.

Gauntlet
2017-01-16, 04:11 AM
Mana Rock - 2Ĺ
Artifact - Uncommon

T: Name a song currently playing. If you named that song correctly, add one mana of any colour to your mana pool. You can't name the same song twice.

"Okay, who let the mana dorks in? They always end up with all the birds!"


Mana Dork - 2
Artifact Creature - Gamer - Common

T, talk about which colour is the most powerful: Add one mana of that colour to your mana pool.

0/1

Mana Ramp - 4
Artifact - Rare

If a spell or ability of a nonland permanent you control would add mana to your mana pool, you may instead search your library for a basic land which produces mana of that colour and put it onto the battlefield tapped.

"That's how it's always worked, right?"

braveheart
2017-01-16, 05:03 PM
Surging Mana Gem - 1
Artifact (U)
Tap: Add R to your mana pool.
R, Tap: Sacrifice Surging Mana Gem. Deal 3 damage to target creature or player.
Raw magic cannot be contained in mere stone.

So it is free to cast and even filters into red when you do? That's a lot stronger than it should be, imagine I start my game with a basic and 3 of these, I have 4-5 mana on turn 2

Dr.Gunsforhands
2017-01-16, 05:33 PM
Red Lotus 0
Artifact - MR
Red Lotus enters the battlefield tapped.
R, T, Sacrifice Red Lotus: Add RRR to your mana pool.
Remember that scene in Back to the Future 3 where Doc was fueling the train with increasingly explosive chemical packets? This is the one he threw in last.

braveheart
2017-01-16, 05:45 PM
Manaburst Fountain 1
Artifact - R
At the beginning of your upkeep put a charge counter on Manaburst Fountain.
At the beginning of your precombat main phase, if there are 3 or more charge counters on Manaburst Fountain, sacrifice it and add CCC to your mana pool.

Misothene
2017-01-16, 06:00 PM
Dromoka's Scalestone 2
Artifact- U
Dromoka's Scalestone enters the battlefield tapped.
T: Add W or G to your mana pool.
6: Dromoka's Scalestone becomes an Equipment with "Equipped creature gets +2/+2 and vigilance" and "Equip 2"

BasketOfPuppies
2017-01-16, 06:04 PM
Dromoka's Scalestone 2
Artifact- U
Dromoka's Scalestone enters the battlefield tapped.
T: Add W or G to your mana pool.
6: Dromoka's Scalestone becomes an Equipment with "Equipped creature gets +2/+2 and vigilance" and "Equip 2"

For memory reasons you might want to make this a DFC with 6 to transform and the equipment on the back.

- - - Updated - - -


Red Lotus 0
Artifact - MR
Red Lotus enters the battlefield tapped. When Red Lotus enters the battlefield, it doesn't untap during its controller's next untap step.
R, T, Sacrifice Red Lotus: Add RRR to your mana pool.
Remember that scene in Back to the Future 3 where Doc was fueling the train with increasingly explosive chemical packets? This is the one he threw in last.

This is some Grade A flavor text if I've ever seen it.

tgva8889
2017-01-17, 12:32 AM
Sacrificial Dagger 3
Artifact - Equipment (R)
Equipped creature gets +2/+0.
T, B, sacrifice a creature: Add to your mana pool an amount of B equal to the sacrificed creature's converted mana cost if Sacrificial Dagger is attached to a creature you control.
Equip 2

ben-zayb
2017-01-17, 06:31 PM
Manalith Jawbruiser 0
Artifact R
T, Tap an untapped nontoken creature you control: Add one mana of any color to your mana pool. That tapped creature doesn't untap during its controller's next untap step.
"Mmr chmmdren mith vmmy mimmle mmcket mmney."

So...a cheaper Springleaf Drum with moredrawback. Not sure if this is worth a Rare or an Uncommon

Passive Pete
2017-01-18, 01:47 AM
Corrupted Coffers 3
Artifact R
T: You and target opponent each create a colorless Gold artifact token with "sacrifice this token: add one mana of any color to your mana pool."
Whenever an opponent sacrifices a Gold token, that player exiles the top card of his or her library.
Sacrifice ~: You may play a card exiled with ~ until end of turn.

For multiplayer politicking.
Stealing cards isn't in colorless I know, but you never know what they'll print as Commander-intended rares.
Also note that the gold tokens enable you to pay for stolen cards of any colors.

Blue Ghost
2017-01-20, 02:19 AM
Aetherspinner's Amulet 2
Artifact - Equipment (R)
Equipped creature has "T: Add one mana of any color to your mana pool" and "2: This creature gets +1/+0 until end of turn."
Equip 1

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Colorless/Aetherspinners%20Amulet_zpsmzogr71q.png

Laughing Dog
2017-01-20, 11:44 AM
Magic Warp 4
Enchantment R
T:Add one mana of any color to your mana pool. Magic Warp doesn't untap during your next untap step.
Non-Aura enchantments have "T:Add one mana of any color to your mana pool. This card doesn't untap during your next untap step."
Activated mana abilities of non-creature artifacts cannot be activated.
Experiment 55 has rendered most auxilary mana production useless. Reports of mana being produced from peculiar sources abound...

Mister Tom
2017-01-20, 03:17 PM
Obsidian Bloodstone B

Artifact R
At the start of your upkeep, either place a -1/-1 token on a non-black creature you control, or lose 4 life. Then add BB to your mana pool.

Most deals with the devil are actually pretty straightforward.

Bucky
2017-01-20, 06:08 PM
Obsidian Bloodstone B

Artifact R
At the start of each of your turns

I assume you mean upkeep?

LastCenturion
2017-01-20, 06:09 PM
Obsidian Bloodstone B

Artifact R
At the start of each of your turns, either place a -1/-1 token on a non-black creature you control, or lose 4 life. Then add BB to your mana pool.

Most deals with the devil are actually pretty straightforward.

The mana from this is kind of useless though, because it drains before your main phase. I would say have it tap and do that.

Gauntlet
2017-01-20, 06:27 PM
The mana from this is kind of useless though, because it drains before your main phase. I would say have it tap and do that.

Generating mana at odd times does happen. See Radha, Heir to Keld and Braid of Fire.

Dr.Gunsforhands
2017-01-20, 07:12 PM
Mana Necklace 3
Artifact - R
Whenever another artifact you control is tapped for mana, add one mana of any color to your mana pool.
T: Add one mana of any color to your mana pool.

Jeweler Gnome 2
Artifact Creature - Gnome R
Whenever an artifact you control is tapped for mana, add one mana of any color to your mana pool.
1/3

Mister Tom
2017-01-21, 12:38 PM
The mana from this is kind of useless though, because it drains before your main phase. I would say have it tap and do that.

Yep, My bad- thanks to both. my idea was that this isn't a tapped ability, i.e. one that's controllable- the bloodstone takes its price, every turn, one way or the other.

LastCenturion
2017-01-21, 12:58 PM
Yep, My bad- thanks to both. my idea was that this isn't a tapped ability, i.e. one that's controllable- the bloodstone takes its price, every turn, one way or the other.

In that case, I would suggest making the ability from "At the start of your upkeep, either place a -1/-1 token on a non-black creature you control, or lose 4 life. Then add BB to your mana pool." to "T: Choose one: put a -1/-1 counter on a non-black creature you control, or lose 4 life, Then add BB to your mana pool. At the beginning of your untap step, you must activate this ability." which does what you want while still being playable. The last phrase doesn't make it unplayable, by the way, because if it's tapped you can't use the ability, so nothing happens.

Misothene
2017-01-21, 03:43 PM
@Mister Tom, the wording you're looking for is:

"At the beginning of your upkeep, put a -1/-1 counter on a nonblack creature you control. If you don't, you lose 4 life. Then add BB to your mana pool."

@LastCenturion, your proposed wording doesn't work, since the "choose one" formatting seems to have gotten lost, and no player gets priority during the untap step. There is also no way for the rules to process "you must activate this ability."

Tom the Mime
2017-01-21, 04:05 PM
Easiest way to deal with it would be to keep the penalty during the upkeep so it's still unavoidable and make the mana ability a tap ability. Minor untapping shenanigans possible but not really a big deal.

Mister Tom
2017-01-21, 04:10 PM
@Mister Tom, the wording you're looking for is:

"At the beginning of your upkeep, put a -1/-1 counter on a nonblack creature you control. If you don't, you lose 4 life. Then add BB to your mana pool."



Neat. I only know that I know very little, so apologies if a v stupid question- would that imply you must put a -1/-1 counter if you can? (That wasn't the intention.)

digiman619
2017-01-21, 04:23 PM
Neat. I only know that I know very little, so apologies if a v stupid question- would that imply you must put a -1/-1 counter if you can? (That wasn't the intention.)

Yes it would. If you want it to be one or the other, it should be "At the beginning of your upkeep, you may put..."

LastCenturion
2017-01-21, 04:25 PM
Neat. I only know that I know very little, so apologies if a v stupid question- would that imply you must put a -1/-1 counter if you can? (That wasn't the intention.)

The wording as Misothene suggested would force you to do the counter, and the life only if you can't. You would need a "may" clause in order to give choice.

Misothene
2017-01-21, 04:26 PM
Neat. I only know that I know very little, so apologies if a v stupid question- would that imply you must put a -1/-1 counter if you can? (That wasn't the intention.)

Yes, it does mean you do that if you can. I thought that was your intention based on prior wordings.

If you wanted the player to be able to pick, the wording would be:

"At the beginning of your upkeep, you may put a -1/-1 counter on a nonblack creature you control. If you don't, you lose 4 life. Then add BB to your mana pool."

This wording still makes it so that the mana can only be used during your upkeep, which may also not have been your intention.

Simplest solution:

"At the beginning of your upkeep, you may put a -1/-1 counter on a nonblack creature you control. If you don't, you lose 4 life.

T: Add BB to your mana pool."

More complicated solution that doesn't involve tapping:

"At the beginning of your upkeep, you may put a -1/-1 counter on a nonblack creature you control. If you don't, you lose 4 life. Then add BB to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end."

mythmonster2
2017-01-21, 08:54 PM
Unstable Generator- 3
Artifact (U)
T: Add RR to your mana pool. Put a charge counter on Unstable Generator. Then, you may sacrifice Unstable Generator. If you do, deal X damage to target creature or player, where X is the number of charge counters on Unstable Generator.

CantigThimble
2017-01-21, 09:04 PM
Surging Mana Gem - 1
Artifact (U)
Tap: Add R to your mana pool.
R, Tap: Sacrifice Surging Mana Gem. Deal 3 damage to target creature or player.
Raw magic cannot be contained in mere stone.

So itís a fire diamond and/or a searing spear. Solid idea but severely undercoated. Needs to cost at least 2-3 more or be rare.Worldsoul - 5
Legendary Artifact - MR
Worldsoul enters the battlefield tapped.
T: Add two mana of any one color to your mana pool.
T, Sacrifice Worldsoul: Add WUBRG to your mana pool. You take 1 damage.
Progenitus itself was unimportant. Its possessions, though...

Roughly equivalent to a gilded lotus with some added functionality. I think itís reasonable power-wise. Is there any strong reason for the take 1 damage? It seems a bit superfluous.Dragonstone 5
Artifact - R
Flying, Trample, Doublestrike
T: Add R to your mana pool
Dragons may die, but the fire inside never does.

Hmm, neat design. However I donít really like that while it seems to have two uses itís pretty overpriced as a mana rock. I think it ought to tap for two mana or have its cost reduced to really work but I really like the idea.Aether Conduit - (3)
[Art depicts a large glass tube running above a busy street. Tube is decorated in gold, and filled with cerulean energy/vapor.]
Artifact - U
At the beginning of your upkeep, you get E.
(T): Add <> to your mana pool.
(T), Pay E: Add one mana of any color to your mana pool.
Power to build. Power to destroy.

Now that you mention it I am also quite surprised there isnít an energy mana rock. This is an interesting way to do it but I think itís a bit too strong for uncommon. Iíd be more comfortable with it if it came with a limited energy supply or couldnít make mana without energy. However, I played very little Kaladesh block limited so I could be wrong there.
Heart of the World-9

Artifact-MR

You may pay WUBRG rather than pay ~'s mana cost.

T: Add WUBRG to your mana pool.

A single harmonious note sounded as the world's heart pumped mana anew.

And all the 5 color commander decks rejoiced! This seems completely fine, not exciting but solid and not too strong I donít think.
Mana Clock 4
Artefact R
At the beginning of your upkeep, if ~ has less than twelve Clock counters on it, put a Clock counter on ~.
T: Add C to your mana pool.
T: Add one mana of any colour to your mana pool. Requires three Clock counters on ~.
T: Add two mana of any one colour to your mana pool. Requires six Clock counters on ~.
T: Add four mana in any combination of colours to your mana pool. Requires twelve Clock counters on ~.

Neat idea but way too slow. No oneís really getting excited by a gilded lotus that is worse until turn 16. Needs to cost 3 and level up faster to be worth much. On top of that itís really wordy, it needs a mechanic like level up for the sake of readability.Mox Ritual 0
Sorcery - MR CI:B
Choose a Color
As an additional cost to cast Mox Ritual you must sacrifice 2 creatures that share the chosen color
Put a Mox artifact token onto the battlefield with "T: Add 1 mana of the chosen color your mana pool"

Maybe this has combo implications but Iím not really the one you want judging those (I still have no clue why lions eye diamond is good). So as far as I can tell this really isnít that great. It also breaks the theme of moxen somewhat since you canít play it on turn one.Angelic Amulet 3
Artifact - R
T: Add W to your mana pool.
Fateful hour - 4W, T: Transform Angelic Amulet. Requires you to have 5 or less life.
//
Angel of the Amulet CI:W
Creature - Angel R
Flying, Lifelink
~ can block four additional creatures each combat.
4/8

As far as fateful hour effects go this one is pretty solid as it gives you a good shot of surviving long enough to make a comeback. Only issue with it is the angel showing up tapped which is very awkward and unintuitive.Fallow Matrix 1
Artifact R
Activated mana abilities of artifacts and creatures can't be activated.
The land will provide. You won't.

Disgusting hate card and excellent flavor text. Iím not sure about this being colorless and only one mana but I suppose thatís probably necessary to be relevant in eternal formats.Obelisk of Treason - 2
Artifact - U
Obelisk of Treason enters the battlefield tapped.

When you play a land, sacrifice Obelisk of Treason.

{T}: add CC to your mana pool.

Ooh, very cool design here. I like it. Iím not sure uncommon is the best place for an effect like this but itís probably fine.Mana Rock - 2Ĺ
Artifact - Uncommon

T: Name a song currently playing. If you named that song correctly, add one mana of any colour to your mana pool. You can't name the same song twice.

"Okay, who let the mana dorks in? They always end up with all the birds!"

Fun card! I wish there was a way to do this that wouldnít result in you just playing music on your phone to guarantee the effect but I like the idea.Manaburst Fountain 1
Artifact - R
At the beginning of your upkeep put a charge counter on Manaburst Fountain.
At the beginning of your precombat main phase, if there are 3 or more charge counters on Manaburst Fountain, sacrifice it and add CCC to your mana pool.

Cool idea. I like it.Dromoka's Scalestone 2
Artifact- U
Dromoka's Scalestone enters the battlefield tapped.
T: Add W or G to your mana pool.
6: Dromoka's Scalestone becomes an Equipment with "Equipped creature gets +2/+2 and vigilance" and "Equip 2"

Great card. I think it would function better as a transform card but otherwise good.Sacrificial Dagger 3
Artifact - Equipment (R)
Equipped creature gets +2/+0.
T, B, sacrifice a creature: Add to your mana pool an amount of B equal to the sacrificed creature's converted mana cost if Sacrificial Dagger is attached to a creature you control.
Equip 2

Seems solid, I think the very high potential mana burst is balanced out well by the need to have two creatures to make it work. Itís slightly awkward to have an equipment that taps independently from the creature but itís not too bad.Manalith Jawbruiser 0
Artifact R
T, Tap an untapped nontoken creature you control: Add one mana of any color to your mana pool. That tapped creature doesn't untap during its controller's next untap step.
"Mmr chmmdren mith vmmy mimmle mmcket mmney."

Seems fine, probably worse than springleaf drum unless your deck is 1-drop heavy.Corrupted Coffers 3
Artifact R
T: You and target opponent each create a colorless Gold artifact token with "sacrifice this token: add one mana of any color to your mana pool."
Whenever an opponent sacrifices a Gold token, that player exiles the top card of his or her library.
Sacrifice ~: You may play a card exiled with ~ until end of turn.

Excellent design. I would play the crap out of this card in multiplayer.Aetherspinner's Amulet 2
Artifact - Equipment (R)
Equipped creature has "T: Add one mana of any color to your mana pool" and "2: This creature gets +1/+0 until end of turn."
Equip 1

Perhaps a bit off challenge since itís the creature making the mana, not the artifact but Iíll let that slide. I like this quite a bit and would love to play it in limited.Magic Warp 4
Enchantment R
T:Add one mana of any color to your mana pool. Magic Warp doesn't untap during your next untap step.
Non-Aura enchantments have "T:Add one mana of any color to your mana pool. This card doesn't untap during your next untap step."
Activated mana abilities of non-creature artifacts cannot be activated.
Experiment 55 has rendered most auxilary mana production useless. Reports of mana being produced from peculiar sources abound...

Seems like a cool idea. Iím not sure if I like it being colorless though. The untap limitation is a good choice for enchantments.Obsidian Bloodstone B

Artifact R
At the start of your upkeep, either place a -1/-1 token on a non-black creature you control, or lose 4 life. Then add BB to your mana pool.

Most deals with the devil are actually pretty straightforward.

Hmm, so it really only works with instants, which is probably for the best considering how powerful it is. I think this is decent.Mana Necklace 3
Artifact - R
Whenever another artifact you control is tapped for mana, add one mana of any color to your mana pool.
T: Add one mana of any color to your mana pool.

Wow, thatís a disgusting amount of mana ramp in the right deck. Might be undercosted and should probably make colorless mana to be balanced. Cool idea though.

Lots of cool entries this week but my personal favorite is Passive Pete's Corrupted Coffers.

TurboGhast
2017-01-22, 12:04 AM
I don't know how I missed that the tapping cost would tap Angel of the Amulet, and make much harder to use as a comeback. Angelic Amulet should definitely have an extra W in the transform cost instead of T.

Passive Pete
2017-01-22, 01:21 PM
Thanks for the victory! There were indeed lots of cool entries.

This weeks challenge is a little unconventional I think, but bear with it. Your challenge is to design a card around one of the three lines of flavor text I came up with below:

"Be careful what you wish for."
or
"You are needed... elsewhere."
or
"Even a dragon can be brought down with a single strike if you have the eyes to find a weak spot."

Choose one of these lines, and come up with card mechanics and a name (and art if you want) that suit it. If this is confusing, I can try to explain it better or change the challenge to something more clear.

Examples of cards with clever flavor texts that fit their mechanics are Dark Confidant (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83771) and Reparations (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=reparations) and Pacifism (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=413565). Creativity is key.

LastCenturion
2017-01-22, 02:07 PM
Gem of Cursed Wishing - 1
Art: A small orange diamond lies atop a small pile of bones, glowing faintly.
Legendary Artifact - MR
T, sacrifice ~: Choose any number of nonland permanents. You lose life equal to the sum of their converted mana costs, then destroy them.
T, sacrifice ~: You lose the game. If you lost the game this way, target player loses the game.
T, sacrifice ~: Exile your hand. Search your library for a card, put it into your hand, then shuffle your library.
T, sacrifice ~: Take another turn after this one. Skip your next untap step.
Be careful what you wish for...

Gem of Cursed Wishing - 1
Art: A small orange diamond lies atop a small pile of bones, glowing faintly.
Legendary Artifact - MR
T, exile ~: You lose the game. If you lost the game this way, target player loses the game. (You lose the game before your opponent does)
T, exile ~: Exile your hand. Search your library for a card, put it into your hand, then shuffle your library.
T, exile ~: Take another turn after this one. Skip your next two untap steps.
Be careful what you wish for...

Gem of Cursed Wishing - 5
Art: A small orange diamond lies atop a small pile of bones, glowing faintly.
Legendary Artifact - MR
T, exile ~: Search your library for a card, put it on top of your library, exile your hand, draw a card, then shuffle your library.
T, exile ~: Take another turn after this one. Until the end of that turn, permanents you control cannot untap.
Be careful what you wish for...

Jormengand
2017-01-22, 02:31 PM
Separate Ways 3WUB
Sorcery - R
Create an artifact token called "Heaven's Gate" with "Sacrifice Heaven's gate: Exile target creature", an artifact token called "Hell's Gate" with "Sacrifice Hell's Gate: Destroy target creature" and an artifact token called "Sky's Gate" with "Sacrifice Sky's Gate: Return target creature to its owner's hand."

Heaven's Gate
Token Artifact
Sacrifice Heaven's Gate: Exile target creature.
Be careful what you wish for.

Hell's Gate
Token Artifact
Sacrifice Hell's Gate: Destroy target creature.
Even a dragon can be brought down in a single strike if you have the eyes to find a weak spot.

Sky's Gate
Token Artifact
Sacrifice Sky's Gate: Return target creature to its owner's hand.
You are needed... elsewhere.



I needed to do this. :smalltongue:

Tom the Mime
2017-01-22, 05:06 PM
Gem of Cursed Wishing - 1
Art: A small orange diamond lies atop a small pile of bones, glowing faintly.
Legendary Artifact - MR
T, sacrifice ~: Choose any number of permanents. You lose life equal to the sum of their converted mana costs, then destroy them.
T, sacrifice ~: Choose a player. You lose the game, then the chosen player loses the game.
T, sacrifice ~: Exile your hand. Search your library for a card, put it into your hand, then shuffle your library.
T, sacrifice ~: Take another turn after this one. Skip your next untap step.
Be careful what you wish for...
No. Just no. Ignoring how much space the text takes, the first ability is basically destroy all lands you don't control plus more, the second gives an instawin combo for just 2 cards costing 1 mana each (angels grace) and the other two seem less broken but are still undercosted.

LastCenturion
2017-01-22, 05:10 PM
No. Just no. Ignoring how much space the text takes, the first ability is basically destroy all lands you don't control plus more, the second gives an instawin combo for just 2 cards costing 1 mana each (angels grace) and the other two seem less broken but are still undercosted.

Edited to fix the first two problems you mentioned, and I'm thinking about the others.

Is it possible to make losing the game part of the cost? Like, is that functional? So it would look like:

T, exile ~, lose the game: Target player loses the game.

Dr.Gunsforhands
2017-01-22, 06:54 PM
Call Away 2W
A goblin struggles to read an official-looking letter as someone walks him to a waiting ship.
Sorcery - C
Shuffle target creature into its owner's library.
"You are needed... elsewhere."

Misothene
2017-01-22, 08:46 PM
Gem of Cursed Wishing - 1
Art: A small orange diamond lies atop a small pile of bones, glowing faintly.
Legendary Artifact - MR
T, exile ~: You lose the game. If you lost the game this way, target player loses the game. (You lose the game before your opponent does)
T, exile ~: Exile your hand. Search your library for a card, put it into your hand, then shuffle your library.
T, exile ~: Take another turn after this one. Skip your next two untap steps.
Be careful what you wish for...

I don't think the first ability works. If you actually lost the game, all objects you control (this ability included) would cease happening. If you had a Platinum Angel, etc. then the "If you lost the game this way" clause prevents the rest from happening.

If it DID work, then this is one of the least fun multiplayer cards ever, making it impossible for any other player to try and kill you (since you'd just go to the nuclear option).

LastCenturion
2017-01-22, 09:20 PM
I don't think the first ability works. If you actually lost the game, all objects you control (this ability included) would cease happening. If you had a Platinum Angel, etc. then the "If you lost the game this way" clause prevents the rest from happening.

If it DID work, then this is one of the least fun multiplayer cards ever, making it impossible for any other player to try and kill you (since you'd just go to the nuclear option).

That's fair. To the first thing, I was afraid of that. I thought that's how it would work but I wasn't sure.

To the second thing, the idea is that they have to remove it first.

That said, you make a good point. I'll change the card, which also cuts down on the text wall problem.

Ionbound
2017-01-22, 10:37 PM
Abrupt Summonings-XRG

Sorcery-R

Search your library for a creature card with converted mana cost X or less and put it onto the battlefield, then shuffle your library. It gains haste. Return this creature to your hand at the beginning of the next end step.

You are needed...Elsewhere.

mystic1110
2017-01-22, 10:45 PM
At Any Price 2B
Sorcery M
You may only cast this card during your first main phase. You may choose a card you own from outside the game and put it into your hand. Untap all permanents you control. Until end of turn target opponent controls you. (That opponent sees all cards that you could see and makes all decisions for you.)
Be careful what you wish for.

Bucky
2017-01-22, 11:53 PM
Banewood Marksman 2GG
Creature - Elf Archer C
Reach, Deathtouch
Even a dragon can be brought down in a single strike if you have the eyes to find a weak spot
1/4

Mystic Muse
2017-01-23, 12:11 AM
Edited to fix the first two problems you mentioned, and I'm thinking about the others.

Is it possible to make losing the game part of the cost? Like, is that functional? So it would look like:

T, exile ~, lose the game: Target player loses the game.

No. You lose the game before the ability resolves.

It would have to be something like T, Exile ~: you and target opponent lose the game.

Sgt. Cookie
2017-01-23, 01:10 AM
Battle Trick 1(W/R)
Instant
Exile target attacking creature. Return it to the battlefield under it's owner's control at the beginning of the next combat step.
You are needed... elsewhere.

Gauntlet
2017-01-23, 04:58 AM
Unfathomable Knowledge XUBR
Sorcery
Search your library for X cards and put them into your hand, then discard that many cards at random. Exile Unfathomable Knowledge.
Madness - UBR, Pay X life.
"Be careful what you wish for."

LastCenturion
2017-01-23, 07:54 AM
No. You lose the game before the ability resolves.

It would have to be something like T, Exile ~: you and target opponent lose the game.

That's what I was afraid of. I edited the card to remove that ability. Now it's just the extra turn that you'd never want and the tutoring that costs your hand. Which isn't too much card text, even.

TurboGhast
2017-01-23, 02:33 PM
Impose Morals 4WU
Instant R
Gain control of target attacking creature. (Remove that creature from combat. This effect lasts indefinitely)
"You are needed... elsewhere."

BasketOfPuppies
2017-01-23, 08:10 PM
Druidic Teachings WG
Enchantment- Aura U
Enchant creature
Enchanted creature can't attack or block and gains "T- add one mana of any color to your mana pool"
You are needed... elsewhere.

Blue Ghost
2017-01-23, 08:24 PM
Kolaghan Deathbow 2R
Creature - Goblin Archer (U)
T: Kolaghan Deathbow deals 1 damage to target creature.
5B: Kolaghan Deathbow gains deathtouch until end of turn.
"Even a dragon can be brought down with a single strike if you have the eyes to find a weak spot."
2/1

CantigThimble
2017-01-24, 02:35 PM
Eye of the Tiger 1RW
Enchantment - Aura U
Flash
Enchant Creature
When Eye of the Tiger enters the battlefield destroy target creature blocking enchanted creature.
Enchanted creature gets +1/+1 and has trample.
"Even a dragon can be brought down with a single strike if you have the eyes to find a weak spot."

Edit: Thanks.

Sgt. Cookie
2017-01-25, 11:53 AM
@Cantig: You forgot to give it "Enchant Creature".

Beelzebub1111
2017-01-27, 09:44 AM
One Inch Punch RWU
Instant - U
Choose two
-Deal 6 damage to target creature
-Tap Target Creature, it doesn't untap durring its controller's next untap step
- Return target Creature to its owner's hand


"Even a dragon can be brought down in a single strike if you have the eyes to find a weak spot."

Misothene
2017-01-27, 02:11 PM
Soulless Resurrection 2BB
Sorcery- U
Put target creature card in an opponent's graveyard onto the battlefield under your control. It has menace and is a black Zombie in addition to its other colors and types.
"Be careful what you wish for..."


Druidic Teachings (W/G)
Enchantment- Aura U
Enchant creature
Enchanted creature can't attack or block and gains "T- add one mana of any color to your mana pool"
You are needed... elsewhere.

1. This is Utopia Vow, but hybrid instead of Green.
2. Utopia Vow was in Planar Chaos, which openly admits that its cards are not color pie precedents. Green can't actually get pacifism. White, incidentally, also doesn't get mana production like that. This should probably be a gold card, not hybrid.

Ninjaman
2017-01-28, 04:44 PM
Fiend's Adrenaline - B
Enchantment - Aura - U
A human whose muscles and veins are bulging to the point where they look like they're going to burst.
Enchant creature
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.
At the beginning of your endstep, sacrifice enchanted creature if it has five or more power.
"Be careful what you wish for."

LastCenturion
2017-01-28, 05:01 PM
Fiend's Adrenaline - B
Enchantment - Aura - U
A human whose muscles and veins are bulging to the point where they look like they're going to burst.
Enchant creature
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.
At the beginning of your endstep, sacrifice enchanted creature if it has five or more power.
"Be careful what you wish for."

Note that this is basically "at the beginning of your end step, destroy target creature with five or more power" because you can target your opponent's creatures. I think. Shoot, how does sacrificing work? You can only sacrifice permanents you control, I know, so I guess this works as intended? I would still recommend appending "you control" to the enchant line.

Passive Pete
2017-01-29, 04:35 AM
Judgement within 24 hours! I'll edit it into this post? Cool stuff guys.

Jormengand
2017-01-29, 09:51 AM
You can only sacrifice permanents you control, I know, so I guess this works as intended? I would still recommend appending "you control" to the enchant line.

Pretty much. It just means that any steal effect the opponent has will be that much better, because you'll still control the enchantment which is now buffing their creature, so the effect will try to make you sacrifice their creature. "Enchant creature you control" would at least make it so it would disappear when the creature switched sides.

TiaC
2017-01-29, 05:37 PM
Uncontrolled Transformation 1GU
Instant R
Shuffle target creature into its owner's library, then that player reveals cards from the top of their library until they reveal a creature card and puts that card onto the battlefield.
"Be careful what you wish for."

Passive Pete
2017-01-30, 12:55 AM
EDIT: whoops forget to edit into my earlier post. Oh well.


Gem of Cursed Wishing - 1
Art: A small orange diamond lies atop a small pile of bones, glowing faintly.
Legendary Artifact - MR
T, sacrifice ~: Choose any number of nonland permanents. You lose life equal to the sum of their converted mana costs, then destroy them.
T, sacrifice ~: You lose the game. If you lost the game this way, target player loses the game.
T, sacrifice ~: Exile your hand. Search your library for a card, put it into your hand, then shuffle your library.
T, sacrifice ~: Take another turn after this one. Skip your next untap step.
Be careful what you wish for...

Gem of Cursed Wishing - 1
Art: A small orange diamond lies atop a small pile of bones, glowing faintly.
Legendary Artifact - MR
T, exile ~: You lose the game. If you lost the game this way, target player loses the game. (You lose the game before your opponent does)
T, exile ~: Exile your hand. Search your library for a card, put it into your hand, then shuffle your library.
T, exile ~: Take another turn after this one. Skip your next two untap steps.
Be careful what you wish for...

Gem of Cursed Wishing - 5
Art: A small orange diamond lies atop a small pile of bones, glowing faintly.
Legendary Artifact - MR
T, exile ~: Search your library for a card, put it on top of your library, exile your hand, draw a card, then shuffle your library.
T, exile ~: Take another turn after this one. Until the end of that turn, permanents you control cannot untap.
Be careful what you wish for...

This card was heavily processed in the week of design. It started out quite uninteractive and unfun, so I applaud all the positive changes. As for the finished product, it actually kept the same feel as the earlier versions while growing into a healthier card, which is cool. The flavor here is great, and I'd say this is a successful use of the flavor text, but mechanically this is borderline unhealthy. Even with all the crazy artifacts we've seen in the past two sets (colorless lifelink!) I still hesitate to put a heavily color-aligned ability like extra turns on a 5 cost artifact, or any artifact at all, even with a drawback. I think there's more of a case to put tutor effects in colorless, but even that is sketchy to me. I say this is successful overall in flavor and fun, and I think you ~almost~ pulled off two colored effects in colorless (some would probably say you did) but as is it feels a little awkward to me, in having two one-time situational effects and nothing else. I donít even think itís overpowered, itís just weird.


Separate Ways 3WUB
Sorcery - R
Create an artifact token called "Heaven's Gate" with "Sacrifice Heaven's gate: Exile target creature", an artifact token called "Hell's Gate" with "Sacrifice Hell's Gate: Destroy target creature" and an artifact token called "Sky's Gate" with "Sacrifice Sky's Gate: Return target creature to its owner's hand."

Heaven's Gate
Token Artifact
Sacrifice Heaven's Gate: Exile target creature.
Be careful what you wish for.

Hell's Gate
Token Artifact
Sacrifice Hell's Gate: Destroy target creature.
Even a dragon can be brought down in a single strike if you have the eyes to find a weak spot.

Sky's Gate
Token Artifact
Sacrifice Sky's Gate: Return target creature to its owner's hand.
You are needed... elsewhere.



I needed to do this. :smalltongue:

This is so so crazy and wild, and I love it for that. My first read of it had me thinking it was the jankiest piece of weird I'd ever seen, with it using three separate tokens, and being triple removal, and being in three colors. But after I wrapped my head around it, I see how clever it is. Every color is represented, very cleanly at that. Not only is it white, black, and blue, but it feels like Esper as a combination. The flavor texts are hilarious Easter eggs that really complete the card (your use of "be careful what you wish for" had me blown away. It's so subtle!) The coolest part though, and the part that makes it powerful, is the political power it has in a multiplayer game (I usually think about cards just as much in multiplayer as I do with two-player, if not more.) Showing the table you have the power to massacre someone's board is always better than actually massacring someoneís board. I know I would love to play with this, because of all the fun interactions in multiplayer. This card is a gem and a masterpiece on so many levels, but it still has janky spots. A card demanding three tokens that probably won't be used on any other cards (though that would be interesting) bugs me, though I guess there's this (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=389652). Also having three removal stuffed into one card makes it seem a little one-dimensional; I feel like this could have some more utility. Besides those small knots this is simply genius from a design standpoint and I love it.

Call Away 2W
A goblin struggles to read an official-looking letter as someone walks him to a waiting ship.
Sorcery - C
Shuffle target creature into its owner's library.
"You are needed... elsewhere."

This is about what I expected from this flavor text. As is I think this is slightly too good for common, I like it a lot at "target attacking creature" or "target attacking or blocking creature" if you wanted to push it. You could also move it up to uncommon, where it would be realistic but still very pushed for limited play. Points for simplicity, flavor, and for designing a common. Cool cool.


Abrupt Summonings-XRG

Sorcery-R

Search your library for a creature card with converted mana cost X or less and put it onto the battlefield, then shuffle your library. It gains haste. Return this creature to your hand at the beginning of the next end step.

You are needed...Elsewhere.

I'm bad at evaluating this kind of card, because I'm not a hyper-competitive player, but I know this is the type of card that will be used in some ridiculous combo (like Tooth and Nail (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370432) and Emrakul (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397905)) or for some super flashy play in Commander. I think it's on the good side without being breakable though. You can get value and tutor for a small creature at a reasonable price. Seems fun to use, and it's a good combinations of both colors, and of a tutor plus a dash effect. Although it feels less like a "you are needed... elsewhere" and more like a "Hulk ambush sneak attack smash!" to me. Maybe the art could help direct that. Very neat overall.


At Any Price 2B
Sorcery M
You may only cast this card during your first main phase. You may choose a card you own from outside the game and put it into your hand. Untap all permanents you control. Until end of turn target opponent controls you. (That opponent sees all cards that you could see and makes all decisions for you.)
Be careful what you wish for.

A very successful use of the flavor text; it vibes perfectly with the name and the mechanics. I also love cards with ambiguous names like "At Any Price." Overall I love this idea. Generally in a 1v1 game, it is very hard to screw with people when you get a chance to control them for a turn, so this actually wouldn't be a huge drawback in many cases. There will be many games where this ends up being a straight tutor. In a multiplayer game, however, this card would really shine gameplay-wise. In the end this is a relatively clean design that I can see being printed in some form, and you were very resourceful with the flavor text.


Banewood Marksman 2GG
Creature - Elf Archer C
Reach, Deathtouch
Even a dragon can be brought down in a single strike if you have the eyes to find a weak spot
1/4

The flavor text feels very natural and at home here, so good job on that. I also like common designs. However, creatures with deathtouch are usually balanced by having low toughness, so they're unable to sit back for one-sided block after block after block. This creature actually excels at that because it also has reach. This card would absolutely curb-stomp any aggro or creature deck in limited, which isn't fun. My final ruling is that this is too good for common, and that is its one flaw. You have to be careful with deathtouch. Good flavor text though.


Battle Trick 1(W/R)
Instant
Exile target attacking creature. Return it to the battlefield under it's owner's control at the beginning of the next combat step.
You are needed... elsewhere.

I'm halfway between saying "I don't think this does what you think it does" and saying that this is just a weird card. It has two uses: a two-mana flicker for your own creatures, or stall an opponents attack for a turn. Both of these are not very good, and both are not red. This card would probably be 1W. You forgot a rarity, I would put it at uncommon for complexity, but it has so few uses I would feel bad. Cool idea, just not useful enough.


Unfathomable Knowledge XUBR
Sorcery
Search your library for X cards and put them into your hand, then discard that many cards at random. Exile Unfathomable Knowledge.
Madness - UBR, Pay X life.
"Be careful what you wish for."

Now this is kooky. Definitely kooky enough for rare. The first (non-madness) use of the card isn't very good, as we can compare to gamble, which while being a breakable card, shouldn't be balanced by adding two colors to it, in my opinion. The madness cost though, seems very fun to figure out. Being able to fill your hand with tools and combo pieces for three mana is a great three-color madness pay-off, but not necessarily overpowered. This card is very slow in action, but there are players out there that would have a blast with it. Alright balance, intriguing design.


Impose Morals 4WU
Instant R
Gain control of target attacking creature. (Remove that creature from combat. This effect lasts indefinitely)
"You are needed... elsewhere."

Fitting flavor text, cool name, and an elegantly simple rare. I like this in white-blue. Might be uncommon because of power level though. In limited this could be a fun bomb for control, which is good news for blue, but it's probably too expensive for play outside of that. Because of Mind Control at 2UU, this could for sure be pushed to 3WU, or 2WU if you really wanted it to leave a mark in outside play. Neat.


Druidic Teachings WG
Enchantment- Aura U
Enchant creature
Enchanted creature can't attack or block and gains "T- add one mana of any color to your mana pool"
You are needed... elsewhere.

This is clever, both in the genius subtle story-telling flavor, and the way it takes two known mechanics and combines them into something that feels elegant. Compared to Pacifism or Path to Exile it's not very great, but in an environment that's not ridiculously saturated, like limited or standard, this is a bit better, although I'd still expect a liiitle more from two-color removal.


Kolaghan Deathbow 2R
Creature - Goblin Archer (U)
T: Kolaghan Deathbow deals 1 damage to target creature.
5B: Kolaghan Deathbow gains deathtouch until end of turn.
"Even a dragon can be brought down with a single strike if you have the eyes to find a weak spot."
2/1

This is a lot of cool in one creature. Playable uncommons with off-color activated abilities are a lot of fun in limited, and this guy is a great example. The flavor text has a very clear tie to the second ability, and that is great storytelling. I'd say the second ability is costed about right for limited, but a 2/1 for 3 at uncommon feels really bad if you're not playing Rakdos, and makes this guy fragile enough that they probably won't even stick around to late game to deliver deathblows (that's a pun) even if you are. Buffing it to 3/1 (or 2/2, but that's not as aggro) would make this a very solid dude. Super-duper-bonus points for using this flavor text on a dragon-related card.


Eye of the Tiger 1RW
Enchantment - Aura U
Flash
Enchant Creature
When Eye of the Tiger enters the battlefield destroy target creature blocking enchanted creature.
Enchanted creature gets +1/+1 and has trample.
"Even a dragon can be brought down with a single strike if you have the eyes to find a weak spot."

Edit: Thanks.

I like this design a lot. It accomplishes two things at once while being very clean, it fits nicely in both colors, and it's limited-standard viable (a good place to be in balance) while not in any way game-warping. It seems fun. If there was one problem with it it would be the fact that many players won't know how trample damage works when a blocking creature is destroyed, a la Ride Down. Solid name as well. All in all feels very Tarkir to me.


One Inch Punch RWU
Instant - U
Choose two
-Deal 6 damage to target creature
-Tap Target Creature, it doesn't untap durring its controller's next untap step
- Return target Creature to its owner's hand


"Even a dragon can be brought down in a single strike if you have the eyes to find a weak spot."

Three Tarkir-y cards in a row. I guess that comes from this flavor text. Anyway, three color charms are really fun to design, mostly because they are meant to be versatile and useful in a "toolbox" sort of way. This, however, is less like a toolbox and more like ď3 Cool and Fun Ways to Mess with Your Opponentsí Creatures.Ē Charms should have 1-2 choices that mess with creatures, and 2 is really pushing it. This has no utility. And in addition to that, the first choice obviously the best way to mess with an enemy creature; I don't know when I'd choose to tap something down instead of removing it. Lowering the damage to something like 4 would encourage more decision making, but not solve the problem of this being one-dimensional. Good ideas with the charm and the flavor text though.


Soulless Resurrection 2BB
Sorcery- U
Put target creature card in an opponent's graveyard onto the battlefield under your control. It has menace and is a black Zombie in addition to its other colors and types.
"Be careful what you wish for..."




Not only is the flavor text fitting here, but you twisted it in a way that feels dark and very clever on a black card like this. Anyway, one of my casual multiplayer decks is a monoblack that runs 4 Animate Deads, so this is really up my alley (my favorite thing in the world is being in a game with my friend's Eldrazi deck and stealing everything.) Unlike Animate though, it is costed in a way that is fair for limited and otherwise. This would probably even see other play in graveyard or mill brews, not unlike my own. Menace is a nice touch. My only critique is that these effect seems rare to me, not uncommon.


Fiend's Adrenaline - B
Enchantment - Aura - U
A human whose muscles and veins are bulging to the point where they look like they're going to burst.
Enchant creature
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.
At the beginning of your endstep, sacrifice enchanted creature if it has five or more power.
"Be careful what you wish for."

Similar to above, the flavor text is cleverly placed here. I agree that the text should be changed to "enchant creature you control" more to avoid confusion than for balancing. This could be quite good for aggro in limited, but it doesn't have a place outside of there. You could tack on "enchanted creature has trample" on it without putting it over the top or breaking the color pie too hard. After all, trample on a <5 power creature isn't that great anyway. This is really flavorful and fun, but it needs some buffs, because it's slow but only builds up to a death. If this was in a set where you could easily sac the enchantment, I'd love using this.


Uncontrolled Transformation 1GU
Instant R
Shuffle target creature into its owner's library, then that player reveals cards from the top of their library until they reveal a creature card and puts that card onto the battlefield.
"Be careful what you wish for."


The obvious comparison. Honestly, Chaos Warp is a pretty huge color pie leak in that it targets enchantments and creatures in red, so Simic feels a lot better for this effect, even in flavor. I'd cost this at UG, or make it so you reveal two creatures and you choose one or something, because as is this is pretty unreliable, even for green/blue. Also I see this fitting almost as well in Izzet colors. What a strange effect. The flavor text adds a lot here. Nice job.

3rd: BasketofPuppies with Druidic Teachings. I really appreciate the storytelling in the card, but I thought it needed more to be viable.
2nd: Blue Ghost with Kolaghan Deathbow. The flavor text was cleverly tied to the mechanics of the card, it's a draft-around, and it has a setting-related Easter egg.
FIRST: Jormengand with Separate Ways. Obviously the one that used all three flavor texts (I'm kidding that's not why they won.) Even though this card is crazy in all its layers and tokens and colors, the gameplay seems juicy and the design is innovate and brilliant. This card hit the nail on the head with this challenge by using each line of flavor text in a genius way. Very neato.

High quality stuff everyone!

LastCenturion
2017-01-30, 08:02 AM
EDIT: whoops forget to edit into my earlier post. Oh well.
Even with all the crazy artifacts we've seen in the past two sets (colorless lifelink!) I still hesitate to put a heavily color-aligned ability like extra turns on a 5 cost artifact, or any artifact at all, even with a drawback. I think there's more of a case to put tutor effects in colorless, but even that is sketchy to me.

That's a fair point. My reasons (which may not be sufficient) were along the lines of "what would I wish for? Extra turns. How do I screw over that wish?" and I think making untapping impossible until the end of that turn is a pretty good way to keep it from being too good. The only way it's useful is triggered abilities based on turn and creatures with vigilance, I think. The second ability I got by looking up what WotC had already printed with Wish in the name, and that was the most common thing I saw. See Ring of Three Wishes (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370580).

Perhaps I should have given it a nasty exit-the-battlefield ability, which would also work for the flavor, but I think that would be a little too much text.

Anyways, congrats to the winner!

Jormengand
2017-01-30, 09:56 AM
Challenge: Make a creature which Assembles one or more Contraptions. (Contraption is an artifact subtype. There are currently no artifacts with this subtype. Assemble currently has no rules meaning)

Beelzebub1111
2017-01-30, 10:16 AM
Flogged Peon R
Creature Goblin Rigger C
RT: Fogged Peon assembles a contraption artifact token
Rig four contraptions and Flogged Peon: Flogged Peon gains +4/+4 and Devistate
1/1



RULES:
Assemble: same as Create, but uses a creature as the source of the effect. The controller of the creature gains control and ownership of the token. Other uses may include "Tap target creature, it assembles a Contraption artifact token" or "Each non-artifact creature you control assembles a 0/1 thopter artifact creature token with flying"

Rig: attach unrigged permenants to eachother as with enchanting or equipping. All permenants in a rigging are considered rigged to eachother. If one permenant in the rigging leaves the battlefield, sacrifice each other permenant rigged to it.

Devistate: Whenever this creature becomes blocked, destroy all blocking creatures at the end of combat.

Note on color identity:
Red assembles contraptions which are rigged together to produce effects
Blue assembles thopters
Black assembles Devices with tap abilities.
White assembles equipment.
Assemble does not appear in green

Gauntlet
2017-01-30, 10:38 AM
Note that Assemble is a game action which is taken by a permanent rather than by a player, which is why it's such a design headache. Most effects that do similar things (like creating a token) are done by an ability, not directly by a permanent. The closest similar terminology in the current MTG lexicon is crewing a vehicle.

Djinn_in_Tonic
2017-01-30, 01:20 PM
Challenge: Make a creature which Assembles one or more Contraptions. (Contraption is an artifact subtype. There are currently no artifacts with this subtype. Assemble currently has no rules meaning)

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


ASSEMBLE, DISASSEMBLE, and RIGGERS
Riggers and other cards give Scrap ($) in a pool, much like Energy. Scrap is placed on Contraptions when they are created, and reclaimed when they are disassembled (but not when they are destroyed).

Assembling a contraption functions like the create ability, save that the resulting token does not trigger enter-the-battlefield effects. Disassembling a contraption functions like the destroy effect, save that the token does not trigger leave-the-battlefield or enter-the-graveyard effects.

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

Thopter Artist -- 2U
Creature - Human Rigger (Uncommon)
When Thopter Artist comes into play, gain $$.
U, Tap: Thopter Artist assembles a 0/2 Thopter Contraption with flying. Move $ to each token assembled. If you can't, disassemble it.
1/3

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

In effect, Scrap functions like a renewable Energy that can be pumped into tokens (creature or artifact), then reused if those tokens are disassembled instead of sacrificed or destroyed. Contraptions are unique in that they are the only cards that be assembled or disassembled, and their creation is limited by the available Scrap in your pool, meaning that tokens can be much more prevalent in set design without overwhelming the board (since total generation is limited). It also limits consistent triggering of effects based on entering or leaving the battlefield, which could easily get out of hand given the amount of modularity in the design.

In this case Steamflogger Boss would let you create two Thopter Contraptions in a single turn, provided you had enough Scrap to pay for both. If you only have enough for one, you only get one.

CantigThimble
2017-01-30, 04:15 PM
Jury-Rigged Walker 5
Artifact Creature - Construct C
Assemble 2 (Sacrifice any number of creatures with total power 2 or greater and exile this card from your graveyard. Create a token that is a copy of this card except that it's a contraption in addition to its other types. Activate this ability only any time you could cast a sorcery.)
4/4

The reason the original gets exiled is to prevent looping shenanigans with two assemble creatures. This might be cleaner if it put it onto the battlefield with some kind of counter and it got exiled if it ever died again but I feel like 'should work with steamflogger boss' is kinda implied by this challenge.

Improvised Surveyor 3
Artifact - C
1, T, Sacrifice Improvised Surveyor: Search your library for a basic land card and put it onto the battlefield tapped.
Assemble 1

Makeshift Powersuit 1
Artifact - Equipment U
Equip 2
Equipped creature gets +1/+2.
2, Sacrifice Makeshift Powersuit: Equipped creature gets +3/+3 until end of turn.
Assemble 1

Scrapheap Titan 7
Artifact Creature
Assemble 4
5/7

Careful Rigger 1W
Creature - Dwarf Rigger C
Whenever Careful rigger assembles a contraption if that contraption is a creature you may exile Careful Rigger attached to that contraption. If you do then that contraption has vigilance.
2/2

Precision Rigger 1U
Creature - Human Rigger C
Whenever Precision Rigger assembles a contraption, draw a card.
1/3

Scrapyard Necromancer 2B
Creature - Human Rigger C
Whenever scrapyard necromancer assembles a contraption create a 2/2 black zombie creature token.
2/3

Dynavolt Rigger 1R
Creature - Viashino Rigger C
Whenever Dynavolt Rigger assembles a contraption, it deals 2 damage to target creature or player.
2/1

Gearsprout Rigger G
Creature - Saproling Rigger C
Whenever Gearsprout Rigger assembles a contraption you may untap up to two target lands.
1/1


Edit: Oh yes, and I think the memory issues this mechanic would have aren't actually that bad since people can just use the exiled card with a marker as the token. In fact, if it was physically feasible I'd have some kind of 'contraption' empty card frame as a token in this set that you could overlay on top of a card.

Gauntlet
2017-01-30, 04:51 PM
Goblin Jury-Rigger - 2R
Creature - Goblin Rigger - Uncommon
First Strike
Whenever Goblin Jury-Rigger deals combat damage to a player, you may have it assemble a contraption you control. (Choose a Contraption you control to become Assembled until end of turn).
2/2

Haphazard Golem - 2
Artifact Creature - Contraption Golem - Common
Whenever Haphazard Golem becomes Assembled, put two +1/+1 counters on it.
1/2

Salvaged Timepiece - 1
Artifact - Contraption - Rare
U, T: Scry 1.
Whenever Salvaged Timepiece becomes Assembled, it gains "U, T: Draw two cards." until end of turn.

mystic1110
2017-01-30, 05:23 PM
I know this doesn't meet the contest criteria because it isn't a creature, but going after what Gauntlet said I envision contraptions as something like the following.

Life Extension Instructions 1
Artifact - Blueprint U
Assemble 3 (Tap a creature with total converted mana cost of three or more. Create a token of this card except that token is a contraption instead of its other types and it loses Assemble.)
1, T, Sacrifice Life Extension Instructions, gain 4 life. Use this ability only if this card is a Contraption.

With this formulation, any creature can assemble a contraption. Steamflogger boss would simply allow your rigger creatures to make 2 tokens when they assemble the contraption. So for example, with this card, steamflogger boss could tap and you can gain 8 life.

Edit:

So for the actual contest with the above interpretation of assemble my submission is:

Steamflogged Maniac R
Creature - Golbin Rigger C
Whenever Steamflogged Maniac assembles a contraption you may have Steamflogged Maniac deal 1 damage to target creature or player.
Goblin tinkers and mechanics don't have the most stable minds to start with. Adding forced labor to the mix makes for a volatile situtation.
1/1

Djinn_in_Tonic
2017-01-30, 05:29 PM
Goblin Jury-Rigger - 2R
Creature - Goblin Rigger - Uncommon
First Strike
Whenever Goblin Jury-Rigger deals combat damage to a player, you may have it assemble a contraption you control. (Choose a Contraption you control to become Assembled until end of turn).
2/2

Just wanted to say that this mechanic is rather elegant. My only concern is that, with this design, there's no reason for the CREATURE to be the one assembling something. Unless you introduce a mechanic like "whenever X becomes assembled by a green creatures."

Gauntlet
2017-01-30, 05:32 PM
Just wanted to say that this mechanic is rather elegant. My only concern is that, with this design, there's no reason for the CREATURE to be the one assembling something. Unless you introduce a mechanic like "whenever X becomes assembled by a green creatures."

I didn't think that the info we had on steamflogger boss specified that Assemble was an action only creatures could take? Might have missed it, though.

Djinn_in_Tonic
2017-01-30, 05:37 PM
I didn't think that the info we had on steamflogger boss specified that Assemble was an action only creatures could take? Might have missed it, though.

Well, it does specify that it's an action permanents take. We don't know if it's JUST creatures, but it is odd that it's a keyworded action taken BY the permanent. Which makes it practically unique.

My point is that your card may as well just read "you may assemble target Contraption" instead of "you may have IT assemble," and I feel there needs to be a rules reason for Assemble to be written the way it is.

LastCenturion
2017-01-30, 05:40 PM
Challenge: Make a creature which Assembles one or more Contraptions. (Contraption is an artifact subtype. There are currently no artifacts with this subtype. Assemble currently has no rules meaning)

Nice! I've been wanting something like this since Self-Assembler got synergy outside itself, so here we go.

Monstrous Automaton - 5
Artifact Creature - Assembly-Worker - U
Whenever you cast a permanent spell, assemble. (This card creates a colorless Contraption artifact token with "1, sacrifice this artifact: Put a +1/+1 counter on target creature)
"We've been too nervous to try turning it on." -- Garadel, Chief of Production
3/5



The obvious parallel here is investigating from SoI, which always seemed like a fun mechanic that didn't get quite enough support to me. Indeed, this card is based off Trail of Evidence. It's a departure from what everybody else is doing, but I don't think it's a bad interpretation.

Sgt. Cookie
2017-01-30, 06:34 PM
________________________________________
XX.1 Assemble: Assemble is a variant of the "Create" keyword and follows the same rules except as noted here. See rule 701.06, "Create".
XX.1.A: Unlike the Create keyword, Assemble is an Ability, rather than an Action. As such, Assemble only appears on Permanents who are then the source of the Assemble ability.
XX.1.B: All Token Permanents created by an Assemble ability have the Contraption subtype, even if the Assemble ability does not explicitly say so.
XX.2 Contraption: Contraption is a subtype that is always applied to Token Permanents created by an Assemble ability.
________________________________________


Bone Mechanist 2BB
Creature - Human Cleric Rigger R
X, exile a non-artifact creature from your graveyard with converted mana cost X, T: ~ Assembles a token that is a copy of the exiled creature, except it is an artifact creature and it gains the Skeleton subtype in addition to its other types.
Some disdain metal and wood for their contraptions...
3/3




A bit... basic of a usage, perhaps, but why reinvent the wheel if adding go-faster stripes actually works?

mythmonster2
2017-01-30, 07:07 PM
Tukkaruk Miracle Worker- 2W
Creature- Human Rigger- U
When Tukkaruk Miracle Worker enters the battlefield, create a colorless artifact Contraption token.
Whenever Tukkaruk Miracle Worker assembles a Contraption, that Contraption gains indestructible until end of turn.
T: Tukkaruk Miracle Worker assembles target Contraption.
2/2


Contraptions are artifact tokens with no text on them otherwise; they only gain abilities from riggers assembling them or other cards dealing with Contraptions.

Goblin Gear-Seer- 1UR
Creature- Goblin Rigger- U
When Goblin Gear-Seer enters the battlefield, create a colorless artifact Contraption token.
Whenever Goblin Gear-Seer assembles a Contraption, that Contraption gains "T: Draw a card, then discard a card" until end of turn.
T: Goblin Gear-Seer assembles two target Contraptions.
1/2

Ursa Smith- 1G
Creature- Human Rigger- C
When Ursa Smith enters the battlefield, create a colorless artifact Contraption token.
Whenever Ursa Smith assembles a Contraption, that Contraption becomes a 2/2 Bear Contraption creature until end of turn. It's still an artifact.
T: Ursa Smith assembles target Contraption.
2/2

LastCenturion
2017-01-30, 07:32 PM
Tukkaruk Miracle Worker- 2W
Creature- Human Rigger- U
When Tukkaruk Miracle Worker enters the battlefield, create a colorless artifact Contraption token.
Contraptions assembled by Tukkaruk Miracle Worker gain indestructible until end of turn.
T: Tukkaruk Miracle Worker assembles target Contraption.
2/2


Contraptions are artifact tokens with no text on them otherwise; they only gain abilities from riggers assembling them or other cards dealing with Contraptions.

Goblin Gear-Seer- 1UR
Creature- Goblin Rigger- U
When Goblin Gear-Seer enters the battlefield, create a colorless artifact Contraption token.
Contraptions assembled by Goblin Gear-Seer gain "T: Draw a card, then discard a card" until end of turn
T: Goblin Gear-Seer assembles two target Contraptions.
1/2

Ursa Smith- 1G
Creature- Human Rigger- C
When Ursa Smith enters the battlefield, create a colorless artifact Contraption token.
Contraptions assembled by Ursa Smith become 2/2 Bear Contraption creatures until end of turn.
T: Ursa Smith assembles target Contraption.
2/2


The second ability is a static ability with a duration. I'm not sure that works. You could have it be "At the beginning of each upkeep, contraptions assembled by ~ gain/become/have '<whatever>' until end of turn".

Jormengand
2017-01-30, 08:13 PM
The second ability is a static ability with a duration. I'm not sure that works. You could have it be "At the beginning of each upkeep, contraptions assembled by ~ gain/become/have '<whatever>' until end of turn".

I assume the ability means that whenever it assembles a contraption, that contraption gets indestructible until end of turn.

mythmonster2
2017-01-30, 10:26 PM
The second ability is a static ability with a duration. I'm not sure that works. You could have it be "At the beginning of each upkeep, contraptions assembled by ~ gain/become/have '<whatever>' until end of turn".


I assume the ability means that whenever it assembles a contraption, that contraption gets indestructible until end of turn.

Yes, this second statement is what I meant, but it did still bring up the fact that this is an ambiguous way to state it. I'll make it more clear that assembling only lasts until the end of turn.

Dr.Gunsforhands
2017-01-31, 12:14 AM
Hoverstone Rigger 2U
Creature - Human Rigger C
Schema - Creatures you control can assemble contraptions named Wing with, "Assembling creature gets +1/+1 and has flying."
When Hoverstone Rigger enters the battlefield, it assembles a contraption. (Contraptions are artifact tokens. When a creature leaves the battlefield, all of its contraptions are exiled.)
1/1

Scrapyard Grunt 1R
Creature - Goblin Rigger C
When Scrapyard Grunt enters the battlefield, it assembles a contraption. (Contraptions assembled without a schema are artifact tokens with no abilities. When a creature leaves the battlefield, all of its contraptions are exiled.)
The scavengers of Rusty Crag are notorious for cobbling things together with no real function in mind.
2/1

Assemble is an action taken by creatures whereby a Contraption artifact token is simultaneously created and attached to the creature.
- When a creature assembles a contraption, its controller chooses whether to create a, "vanilla," contraption token or to create an alternative token as described by a permanent with a static, "Schema ability." This choice is made on the Assemble ability's resolution; you don't need to pass priority twice every time one of your creatures assembles something.
- Contraptions have their own subtype and are neither auras nor equipment, though they share some similarities with auras. As the contraption enters the battlefield, it becomes attached to the creature that assembled it, and that creature is said to be, "that contraption's assembler," or, "assembling creature."
- A creature leaving the battlefield causes all contraptions it is assembling to be exiled simultaneously as something like a replacement effect. This is part of the rules for the Assemble action rather than a quality of the contraptions themselves.
- A Contraption does not, "fall off," if assembling creature ceases to be a creature nor if that creature gains Protection from Artifacts. It DOES fall off if the assembling creature phases out. This is known as, "Contraption Limbo," which, like Servo Hell, is a place that I'm 85% sure exists only in myth and legend.

This version of Contraptions is meant to feel a little like Populate for equipment. The event packs and preconstructed decks for the Contraption set comes with a small stack of each type of contraption token described in the set's various schemas. There are only about four or five different schemas, and each one has at least a common, an uncommon and a rare that describes it. Plus there are the, "vanilla," contraption tokens with no rules text. It's obviously an artifacts-matter environment and I've had ideas referring to, 'creatures with contraptions,' so even the textless gizmos are going to have some relevance.

Hoverstone Tutor 1UU
Creature - Moonfolk Artificer U
Flying
Schema - Creatures you control can assemble contraptions named Wing with, "Assembling creature gets +1/+1 and has flying."
3U, T: Target creature you control assembles a contraption. Activate this ability only any time you could cast a sorcery. (Contraptions are artifact tokens. When a creature leaves the battlefield, all of its contraptions are exiled.)
2/2

Scrapyard Bonesm'n 1B
Creature - Skeleton Rigger C
Schema - Creatures you control can assemble contraptions named Shield with, "Sacrifice Shield: Regenerate assembling creature."
When Scrapyard Bonesm'n enters the battlefield, it assembles a contraption.
1/1

Hoverstone Rigger Mk. 2 1W
Creature - Human Rigger C
Schema - Creatures you control can assemble contraptions named Wing with, "Assembling creature gets +1/+1 and has flying."
When Hoverstone Rigger enters the battlefield, it assembles a contraption. (Contraptions are artifact tokens. When a creature leaves the battlefield, all of its contraptions are exiled.)
0/1

Rusty Crag Rocketeer 2R
Creature - Goblin Rigger C
Schema - Creatures you control can assemble contraptions named Bomb with, "Sacrifice Bomb: Bomb deals 2 damage to target creature or player and 3 damage to assembling creature."
When Rusty Crag Rocketeer enters the battlefield, it assembles a contraption. (Contraptions are artifact tokens. When a creature leaves the battlefield, all of its contraptions are exiled.)
1/1

Sky-net Angel 3WW
Creature - Angel R
Flying
Schema - Creatures you control can assemble contraptions named Wing with, "Assembling creature gets +1/+1 and has flying."
When Sky-net Angel enters the battlefield, each other creature you control assembles a contraption.
4/4

Doctor Boom 3RR
Legendary Creature - Goblin Rigger MR
Schema - Creatures you control can assemble contraptions named Bomb with, "Sacrifice Bomb: Bomb deals 2 damage to target creature or player and 3 damage to assembling creature."
When Doctor Boom enters the battlefield, create 2 1/1 Servo artifact creature tokens, then each of those tokens assembles a contraption.
R, T: Doctor Boom assembles a contraption.
4/4

Mystic Muse
2017-01-31, 02:09 AM
Doctor Boom. 5UR


Legendary Creature - Goblin Artificer MR

When Doctorc Boom enters the Battlefield, assemble two contraptions.

Contraptions you control are 1/1 artifact creatures.

When a contraption you control dies, deal 1 damage to a random opponent, or creature you don't control.

7/7

I don't care if this works, it's my only idea. :smalltongue:

Gauntlet
2017-01-31, 04:29 AM
Well, it does specify that it's an action permanents take. We don't know if it's JUST creatures, but it is odd that it's a keyworded action taken BY the permanent. Which makes it practically unique.

My point is that your card may as well just read "you may assemble target Contraption" instead of "you may have IT assemble," and I feel there needs to be a rules reason for Assemble to be written the way it is.

True, but that applies to Crew as well. The only reason Crewing is done by creatures and not by spells like Start your Engines is that "Crew all vehicles you control" is ambiguous as to whether you still have to pay the cost - "Assemble all contraptions you control" would be the same - if I have a way of assembling my Contraption on the board, do I have to use it or is it free? Instead the creatures do the Assembling, and a spell that does it immediately can instead say "Unassembled Contraptions you control become Assembled until end of turn" and dodge the problem.

Ionbound
2017-02-01, 11:28 AM
Maddened Fleshsculpter-1BB

Creature-Human Rigger-U

T, Sacrifice a creature you control: Assemble a number of contraptions equal to that creature's toughness. (Contraptions are artifact tokens with the name 'Contraption')

There is a beauty to the madness, I just can't see it yet.

1/2

Blue Ghost
2017-02-01, 03:50 PM
Engineer Adept 2U
Creature - Vedalken Rigger (U)
Whenever Engineer Adept assembles a Contraption, place an additional assembly counter on that Contraption.
Whenever Engineer Adept completes a Contraption, draw a card.
2/3

Haven't figured out how to get the comprehensive rules working for my vision of assembling Contraptions. The basic idea is that Contraptions are artifacts that require a certain number of assembly counters to be completed. Any creature can tap to assemble a Contraption and put an assembly counter on it.

To illustrate, have a Contraption.

Improvised Explosive R
Artifact - Contraption (C)
Assembly 2 (Untapped creatures you control can be tapped to assemble a Contraption and put an assembly counter on it. When this Contraption has two assembly counters on it, it is completed.)
When Improvised Explosive is completed, sacrifice it. It deals 3 damage to target creature or player.

TurboGhast
2017-02-04, 07:35 AM
Studious Replicator 1U
Creature - Vedalken Rigger U
Whenever a Rigger you control assembles a Contraption, you can pay 1. If you do, it assembles two Contraptions instead.
1/3

(I'd understand if I was disqualified for not making a card that directly assembles contraptions, I just don't want to design a mechanic that uses mechanical words clearly reserved by WotC, and am not sure if I could come up with an original mechanic that doesn't step on the toes of other's ideas. This card should work with all implementations of Contraptions that are still compatible with Steamflogger Boss.)

Mister Tom
2017-02-04, 02:51 PM
Paralegal Sylph 1UU

Creature -Spirit
Flying

T: reduce the energy cost of creating a contraption by up to EE. Activate this ability only once each turn.

Just what you need if you're in a hurry- Tukkaruk, master steamflogger
1/3

CantigThimble
2017-02-04, 09:00 PM
Don't forget the challenge:


Challenge: Make a creature which Assembles one or more Contraptions. (Contraption is an artifact subtype. There are currently no artifacts with this subtype. Assemble currently has no rules meaning)

Ninjaman
2017-02-07, 04:26 PM
Burning Steel Mechanic - 2R
Creature - Dwarf Rigger - U
2, T: Burning Steel Mechanic assembles a contraption. (Create a colorless Contraption artifact token.)
Tap an untapped contraption you control: Target creature gets +1/+0 until end of turn.
1/3

Yes, contraption are colorless non-creature artifact tokens with the contraption subtype. They do nothing by themselves.

Jormengand
2017-02-07, 06:10 PM
Jormengand's Judgment 3PP
Sorcery - MR
The player with the best card wins the game. At the start of the next game you play with that player, that player becomes the monoarch, then puts a challenge that player owns from outside the game onto the battlefield under that player's control.
Of course it was purple.


Flogged Peon R
Creature Goblin Rigger C
RT: Fogged Peon assembles a contraption artifact token
Rig four contraptions and Flogged Peon: Flogged Peon gains +4/+4 and Devistate
1/1

Near-unblockability isn't massively red, and Devastate seems like a very black way of doing it (destroy creatures) or possible a white way (destroy blocking creatures).

A 5/5 devastate for RRRRR pushes the limits of what's okay at rare, and I wouldn't like to see it at common, especially if there are easier ways to get contraptions out.

The actual mechanics of this? I'm not massively keen on having your bigger things able to come down and rig up immediately if you messed about with it earlier.
Thopter Artist -- 2U
Creature - Human Rigger (Uncommon)
When Thopter Artist comes into play, gain $$.
U, Tap: Thopter Artist assembles a 0/2 Thopter Contraption with flying. Move $ to each token assembled. If you can't, disassemble it.
1/3

So, scrap and energy at the same time would be confusing. Notwithstanding that, I don't much like this view of contraptions - it's a case of "Do I really want to smash up my cool stuff to make more cool stuff? Am I playing a specific black sacrifice archetype which likes doing that? No? Then I probably don't like doing that."

The card itself? Meh. It makes chump blockers. When they die it makes new chump blockers. Whether or not that's good depends on how many people you have buffing your thopters.
Jury-Rigged Walker 5
Artifact Creature - Construct C
Assemble 2 (Sacrifice any number of creatures with total power 2 or greater and exile this card from your graveyard. Create a token that is a copy of this card except that it's a contraption in addition to its other types. Activate this ability only any time you could cast a sorcery.)
4/4

Technically doesn't assemble contraptions. Well, I guess it could, but you've set it up so all creatures do. Ehh, either way.

I'm not convinced I know how Steamflogger Boss works with this... do you get two JRWs if your trashy saproling is sacrificed to assemble them? 8 (2*4) Scrapheap Titans if you get 4 riggers to assemble it? 16? (24) I don't think the way that it's written is very conducive to the assemble mechanic you've written here.
Goblin Jury-Rigger - 2R
Creature - Goblin Rigger - Uncommon
First Strike
Whenever Goblin Jury-Rigger deals combat damage to a player, you may have it assemble a contraption you control. (Choose a Contraption you control to become Assembled until end of turn).
2/2

So, the reminder text doesn't need to say "Until end of turn", given that assembly seems to be a trigger, not a state. Either way, I like the general idea, but the power level... it's pretty high. With multiple riggers, you could be turning this 2-drop into a monster fairly easily.
Steamflogged Maniac R
Creature - Golbin Rigger C
Whenever Steamflogged Maniac assembles a contraption you may have Steamflogged Maniac deal 1 damage to target creature or player.
Goblin tinkers and mechanics don't have the most stable minds to start with. Adding forced labor to the mix makes for a volatile situtation.
1/1

So I'm not convinced this is okay. General tap-to-ping (or "Tim") cards cost 3, and while they often have a small upside like haste, they are essentially Tims for 3, which makes sense because the original Tim cost 3, and was a 1/1 who tapped to ping something.

Steamflogged Maniac can tap not just to ping, but also to crew a ve.... I mean, assemble a contraption, which allows you to get better effects than a card of the same cost, off-colour with no card cost, at the same time. The steamflogger boss allows you to create a second copy of the contraption, presumably making little steamflogged maniac think to himself "Ooh, that means I get to Tim TWICE!" and start murdering bears, knights or baby Chandra. Not fun.
Monstrous Automaton - 5
Artifact Creature - Assembly-Worker - U
Whenever you cast a permanent spell, assemble. (This card creates a colorless Contraption artifact token with "1, sacrifice this artifact: Put a +1/+1 counter on target creature)
"We've been too nervous to try turning it on." -- Garadel, Chief of Production
3/5

So...

Assembling is an action which we know permanents take. This one doesn't, it makes you take the action. Which is a pity, because the idea that your drownyard explorers were the ones doing the investigating and not you, the player, would have been an interesting one. That said, the way you've written the ability, there's no mechanical reason to make it an action that permanents take.

Also, that many combat tricks in generic mana is probably not okay.
Bone Mechanist 2BB
Creature - Human Cleric Rigger R
X, exile a non-artifact creature from your graveyard with converted mana cost X, T: ~ Assembles a token that is a copy of the exiled creature, except it is an artifact creature and it gains the Skeleton subtype in addition to its other types.
Some disdain metal and wood for their contraptions...
3/3

So, it's a decent card, but doesn't really gain anything from making contraptions apart from being Bah-roken with Steamflogger Boss. I don't think assemble should be black either; it seems very U/R.
Tukkaruk Miracle Worker- 2W
Creature- Human Rigger- U
When Tukkaruk Miracle Worker enters the battlefield, create a colorless artifact Contraption token.
Whenever Tukkaruk Miracle Worker assembles a Contraption, that Contraption gains indestructible until end of turn.
T: Tukkaruk Miracle Worker assembles target Contraption.
2/2

So this is a 2/2 for 2W that on its own does... nothing but make indestructible rocks!

The assembly mechanic is nice and clean, so that's good at least. But I feel like the card should do something beyond "I haz pet rock!" on its own.
Hoverstone Rigger 2U
Creature - Human Rigger C
Schema - Creatures you control can assemble contraptions named Wing with, "Assembling creature gets +1/+1 and has flying."
When Hoverstone Rigger enters the battlefield, it assembles a contraption. (Contraptions are artifact tokens. When a creature leaves the battlefield, all of its contraptions are exiled.)
1/1

This is very close to the way I did it:


Ivahn, Supreme Inventor 4UPR
Legendary Creature - Human Dreamer Rigger MR
Ivahn, Supreme Inventor canít be countered.
At the start of your upkeep, each rigger you control Assembles a Contraption (Put a colourless contraption artifact token onto the battlefield attached to it.).
Inventor - Contraptions you control have Indestructible, ďArmed creature has IndestructibleĒ and ďT: This contraption deals 1 damage to target creature or player.Ē
What weíre building, I know. I know.
4/5

I'm not sure I like the fact that you have to have the schema first, and that extra schemas only give you more options, not more actual power.
Doctor Boom. 5UR
Legendary Creature - Goblin Artificer MR
When Doctorc Boom enters the Battlefield, assemble two contraptions.
Contraptions you control are 1/1 artifact creatures.
When a contraption you control dies, deal 1 damage to a random opponent, or creature you don't control.
7/7

Mystic, you know that I love you, but I hate you right now. :smalltongue:

Big blue and red goblins that require you to shuffle together creatures and players aren't necessarily going to be a hit. Also, everyone will play this on turn 7, and it will warp the meta to make cards like this (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=134739) part of everyone's decks.
Maddened Fleshsculpter-1BB
Creature-Human Rigger-U
T, Sacrifice a creature you control: Assemble a number of contraptions equal to that creature's toughness. (Contraptions are artifact tokens with the name 'Contraption')
There is a beauty to the madness, I just can't see it yet.
1/2

While I appreciate the continued mystery, this doesn't even actually work with SFB as that only triggers when riggers assemble contraptions.
Engineer Adept 2U
Creature - Vedalken Rigger (U)
Whenever Engineer Adept assembles a Contraption, place an additional assembly counter on that Contraption.
Whenever Engineer Adept completes a Contraption, draw a card.
2/3

I'm not sure I like this vision of contraptions - Steamflogger Boss now doesn't work properly without at least three different cards playing into its ability (a rigger and two contraptions)?

Also, the combination of those two cards you showed me already worries me - Engineer Adept can suddenly tap, pay R, and deal 3 damage to target creature or player at no actual card cost?
Studious Replicator 1U
Creature - Vedalken Rigger U
Whenever a Rigger you control assembles a Contraption, you can pay 1. If you do, it assembles two Contraptions instead.
1/3

I think that it's time to be clear on what assembly and Contraptions are at this point. It would be a massive downer to be all worked up for the answer to the contraption question and then see this.
Paralegal Sylph 1UU
Creature -Spirit
Flying
T: reduce the energy cost of creating a contraption by up to EE. Activate this ability only once each turn.
Just what you need if you're in a hurry- Tukkaruk, master steamflogger
1/3

Again, now we need to be clear on what contraptions really are. Also, the ability doesn't really work - "EE" isn't a cost "Pay EE" is, and just like you can't reduce "Sacrifice two creatures" by "A creature" or by "Sacrifice a creature" you can't reduce a cost of "Pay EEEE" by "EE" or "Pay EE".
Burning Steel Mechanic - 2R
Creature - Dwarf Rigger - U
2, T: Burning Steel Mechanic assembles a contraption. (Create a colorless Contraption artifact token.)
Tap an untapped contraption you control: Target creature gets +1/+0 until end of turn.
1/3

Not bad at all. Again, theres' no reason for assembly to be an action permanents take. But it works well enough. I wouldn't play it without some other riggers to back it up, but it's essentially fine.I have to give it to Dr Gunsforhands. It's a relatively clean way of doing it that gives you meaningful options.

Dr.Gunsforhands
2017-02-07, 07:22 PM
Huh! I guess we just have similar ideas about equipping tokens. My first vague attempt at it was way back in the Sci-fi Parallel Universe challenge. :smalltongue:

Here's an idea: Make a trap!

This can be a card that uses the old trap mechanic, or a variant of the mechanic, or just kind of feels like you've led your opponent into a trap, or is even just a card that represents a trap in a flavor sense. Any attempt to nail the theme is a good attempt!

Now let's all pitch in and make Admiral Akbar go berzerk!

Djinn_in_Tonic
2017-02-07, 07:48 PM
Here's an idea: Make a trap!

Deadly Plot -- BB
Instant -- Trap (Uncommon)
Entrap: If Deadly Plot targets a creature that is blocking or being blocked by a legendary creature, you may pay 0. If you do, you may play Deadly Plot without paying it's mana cost.
Target creature gains Deathtouch until end of turn. If Deadly Plot's Entrap cost was payed, it gains Indestructible as well.
The plan was set. All the assassin had to do was wait.

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

Pretty sure this mechanic works, given that Strive cares about mana costs and targets simultaneously. Would appreciate help with the best way to order the wording though.

I'm not sure the use of the keyword is necessary here, but it feels cleaner to me. Plus it lets you have trap-based decks with "whenever a Trap triggers" style effects, which might make for an interesting set.

LastCenturion
2017-02-07, 08:11 PM
Deadly Plot -- BB
Instant -- Trap (Uncommon)
Trigger: You may pay 0 instead of Deadly Plot's mana cost if Deadly Plot's target is blocking or blocked by a Legendary creature.
Target creature gains Deathtouch until end of turn. If Deadly Plot was triggered, target creature also gains Indestructible until end of turn.
The plan was set. All the assassin had to do was wait.

Pretty sure this mechanic works, given that Strive cares about mana costs and targets simultaneously. Would appreciate help with the best way to order the wording though.

I'm not sure the use of the keyword is necessary here, but it feels cleaner to me. Plus it lets you have trap-based decks with "whenever a Trap triggers" style effects, which might make for an interesting set.

I don't think this works. The challenge, at least as I understand it, means to use the Trap type from Zendikar, which didn't have the trigger thing. Which isn't to say that it doesn't work, I juts don't think you need a keyword for that.

Deadly Plot - BB
Instant - Trap - U
If Deadly Plot targets a creature that is blocking or being blocked by a legendary creature, you may pay 0 rather than pay Deadly Plot's mana cost.
Target creature gains Deathtouch until end of turn. If you didn't pay Deadly Plot's mana cost, it gains Indestructible as well.
The plan was set. All the assassin had to do was wait.


I think this preserves as many details from your version as possible while also being functional. You could use a keyword, but I don't think you need it.

Djinn_in_Tonic
2017-02-07, 08:18 PM
I don't think this works. The challenge, at least as I understand it, means to use the Trap type from Zendikar, which didn't have the trigger thing. Which isn't to say that it doesn't work, I juts don't think you need a keyword for that.

"This can be a card that uses the old trap mechanic, or a variant of the mechanic, or just kind of feels like you've led your opponent into a trap, or is even just a card that represents a trap in a flavor sense. Any attempt to nail the theme is a good attempt!"

So it's a bit broader than that. Your proposal is much cleaner though, since it gets around the weird wording mine needed to avoid targetting issues. I appreciate that. :smallbiggrin:

Still keeping the keyword though, since that allows this mechanic to interact better with non-zero costs that add spell effects, increasing flexibility in design.

LastCenturion
2017-02-07, 08:44 PM
"This can be a card that uses the old trap mechanic, or a variant of the mechanic, or just kind of feels like you've led your opponent into a trap, or is even just a card that represents a trap in a flavor sense. Any attempt to nail the theme is a good attempt!"

So it's a bit broader than that. Your proposal is much cleaner though, since it gets around the weird wording mine needed to avoid targetting issues. I appreciate that. :smallbiggrin:

Still keeping the keyword though, since that allows this mechanic to interact better with non-zero costs that add spell effects, increasing flexibility in design.

Oops. I should have actually read the post that detailed the challenge, I suppose. I just looked at the bit you quoted.



Feign Weakness - 3WW
Instant - Trap - R
If an opponent controls at least two tapped creatures, you may pay 0 instead of Feign Weakness' mana cost.
Untapped creatures you control gain Defender, Deathtouch, and Indestructible until end of turn.

I'll probably change this later, but it can stand as is.

Jormengand
2017-02-08, 12:46 AM
Mirror Force (http://yugioh.wikia.com/wiki/Mirror_Force) 4WW
Instant R
Destroy all attacking creatures.
The army of the dark saw in their reflections what they had become, and in a moment were consumed by the light of the pure and the righteous.

See, it's a trap!

BasketOfPuppies
2017-02-08, 12:58 AM
Surprising Upheaval 7UU
Instant- Trap R
If an opponent has had 3 or more nonland permanents enter the battlefield under their control this turn, you may pay 3UU instead of ~'s casting cost
Return all nonland permanents you don't control to their owner's hands.

Mystic Muse
2017-02-08, 01:14 AM
Mirror Force (http://yugioh.wikia.com/wiki/Mirror_Force) 5WWW
Instant R
Destroy all attacking creatures.
The army of the dark saw in their reflections what they had become, and in a moment were consumed by the light of the pure and the righteous.

See, it's a trap!

You could probably cost this 4WW and it would be fine. That's one less than the angel that exiles all atracking creatures, and doesn't come with a body.

Jormengand
2017-02-08, 01:21 AM
You could probably cost this 4WW and it would be fine. That's one less than the angel that exiles all atracking creatures, and doesn't come with a body.

Ah, yeah, didn't check for existing exile cards. Mainly I was comparing Roil's Retribution and how much better Mirror Force is than that.

TiaC
2017-02-08, 02:31 AM
Summon Snatch 3UU
Instant
If an opponent controls no untapped lands, you may pay 1UU instead of ~'s casting cost.
Gain control of target creature spell.

Sgt. Cookie
2017-02-08, 08:21 AM
Summoner's Trick 3GG
Instant - Trap
If you control no creatures and it is not your turn, you may pay 1GG instead of ~'s casting cost.
You may cast a creature spell this turn as if it had flash.
The next creature spell you cast this turn costs 2 and one mana of any colour less to cast.
A summoner is never alone.


Interestingly, this still sort-of has value if you cast it on your turn, due to it ending up costing GG. That's a small price to pay for giving ANY creature flash. Possibly too small.

TurboGhast
2017-02-08, 09:43 AM
Mirror Trap 4U
Instant - Trap R
If a red or green creature an opponent controls is attacking, you may pay 1UU rather than pay Mirror Trap's mana cost.
Create a token that's a copy of target creature you don't control, except it's blue.


Inspired by the D&D trap Mirror of Opposition, which is why the copied creature becomes blue.
Unsure whether to make the alternate cost UUU or 1UU, worried 1UU might be too strong.


Mirror Trap 4U
Instant - Trap V
If a red or green creature an opponent controls attacked this turn, you may pay 1UU rather than pay Mirror Trap's mana cost.
Create a token that's a copy of target creature you don't control, except it's blue.

Change to present version: attacked -> is attacking
Makes it more clear when you can cast the card. Blocking a creature with a copy of itself is a valid play with both versions, but it's more clear in the new version.

Also, replaced placeholder V with R in rarity.

Beelzebub1111
2017-02-08, 11:39 AM
Box of Scorpions 4BG
Instant - trap
If an opponent gained control of a permanent you own this turn, this spell costs BG
Target player takes 2 damage and gains 2 poison counters

mystic1110
2017-02-08, 12:21 PM
Not Your Friend B
Creature - Human Rogue R
When Not Your Friend enters the battlefield name a card type, choose a color and target opponent gains control of it.
Whenever you cast a card of the named card type and the chosen color each opponent may cast one card from their hand as if it had flash and without paying its mana cost.
"He seems like a good guy"
3/3

Jormengand
2017-02-08, 01:22 PM
Not Your Friend B
Creature - Human Rogue R
When Not Your Friend enters the battlefield name a card type and target opponent gains control of it.
Whenever you cast a card of the chosen card type each opponent may cast one card from their hand as if it had flash and without paying its mana cost.
"He seems like a good guy"
3/3

I too like playing emrakul for 0 with flash whenever my opponent casts a creature spell.

mystic1110
2017-02-08, 01:47 PM
Made it a bit more conditional (now it has to be both the card type and color), but i'm totally okay with that outcome. Just don't play creature spells and attack witha 3/3 until it dies or use removal on it. Or just use discard . . . its hard to really use this as a combo card when its conditional on your opponent's own actions.

Jormengand
2017-02-08, 04:01 PM
Preventing players from casting creatres (the most common card type) of the most common colour in their deck until their 3/3 dies to your 0/4 is basically tantamount to "Target player can't play the game."

mystic1110
2017-02-08, 04:11 PM
if your deck doesn't run any removal of any type or any way to deal with a creature you own (heck you can even sacrifice it) OR any way to make a "must remove" threat out of a 3/3 (pump, aura's, equipment, vehichles, blazing shoal) AND can lose to a deck that runs 0/4's (is the combo a 0/4 and this card and a bunch of giant creatures? Seems like a really janky deck) . . . I don't know what to tell you. Suffice to say, I doubt the card would be played in Modern or Legacy, maybe Standard. If you are going to build around it, I would instead cast pacifism or a similar card on top of it - but no matter what, that would make it a 3 card combo that is beaten by any common played removal spell. I just don't see how that is broken.

Djinn_in_Tonic
2017-02-08, 04:27 PM
if your deck doesn't run any removal of any type or any way to deal with a creature you own (heck you can even sacrifice it) OR any way to make a "must remove" threat out of a 3/3 (pump, aura's, equipment, vehichles, blazing shoal) AND can lose to a deck that runs 0/4's (is the combo a 0/4 and this card and a bunch of giant creatures? Seems like a really janky deck) . . . I don't know what to tell you. Suffice to say, I doubt the card would be played in Modern or Legacy, maybe Standard. If you are going to build around it, I would instead cast pacifism or a similar card on top of it - but no matter what, that would make it a 3 card combo that is beaten by any common played removal spell. I just don't see how that is broken.

The problem is that it has to be cheap removal, since you can't play a large portion of your deck without tossing free power at your opponent until you deal with this. Since it's a turn-1 play, it can lock some decks out for 3-4 turns easily. It's too big to shock and/or ping down, which makes it tricky to deal with, and a deck built around this definitely has ways to Pacify / Block / deal with this creature. You don't even need a ton of big creature -- playing makes just the THREAT of the big play sufficient to lock down most decks until you can build up a board that puts you far enough ahead to simply win outright.

Jormengand
2017-02-08, 05:09 PM
Also, making you opponent feel that most of their hand is dead/feel bad about trying to play the game is awful anyway. Remember that if you're not making plays, you're not having fun.

mystic1110
2017-02-08, 05:15 PM
Well, I think we're just going to fundamentally disagree with both how fun the card is and how powerful it is. :smallsmile:

Djinn_in_Tonic
2017-02-08, 05:45 PM
Well, I think we're just going to fundamentally disagree with both how fun the card is and how powerful it is. :smallsmile:

I suppose. Change one thing though? As written, you can select "land" as a card type, which DESTROYS any counterplay to this card.

CantigThimble
2017-02-08, 05:55 PM
I suppose. Change one thing though? As written, you can select "land" as a card type, which DESTROYS any counterplay to this card.

Because then whenever your opponent casts a land that is the color you chose you can cast a spell for free? :smalltongue:

Djinn_in_Tonic
2017-02-08, 05:56 PM
Because then whenever your opponent casts a land that is the color you chose you can cast a spell for free? :smalltongue:

Ah, true. I had forgotten that. I'd still change it to non-land just for clarity.

CantigThimble
2017-02-08, 06:09 PM
Well you can't cast a land card, you play land cards - but ok.

That said though - if the judge of the contest himself is going "i suppose" then I am going to scrap my card because that is an indication that the judge doesn't like it :smallwink:

Huh? Dr. Guns is judging this round.

mystic1110
2017-02-08, 06:10 PM
:smalleek: i'm just a mess today aren't I :smalltongue:

LastCenturion
2017-02-08, 06:55 PM
Sudden Resurgence - 2BB
Instant - Trap - U
If Sudden Resurgence targets a card that left the battlefield this turn, you may pay 1G instead of its mana cost.
Return target creature card from the graveyard to the battlefield. Put 2 +1/+1 counters on it.
When they thought they had destroyed him, he rose again to continue the fight.

Pack Tactics -
Instant - Trap - R
If you control an attacking creature with 2 or less toughness, you may pay RUG instead of Pack Tactics' mana cost.
Create two tokens that are copies of target blocked creature you control, except they're Red and Green in addition to their other colors, lose Trample, and are blocked by the same creature that blocked the creature the tokens copied.
"Clever girl..." - Robert Muldoon, last words

Tom the Mime
2017-02-10, 07:56 AM
Trip mine 3R
Instant - trap U
If 2 or more lands entered the battlefield under an opponent's control this turn, you may pay 0 rather than ~'s mana cost.
Destroy target land

Misothene
2017-02-11, 04:41 AM
Logic Trap 3UB
Instant- Trap R
If an activated or triggered ability is on the stack and Logic Trap targets the source of that ability, you may pay 0 instead of Logic Trap's mana cost.
Destroy target creature.
"Now, a clever man would put the poison into his own goblet, because he would know that only a great fool would reach for what he was given. I'm not a great fool, so I can clearly not choose the wine in front of you. But you must have known I was not a great fool; you would have counted on it, so I can clearly not choose the wine in front of me..."


Deadly Plot -- BB
Instant -- Trap (Uncommon)
Trigger: If Deadly Plot targets a creature that is blocking or being blocked by a legendary creature, you may pay 0 rather than pay Deadly Plot's mana cost.
Target creature gains Deathtouch until end of turn. If Deadly Plot was triggered, it gains Indestructible as well.
The plan was set. All the assassin had to do was wait.

I'm not sure the use of the keyword is necessary here, but it feels cleaner to me. Plus it lets you have trap-based decks with "whenever a Trap triggers" style effects, which might make for an interesting set.

As you have it now, "Trigger" is an ability word- that is, it has no actual rules meaning, like reminder text or flavor text. As such, the word "triggered" wouldn't have any meaning like "kicked" does since "trigger" wouldn't refer to anything in the rules. You could have it be a real keyword, but then it wouldn't really signify anything- it would just be a marker for "this card has an alternate cost that can be paid under certain conditions," and you would need to spell all that out anyway.

Even then, cards couldn't really look for "whenever a Trap triggers" since the trigger would be in your hand, a hidden zone.

Finally, since "trigger" is already associated with triggered abilities, there would be a lot of vocabulary confusion.


Sudden Resurgence - 2BB
Instant - Trap - U
If Sudden Resurgence targets a card that left the battlefield this turn, you may pay 1G instead of its mana cost.
Return target creature card from the graveyard to the battlefield. Put 2 +1/+1 counters on it.
When they thought they had destroyed him, he rose again to continue the fight.

"The" graveyard? Which one? Whose?

Also, this card is way stronger than reanimation they print nowadays- it only costs four, it's an instant (making it a potent combat trick) AND it has very large unconditional upside... and that's without factoring in the trap component. Reanimation (without any bells and/or whistles) is usually costed at 5 below rare (maybe 4, but it's been a while) and virtually always at sorcery speed.

mythmonster2
2017-02-12, 10:16 PM
Parasitic Burst- 1BG
Instant (U)
As an additional cost to cast Parasitic Burst, sacrifice a creature you control.
Create three green and black 1/1 Spider tokens with deathtouch.
Cease Battle- 2UU
Instant- R
End the combat phase. (Remove all creatures from combat. Prevent all combat damage that would be dealt this turn. Effects that trigger "at end of combat" don't trigger.)

Obviously, kind of a complicated effect. I have probably messed up somewhere, but I think that these three effects at least are for sure. The end of combat part is because the end of combat is technically a step within the combat phase, so ending the combat phase would skip straight to the second main phase, assuming I didn't misinterpret that.
Old idea went through a few iterations, but along the way, I lost the "trap" part of it. This one isn't a proper trap either, but it tactically functions as one.

Djinn_in_Tonic
2017-02-12, 10:20 PM
As you have it now, "Trigger" is an ability word- that is, it has no actual rules meaning, like reminder text or flavor text. As such, the word "triggered" wouldn't have any meaning like "kicked" does since "trigger" wouldn't refer to anything in the rules. You could have it be a real keyword, but then it wouldn't really signify anything- it would just be a marker for "this card has an alternate cost that can be paid under certain conditions," and you would need to spell all that out anyway.

Even then, cards couldn't really look for "whenever a Trap triggers" since the trigger would be in your hand, a hidden zone.

Finally, since "trigger" is already associated with triggered abilities, there would be a lot of vocabulary confusion.

Fixed, I believe. Made it slightly similar to Kicker.

Misothene
2017-02-13, 02:48 AM
Deadly Plot -- BB
Instant -- Trap (Uncommon)
Entrap: If Deadly Plot targets a creature that is blocking or being blocked by a legendary creature, you may pay 0. If you do, you may play Deadly Plot without paying it's mana cost.
Target creature gains Deathtouch until end of turn. If Deadly Plot's Entrap cost was payed, it gains Indestructible as well.
The plan was set. All the assassin had to do was wait.


This is closer, but Entrap is still written as an ability word rather than a keyword. A few possible solutions:

1. Just de-italicize "Entrap" and call it a keyword. This would work, but would have a big problem in that it would mean almost nothing, since the condition and cost could vary widely.
2. Remove the "entrap" text entirely, and say "If no mana was paid to cast Deadly Plot, ..." This would be completely functional, but wouldn't have any "new mechanics" on it.
3. Keep the ability word, then modify the text to apply under the condition whether the alternate cost was paid or not. In this example, it would be:
"Entrap- If Deadly Plot targets a creature that is blocking or being blocked by a legendary creature, you may pay 0 instead of paying Deadly Plot's mana cost.
Target creature gains deathtouch until end of turn. If that creature is blocking or being blocked by a legendary creature, it also gains indestructible until end of turn."
This would keep the marker of the mechanic, though still have no rules meaning. This would also mean the "bonus" applies whether the alt cost was paid or not, which could matter in some corner cases or for other cards using entrap.

Gauntlet
2017-02-13, 04:00 AM
Manadrain Trap - 4BR
Instant - Trap - Rare

If an opponent has four or more mana in their mana pool, you may pay BR rather than pay Manadrain Trap's mana cost.

Split Second
Manadrain Trap deals damage to target player equal to the amount of mana in that player's mana pool. Then empty that player's mana pool.

Tom the Mime
2017-02-13, 05:32 AM
Manadrain Trap - 4BR
Instant - Trap - Rare

If an opponent has four or more mana in their mana pool, you may pay BR rather than pay Manadrain Trap's mana cost.

Split Second
Manadrain Trap deals damage to target player equal to the amount of mana in that player's mana pool. Then empty that player's mana pool.
Pretty sure this wouldn't work as you intend it to. Lands and mana abilities don't use the stack so you don't get priority before the mana gets used. Not many cases where the spell actually does anything and even fewer where the trap works. Maybe tap lands and empty the mana pool like Mana Short?

Gauntlet
2017-02-13, 07:14 AM
Pretty sure this wouldn't work as you intend it to. Lands and mana abilities don't use the stack so you don't get priority before the mana gets used. Not many cases where the spell actually does anything and even fewer where the trap works. Maybe tap lands and empty the mana pool like Mana Short?

It doesn't work unless your opponent is floating mana in between spells, yes. This does happen a reasonable amount in Commander and anywhere involving land destruction, untap effects or rituals/LEDs, but admittedly it's not exactly good in Standard.

CantigThimble
2017-02-13, 08:51 AM
False Revelations 6BB
Sorcery - R
Target opponent discards 5 cards and loses 5 life.
If an opponent drew 5 or more cards this turn you may cast False revelations as if it had flash and pay 1B instead of paying its mana cost.
"Isperia was a spook."
-Lazav, Dimir Mastermind

Blue Ghost
2017-02-14, 02:27 PM
Empty City Ambush 3WW
Instant (R)
Empty City Ambush costs 3 less to cast if you control no creatures.
For each creature attacking you, create three 1/1 white Soldier creature tokens blocking that creature.

Ninjaman
2017-02-15, 04:27 AM
Spell Trap - 3
Artifact - R
Imprint - When Spell Trap enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library in any order.
When an opponent casts an instant or sorcery spell, sacrifice Spell Trap and turn the exiled card face up. If it's an instant or sorcery card, you may cast it without paying its mana cost.

Sgt. Cookie
2017-02-18, 03:53 PM
I'm pretty sure we're overdue for some judging right about now.

Dr.Gunsforhands
2017-02-18, 11:44 PM
(Sorry for the lateness. I have some time set aside tomorrow for judging, so expect it within 24 hours of... now!)

Dr.Gunsforhands
2017-02-19, 05:07 PM
Judging Round 1!


Deadly Plot -- BB
Instant -- Trap (Uncommon)
Entrap: If Deadly Plot targets a creature that is blocking or being blocked by a legendary creature, you may pay 0. If you do, you may play Deadly Plot without paying it's mana cost.
Target creature gains Deathtouch until end of turn. If Deadly Plot's Entrap cost was payed, it gains Indestructible as well.
The plan was set. All the assassin had to do was wait.

I actually kind of like the flavor of the trap's trigger condition, though the wording of the Entrap ability seems weirdly awkward. Like, somehow you pay 0 while casting it, and then you cast it for free after that? I think the usual way of saying it is, "If Deadly Plot targets a creature that's blocking or blocked by a legendary creature, you may pay 0 instead of paying Deadly Plot's mana cost."

I'm also not sure about punishing your opponent for using legendary creatures. Up until now I was imagining a mirror image of this card, rewarding yourself for playing legends by destroying a hapless target. Either way is interesting enough, though.


Mirror Force (http://yugioh.wikia.com/wiki/Mirror_Force) 4WW
Instant R
Destroy all attacking creatures.
The army of the dark saw in their reflections what they had become, and in a moment were consumed by the light of the pure and the righteous.

This certainly earns Admiral Ackbar's award for having firepower of the proper magnitude. This thing's pretty dangerous! Then again, the cases where it's a true one-sided board wipe are similar to the cases where you're topdecking into a come-from-behind victory, and even then it won't take long for a good opponent to smell this coming.

I think it's most frustrating when you and your opponent have been in a board stall for a while. Never again will anyone be able to Overrun their way to victory in Magic: the Gathering. ...except I guess that you can sometimes get the same effect with Fog, huh? I haven't seen a lot of fog effects in the most recent sets, either. Hmm...

All in all, it's pretty exciting, but I suspect there's a reason they didn't make it already. Also the flavor is a little weird. I guess that's what happens when you base something on a Yu-gi-oh card.:smalltongue:


Surprising Upheaval 7UU
Instant- Trap R
If an opponent has had 3 or more nonland permanents enter the battlefield under their control this turn, you may pay 3UU instead of ~'s casting cost
Return all nonland permanents you don't control to their owner's hands.

Five is still a lot of mana to leave open for such a weird trap. However! If you also have an expensive counterspell in hand, your hand is suddenly much better against a creature-spamming opponent. I can get behind indirectly buffing the new counterspells, so in the end I guess I can get behind this!


Summon Snatch 3UU
Instant
If an opponent controls no untapped lands, you may pay 1UU instead of ~'s casting cost.
Gain control of target creature spell.

This card is weird. It would probably be great even without the trap condition; a five-mana Mind Control is nothing to scoff at, even if you're kind of rolling the dice on what you'll get to steal. The trap condition itself is quite interesting, too. It rewards you for stealing smaller creatures earlier, before your opponent has an excess of mana. I'd probably lean toward making it more expensive in both modes, but if you want it to be a valuable rare for the set, you could probably get away with raising the base cost to 4UU or 5UU and keeping the alternate cost the same.

As much as I like the way this card plays, I can't help but wonder if this really feels like a trap, even though it uses the trap mechanics. "Haha! You've fallen into my trap! That'll teach you to spend your mana efficiently!"


Summoner's Trick 3GG
Instant - Trap
If you control no creatures and it is not your turn, you may pay 1GG instead of ~'s casting cost.
You may cast a creature spell this turn as if it had flash.
The next creature spell you cast this turn costs 2 and one mana of any colour less to cast.
A summoner is never alone.
The original Flash wasn't banned because it let you cast a creature when it's not your turn; it was banned because it let you cast a creature when it's not your turn for free. Spending a card just to give a creature flash is generally not considered, "enough." See Savage Summoning (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370710) (which adds a counter) and Scout's Warning (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=126200) (which draws a card).

What you're going for isn't exactly a bad Savage Summoning, though. Your wording is a bit awkward at the moment, but I can see that you're trying to make it fix your mana in an interesting way. Maybe something like this:


Summoner's Trick 1GG
Instant - U
Add 3 mana in any combination of colors to your mana pool. Use this mana only to cast creature spells.
You may cast creature spells this turn as though they had flash.

If it were just this, I would like it a lot better! The flavor of suddenly summoning an off-color creature or two that your opponent wasn't expecting could still make this feel traplike without needing the Trap subtype.


Mirror Trap 4U
Instant - Trap R
If a red or green creature an opponent controls is attacking, you may pay 1UU rather than pay Mirror Trap's mana cost.
Create a token that's a copy of target creature you don't control, except it's blue.

The color dependency of the card is a bit weird - you could have just made it cost less to target an attacking creature, like DiT was trying to do. I guess phrasing that version of a Trap condition is harder than I thought.

A five-mana clone isn't great. A 3-mana clone with flash is really just kind of okay in the big scheme of things. So, mechanically, I guess it's not very exciting, which is a shame because I actually really like it. I'm just staring at it, wanting it to be better somehow.


Box of Scorpions 4BG
Instant - trap
If an opponent gained control of a permanent you own this turn, this spell costs BG
Target player takes 2 damage and gains 2 poison counters

"Huh, that's an interesting trap condition! I wonder what it does that is specifically related to - oh. ...oh. Never mind."


Not Your Friend B
Creature - Human Rogue R
When Not Your Friend enters the battlefield name a card type, choose a color and target opponent gains control of it.
Whenever you cast a card of the named card type and the chosen color each opponent may cast one card from their hand as if it had flash and without paying its mana cost.
"He seems like a good guy"
3/3

I do not like this card.

It's not because it's overpowered! I'm not convinced that it is; you're giving your opponent a 3/3 and the ability to play around your obvious plan to summon Emrakul. If that means they have to kill it, they have to kill it; if they can't kill it right away without triggering your trap, then you have apparently named Instant as the offending card type, which is fine with me. Plus, there are some formats where it's not even as powerful as that. Conspiracy comes to mind.

I even like the idea! It's a spy who uses enemy resources in a very specific manner to give your plans an astonishing head start, assuming your opponent plays right into your clutches. Sweet!

The reason I do not like this card is that I can not read the first sentence without thinking, "...they gain control of the color?" :smalltongue:

- - - Updated - - -

Judging Round 2!



Sudden Resurgence - 2BB
Instant - Trap - U
If Sudden Resurgence targets a card that left the battlefield this turn, you may pay 1G instead of its mana cost.
Return target creature card from the graveyard to the battlefield. Put 2 +1/+1 counters on it.
When they thought they had destroyed him, he rose again to continue the fight.

DG EASTER EGG: I actually like this card a lot. I mean, the mana costs could stand to be adjusted quite a bit, but the pitch for the concept is amazing.

Pack Tactics -
Instant - Trap - R
If you control an attacking creature with 2 or less toughness, you may pay RUG instead of Pack Tactics' mana cost.
Create two tokens that are copies of target blocked creature you control, except they're Red and Green in addition to their other colors, lose Trample, and are blocked by the same creature that blocked the creature the tokens copied.
"Clever girl..." - Robert Muldoon, last words

EDIT: I almost forgot to review this card. Which is fitting, because I think you forgot to give it a mana cost? I don't think this really needed a trap condition to work, and a spell that's in 3 colors needing an odd condition to work right makes me scratch my head. Just move the cost to its proper spot and, if you must, specify that it hits Target Blocked Creature You Control With Toughness 2 or Less.


Trip mine 3R
Instant - trap U
If 2 or more lands entered the battlefield under an opponent's control this turn, you may pay 0 rather than ~'s mana cost.
Destroy target land

Uh, congratulations on the birth of your first child???

I actually like the idea for this card a lot - it punishes your opponent, but only when tit doesn't set them that far behind. I do wonder if this would cause problems in eternal formats, though. They depend so highly on lands that sacrifice themselves to search up other lands, and if you catch someone using one of those, you really CAN set them back.


Logic Trap 3UB
Instant- Trap R
If an activated or triggered ability is on the stack and Logic Trap targets the source of that ability, you may pay 0 instead of Logic Trap's mana cost.
Destroy target creature.
"Now, a clever man would put the poison into his own goblet, because he would know that only a great fool would reach for what he was given. I'm not a great fool, so I can clearly not choose the wine in front of you. But you must have known I was not a great fool; you would have counted on it, so I can clearly not choose the wine in front of me..."

Okay, I like this. Including the Princess Bride reference. And the fact that you're doing something that a couple of other people had trouble doing with that trap condition. The biggest problem with it is that you can sideboard it into a green deck to counter a lot of different strategies. Such is the problem with these 0-cost traps!


Parasitic Burst- 1BG
Instant (U)
As an additional cost to cast Parasitic Burst, sacrifice a creature you control.
Create three green and black 1/1 Spider tokens with deathtouch.

Cease Battle- 2UU
Instant- R
End the combat phase. (Remove all creatures from combat. Prevent all combat damage that would be dealt this turn. Effects that trigger "at end of combat" don't trigger.)

Obviously, kind of a complicated effect. I have probably messed up somewhere, but I think that these three effects at least are for sure. The end of combat part is because the end of combat is technically a step within the combat phase, so ending the combat phase would skip straight to the second main phase, assuming I didn't misinterpret that.

DG EASTER EGG: It's a needlessly complicated 4-mana Fog? Yeah, I can see how it didn't make the cut.

Admiral Ackbar's looking pretty upset! I like Parasitic Burst a lot - one of your creatures explodes into a pile of dangerous blockers. I can't endorse using non-reach Spiders, though. Insects will be much better for the job.


Manadrain Trap - 4BR
Instant - Trap - Rare

If an opponent has four or more mana in their mana pool, you may pay BR rather than pay Manadrain Trap's mana cost.

Split Second
Manadrain Trap deals damage to target player equal to the amount of mana in that player's mana pool. Then empty that player's mana pool.

I think people have been over why this doesn't work. To get the effect you want, you probably just need to make a red/blue counterspell of some kind.


False Revelations 6BB
Sorcery - R
Target opponent discards 5 cards and loses 5 life.
If an opponent drew 5 or more cards this turn you may cast False revelations as if it had flash and pay 1B instead of paying its mana cost.

I actually kind of like this! No one will ever actually trigger that trap condition, but maybe if you throw it in a Commander deck and play enough games...


Empty City Ambush 3WW
Instant (R)
Empty City Ambush costs 3 less to cast if you control no creatures.
For each creature attacking you, create three 1/1 white Soldier creature tokens blocking that creature.

Maximum Ackbar achieved! The equivalent of 3 damage to each attacking creature is still a pretty big deal, but it sounds about right for 5 mana and the alternate cost requires a specific style of play that telegraphs it. I can overthink this and say that it's occasionally an extremely overpowered version of Raise the Alarm, but it makes you block with the tokens, so there usually won't be too many left over after the smoke clears. It doesn't punish an Overrun in the same way as JG's card, either - it just barely counteracts it. Interesting!


Spell Trap - 3
Artifact - R
Imprint - When Spell Trap enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library in any order.
When an opponent casts an instant or sorcery spell, sacrifice Spell Trap and turn the exiled card face up. If it's an instant or sorcery card, you may cast it without paying its mana cost.

I think my favorite part about this card is that the trap always has some chance to be a dud. Sometimes a green opponent will bend over backwards to avoid calling your bluff, but usually they'll just ignore it. "It's just something from the top of their library," they'll think. "How bad can it be? Also, it's not like I can just avoid playing my cards forever, so against my deck it's really more like a timer than a trap to be honest."

Then the hidden card will turn out to be a Cruel Ultimatum and they'll cry. Neat!

Dr.Gunsforhands
2017-02-19, 06:41 PM
When I saw Empty City Ambush, I immediately knew that it would be a top contender, and Spell Trap managed to sneak in right alongside it. Still, I guess I can only pick one.

Blue Ghost wins the game!

LastCenturion
2017-02-19, 06:48 PM
It was actually intentional to have no mana cost, but simplifying it like you suggested would have worked as well. Congratulations, Blue Ghost.

CantigThimble
2017-02-19, 07:01 PM
False Revelations was designed as a counter to a format with effects like sphinx's revelation, though I was also concerned that it might be too good if there were prosperity effects in the format. For example, prosperity for 5, false revelation (or 2x false revelation for ultimate brutal value). It's expensive of course but I bet some decks could pull of nasty tricks like that.

Dr.Gunsforhands
2017-02-19, 07:17 PM
False Revelations was designed as a counter to a format with effects like sphinx's revelation, though I was also concerned that it might be too good if there were prosperity effects in the format. For example, prosperity for 5, false revelation (or 2x false revelation for ultimate brutal value). It's expensive of course but I bet some decks could pull of nasty tricks like that.

Really, I'd be more interested in running this alongside stuff like Howling Mine and Burning Inquiry. Why wait for your opponent to draw a million cards when you can shove the cards in their face yourself? :smallbiggrin:

Sgt. Cookie
2017-02-19, 07:31 PM
I have an EDH deck that actually utilises a concept like that.


Alongside effects that punish opponents depending on hand size. It's great fun.

TurboGhast
2017-02-19, 09:31 PM
The balance of Mirror Trap was based on Stunt Double (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=416795). My card probably would've been better without the color limitations in the alternate cost, since it cost more than the card I was basing it on.

Blue Ghost
2017-02-20, 01:25 AM
Ooh, thanks! I didn't expect to win this round. A lot of great entries, and thanks to Dr. Gunsforhands for the insightful critiques!

So, last week we did traps. This week, let's do...

Make a curse!

It may or may not have the Curse subtype. Make a card that represents some kind of curse, in mechanics and flavor.

Jormengand
2017-02-20, 04:15 AM
Burning Hate 2BRG
Enchantment - Aura Curse U
Enchant Player
Whenever a creature attacks enchanted player, that creatureís controller may put two +1/+1 counters on it.
Iíve given up on hating people, but I know some people who still do it. Maybe youíd like to meet them?

Gauntlet
2017-02-20, 04:30 AM
Curse of Eldritch Secrets - 2UB
Enchantment - Aura Curse - Rare

Enchant player
Enchanted player can't cast spells from their hand.
Nonland cards enchanted player owns that aren't on the battlefield have Madness. The madness cost is equal to that card's mana cost.
At the beginning of enchanted player's end step, that player discards two cards.

Tom the Mime
2017-02-20, 08:42 AM
Ooh, good point. The design was for anti-ramp and balanced for that but I forgot about fetch lands and any decent number of fetch lands in a format would make it break it entirely.

Ionbound
2017-02-20, 09:04 AM
Curse of Prices Paid-1BW

Enchantment - Aura Curse - R

Enchant Player.

Whenever a non-land permanent another player controls leaves the battlefield, enchanted player sacrifices a permanent they control.

Ashes for ashes, dust for dust.

Gauntlet
2017-02-20, 09:41 AM
Curse of Prices Paid-1BW

Enchantment - Aura Curse - R

Enchant Player.

Whenever a permanent another player controls leaves the battlefield, enchanted player sacrifices a permanent they control.

Ashes for ashes, dust for dust.

Fetchlands.

braveheart
2017-02-20, 12:01 PM
Burning Hate 2BRG
Enchantment - Aura Curse U
Enchant Player
Whenever a creature attacks enchanted player, that creatureís controller may put a +1/+1 counter on it.
Iíve given up on hating people, but I know some people who still do it. Maybe youíd like to meet them?

This curse already exists, and costs less, and is mono green, and is called curse of predation

LastCenturion
2017-02-20, 12:29 PM
Temporal Stasis - 8UUU
Enchantment - Aura Curse - R
Enchant Player, Fading 3.
Enchanted player cannot gain or lose life, lose the game, gain or lose counters, untap permanents, discard cards, attack with creatures, cast spells, or activate abilities that are not mana abilities. Triggered abilities controlled by enchanted player do not trigger. Permanents enchanted player controls have indestructible and cannot be exiled.
When Temporal Stasis leaves the battlefield, enchanted player takes an extra turn after their next turn.
It gathered dust for ages, then sprung into action.



I realize that it's a "target player can't play the game" ability, but I tried to mitigate that by not letting their hand overflow, not letting them lose the game, letting them still develop a mana base by playing lands, and giving them the extra turn afterwards, which I think balances it. It's even a decent turn 11 play targeting yourself, for the three turns of invulnerability and the extra turn when it's over. I'm trying to figure out how to cut down on the 70 word text box, so suggestions are welcome.

BasketOfPuppies
2017-02-20, 01:33 PM
This curse already exists, and costs less, and is mono green, and is called curse of predation

There's also a mono red version that costs even less called curse of stalked prey

TurboGhast
2017-02-20, 02:16 PM
Curse of Frost 1UU
Enchantment - Aura Curse U
Enchant player
Whenever a creature controlled by enchanted player attacks, it doesn't untap during its controller's next untap step.


Curse of Frost 2UU
Enchantment - Aura Curse U
Enchant player
Whenever a creature controlled by enchanted player attacks, it doesn't untap during its controller's next untap step.

Change to next: Cost reduced from 2UU to 1UU.


With this change, I'm now worried my card might be undercosted despite only being 1 CMC lower than when I thought it might be overcosted.

Djinn_in_Tonic
2017-02-20, 02:37 PM
Curse of the Open Book -- 2UU
Enchantment - Curse (Rare)
Enchanted player plays with their hand revealed.
Exile Curse of the Open Book: Look at enchanted player's hand and exile target card from it. Until end of game you may play that card as if it were in your hand, and you pay spend mana as if it were mana of any color to do so.

Tom the Mime
2017-02-20, 04:57 PM
Curse like a sailor 2U
Enchantment - Curse U Un
Enchant player
Arrr, enchanted player must speak like the scurviest sea dog you ever did see. Whenever they don't, you can loot their booty (draw a card then discard a card)

Dr.Gunsforhands
2017-02-20, 11:00 PM
Shade Heart BB
Enchantment - Aura R
Enchant creature you don't control
When enchanted creature dies, return it to the battlefield under your control and it becomes a black Shade in addition to its other colors and creature types.
"Your transformation will be slow. Make the most of it."

(If it's not a creature when it returns to the battlefield, it becomes black but cannot accept the Shade subtype. If it was a manifested instant or sorcery, it can't return to the battlefield.)

Ionbound
2017-02-20, 11:51 PM
Fetchlands.

Right....Probably ought to make that non-land on the trigger.

braveheart
2017-02-21, 04:15 AM
Cursed Manor
Land - R
Cursed Manor enters the battlefield with 3 time counters on it.
At the beginning of your upkeep remove a time counter from Cursed Manor, if you can't, sacrifice Cursed Manor.
T: add a mana of any color to your mana pool

Jormengand
2017-02-21, 05:24 AM
This curse already exists, and costs less, and is mono green, and is called curse of predation

This is why I should actually look at cards that exist I guess. Changed it to make it better.

BasketOfPuppies
2017-02-21, 08:00 AM
Curse of the Open Book -- 2UU
Enchanted player plays with their hand revealed.
Exile Curse of the Open Book: Exile target card from enchanted player's hand. Until end of game you may play that card as if it were in your hand, and you pay spend mana as if it were mana of any color to do so.

Missing card type, subtype, and rarity.

LastCenturion
2017-02-21, 08:13 AM
Curse of the Open Book -- 2UU
Enchanted player plays with their hand revealed.
Exile Curse of the Open Book: Exile target card from enchanted player's hand. Until end of game you may play that card as if it were in your hand, and you pay spend mana as if it were mana of any color to do so.

Also probably intended to have the line "Enchant player"

Gauntlet
2017-02-21, 08:52 AM
Curse of the Open Book -- 2UU
Enchanted player plays with their hand revealed.
Exile Curse of the Open Book: Exile target card from enchanted player's hand. Until end of game you may play that card as if it were in your hand, and you pay spend mana as if it were mana of any color to do so.

Should be 'look at enchanted player's hand and exile a card from it'. Cards in hand aren't generally targeted.

ben-zayb
2017-02-22, 05:55 AM
Curse of Abundance (2/G)(2/G)(2/G)
Enchantment - Aura Curse R
Enchant player
Mana from sources enchanted player controls is added to and doesn't empty from each player's mana pool as steps and phases end.

somethingrandom
2017-02-22, 06:42 AM
Famine 3BBB
Enchantment- Aura Curse R
Enchant player
At the beginning of enchanted players upkeep put a -1/-1 counter on each creature they control.

Beelzebub1111
2017-02-23, 09:21 PM
Morph Shell Curse 3U
Enchantment - Aura Curse U
Enchant Player
Enchanted player cannot play creatures face up
Creatures in enchanted Player's hand and face down creatures they control gain Morph with a morph cost of their casting cost.

mythmonster2
2017-02-24, 01:54 AM
Curse of Forbidden Knowledge- 2BR
Enchantment- Aura Curse (R)
Enchant player
When Curse of Forbidden Knowledge enters the battlefield, enchanted player draws three cards.
At the beginning of enchanted player's upkeep, Curse of Forbidden Knowledge deals 4 damage to that player.
When Curse of Forbidden Knowledge leaves the battlefield, enchanted player discards three cards.

Gandariel
2017-02-24, 06:47 AM
Curse of the black pearl UB
Enchantment - R
If a creature you control would be destroyed, regenerate it and you lose 3 life.

Considered making it apply only for Pirates (or maybe Rogues too?) to stay more in line with the flavor, but this way it's definitely more usable

Thanks to Gauntlet for the wording

Misothene
2017-02-24, 07:02 PM
Curse of the black pearl UB
Enchantment - R
Whenever a creature you control dies, regenerate it and you lose 3 life.


This, counter-intuitively, is not how regeneration works.

The regeneration mechanic reads: "The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and tap it. If itís an attacking or blocking creature, remove it from combat." Regeneration is a "shield," not something that happens after the creature dies. If it already went to the graveyard, it's not coming back.

Wording that might be what you're looking for:
"Whenever a creature you control dies, return it to the battlefield. If you do, you lose 3 life."

LastCenturion
2017-02-24, 07:23 PM
This, counter-intuitively, is not how regeneration works.

The regeneration mechanic reads: "The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and tap it. If itís an attacking or blocking creature, remove it from combat." Regeneration is a "shield," not something that happens after the creature dies. If it already went to the graveyard, it's not coming back.

Wording that might be what you're looking for:
"Whenever a creature you control dies, return it to the battlefield. If you do, you lose 3 life."

Yes, but regenerating in response to a destruction effect still works. Especially since regeneration is phrased as a replacement effect. Actually, I think the wording might work as is, but since it's a little iffy, I propose one of the following wordings:

- "Whenever a creature you control dies, you may instead regenerate it and you lose three life"

- "At the beginning of each upkeep, you may regenerate any number of creatures you control. Whenever a creature you control would be destroyed but isn't, you lose three life and may regenerate that creature" (not recommended except at Rare for complexity)

- "Whenever a creature you control would die, you may pay three life instead" (it should work as a replacement effect)

- "Pay three life: Regenerate target creature you control" (less recommended, because it's an activated ability)

I can't think of anything else that's suitably unique at the moment.

Misothene
2017-02-24, 07:42 PM
Yes, but regenerating in response to a destruction effect still works. Especially since regeneration is phrased as a replacement effect. Actually, I think the wording might work as is, but since it's a little iffy, I propose one of the following wordings:

- "Whenever a creature you control dies, you may instead regenerate it and you lose three life"

- "At the beginning of each upkeep, you may regenerate any number of creatures you control. Whenever a creature you control would be destroyed but isn't, you lose three life and may regenerate that creature" (not recommended except at Rare for complexity)

- "Whenever a creature you control would die, you may pay three life instead" (it should work as a replacement effect)

- "Pay three life: Regenerate target creature you control" (less recommended, because it's an activated ability)

I can't think of anything else that's suitably unique at the moment.

The current text definitively does not work as intended. "Dies" means it's already in the graveyard. The triggered ability would then go on the stack. When that ability resolves, it would try to put a regeneration shield on a permanent that's no longer on the battlefield. Also, remember that "dying" doesn't just mean being destroyed, it also refers to being sacrificed; regeneration doesn't prevent that.

ben-zayb
2017-02-24, 08:37 PM
"If" is used for replacement effects instead of "When"/" Whenever"

Gandariel
2017-02-25, 10:27 AM
"Whenever a creature you control would be destroyed, regenerate it and you lose 3 life."

Would this be better?

Dr.Gunsforhands
2017-02-25, 11:20 AM
So, I've been reading up on regeneration to suggest a more precise replacement effect, and I guess they've officially decided never to use the mechanic again. It's a loss, but this situation clearly demonstrates why they did it.

I think the new way of phrasing the ability would be, "Pay 3 life: Target creature you control gains indestructible until end of turn." That doesn't really work here since Curse is supposed to be involuntary.

Gauntlet
2017-02-25, 11:58 AM
"If a creature you control would be destroyed, regenerate it and you lose 3 life."

See Knight of the Holy Nimbus.

Gandariel
2017-02-25, 01:26 PM
Thanks! edited in!

Blue Ghost
2017-02-26, 01:01 PM
Judging today! Get your submissions and edits in now!

CantigThimble
2017-02-26, 01:36 PM
Curse of Impulses 1RU
Enchantment - Curse
Enchant Player
Enchanted player may cast spells as though they had flash. At the beginning of each end step enchanted player loses 3 life unless they cast a spell this turn.

Passive Pete
2017-02-26, 03:12 PM
Fatigue of Two Suns W
Enchantment - Aura C
Enchant creature you don't control.
Creatures blocking or blocked by enchanted creature have first strike.
"In the midst of a desert, the weight of ones bags cannot match that of two suns pressing down."

Heat stroke as a card. It's actually a piece of a set I'm working with two suns in the setting. A la Tatooine. It currently has a subtheme of aura enchantments that "curse" creatures.

EDIT: I changed this card to white in my card file last week and the feedback reminded me. Ahaha.

An Enemy Spy
2017-02-26, 03:16 PM
Fatigue of Two Suns 1R
Enchantment - Aura C
Enchant creature you don't control.
Creatures blocking or blocked by enchanted creature have first strike.
"In the midst of a desert, the weight of ones bags cannot match that of two suns pressing down."

Heat stroke as a card. I think this is sort of expanding reds color pie in a way, although really I think it suits red best. It's actually a piece of a set I'm working with two suns in the setting. A la Tatooine. It currently has a subtheme of aura enchantments that "curse" creatures.

The sun theme along with the fact that it's a soft lock seems more like White's wheelhouse than Red's.

The_Admiral
2017-02-26, 03:43 PM
Dying Curse
3BR
Enchantment - Aura
Flash
All creatures that shares the same name as the creature that destroys the creature it's attached to gains a -1/-1 token upon entering the battlefield.

Gandariel
2017-02-26, 03:49 PM
Dying Curse
3BR
Enchantment - Aura
Flash
All creatures that shares the same name as the creature that destroys the creature it's attached to gains a -1/-1 token upon entering the battlefield.

That has got to be the second-most (http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=74317) complex line in a Magic card.

Tom the Mime
2017-02-26, 04:24 PM
It also doesn't work because damage destroys creatures, not other creatures. Also, by the time it would do anything, the aura is in the graveyard as well and doesn't do anything.

It is also way overcosted if it did work given you're unlikely to have many creatures with the same name unless you're working with weenie tokens and there's cheaper and more reliable ways to deal with them.

Dr.Gunsforhands
2017-02-26, 06:21 PM
I'm actually having some trouble understanding your card, Admiral... Did you mean for it to work like this:

Mercurio's Stratagem B
Enchantment - Aura
Flash, Enchant Creature
Whenever a creature that was dealt damage by enchanted creature this turn dies, exile that creature card.
Whenever a creature with the same name as a card exiled with Mercurio's Stratagem enters the battlefield, put a -1/-1 counter on that creature.

...or more like this?:

Mercurio's Stratagem B
Enchantment - Aura
Flash, Enchant Creature
When enchanted creature dies, note the name of each creature that dealt damage to enchanted creature this turn. You get an emblem with, "Creatures with the noted names get -1/-1."

Blue Ghost
2017-02-27, 01:59 AM
Judgment time!


Burning Hate 2BRG
Enchantment - Aura Curse U
Enchant Player
Whenever a creature attacks enchanted player, that creatureís controller may put two +1/+1 counters on it.
Iíve given up on hating people, but I know some people who still do it. Maybe youíd like to meet them?
Curse of Predation gets an upgrade, and two(!) additional colors. This makes it closer to an aggro finisher like Overrun, less powerful but more persistent should the first swing fail. Decent card, and I could see it getting printed. I think this would fit better at rare than uncommon, with being high impact and three colors. Not sure if it needs the three colors either; it would depend on the set, but in a normal set this would definitely be a monocolored card, probably green like its smaller predecessor.

Curse of Eldritch Secrets - 2UB
Enchantment - Aura Curse - Rare

Enchant player
Enchanted player can't cast spells from their hand.
Nonland cards enchanted player owns that aren't on the battlefield have Madness. The madness cost is equal to that card's mana cost.
At the beginning of enchanted player's end step, that player discards two cards.
This makes the target not able to do anything outside their end step. That completely shuts down a huge set of cards, including anything responsive. Shutting down all responsive spells is something that I'd only want to see on a creature, as anything else would be too difficult to get rid of. This goes further than that, also blocking casting anything during the main phase, and the forced discard prevents the opponent from managing their resources. It's far to oppressive.

Curse of Prices Paid-1BW

Enchantment - Aura Curse - R

Enchant Player.

Whenever a non-land permanent another player controls leaves the battlefield, enchanted player sacrifices a permanent they control.

Ashes for ashes, dust for dust.
Grave Pact (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=247142) is already a very powerful card, and this goes way beyond that, being cheaper and having a wider variety of triggers. What I find most concerning is that it can hit lands. Having played regularly against a Ghave deck in commander, I can testify to how easy it is to wipe the board with Grave Pact, a cheap source of tokens, and a sac outlet. This is a version that does not stop after it's cleared the board, decimating the opponent's manabase as well. Even if it couldn't force land sacrifices, I don't think it should leave the option open. Sacrificing lands is never fun, even if it is strategically correct.

Temporal Stasis - 8UUU
Enchantment - Aura Curse - R
Enchant Player, Fading 3.
Enchanted player cannot gain or lose life, lose the game, gain or lose counters, untap permanents, discard cards, attack with creatures, cast spells, or activate abilities that are not mana abilities. Triggered abilities controlled by enchanted player do not trigger. Permanents enchanted player controls have indestructible and cannot be exiled.
When Temporal Stasis leaves the battlefield, enchanted player takes an extra turn after their next turn.
It gathered dust for ages, then sprung into action.
The biggest problem with "target player can't play the game" effects isn't that they're unbalanced (though they certainly can be). It's that they're miserable to play against. Being shut out of the game for three turns is not fun. Maybe the griefer would enjoy this, and pricing it out of playability range is the right option, but I would rather cards like this did not exist. Especially since the format where you're most likely to see eleven-mana spells played is commander, a multiplayer format, and the poor player on the receiving end of this will be forced out to sit through three full turn cycles against multiple opponents.

Curse of Frost 1UU
Enchantment - Aura Curse U
Enchant player
Whenever a creature controlled by enchanted player attacks, it doesn't untap during its controller's next untap step.
I'm not quite sure what the appropriate cost is either, but I think 1UU is fair. This is a very thematic card, evoking the chill of winter very nicely. It slows down your offensive, and makes attacks more costly, evoking the feeling of being reluctant to venture outside into the cold. It could potentially be oppressive, but I think it's worth testing. I would love to see art and flavor text on this. What does a Curse of Frost look like? It has great flavor potential, but I'd like it to be more explicit.

Curse of the Open Book -- 2UU
Enchantment - Curse (Rare)
Enchanted player plays with their hand revealed.
Exile Curse of the Open Book: Look at enchanted player's hand and exile target card from it. Until end of game you may play that card as if it were in your hand, and you pay spend mana as if it were mana of any color to do so.
Stealing a card from the opponent's hand is a fun little effect, depriving the opponent of a card and gaining it for yourself. Being able to delay the effect, and getting the benefit of a revealed hand in the meantime, is a nice anti-frustration mechanism to prevent this from bricking on a bad hand. Makes a nice counterpoint to the similar Psychic Intrusion (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=373695); whereas Psychic Intrusion gives you additional options from the past, this gives you options in the future. I don't think monoblue should be allowed to deprive opponents of cards in hand though. I'd be more comfortable with this in blue/black.

Shade Heart BB
Enchantment - Aura R
Enchant creature you don't control
When enchanted creature dies, return it to the battlefield under your control and it becomes a black Shade in addition to its other colors and creature types.
"Your transformation will be slow. Make the most of it."

(If it's not a creature when it returns to the battlefield, it becomes black but cannot accept the Shade subtype. If it was a manifested instant or sorcery, it can't return to the battlefield.)
This effect has been done before at common, with Unhallowed Pact (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=239974). It's a nice, thematic effect that represents a curse quite well, but Shade Heart doesn't bring much new to the table beyond some trinket text. It's definitely not an effect worthy of a rare.

Cursed Manor
Land - R
Cursed Manor enters the battlefield with 3 time counters on it.
At the beginning of your upkeep remove a time counter from Cursed Manor, if you can't, sacrifice Cursed Manor.
T: add a mana of any color to your mana pool
Another entry to the "five-color land with drawback" pool. Maybe this could be useful in a fast multicolor deck, but I don't like my lands disappearing on me. It's rather feel-bad.
I like how you didn't use fading or vanishing. This can be a one-of in a set without bringing back fading or vanishing as a keyword mechanic.

Curse of Abundance (2/G)(2/G)(2/G)
Enchantment - Aura Curse R
Enchant player
Mana from sources enchanted player controls is added to and doesn't empty from each player's mana pool as steps and phases end.
The wording here is awkward, and I'm not sure if it's technically correct. Perhaps something along the lines of "Whenever enchanted player adds mana to his or her mana pool, each other player adds mana of the same amount and color(s) to his or her mana pool. This mana doesn't empty..."
It's a very powerful mana generator, probably overly powerful, giving you huge amounts of mana every turn that you can save. It doesn't really feel like a curse. A curse is something that hurts the target; this is a beneficial effect for everyone else.
Also, why is this twobrid? I can't see any purpose for that.

Famine 3BBB
Enchantment- Aura Curse R
Enchant player
At the beginning of enchanted players upkeep put a -1/-1 counter on each creature they control.
This perfectly captures the feeling of famine in its mechanics. It could also represent several other things, like a plague, but it evokes helplessness and slow death. It's a very brutal effect. Is it overpowered? It's just one mana more than Curse of Death's Hold (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=227075), but perhaps that is enough. This is another one for which I'm unsure how much fun it is in practice, but in theory it sounds quite cool, and the flavor is spot on.

Morph Shell Curse 3U
Enchantment - Aura Curse U
Enchant Player
Enchanted player cannot play creatures face up
Creatures in enchanted Player's hand and face down creatures they control gain Morph with a morph cost of their casting cost.
This is certainly unique. Forcing an extra step and an extra 3 mana to every creature your opponent plays is a powerful effect, and could lend itself to some unique gameplay. I could see it getting annoying quite quickly though. A card this disruptive should be at least rare.

Curse of Forbidden Knowledge- 2BR
Enchantment- Aura Curse (R)
Enchant player
When Curse of Forbidden Knowledge enters the battlefield, enchanted player draws three cards.
At the beginning of enchanted player's upkeep, Curse of Forbidden Knowledge deals 4 damage to that player.
When Curse of Forbidden Knowledge leaves the battlefield, enchanted player discards three cards.
Played on yourself, it's draw 3 for 4 mana, which is a reasonable rate, with a very heavy drawback. It can work as a desperation play, but it's not something which you would want to plan on doing.
On an opponent, it's a very fast clock, again with a major downside. It's too swingy for my liking. Either they have no way to deal with this and lose in short order, or this draws them exactly what they need to kill you.
Even though this deals damage, it feels wrong in red, from both a flavor and gameplay perspective. It would be a lot better as a monoblack card, with the damage changed to life loss.

Curse of the black pearl UB
Enchantment - R
If a creature you control would be destroyed, regenerate it and you lose 3 life.
I take it that this is a representation of the eponymous curse from Pirates of the Caribbean? If so, the flavor is quite nice. It's not a literal representation of the effects of the curse, but it evokes the feeling, which is much more important. The crew cursed to never die, no matter how much they may want to. I like that this only affects the caster and isn't a Curse that can go on any player; the Curse of the Black Pearl is something that you bring on yourself.
Regarding regeneration, Wizards has phased it out, and I would encourage homebrewers to follow their example. Regeneration is just a very clunky and unintuitive mechanic, and there are better alternatives. It's an action that creates a delayed substitution effect, contrary to what the name implies, and the tap and remove from play portions of the effect add a lot of unnecessary complexity. This kind of replacing destruction with regeneration is especially bad, even if it has been used officially before. You're replacing an effect with another effect that creates yet another delayed substitution effect. If this activates, and the creature attempts to be destroyed a second time, do you lose another 3 life? Or is there a lingering regeneration shield from the first replacement that negates the second attempted destruction? It's just needlessly complicated. You could capture the same essence with something simpler, like Misothene's proposed solution.
Also, there's nothing blue about this card. This is monoblack, in both mechanics and flavor. I suppose you could argue blue with the pirate connection, but that's not really necessary, and without the mechanical identity to back it up, wouldn't really fly.

Curse of Impulses 1RU
Enchantment - Curse
Enchant Player
Enchanted player may cast spells as though they had flash. At the beginning of each end step enchanted player loses 3 life unless they cast a spell this turn.
Forcing a player to play something every turn is interesting. Most decks can keep up a rate of one spell a turn, but a spell on each opponent's turn as well is beyond the capability of most, meaning this is likely to get in some real damage. The downside to this that I can see is that it actually makes the recipient more measured in their plays, since they need to limit their plays to one a turn to mitigate the damage they take. That doesn't quite gel with the flavor you're going for here. Missing rarity.

Fatigue of Two Suns W
Enchantment - Aura C
Enchant creature you don't control.
Creatures blocking or blocked by enchanted creature have first strike.
"In the midst of a desert, the weight of ones bags cannot match that of two suns pressing down."
This is an interesting flavor representation of fatigue. A bit awkward in its wording, but it works. How has this played in testing for you? On the surface, it seems rather weak. It's a whole card to reduce the effectiveness of a creature, but it doesn't actually reduce that creature's power, and you have to devote more resources to actually killing it. Granted, outright removal is very powerful and there's room for weaker cards, but it seems likely that this is too weak.

Dying Curse
3BR
Enchantment - Aura
Flash
All creatures that shares the same name as the creature that destroys the creature it's attached to gains a -1/-1 token upon entering the battlefield.
A lot of the problems with this card have been pointed out already. The wording is nonstandard and ambiguous. It's an ability that persists after it leaves the battlefield, which causes memory issues. It's really weak for a five-mana spell, most of the time not doing anything, and even when it works it's very low impact. Creatures receive counters, not tokens. Missing rarity.
There've been quite a few good entries this time around. I feel like the average quality of submissions has gone up, which makes my job as a judge a bit more difficult. The three cards that caught my attention were TurboGhast's Curse of Frost, Djinn_in_Tonic's Curse of the Open Book, and somethingrandom's Famine. It's very close, but out of the three, I'm going with Djinn_in_Tonic's Curse of the Open Book.

Gandariel
2017-02-27, 02:53 AM
I take it that this is a representation of the eponymous curse from Pirates of the Caribbean? If so, the flavor is quite nice. It's not a literal representation of the effects of the curse, but it evokes the feeling, which is much more important. The crew cursed to never die, no matter how much they may want to. I like that this only affects the caster and isn't a Curse that can go on any player; the Curse of the Black Pearl is something that you bring on yourself.
Regarding regeneration, Wizards has phased it out, and I would encourage homebrewers to follow their example. Regeneration is just a very clunky and unintuitive mechanic, and there are better alternatives. It's an action that creates a delayed substitution effect, contrary to what the name implies, and the tap and remove from play portions of the effect add a lot of unnecessary complexity. This kind of replacing destruction with regeneration is especially bad, even if it has been used officially before. You're replacing an effect with another effect that creates yet another delayed substitution effect. If this activates, and the creature attempts to be destroyed a second time, do you lose another 3 life? Or is there a lingering regeneration shield from the first replacement that negates the second attempted destruction? It's just needlessly complicated. You could capture the same essence with something simpler, like Misothene's proposed solution.
Also, there's nothing blue about this card. This is monoblack, in both mechanics and flavor. I suppose you could argue blue with the pirate connection, but that's not really necessary, and without the mechanical identity to back it up, wouldn't really fly.



so it should be something like this?

Curse of the Black pearl BB
Enchantment - R
If a creature you control would be destroyed, it gains Indestructible until the end of turn and you lose 3 life.


Also, out of curiosity, how balanced would this be? I've not played Magic in years and I have no idea.
It seems reasonable to me, but maybe I'm missing some crazy combo that would make it OP or some card with a better effect that would make it UP.

Oh, and congrats to the winner!

BasketOfPuppies
2017-02-27, 08:50 AM
Thought I'd submitted a thing. Oh well. Congrats to all who entered.

Djinn_in_Tonic
2017-02-27, 06:14 PM
Thank you, Blue Ghost! I'm a bit surprised (you're right -- quality has gone up in general lately, it seems), but I'll take it! :smallbiggrin:

So we're going to let people get a little crazy for the next one.

Challenge: Design a new mechanic (of any complexity) and either feature it on your entry card or create a card designed to synergize with a deck running that mechanic. Judgement will be on both the card created and the mechanic created.

Edit: I will accept Keyword Abilities, Keyword Actions, or Ability Words.

CantigThimble
2017-02-27, 06:28 PM
Just to be clear, we're talking Keyword Abilities (http://mtg.gamepedia.com/Keyword_ability) only, not Ability Words (http://mtg.gamepedia.com/Ability_word) right?

Jormengand
2017-02-27, 06:29 PM
And what about keyword actions?

(To be clear: which of Flying, Fateful Hour -, and Proliferate are we talking about?)

Djinn_in_Tonic
2017-02-27, 06:34 PM
Just to be clear, we're talking Keyword Abilities (http://mtg.gamepedia.com/Keyword_ability) only, not Ability Words (http://mtg.gamepedia.com/Ability_word) right?


And what about keyword actions?

(To be clear: which of Flying, Fateful Hour -, and Proliferate are we talking about?)

I will take any of these, actually. I should have remembered "keyword" is more specific than that (one bit of design terminology I tend to forget :smalltongue:). Edited for clarity.

mystic1110
2017-02-27, 06:50 PM
I hate hexproof and always wished it came with some interesting playaround mechanic so I was thrilled with Dragonlord Ojutai. If i was WOTC I would transition hexproof towards Ojutai-Shield.


Darkvine Prowler 2GB
Creature - Cat (Uncommon)
Stealth (As long as this creature is untapped, your opponents canít target it.)
Whenever Darkvine Prowler attacks, put two 1/1 black green cat creature tokens onto the battlefield tapped and attacking.
"Beware of the night, child. All cats are black in the dark." - Jean Genet
2/2

LastCenturion
2017-02-27, 07:15 PM
Academy of the Heart
Legendary Land - Academy - R
~ Enters the battlefield tapped.
T: Add R to your mana pool
Instruct -- (2R: Target creature gains Double Strike and -1/-1 until the end of your turn. If it would leave the battlefield before then, remove all damage marked on it and sacrifice this permanent instead)

Academy of the Mind
Legendary Land - Academy - R
~ enters the battlefield tapped.
T: Add U to your mana pool
Instruct -- (1U: Target creature gains Shroud and -1/-1 until the end of your turn. If it would leave the battlefield before then, remove all damage marked on it and sacrifice this permanent instead)

Academy of the Body
Legendary Land - Academy - R
~ enters the battlefield tapped.
T: Add G to your mana pool
Instruct -- (G: Target creature gains Evolve and -1/-1 until the end of your turn. If it would leave the battlefield before then, remove all damage marked on it and sacrifice this permanent instead)

Academy of the Blade
Legendary Land - Academy - R
~ enters the battlefield tapped.
T: Add B to your mana pool
Instruct -- (1B: Target creature gains Deathtouch and -1/-1 until the end of your turn. If it would leave the battlefield before then, remove all damage marked on it and sacrifice this permanent instead)

Academy of the Soul
Legendary Land - Academy - R
~ enters the battlefield tapped
T: Add W to your mana pool
Instruct -- (2W: Target creature gains Indestructible and -1/-1 until the end of your turn. If it would leave the battlefield before then, remove all damage marked on it and sacrifice this permanent instead)

Academy of the Watch
Legendary Land - Academy - R
~ enters the battlefield taped
T: Add C to your mana pool
Instruct -- (X: Target creature gains Absorb X and -1/-1 until the end of your turn. If it would leave the battlefield before then, remove all damage marked on it and sacrifice this permanent instead)

I was considering adding a tap cost to the ability, but restricting knowledge to the few is a problem that I do not intend to make worse.

Jormengand
2017-02-27, 07:31 PM
Power and toughness of the tokens? Also "Black and green cat creature tokens".

Academies are going to sacrifice themselves as well as the creature dying if it takes lethal damage or has its toughness reduced to or below 0 (though actually I think an infinite loop of state-based actions and the ability triggering occurs - for all regeneration's sins, it did at least remove the damage marked on the creature). I don't think that's intended behaviour.

CantigThimble
2017-02-27, 08:59 PM
Warden of the Mind 2W
Creature - Human Cleric C
Sanity - As long as you have 3 or more cards in your hand warden of the mind gains +1/+1 and vigilance.
3/2

This was originally designed to go in a set centered around Ashiok with dream and reality intermingling. (You may remember a det design thread about this) My personal vision for it (which no one else seemed to be excited for) was the hand representing the world of dreams and so many cards were designed to interact with the hand in some way.


Sanity - As long as you have 3 or more cards in hand then X.
Note this goes both ways, for example:

Nightmare Beast 3B
Creature - Nightmare U
Sanity - As long as you have 3 or more cards in hand Nightmare Beast has -1/-1.
4/5

So some guys benefit from being sane, others benefit from insanity. Kinda like a mini-hellbent.

Ephemeral (Whenever this creature becomes the target of a spell of ability return it to its owners hand.)
I didn't come up with this one but absolutely loved it for representing dreams temporarily manifesting into the physical world when they really belong in the mental realm (the hand).

Reverie - As you cast X you may reveal a Y card from your hand, if you do then Z.
This one was inspired by the dragon synergy cards from DTK. For example:

Sleepy Sorcerer 2U
Creature - Human Wizard C
Reverie - As you cast Sleepy Sorcerer you may reveal an Instant or Sorcery card from your hand, if you do Sleepy Sorcerer enters the battlefield with a +1/+1 counter on it.
2/2

And last of all:
Hope: M (You may pay M to exile this card from your graveyard any time you could cast a sorcery. If you do then it is considered to be in your hand until end of turn. You may cast, reveal or discard it as normal. If it would be put into any other zone from exile, exile it instead.)
This one is designed to be put on instants and sorceries. It's a kind of pseudo-flashback but with the option not to cast it and just use it for hand synergies for one turn. It's kinda messy but I didn't want it to function like buyback and it needed to be in hand.

Naturally this set idea is probably a bit too complex to ever be made as it would probably have shadowmoor levels of complexity and only enfranchised players would be able to keep track of all the interactions but it's still cool side project for me from time to time.

Just to be clear, Sanity is the only mechanic I'm submitting. It's by far the cleanest and most flexible one. The others are just for a bit of context and an excuse to stroke my ego by talking about how cool my pet project is. :smallbiggrin:

TurboGhast
2017-02-27, 09:48 PM
Ability word: Combination Equip {cost}
Reminder text: ({cost}: ~ becomes an Equipment that's no longer a Creature. Attach it to target creature you control. It becomes a creature again if it's no longer attached to a creature. Combination equip only as a sorcery.)

This mechanic is rather complicated, and probably could only see print in a supplemental set that can hold a higher level of complexity than normal. Similarly to bestow, all cards with combination equip would grant their exact abilities, power, and toughness to the equipped creatures, as a card-design level rule.

You can't de-equip a combination equipment unless it becomes detached by card effect or creature death, like normal equipment. However, you can equip a combination equipment to a different creature by paying the equip cost again, becoming a equipment again would be redundant and have no further effect.

If the equipped creature attacks or taps, the equipment itself doesn't become tapped, similarly to bestow. I feel like I note this in the reminder text, but bestow's reminder text provides no assistance in how to do this. It's probably fine, since bestow doesn't note it.

Armory Arm (http://vignette2.wikia.nocookie.net/yugioh/images/3/35/ArmoryArm-LC5D-EN-ScR-1E.png/revision/latest?cb=20141026141154) 4
Artifact - Construct R
Equipped creature gets +2/+2
Whenever a creature that's been dealt damage by Armory Arm or equipped creature this turn dies, Armory Arm deals damage to your opponent equal to its power.
Combination Equip 1 (1: Armory Arm becomes an Equipment that's no longer a Creature. Attach it to target creature you control. It becomes a creature again if it's no longer attached to a creature. Combination equip only as a sorcery.)
2/2


Livemetal Machete 2
Artifact - Construct C
Equipped creature gets +2/+1
Combination Equip 2 (2: Livemetal Machete becomes an Equipment that's no longer a Creature. Attach it to target creature you control. It becomes a creature again if it's no longer attached to a creature. Combination equip only as a sorcery.)
2/1

Personal Defense Golem 4
Artifact - Golem C
Equipped creature gets +0/+5
Combination Equip 1 (1: Personal Defense Golem becomes an Equipment that's no longer a Creature. Attach it to target creature you control. It becomes a creature again if it's no longer attached to a creature. Combination equip only as a sorcery.)
0/5

Booster Rocket 5
Artifact - Construct U
Flying, Haste
Equipped creature gets +3/+1 and has flying and haste.
Combination Equip 2 (2: Booster Rocket becomes an Equipment that's no longer a Creature. Attach it to target creature you control. It becomes a creature again if it's no longer attached to a creature. Combination equip only as a sorcery.)
3/1

Livemetal Mageshield 3
Artifact - Construct U
Equipped creature gets +0/+4
Spells your opponents control that target Livemetal Mageshield or equipped creature cost 2 more to cast.
Combination Equip 1 (1: Livemetal Mageshield becomes an Equipment that's no longer a Creature. Attach it to target creature you control. It becomes a creature again if it's no longer attached to a creature. Combination equip only as a sorcery.)
0/4



Livemetal Bird 2
Artifact - Bird Construct C
Flying
Equipped creature gets +1/+1 and has flying.
Combination Equip 1 (1: Livemetal Bird becomes an Equipment that's no longer a Creature. Attach it to target creature you control. It becomes a creature again if it's no longer attached to a creature. Combination equip only as a sorcery.)
1/1

Spiritual Shield 4
Artifact - Spirit U
Equipped creature gets +1/+4.
W: Return Spiritual Shield or equipped creature to your hand.
Combination Equip 1 (1: Spiritual Shield becomes an Equipment that's no longer a Creature. Attach it to target creature you control. It becomes a creature again if it's no longer attached to a creature. Combination equip only as a sorcery.)
1/4

Shapeshifting Arm 1
Artifact - Shapeshifter U
Equipped creature gets +1/+2.
1U: Switch Shapeshifting Arm's or equipped creature's power and toughness until end of turn.
Combination Equip 3 (3: Shapeshifting Arm becomes an Equipment that's no longer a Creature. Attach it to target creature you control. It becomes a creature again if it's no longer attached to a creature. Combination equip only as a sorcery.)
1/2

Artificial Shade 2
Artifact - Shade Construct U
Equipped creature gets +0/+1.
1B: Artificial Shade or equipped creature gets +1/+1 until end of turn.
Combination Equip 1 (1: Artificial Shade becomes an Equipment that's no longer a Creature. Attach it to target creature you control. It becomes a creature again if it's no longer attached to a creature. Combination equip only as a sorcery.)
0/1

Rocket Dragon 6
Artifact - Dragon Construct U
Equipped creature gets +3/+4 and has flying.
R: Rocket Dragon or equipped creature gets +1/+0 and gains haste until end of turn.
Combination Equip 2 (2: Rocket Dragon becomes an Equipment that's no longer a Creature. Attach it to target creature you control. It becomes a creature again if it's no longer attached to a creature. Combination equip only as a sorcery.)
3/4

Livemetal Rootwalla 5
Artifact - Lizard Construct U
Equipped creature gets +3/+3.
2G: Livemetal Rootwalla or equipped creature gets +3/+3 until end of turn. Activate this ability only once each turn.
Combination Equip 2 (2: Livemetal Rootwalla becomes an Equipment that's no longer a Creature. Attach it to target creature you control. It becomes a creature again if it's no longer attached to a creature. Combination equip only as a sorcery.)
3/3

Extremely similar to Plated Rootwalla (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=21116), art should look similar if printed.

Livemetal Slith 2
Artifact - Slith Construct R
Livemetal Slith enters the battlefield with a +1/+1 counter on it.
Equipped creature gets +X/+X, where X is the number of +1/+1 counters on Livemetal Slith.
Whenever Arcbound Slith or equipped creature deals combat damage to a player, put a +1/+1 counter on that creature.
Combination Equip 2 (2: Livemetal Slith becomes an Equipment that's no longer a Creature. Attach it to target creature you control. It becomes a creature again if it's no longer attached to a creature. Combination equip only as a sorcery.)
0/0

With Livemetal Slith, unsure whether the counters should go on Slith or the creature that dealt damage. "That creature" would line up with the rest of the cards, giving the effect to the creature. However, it would make the card weaker by forcing you to hit with the evasion less Livemetal Slith itself if you want a bonus that can stay past the death of an equipped creature, and makes messier to read boards due to both the creature and equipment having counters.

Dr.Gunsforhands
2017-02-27, 10:43 PM
Stupid Wizards, stealing my ideas and putting them in real sets before I come up with them. :smalltongue:

Rival Robber 2B
Creature - Human Rogue C
Evade 1 (Whenever this creature attacks, choose up to one creature defending player controls. That creature can't block this creature this turn.)
3/2

Gauntlet
2017-02-28, 04:32 AM
Omen [X]
When you cast this spell, you get X Omen counters.

Forgotten Archives - 2UB
Enchantment - Rare

Omen 1 (When you cast this spell, you get an Omen counter.)

At the beginning of your upkeep, you lose X life and scry X, where X is the number of Omen counters you have. Then draw a card.

----

The idea is to evoke a sort of Lovecraftian style effect, where most of the cards with Omen have scaling effects but often also have a downside, particularly if you get yourself too many Omen counters. The ability triggers on cast, to give a feeling of inevitability to your opponent too - they can counter or remove the effect, but the Omen counter stays and makes the next card with Omen more powerful.

Most of the Omen cards would be relatively self-contained, like the one above, but the set would include a few build-around "Omen Matters" cards which allow a dedicated Omen deck to manage the number of counters it has better to get the positive side of its effects in the right amounts.

ben-zayb
2017-02-28, 09:13 AM
Heartbeat Mamba 4G
Creature - Snake C
Sync (This permanent untaps during each player's untap step.)
Deathtouch
The famed elapid excels in two things: detecting heartbeats and stopping them.
2/2

Clockwork Firetrap 3
Artifact U
Sync (This permanent untaps during each player's untap step.)
1R,T: ~ deals 1 damage to target creature.

Tideswept Shores
Land R
Sync (This permanent untaps during each player's untap step.)
~ enters the battlefield tapped.
T: Add U to your mana pool.

Jormengand
2017-02-28, 09:28 AM
Stupid Wizards, stealing my ideas and putting them in real sets before I come up with them. :smalltongue:

I came up with the idea of meld cards and even created examples in Innistrad before SoI was a thing, and the newest Zendikar stuff almost looks like Wizards were ripping me off. So there's that. :smalltongue:



But anyway, let's go with a new keyword I already know DiT likes:

Blossomguard Harbinger 2GG
Creature - Elf Advisor C
When Blossomguard Harbinger enters the battlefield, Bloom (You get a blossom counter, then create a 0/0 green plant creature token, with a +1/+1 counter on it for each blossom counter you have.)
2/3

I feel that not pushing the mechanic too hard at common is probably a good idea.

mystic1110
2017-02-28, 10:14 AM
:smalleek: Bloom is an amazing mechanic. I love it!

Gauntlet
2017-02-28, 10:26 AM
It should say 'you get a blossom counter' and 'for each blossom counter you have', if you want to use the precedent set by experience and energy counters.

CantigThimble
2017-02-28, 12:32 PM
I assume bloom is inspired by jade golems?

Beelzebub1111
2017-02-28, 02:25 PM
Cavalier of the Wilds 1GG
Creature - Elf Knight U
Beastrider - whenever ~ and a beast you control attack, it and another target attacking beast you control gain +2/+2 and Trample
2/2

The keyword here is more like a suffix, like "-walk" or "-cycling". The syntax is "whenever <creature> and a <type prefacing -rider> attack, it and another target attacking <type prefacing -rider> you control gain <effect>"

braveheart
2017-02-28, 02:41 PM
Pacifist is abilities that work as long as you have 5 or less total power among creatures you control, it can give any ability except those that increase the power of creatures, it would come in blue and white, and focus on creating defensive creatures, some examples

Peaceful Trapper 2W
Creature - Human - C
Pacifist - Peacful Trapper has T: tap target creature. As long as the total power among creatures you control is 5 or less
1/3

Wall of Peace 3W
Creature - Wall - U
Defender
Pacifist - Wall of peace has indestructible, as long as the total power among creatures you control is 5 or less
0/4


Wings of Peace 1W
Enchantment - Aura - C
Enchant target creature
Enchanted creature has flying
Pacifist - enchanted creature can block any number of creatures, as long as the total power among creatures you control is 5 or less


Peaceful Protestor 1U
Creature - Human - R
Pacifist - Peaceful protestor has hexproof and unblockable as long as the total power among creatures you control is 5 or less
2/1

Beelzebub1111
2017-02-28, 05:46 PM
"Peaceful Protester" sounds more like an ironic insult for that card.

mythmonster2
2017-02-28, 05:47 PM
Wisdom is an ability word based around the number of cards you drew this turn. The format is Wisdom X, where X is the number of cards you have to have drawn this turn to activate that card's Wisdom for that turn. It could be present in any color, but probably not in white or red. It could potentially be supported by a decent amount of looting effects, since it doesn't care how many cards you discard.

Know Weakness B
Sorcery (U)
Target creature gets -2/-2 until end of turn
Wisdom 2ó If you drew at least two cards this turn, destroy target creature instead.


Cunning Tigress 1G
Creatureó Cat (C)
Wisdom 3ó If you drew at least three cards this turn, Cunning Tigress gets +2/+2 until end of turn.
2/2

Transcend Time 1U
Sorcery (MR)
Untap up to two target nonland permanents.
Wisdom 7ó If you drew at least seven cards this turn, take an extra turn after this one.

Champion is an ability word that makes a spell do different things if it is targeting a creature that dealt damage to another creature that died that turn. Mostly, it would be beneficial, but this card isn't.

Victor's Prize B
Instant (U)
Target creature gets -2/-2 until end of turn.
Championó If a creature dealt damage by target creature died this turn, instead destroy that creature.

Hopefully the wording isn't too confusing. Basically, if creature A dealt damage to creature B, and B died that turn (either from creature A's damage, or even from something else), Victor's Prize would kill creature A instead of giving it -2/-2)


Hard Training G
Sorcery (C)
Put a +1/+1 counter on target creature.
Championó If a creature dealt damage by target creature died this turn, instead put 3 +1/+1 counters on that creature.

Sgt. Cookie
2017-03-01, 11:16 AM
First, the card, then an explanation of the mechanic:


Stampeding Elephant 2GG
Creature - Elephant (Common)
Trample
Fervour 2 (Whenever this creature blocks or becomes blocked, put two +1/+1 counters on it. At the beginning of each end step, remove a +1/+1 counter from this creature.)
3/3


So, Fervour was heavily, HEAVILY inspired by Bushido of the Kamigawa block, obviously, except it's intended as a much more... "generic" effect. The more it creatures it fights (I.e, the more it "rampages") the bigger it gets, but, if it DOESN'T fight something, then it starts to "cool off" and get weaker. Colour-wise, this is primarily a Red/Green effect, but can also appear in Black with relative frequency.

LastCenturion
2017-03-01, 12:05 PM
Shieldbearer - WWW
Creature - Human Soldier - U
Indestructible, Guardian (it can block while tapped)
1/4

Pretty similar to Vigilance, but I think it's different enough to be its own mechanic. Fading/Vanishing is a thing, after all.

Gauntlet
2017-03-01, 12:24 PM
Shieldbearer - WWW
Enchantment - Aura - U
Indestructible, Guardian (it can block while tapped)
1/4

Pretty similar to Vigilance, but I think it's different enough to be its own mechanic. Fading/Vanishing is a thing, after all.

Did this change halfway through writing? This is an aura with a power and toughness and that can block.

LastCenturion
2017-03-01, 12:28 PM
Did this change halfway through writing? This is an aura with a power and toughness and that can block.

Err. Yeah, I'll change it. Original design was an aura that granted guardian.

Blue Ghost
2017-03-01, 01:37 PM
Solar Flare 2R
Sorcery (U)
Solar Flare deals 3 damage to target creature or player.
Signature spell (If you don't have a signature spell, you may put this spell into your command zone as it resolves as your signature spell. Whenever you cast your commander, you may cast a copy of your signature spell without paying its mana cost.)



I have some comments on some of the mechanics presented here, but I don't want to jump the gun and critique a bunch of cards in someone else's contest. Would anyone like to hear my feedback?

mystic1110
2017-03-01, 01:47 PM
Sure - I don't mind taking advice :smallsmile: