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Djinn_in_Tonic
2017-03-01, 01:53 PM
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?

Go for it. I've been avoiding doing the same since I'm the judge, but it's damn tempting. :smalltongue:

TurboGhast
2017-03-01, 02:06 PM
I would like to see feedback, it'd help me create better cards.

Djinn_in_Tonic
2017-03-01, 02:22 PM
I would like to see feedback, it'd help me create better cards.

In fact, this is something I'd really love to see more of in this thread, personally. It's great to have a judge input, obviously, but if we think the goal is for everyone to actually improve their designs for the future, giving more input to each other would be awesome to see. :smallbiggrin:

Gandariel
2017-03-01, 02:33 PM
Mechanic: Breathless.
An ability that is active as long as all your lands are tapped.

In most cases players skip their first main phase: they attack first, leaving all mana open to cast instants (or bluff them), and then they play their stuff.

This is (usually) the "right" thing to do, as there is really no reason to ever play your stuff before attacking (except Haste, buffs, yadda yadda)

This mechanic is meant to give some incentive to spending your mana before attacking, thus making the "when do I play my stuff" decision actually nontrivial:

if you spend your mana before attacking (thus denying yourself access to instants etc until your next tur) you get some other bonus.

Of course there are ways around this: artifacts and creatures can give mana, there can be some sort of "cheat" spell ("your mana pool only empties at the end of turn")

Anyways.

Probably green and red mechanic, sometimes white

Sample cards:

Thorned crusher 1RG
Creature - Plant U
Breathless - as long as all your lands are tapped ~ has +2/+2 and Trample
2/2

Desperate pleader W
Creature - Human U
Breathless - T: Target creature can't attack or block until the end of turn. Activate this ability only if all your lands are tapped.

(I'm also open to any feedback, of course)

Edit: changed name from Starved to Breathless. Thanks!

Misothene
2017-03-01, 02:59 PM
Stampeding Elephant 2GG
Creature - Elephant (Common)
Trample
Frenzy 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


"Frenzy" is already the name of a mechanic from Future Sight; see Frenzy Sliver.


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.

First, there's already a card named "Shield Bearer," admittedly two words instead of one, but... the same.

Second, does this accomplish anything Vigilance doesn't? I get there's literally a mechanical difference, but I think this mechanic wouldn't play as well as vigilance, since people often try to get a visual sense of what can and can't block just by looking at what's tapped vs. untapped. This would probably lead to a lot of situations where people make unintentionally bad attacks just because they couldn't see the word "guardian" printed on something they skipped over because it was tapped.

@Gandariel There are already a bunch of cards with a similar (unnamed) mechanic in Prophecy.

Blue Ghost
2017-03-02, 12:18 AM
In fact, this is something I'd really love to see more of in this thread, personally. It's great to have a judge input, obviously, but if we think the goal is for everyone to actually improve their designs for the future, giving more input to each other would be awesome to see. :smallbiggrin:
I agree! More feedback would be awesome.

Now, my thoughts on the mechanics presented so far. I don't mean them to be authoritative; just hoping to get a discussion on what constitutes a good keyword mechanic.

Stealth: I quite like this. It's a flavorful kind of protection that's more limited than hexproof, and offers good counterplay. I can totally see this being evergreen.
Sanity: This can potentially run into the same issues as the hand-size-matters mechanic from Kamigawa: it discourages players from playing out the cards in their hands. Mechanics that reward inaction have a hard time being fun.
Combination Equip: A bit complex, but pretty nice. A natural evolution of equipment, in the lineage of living weapon.
Evade: This works as a candidate for the blue/black evergreen mechanic. It's a bit more complicated than evergreens tend to be, but it changes how you play while being quite open in design space.
Omen: Can't really judge this from a single card. It has potential, but it depends on how it's implemented. I would recommend having hard and fast design rules on what cards with omen can do. I don't really like the proposal of omen counters having downsides, since that sends mixed messages to players.
Sync: Nice and simple, works quite well. It's most interesting on cards with tap abilities; on normal creatures it's just vigilance.
Bloom: Nice. A flavorful and exciting build-around mechanic. A possible concern is that it's too powerful, such that it overshadows whatever else the cards do.
Second Strike: This would require rewriting the combat rules to add a third damage phase. I don't think that's worth the trouble for a strictly-downside mechanic.
Pacifist: This discourages players from developing their board. It runs into the Odyssey problem: it's interesting, but it rewards behavior that's inherently unfun.
Wisdom: Is the variable threshold really necessary? It creates a lot of added complexity, as you have to track which wisdom cards are active. I think it would be better at a fixed value of 2.
Frenzy: As stated, the name's already taken. But I think it's a good mechanic.
Guardian: The reason fading was changed to vanishing was to fix a problem with the original mechanic; it's not justification to create a mechanic that behaves the same as an existing mechanic but in a more unnecessarily complex manner.
Starved: I like the idea. It seems more red than green, since it encourages reckless aggression, and I'm not too fond of the choice of name.

Jormengand
2017-03-02, 07:02 AM
I assume bloom is inspired by jade golems?

N... no... what makes you say that...

Bounty of the Blossomguard 2G
Sorcery U
Search your library for a basic forest card and put it onto the battlefield tapped, then shuffle your library. Bloom (You get a blossom counter, then create a 0/0 plant creature token, with a +1/+1 counter on it for each blossom counter you have).

Flower-Crown Elephant 4WG
Creature - Elephant U
Vigilance
When Flower-Crown Elephant enters the battlefield, Bloom (You get a blossom counter, then create a 0/0 plant creature token, with a +1/+1 counter on it for each blossom counter you have).

Idol of Flowers G
Sorcery - R
Choose one:
- Bloom (You get a blossom counter, then create a 0/0 plant creature token, with a +1/+1 counter on it for each blossom counter you have).
- Get three sigils that are copies of Idol of Flowers, put them on top of your library, then shuffle your library.

Blossoming Blades RG
Sorcery - U
Blossoming Blades deals 2 damage to target creature or player.
Second Wind - If you've cast another spell this turn, Bloom (You get a blossom counter, then create a 0/0 plant creature token, with a +1/+1 counter on it for each blossom counter you have).

Nantuko Pollenator 1G
Creature - Insect Soldier C
Hexproof
When Nantuko Pollenator dies, Bloom (You get a blossom counter, then create a 0/0 plant creature token, with a +1/+1 counter on it for each blossom counter you have).

Sprouting Death 2RG
Sorcery C
Sprouting Death deals 4 damage to target creature or player. Bloom (You get a blossom counter, then create a 0/0 plant creature token, with a +1/+1 counter on it for each blossom counter you have).

Blossomguard Heirophant 5GG
Creature - Elf Plant Cleric R
When Blossomguard Heirophant enters the battlefield, Bloom (You get a blossom counter, then create a 0/0 plant creature token, with a +1/+1 counter on it for each blossom counter you have). Each token that enters the battlefield in this way has vigilance.

Staff of Flowers 2
Artifact R
Echo 1
Staff of Flowers enters the battlefield with 2 durability counters on it. When it does, Bloom (You get a blossom counter, then create a 0/0 plant creature token, with a +1/+1 counter on it for each blossom counter you have).
Remove a durability counter from Staff of Flowers: you deal 2 damage to target creature or player and that creature or player deals damage equal to its power to you. Then if Staff of Flowers has no durability counters on it, sacrifice it.

Belinda of the Blossomguard 4GG
Legendary Creature - Elf Advisor MR
When Belinda of the Blossomguard enters or leaves the battlefield, Bloom (You get a blossom counter, then create a 0/0 plant creature token, with a +1/+1 counter on it for each blossom counter you have).
5/3

...I'm afraid I just have absolutely no idea what you might mean! :smalltongue:

Sgt. Cookie
2017-03-02, 07:53 AM
Renamed Frenzy to Furor.

Gandariel
2017-03-02, 07:55 AM
Renaming Starved to... Damn. Anyone got an idea?

Jormengand
2017-03-02, 08:28 AM
Renaming Starved to... Damn. Anyone got an idea?

Exhaustion?

LastCenturion
2017-03-02, 08:41 AM
Renamed Frenzy to Furor.

I'd recommend Fervor (Fervour if you're british) instead. I realize that they're hardly different, but it took me a couple seconds to think of what 'furor' means, and I thought of other things first.


Renaming Starved to... Damn. Anyone got an idea?

Hmm... Spent? Breathless?



I've spoiled out my old card, because I agree that it's a bad mechanic. New card!

EDIT: This card used to be called Reverberate, but that's already a card.

EDIT: Swapped out cards. Old one is Memorable Coda, from the top of the spoiled list.

Accelerando - WU
Instant - U
Harmony (As you cast this spell, pair it with target unpaired spell. They remain paired for as long as you control both spells.)
Spells paired with Supporting Theme have Split Second.
All spells that were paired with Supporting Theme gain Split Second.

This would be part of a music-themed set. I've compiled a few more cards:
Memorable Coda - 1RR
Instant - U
Target spell gains Reverb (As it leaves the stack, copy the card and cast the copy. If it's a permanent spell it becomes a token when it enters the battlefield)

Crescendo - 4R
Enchantment - R
Whenever a source you control would do damage to a player, it deals that much damage plus one.

Ritardando - 2UU
Enchantment - R
As an additional cost to cast Ritardando, put a beat counter on a land you control.
Each opponent in turn puts a beat counter on lands they control.
Lands with beat counters have "this land does not untap on its controller's untap step" and "pay 2 life: Move a beat counter from this land to target land you control".

Dramatic Reversal Accelerando - 1U
Instant - U
Untap all nonland permanents you control.

Maestro - 1W
Creature - Human Performer - C
2/3

Sforzando - R
Instant - U
Target creature gets +1/+1 until end of turn. Reverb. (As this spell leaves the stack, copy the card and cast the copy)

Forte - GG
Enchantment - U
Creatures get +1/+1.

Andante - 1B
Sorcery - U
Choose one:
- Destroy target creature you don't control
- Your opponent loses 2 life and you gain 2 life

Resonance - 1U
Instant - R
Harmony (As you cast this spell, pair it with target unpaired spell. They remain paired for as long as you control both spells.)
Resolve spells paired with Resonance. Draw a card.

Street Musician - R
Creature - Elf Performer - C
Skulk
1/2

Cut Strings - 2B
Sorcery - C
Destroy target creature

Victorious Anthem - WWUUBBRRGG
Sorcery - MR
Shuffle all hands into their owner's libraries, destroy target creature, Victorious Antehm deals 3 damage to target creature or player, put a +1/+1 counter on up to one target creature, and gain 3 life.
Epic (For the rest of the game, you can't cast spells. At the beginning of your upkeep, copy this spell except for its Epic ability.)

Funeral Stirge - B
Creature - Stirge - U
Wither
1/1

Applaud - W
Instant - U
Until the end of turn, creatures have indestructible and players cannot lose the game.

Pause for Breath - UUU
Instant - MR
Exile the stack. At the beginning of the next end step, return all spells exiled this way to the stack in the same order. For each spell returned this way, that spell's controller may choose new targets for it.

I'll add more as I think of them. I'm tempted to develop this into a complete set.

BasketOfPuppies
2017-03-02, 09:52 AM
Bloodthirsty Spree 1R
Instant- C
Deal 1 damage to each creature you don't control.
Frenzy: if a creature or player was dealt damage this turn, deal 2 damage to those creatures instead.

Gauntlet
2017-03-02, 09:56 AM
Recklessness R
Instant C
Deal 2 damage to target creature or player
Enraged- Deal 3 damage to that creature or player instead if you attacked with a creature this turn.

This is Raid, from Khans of Tarkir.

Reverberate is already a card's name.

Beelzebub1111
2017-03-02, 09:58 AM
Guardian has precedent with Masako the Humorless, and is slightly better than vigilance.

CantigThimble
2017-03-02, 10:32 AM
Eh, that's a fair point BlueGhost. I think there are ways to make it work (since 3 cards are all you need and things like hope can make it easier) but that probably takes more design work than I can put into this challenge so I'll just use another mechanic I have lying around:

Muster M (If a creature entered the battlefield under your control this turn you may cast this card for its muster cost instead.)

Arrow Barrage R
Sorcery U
Muster 1R
Deal 2 damage to target creature or player. If you cast this card for its muster cost you may choose an additional target for Arrow Barrage

Legion Rearguard 2W
Creature - Human Soldier C
Muster 1W
When Legion Rearguard enters the battlefield you may put a +1/+1 counter on another target creature you control.
2/3

Gather Intelligence 3U
Instant C
Muster 1U
Draw 2 cards.

Fresh Meat Wargolem 2B
Creature - Zombie U
Muster BB
As an additional cost to cast Fresh Meat Wargolem sacrifice a creature.
Menace
5/5

Scout the Area 2G
Sorcery C
Muster 1G
Search your library for a basic land card and put it onto the battlefield tapped. If Scout the Area's muster cost was paid, instead search your library for any land card and put it onto the battlefield tapped.

Beelzebub1111
2017-03-02, 03:43 PM
Made a big change to my entry

BasketOfPuppies
2017-03-03, 03:30 PM
Completely redid my entry.

Blue Ghost
2017-03-03, 04:47 PM
I'd recommend Fervor (Fervour if you're british) instead. I realize that they're hardly different, but it took me a couple seconds to think of what 'furor' means, and I thought of other things first.



Hmm... Spent? Breathless?



I've spoiled out my old card, because I agree that it's a bad mechanic. New card!

EDIT: This card used to be called Reverberate, but that's already a card.

Memorable Coda - 1RR
Instant - U
Target spell gains Reverb (As it resolves, copy the card and cast the copy. If it's a permanent spell it becomes a token when it enters the battlefield)


This would be part of a music-based set. I've compiled a few more cards:
Crescendo - 4R
Enchantment - R
Whenever a source you control would do damage to a player, it deals that much damage plus one.

Ritardando - 2UU
Enchantment - R
As an additional cost to cast Ritardando, put a beat counter on a land you control.
Each opponent in turn puts a beat counter on lands they control.
Lands with beat counters have "this land does not untap on its controller's untap step" and "pay 2 life: Move a beat counter from this land to target land you control".

Dramatic Reversal Accelerando - 1U
Instant - U
Untap all nonland permanents you control.

Maestro - 1W
Creature - Human Performer - C
2/3

Sforzando - R
Instant - U
Target creature gets +1/+1 until end of turn. Reverb. (As this spell resolves, copy the card and cast the copy)

Forte - GG
Enchantment - U
Creatures get +1/+1.

Andante - 1B
Sorcery - U
Choose one:
- Destroy target creature you don't control
- Your opponent loses 2 life and you gain 2 life

Resonance - 1U
Instant - R
Harmony (As you cast this spell, pair it with target unpaired spell. They remain paired for as long as you control both spells.)
Resolve spells paired with Resonance. Draw a card.

Street Musician - R
Creature - Elf Performer - C
Skulk
1/2

Cut Strings - 2B
Sorcery - C
Destroy target creature

Victorious Anthem - WWUUBBRRGG
Sorcery - MR
Shuffle all hands into their owner's libraries, destroy target creature, Victorious Antehm deals 3 damage to target creature or player, put a +1/+1 counter on up to one target creature, and gain 3 life.
Epic (For the rest of the game, you can't cast spells. At the beginning of your upkeep, copy this spell except for its Epic ability.)

Funeral Stirge - B
Creature - Stirge - U
Wither
1/1

Applaud - W
Instant - U
Until the end of turn, creatures have indestructible and players cannot lose the game.

I'll add more as I think of them. I'm tempted to develop this into a complete set.

What distinguishes a spell with reverb from one that just has double the effect? If the keyword is only meaningful when it's granted to cards that don't naturally have it, that could be an issue.

LastCenturion
2017-03-03, 05:40 PM
What distinguishes a spell with reverb from one that just has double the effect? If the keyword is only meaningful when it's granted to cards that don't naturally have it, that could be an issue.

Well, it's multiple places on the stack instead of a single place, so you have to respond. Hmm... I could change it to be "when it leaves the stack" to make it harder to counter. I could also swap out which keyword I'm presenting with Harmony (Soulbond for spells).

Tom the Mime
2017-03-04, 02:37 AM
Retort - if an opponent has cast a spell this turn then X.

The idea would be to mostly have this give minor boosts that are better to have during your turn so it isn't that oppressive during their turn.

Channeler's tower
Land - R
T : Add C to your mana pool. Retort - if an opponent has cast a spell this turn, instead add one mana of any color to your mana pool.

LastCenturion
2017-03-04, 02:36 PM
I've spoiled out my old entry because it's probably not my best work. Here's a new one:

Call Lightning - RR
Instant - R
Deal 3 damage to target creature or player.
Channeling (Until you cast a spell, at the beginning of each upkeep copy this spell except for it's Channeling ability)

Basically a lower-powered version of Epic and a slightly less powerful Lightning Bolt. Coincidentally, this is almost definitely the lowest CMC card to have the Epic or an Epic-like keyword.

Passive Pete
2017-03-04, 02:43 PM
"Silence" is a keyword action. (To silence a creature, turn it face down. Face down creatures are 2/2. It's controller may turn it face up as a sorcery by paying its mana cost.)

I came up with it while designing a futuristic sci-fi style set (which eventually got scrapped.) It would represent a corrupt Big Brother style power silencing rebels, through scaring them into hiding, or restricting their expression. It's like a twist on morph, and I think it can use similar ruling. The only rules-change is that now creatures can be turned face-up with their mana cost if they don't have a morph cost. The keyword would appear primarily in blue and white, and secondarily in black. It's like a strange cousin to bounce effects. I think it has the potential to give blue some much-needed limited power in a set.

The funky blue rare big dude with silence:

Arbiter of Conversion 3UU
Creature - Human Advisor R
When ~ enters the battlefield, gain control of target creature, then silence it. (To silence a creature, turn it face down. Face down creatures are 2/2. It's controller may turn it face up as a sorcery by paying its mana cost.)
You may spend mana as though it were mana of any color when paying costs to turn a creature face up.
3/4

Some form of government worker/oppressor who forcibly converts agitators into allies.

Queller Agent 2WU
Creature - Human Rogue C
When ~ enters the battlefield, silence target creature. (To silence a creature, turn it face down. Face down creatures are 2/2. It's controller may turn it face up as a sorcery by paying its mana cost.)
2/3

(A body meant to trade perfectly into face down 2/2s.)

Witness Protection W
Instant U
Choose a creature you control. The next that creature would die this turn, silence it instead. (To silence a creature, turn it face down. Face down creatures are 2/2. It's controller may turn it face up as a sorcery by paying its mana cost.)

(Sending someone into witness protection means giving them a new identity and life to get them out of a dangerous criminal situation.)

Pristine Reticence 3UU
Sorcery R
Silence all creatures. (To silence a creature, turn it face down. Face down creatures are 2/2. It's controller may turn it face up as a sorcery by paying its mana cost.)

(Although board wipes are usually in white and black, this is much closer to "return all creatures to their owners' hands" than "destroy all creatures," as they can all be played again. Blue is also known to replace creatures with smaller ones.)

Playing Possum 1B
Sorcery U
Return target creature card from your graveyard to the battlefield, then silence it. (To silence a creature, turn it face down. Face down creatures are 2/2. It's controller may turn it face up as a sorcery by paying its mana cost.)

("Playing possum" is a phrase meaning pretending to be dead, and usually going into hiding too.)

Jaius, Magister of Uniform 4WU
Legendary Creature - Sphinx Wizard M
Flying
When ~ enters the battlefield, silence all other creatures you control. (To silence a creature, turn it face down. Face down creatures are 2/2. It's controller may turn it face up as a sorcery by paying its mana cost.)
Face down creatures you control have flying and lifelink.
At the end of combat on your turn, if a face down creature you control dealt combat damage to a player this turn, draw a card.
4/6

The ultimate mythic example of the mechanic, who uses it in a completely different way. He wants to bring uniformity to all, even his cohorts.

Gauntlet
2017-03-04, 07:01 PM
"Silence" is a keyword action. (To silence a creature, turn it face down. Face down creatures are 2/2. It's controller may turn it face up as a sorcery by paying its mana cost.)

I came up with it while designing a futuristic sci-fi style set (which eventually got scrapped.) It would represent a corrupt Big Brother style power silencing rebels, through scaring them into hiding, or restricting their expression. It's like a twist on morph, and I think it can use similar ruling. The only rules-change is that now creatures can be turned face-up with their mana cost if they don't have a morph cost. The keyword would appear primarily in blue and white, and secondarily in black. It's like a strange cousin to bounce effects. I think it has the potential to give blue some much-needed limited power in a set.

Isn't this basically Manifest, but not from top of library?

Passive Pete
2017-03-04, 08:15 PM
Isn't this basically Manifest, but not from top of library?

Wow yes it is. It's been a while since I made those cards. My submissions no longer count then?

Blue Ghost
2017-03-04, 08:41 PM
Isn't this basically Manifest, but not from top of library?

Manifest puts cards onto the battlefield face-down as creatures. Silence turns already existing creatures face-down. Even if you could manifest cards that were already on the battlefield, they play differently enough that they should definitely be separate mechanics.

Djinn_in_Tonic
2017-03-04, 08:54 PM
Wow yes it is. It's been a while since I made those cards. My submissions no longer count then?


Manifest puts cards onto the battlefield face-down as creatures. Silence turns already existing creatures face-down. Even if you could manifest cards that were already on the battlefield, they play differently enough that they should definitely be separate mechanics.

Secondly Blue Ghost here. Silence is definitely its own mechanic.

BasketOfPuppies
2017-03-04, 09:56 PM
Manifest puts cards onto the battlefield face-down as creatures. Silence turns already existing creatures face-down. Even if you could manifest cards that were already on the battlefield, they play differently enough that they should definitely be separate mechanics.

You could just exile a creature and then manifest it.

CantigThimble
2017-03-04, 10:02 PM
You could just exile a creature and then manifest it.

Then +1/+1 counters and auras would be removed, plus ETB effects could trigger.

LastCenturion
2017-03-04, 10:05 PM
Then +1/+1 counters and auras would be removed, plus ETB effects could trigger.

Manifested cards don't have any rules text besides their characteristic abilities, so the ETB effects aren't an issue. Also note that -1/-1 counters, +1/+0 counter, +0/+1 counters, -1/-0 counters, charge counters, time counters, and level counters would also be removed. And +2/+2 counters.

CantigThimble
2017-03-04, 10:13 PM
Manifested cards don't have any rules text besides their characteristic abilities, so the ETB effects aren't an issue. Also note that -1/-1 counters, +1/+0 counter, +0/+1 counters, -1/-0 counters, charge counters, time counters, and level counters would also be removed. And +2/+2 counters.

I meant 'when a creature enters the battlefield' like essence warden, but yes you are correct.

ben-zayb
2017-03-04, 10:25 PM
Gotta agree that Silence is pretty distinct from Manifest, probably as distinct the latter is from other "morph" mechanics. It's also exploring a pretty cool design space for blue.

Blue Ghost
2017-03-04, 11:46 PM
You could just exile a creature and then manifest it.

You could, but wouldn't that be a rather roundabout usage for a mechanic that wasn't designed to be used that way? If it's going to be used on multiple cards, I think giving it its own mechanic is the better choice.

Passive Pete
2017-03-05, 03:43 AM
My conclusion on my own designs is that Silence plays completely different from manifest, and technically functions differently wording-wise. To try to execute my designs using manifest would probably be a mess both in syntax and thematically. I'm glad there was such a thoughtful discourse though. :smallsmile:

Djinn_in_Tonic
2017-03-05, 03:06 PM
Judgment will come tomorrow. Going to give everyone the last day to polish anything off, and I think leaving it a little longer than the traditional week works given the complexity of the challenge in some cases. :smallbiggrin:

somethingrandom
2017-03-06, 10:06 AM
MiniMorph: You may cast this card face down as a 2/2 creature for 3. Turn it face up any time for its minimorph cost and put a -1/-1 counter on it.

Notes: Cards with minimorph will always also have morph or megamorph. Allowing is controller to play it face down for 3 and then have the choice of how much mana to spend turning it face up.

Avian Guardian 2WW

Creature — Bird Soldier U
Flying
Minimorph 2W (You may cast this card face down as a 2/2 creature for 3. Turn it face up any time for its minimorph cost and put a -1/-1 counter on it.)
Morph 3W (You may cast this card face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Aven Liberator is turned face up, target creature you control gains protection from the color of your choice until end of turn.
2/3

Djinn_in_Tonic
2017-03-06, 01:37 PM
JUDGEMENT: PART 1


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/Armory Arm-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
^This mechanic is indeed rather complicated. I like the concept, but I'm frankly not sure the complexity is worth it compared to, say, a living weapon variant than simply automatically equips to a 0/0 creature when unequipped. Sure, you lose out on the ability for your opponent to kill the equipment when it's a creature, but...eh?

I feel bestow works because, for all its complexity, it's a one-way street. This one and its back-and-forth natures just seems a little overloaded in the complexity department. Not that I don't personally like it. :smallsmile:


*****


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
^Simple and to the point. A nice new form of partial evasion that gives the attack some control of blocker assignment and functions like an anti-provoke. I quite like the simplicity and effectiveness of this, and could honestly see it working as an evergreen mechanic. Nicely done.


*****


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.
^I like the concept (and the flavor), but the existence of downsides on omen cards worries me. I don't like the idea that you might find yourself in a situation where, by playing your deck, you suddenly find you don't want to play many of your cards. Take Forgotten Archives: if I'm running a deck and have 4 Omen counters, this is suddenly an awful card to play unless I'm fishing for a specific finisher and know I have the game locked down.

I'm also afraid that it can't be a frequent enough mechanic to merit counters. It feels closer to the shrine subtype than anything else, where each is only slightly undercosted on their own but if you have two or more they're suddenly quite valuable. As written I don't think omen can be even that common, as once you have an Omen counter there isn't much your opponent can do to interact with it.

I definitely enjoy the mechanic, and it has potential, but I don't think the presentation here delved far enough into the design complexity this would add to a set.

On the card itself...it's a nice card at 1-2 Omen counters, but rapidly spirals into a bit too much of a do-or-die tutor for my liking. The concept of life loss for reliable scrying and an extra card a turn is a very solid one, but the potential for it to simply reach a point where I'd rather have any other card in my deck concerns me slightly.


*****


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
^The mechanic is interesting and useful, and I think you put thought into when and where it appears. That said, I feel Heartbeat Mamba is actually the least interesting card you've presented. Since it has no tap abilities or effects when tapped/untapped there's little tangible difference between this and Vigilance, especially since Green has fewer external tap/untap triggering effects than some colors. I'd be more interested seeing sync in Blue, where you could imagine an effect like "Creatures don't untap during their controller's untap steps," which sync would pair well with.

Your other two examples are better conceived, since sync options up options that can't be made redundant with other keywords. They also benefit from the word "Sync" feeling more appropriate to the less-organic Blue and Artifact colors.

Do note that, as much as I like the mechanic conceptually, it has the ability to shatter the multiplayer format into tiny pieces if creatures have useful tap effects. Just something designers would have to be aware of and, sadly, a limiting factor on a lot of interesting stuff you could do with sync.


*****


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
^Well, you do know I enjoy bloom. I almost want to say that knowledge is cheating, but the card is a new one and I like it, so you get off this time. :smalltongue:

Now, however, I get to dismantle bloom and compare it to other mechanics. It still gets a ton of points for elegance and simplicity and for definitely being fun for the player of the bloom deck (if balanced well it's actually probably a deck that feels great for both Timmy and Johnny and maybe even Spike, as it's a combo value mechanic that produces big creatures), but I do have some concerns about the level of interactivity it provides. Most strategies in Magic have some sort of response you can throw at them but, since bloom is a enter the battlefield trigger that creates counters that you cannot interact with to mitigate, I can envision situations where it feels as oppressive as facing a well-piloted Jade Druid deck in Hearthstone: no matter how well you're playing, you feel like there's a hard timer you can't actually stop. This feeling is probably WORSE in Magic, where the defender assigns blockers, so it's harder to race your opponent by swinging face since they can use their early-game chump plants to simply stop your advance.

In short, as a mechanic it's a thing of beauty, and I really love it. From the perspective of a designer with the player experience in mind, it worries me.


*****


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
^Another simple yet effective mechanic that supports aggro and mixed tribal. That said, the fact that beastrider gives both creatures a big boost in power AND still lets them attack as two separate bodies is a bit insane. If you have a beast this is 6/6 worth of power and toughness split over two bodies with trample for 1GG. That's pretty ridiculous, and almost certainly needs to be toned down.

Actually, one other quibble. As written I can take every Cavalier of the Wilds I have in my deck, put them on a single Slippery Bogle (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=150999), and they'll all get huge. That's a bit weird, and I think I'd prefer to see the mechanic have a limit of one beast and one rider, whether it be tapping one to empower the other, bonding them together like soulbond when they attack, or something else altogether.


*****


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

^I'm afraid I don't find pacifist particularly interesting or engaging. Magic has a few self-limiting mechanics, and most of them (hellbent, for example) are actually largely deck-building tests. This one feels different because it's something that actively encourages you NOT to play cards. Peaceful Protestor is a good example of why this bothers me: early on it's a hexproof unblockable 2/1 for 2 mana, which is frankly obscene. As soon as you pass that marker it's a generic 2/1 for 2, which is disappointing for everyone especially given what it used to be. You're punished for playing the game, or for drawing what would normally be more board presence.

So this creates two situations. The first is that any deck seriously running pacifist as a mechanic wants to run a very small number of over-pushed creatures, and fill the rest with walls, sacrifice outlets, and/or control spells. No other deck can run pacifist and feel good about it, as they'll have to constantly hold on to cards that would be more fun to play. Having just one or two pacifist cards is even worse, as you have to weigh the benefit of one more creature over the boost to just one card. That's kind of a fun challenge for the serious deck-builder, but putting those cards in a set (especially as a recurring mechanic) punishes everyone else.

The second case is a bizarre one where opponents playing buff cards on your creatures can be an enormous detriment to you. While the second case is rather intriguing, it's also super niche and doesn't, I feel, negate the flaws with the first case and the fact that holding creatures in your hand knowing you'll weaken yourself if you play them isn't fun.


*****



Know Weakness B
Sorcery (U)
Target creature gets -2/-2 until end of turn
Wisdom 2— If you drew at least two cards this turn, destroy target creature instead.
^Wisdom would be a lot stronger without the variable number, I feel. Putting it at a flat 2 every time would let some decks get it reliably, some get it occasionally, and you wouldn't end up with the same problem pacifist had where you're holding cards to preserve (or achieve, in this case) an effect. Wisdom 5, for example, means I'd better be holding not only a lot of card draw but also enough mana to cast it and the wisdom card I'm trying to cast.

Now, it's not a bad mechanic, and I'm sure you could make wisdom 3+ effects work in a draw-based set where every color has delayed draw options (i.e. a creature with "sacrifice this creature: draw 2 cards" or similar), but looking at it I'm not as excited by the possibilities as I could be. In general, it feels like it occupies that odd space where it seems variable, but most decks that have the mechanic will easily achieve wisdom 2 (and so cards like Know Weakness are probably overpowered for the cost) and most decks period would probably struggle to find ways to hit wisdom 3+ without jumping through hoops...or feel bad about the number of cards they'd have to discard with treasure-fishing effects to do so.


*****



Stampeding Elephant 2GG
Creature - Elephant (Common)
Trample
Fervor 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
^This is an interesting method of soft evasion reminiscent of bushido yet somewhat persistent. It's a little book-keeping heavy though, especially since, because fervor triggers on EACH end step, it will basically never reach a net gain in counters unless it has vigilance, save that one time you block with it and then attack the next turn. That seems a big flaw in the design. It also means giving it +1/+1 counters through any method is problematic, and doing so in multiplayer games is really bad.

That said, this particular card probably just won't be blocked. Trample doesn't always play nice with effects like this: if your opponent can't kill it or absorb all 5-6 damage, they're almost certainly taking 3 damage, making it a little less interesting. The 5/5 blocker for 4 is a solid deal though.


*****


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.)
^This is pretty fantastic. It definitely feels like it fits the format of commander, and the increased cost of it is nicely balanced by the usability, especially since the usability is tied to an increased and (hopefully) infrequently paid cost. The fact that the balance of this is actually super complex (commander chosen, commander cost, how frequently your deck ends up casting it, whether or not you can put your own commander into the command zone...) is wonderfully hidden behind what is, mechanically, a super simple mechanic.

I only really have two questions. The first is why you can only have the first spell you cast be your signature spell. Given the 100 card deck of commander, it seems this mechanic may be largely un-utilized, or may leave you with several over-costed spells. If you could replace signature spells with new ones, or if you could start the game with the spell in a special zone (or in your hand) that might help alleviate the problem, although the resulting complexity increase of the latter option seems like a poor solution. I'm just concerned about how infrequently you may get these spells in time for them to really feel impactful or truly showcase the mechanic.

The second question is why you decided to tie it to casting your commander, instead of letting it have a signature spell cost you can pay. It might see more use in more decks if you could either pay X to cast a copy of it from the command zone, or if you could pay X and tap your commander to cast a copy of it from the command zone. Either option seems like it would make it a bit more of a signature, since you'd see it more frequently.

Minor critique though: the mechanic itself is delightful, and the design certainly functions.

Djinn_in_Tonic
2017-03-06, 02:52 PM
JUDGMENT: PART 2 "THE JUDGENING"


Mechanic: Breathless.
An ability that is active as long as all your lands are tapped.

In most cases players skip their first main phase: they attack first, leaving all mana open to cast instants (or bluff them), and then they play their stuff.

This is (usually) the "right" thing to do, as there is really no reason to ever play your stuff before attacking (except Haste, buffs, yadda yadda)

This mechanic is meant to give some incentive to spending your mana before attacking, thus making the "when do I play my stuff" decision actually nontrivial:

if you spend your mana before attacking (thus denying yourself access to instants etc until your next tur) you get some other bonus.

Of course there are ways around this: artifacts and creatures can give mana, there can be some sort of "cheat" spell ("your mana pool only empties at the end of turn")

Anyways.

Probably green and red mechanic, sometimes white

Thorned crusher 1RG
Creature - Plant U
Breathless - as long as all your lands are tapped ~ has +2/+2 and Trample
2/2
^As per the contest I had to pick a single card, so I went with the first one you presented: Thorned Crusher.

At it's core your goal (encourage plays on the first main phase) is a somewhat noble one. I don't like that the mechanic you selected was mandating a full-board tap of mana though. It's less of a "when do I play my stuff" and more of a "when do I tap everything, possibly more than I need if this card I could play isn't immediate applicable" decision, which isn't as intriguing to me. We're seen this mechanic occasionally on cards like Keldon Berserker and Spur Grappler, but it's never (to my knowledge) appeared outside the Prophecy set...and I feel that's because it's not a very fun mechanic. I played back then and can't say I remember it fondly -- although, admittedly, mana-burn was a thing back then, so it might have gained some value.

Thorned Crusher itself is fine: an overcosted 2/2 that becomes a slightly undercosted 4/4 trample, but I think it'll suffer from the "show your opponent you can do nothing" problem that this mechanic often does suffer from. In a set where the colors breathless is in don't have a lot of instant-speed spells or have good curves this is probably fine but, in general, I'm not excited about it. It's not usually a fun choice -- it's "can I do something interesting or bait out an action and respond to it? If not, tap all my mana and show my opponent I have no tricks, but get a boost. Wheeee." Timmy probably loves it though, so it may just be it isn't a mechanic for my personal interests. It's definitely something I'll allow through, but I'd hesitate before making it a defining mechanic for anything.


*****


Bloodthirsty Spree 1R
Instant- C
Deal 1 damage to each creature you don't control.
Frenzy: if a creature or player was dealt damage this turn, deal 2 damage to those creatures instead.
^The mechanic seems fine (and very red), but the power of the card worries me considerably. 2 damage to just your opponent's board(s) for 1R is...very strong. R will usually get you 1 damage to each creature, 1R will get you one damage to each creature an opponent controls, and 2R seems about standard for 2 damage to everything. Given how easy it is to get incidental damage (especially in red), this just seems a bit cheap for a 1-card enemy-board-wide instance of damage.

Overall it may just be a little too easy to trigger, as any combat phase where anyone does anything will proc it. I'm wondering if it might be more interesting if it specified creature or player damage instead of both? Player might make sense, and open up some interesting situations where you don't WANT to block in order to fire off a powerful spell of some sort. Just idle thoughts.


*****


Muster M (If a creature entered the battlefield under your control this turn you may cast this card for its muster cost instead.)

Arrow Barrage R
Sorcery U
Muster 1R
Deal 2 damage to target creature or player. If you cast this card for its muster cost you may choose an additional target for Arrow Barrage
^I'll admit I was hesitant about the higher muster cost at first, given that you have to pay mana to cast creatures already, but the more I looked at it the more I liked the increasing/decreasing cost concept of muster. It makes it very flexible, and makes you have a different interesting choice with each card. Play it now or wait to combo it with a creature next turn for the lower cost and make another play this turn? Delay it for a turn to combo a higher cost and stronger effect with a creature play vs. getting the creature now? Some cool stuff you can do here.

Arrow Barrage seems solid, if a little on the powerful side due to both parts of it being cost efficient. Still, no issue with it being one of the set-defining low-cost damage cards.


*****


Retort - if an opponent has cast a spell this turn then X.

The idea would be to mostly have this give minor boosts that are better to have during your turn so it isn't that oppressive during their turn.

Channeler's tower
Land - R
T : Add C to your mana pool. Retort - if an opponent has cast a spell this turn, instead add one mana of any color to your mana pool.
^A simple mechanic that does its job well. I have a bit of a concern that a board full of retort cards might feel oppressive to play into though, as all of them can punish a spell cast, even if only slightly. Your example does it very well though, so no complaints about that card (although I think it could be uncommon easily -- the effect isn't very strong at all for anything other than an instant).

I do have to wonder if putting a limit on retort somehow and making the effects a little stronger might not be a good idea. Having to choose one stronger effect per spell cast seems like it might be more interesting than triggering several smaller effects, but it almost might become a terminology nightmare to keep track of.


*****


Call Lightning - RR
Instant - R
Deal 3 damage to target creature or player.
Channeling (Until you cast a spell, at the beginning of each upkeep copy this spell except for it's Channeling ability)
^It's an interesting idea, certainly. Not one I think lands as solidly as I'd like though. The mechanic can make you hesitant or sad about playing spells, which I don't like in a game like Magic, especially since there are many spells in a lot of red decks, and especially since creatures count as spells.

Perhaps more importantly in this instance, however, is the sheer efficiency of this. 3 damage per turn targeted at creatures or players for RR is a ton of power, and enough to keep the board state of many decks almost permanently empty. Gain a small bit of board advantage, cast this, and sit back and watch as it slowly pings your opponent to death, or keeps their board empty while you attack into it. It feels super toxic to me, given that the only counterplay is to have built a deck that can counter this, or one that has creatures big enough to survive, AND have a board state that can race the 3 damage per turn if it's directed at your face. If it were just creatures (or 2 damage) it would be more acceptable, but I think I'd still have similar problems with the inherent design.


*****


"Silence" is a keyword action. (To silence a creature, turn it face down. Face down creatures are 2/2. It's controller may turn it face up as a sorcery by paying its mana cost.)

I came up with it while designing a futuristic sci-fi style set (which eventually got scrapped.) It would represent a corrupt Big Brother style power silencing rebels, through scaring them into hiding, or restricting their expression. It's like a twist on morph, and I think it can use similar ruling. The only rules-change is that now creatures can be turned face-up with their mana cost if they don't have a morph cost. The keyword would appear primarily in blue and white, and secondarily in black. It's like a strange cousin to bounce effects. I think it has the potential to give blue some much-needed limited power in a set.

The funky blue rare big dude with silence:

Arbiter of Conversion 3UU
Creature - Human Advisor R
When ~ enters the battlefield, gain control of target creature, then silence it. (To silence a creature, turn it face down. Face down creatures are 2/2. It's controller may turn it face up as a sorcery by paying its mana cost.)
You may spend mana as though it were mana of any color when paying costs to turn a creature face up.
3/4

^Another beautiful mechanic. It feels super Blue/White/Black (in that order), offers an unusual middle ground between bouncing/destroying/pacifying a creature, leaves your opponent with options, interacts interestingly with morph creatures with unmorph effects, provides combat tricks when applied to instant-speed effects, and just generally has a lot of depth.

The card itself is a rather well designed control effect. It could probably stand to cost 6 or be a little weaker since it's a 3/4 body on top of removal and a control effect, but the concept (if not the specific numbers) is nicely balanced by having to pay the cost of the creature you're taking to get its full value.

This may be tipping my hand as a Blue, Blue/White, and Blue/Black player, but I'd be incredibly excited to build a deck or set around silence, and I think it has more potential as an evergreen keyword than morph.


*****


MiniMorph: You may cast this card face down as a 2/2 creature for 3. Turn it face up any time for its minimorph cost and put a -1/-1 counter on it.

Notes: Cards with minimorph will always also have morph or megamorph. Allowing is controller to play it face down for 3 and then have the choice of how much mana to spend turning it face up.

Avian Guardian 2WW

Creature — Bird Soldier U
Flying
Minimorph 2W (You may cast this card face down as a 2/2 creature for 3. Turn it face up any time for its minimorph cost and put a -1/-1 counter on it.)
Morph 3W (You may cast this card face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Aven Liberator is turned face up, target creature you control gains protection from the color of your choice until end of turn.
2/3
^I get what you were going for here, but in most situations having to pay the minimorph cost is going to feel pretty bad. Sure, you might sometimes need to in order to get a flip effect off, but it's not really a fun mechanic to see yourself losing power, especially since you already paid 3 to put it face down.

Sure, you might get the mechanic you want a little cheaper, but for the rest of the game you're probably looking at that creature going "man...I wish this was bigger." It also occupies a lot of text space since you've mandated that it always shares a card with morph or megamorph, and that restricts design options.


*****


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 can’t 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
^A solid card, but possibly too easy to kill for the 4 mana cost. While it does generate 4/4 in stats with every attack, the 2/2 body trades poorly into basically anything on the board at that point, and it has to attack to spawn the tokens, making it very vulnerable.

Stealth in and of itself is an interesting mechanic, but I personally think it benefits more from being on a card where the swing is a little stronger, or where there's a choice to be made between keeping it untapped to preserve a powerful effect or swinging with it for solid damage. It's sort of wasted on Darkvine Prowler because the card isn't a threat unless it attacks, and is easily disposed of when it does. If it were, say, a 4/3 that spawned two 1/1s if it was untapped after the declare attacker phase but could attack as a 4/3 otherwise, the ability might be a little more impactful on it, as there are more choices to be made.


*****

FINAL JUDGEMENT

Firstly, I want to congratulate all our contestants. There was some really creative stuff here, from the simple yet elegant to the deep and strategically challenging. I ended up writing a lot because basically I don't think there was a single mechanic out of the eighteen entries we had that didn't have something of interest about it, or some cool mechanical interpretations (even if not the specific one presented). If we were doing brainstorming for a new set, I'd be super happy with the outcome of the meeting.

That said, I must, alas, select our champions. And it was difficult.

So difficult, in fact, that I'm going to present the top five instead of the traditional top three. In no particular order:

ben-zayb || Heartbeat Mamba & Sync
A fun mechanic that has a lot of potential with tap effects, and also a subtle way of limiting effects to once per turn.

Jormengang || Blossomguard & Bloom
Simple and elegant board-building mechanic that appeals to a wide range of players.

Blue Ghost || Solar Flare & Signature Spell
Pure commander goodness, and thematic as hell.

Passive Pete || Arbiter of Conversion & Silence
A fantastic spin on the face-down mechanic that is far deeper than it initially appears.

Dr.Gunsforhands || Rival Robber & Evade
A really nice form of evasion that is easy to comprehend and useful while not being frustrating.

But, sadly, I may only pick one champion.


Passive Pete || Arbiter of Conversion & Silence

There's just so much potential here I can't really justify not picking it. The soft control, combat tricks, morph synergy, the intriguing theft concept of Arbiter of Conversion, and the near perfect thematic tie to the controlling/oppressing aspects of Blue/White/Black made this one an absolutely fantastic entry. There were many that made me want to explore making cards with that mechanic -- this was the only one that had me wishing Wizards would release it so I could deckbuild around it and experiment with everything I could make it do.

Congratulations!

mystic1110
2017-03-06, 03:04 PM
Missed my entry :smallfrown:

Djinn_in_Tonic
2017-03-06, 03:20 PM
Missed my entry :smallfrown:

Damn it. I KNEW that would happen with at least one, given the number of entries, number of edits and given the amount I wrote. I have my review of it somewhere (I started making notes mid-week). I'll fix that now.

Edit: And updated. Put yours right before the judgment so you can find it easily.

mystic1110
2017-03-06, 03:55 PM
Damn it. I KNEW that would happen with at least one, given the number of entries, number of edits and given the amount I wrote. I have my review of it somewhere (I started making notes mid-week). I'll fix that now.

Edit: And updated. Put yours right before the judgment so you can find it easily.

No worries and good points, the card as it is now is basically just "sorcery speed removal for the first turn after you cast it don't work on it" :smalltongue:

Blue Ghost
2017-03-06, 04:08 PM
Awesome reviews! You really went in-depth into the mental playtesting, seeing how these mechanics would work out in practice and how much fun they would be.

To address your comments on my submission:

The main reason I chose this implementation is conciseness. The other options you suggested would all significantly increase the length of the reminder text. Perhaps allowing you to replace your signature spell could play better, but spelling out the mechanics for doing so would take up space. And it really makes sense to have only one signature spell anyway.

Also, in my experience, the main resource bottleneck in commander games is usually mana. Having to pay more mana to recast a signature spell would usually not be very appealing, since the spells are meant to be slightly overcosted (by commander standards) for their effect. And if it were correct to pay mana to recast them, that could lead to repetitive gameplay. My implementation lets them improve things you want to do anyway, by essentially adding an ETB rider to your commander. In hindsight, perhaps the casting should be triggered by your commander entering the battlefield rather than being cast. Could lead to more frequent usage and interesting interactions that way.

Your point about how infrequently signature spells can come up is a good one. These cards would really drop in value after the early stages of the game, when your commander's already been cast. I don't have a good solution to that, unfortunately.

Djinn_in_Tonic
2017-03-06, 04:51 PM
Awesome reviews! You really went in-depth into the mental playtesting, seeing how these mechanics would work out in practice and how much fun they would be.

This is literally the best response I could have gotten. Thank you so much for that! Makes the time it takes to do judgments all the more worth it.


The main reason I chose this implementation is conciseness. The other options you suggested would all significantly increase the length of the reminder text. Perhaps allowing you to replace your signature spell could play better, but spelling out the mechanics for doing so would take up space. And it really makes sense to have only one signature spell anyway.

Absolutely understandable, and I can't fault you for that. It's just sad to see such an interesting mechanic so rarely utilized as a result, I think.


Also, in my experience, the main resource bottleneck in commander games is usually mana.

My general inexperience in commander is showing! But that's an important factor I'll keep in mind for future commander cards I see. Thanks for that!

ben-zayb
2017-03-06, 07:15 PM
The initial idea was to put Sync on a creature with a tap ability for targeted lifelink, but I thought putting a way to showcase off-color pseudo-vigilance was a better idea.

Congrats to Passive Pete!

Passive Pete
2017-03-06, 08:30 PM
Thanks to the judge and all who entered! Blue Ghost said it well, the critiques were very astute this week.

In the past few years we've seen Wizards of the Coast work to create sets covering all the bases in terms of pop culture fantasy theme, giving us Mediterranean mythology in Theros, zombies in Innistrad, steampunk in Kaladesh, and now Egyptian mythology in Amonkhet. However, there is a still a very iconic setting with a lot of potential we have yet to see tapped into...

Challenge: Create a card of any type (creature, artifact, land, enchantment, instant, sorcery) for a place in a seafaring, swashbuckling Pirate Setting!

Think Pirates of the Caribbean, buried treasure, sea serpents, big ships with cannons, imperialism, and curses associated with all of the above.

EDIT: I didn't look into it, but I would be very much not surprised if Mark Rosewater has said anything about pirate settings, and why they wouldn't (or maybe would) work for Magic. I'd love to see it if anyone tracks it down.

Beelzebub1111
2017-03-06, 09:00 PM
In response to my judging; yeah, I didn't think of the multiple riders on one mount problem, but I wanted to keep word count to a minimum. Maybe only +1/+1 and trample to both would have been better? I don't know. I figured the set would also have dragonriders, horseriders, bearriders, insectriders, or wurmriders, or any wide set of applications you can think of.

As for pirates: The closest we got to a pirate theme was the Rishadan in Mercadia. I think it's a possible thing, but needs more support.

Skull Island
Legendary Land - Island R
(T: add U to your mana pool)
Skull Island enters the battlefield tapped
1UT:Skull Island and Pirates and Rogues you control phase out. (Permanents that are phased out are treated as though they do not exist. All phased out permanents phase in at the beginning of their controller's untap steps)


The idea is that it's a hidden fortress where Pirates hide out when in trouble. so when your opponent plays some big board wipe, or mass damage, or even threatens one good pirate (or changeling for that matter) you can phase them all out until your next turn. Basically supershroud

TurboGhast
2017-03-06, 09:15 PM
Expert Smuggler 2UR
Creature - Merfolk Pirate R
Expert Smuggler can't be blocked as long as it's attacking alone.
Whenever Expert Smuggler deals combat damage to a player, create a colorless artifact token named Gold. It has "Sacrifice this artifact: Add one mana of any color to your mana pool."
Treasure is best acquired alone.
2/2

Evasion effect copied from Dream Prowler (http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=83258).
Gold token text copied from Gild (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405242). Even though both previous cards mentioning Gold tokens are Black, I think Red could get the ability to make Gold tokens as an extension of its ability to play mana rituals.

LastCenturion
2017-03-06, 09:24 PM
Ship's Cannon - 3
Artifact - C
T: You get E
T, Pay EEE: Ship's Cannon deals 2 damage to target player.
"Our ships are very well positioned. Why don't we arm them?" - Pirate Chief Ranaj

Easiest challenge ever. Wizards would totally print this card. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=423814)

EDIT: Allow me to point out that this entry is 100% a joke. Or at least it will be once I figure out something better to do.

Dr.Gunsforhands
2017-03-06, 11:14 PM
I think the main problem with making an Isles and Oceans-based set might boil down to, "What the heck does Green do?"

Sailspinner Spider 3G
This huge spider sits on a transparent silk raft. Its web floats overhead like a kite.
Creature - Spider U
Reach
Whenever Sailspinner Spider attacks, you may have it fight target creature with flying defending player controls.
2/4

BasketOfPuppies
2017-03-07, 12:29 AM
Sea Swallower 8UUU
Legendary Creature- Leviathan Horror MR
When ~ etb or attacks, you may return up to three target nonland permanents to their owner's hands.
8/8

5a Violista
2017-03-07, 03:11 AM
Best idea! I've had it.
I've got no idea how balanced the cost or abilities are, so...I expect to find out upon judgment. I just had an idea, and tried to give it the abilities that show up in the comic.
So...ha! I beat everyone else to it!
(My thought process: What kind of pirates do I know from movies and media? Pirates of the Caribbean => Pirates who don't do anything => The Pirates of Penzance => Gráinne Ní Máille => The sky pirates from Stardust => Sky pirates are pretty cool, but what abilities would I give Captain Shapespeare's ship? => Oh wait! There's pirates in the Order of the Stick!)


The Mechane, Skyship {4}
Legendary Artifact - Vehicle (R)
Flying
As long as your life total is less than half your starting life total, at the beginning of your draw step you may draw one additional card.
{2}: Target creature with Defender blocks this combat if able.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
The fantastic ship of the famous pirate Julio Scoundrél.
5/4


I still kind-of want to make a card inspired by Grace O'Malley (http://www.badassoftheweek.com/omalley.html) (The Pirate Queen of Connaught), however. Maybe if I actually have an idea I'll create the card just for fun, and I'll have it be judged instead of the Mechane, because the prompt is "seafaring" and skypirates don't sail the seven seas. Or maybe somebody else will beat me to a Grace O'Malley-inspired card.

Gandariel
2017-03-07, 03:18 AM
Joke submission:

Small time Seafarer R
Creature - Human Pirate U
When ~ enters the battlefield, you may search your library for a card named "Scratches the Pirate". If you do, put it into play.
3/2

Scratches the pirate R
Creature - Demon Pirate R
Haste
1/1

(In seriousness, it would probably be OK as a 1/1, but nobody wants to blatantly ripoff another game, right? )

Gauntlet
2017-03-07, 05:13 AM
Fogbound Treasures - 1BB
Enchantment - Rare

At the beginning of your upkeep, each opponent loses 2 life.
1BB, Sacrifice Fogbound Treasures and another permanent: Creatures your opponents control get -3/-3 until end of turn.

The Death's Daughter was lost with all hands many years ago, but it remains visible, looming out of the mist and tempting those on the Blackwind Passage onto the rocks with its secrets.


Going for the idea of a lost treasure / cache, where its simple presence has some power, but in order to actually reach the true prize you'll need to take some risks.

Sandbar Treasures - 1WW
Enchantment - Rare

At the beginning of your upkeep, create a 1/1 white Bird creature token with Flying.
1WW, Sacrifice Sandbar Treasures and another permanent: Prevent all damage that would be dealt to you this turn.

The Angel of Mercy was rumored to have found the Fountain of Youth on its final journey - it never returned to port, but more than a decade later, rumors say the ship's storage chests still wash up filled with fresh, ripe fruits.

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

Sunken Treasures - 1UU
Enchantment - Rare

At the beginning of your upkeep, Scry 2.
1UU, Sacrifice Sunken Treasures and another permanent: Draw three cards.

The wreck of the Cresting Wave has been seen in hundreds of different places across the sea - always only recognizable by its battered mast rising up out of the blackness of the deep.

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

Volcanic Treasures - 1RR
Enchantment - Rare

At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
1RR, Sacrifice Volcanic Treasures and another permanent: Volcanic Treasures deals 3 damage to target player and 3 damage to up to one target creature that player controls.

The captain of the Blazing Champion was a master lavamancer, and used the Scorched Isles as a refuge from his many enemies, until they turned against him. Now his ship is charcoal, but its secrets remain for anyone who can reach it alive.

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

Jungle Treasures - 1GG
Enchantment - Rare

At the beginning of your upkeep, put a +1/+1 counter on up to one target creature.
1GG, Sacrifice Jungle Treasures and another permanent: Put two +1/+1 counters on each creature you control. Those creatures gain trample until end of turn.

The Windseeker was the most well-armed ship on the sea, but has been missing for many years. It used to dock in a hidden cove, deep in the jungles - and its armory remains there.

Sgt. Cookie
2017-03-07, 05:52 AM
Loot The Wreck 1RR
Sorcery - U
Destroy target Vehicle, then create two colourless Gold artefact tokens with "Sacrifice this artefact: Add one mana of any colour to your mana pool".

mystic1110
2017-03-07, 09:23 AM
Cartuga Sellsword B
Creature — Human Pirate Mercenary (R)
Cartuga Sellsword can’t block.
If mana produced by an artifact named Gold was spent to cast Cartuga Sellsword, it enters the battlefield with two +1/+1 counters on it.
2/1

Djinn_in_Tonic
2017-03-07, 11:30 AM
Black Lusca Thug - (2B)
Creature - Human Pirate (Uncommon)
Menace
Press gang 2B (When this card enters the battlefield, you may pay it's press gang cost. If you do, gain control of target creature of lesser power.)
3/2

I feel that, similar to Ravenica and the guilds, a pirate-themed set would benefit from having several primary armadas. Similar to Torment and it's black predominance, a cool theme might be U/X groups, where X is any other color (as blue has a very wide spread of playstyles and can be adapted for almost any player taste, especially in a set that seems a prime candidate to feature Merfolk tribal, birds for aggro, and big creatures to appeal to Timmy). This leaves us with four separate armadas each splashing blue, and blue filler cards for mermaids, sea life, etc. Black and Red would be the most pirate-focused, White is probably mostly pirate hunters, and Green...well, Green does it's own thing.

In this example, I chose to base the Black armada off a famous Caribbean sea monster: the Lusca (http://cryptidz.wikia.com/wiki/Lusca). A giant octopus creature (or half shark, have octopus), it seemed the sort of menacing entity a Black-themed fleet would use.

As for press gang? It gets the intimidation angle down properly, harkens back to an actual technique pirates used, and is blue enough that it could splash in any color (although it's probably most common in Black/Blue and White/Blue). It also means a set themed around this could have a really interesting shifting board state, and it is a cool way (imho) of making early game cards less painful to draw late game. In this particular case it also plays nicely into Black Lusca Thug's mechanics, as the press gang effect can help clear potential blockers so that menace is more valuable.

The tie to the creature's power is intentional, as is the flexible cost. It triggers AFTER it enters the battlefield, letting you potentially use buff spells and effects on the stack (or from other creatures) to get a better press gang, which I think is an interesting layer to the mechanic. It also lets you create more skewed cards -- slightly overcosted cards with cheaper press gang costs, efficient cards with high press gang costs, etc. As another example...

Diego of the Red Sails - 2RR
Legendary Creature - Human Pirate Lord (Rare)
Other pirates you control have Haste and +1/+1.
Press gang RR (When this card enters the battlefield, you may pay it's press gang cost. If you do, gain control of target creature of lesser power.)
3/3

An average lord that shows it's Legendary status if you can press gang a Pirate, in which case it gains +1/+1 and Haste.

I was trying to find a wording that would let me make press gang something that could function as an EtB effect or a tap effect so that some cards could have other triggers for it, but I couldn't find one that didn't feel awkward. Thoughts?

CantigThimble
2017-03-07, 12:38 PM
Bloodclaw Musketeer 2R
Creature - Viashino Pirate C
Reaver - If you control 2 or more tapped creatures then Bloodclaw Musketeer enters the battlefield with a +1/+1 counter on it.
T, Remove a +1/+1 counter from Bloodclaw Musketeer: Deal 2 damage to target player.
3/1

So pirates would be a RBU tribe based around aggro and tap abilities. (usually limited by some kind of cost, be it a mana cost or something like this) Reaver triggers when you have 2 or more tapped creatures, which can be accomplished either by attacking or by using the tap abilities. It's a viashino because I've always liked the idea of Viashino pirates. (I think I submitted one to a contest a while ago)

Weather-Witch 1U
Creature - Human Pirate Wizard C
U, T: Target creature gets -1/-0 until end of turn.
1/2

Corpse-Dredge Swabbie 2B
Creature - Orc Pirate C
Reaver - When Corpse-Dredge Swabbie enters the battlefield, if you control two or more tapped creatures, create a 2/2 black zombie creature token.
2/2

Blue Ghost
2017-03-10, 02:30 AM
Cursed Dreadship 3B
Creature - Spirit (R)
Cursed Dreadship's power and toughness are each equal to the number of creature cards in all graveyards.
Forecast — 1U, Reveal Cursed Dreadship from your hand: Each player puts the top two cards of his or her library into his or her graveyard. (Activate this ability only during your upkeep and only once each turn.)
*/*

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Black/Cursed%20Dreadship_zps22xuy8jt.png

LastCenturion
2017-03-10, 08:36 AM
Sea Blood - 2W
Enchantment - Aura - U
Enchant creature
Enchanted creature has +1/+1. If you control a basic island, enchanted creature has indestructible instead.

BasketOfPuppies
2017-03-10, 02:36 PM
Cursed Dreadship 3B
Creature - Spirit (U)
Menace
Cursed Dreadship gets +1/+1 for each creature card in a graveyard.
Forecast — 1U, Reveal Cursed Dreadship from your hand: Each player puts the top two cards of his or her library into his or her graveyard. (Activate this ability only during your upkeep and only once each turn.)
0/0

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Black/Cursed%20Dreadship_zpsbruauwlx.png

As is I think that the ability wouldn't work, since as it enters the battlefield it has toughness 0. I'd word it as "Cursed Dreadship's power and toughness are each equal to the number of creature cards in each graveyard."

Blue Ghost
2017-03-10, 03:57 PM
As is I think that the ability wouldn't work, since as it enters the battlefield it has toughness 0. I'd word it as "Cursed Dreadship's power and toughness are each equal to the number of creature cards in each graveyard."

It works by the rules. The ability is a static ability, meaning there's no time when it's on the battlefield when the ability doesn't apply. See Eidolon of Countless Battles (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=378379).

On the other hand, from a Gatherer search, it does seem that this wording is nonstandard, and using */* is still the norm. I was under the impression that Wizards was moving away from */*, but I guess I was wrong. Will change.

Gauntlet
2017-03-10, 04:48 PM
It works by the rules. The ability is a static ability, meaning there's no time when it's on the battlefield when the ability doesn't apply. See Eidolon of Countless Battles (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=378379).

On the other hand, from a Gatherer search, it does seem that this wording is nonstandard, and using */* is still the norm. I was under the impression that Wizards was moving away from */*, but I guess I was wrong. Will change.

They're mechanically different. */* creatures retain their P/T in other zones, while a 0/0 with a pumping ability would be just a 0/0 while not on the battlefield, so it works differently with cards like Reveillark.

Blue Ghost
2017-03-10, 04:50 PM
They're mechanically different. */* creatures retain their P/T in other zones, while a 0/0 with a pumping ability would be just a 0/0 while not on the battlefield, so it works differently with cards like Reveillark.

I'm aware of the difference. I don't consider it significant enough to make a design distinction in the general case, unless there were a specific environment in which the difference is likely to matter. (Actually, if the environment had mechanics that cared about P/T of cards outside of the battlefield, I would refrain from using */* at all for clarity's sake.)

LastCenturion
2017-03-10, 05:19 PM
Treasure Map - 3
Artifact - U
1, T: Search your library for a basic land card, reveal it, and put it on top of your library.
T, Sacrifice Treasure Map: Draw a card. If it's a basic land card, you may immediately play it.
"It seemed useful at first glance, but... It's confounding." -- Dread Pirate Gedar

Dread Pirate Gedar - 3WU
Legendary Creature - Pirate - MR
Whenever a Pirate creature enters the battlefield under your control, create a 0/1 Bird creature token with flying.
Whenever a Bird creature you control dies, draw a card.
2/4

Jormengand
2017-03-10, 08:59 PM
Chainshot 2R
Picture shows a mage conjuring whirling chainshot at an attacking ship, cutting down boarders as well as smashing the sails.
Instant - C
Chainshot deals 1 damage to target creature or player.
Raidstorm (When you cast this spell, copy it for each creature which attacked this turn. You may choose new targets for the copies.)
Mages support the imperial navy with powerful spells to buy time and prevent apocalypses.

To be clear, raidstorm does work with creatures which are currently attacking, allowing chainshot to be used to respond to attacking (or blocking) creatures.

LastCenturion
2017-03-10, 09:03 PM
Chainshot 1R
Picture shows a mage conjuring whirling chainshot at an attacking ship, cutting down boarders as well as smashing the sails.
Sorcery - C
Chainshot deals 1 damage to target creature or player.
Raidstorm (When you cast this spell, copy it for each creature which attacked this turn. You may choose new targets for the copies.)
Mages support the imperial navy with powerful spells to buy time and prevent apocalypses.

To be clear, raidstorm does work with creatures which are currently attacking, allowing chainshot to be used to respond to attacking (or blocking) creatures.

Chainshot can't be used to respond to attacking creatures though... it's a sorcery.

5a Violista
2017-03-10, 10:26 PM
You could respond to your own attacking creatures, obviously. In some pirate stories, the pirates turn on the relatively-good person who is allied with them in order to pursue their own agendas. Such as, for example, cutting Mr Arrow's lifeline so he falls into the black hole.
So, being able to attack your own characters is a very pirate-like thing to do.

LastCenturion
2017-03-10, 10:32 PM
You could respond to your own attacking creatures, obviously. In some pirate stories, the pirates turn on the relatively-good person who is allied with them in order to pursue their own agendas. Such as, for example, cutting Mr Arrow's lifeline so he falls into the black hole.
So, being able to attack your own characters is a very pirate-like thing to do.

You could cast it second main phase, but I think that's it. And note that nothing in the mechanic says that you have to target the attacking/attacked creatures that cause the copies to be created.

Bucky
2017-03-10, 10:45 PM
Parting Shot Scoundrel 2R
(picture shows her aiming a pistol over her shoulder)
Creature - Human Rogue U
At the beginning of your end of combat step, if Parting Shot Scoundrel is attacking, you may pay R. If you do, it deals 2 damage to target blocking creature.
Nothing says 'thanks for the loot' like a bullet in the back.
2/3

Jormengand
2017-03-10, 11:27 PM
Chainshot can't be used to respond to attacking creatures though... it's a sorcery.

That's entirely true and I forgot that. I made it a sorcery on the basis that allowing you to use it against an enemy might be too good (hence why scattershot is more expensive than grapeshot) but I might make it an instant anyway.

LastCenturion
2017-03-10, 11:41 PM
That's entirely true and I forgot that. I made it a sorcery on the basis that allowing you to use it against an enemy might be too good (hence why scattershot is more expensive than grapeshot) but I might make it an instant anyway.

I'd suggest making it an instant that costs 2R instead of 1R.

Tom the Mime
2017-03-10, 11:52 PM
Just for the flavour.

Walk the Plank 2B
Instant U
Destroy target creature without flying.
"I can see a problem with this cap'n"

braveheart
2017-03-12, 09:37 PM
Shanghaied 4BR
Sorcery - R
Take control of target creature, untapped it and give it haste, sacrifice it at the end of turn.

mythmonster2
2017-03-13, 12:01 AM
Company Tax- WU
Enchantment (R)
Whenever an opponent casts a spell, you gain life equal to that spell's converted mana cost unless that opponent pays 1.
Sunken treasures and temple loot aren't the only way to get gold around here.

Ninjaman
2017-03-13, 02:39 AM
Rogue Seafarer - 3G
Creature - Human Pirate - U
When Rogue Seafarer attacks, reveal the top two cards of your library. Put a land card from among them into your hand and put the rest on the bottom of your library in any order.
3/3

Ionbound
2017-03-14, 01:51 PM
With Catlike Tread-1UB

Instant-U

Creatures you control are unblockable and have lifelink until the end of the turn.

Upon our prey we steal (KER-THUMP!)
In silence dread (KER-THUMP!)
Our cautious way we feel (KER-THUMP!)
NO SOUND AT ALL (KER-THUMP!)
We never speak a word (KER-THUMP!)
A fly's foot-fall would be DISTIIINCTLY heard.... (TRUMPETS)

Beelzebub1111
2017-03-14, 03:59 PM
(Taran-tara. Tran-tara.)
So stealthily the pirate creeps
While all the household soundly sleeps (dunuh dunuh)
COME FRIENDS WHO PLOW THROUGH SEA!
Truce to navigation
Take another station
LETS VAAARY PI-RA-CYY
WITH A LITTLE BURG-LA-REE

Tom the Mime
2017-03-15, 02:52 AM
Rogue Seafarer - 3G
Creature - Human Pirate - U
When Rogue Seafarer attacks, reveal the top two cards of your library. Put a land card from among them into your hand and put the rest on the bottom of your library in any order.
3/3
How do you not have the flavour text "Land ahoy" for this?

braveheart
2017-03-16, 09:32 AM
Should judging be up soon?

Gandariel
2017-03-16, 09:58 AM
Seafaring Pillager 1U
Creature - Human Pirate U
When ~ deals damage to a player, that player puts the top 4 cards of his library into his graveyatd, and you create a colorless artifact token named Gold. It has "Sacrifice this artifact: Add one mana of any color to your mana pool."
2/2

ben-zayb
2017-03-16, 07:02 PM
Crimsonskull Quartermaster 2RR *
Creature - Goblin Pirate R
Whenever ~ becomes tapped or enters the battlefield, Pirates and Vehicles you control get +1/+0 and gain menace until end of turn.
2/2


*(Doo-dah, doo-dah)

Mystic Muse
2017-03-17, 02:01 AM
The Pirates Who Don't Do Anything


Legendary creature - Vegetable Pirate C

(Black color indicator)

~ cannot attack, block, leave the battlefield, activate abilities, or cause abilities to trigger. ~ cannot lose this ability.

0.5/0.5
"And if you ask us to do anything, we'll just tell you, we don't do anything."

BasketOfPuppies
2017-03-17, 10:55 AM
The Pirates Who Don't Do Anything


Legendary creature - Vegetable Pirate C

(Black color indicator)

~ cannot attack, block, leave the battlefield, activate abilities, or cause abilities to trigger. ~ cannot lose this ability.

0.5/0.5
"And if you ask us to do anything, we'll just tell you, we don't do anything."

Still needs a cost

Beelzebub1111
2017-03-17, 11:20 AM
Still needs a cost
Or doesn't it?

I mean. Being able to cast it would still be doing something, although it should probably be a Plant Pirate,

Djinn_in_Tonic
2017-03-17, 11:32 AM
...Judgement day anytime soon? :smallbiggrin:

LastCenturion
2017-03-17, 04:21 PM
Once it's been 11 days since the contest was declared, there's a provision in the rules that lets anybody declare anybody else the winner. I don't recall when the contest was declared, but I'm just putting this out here.

Passive Pete
2017-03-17, 04:38 PM
Oh noo. My apologies to everyone. An important audition AND an important family gathering I'm responsible for were both pushed up to this week and I was spending all my time on them. If it doesn't conflict with the rules, I can get judging up within the next 4 hours.

Sorry again!

Beelzebub1111
2017-03-17, 05:03 PM
No worries, it happens to the best of us

Mystic Muse
2017-03-17, 05:30 PM
Still needs a cost

I specifically edited out the cost because casting it normally is still doing something.

This is intended entirely as a joke card, I would be extremely surpriser if it won.

BasketOfPuppies
2017-03-17, 05:56 PM
I specifically edited out the cost because casting it normally is still doing something.

This is intended entirely as a joke card, I would be extremely surpriser if it won.

Making sure. So you either need an Expertise to fire this off or cascade?

CantigThimble
2017-03-17, 07:59 PM
Making sure. So you either need an Expertise to fire this off or cascade?

Show and tell would also work. :smallbiggrin:

LastCenturion
2017-03-17, 08:01 PM
Show and tell would also work. :smallbiggrin:

I'm not sure on the details, but Omniscience could, I think.

Djinn_in_Tonic
2017-03-17, 08:10 PM
I'm not sure on the details, but Omniscience could, I think.

117.6a If an unpayable cost is increased by an effect or an additional cost is imposed, the cost is still unpayable. If an alternative cost is applied to an unpayable cost, including an effect that allows a player to cast a spell without paying its mana cost, the alternative cost may be paid.

So yep. It works. It's an alternative cost (nothing) applied to an unpayable cost, so you can cast it just fine. :smallbiggrin:

LastCenturion
2017-03-17, 08:24 PM
117.6a If an unpayable cost is increased by an effect or an additional cost is imposed, the cost is still unpayable. If an alternative cost is applied to an unpayable cost, including an effect that allows a player to cast a spell without paying its mana cost, the alternative cost may be paid.

So yep. It works. It's an alternative cost (nothing) applied to an unpayable cost, so you can cast it just fine. :smallbiggrin:

Cool! The 100s have always been my favorite section of rules. You get really useful clarifications like that, and you also get gems like 117.8b.
Some additional costs are optional.

Passive Pete
2017-03-18, 12:46 AM
Beelzebub1111's Skull Island
I'm pretty sure phasing has been declared a mechanic that we'll never get back, and even if it hasn't been, I still very much feel Magic has outgrown it as a function. Nowadays we have cleaner, more intuitive ways to get cards to do similar things. This would be a pretty neat tribal land with "1U, T: Target Pirate or Rogue gains hexproof until end of turn" or "1U, T: Exile up to [N] Pirate or Rogues you control, then return them to the battlefield." Otherwise, this is a very flavorful card that really sets the scene for a seafaring set, and I think it was very thoughtful to include Pirates and Rogues. With one of the fixes I mentioned above, this could have a place as a uncommon non-legendary land, maybe part of a cycle, but this works too, and is more flavorful.

TurboGhast's Expert Smuggler

Gold tokens are more or less a no-brainer for a pirate set, and this is a solid, understandable implementation of them. Although this is completely natural and in-color for Izzet, I be just a tick more comfortable with this as blue black. The ability to be 100% unblockable seems better in those colors, and black has the most experience with Gold tokens anyway. Other than that, I would put this at uncommon power levels currently. Its evasion can give you the edge in a drawn out game, but when you're planning on swinging big (likely to happen when playing red) this guy sits at being a 2/2 for 4, which is very very disappointing to draft as a multicolor rare. At 1UR (or 1UB) this would probably be very pushed, but would live up to its rarity and role in a limited environment. Love the flavor text.

Dr Guns' Sailspinner Spider

I think you are very much correct in your analysis of green in a seafaring set. Green has pretty much zero precedent for cards related in any way to bodies of water, so in my mind, there are two ways you can go: You can expand on green's piece of the flavor pie in the ideas of exploration, creating cards that represent cartographers and naturists and trailblazers, but to me that is stepping on the toes of white and blue flavor. Secondly, cards could be made like yours, representing the minority side of "uncharted" land-dwelling creatures and populations that are juxtaposed with an imperialist faction. Good job handling that.

Mechanically, you have a very well crafted uncommon here. The 2/4 reach for 4 is quite a staple/touchstone for green common and uncommon flyer hate, and I think you've buffed and updated that template to a cool, smoothly-functioning, fun place. I wouldn't mind seeing this fight/provoke/"attack a minion" effect appear across a few green cards in the future, as it's very in color. The only clunky part is that in addition to the spider fighting a creature, it can still be blocked as normal, which is sort of counter intuitive. I'd craft is like provoke: "Whenever ~ attacks, you may have target creature with flying defending player controls untap it and block it this combat if able."

Basket of Puppies' Sea Swallower

I appreciate the take on a sea monster. Magic has a history of huge blue leviathans that could definitely be called back to in a pirate set. I think this example might be a bit overdone, though. First, this is a ways below the complexity line for a mythic rare. In terms of simplicity, this card is uncommon, but it's enough of a bomb (it has a "splash" effect in games, if you will) that it would probably sit at rare. Second, there's no reason for this to be legendary; it doesn't even have a individualized name. Third, I don't think any cards without cost-reducing effects should ever sit at 11 mana, especially in the color with the least ramp. At rare, this could cost 5UUU and it would still be widely unplayable, outside of some Commander builds. Very clean idea overall, it just needed some tuning around the edges.

5a Violista's Skyship Mechane

I'm quite surprised you were the only person to enter a ship representing by the Vehicle type. There's a lot of mechanical and flavor space to work with there. Kudos for doing what you did in that way.

I saw enough rare (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Aethersphere+Harvesterhttp://gatherer.wizards.com/Pages/Card/Details.aspx?name=Aethersphere+Harvester) bomb (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=417807) Vehicles (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=423820) in my time in Kaladesh that I've grown to be very weary and hateful towards these fast efficient flyers. Although the first two I linked to didn't prove to be completely busted in Standard environments, I still worry about this card alone easily finishing games by turn 7/8. And even though we're not supposed to evaluate rares based on their impact in Limited playing, I still worry about how frustrating this can be for players who didn't draft flying or instant removal (although is coming from someone who, at his last Sealed, played an opponent in the third round with two Aethersphere Harvesters and a Skysovereign fully equipped with Siege Modifications and Built to Smash.) Overall, I hate that this is a 5/4 flyer for 4, but I guess it's fine by the bar set in Kaladesh.

As for the abilities, I really have no problem with the first one, although the wording could be cleaned up. Seems cool in practice and I haven't seen those effects put together before. It also works in colorless, in my opinion. The only real bad thing here is the second ability, which makes no sense to me. I'd replace it with some other rare effect, maybe using cards as a resource to work with the first ability. Cool cool.

Gandariel's Small Time Seafarer *joke entry*

Pirate Warrior is the bane of anything that has ever existed and anyone that has ever even dreamed of having fun. Coming from me, a RenoLock player. It makes me miss Armor/Control Warrior, and that says something major.

Looking at this seriously in terms of Magic: the Gathering, I would love to see this effect of searching libraries for specific cards to be explored more, like on that one Nissa or Squadron Hawk. For Limited and budget purposes, I think it's best left to commons searching for other commons, or rares searching for particular commons. Interesting.

Gauntlet's Fogbound Treasures

I quite like the idea behind your cycle; we really don't get enough of these goofy enchantments printed, even though there's so much design space in them. However, looking at this card, or any member of the cycle, outside of the group, it seems sort of janky. Discounting the blue and green ones, each enchantment is made up of two wildly different effects on opposite ends of the color's pie. And one triggers every turn, while on requires permanent sacrifice, something set pretty distinctly in different colors?

Power level wise, none of these are stupidly out of wack in either direction, so there's that positive, although the green one's second effect is pretty crippling. Looking at your official submission, I don't really like how the first ability plays out. A slow, one-sided drain isn't a very fun element to add into the background of game. Usually drain effects are best limited to a specific trigger, that can be played into or around.

Overall though, I love the idea of enchantments representing the curses and boons around buried treasure, and I'd be sure to include that in my own set.

mystic1110's Cartuga Sellsword

This is great design space for a Gold token theme in a pirate set. The fact that it's in black makes me even happier. Obviously it depends on the accessibility of these tokens, but I despise the possibility of getting a 4/3 from your hand without tapping any lands, especially when getting a token on the first or second turn of the game could be a possibility. The numbers could be slightly tweaked around to make this card pushed but not explosive. Maybe a 3/1 for 3/2 for 1B would work. Very nice concept, close to solid execution.

Djinn_in_Tonic's Black Lusca Thug

Press gang is a thoughtful mechanic, in its flavor and the intention behind its design. Representing ideas of pirate intimidation, and joining a crew through mechanics is a neat thing to try, and this looked clever to me at first. However, I think the current state of the mechanic is inherently flawed, just in the way that it is too game-twisting too appear across many cards in a set. While alternate cost mechanics are fun, especially kicker-type ones that make a card valuable late game, this mechanic is control-taking, decidedly blue, on top of removal, decidedly white or black, so it just feels awkward in this state. It's not game-breaking though. I thought what you did was very clever, and it was nice to see that you put thought into the setting around your submission.

CatnigThimble's Bloodclaw Musketeer

Reaver needs a new wording, and maybe a new name, as to me personally it doesn't feel particularly pirate-y, but I like it a lot. It's Raid from Khans of Tarkir, but it's inclusive to activated abilities that tap, and sort of like you said, that's a genius way to work an ability into a set's mechanical theme. Your card is very smartly balanced. 3/1s for 3 suck, even at common, but the reward for playing it right goes beyond the first dimension of having an efficient 4/2 body, and it's not overpowered at all. Great job.

Blue Ghost's Cursed Dreadship

Your use of forecast on this card is chilling to me in how spot-on it feels. I can only associate dreadships, and mysterious boats in general, with the iconic image of them and their lights phasing in and out of ocean fog. This taps right into that image, and that is soooo juicy. Using the forecast ability in-game channels such an aesthetic, and generates a reputation and fear for the ghost ship. Apart from that artful flavor, it took me a second to recognize the flavor-to-card relationship with the second line. As incidents happen with the ship creeping out from the fog and claiming victims, casualties accumulate until they all return as members of the ghost ship. And if that isn't the sickest, most brutal sh*t I've ever seen in Magic card then I'll be damned to Kalamazoo. Although there are mildly janky parts of this card, like the counting needed for its stats, which can lead to confusing rules scenarios, and the super efficient mill it gives access to, the feels this card brings to a game are out of this world. Sets of Magic cards are designed in a way that they cohesively convey a setting to the players, who can experience the gameplay in a way that is unique to that setting. The setting is very strong in this card.

Last Centurion's Treasure Map

Solid way to set the scene of treasure maps and exploration. Repeatable ramp is weird when accessible to all colors, but this is slow enough and weak enough that I wouldn't anticipate any complaints surrounding this card. Cool. Might be workable into a common.

Jormengand's Chainshot

There is quite a stigma attached to all mechanics with the word "storm" in their name, but I like this version a lot. It brings the feeling of pirate raids to life. There are a lot of good designs waiting in this mechanic. Chain Shot itself is pretty disappointing to, having to attack with three creatures just to be on par for value. Maybe make the damage divisible? It needs some sort of small buff. My only other quarrel is that Raidstorm also counts creatures that attacked you this turn, which is very weird to see in red, especially when that effect is so white to me, but it's not a deal breaker.

Bucky's Parting Shot Scoundrel

Needs rewording, but still is a solid, if very very very slightly weak red pirate. It can, in a way, be a 4/3 for 3, but 2/3s for 3 in red feel bad to play. I like this version of guns in Magic a lot. Feels like picking someone off at a range. I also like the balancing point of only being able to activate the ability if the guy survived the initial fight.

Tom the Mime's Walk the Plank

Walk the plank removal would need to exist a pirate set. I don't have an issue with the power level of this implementation of that, but it's a little bland in its feel.

braveheart's Shanghaied

Interesting choice of flavor you went for. We've seen this effect before in Magic, but you recreated it as mutiny or betrayal instead of mind control. Right now it is very weak though, especially at rare. I'd give it a solid dread pirate body, or reduce the cost to 4/5.

mythmonster2's Company Tax

As someone who usually finds tax cards to unfun for the taxed, unrewarding for the ones taxing, and just detrimental to the game's pace in general, I'm really not annoyed by this card, so very nice job there. Early game, when taxes matter, it doesn't feel super bad to play against, since the owner won't gain too much life, since you're playing early game cards, and the feelbadness is usually the main issue with tax cards. The power of this card does fall off terribly late game, which kind of sucks for a two color card that doesn't impact the board state. Maybe it's fine as is though.

Ninjaman's Rogue Seafarer

A clean way to represent green's exploration side. Seems kind of weak in its current state though. Paying 4 mana for an uncommon in green makes me want a pretty heavy board presence, and this is just a 3/3 that draws me lands. It's very flavorful though.

Ionbound's With Catlike Tread

I'm torn on whether this card should be blue black or white blue. The flavor, and the strict unblockability seem very Dimir to me, but I hate to give a lifelink anthem to a card just because it's black, especially when blue is in the picture. Overall this effect is weird to use, since it does hopefully put you up quite a bit of life, but it also leaves to upon to be punched back down. Maybe this could be the ETB effect on a defensive body.

Gandariel's Seafaring Pillager

As someone who's always strived to make aggressive or tempo blue work in Limited, I like this as an aggro two-drop. Such rewarding on-hit abilities are very disappointing to play with without evasion. Maybe this could be 2U with skulk? Also, although the two effects are both in color and could both be useful to different archetypes, they are very separate on their own and make this card awkward.

ben-zayb's Crimsonskull Quartermaster

Should be ordered "ETB or becomes tapped" I believe. I like the Vehicle synergy a lot. I like the fact that it's a Goblin Pirate. The effect is very well placed for the role this card plays in an aggressive archetype, and can prove to be a powerhouse with the right board. The body is not very intimidating though. Even when the creature is a goblin, I think red can get better than a 2/2 for 4 mana. 2/3 or 3/3 would work. I also like the subtle double synergy that this guy can buff pirates to help crew ships.

Mystic Muse's PWDDA

I don't think the lines as written work, but as read and understood these pirates truly don't do much. That counts as a success I think.

3: Jormengand's Chain Shot
2: Bloodclaw Musketeer by CatnigThimble
1: Cursed Dreadship by Blue Ghost

Sgt. Cookie
2017-03-18, 05:26 AM
You missed mine! Reposting so you don't have to go looking for it:

Loot The Wreck 1RR
Sorcery - U
Destroy target Vehicle, then create two colourless Gold artefact tokens with "Sacrifice this artefact: Add one mana of any colour to your mana pool".

Beelzebub1111
2017-03-18, 07:26 AM
I will defend phasing as a superior mechanic to those things you listed for a few reasons: 1)Ignores non-targeting effects 2)Does not trigger enters the battlefield or leaves the battlefield effects and most importantly 3)Does not remove Tokens, Enchantments, or Equipment

It is probably the best way to represent pirates hiding out in an unmapped untouchable fortress until the heat dies down while holding on to their ill-gotten gains.

Jormengand
2017-03-18, 12:00 PM
Chainshot's damage is divisible...

"Raidstorm (When you cast this spell, copy it for each creature which attacked this turn. You may choose new targets for the copies.)"

Bucky
2017-03-18, 12:28 PM
I feel like Raidstorm should only count its controller's attacking creatures.

---
Parting Shot Scountrel response:

Parting Shot Scoundrel's pistol ability is thematically related to Crossbow Infantry's, although it has a different trigger (hah!).

Regarding power level, I suppose I could have given it first strike (Reckless Racer) treating the trigger as value, rather than treating it as a pseudo 4/3 (Salivating Gremlins). It could instead have been a common rather than an uncommon.

Ionbound
2017-03-18, 12:35 PM
The reason why I gave it lifelink was because that was the best way I could think of to represent theft. I guess I could have done something like Syphon Mind, but it felt kinda weird on flavor.

Gauntlet
2017-03-18, 02:54 PM
@commentary:

Effects that trigger every turn, and effects that you sacrifice for, are common enough in all colors that I don't think it's unexpected. For examples of enchantments with abilities of both types, see the Shrines ( from Kamigawa and the Font cycle from Theros.

Blue Ghost
2017-03-18, 09:58 PM
Thanks!

Another round of very insightful reviews. That's gonna be a tough act to follow!

We haven't done an art challenge in a while. So! This week's contest will be:

Design a card for this artwork (http://kaze-hime.deviantart.com/art/1000-Cranes-Revisit-391082566).

http://pre09.deviantart.net/941b/th/pre/f/2013/217/3/e/1000_cranes__revisit_by_kaze_hime-d6gu98m.jpg

Tom the Mime
2017-03-18, 10:51 PM
Kaede, Folder of Cranes 2WW
Planeswalker - Kaede R
+1 : Create a 1/1 white crane creature token with flying.
-2 : Creatures you control gain lifelink until the beginning of your next turn.
-7 : You gain an emblem with "At the beginning of your upkeep, you may choose a card you own from outside the game and put it into your hand"
3

Sadako, Folder of Cranes 2WW
Legendary creature - Human R
T: Create a 1/1 white crane creature token with flying.
Sacrifice 4 cranes: Search your library for a card and put that card into your hand. Then shuffle your library.
1/1

May change what sort of wish ability it is later but the concept is there for now

Edit: what I was trying to do seems to work cleaner as a planeswalker.

Ionbound
2017-03-18, 10:56 PM
Muzai, Kami of Innocence-2WW

Legendary Creature-Spirit-U

Creatures that you control that aren't attacking or blocking have indestructible.

"From the benevolent kindness of Michiko Konda, Muzai was born, protector of those who would not defend themselves."-The History of Kamigawa, pt. 2

1/1

braveheart
2017-03-19, 12:23 AM
Illia, the Crane Maker 3W
Legendary Creature - Human - R
Flying
When Illia, the Crane Maker enters the battlefield, Create 3 1/1 white crane creature tokens withs flying.
Whenever you cast an instant or sorcery you may pay W, if you do create a 1/1 white crane creature token with flying.
"if you make a thousand cranes, your wish will come true" - Illia
0/1


I'm debating giving her sacrifice 1000 cranes: you win the game, but it would just be fluff so I'll leave it out

ben-zayb
2017-03-19, 02:51 AM
Re: Quartermaster's P/T: It actually ends up as a 3/2 menace attacker, which is pretty common in 2R, then bumped up the rarity and CMC due to its ability. Glad you like it, and glad you noticed that Crew perk!

Boon of the Orizuru 1UU
Instant U
Choose target player. All creatures he or she controls and all creatures attacking him or her become 0/3 colorless Bird artifact creatures with flying in addition to their other types until end of turn.
"Be careful who might be hearing your prayers. The past lord of Towabara also wished for peace."Boon of Orizuru 3UUU
Enchantment - Aura Curse M
~ costs 2 less to play if it targets you.
Enchant player
All creatures enchanted player controls and all creatures attacking him or her are 1/3 colorless Bird artifact creatures with flying in addition to their other types.
"Be careful who might be hearing your prayers. The past lord of Towabara also wished for eternal peace for his people."

To clarify, a creature that is removed from combat by one of many ways ceases to be attacking and thus ceases to be a paper crane. And, yes, the red origami cranes are the ones attacking the player.

While most birds have 1-2 P/T, there's precedent for big-butts like Roc Egg (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=238570), so 0/3 as a flock of paper cranes should work.

Beelzebub1111
2017-03-19, 06:32 AM
Maiden Waifu 3W
Creature - anime cleric R
Flying, Lifelink
When ~ Enters the battlefield, all players play a subgame of Force of Will. The winner of that subgame gains control of ~.
6/6

LastCenturion
2017-03-19, 09:28 AM
Animated Artist - WWUU
Enchantment Creature - Human Shaman - R
Lifelink, Flying
Enchanted creature has +2/+2, lifelink, and flying.
Bestow 4WU (You may pay 4WU instead of this spell's mana cost. If you do, it becomes an Aura with Enchant Creature.)
2/2

Dr.Gunsforhands
2017-03-19, 03:17 PM
Cranerider Enchantress 3W
Creature - Human Druid U
Flying
Whenever you cast an enchantment spell, create a 1/1 white Bird enchantment creature token with flying.
2/2

Blessing of Cranes 1U
Enchantment - Arcane Aura C
Enchant Creature
Enchanted creature has flying.
Whenever you cast another Spirit or Arcane spell, create a 1/1 colorless Spirit creature token with flying.

Origami Cranerider 3W
Creature - Human Druid C
Flying
Whenever you cast an enchantment spell, create a 1/1 white Bird enchantment creature token with flying.
While renowned for their artistry, the city of Origami was still no match for the allosaur riders from the neighboring Mache peninsula.
2/2

Sgt. Cookie
2017-03-19, 03:39 PM
Origami Transport 3
Artefact - Vehicle
Flying
Whenever Origami Transport attacks or blocks, create a 1/1 Bird artefact creature token attacking or blocking the same creature, respectively.
Crew 4
5/6

5a Violista
2017-03-19, 05:04 PM
5a Violista's Skyship Mechane

I'm quite surprised you were the only person to enter a ship representing by the Vehicle type. There's a lot of mechanical and flavor space to work with there. Kudos for doing what you did in that way.

I saw enough rare (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Aethersphere+Harvesterhttp://gatherer.wizards.com/Pages/Card/Details.aspx?name=Aethersphere+Harvester) bomb (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=417807) Vehicles (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=423820) in my time in Kaladesh that I've grown to be very weary and hateful towards these fast efficient flyers. Although the first two I linked to didn't prove to be completely busted in Standard environments, I still worry about this card alone easily finishing games by turn 7/8. And even though we're not supposed to evaluate rares based on their impact in Limited playing, I still worry about how frustrating this can be for players who didn't draft flying or instant removal (although is coming from someone who, at his last Sealed, played an opponent in the third round with two Aethersphere Harvesters and a Skysovereign fully equipped with Siege Modifications and Built to Smash.) Overall, I hate that this is a 5/4 flyer for 4, but I guess it's fine by the bar set in Kaladesh.

As for the abilities, I really have no problem with the first one, although the wording could be cleaned up. Seems cool in practice and I haven't seen those effects put together before. It also works in colorless, in my opinion. The only real bad thing here is the second ability, which makes no sense to me. I'd replace it with some other rare effect, maybe using cards as a resource to work with the first ability. Cool cool.

Oh! Thanks for that feedback. I completely agreed with what you said about my card: I thought it seemed somewhat powerful (power/toughness-wise) but the example cards I looked were about that powerful too. Also, the second ability that makes no sense. I thought it was terrible, too, but I wanted to have an ability that was a reference to something in the comic. The only thing I could think of was that time they attacked Azure City (but I now realize there were other things they did in the comic that would've made a better, more useful, and more thematic ability).


For this new challenge, I present:
Honden of Wonder {2}{U}
Legendary Enchantment - Shrine

Whenever a sorcery card is resolved, exile it. Any other sorceries exiled this way are put into their owner's graveyard.

{T}{1}{X}, where {X} is the exiled card's converted mana cost: cast a copy of the exiled sorcery.
http://i1256.photobucket.com/albums/ii499/Mahonri_Violis/Honden%20of%20Wonder_zpsrpz7dqj9.png



My thoughts on this card: I wanted to go in a completely different direction from everyone else, and something that I haven't really seen before. (Then again, I don't know all that many card so that's not saying anything.)
I've been having trouble working through the wordings of it.
Also, I imagine I'm still bad at balance.

I imagine, in a set, it would be a cycle with these other shrines: (note: I did not work out the wording for them either)
(red) Honden of Thunder: Every turn creatures summoned this turn are 3/1 elemental creatures with haste until end of turn
(white) Honden of Sanctuary: {2}{X}, Target creature, where X is CMC of targeted creature. Target creature returns to its owner's hand; until end of turn all creatures have protection from any color targeted creature has.
(green) Honden of Surging: {T}{X}, Target creature with a +1/+1 counter instead has +X/+X until end of turn. Then remove that +1/+1 counter.
(black) Honden of Abdication: Whenever you discard a card, target creature gets -X/-X until end of turn, where X is discarded card's converted mana cost.

...
At least, that's the idea I've got in mind.

TurboGhast
2017-03-19, 07:39 PM
Origami Healer 2WW
Creature - Human Cleric R
Flying
XWW, T: Prevent the next X damage that would be dealt to target creature or player this turn. Create a 1/1 colorless Bird Construct artifact creature token with flying.
1/3

(No clue if cost is correct, would like help.)


Origami Healer 3WW
Creature - Human Cleric R
Flying
XWW, T: Prevent the next X damage that would be to target creature or player this turn. Create a 1/1 colorless Bird Construct artifact creature token with flying.
1/3

Change made: Reduced mana cost to 2WW, fixed missing word "dealt".

LastCenturion
2017-03-19, 07:40 PM
Oh! Thanks for that feedback. I completely agreed with what you said about my card: I thought it seemed somewhat powerful (power/toughness-wise) but the example cards I looked were about that powerful too. Also, the second ability that makes no sense. I thought it was terrible, too, but I wanted to have an ability that was a reference to something in the comic. The only thing I could think of was that time they attacked Azure City (but I now realize there were other things they did in the comic that would've made a better, more useful, and more thematic ability).


For this new challenge, I present:
Honden of Wonder {2}{U}
Legendary Enchantment - Shrine

Whenever a sorcery card is resolved, exile it. Any other sorceries exiled this way are put into their owner's graveyard.

{T}{1}{X}, where {X} is the exiled card's converted mana cost: cast a copy of the exiled sorcery.
http://i1256.photobucket.com/albums/ii499/Mahonri_Violis/Honden%20of%20Wonder_zpsrpz7dqj9.png



My thoughts on this card: I wanted to go in a completely different direction from everyone else, and something that I haven't really seen before. (Then again, I don't know all that many card so that's not saying anything.)
I've been having trouble working through the wordings of it.
Also, I imagine I'm still bad at balance.

I imagine, in a set, it would be a cycle with these other shrines: (note: I did not work out the wording for them either)
(red) Honden of Thunder: Every turn creatures summoned this turn are 3/1 elemental creatures with haste until end of turn
(white) Honden of Sanctuary: {2}{X}, Target creature, where X is CMC of targeted creature. Target creature returns to its owner's hand; until end of turn all creatures have protection from any color targeted creature has.
(green) Honden of Surging: {T}{X}, Target creature with a +1/+1 counter instead has +X/+X until end of turn. Then remove that +1/+1 counter.
(black) Honden of Abdication: Whenever you discard a card, target creature gets -X/-X until end of turn, where X is discarded card's converted mana cost.

...
At least, that's the idea I've got in mind.


Your wording could use a little work. Not a command, but a suggestion:

For the Honden of...

Wonder:
Whenever a sorcery spell resolves, return all cards exiled by ~ to their owner's graveyards, then exile that sorcery.
1: Copy each card exiled by ~. You may cast that card, and spend mana as if it were mana of any color to do so.

Thunder:
Creatures summoned this turn are 3/1 Elemental creatures and have haste.

Sanctuary:
2: Target a creature, and pay {X}, where X is the targeted creatures mana cost. Return targeted creature to its owner's hand, and until end of turn creatures have protection from cards that share a color with the targeted creature.

Surging:
1,X: Target creature with a +1/+1 counter gets +X/+X until end of turn. Put a -1/-1 counter on it.

Abdication:
Whenever you discard a card, target creature gets -X/-X until end of turn, where X is the converted mana cost of the discarded card.

Gauntlet
2017-03-20, 04:44 AM
Crane Folder 1UW
Creature - Human Artificer - Rare
Flying
Whenever you cast a spell, create a 0/0 white Crane creature token.
Cranes you control get +1/+1 and have flying.

2/3

Beelzebub1111
2017-03-20, 05:33 AM
I'm just thinking about how 5 new shrines will affect the other five, doubling their maximum payoff.

mystic1110
2017-03-20, 09:16 AM
I'm just thinking about how 5 new shrines will affect the other five, doubling their maximum payoff.

I don't think they will be any more useful in non-draft/non-sealed formats unless you have more <=3CMC Shrines. . .

mythmonster2
2017-03-20, 04:45 PM
Folder of Wings 2U
Creature- Human Artificer (U)
Flying
When Folder of Wings enters the battlefield, create a colorless artifact token named Paper.
1U: Target Paper token you control becomes a 2/2 Bird artifact creature with flying until end of turn.
1/2

I imagine Paper could be one of the mechanics of whatever block this is from, with a whole bunch of folders that can turn Paper into different stuff.

Jormengand
2017-03-20, 05:12 PM
Wings of Escape 3UU
Instant R
Return target creature you control to your hand. Create 5 tapped colorless 1/1 bird artifact creature tokens.
The moment the princess was safe, the birds turned back to the gate to confront her attackers.

The main reason they enter tapped is so you can save a creature, but can't also use it as a combat trick. They're artifacts because they're paper cranes, not real creatures.

Passive Pete
2017-03-20, 07:28 PM
Arielle, Artisan of Beyond 3WW
Planeswalker - Arielle M
Face down creatures are 1/1 white Birds with flying.
+1: Return up to two target noncreature cards from graveyards to the battlefield face down under your control.
-2: Turn up to one creature you control and up to one creature you don't control face down.
-8: You get an emblem with "Face down creatures you control get +3/+3 and have indestructible." Then manifest the top two cards of your library.
[5]

She crafts souls into paper cranes, giving them a material vessel.

I thought I'd explore some more face-down design space I opened up last challenge, and also some design space with Planeswalkers with static abilities. I debated making this UW because the -2 is more bounce-like than anything, but the rest was white enough that I was ok with a tiny pie-break. The +1 is hidden graveyard hate. I kept it noncreature so reanimation on enemy creatures couldn't occur.

Ninjaman
2017-03-23, 06:37 PM
Mazami, the Dreamer - 1WU
Legendary Creature - Human Wizard - R
Flying
When Mazami, the Dreamer enters the battlefield or attacks, create a 0/0 white Bird token with flying.
Creatures you control with base power and toughness 0 get +1/+1.
2/2

Djinn_in_Tonic
2017-03-23, 06:48 PM
Fabled Crane of Untaidake - 5
Legendary Artifact - Bird Vehicle (Rare)
Flying
Crew 3
When Fabled Crane of Unaidake attacks or blocks, create two 1/1 Crane artifact creature tokens with Flying. If Fabled Crane of Unaidake is attacking, these tokens are also attacking.
Those who have reached the top of Untaidake and proven themselves worthy need not walk down again.
4/4


* * * * *

I wanted to do something really different with this, as most of my ideas involved face-down cards and the concept of turning the actual paper of the deck into birds -- an idea many of the cards presented already touch upon. I think this is a rather unique take on the source material though, and ties in to Kamigawa's lore (Untaidake being the semi-mystical tallest mountain on the plane).

Blue Ghost
2017-03-26, 01:48 AM
Reviews will be up within the next 24 hours!

Beelzebub1111
2017-03-26, 05:06 AM
Real Entry:
Mistress of Paper 2UWR
Legendary creature - human cleric R
Flying
RWUT: put a number of 0/1 bird construct artifact tokens with flying onto the battlefield equal to the number of creaturs attacking you. Each one must block exactly one of the attackers if able.
3/4

Sort of a reverse Nacatl War Pride

Djinn_in_Tonic
2017-03-26, 08:58 AM
Real Entry:
Mistress of Paper 2UWR
Flying
Whenever an opponent attacks you, put a number of 0/1 bird construct artifact tokens with flying onto the battlefield equal to the number of attacking creatures. Each one must block one of the attackers if able.
3/4

Sort of a reverse Nacatl War Pride

This seems super powerful, since your opponent NEEDS non-flying evasion, trample, or direct removal. Otherwise this card just wins the game eventually.

Dr.Gunsforhands
2017-03-26, 09:25 AM
...your opponent NEEDS non-flying evasion, trample, or direct removal.

There are a lot of cards that win you the game unless your opponent has removal. They're called, "rares." :smalltongue:

Jormengand
2017-03-26, 10:03 AM
There are a lot of cards that win you the game unless your opponent has removal. They're called, "rares." :smalltongue:

I hear that turn 1 Champion of the Parish is an insta-win unless your enemy can kill it with removal.

More to the point, though, "Target player can't play the game" effects are no fun.

Djinn_in_Tonic
2017-03-26, 10:28 AM
There are a lot of cards that win you the game unless your opponent has removal. They're called, "rares." :smalltongue:

But at least normally a 5 mana drop will let you soft remove it by attacking and forcing the enemy to block with it or die. :smalltongue:

Beelzebub1111
2017-03-26, 10:48 AM
Fair enough. I think I balanced it out without comprimising the original idea

Blue Ghost
2017-03-27, 03:33 AM
A lot of beautiful designs! It’s been a real pleasure reviewing all of them. :smallsmile:


Kaede, Folder of Cranes 2WW
Planeswalker - Kaede R
+1 : Create a 1/1 white crane creature token with flying.
-2 : Creatures you control gain lifelink until the beginning of your next turn.
-7 : You gain an emblem with "At the beginning of your upkeep, you may choose a card you own from outside the game and put it into your hand"
3
The ultimate is really cool, and it’s a great representation of the thematic concept. After spending ages folding paper cranes, she’ll finally have the ability to grant wishes. Even limited to the sideboard, getting a free tutor a turn is really powerful, and if you open it to your whole collection in casual games, the possibilities are endless.
Unfortunately, planeswalker ultimates very rarely happen, so 99% of the time a planeswalker will only be its first two abilities. And there’s not much to catch one’s attention here. Making tokens and gaining life are serviceable, but not by any means exciting. I’d expect something more out of a planeswalker.
A few minor things:
Why are they crane tokens? Bird tokens are a perfectly serviceable token type.
Planeswalkers are always mythic rare. If you’re going to break the trend and make a planeswalker at a lower rarity, I would want to see a clear justification.
I would have liked to see the second ability grant flying in place of or in addition to lifelink, for flavor purposes.

Muzai, Kami of Innocence-2WW

Legendary Creature-Spirit-U

Creatures that you control that aren't attacking or blocking have indestructible.

"From the benevolent kindness of Michiko Konda, Muzai was born, protector of those who would not defend themselves."-The History of Kamigawa, pt. 2

1/1
This is certainly creative. A very powerful effect with a thematic restriction that encourages different playstyles. The effect blocks boardwipes and other sorcery-speed removal, which is pretty valuable. But I don’t see it being quite useful enough to be worth running. In a normal deck, the range of things she protects against is quite small, since the opponent can usually wait until combat to pick your creatures off. If you’re running a deck that has a lot of creatures but for some reason doesn’t plan to get into combat, the protection would be more robust. But such a deck would likely be some kind of combo deck, and there I would probably rather run more redundancies for my combo pieces rather than a 4-mana defensive card. Perhaps at a lower cost she would be more playable.

Illia, the Crane Maker 3W
Legendary Creature - Human - R
Flying
When Illia, the Crane Maker enters the battlefield, Create 3 1/1 white crane creature tokens withs flying.
Whenever you cast an instant or sorcery you may pay W, if you do create a 1/1 white crane creature token with flying.
"if you make a thousand cranes, your wish will come true" - Illia
0/1
The cost is about right for three flying 1/1s, plus some extra allowance for being a rare and a legendary. The additional cost for making the tokens probably isn’t necessary, since the number of instant and sorcery spells you have is inherently limited, but it doesn’t hurt. But effects triggering off instants and sorceries is traditionally blue, and the flavor of making wishes also seems more blue than white. Also, why crane tokens rather than the more standard Bird tokens? Is there really a need for a new creature type?

Boon of the Orizuru 1UU
Instant U
Choose target player. All creatures he or she controls and all creatures attacking him or her become 0/3 colorless Bird artifact creatures with flying in addition to their other types until end of turn.
"Be careful who might be hearing your prayers. The past lord of Towabara also wished for peace."

Mechanically this effect is blue, but the end result is something like a Fog effect, which is more green/white. The comparison that comes to mind is Polymorphist’s Jest (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=383351), which is the same cost. That can be used as a combat trick to kill the creatures as they attack or block, or nullify their abilities for one turn. Boon of the Orizuru does not remove abilities, affecting attackers means it can’t be used to kill blockers, and the granted stats mean that you need 3+ power fliers to block the incoming birds. All I can see this being used for is a lackluster Fog effect. There’s a lot of cool stuff you can do with this kind of effect, but the way the card is set up negates a lot of its own potential.

Animated Artist - WWUU
Enchantment Creature - Human Shaman - R
Lifelink, Flying
Enchanted creature has +2/+2, lifelink, and flying.
Bestow 4WU (You may pay 4WU instead of this spell's mana cost. If you do, it becomes an Aura with Enchant Creature.)
2/2
Four colored mana across two colors is a really high price to pay for a 2/2 flying lifelinker. Compare Vampire Nighthawk (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=425912) and Aerial Responder (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=417575), both 2/3 for 1 less mana and one more keyword. Granted, those are on the higher end of the power scale, but they are also uncommons while Animated Artist is rare. Bestow does grant it flexibility, which is worth a lot, but not worth overpaying so much on the base value. Bump it down to 1WU and uncommon, and it could work.

Cranerider Enchantress 3W
Creature - Human Druid U
Flying
Whenever you cast an enchantment spell, create a 1/1 white Bird enchantment creature token with flying.
2/2
Enchantments are quite a creative way to represent the flavor of paper cranes. while they’re clearly artificial, they’re more magical than the mechanical constructs that artifacts typically represent, so enchantments are a good choice for them. The card is the right power level for an uncommon build-around, points toward a solid mechanical theme, and the reward is exciting and tangible without being overpowering. White has a history of both token-making and enchantment-matters effect, and this feels right at home in white. Could use some flavor text to spice it up a bit, but the flavor comes across quite strongly and simply in the mechanics already. Quite a well-crafted card.

Origami Transport 3
Artefact - Vehicle
Flying
Whenever Origami Transport attacks or blocks, create a 1/1 Bird artefact creature token attacking or blocking the same creature, respectively.
Crew 4
5/6
Crew 4 is a really hefty cost for a vehicle. The existing vehicles with crew 4 are Aradara Express (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=417768) and Peacewalker Colossus (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=423837), both of which represent heavy, difficult-to-operate mechanical vehicles. It’s a sharp disconnect with the depiction in the art. Gameplay-wise, this is probably playable, though not very powerful. You’re missing rarity; this seems like an uncommon, though it could perhaps also work at rare. We don’t have a flying finisher vehicle below rare yet, so this could work as one.


Honden of Wonder {2}{U}
Legendary Enchantment - Shrine

Whenever a sorcery card is resolved, exile it. Any other sorceries exiled this way are put into their owner's graveyard.

{T}{1}{X}, where {X} is the exiled card's converted mana cost: cast a copy of the exiled sorcery.
http://i1256.photobucket.com/albums/ii499/Mahonri_Violis/Honden%20of%20Wonder_zpsrpz7dqj9.png
It looks like this effect is indeed new. While there are cards that imprint cards from one’s hand or graveyard to copy, there haven’t yet been any that imprint a spell as it’s cast. Being able to repeatedly cast a spell is a nice value engine. The mandatory overwriting whenever a sorcery is cast makes this less good at enabling specific combos, but it forces variety in gameplay, which I think is a net win.
Shrines have an established mechanical identity from Kamigawa, as enchantments with effects that scale based on the number of Shrines you control. Honden of Wonder doesn’t fit into that mold, and neither do any of your other Shrines. While mechanical identities aren’t set in stone, there are player expectations that should be fulfilled. With your Honden, there will be two cycles of Shrines, one with a common theme and one without, and that’s rather awkward. And unless you’re reprinting the original Shrines, they won’t exist in the same environment, so the Shrine keyword won’t have any mechanical relevance in the environment this comes in.
Also, it’s a hard design rule that enchantments don’t tap. That’s one of the key factors that distinguish them from artifacts.

Origami Healer 2WW
Creature - Human Cleric R
Flying
XWW, T: Prevent the next X damage that would be dealt to target creature or player this turn. Create a 1/1 colorless Bird Construct artifact creature token with flying.
1/3

Most of the time the ability will be WW, T for a token, while you can pay extra for some incidental damage prevention. What do those two things have to do with one another? Two unrelated effects on the same ability is a weird design decision, and not very aesthetically pleasing.

Crane Folder 1UW
Creature - Human Artificer - Rare
Flying
Whenever you cast a spell, create a 0/0 white Crane creature token.
Cranes you control get +1/+1 and have flying.

2/3
Here the use of the Crane token type is justified, as a mechanically relevant marker for the ability. We’ve seen similar cards that incrementally create tokens; there are some in this contest. Tokens that die when their creator dies are less common. The only card I can think of that does something like this is Master of Waves (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=373536). The key difference between Crane Folder and Master of Waves is that Master of Waves gives you the tokens all at once. On a card that makes you work for the tokens, I think having the tokens stick around is preferable, since having the tokens die when this dies can feel like wasted effort. Still, if you think of the tokens as buffs to Crane Folder rather than independent creatures, it works, and is quite powerful.

Folder of Wings 2U
Creature- Human Artificer (U)
Flying
When Folder of Wings enters the battlefield, create a colorless artifact token named Paper.
1U: Target Paper token you control becomes a 2/2 Bird artifact creature with flying until end of turn.
1/2

I imagine Paper could be one of the mechanics of whatever block this is from, with a whole bunch of folders that can turn Paper into different stuff.
I’m a big fan of all kinds of resource management mechanics, and I think the paper mechanic has potential. If you’re limiting paper to folders, there’s not a ton of design space here; I can see perhaps one cycle of folders at uncommon. And I think a single cycle could be enough; as a self-contained card, this works fine, and incidental synergy between different folders would be icing on the cake. Maybe the design space for paper could be expanded to different kinds of effects.
What I would like to see is a way to get more paper. With the creation of the paper as an ETB effect, the paper creature is a one and done deal; if it dies, then no more folding. But if Folder of Wings could make more paper, then you could have an interesting minigame of balancing getting paper to fuel her ability and having enough mana to activate it.

Wings of Escape 3UU
Instant R
Return target creature you control to your hand. Create 5 tapped colorless 1/1 bird artifact creature tokens.
The moment the princess was safe, the birds turned back to the gate to confront her attackers.
Five 1/1 flyers for 5 mana is quite strong. Requiring you to bounce a creature is a moderate drawback, but at instant speed, it’s one that can be leveraged to your advantage. The spell being instant speed lets you hold up mana for other cards, as blue control decks are wont to do. I don’t know if creating the tokens tapped is necessary, but it is a very elegant way to tone down the power level. All the little pieces of this card interplay in a way that appeals to my inner Mel, and make this close to the Platonic ideal of a high-end blue control card.
The first line should be “Return target creature you control to its owner’s hand.”

Arielle, Artisan of Beyond 3WW
Planeswalker - Arielle M
Face down creatures are 1/1 white Birds with flying.
+1: Return up to two target noncreature cards from graveyards to the battlefield face down under your control.
-2: Turn up to one creature you control and up to one creature you don't control face down.
-8: You get an emblem with "Face down creatures you control get +3/+3 and have indestructible." Then manifest the top two cards of your library.
[5]
Using face-down cards is a cool design choice that fits with the art quite nicely. Actually using face-down cards to represent paper creatures lends a nice degree of physical resonance to the gameplay. I like the idea of a planeswalker with a static effect. Would there be other cards that deal with face-down cards in the environment? Since you mention manifest in the ultimate, I assume there would be. So most of the time the face-downs would be 2/2s as normal, except when Arielle is in play, which is a bit odd, but it works.
Her abilities are quite well thought out. Limiting the first ability to noncreature cards is a nice touch, and keeps it in monowhite. The second ability does feel more blue, but I agree that it’s not too out of place in white. The last ability is quite an appropriate ultimate, but the concern is that once she ultimates, she’ll probably no longer be around to grant her paper creations flying. Maybe add flying to the emblem?
The three abilities let her fold paper cranes from three different zones, which captures the feeling of a master of origami very well. Very nice design.

Mazami, the Dreamer - 1WU
Legendary Creature - Human Wizard - R
Flying
When Mazami, the Dreamer enters the battlefield or attacks, create a 0/0 white Bird token with flying.
Creatures you control with base power and toughness 0 get +1/+1.
2/2
This is a similar concept to Gauntlet’s Crane Folder. I think having it create a token on ETB makes it feel better, since it’s guaranteed to get some amount of value from its ability if it untaps. Buffing all 0/0 creatures is rather unique. I don’t think there’s anything that thematically ties most 0/0 creatures together, so it would feel like she’s buffing a random subset of creatures. I’m not too fond of the idea of 0/0 matters because of the lack of flavor resonance, but it does sound like something that some players would enjoy.

Fabled Crane of Untaidake - 5
Legendary Artifact - Bird Vehicle (Rare)
Flying
Crew 3
When Fabled Crane of Unaidake attacks or blocks, create two 1/1 Crane artifact creature tokens with Flying. If Fabled Crane of Unaidake is attacking, these tokens are also attacking.
Those who have reached the top of Untaidake and proven themselves worthy need not walk down again.
4/4
This is very similar to Passive Pete’s card above, and much of what I said about that applies here as well. Crew 3 is more forgiving than crew 4, but still quite difficult to pull off. But it’s a decently workable vehicle design.
As a side note, would there be a place for vehicles in Kamigawa? There’s been some talk about making vehicles a deciduous mechanic, with the argument that some form of vehicle would exist on every plane. I think vehicles existing as cards pushes toward a certain high-tech aesthetic that wouldn’t be appropriate on most planes.

Mistress of Paper 2UWR
Legendary creature - human cleric R
Flying
RWUT: put a number of 0/1 bird construct artifact tokens with flying onto the battlefield equal to the number of creaturs attacking you. Each one must block exactly one of the attackers if able.
3/4
Requiring a mana payment doesn’t really solve the problem that people have pointed out, that this can block an opponent’s creatures indefinitely, since you can always pay the mana every turn. Being a creature and susceptible to removal does help a bit, but it’s still a hard lock that can easily shut a player out of the game.
The red mana cost seems quite out of place here.

3rd place: Dr. Gunsforhands, with Cranerider Enchantress
2nd place: Jormengand, with Wings of Escape
1st place: Passive Pete, with Arielle, Artisan of Beyond

LastCenturion
2017-03-27, 07:35 AM
Eh, I'd rather have another janky 30 cent rare with my name on it than a $150 card banned in all formats. It's true that I could have dropped the mana cost a little bit, but I'm wary of dropping it too much. How would W{W/U}U sound, dropping the Bestow cost to 3WU?

Ionbound
2017-03-27, 08:34 AM
^^^ See above. She's not meant to protect combos, she's meant to work with token decks to protect them from Wraths. I am pretty sure that at 1WW, even, she'd see play in all formats. D&T, BW Tokens...Anything that was weak to WoG suddenly has a huge amount of pretty resilient protection that can't be dealt with outside of exile effects or forced combat.

TurboGhast
2017-03-27, 05:21 PM
:smallannoyed: I forgot the lesson I learned from failing to specify that there are three Skeleton Lords. The flavor behind Origami Healer is making the crane is the source of the healing, since according to my Google search of "paper crane meaning" paper cranes are a symbol healing. That also means I should have made the effect create the token first.

I should type all the thoughts I have about the design of my card in each card's post so this doesn't happen again.

Passive Pete
2017-03-27, 10:50 PM
Congratulations to all, especially to my second and third place comrades, and many thanks to our judge. This round I should be much closer to judgment deadlines.

Inspired by this challenge, I'd like to do another art-based challenge. An artist that I see come up often around the custom Magic is Peter Morhbacher, who has been an artist for many Magic cards, including Animar, Tibalt, Erebos, and Grimgrin. AKA my favorite card art. This fellow is pretty incredible, to say the least.

Challenge: Design a card based around any one of the works from Peter Morhbacher's Angelarium (http://www.vandalhigh.com/angelarium-2/), which I encourage everyone to check out. You can link the art you chose in your post, or just mention one of the example pieces I'm mentioning below.

Example 1 (https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97d12b8ddeb3fba30484/575d9e8cd210b82f783d57d0/1465755193527/matariel.jpg?format=500w)
Example 2 (https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97df2b8ddeb3fba304b8/575d9824b09f95d77ddb26e1/1465754300009/asbeelF.jpg?format=500w)
Example 3 (https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97df2b8ddeb3fba304b8/575d9827c2ea51cd3b59402c/1465754310810/azazelF.jpg?format=500w)

Happy 'brewing

Gauntlet
2017-03-28, 04:51 AM
Hasmed, Angel of Annihilation - {5}{C}{B}

Legendary Creature - Spirit Angel - Mythic Rare

Image (https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97d12b8ddeb3fba30484/575d9e89d210b82f783d57bc/1465755153360/hasmedF.jpg?format=500w)

Flying, Cryptic (Whenever a spell is cast, you may exile this permanent until another spell is cast.)

At the beginning of each upkeep, if an opponent lost 3 or more life last turn, you may pay 3 life. If you do, exile target creature.

Once a champion, now a slave, the greatest of Oteria's angels has sunk to depths of despair unreachable by mere mortals.

7/4

Thinking of a plane where the Eldrazi passed nearby or devoured a linked / connected plane, so it's thoroughly touched by the Blind Eternities but not actually under current threat. Hasmed fought the Eldrazi as one of the plane's protectors when they appeared a few hundred years ago, and lost his sanity as a result.

The image looks like it has a few of the eldrazi-like symbols on it, and Hasmed's 'legs' in particular look reminiscent of their tentacles. His halo being over his eyes is also similar to the angels on Zendikar.

LastCenturion
2017-03-28, 07:04 AM
The Gate of Sahaqiel
https://static1.squarespace.com/static/54243095e4b07ee637a9f812/t/5783f9d75016e1bef41afa03/1468266969153/?format=500wlink (http://www.angelarium.net/the-gate-of-sahaqiel/)Land - Gate - R
T: Add C to your mana pool.
T: Add three mana in any combination of colors to your mana pool. Use this mana only to cast Legendary Angel spells.

Ionbound
2017-03-28, 08:24 AM
Raziel, Archangel of Secrets-3WUB

Legendary Creature-Angel-MR

Morph-2WUB

Flying, Vigilance

Once per turn, you may pay the Morph cost of any facedown creature you control to turn target creature you control face up.

2/2

mystic1110
2017-03-28, 11:09 AM
Sword in the Back (https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97df2b8ddeb3fba304b8/575d98202eeb81ff5b683083/1465754274508/Af.jpg?format=750w) RB
Enchantment - Aura R
Enchant Teammate
When Sword in the Back enters the battlefield, it deals 5 damage to enchanted player.
At the beginning of enchanted player's upkeep Sword in the Back deals 1 damage to them and each of their teammates draws one card.
"Betrayal is the only truth that sticks." - Arthur Miller

TurboGhast
2017-03-28, 08:29 PM
Absovlis, Oceanic Protector 2WWUU
Art: Example 1
Legendary Creature - Angel R
Flying, Absorb 2 (If a source would deal damage to Absovlis, prevent 2 of that damage.)
T: Put target tapped creature into its owners library just beneath the top X cards of that library, where X is its power.
2/6

Wording references: Unexpectedly Absent (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=413575), Royal Assassin (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=236464), Berserk (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=416932), Lymph Sliver (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=126165)
Balancing Reference: Visara the Dreadful (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=413656). Steeper cost meant to make Black still stronger at pure removal, also return to deck has a lot of upsides over straight destroy.

Beelzebub1111
2017-03-28, 09:41 PM
Zaphon, the Seeker 2GBW
Image (https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97df2b8ddeb3fba304b8/575d983f01dbae869aad6bb3/1465751620116/zaqielF.jpg)
Legendary Creature - Angel Horror MR
Deathtouch, Reach
When Zaphon enters the battlefield name a creature type, then reveal cards from the top of your library until you reveal a card wit that type. Put a number of 1/1 green spider tokens with reach onto the battlefield equal to the number of revealed cards, then put one card with that type into your hand and shuffle the rest of the revealed cards into your library.
1/5

This is probably not the final draft, but I'd like to get one down just in case.

Djinn_in_Tonic
2017-03-28, 10:37 PM
Virulent Scourge - 1BB
--Source Image-- (https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97df2b8ddeb3fba304b8/575d9824b09f95d77ddb26e1/1465754300009/asbeelF.jpg?format=500w)
Enchantment (Rare)
At the beginning of your upkeep, but a -1/-1 counter on each creature with a -1/-1 counter on it. Then put a -1/-1 counter on target creature without a -1/-1 counter on it.
At the end of your turn, if there are no creatures in play, sacrifice Virulent Scourge.
The last, withered survivor of the plague-ravaged city looks mournfully at the ruins as the storm rises around her. Soon the desert with claim them both.

LaZodiac
2017-03-29, 01:38 AM
Priestess of Emrakul (https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97df2b8ddeb3fba304b8/575d983f01dbae869aad6bb3/1465751620116/zaqielF.jpg?format=500w) 2W
Creature - Human Horror (U)
When ~ enters the battlefield, gain 5 life.
When you sacrifice ~ while casting a spell with Emerge, gain 5 life.
3/2

Blue Ghost
2017-03-30, 12:42 AM
I always thought Peter Mohrbacher's art would be perfect for reprints of the Shadowmoor deities.


http://i1283.photobucket.com/albums/a560/BlueGhostITP/Reprints/Overbeing%20of%20Myth_zps8fspfs9m.png
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Reprints/Deus%20of%20Calamity_zpsqfpztian.png
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Reprints/Demigod%20of%20Revenge_zpsyv8erjig.png
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Reprints/Oversoul%20of%20Dusk_zpscalt6ulw.png
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Reprints/Nobilis%20of%20War_zpsmapmwyny.png
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Reprints/Dominus%20of%20Fealty_zpss8g7ud4o.png
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Reprints/Deity%20of%20Scars_zpsrnepyagl.png
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Reprints/Godhead%20of%20Awe_zpsw608yqs0.png
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Reprints/Ghastlord%20of%20Fugue_zpsgslo3fgw.png
http://i1283.photobucket.com/albums/a560/BlueGhostITP/Reprints/Divinity%20of%20Pride_zpsq7mkzayh.png

Actual entry to come.

Sgt. Cookie
2017-04-02, 05:34 PM
Sanguinara, The Justice of Blood (https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97df2b8ddeb3fba304b8/575d9821b09f95d77ddb26bd/1465754292278/armarosf.jpg?format=750w) 2RB
Legendary Creature - Angel Horror
Whenever a creature you control dies, choose one:

Sanguinara deals 2 damage to target creature or player
Exile target creature card in a graveyard. Until end of turn you may cast that card, spending Red or Black mana as if it were mana of any colour to do so.
Destroy target creature with toughness 3 or less.
Target creature loses indestructible until end of turn.

Sacrifice a creature: Sanguinara gains indestructible until end of turn.
3/3


As for that last ability, I'm following WotC's lead with the "conceptual" replacement of Regenerate.

Jormengand
2017-04-02, 07:26 PM
Ruination of Cities (https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97df2b8ddeb3fba304b8/575d983b01dbae869aad6ba1/1465754432455/suphlatus3L.jpg?format=500w) 3RRR
Sorcery - R
Destroy two target lands.
As the towers fell, they were already barely visible through the dust of the smaller buildings which had shattered already.

Dr.Gunsforhands
2017-04-03, 12:12 AM
https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97ed3c44d80831980e0b/575d9f7859827eafbf1bc1bf/1465754775775/yesodF.jpg?format=750w
Sorcery - C
Shuffle your graveyard into your library, then draw two cards.
Through self-reflection, you can find new knowledge in old experiences.

Blue Ghost
2017-04-03, 03:17 PM
Moonsilver Vestige 3WW
Creature - Angel Horror (R)
Flying, vigilance
If another creature would die, instead exile it and put a +1/+1 counter on Moonsilver Vestige.
W, Remove two +1/+1 counters from Moonsilver Vestige: Create a 3/2 colorless Eldrazi Horror creature token.
The remnants of Avacyn's flight carry on her great work.
3/2

http://i1283.photobucket.com/albums/a560/BlueGhostITP/White/Moonsilver%20Vestige_zpsepunubhs.png

Mister Tom
2017-04-03, 03:40 PM
Awesome!

Armaros, Angel of Undoing (http://www.vandalhigh.com/angelarium-2/#/watchers-1/) 2WRR

Creature, Angel Horror (R)

T,R: destroy target artifact or enchantment.

Permanence is the illusion of every Age.
5/4

mythmonster2
2017-04-03, 04:30 PM
Da'at, the Empty One (https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97ed3c44d80831980e0b/575d9f694d088eb0ab81553d/1465754664806/daatF.jpg?format=1000w)- 10
Legendary Enchantment Creature- God (MR)
Defender, Flying, Indestructible
No more than one creature can attack per turn.
It is the gate and the wall of heaven.
10/10

Passive Pete
2017-04-04, 06:19 PM
The hooves of judgment thunder out of sight, the volume thickening with each passing moment...


Hasmed, Angel of Annihilation - {5}{C}{B}

Legendary Creature - Spirit Angel - Mythic Rare

Image (https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97d12b8ddeb3fba30484/575d9e89d210b82f783d57bc/1465755153360/hasmedF.jpg?format=500w)

Flying, Cryptic (Whenever a spell is cast, you may exile this permanent until another spell is cast.)

At the beginning of each upkeep, if an opponent lost 3 or more life last turn, you may pay 3 life. If you do, exile target creature.

Once a champion, now a slave, the greatest of Oteria's angels has sunk to depths of despair unreachable by mere mortals.

7/4



A cool one to start us off. I don't think you're the only one getting Eldrazi vibes from this artist, I myself have, and in general I think it's a good direction to go flavor-wise, especially with all the greys in the actual pictures. I might go as far to guess that there was some exchange of inspiration between Peter Morhbacher and Eldrazi as a concept, since he has been a Magic artist. Despite these connections, and the little setting background you provided, it still seems like a stretch to me to make this card (and other cards in its set, hypothetically) Eldrazi-"touched" or inspired, when you be cleaner by making it a full-out Eldrazi Angel. That's a pretty insignificant nitpick though.

Design: I'm not completely closed-off to the concept of hybird colorless/a color, but it looks pretty ugly to me. Colorless in theme and mechanics is supposed to be the absence of all other colors, in addition to some other smaller problems. Even with the awkwardness, I like the second ability (pay life to exile a creature) very much, partly because it feels as black/colorless as can be to me. It also doesn't look unbalanced. Very good job on that. Cryptic, your custom mechanic, is a cool concept, if a little boring. On this card it boils down to "dodges 90% of removal but may face minor inconvenient side-effects on return." If it was put on cards with abilities where you may want to intentionally exile it or leave it in exile, playing with enter/leaves the battlefield abilities, I think that could be fun, if repetitive.

Final analysis says that the body and balance boil down to a cool powerhouse, with well-placed otherworldly vibes, who may be a little janky in their colors and may be slightly simple for a mythic.


The Gate of Sahaqiel
https://static1.squarespace.com/static/54243095e4b07ee637a9f812/t/5783f9d75016e1bef41afa03/1468266969153/?format=500wlink (http://www.angelarium.net/the-gate-of-sahaqiel/)Land - Gate - R
T: Add C to your mana pool.
T: Add three mana in any combination of colors to your mana pool. Use this mana only to cast Legendary Angel spells.

Every challenge seems to have that one land. That makes it sound like I dislike land designs, but I don't. I'm just weary because lands are usually hard to balance, and hard to make cool/flashy without becoming very niche or overpowered. I think this land is cool, and I love your use of the art, but I'm afraid it falls into that same design trap. To most, this land sucks majorly and is a huge disappointment, in it being a legendary rare that taps for C in most decks. In the situation where it's actually supposed to shine, I don't think it's ridiculously overpowered since it's so niche, but 3 rainbow mana from a enters-untapped land is not a design I like. Looking at the art makes me think maybe:

T: Add one mana of any color to your mana pool. Use this mana only to cast creature spells with flying.

Or maybe something makes legendary angels uncounterable? There are a few options. Also, this land shouldn't be a gate in my opinion, because although it technically is, Gates have a very specific identity in Magic and I see this as different.


Raziel, Archangel of Secrets-3WUB

Legendary Creature-Angel-MR

Morph-2WUB

Flying, Vigilance

Once per turn, you may pay the Morph cost of any facedown creature you control to turn target creature you control face up.

2/2

So this is weird. I like that you really stuck true to the art, in your use of morph, representing the secrets this guy is the archangel of. That's cool.

Mechanics: If I'm making sense of the last ability correctly, it allows you to once per turn, flip a creature using the lowest morph cost among your face down guys. The wording could use cleaning up, and probably the concept too. Now maybe I am misinterpreting it, but if I did get it right then it doesn't work, because you can't reveal the cost of one face-down creature, to pay for another, then keep the first creature face-down. However, I do like the idea of a secret-based angel that plays with morph. As you might have seen in the past, I love face-down designs.

The body on this is very weak. In three colors at mythic this could be 6/6, and that would still be sort of sad without more keywords/abilities.


Sword in the Back (https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97df2b8ddeb3fba304b8/575d98202eeb81ff5b683083/1465754274508/Af.jpg?format=750w) RB
Enchantment - Aura R
Enchant Teammate
When Sword in the Back enters the battlefield, it deals 5 damage to enchanted player.
At the beginning of enchanted player's upkeep Sword in the Back deals 1 damage to them and each of their teammates draws one card.
"Betrayal is the only truth that sticks." - Arthur Miller

One of the smartest uses of art here. 9/10.

You have me very conflicted on this, because of personal bias. I play limited when a new set comes out, and my pals and I have decks that we can play competitively, but for the most part my playgroup is very laid back and casual, and 99% of what we do is huge multiplayer clusterfudges. About half the time it's 5 player free-for-alls (the 5-star game mode, if you're familiar) and the other half is 2v2 Two Headed Giant games. In my opinion, this is the best way Magic can be played. For this reason I want to love any card dspecifically for multiplayer. There is SO much uncharted design space, comparable to the amount of ocean floor unexplored by humans. I give you many points just for making this card, and to be honest, there are certain games where this could play out to be very fun. It's so cool that this interacts with the teammate aspect of a game. Truly awesome.

As close to perfect as this is, I can also judge this as someone who has explored virtually every variant of multiplayer Magic, and what scares me is how reliant on the specific game this is. Many technical game rules will have nearly identical definitions of the word "teammate," but this card will be unplayable in one and neat in the other. This can't be played at all, for example, in two-headed giant, but it would be an absolute bomb in my 5-star games. Magic is very wishy-washy with teammate interaction right now. Some things are governed all by house rules, some by specific tournament rules that can't apply to all games. This would have to be printed in a multiplayer-oriented set (hey, I can dream) where this could all be figured out. Gameplay-wise, I also see this being janky. This could never be run in 99% of decks simply because of gamemodes and rulings, but I know people in my meta that would design an entire deck around 5+ damage and an extra card every turn for 2 mana. There's way too much value there, not to mention the multiplayer ridiculousness Rakdos already has.

All in all, there is so much to say about this card, and a lot of it is praise, but I don't think there is enough spine in the game to back this guy up yet.


Absovlis, Oceanic Protector 2WWUU
Art: Example 1
Legendary Creature - Angel R
Flying, Absorb 2 (If a source would deal damage to Absovlis, prevent 2 of that damage.)
T: Put target tapped creature into its owners library just beneath the top X cards of that library, where X is its power.
2/6

Wording references: Unexpectedly Absent (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=413575), Royal Assassin (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=236464), Berserk (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=416932), Lymph Sliver (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=126165)
Balancing Reference: Visara the Dreadful (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=413656). Steeper cost meant to make Black still stronger at pure removal, also return to deck has a lot of upsides over straight destroy.

First things first, I can't say I approve of the using of absorb. It's just too outdated. I know there are corner cases, like multiple damage sources or amount-of-damage effects (like lifelink) where absorb can make a huge difference, but I believe that mechanics should be implemented in ways that create major cases, not preventing/creating a plethora of annoyingly specific and unique corner cases. Give this fellow a bigger body to compensate and we good.

Otherwise, I like this, the art is well used, the second ability is neat, with absorb compensation the body would be solid. My main complaint, I guess, would be that this is too simple. It is a two-color legend after all. Maybe include some means of tapping creatures, to enable the second ability.


Zaphon, the Seeker 2GBW
Image (https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97df2b8ddeb3fba304b8/575d983f01dbae869aad6bb3/1465751620116/zaqielF.jpg)
Legendary Creature - Angel Horror MR
Deathtouch, Reach
When Zaphon enters the battlefield name a creature type, then reveal cards from the top of your library until you reveal a card wit that type. Put a number of 1/1 green spider tokens with reach onto the battlefield equal to the number of revealed cards, then put one card with that type into your hand and shuffle the rest of the revealed cards into your library.
1/5

This is probably not the final draft, but I'd like to get one down just in case.

I'm not 100% feeling the art, especially with the lack of easiness between the Magic colors and the pigments of the picture, but that's not the biggest deal.

The mana cost to body to balance ratio is pretty ok I think, but the second ability needs a lot of work. Currently it generates too spiders if used correctly, and sadly, using it correctly means playing 1-2 of a certain card type then using this to tutor and get a buttload of spiders. Usually these effects want you to encourage playing a lot of the type. Maybe reveal the top 5-6, get a spider for each of the type revealed, then put one into your hand?

Angels without flying are kind of a flop. Even when they're horror-ible.


Virulent Scourge - 1BB
--Source Image-- (https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97df2b8ddeb3fba304b8/575d9824b09f95d77ddb26e1/1465754300009/asbeelF.jpg?format=500w)
Enchantment (Rare)
At the beginning of your upkeep, but a -1/-1 counter on each creature with a -1/-1 counter on it. Then put a -1/-1 counter on target creature without a -1/-1 counter on it.
At the end of your turn, if there are no creatures in play, sacrifice Virulent Scourge.
The last, withered survivor of the plague-ravaged city looks mournfully at the ruins as the storm rises around her. Soon the desert with claim them both.

Good, clean, spicy design. It's control without being too oppressive, opens up possibilities with counter synergy, and somehow it feels a little throwback to me? The plague vibe is channeled greatly. I do fear that sometimes this could get out of hand for aggro decks in a long game, but aggro isn't supposed to be strong late anyway. I know it might not work as well with the art, but in theory if this effect was on a dude, a demon or something, and the last line was "if there are no OTHER creatures in play" maybe this would be better, and easier to handle. I don't know what else to say. I like the design a lot.


Priestess of Emrakul (https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97df2b8ddeb3fba304b8/575d983f01dbae869aad6bb3/1465751620116/zaqielF.jpg?format=500w) 2W
Creature - Human Horror (U)
When ~ enters the battlefield, gain 5 life.
When you sacrifice ~ while casting a spell with Emerge, gain 5 life.
3/2

Another big success with Eldrazi themes. The art here is spot on. The design is almost spot on too, but this is sort of (not starkly) out of color. White doesn't have a single emerge creature yet, and I'd bet money it never will. Though it does have a history of sacrificing creatures for the "greater good," green definitely holds the right to this design, and maybe even black if you changed the lifegain to lifedrain. So I would cost this at 2G, and maybe (I'm not sure) reduce the lifegain to 3 each, only because in limited 10 life from one card is backbreaking when it can be drafted at uncommon level, even if there are hoops to jump through. Overall though, I give two thumbs up to your skills in thematic crafting and uncommon mechanic crafting. Cool.


Sanguinara, The Justice of Blood (https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97df2b8ddeb3fba304b8/575d9821b09f95d77ddb26bd/1465754292278/armarosf.jpg?format=750w) 2RB
Legendary Creature - Angel Horror
Whenever a creature you control dies, choose one:

Sanguinara deals 2 damage to target creature or player
Exile target creature card in a graveyard. Until end of turn you may cast that card, spending Red or Black mana as if it were mana of any colour to do so.
Destroy target creature with toughness 3 or less.
Target creature loses indestructible until end of turn.

Sacrifice a creature: Sanguinara gains indestructible until end of turn.
3/3


As for that last ability, I'm following WotC's lead with the "conceptual" replacement of Regenerate.

I said in an earlier review, and still here, in my opinion every angel without flying, horrors included, are a thematic fail. "Wings" is the first thing that comes to my mind when I think of angel characteristics. I don't think there's a single angel in Magic without flying, however if you do find one, feel free to call me out.

Otherwise, I love the plans you have going on here. Minor model effects that can come up often seem fun to play with, especially when they can be played into/around to a degree. Sacrificing a creature to keep the legend alive feels very satisfying thematically, and I agree is a healthy regenerate alternative, although mostly limited to black. These are all good ideas, and I'm eager to clean this guy up.

I'd start with the number of options. Four possible things is a lot for an opponent, and Sanguinara's controller, to keep track of, especially when they can trigger 2-3 times a turn. The last choice is the obvious one to cut, as it's far too niche and just takes up text room 99% of the time. Second, the first and third choice should be slightly reworked around each other. As is, the damage-to-creature option and straight removal option are definitely not identical, but are still far too similar to stay on one card. My proposal is to change the first one to "damage to target player" and the third one to -3/-3, or probably safer, -2/-2 until end of turn. The second ability is a great gem of this card, although I'd cut the limitation on black and red mana. "You may spend mana as though it were mana of any color to do so."

Overall, very very spicy stuff. Can't wait to try this fellow in token EDH.


Ruination of Cities (https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97df2b8ddeb3fba304b8/575d983b01dbae869aad6ba1/1465754432455/suphlatus3L.jpg?format=500w) 3RRR
Sorcery - R
Destroy two target lands.
As the towers fell, they were already barely visible through the dust of the smaller buildings which had shattered already.

It's simple and functional enough I guess. The art is very well paired with those red "HULK SMASH" land or artifact destruction cards, so nice on that. I'm not sure what to say about balance, because land destruction is really only playable when it's cheap, so you can lock down an opponent early. That's what makes the overall mechanic to damn unhealthy in my opinion, and also what makes this card fall short in power, especially as a rare. By the time a red deck (usually low curve) has six mana, this isn't exactly going to be earth-shattering, if you will. I don't want to push this, since it's land removal, but I also hate seeing an unplayable rare. Proposal:

Ruination of Cities 3RRR or 2RRR
Sorcery/Instant/I dunno - R
Choose one, two, or all:
-Whenever a permanent card is put into an opponents graveyard from the battlefield this turn, ~ deals 2 damage to that player.
-Destroy target land.
-Destroy target artifact.

Versatile, can be a blow-out, not unhealthy (I don't think) and is still a ~weird rare~.


https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97ed3c44d80831980e0b/575d9f7859827eafbf1bc1bf/1465754775775/yesodF.jpg?format=750w
Sorcery - C
Shuffle your graveyard into your library, then draw two cards.
Through self-reflection, you can find new knowledge in old experiences.

1,000 points for you use of art here. Creating a noncreature spell is difficult when provided only images of characters, and it takes a real eye for vibes and knowledge of Magic to tell what characters are interesting enough to be on noncreature spells. I can 100% see a card like this, with art like this, being printed.

Balance/design-wise, this does its job, and that's cool at common. Honestly, I hate judging card draw spells because there are so many rules as to what is "broken" based on instant/sorcery speed, if it scries or discards to puts cards onto library, or even the amount of U in the mana cost. I don't see these bread-and-butter card draw spells being broken, but maybe that's only because the rules stay followed. Anyway, here you have a good amount of utility for common, and the standard amount of draw. It makes me think "why haven't we seen this before," which is always a great sign for common design. Simple, but elegantly and professional executed.

P.S. There are definitely those who would call this out for having graveyard reclaim outside of green and black, but honestly, it seems harmless enough to me that I don't give a Pack Rat's arse.


Moonsilver Vestige 3WW
Creature - Angel Horror (R)
Flying, vigilance
If another creature would die, instead exile it and put a +1/+1 counter on Moonsilver Vestige.
W, Remove two +1/+1 counters from Moonsilver Vestige: Create a 3/2 colorless Eldrazi Horror creature token.
The remnants of Avacyn's flight carry on her great work.
3/2

http://i1283.photobucket.com/albums/a560/BlueGhostITP/White/Moonsilver%20Vestige_zpsepunubhs.png

Good use of art. The Eldrazi vibe is captured well. It's not legendary, so I'm okay with it itself not being an Eldrazi.

The exile effect is well juxtaposed between white's hate and the few effects that belong to colorless, so that's well done. I think the second ability is good in theory, and it captures the feeling of spreading the void or whatever in a cool way, but to me that's where the card feels half-baked. If I ever played this (which would be fun) I would always pick to keep 2 counters on a guy with extreme keyword value in vigilance and flying over getting a vanilla 3/2. I'd get the value off a big flyer, then when this is targeted with removal, which I hope happens for the opponent's sake, I'll just hope I have some white mana open to get some value in tokens off before the dude dies.

This is optional, but maybe also change the first ability to "nontoken" or "non-Eldrazi" because for some reasons the 3/2s feeding into more 3/2s is unappealing to me. All in all though, lovely concept and although I did not mention it yet, lovely balance.


Awesome!

Armaros, Angel of Undoing (http://www.vandalhigh.com/angelarium-2/#/watchers-1/) 2WRR

Creature, Angel Horror (R)

T,R: destroy target artifact or enchantment.

Permanence is the illusion of every Age.
5/4

Cool art. Cool creature types.

I've been over this in detail, but again, I like all angels to have flying. Especially on this card I feel like the word "flying" might have even been forgotten, it would give this fellow a good buff in power.

The ability is fine, I guess. I can see artifact/enchantment removal every turn being very oppressive for some decks, though, (like my janky multiplayer Sphere of Safety/Gossamer Chains/Sigil of the Empty Throne control deck/abomination. I'd redesign the ability to be more interactive, like "whenever ~ and at least two other creatures attack, you may destroy target artifact or enchantment." Or "whenever two or more creatures you control deal combat damage to a player," or "whenever two or more creatures you control become blocked," or something. This is not spicy enough to be legendary or a rare.

"Permanents are the illusion of every Age."


Da'at, the Empty One (https://static1.squarespace.com/static/52b99140e4b02ffea75851ab/575d97ed3c44d80831980e0b/575d9f694d088eb0ab81553d/1465754664806/daatF.jpg?format=1000w)- 10
Legendary Enchantment Creature- God (MR)
Defender, Flying, Indestructible
No more than one creature can attack per turn.
It is the gate and the wall of heaven.
10/10

I don't like this as an enchantment creature. Doesn't make sense. I guess it could if you gave it context, but this would be better a nonenchantment Eldrazi anyway, since it has a gamechanging/breaking rule on it, and is huge and colorless. This could then be printed as the next Ulamog or something, if you also cut the defender (which needs to be done), to make this a playable finisher, and probably lose the indestructible for a more fun and interactive form of removal dodging. Every new Eldrazi legend has one, whether it's in counterpells, protection from instants, etc. Very clean concept.

Sgt. Cookie with Sanguinara, the Justice of Blood! Very fun to build around, very versatile, and has ways to stick on board all without being overpowered. Satisfying thematically. Needed some refining.

mystic1110 with Sword in the Back! This place is awarded for pushing so many boundaries in design and stealing my interest in doing so. I had and still have a lot to say about this card. Unfortunately, it doesn't really have a place in the real-life Magic meta, but the thought will always be appreciated by me.


Djinn_in_Tonin with Virulent Scourge!!! Easy to gronk, fun to build with, maybe hard to play against sometimes? I don't know, but I like -1/-1 counter designs; we don't have enough (although we're getting more every day now, literally.) The art is perfect in an eerie way. I like my rares simple but spicy, and this checks both boxes. Happy judging to you.

TurboGhast
2017-04-06, 12:01 AM
I was unsatisfied with Absovlis, but was too late to actually make a new design get in the contest.

Honestly I just used absorb to make the numbers on the card look more connected. Lots of 2s and 6s on the card, Absorb adds a 2 in its text and lets toughness go to 6 rather than up to 8 or 9.

Was going to change to the card in the spoiler, but was too late.
Walker of Ruin 4W
Art: Example 2
Creature - Angel R
Flash
Flying
Walker of Ruin costs 1 less to cast for each creature you control that's died this turn.
When Walker of Ruin enters the battlefield, target creature you control gets indestructible until end of turn.
"I can't revive the dead, but I can prevent more from joining their ranks."
2/4

Wording References: Deathless Angel (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193629), Other Cost Reduction Effects (http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[costs]+[less]+[to]+[cast]) Dripping-Tongue Zubera (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=80511)

LastCenturion
2017-04-06, 08:12 AM
... That one legendary rare? My entry wasn't legendary...

You have good points, though; in retrospect I should have done "T: Add 2 mana of any color to your mana pool. Spend this mana only to cast Angel spells. If a spell cost with this mana is Legendary, that spell can't be countered."

mystic1110
2017-04-06, 08:45 AM
Ha, glad you had so much to say about my card :smallbiggrin:. I agree - "teammate" is hard to define in casual magic games.

Ionbound
2017-04-06, 08:45 AM
Yeah come to think of it I'm not actually sure how revealing the morph cost of a creature you're not flipping would work. And I was worried about making his body too strong because the effect felt very, very powerful.

Beelzebub1111
2017-04-06, 10:03 AM
Ha, glad you had so much to say about my card :smallbiggrin:. I agree - "teammate" is hard to define in casual magic games.

Other Non-opponent players?

Djinn_in_Tonic
2017-04-06, 03:02 PM
Oh wow. Thanks! I'm glad the design appealed to you so much. :smallbiggrin:

I'm also glad to see that you quite liked my two personal favorites -- Dr. Gunsforhands and mystic1110 did incredible and unexpected designs around the artwork they selected. Not that there weren't a lot of fantastic entries, but those two captured my interest specifically. :smallsmile:

That said, we need a new challenge!

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

Let's keep the art theme going, but open it a little further.

Pick (and link) ANY single-color, non-artifact card printed in Magic history. Design me a new card that matches that art...but in a different color than the original.

Beelzebub1111
2017-04-06, 04:25 PM
Bloodrock Princess (http://magiccards.info/scans/en/ai/153.jpg) 1RR
Creature - Cyclops Warrior U
2: Prevent the next damage that would be dealt to and by Bloodrock Princess this turn, any player may play this ability
"Happy wife, keep your life"
5/5


Didn't really have an idea for this one, I just went with one of my favorite images and went from there. Will probably change

Djinn_in_Tonic
2017-04-06, 04:28 PM
Didn't really have an idea for this one, I just went with one of my favorite images and went from there.

That's honestly sort of how I expect people to approach it, frankly. Just browsing until they find an image that speaks to them. :smalltongue:

LastCenturion
2017-04-06, 05:28 PM
I have a really good idea, but it'll be better if I wait and flesh it out a little before posting it. I'm also not sure how the rules work, though, so let me ask for clarification: If I have a creature with "~ can't attack" and an effect causes it to become attacking, does it attack? I can't tell from the Comp Rules, but I'm probably missing something. For example, if I use Alesha, Who Smiles at Death to bring back a Wall of Omens (assume I have a Glorious Anthem, so that there's a point to this), does the wall do combat damage?

Alesha, Who Smiles at Death - 2R
Legendary Creature - Human Warrior - R
First strike
Whenever Alesha, Who Smiles at Death attacks, you may pay {W/B}{W/B}. If you do, return target creature card with power 2 or less from your graveyard to the battlefield tapped and attacking.
3/2Wall of Omens - 1W
Creature - Wall - U
Defender
When Wall of Omens enters the battlefield, draw a card.
0/4Glorious Anthem - 1WW
Enchantment - R
Creatures you control get +1/+1

Djinn_in_Tonic
2017-04-06, 05:45 PM
For example, if I use Alesha, Who Smiles at Death to bring back a Wall of Omens (assume I have a Glorious Anthem, so that there's a point to this), does the wall do combat damage?

I believe it does, yes. To "attack" in Magic means something different from "to be attacking". So I believe the Wall ends up in combat as an attacking creature because Alesha's text puts it in a state it's allowed to be in, but can't normally achieve.

Jormengand
2017-04-06, 06:17 PM
I believe it does, yes. To "attack" in Magic means something different from "to be attacking". So I believe the Wall ends up in combat as an attacking because Alesha's text puts it in a state it's allowed to be in, but can't normally achieve.

This is correct. Illegal attackers are only checked once, during step 508.1c, while Alesha's ability only triggers during step 508.1k, meaning that rule 720 doesn't apply. Also, rule 508.3b states: "A creature that’s put onto the battlefield attacking isn’t affected by requirements or restrictions that apply to the declaration of attackers."

That was extremely nerdy, even for me.

An Enemy Spy
2017-04-06, 10:07 PM
Unwitting Patsy - 2R
Creature - Goblin - U
When creature you control would be removed from the battlefield, you may sacrifice Unwitting Patsy instead.
"Just hold your ground here, and we'll be right behind you!"
1/1

http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=242500
I imagine this guy showing up and not realizing the grave is for him.

Djinn_in_Tonic
2017-04-06, 10:42 PM
Unwitting Patsy - 2B
Creature - Human Serf - U
When creature you control would be removed from the battlefield, you may sacrifice Unwitting Patsy instead.
1/1

Please remember to link the card you're taking art inspiration from! :smallsmile:

Dr.Gunsforhands
2017-04-06, 11:20 PM
So, to review, you need to find a single-color card, and the card you make has to be in a different single color.

Meaning I can't just make this:

http://www.artofmtg.com/wp-content/uploads/2014/04/Blood-Moon-Art.jpg
Sorcery - R
Destroy all creatures
Artist: Franz Vohwinkel (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370419)

Djinn_in_Tonic
2017-04-06, 11:24 PM
So, to review, you need to find a single-color card, and the card you make has to be in a different single color.

Correct. So your example there would not qualify.

An Enemy Spy
2017-04-06, 11:25 PM
Okay, changed the color to red. I think the flavor still works with red, especially if you make him a comedic goblin card.

BasketOfPuppies
2017-04-06, 11:51 PM
So, to review, you need to find a single-color card, and the card you make has to be in a different single color.

Meaning I can't just make this:

http://www.artofmtg.com/wp-content/uploads/2014/04/Blood-Moon-Art.jpg
Sorcery - R
Destroy all creatures
Artist: Franz Vohwinkel (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370419)

You can burninate the peasants, but can you burninate the countryside?

Misothene
2017-04-07, 02:49 AM
Soul Globe 3
Artifact- U
T: Exile target creature card from a graveyard.
4B, Sacrifice Soul Globe: Choose a creature card exiled by Soul Globe and put it onto the battlefield under your control. That creature is a black Spirit in addition to its other colors and types.

Art from Shadows over Innistrad's Vessel of Ephemera

Beelzebub1111
2017-04-07, 06:33 AM
I know that I have my entry, but I kind of want to do a few more for fun. Is anyone else planning on doing any Foglio cards for their art? I don't want to step on anyone's toes

Jormengand
2017-04-07, 02:11 PM
Petal Guardian (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5755) 3G
Creature - Elf Shaman U
Flash
When Petal Guardian enters the battlefield, prevent all combat damage that would be dealt this turn.
When Petal Guardian dies, Bloom (Get a blossom counter, then create a 0/0 green plant creature token which enters the battlefield with a +1/+1 counter on it for each blossom counter you have.)
1/2

I also considered using Blast from the Past (W - Archon of storms?) and Enter the Dungeon (R - Duel to the Death?) but couldn't really think how to turn them into real cards.

Ionbound
2017-04-07, 02:34 PM
Skeletal Journey (http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=728&type=card)-1BBB

Sorcery-R

Return target creature from a graveyard to the battlefield under your control.

End the turn.

It might be a cold, dark journey either way...But it's a hell of a lot harder to make it back than it is to leave.

TurboGhast
2017-04-07, 02:46 PM
Swamp Strangler 4B
Art: Brackwater Elemental's art (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=180147)
Creature - Horror U
Menace
T: Put two -1/-1 counters on target tapped creature.
4/3

Wording assistance: Royal Assassin (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=236464) (again), Virulent Wound (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=213777).
Balancing assistance: Searching Gatherer for cards with a CMC of 5, 4 power & 3 toughness. (http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&cmc=+=[5]&power=+=[4]&tough=+=[3])

Only being able to hit tapped creatures represents the swamp strangler needing to attack creatures while they're distracted.
The menace assists the stat reduction ability by making it harder for your opponent to throw weakened creatures at this one to chump block.

Dr.Gunsforhands
2017-04-07, 04:12 PM
You can burninate the peasants, but can you burninate the countryside?

Not under modern design philosophy, unfortunately. That said, Blood Moon itself is pretty good for locking down those pesky thatched-roof cottages.

Dr.Gunsforhands
2017-04-08, 11:17 PM
Okay, I think I have one:


http://4.bp.blogspot.com/_OUKQcuJg7Ek/TA_njW2dSeI/AAAAAAAAArY/zKN4NiQJkWg/s1600/tom%C3%A1s10.jpg (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=88962)
Creature - Human Shaman C
Flying, Prowess
2/2

CantigThimble
2017-04-09, 10:51 AM
Skeletal Journey (http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=728&type=card)-1BBB

Sorcery-R

Return target creature from a graveyard to the battlefield under your control.

End the turn.

It might be a cold, dark journey either way...But it's a hell of a lot harder to make it back than it is to leave.

Huh, could you use this to bring back Phage because ending the turn stops the lose the game trigger?

Gauntlet
2017-04-10, 06:09 AM
Koth's Defiance - 1RR
Instant - Rare
https://cdna.artstation.com/p/assets/images/images/004/923/428/large/svetlin-velinov-phyrexian-arena.jpg?1487234420

Desperation - As an additional cost to cast this spell, sacrifice a permanent.

Koth's Defiance deals 3 damage to each attacking creature.

If you sacrificed a Mountain to pay this card's Desperation cost, Koth's Defiance deals 4 damage to each opponent.

A spark of resistance against a tide of corruption.

Original Card (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=416901)
-------

Thinking of a set which is a return to New Phyrexia, with the Mirran resistance holding out in a few places against the Phyrexians, who control the plane and are looking to harness its resources to expand to other worlds. As the resistance's numbers are whittled down, the Desperation mechanic represents the survivors sacrificing their equipment and resources to stay alive. Desperation cards would have a benefit depending on what was sacrificed - so a shrapnel grenade might do more damage if an artifact was sacrificed. Some of them could be artifacts representing equipment salvaged from broken parts, or recovered golems and war machines patched into functionality with spare components. Desperation lets you get powerful effects but taxes your resources, so you never actually expand much / reach the power of the late game in favour of temporary benefits now because you need to, otherwise you're going to die. Primarily in red, white and black, since blue and green are heavily phyrexianized and also generally lean more towards long-term plans and growth rather than sacrificing their stuff for temporary gains.

Blue Ghost
2017-04-10, 08:02 PM
Original: Endless Ranks of the Dead (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=234430)

Hallowed Sanctuary 1WW
Enchantment (U)
If you did not attack with any creatures during your last turn, creatures can’t attack you or a planeswalker you control unless their controller pays {3} for each of those creatures.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/White/Hallowed%20Sanctuary_zpsfuphsttz.png

mystic1110
2017-04-11, 09:11 AM
Hippodrome Guard (http://magiccards.info/query?q=shrink&v=card&s=cname) 2WW
Creature — Human Warrior [C]
Shrink W (W, Exile this card from your hand: Create a token that's a copy of it, except it's 1/1 and has no mana cost. Shrink only as a sorcery.)
Hippodrome Guard can block an additional creature each combat.
"Guarding the Coliseum at its Gates is nothing compared to guarding the Coliseum at the feet of its anthills"
3/5

Ionbound
2017-04-12, 04:25 PM
Huh, could you use this to bring back Phage because ending the turn stops the lose the game trigger?

...You could actually. I did not realize that.

mystic1110
2017-04-12, 11:24 PM
...You could actually. I did not realize that.

I wouldn't worry about it - that's actually a cool interaction.

Personally, I think you can make the card cheaper. The cards I would compare this to is Necromantic Summons and Rise from the Grave. Those show that this effect costs around 4B and can maybe get an upside at uncommon. Ending your turn is in most cases (outside phage pretty much) is a downside, as reanimator tricks primarily involve haste or drawing cards with Griselbrand. So, I think you can discount at the very least B from the cost. 4B can roughly be cheapened to 2BB, plus the discount, equaling a mana cost of 2B. That would be a little strong, but I think you can make it a cool rare. Maybe just make it 1BB or BBB either out of power concerns or making it more Black.

Misothene
2017-04-13, 12:25 AM
Unwitting Patsy - 2R
Creature - Goblin - U
When creature you control would be removed from the battlefield, you may sacrifice Unwitting Patsy instead.
"Just hold your ground here, and we'll be right behind you!"
1/1


I don't think this card functions like you want it to.

In many instances it does: if your opponent casts Murder or Unsummon on another one of your creatures, the replacement effect works.

In many other instances, it does not: for example, if one of your creatures took lethal damage during combat, you could very well use the replacement effect... but the creature would still have lethal damage marked on it! The next time state-based effects are checked (virtually immediately), the creature would be destroyed again.
This would be the case in a lot of instances- any damage-based removal, being reduced to zero toughness, etc.

I'm having trouble thinking of a wording that would cover all of these scenarios and still make sense. I would suggest limiting the scope of the ability: something like "Whenever you would sacrifice another creature, you may sacrifice ~this~ instead."

Gauntlet
2017-04-13, 06:40 AM
I don't think this card functions like you want it to.

In many instances it does: if your opponent casts Murder or Unsummon on another one of your creatures, the replacement effect works.

In many other instances, it does not: for example, if one of your creatures took lethal damage during combat, you could very well use the replacement effect... but the creature would still have lethal damage marked on it! The next time state-based effects are checked (virtually immediately), the creature would be destroyed again.
This would be the case in a lot of instances- any damage-based removal, being reduced to zero toughness, etc.

I'm having trouble thinking of a wording that would cover all of these scenarios and still make sense. I would suggest limiting the scope of the ability: something like "Whenever you would sacrifice another creature, you may sacrifice ~this~ instead."

"If a creature you control would be destroyed, you may sacrifice [CARDNAME]. If you do, that creature gains indestructible until end of turn."

Doesn't work on zero toughness, but still pretty close.

mystic1110
2017-04-13, 08:27 AM
What about this wording (although it is more white):

"When another creature you control would be removed from the battlefield, you may sacrifice Unwitting Patsy. If you do exile that creature, then return it to the battlefield under your control. That creature gains haste until end of turn."

Forcing the flicker should work. :smallconfused:

LastCenturion
2017-04-13, 08:22 PM
Okay, finished my entry.

Pragmatic Towershell (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=386602) - 3UU
Creature - Turtle - R
Defender
At the beginning of your postcombat main phase while Pragmatic Towershell is untapped, you may put an approach counter on it.
At the beginning of your declare attackers step, if Pragmatic Towershell has an approach counter on it, remove all approach counters from Pragmatic Towershell and tap it. If you do, Pragmatic Towershell becomes attacking.
3/10

Bucky
2017-04-14, 12:02 AM
Puppeteer Mage 4UU
art=Marionette Master (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=417663)
Creature - Human Wizard R
When Puppeteer Mage enters the battlefield, gain control of up to three target creatures with power 2 or less for as long as you control Puppeteer Mage.
2/3

braveheart
2017-04-14, 10:19 AM
Puppeteer Mage 4UU
art=Marionette Master (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=417663)
Creature - Human Wizard R
When Puppeteer Mage enters the battlefield, gain control of up to three target creatures with power 2 or less until Puppeteer Mage leaves the battlefield.
2/3

you may want to give that a specific name and make it legendary, that ability sounds like flavorfully it would be one individual rather than a group/category, also having multiple of them out simultaneously would be very oppressive

CantigThimble
2017-04-14, 10:40 PM
you may want to give that a specific name and make it legendary, that ability sounds like flavorfully it would be one individual rather than a group/category, also having multiple of them out simultaneously would be very oppressive

Against most decks, having more than one of them would probably do nothing. Having even 4 creatures with 1-2 power on the board at once is pretty rare.

Ionbound
2017-04-15, 10:29 AM
I wouldn't worry about it - that's actually a cool interaction.

Personally, I think you can make the card cheaper. The cards I would compare this to is Necromantic Summons and Rise from the Grave. Those show that this effect costs around 4B and can maybe get an upside at uncommon. Ending your turn is in most cases (outside phage pretty much) is a downside, as reanimator tricks primarily involve haste or drawing cards with Griselbrand. So, I think you can discount at the very least B from the cost. 4B can roughly be cheapened to 2BB, plus the discount, equaling a mana cost of 2B. That would be a little strong, but I think you can make it a cool rare. Maybe just make it 1BB or BBB either out of power concerns or making it more Black.

I mean, I feel like 1BBB is a fair cost. If it was 1 less, it'd be too easy to Ritual into.

Mister Tom
2017-04-16, 01:21 PM
Found a nice card, at least! Apologies if the wording is not precise enough...

Goblin quartermaster (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4782) 2R

Creature -Goblin R

Whenever a creature you control dies, place a scraps token on ~.

Remove a scraps token from ~: reduce the cost of a Human or Goblin spell by C.

Whenever a creature you control is destroyed, place a scraps token on ~.

Remove a scraps token from ~: reduce the cost of a Human, Goblin or Hobgoblin spell by 1.



Whenever a creature you control dies add C to your mana pool. Spend this mana only to cast human, goblin or hobgoblin spells.

Some questions are best left unanswered.

1/2

Jormengand
2017-04-16, 02:33 PM
"The next human, goblin or hobgoblin spell you cast this turn costs 1 less" or "Add C to your mana pool. Spend this mana only to cast human, goblin or hobgoblin spells" is the correct wording.

LastCenturion
2017-04-16, 04:30 PM
Also it should probably be scraps counters, not scraps tokens.

Blue Ghost
2017-04-16, 05:03 PM
Effects generally don't trigger on creatures being destroyed. On creatures dying, yes.

Also, creatures seldom use counters other than +1/+1 or -1/-1 counters, especially at lower rarities. It can be done, but it causes confusion when mixed with other counter types.

Mister Tom
2017-04-18, 02:50 PM
Thanks! Edited to match. Goblin offensive time.

Misothene
2017-04-18, 03:25 PM
Goblin quartermaster 1RR

Creature -Goblin U

Whenever a creature you control dies add C to your mana pool. Spend this mana only to cast human, goblin or hobgoblin spells.

Some questions are best left unanswered.

1/2

New problem: this mana isn't particularly useful. It will empty from your mana pool at the end of the step; if the creature died in combat, you would only have the combat damage step to spend it. The vast majority of the time, you won't be casting any goblin or human spells at that point.

Two possible solutions:
1. Adding "This turn, this mana doesn't empty from your mana pool as steps and phases end." This would let the mana "float" in to your second main phase.
2. Going back to using some kind of counters to generate the mana.

Incidentally, hobgoblin isn't a supported creature type. They printed some Hobgoblins in Shadowmoor/Eventide and they were just Goblins.

Dr.Gunsforhands
2017-04-18, 04:44 PM
Based on what you were originally going for with the counters, you might also want to consider using the graveyard as your meat freezer. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=391850)

Beelzebub1111
2017-04-18, 04:57 PM
Based on what you were originally going for with the counters, you might also want to consider using the graveyard as your meat freezer. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=391850)

So, "Goblin and Human spells in your hand have Delve?" or "You may cast Goblin and Human spells as though they had Delve"?

mystic1110
2017-04-18, 05:52 PM
Maybe a creature specific delve?

What about:

"human, goblin or hobgoblin spells you cast have "each creature card you exile from your graveyard while casting this spell pays for 1""

Mister Tom
2017-04-21, 03:57 PM
thanks again all(note to self: no posting before leaving internet access behind for most of the week).

Delve would seem to solve this, and Soylent Green is Exile seems thematically fair- although this would then only work on actual cards of any type rather than creatures (which might also include tokens). Adding mana to the pool means the creature can get killed but the mana remains, unless this also got patched. A lot of words...

In the end I went back to something closer to the original.

Beelzebub1111
2017-04-23, 09:33 AM
I think that we are overdue for judgement

LastCenturion
2017-04-23, 01:07 PM
I think that we are overdue for judgement

Oh, absolutely. By like a week and a half.

The day I posted my entry (Wednesday the 12th, IIRC) was a week after the challenge was posted. I remember because I specifically timed my entry to be on (theoretically) the same day as judgement. For the durdle turtle meme.

Maybe I won and it's another, better turtle meme?

Bucky
2017-04-24, 11:30 AM
By the thread rules, anyone that didn't submit a card this round can now usurp the judge and declare a winner.

braveheart
2017-04-24, 11:37 AM
Actually anyone can declare a winner, but they cannot declare him/her self the winner

CantigThimble
2017-04-24, 03:04 PM
Well if that's how it works then I declare Gauntlet the winner. His card is well designed and really in flavor for Koth. It is a bit out of the color pie for red but they do get effects like it occasionally and the sacrifice a permanent drawback helps to balance that out.

mystic1110
2017-04-26, 12:54 PM
....

For the purposes of enjoying this thread again - I am just going to throw out a contest idea and say i'll judge it?

Make a Card using a mechanic or a keyword from Amonkhet.

Mechanics and Keywords include: Split cards, Aftermath, Cycling, Embalm, Exert, etc.

BasketOfPuppies
2017-04-26, 03:01 PM
....

For the purposes of enjoying this thread again - I am just going to throw out a contest idea and say i'll judge it?

Make a Card using a mechanic or a keyword from Amonkhet.

Mechanics and Keywords include: Split cards, Aftermath, Cycling, Embalm, Exert, etc.

(Psst- Amonkhet technically doesn't have split cards)

mystic1110
2017-04-26, 04:06 PM
Ha, yes, aftermath cards :smalltongue:

BasketOfPuppies
2017-04-26, 04:45 PM
Curse of Helplessness 2BB
Enchantment- Aura Curse R
Enchant Player
Creatures enchanted player controls with any number of -1/-1 counters on them don't untap during their controller's untap step.
Why carry on? Giving up seems so much easier.

LastCenturion
2017-04-26, 05:06 PM
Drawn -- 1RR
Instant -- MR
Gain control of target creature, artifact, or enchantment until end of turn. Untap it.

////

Watch -- 5UUUU
Sorcery
Aftermath
Look at target player's library.



I realize that Watch is super overpowered, but... I don't think it's so bad that cheating it out will break anything. It's a little really good with stuff like Compelling Argument, but it requires six total colored mana to play, which I think is enough balancing. I might still change it later.

Watch - 4UUU
Sorcery
Aftermath
Look at target player's library, then shuffle it.

Also, I made sure to check; the aftermath part of aftermath cards does not have a rarity.

BasketOfPuppies
2017-04-26, 05:20 PM
Drawn -- 1RR
Instant -- MR
Gain control of target creature, artifact, or enchantment until end of turn. Untap it.

////

Watch -- 5UUUU
Sorcery
Aftermath
Look at target player's library.



I realize that Watch is super overpowered, but... I don't think it's so bad that cheating it out will break anything. It's a little really good with stuff like Compelling Argument, but it requires six total colored mana to play, which I think is enough balancing. I might still change it later.

Also, I made sure to check; the aftermath part of aftermath cards does not have a rarity.

So Watch is going to lead to someone taking 20 minutes to write down the exact order of their opponent's library.

Misothene
2017-04-26, 05:38 PM
Quicksilver Anointer 1UU
Creature- Human Cleric R
Flash
You may activate embalm abilities of cards in your graveyard any time you could cast an instant.
Embalm 3UU
You may activate Quicksilver Anointer's embalm ability any time you could cast an instant.
2/3



Drawn -- 1RR
Instant -- MR
Gain control of target creature, artifact, or enchantment until end of turn. Untap it.

////

Watch -- 5UUUU
Sorcery
Aftermath
Look at target player's library.


I would recommend thinking of a new effect for Watch. This just isn't an effect that would be fun, or logistically feasible. In a tournament setting, it would be extremely difficult to verify that you haven't changed anything about the order, given that your opponent doesn't get to see anything. It would take an agonizingly long time to process all of that information, and that gets worse in (non-tournament) formats like Commander where the decks are large and more nine-mana spells tend to get cast.

ben-zayb
2017-04-26, 10:02 PM
Go 1W
Instant R
Exile target creature until end of turn.
//
Hell 3BB
Sorcery
Aftermath
Destroy all creatures. Exile all creature cards in each player's graveyard.

EDIT2: brain fartSince "exile target <> until ~ leaves the battlefield" permanents already set precedent for exile-until mechanics, this should work despite Wizards not doing it for some reason

Dr.Gunsforhands
2017-04-26, 10:17 PM
Dust 1W
Sorcery - U
Exile target artifact.
//
Dust 1W
Sorcery - (u)
Aftermath
Exile target artifact.

(Yeah, this one's a joke, but I'll leave it unspoilered until I come up with a better idea)

LastCenturion
2017-04-27, 07:34 AM
Move -- 1W
Instant -- R
Target attacking creature becomes blocked. (This spell works on creatures that can't be blocked)
////
Tears -- 4R
Sorcery
Each player chooses a creature, then Tears deals 5 damage to each chosen creature.Tears -- 4R
Sorcery
Tears deals 5 damage to each creature and player.

Move is a Curtain of Light that doesn't cantrip. Tears is a buffed Pyroclasm that also hits players.

Ionbound
2017-04-27, 12:26 PM
Curse of Overwhelming Darkness-2BBB

Art: Someone throwing up a dark liquid as the same liquid leaks from their eyes, ears, nose, and fingernails

Enchantment-Aura Curse-MR

Enchant Player

At the beginning of each upkeep, enchanted player discards a card at random, sacrifices a random creature, or loses 4 life.

LastCenturion
2017-04-27, 04:30 PM
Because I suck, behold take three.

Torn -- 5BBB
Sorcery -- R
Separate all permanents into two piles. Target opponent chooses a pile, and the controllers of each permanent not in the chosen pile sacrifice them.
////
Pieces -- 8BB
Sorcery
Aftermath
Return all permanents from your graveyard to the battlefield tapped.

I know, I know, totally overpowered, but it's also really expensive. I think it works?

tgva8889
2017-04-27, 04:46 PM
Dies 3B
Sorcery R
Destroy target creature.
///
Removal 4GB
Sorcery R
Aftermath
Destroy target permanent.

Jormengand
2017-04-27, 07:37 PM
Dies 3B
Sorcery R
Destroy target creature.
///
Removal 4GB
Sorcery R
Aftermath
Destroy target permanent.

Nice meme. :smalltongue:

TurboGhast
2017-04-27, 10:33 PM
Selensyan Extremist 2WG
Creature - Human Cleric R
You may exert ~ as it attacks. When you do, populate. (Create a token that's a copy of a creature token you control.)
"I would work myself to death serving the Conclave."
2/4

Wording help: Exert Search (http://gatherer.wizards.com/Pages/Search/Default.aspx?text=+[exert]), Populate Search (http://gatherer.wizards.com/Pages/Search/Default.aspx?text=+[populate]), Conclave Search (Flavor text capitalization) (http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&flavor=+[conclave])

mythmonster2
2017-04-28, 02:20 AM
Imprinted Memories- 2BB
Enchantment (R)
Whenever you cycle another card, you may pay 3 life. If you do, return that card to your hand.
Cycling 2

Jormengand
2017-04-28, 01:29 PM
Hell 3RR
Sorcery R
Create 3 1/1 red devil creature tokens with "When this creature dies, it deals 1 damage to target creature or player".
//
Pay 4UU
Sorcery R
Aftermath
Draw a card for each creature you control.

Tom the Mime
2017-04-29, 02:16 AM
More of a joke entry

Pay WUBRG
Instant - R
As an additional cost to cast ~, sacrifice all permanents with a mana ability that you control.
At the beginning of your next upkeep, create a premium artifact token with indestructible.
//
Win WUBRG
Sorcery - R
Aftermath
If you control a premium artifact token, win the game.

Blue Ghost
2017-04-29, 12:05 PM
Esh-Crop Gustbinder 2U
Creature - Human Wizard (U)
You may exert Esh-Crop Gustbinder as it attacks. When you do, tap target creature defending player controls. It doesn’t untap during its controller’s next untap step. (An exerted creature won’t untap during your next untap step.)
2/2

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Blue/Esh-Crop%20Gustbinder_zpszmuezrts.png

Ninjaman
2017-05-03, 04:05 AM
Born - 2W
Sorcery - R
Create three 1/1 white human tokens.
---
Die - 3B
Sorcery - R
Aftermath
Target player sacrifices a creature.

Gauntlet
2017-05-03, 05:25 AM
Moment of Alignment - 1UR
Enchantment - Rare

Whenever you discard a card, you may add {C} to your mana pool.
If you cycled that card, you may add {U} or {R} to your mana pool instead.

Cycling 2

BasketOfPuppies
2017-05-03, 07:01 AM
Born - 2W
Sorcery - R
Create three 1/1 white human tokens.
---
Die - 3B
Sorcery - R
Aftermath
Target player sacrifices a creature.

This card is very similar to one that already exists. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=426917&part=Start)

mystic1110
2017-05-03, 10:21 AM
Will try to get judgements up by later today or tomorrow morning.

Beelzebub1111
2017-05-03, 11:15 AM
Mask of the Red Death 2BB
Enchantment Aura Curse U
Enchant Player
Cumulative upkeep - Pay 1 life
At the beginning of the enchanted player's upkeep, they lose life equal to the number of age counters on ~
I wear no mask

mystic1110
2017-05-03, 06:41 PM
BasketOfPuppies

Curse of Helplessness 2BB
Enchantment- Aura Curse R
Enchant Player
Creatures enchanted player controls with any number of -1/-1 counters on them don't untap during their controller's untap step.
Why carry on? Giving up seems so much easier.
I love curses – wish there were more of them – however I don’t like that this is a rare card that does absolutely nothing on its own. Maybe as an uncommon it could have been the cornerstone of a draft strategy, but as a rare it should have more . . . direct impact on the game than needing the opponent to play creatures that come into play with negative counters or run negative counters. That said, I can see a very annoying standard deck running this and a whole bunch of -1/-1 spells or a modern deck running wither creatures.

Misothene

Quicksilver Anointer 1UU
Creature- Human Cleric R
Flash
You may activate embalm abilities of cards in your graveyard any time you could cast an instant.
Embalm 3UU
You may activate Quicksilver Anointer's embalm ability any time you could cast an instant.
2/3

Shocked that this is the only embalm card submitted. Anyway – I like the two effects – one which exists in the graveyard. Costing embalm cards seems arbitrary – some are cheaper than you would expect (Sacred Cat) and others are more expensive. Basically they are treated kinda like unearth, in which either the actual mana cost of the card is slightly higher than it should be and the embalm is cheaper or the card is normally costed and embalm is pretty high. This card seems like the latter category and IMO is costed appropriately. As a rare you might have pushed its embalm cost slightly lower.

ben-zayb

Go 1W
Instant R
Exile target creature until end of turn.
//
Hell 3BB
Sorcery
Aftermath
Destroy all creatures. Exile all creature cards in each player's graveyard.

Aftermath, seems to add at the very least seems to add (1) to each part of the card or takes away a benefit or introduces a drawback to either side to make it worse in comparison to an existing card. “Go” seems fine power wise – it is otherworldly journey or long road home without the counter. But it should also have their wording. Go also works well with hell but it seems way to cheap for standard nowadays (compare to planar outburst) – it should probably be at least 4BB

Dr.Gunsforhands

Dust 1W
Sorcery - U
Exiletarget artifact.
//
Dust 1W
Sorcery - (u)
Aftermath
Exile target artifact.

This is very clever, but their might be an issue in that “Dust” should have the same text as all other cards named “Dust” and your 2nd “Dust” card has the additional text of “Aftermath”. I don’t think that would work out. It is otherwise costed well.

Ionbound

Curse of Overwhelming Darkness-2BBB
Art: Someone throwing up a dark liquid as the same liquid leaks from their eyes, ears, nose, and fingernails
Enchantment-Aura Curse-MR
Enchant Player
At the beginning of each upkeep, enchanted player discards a card at random, sacrifices a random creature, or loses 4 life.
This sort of seems like a weird version of Demonic Pact without the lose game option. I mean – yes it’s the opponents choice not yours – and yes this costs more – and yes its life lose and not drain – and yes its random discard instead of 2 cards, and it’s a random creature kill not drawing. . . . actually it’s not like demonic pact at all. I like it, but the random discards and kills may probably be too powerful for standard nowadays – probably would be better to make it just sacrifice a creature, and discard 1 card (or 2).

tgva8889

Dies 3B
Sorcery R
Destroy target creature.
///
Removal 4GB
Sorcery R
Aftermath
Destroy target permanent.
This is the perfect meme card – I love it. Additionally, each part of it is costed appropriately. You probably could have costed “Removal” 1 mana cheaper taking into account that anguished unmaking is in standard.

TurboGhast

Selensyan Extremist 2WG
Creature - Human Cleric R
You may exert ~ as it attacks. When you do, populate. (Create a token that's a copy of a creature token you control.)
"I would work myself to death serving the Conclave."
2/4
Wayfaring Temple is probably the best barometer for “populate every turn”. Exerting to populate (ha, the innuendo is great ;) ) is essentially “populate every other turn”. The maro ability is essentially worth 1 or 2 mana – taking other maro like cards into account – so I would think “populate every turn” is worth maybe 1 mana, so this is half of that. What I’m saying is that for a rare this could have easily had 2 or more power, or 2 power and additional toughness, etc.

mythmonster2

Imprinted Memories- 2BB
Enchantment (R)
Whenever you cycle another card, you may pay 3 life. If you do, return that card to your hand.
Cycling 2
I really want to know how to break this with fluctuator – it has all my combo juices flowing. At first I was thinking of angels grace and street wraith but even then you can’t pay life you don’t have. I love this card just for how it makes me think – but ultimately I think it would be useless. If you can’t break it as a combo piece there isn’t really a cycling card you would want to cycle twice a turn for 3 life (even if you find a good one or point out astral slide) you would always want to just play better cylers). Additionally it should be worded as “cycle or discard” as per Amonkhet wording formula (which makes this much more interesting), and you don’t need to say “another”.

Jormengand

Hell 3RR
Sorcery R
Create 3 1/1 red devil creature tokens with "When this creature dies, it deals 1 damage to target creature or player".
//
Pay 4UU
Sorcery R
Aftermath
Draw a card for each creature you control.
Taking into account devil’s playground and dance with devils, an exploding devil token basically costs a little less than “1R” – As such 3 should probably be 3RR – but Aftermath, seems to add at the very least seems to add (1) to each part of the card or takes away a benefit or introduces a drawback to either side to make it worse in comparison to an existing card. Thus “Hell” should probably have been the same cost as Devils’ Playground or 5R. “Pay” probably should have been black – thematically (payment to devils is generally associated with black cards), and you probably could have introduced a life loss drawback. That said the cost is also unfortunately not high enough (aftermath sucks – but I’m trying to be consistent with how they costed it). Collective unconscious is 4GG, so this should probably at least be 5UU.

Tom the Mime

More of a joke entry
Pay WUBRG
Instant - R
As an additional cost to cast ~, sacrifice all permanents with a mana ability that you control.
At the beginning of your next upkeep, create a premium artifact token with indestructible.
//
Win WUBRG
Sorcery - R
Aftermath
If you control a premium artifact token, win the game.
What is a premium artifact token and how is it different than an artifact token? Do you mean that its name is “premium”? If so you should state that. Otherwise – while I get that the draw back makes getting “Win” harder – this is really WWUUBBRRGG  win the game, since you can float the mana. That makes it much faster and cheaper than door to nothingness.

Beelzebub111

Mask of the Red Death 2BB
Enchantment Aura Curse U
Enchant Player
Cumulative upkeep - Pay 1 life
At the beginning of the enchanted player's upkeep, they lose life equal to the number of age counters on ~
I wear no mask
Eh – I don’t think we’ll ever see another set with “cumulative upkeep” – but w/e. This seems annoying – to everyone. You lose a life, they lose a life, you lose 2 life, they lose 2 life. And so on. This seems like a slower version of Jinxed Choker without the ability to reduce age counters. However you do have the ability to just not pay the upkeep – which seems like a much better out. Given that Jinked Choker costs 3, and this seems like a slower chocker with a better stopgap 2BB is probably the right cost.

Gauntlet

Moment of Alignment - 1UR
Enchantment - Rare
Whenever you discard a card, you may add {C} to your mana pool.
If you cycled that card, you may add {U} or {R} to your mana pool instead.
Cycling 2
Amonkhet doesn’t seem to like differentiating between cycling and discarding, but I do like it. Like mythmonster2’s card this makes me want to break it with Fluctuator – and with this it seems like that’s possible – every cycle adds mana, and most of your cycles will be free, until you cycle into something big and win. Overall I like the card!

Ninjaman

Born - 2W
Sorcery - R
Create three 1/1 white human tokens.
---born
Die - 3B
Sorcery - R
Aftermath
Target player sacrifices a creature.
As has already been noticed in the thread this is very similar to Start to Finish. From that you can see that Born is too efficient of a token maker (and being rare sort of justifies it, but IMO a rare should so obviously outclass an uncommon – although they usually do). Die doesn’t target like finish and is actually for the first time in this thread, probably too expensive – take into account trial of ambition in Amonkhet. For 1B you can get a sorcery speed sacrifice effect AND a permenant that you can flicker/bounce and has a built in return mechanic. Honestly “Die” could have been 1B or even B and I wouldn’t have blinked.

Blue Ghost

Esh-Crop Gustbinder 2U
Creature - Human Wizard (U)
You may exert Esh-Crop Gustbinder as it attacks. When you do, tap target creature defending player controls. It doesn’t untap during its controller’s next untap step. (An exerted creature won’t untap during your next untap step.)
2/2

Exerting doesn’t really seem to add to the mana cost – maybe a half of a (1) – it seems that the cost of having an active creature every other turn overrides however good the effect is. As such, the fact that this takes out a creature during its attack and the turn after (and thus for the next attack as well) (so that’s 3 combat phases effected) still doesn’t mean that this should cost more – we’ve come along way since the kamigawa snakes. All in all I like this card.

LastCenturion


Torn -- 5BBB
Sorcery -- R
Separate all permanents into two piles. Target opponent chooses a pile, and the controllers of each permanent not in the chosen pile sacrifice them.
////
Pieces -- 8BB
Sorcery
Aftermath
Return all permanents from your graveyard to the battlefield tapped.

“Torn” should have the same wording as Liliana of the Veil’s ultimate. For some reason I think that 5BBB is way too much for that effect. Take into account do or die which is only creatures – I don’t think making them choose between lands as well should add 3BB to the cost (the extra 1 is the aftermath penalty). Being generous the whole pile thing seems to divide the cost by half – and oblerating costs 6RR. So a pile Obliterate should cost around 3R or 3B in this instance. Plus the tax so the cost should be around 4B or 3BB. Actually funny how cheap that turns out huh? Pieces is basically another Liliana ultimate (in this case Liliana, Death Wielder) - however, I was surprised when I couldn’t find an equivalent effect as a spell. Best I could find was Balthor the Defiled – so this should be around 2BBBBB – so actually yes – I think you costed “Pieces” correctly! Which is also weird – I really expected it to cost less.

Winner
Misothene, with the only Embalm card, and one which I think is correctly costed and changes up the rules of the game in an interesting (and very blue) way.

Misothene
2017-05-04, 12:09 AM
Yay, I won! There were lots of interesting designs, and some fun meme-y ones. Special shout-out to mystic for picking up the judging job in our group's hour of need.

I'm kinda surprised mine was the only Embalm card as well. So, this week...

Mummies!

This can be interpreted broadly- obviously creatures with Embalm and Zombies with mummy flavor count, but this could also mean cards that synergize with Amonkhet mummies, are flavored around something to do with mummies (such as different tropes about a mummy's curse)... anything that you can explain as mummy related will count.

Ninjaman
2017-05-04, 04:20 AM
Ninjaman
As has already been noticed in the thread this is very similar to Start to Finish. From that you can see that Born is too efficient of a token maker (and being rare sort of justifies it, but IMO a rare should so obviously outclass an uncommon – although they usually do). Die doesn’t target like finish and is actually for the first time in this thread, probably too expensive – take into account trial of ambition in Amonkhet. For 1B you can get a sorcery speed sacrifice effect AND a permenant that you can flicker/bounce and has a built in return mechanic. Honestly “Die” could have been 1B or even B and I wouldn’t have blinked.

You're saying that the born side might be too good, but then you are saying that die is too weak? Isn't the point that born is almost playable by itself, and die is just a little something extra?
For 1B and especially for B it would be too good when stapled onto another card as a bonus.
Your review confused me.

Sgt. Cookie
2017-05-04, 05:41 AM
Canopic Assistant 2W
Creature - Zombie
Sacrifice ~: Choose a creature in your graveyard with Embalm. Until end of turn, you may pay 0 instead of that creature's Embalm cost.
2/2



Canopic Assistant 2W
Creature - Zombie
Sacrifice ~: Add five mana in any combination of colours to your mana pool. Spend this mana only to pay the Embalm cost of target card in your graveyard. (This isn't a mana ability).
2/2



Remember, folks, mana abilities can't target. Since this card explicitly DOES target, it's not a mana ability.

LastCenturion
2017-05-04, 07:12 AM
Preserving Sands -- 3B
Enchantment -- R
At the beginning of each end step, creature cards that died this turn gain Embalm. The Embalm cost is equal to their mana cost.
Whenever a Zombie token enters the battlefield under an opponent's control, that player loses 1 life.
What dies in the desert rises again...

Never mind

Dr.Gunsforhands
2017-05-04, 07:52 AM
Mummify W
Sorcery - R
Exile target creature. Its controller creates a 2/2 white Zombie creature token.
To the servant, one's eternal reward. To the traitor, a fate worse than death.

mystic1110
2017-05-04, 08:20 AM
@ Ninja Man - I personally felt that each side of an aftermath should be appropriately costed (with the aftermath "cost penalty") and not just treat the 2nd side as a"bonus". Your first side was litteraly better than "start" and i felt your second side was overcosted. In a vacume your card is completely fine (outside the similarity to start to finish), but within how I decided to judge aftermath cards I thought both sides, invidually, weren't correctly costed.

- - - Updated - - -

Vizier of Endless Duty 1W
Creature - Zombie Cleric R
Vizier of Endless Duty gets +1/+1 for each other white zombie creature you control.
Each creature card in your graveyard has Embalm. The Embalm cost is equal to its mana cost.
Your duty is clear and at all costs will be done.
1/1

Gandariel
2017-05-04, 12:19 PM
Grand Vizier Ash'gar 2WWW
Legendary Creature - Human Cleric R
~ has all the activated abilities of creatures it shares a type with.
Embalm 4WWW
3/4

Thanks to mystic1110 for balancing suggestions.

I'm too far out of touch from Magic to even think of what deck this would fit in, but I like the fact that Embalming him makes him indirectly more powerful

Blue Ghost
2017-05-04, 12:45 PM
Canopic Assistant 2W
Creature - Zombie
Sacrifice ~: Add five mana in any combination of colours to your mana pool. Spend this mana only to pay the Embalm cost of target card in your graveyard. (This isn't a mana ability).
2/2



Remember, folks, mana abilities can't target. Since this card explicitly DOES target, it's not a mana ability.

Why does it matter that it isn't a mana ability? All it seems to do is make the card nonstandard and confusing for no real benefit.

---

Cradle 1G
Sorcery (U)
Reveal the top three cards of your library. You may put a creature card from among them into your hand. Put the rest into your graveyard.
///
Grave 5W
Sorcery (U)
Aftermath
Exile target creature card from your graveyard. Create a token that's a copy of it except it has no mana cost, is white, and is a Zombie in addition to its other types.

Circle of life on Amonkhet! Where do children on Amonkhet come from anyway?

mystic1110
2017-05-04, 01:18 PM
Grand Vizier Ash'gar 2WW
Creature - Human Cleric R
~ has all the abilities of creatures it shares a type with.
Embalm 3WWW
2/4

It is supposed to have all the abilities of all Humans and Clerics on the field. When it comes back as a Zombie, it also has the abilities of all zombies on the field.
Please tell me if the card works as intended.
And also, tell me if it's grossly under/over powered. Been years since I last played Magic.

I mean Experiment Kraj costs 2GGUU and its ability only applies to activated abilities of creatures with +1/+1 counters. This applies to each ability, not just activated, but only to two creature types. I think this should maybe cost 1 or 2 more.

BasketOfPuppies
2017-05-04, 01:45 PM
Why does it matter that it isn't a mana ability? All it seems to do is make the card nonstandard and confusing for no real benefit.

---

Cradle 1G
Sorcery (U)
Reveal the top three cards of your library. You may put a creature card from among them into your hand. Put the rest into your graveyard.
///
Grave 5W
Sorcery (U)
Aftermath
Exile target creature card from your graveyard. Create a token that's a copy of it except it has no mana cost, is white, and is a Zombie in addition to its other types.

Circle of life on Amonkhet! Where do children on Amonkhet come from anyway?

The name is odd. Cradle to Grave isn't really a phrase, as all other Aftermath cards are.

Blue Ghost
2017-05-04, 01:59 PM
The name is odd. Cradle to Grave isn't really a phrase, as all other Aftermath cards are.

Sure it is. (http://www.dictionary.com/browse/cradle-to-grave)

Gandariel
2017-05-04, 03:35 PM
I mean Experiment Kraj costs 2GGUU and its ability only applies to activated abilities of creatures with +1/+1 counters. This applies to each ability, not just activated, but only to two creature types. I think this should maybe cost 1 or 2 more.

Thanks! I changed it to only work on activated abilities (which is more fitting anywats), raised cost and Embalm cost by W and gave it +1 attack.

mystic1110
2017-05-04, 03:39 PM
Thanks! I changed it to only work on activated abilities (which is more fitting anywats), raised cost and Embalm cost by W and gave it +1 attack.

One more change I would sugest - if you are giving the card a name - you should make it a legendary creature.

TurboGhast
2017-05-04, 04:12 PM
Mummy Rot 2B
Enchantment - Aura U
Enchant non-Zombie creature
Whenever a Zombie you control deals combat damage to a non-Zombie creature, you can pay BB. If you do, return Mummy Rot from the graveyard to the battlefield attached to that non-Zombie creature.
At the beginning of your upkeep, put a -1/-1 counter on enchanted creature.
Mummies don't give the mercy of a quick death.

Wording assistance: Auntie's Snitch (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370533), Acidic Dagger (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3239), Lightning Rift (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382999), Glistening Oil (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214346), Mikaeus, the Unhallowed (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249896)

Costing Assistance: Glistening Oil (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214346)

I'm not sure if the effect's wording is 100% correct. The restriction on what creatures the card can enchant should make it clear who Mummy Rot attaches to upon returning. This card also likely couldn't be printed in Amonkhet, because other cards in that set use -1/-1 counters as a resource and this would steadily give them to your opponent.

EDIT: The card's templating has been changed slightly. This should make it even more clear what the card's doing. (Edits: Added non-Zombie to everywhere the card refers to the creature taking combat damage.) Also, uncertain of the mana cost I've selected, as usual.

mythmonster2
2017-05-04, 05:00 PM
Pharaoh's Tomb- 2
Artifact (R)
When Pharaoh's Tomb enters the battlefield, exile target creature you control or exile a creature card from your hand.
At the beginning of your upkeep, put a time counter on Pharaoh's Tomb
X, Sacrifice Pharaoh's Tomb: You may cast the exiled card without paying its mana cost. It enters the battlefield with a +1/+1 counter on it for each time counter on Pharaoh's Tomb. X is equal to that card's converted mana cost.

LastCenturion
2017-05-04, 05:17 PM
Preserve in Undeath -- B
Enchantment -- Aura -- Rare
Enchant non-Zombie creature
When ~ enters the battlefield, it loses "Enchant non-Zombie creature" and gains "Enchant Creature".
Enchanted Creature is a Zombie in addition to its other types.

Torfuta, Mummy-Prince -- WWWU
Tribal Planeswalker -- Zombie Torfuta -- Mythic Rare
+1: Target creature card gains Embalm until end of turn. The Embalm cost is equal to its mana cost.
-2: The next time you activate an Embalm ability this turn, you may pay 0 instead of the Embalm cost.
-5: You get an emblem with "Whenever you create a Zombie creature token, you may instead return a creature card with the same name as that token from exile to the battlefield under your control, except it's a White Zombie in addition to its other types and colors."
Loyalty: 3

EDIT: Went from "Planeswalker -- Torfuta" to "Tribal Planeswalker -- Zombie Torfuta"

BasketOfPuppies
2017-05-04, 05:24 PM
Sure it is. (http://www.dictionary.com/browse/cradle-to-grave)

Huh. Never heard of it. My bad.

tgva8889
2017-05-04, 06:54 PM
Cradle 1G
Sorcery (U)
Reveal the top three cards of your library. You may put a creature card from among them into your hand. Put the rest into your graveyard.
///
Grave 5W
Sorcery (U)
Aftermath
Exile target creature card from your graveyard. Create a token that's a copy of it except it has no mana cost, is white, and is a Zombie in addition to its other types.

The biggest problem with this card, of course, is that Cradle to Grave (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=110536) is already a card, which means they probably wouldn't make this to avoid the problems of name doubling.

Beelzebub1111
2017-05-04, 08:18 PM
Bolas, the God-Pharaoh 4UBR
Legendary Creature - Elder Dragon MR
Flying, Deathtouch
Entomb 2UUBBRR
When Bolas, the God-Pharaoh deals damage to a player, if it is a Zombie, that player discards their hand
7/7

Gauntlet
2017-05-05, 05:28 AM
Dread Catacombs - 2BBW
Legendary Enchantment - Mythic

Whenever a non-Zombie creature dies, create a 2/2 black Zombie creature token.

Whenever a Zombie enters the battlefield under your control, you may put a -1/-1 counter on target non-Zombie creature.

ben-zayb
2017-05-05, 08:47 AM
Ed, the Undying 2WB
Planeswalker - Ed M
+1: Remove a counter from target creature, player, or planeswalker. Put a loyalty counter on Ed for each counter removed this way.
-2: Target player gains a poison counter, then put a -1/-1 counter on each creature he or she controls.
-7: Target player gains an emblem with "At the beginning of your upkeep, you may return target planeswalker card from your graveyard to the battlefield."
4

Ed, the Undying 4WWB
Legendary Creature - Zombie M
Other Zombies you control have "You may exert this creature as it attacks. If you do, it gets indestructible and lifelink until end of turn."
When ~ dies, you may pay 7 life. If you do, return it to the battlefield under its owner's control at the beginning of the next end step.
7/7


Bolas, the God-Pharaoh 4UBR
Legendary Creature - Elder Dragon MRKinda weird that the God-Pharaoh isn't a...well, a God

Beelzebub1111
2017-05-05, 09:16 AM
Kinda weird that the God-Pharaoh isn't a...well, a God

I was working with the phrase God-King which is a king that is worshiped as though they were a god rather than a god that is a king

ben-zayb
2017-05-05, 09:26 AM
I was working with the phrase God-King which is a king that is worshiped as though they were a god rather than a god that is a king*googles* Oh, TIL. I blame Forgotten Realms for using the term quite literally...

mystic1110
2017-05-05, 09:31 AM
Still seems like a step-down from Planeswalker :smallwink: