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Blue Ghost
2017-05-05, 01:03 PM
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.

Why does Planar Chaos have to ruin everything? :smalltongue:

Is similarity in name to an (obscure) existing card a deal-breaker for custom designs? We do try to make cards with quality on par with real cards, but that doesn't necessarily mean following all the rules that real sets have to follow. We have a lot of custom cards based on other franchises, for instance. Genuinely curious on people's opinions on this.

Misothene
2017-05-05, 02:59 PM
Why does Planar Chaos have to ruin everything? :smalltongue:

Is similarity in name to an (obscure) existing card a deal-breaker for custom designs? We do try to make cards with quality on par with real cards, but that doesn't necessarily mean following all the rules that real sets have to follow. We have a lot of custom cards based on other franchises, for instance. Genuinely curious on people's opinions on this.

I think we ought to follow most strict rules about individual cards. There are some set- or franchise-wide restrictions we can freely flout; as you say, we often make cards using non-WOTC IP, and that's cool. We don't have to deal with the consequences of getting the rights, or making Magic "less distinctive," we can just have fun with cool individual card designs about our favorite stuff.

Meanwhile, I think the name rule is a good one. If the name isn't intrinsic to the card's design, (say, making a "Glory Seeker" and forgetting about the vanilla 2/2), then the designer can just think up a new name. If the name IS intrinsic to the design (as it may or may not be in an Aftermath card's case), then it is unprintable as-is and would need new concepting. It's a flaw that couldn't be overcome through a decision like seeking intellectual property rights; it's written into the rules of the game that cards can't have the same name.

tgva8889
2017-05-05, 05:29 PM
(English) names of cards in the game have to be a unique identifier, otherwise "Choose a card name" effects don't work.

Believe me, when I was trying to make non-meme aftermath cards I ran into this problem a lot.

Jormengand
2017-05-05, 08:56 PM
Ed, the Undying

No, clearly the way to do this is:

Ed the Undying 5WB
Legendary Creature - Zombie Wizard MR
Ed the Undying enters the battlefield with 6 +1/+1 counters on it.
Remove a +1/+1 counter from Ed the Undying: Ed gets indestructible until end of turn.
"Undying!"
1/1

ben-zayb
2017-05-05, 09:50 PM
No, clearly the way to do this is:

Ed the Undying 5WB
Legendary Creature - Zombie Wizard MR
Ed the Undying enters the battlefield with 6 +1/+1 counters on it.
Remove a +1/+1 counter from Ed the Undying: Ed gets indestructible until end of turn.
"Undying!"
1/1Yeah, that'd be the most elegant way to do it. Let's just say I took some..."creative liberties" with the Actual Ed version.

Blue Ghost
2017-05-07, 11:59 PM
Okay, new entry:

Keeper of the Tombs 3W
Creature - Zombie (U)
If a spell or ability an opponent controls would cause a creature card to leave your graveyard, instead return that card to the battlefield under your control.
3/4

http://i1283.photobucket.com/albums/a560/BlueGhostITP/White/Keeper%20of%20the%20Tombs_zps9bh0qibr.png

Jormengand
2017-05-08, 01:14 AM
Yeah, that'd be the most elegant way to do it. Let's just say I took some..."creative liberties" with the Actual Ed version.

Of course, I should really devise a version that costs 11, but that would be ridiculous. It wouldn't even be funny.

Ninjaman
2017-05-08, 02:12 PM
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".

That doesn't fit with how many of the actual aftermath cards are designed though.

braveheart
2017-05-08, 04:51 PM
Eternal Sarcophagus 4
Artifact - MR
When Etenal Sarcophagus enters the battlefield, exile target creature you control until Eternal Sarcophagus leaves the battlefield
T, (3): Create a token copy of the creature exiled by Eternal Sarcophagus, except it's a zombie with no mana cost.

mythmonster2
2017-05-15, 03:16 AM
So, what do we want to do about judging, considering the ad hoc forum break?

braveheart
2017-05-15, 09:10 AM
I'd say give it 3-5 days now that the forum is up again

Ninjaman
2017-05-17, 03:42 AM
Ekosmos, Gravekeeper - 2BB
Legendary Creature - Zombie Warrior - M
First strike
Other zombie creatures you control get +1/+1.
Whenever a creature you control enters the battlefield from a graveyard you lose 1 life and draw a card.
3/2

Sgt. Cookie
2017-05-17, 02:44 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.

The fact it isn't a Mana ability is actually an side-effect of the limitation. Five mana is a lot and even restricting it to Embalm costs in general felt too much. Restricting it to one card makes more of a flat trade.

...Aaaaaaand I've just figured out a way to make that simpler.

Misothene
2017-05-20, 05:22 AM
The Hour of Judgment has arrived at last!


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

No rarity specified hurts this entry a lot. The effect is a really powerful tempo swing and would certainly have constructed applications, but if it's below rare it could be too strong for limited. Obviously, the grey ogre body is bad, but not so bad as to do nothing, and the value from getting the embalm creature makes up for what would otherwise be card disadvantage.



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.
White pongify effect, except extremely powerful because of the exile. Might be similar in power level to Reality Shift. This is probably a bit above-curve for Standard-legal sets, even as a sorcery, and might be eroding color lines too much by stepping into transformation territory that is the realm of blue. The flavor text shows this is a cool take on the ability, though.




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
This is an insane value first-pick for limited. It also seems strong enough to have constructed applications, given that you could get the chance at one extracurricular embalm before your opponent can point even instant-speed removal at it. The abilities are synergistic, but I'm not sure they need to be on the same card. "Embalm everything" is likely strong enough to stand by itself, without risking coming down as a body large enough to resist burn.



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

I don't understand what justifies this ability in white? White creatures tend to grant abilities to others, not absorb them. I get how the functionality changes between states, which is interesting, but fundamentally this card needs to be blue.



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.

I understand the flavor behind it- your zombies leave a permanent impact- but this execution feels confusing and clunky. I had to read the text a few times before I knew what it did. I think an enchantment that just gave your Zombies wither would be a better way to execute the flavor. Aside from that, despite the repeatability, this card's really weak; you only get to recur it against creatures that survived combat with your zombies (presumably getting rid of them), and it won't even finish them off.



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.
This is a weird way to do color-fixing, which I'm sure is not the intent but is the function. This has bizarre interactions with manifested cards, which is fine for standard but quirky in older formats. It can let you incubate a later-game threat for a while and get it around countermagic (or just play it with flash, which can be relevant), with the risk that your opponent destroys the artifact and two-for-ones you. That's cool function, but I don't get how the flavor fits- this feels more like an incubation chamber than a tomb.




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

I like the ability set, but the first two might be too strong. The -2 can net you a lot more than 4 mana given some embalm costs, and in the following turns the +1 can help you build a board and value to defend the planeswalker... but there are also a lot of parts of this that rub me the wrong way. First, what's blue here? Second, why the weird mana cost? Third, tribal isn't a thing they do anymore. Fourth, Planeswalkers aren't supposed to get other types even if they did tribals. Ajani wasn't a Cat when they were doing tribals, after all, and Karn wasn't an artifact planeswalker. If this were the precedent set, Sorin would need to be a vampire, Bolas a dragon, etc. There's a little flavor to be gained there, but where does it stop? Do we need "Moonfolk" on Tamiyo? How about "wizard" on Ral Zarek or Jace?...



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
Bolas, the... creature... mummy? I assume you meant Embalm rather than a new undefined mechanic. Ultimately, there's a lot here I don't get. Why isn't he a planeswalker still? Why is the non-embalmed version so underwhelming? Why would Bolas die and let himself be mummified? The callback to old-school Nicol Bolas is great, but I still am not feeling it overall.



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.
Really cool control enchantment, slow to get rolling but very powerful and dread-inducing once it does. The problem is, I don't see the white here. With some adjustment as a mono-black card, maybe representing the Curse of Wandering on Amonkhet, I could get behind this.



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? Some kind of power-stealing, Phyrexian mummy and his name is... Ed? I feel like there is a reference I'm missing. Mechanically, I don't understand bringing in poison counters, or what's white about the card.




Ed the Undying 5WB
Legendary Creature - Zombie Wizard MR
Ed the Undying enters the battlefield with 6 +1/+1 counters on it.
Remove a +1/+1 counter from Ed the Undying: Ed gets indestructible until end of turn.
"Undying!"
1/1

Again, I don't get the reference. The card is hard to kill, but... is just a 7/7 for 7, best-case. Obviously, you can't just ignore a creature of that size, but at the 7-mana mark there's usually more there; even Phantom Nishoba, a similar design, has lifelink. Also, with this version, where's the black?... And shouldn't something with Undying in the name have undying?...




Keeper of the Tombs 3W
Creature - Zombie (U)
If a spell or ability an opponent controls would cause a creature card to leave your graveyard, instead return that card to the battlefield under your control.
3/4

The stats are fine, and the ability is cool, but... it just feels like your opponent would just not exile that stuff and you'll never get the payoff. It's really powerful "graveyard-hate-hate," and I'm not sure that's something that needed hating.




Eternal Sarcophagus 4
Artifact - MR
When Eternal Sarcophagus enters the battlefield, exile target creature you control until Eternal Sarcophagus leaves the battlefield
T, (3): Create a token copy of the creature exiled by Eternal Sarcophagus, except it's a zombie with no mana cost.

Similar in design to Mimic Vat, except the tokens stick around. Similar to Soul Foundry, but with different source and different numbers. I don't get why the Sarcophagus spits out endless copies instead of keeping one alive. This has some cool gameplay with obvious risks of getting two-for-one'd, similar to followed footsteps but now available to all colors.




Ekosmos, Gravekeeper - 2BB
Legendary Creature - Zombie Warrior - M
First strike
Other zombie creatures you control get +1/+1.
Whenever a creature you control enters the battlefield from a graveyard you lose 1 life and draw a card.
3/2

At first, I thought "oh, cool stealth synergy with embalm"... until I remembered, this doesn't work with embalm! You're exiling the creature and creating a token, so it's not entering from the graveyard. Without that, this still has synergy with some self-recurring zombies of the past and reanimation strategies... but doesn't have much to do with mummies.



The one deemed worthy is...
Gauntlet! While I have some color-pie concerns, we are living in a world of white Zombies and blue creatures that reanimate. Runner-up is mystic1110, with a strong creature with an ability that could very well pop up in Hour of Devastation.


Sincerest apologies to Jormengand and braveheart, who should now be in. Judgment remains the same.

Jormengand
2017-05-20, 08:08 AM
You missed mine!

The Ed the Undying reference is to the Kingdom of Loathing, where you have to fight him seven times, with him getting weaker each time, before he actually dies.

braveheart
2017-05-20, 09:56 AM
You seem to have missed my card

Gauntlet
2017-05-22, 03:25 AM
All right then, let's have a new challenge for you all.

We've been recently looking at Kaladesh and Amonkhet's themes a lot, so let's have a bit of a look back at previous settings. The challenge is:

Make a card from the setting of Lorwyn/Shadowmoor, Kamigawa or New Phyrexia.

I'm probably going to be busy on the 29th and the 30th, so judging will take place on Wednesday May 31st.

LastCenturion
2017-05-22, 07:08 AM
Echoes of the Aurora -- 2{G/B}
Sorcery - Rare
Conspire (As you cast this, you may tap two creatures you control that share a color with it. If you do, copy it.)
Put a -1/-1 counter on each untapped creature. Then, put a +1/+1 counter on each tapped creature.

ben-zayb
2017-05-22, 07:09 AM
Mirrorshard Kami 1UU
Creature - Spirit U
~ can't be blocked.
Whenever ~ attacks, you may create a token that's a copy of it tapped and attacking. If you do, exile that token at end of combat.
1/1

Jormengand
2017-05-22, 09:27 AM
Mind's Eye Disciple 3U
Creature - Monk U
Splice onto Monk 1U
When Mind's Eye Disciple resolves, draw a card.
2/2

Burning Hand Disciple 3R
Creature - Monk U
Splice onto Monk 1R
When Burning Hand Disciple resolves, it deals 2 damage to target creature or player.
2/2

Mind's Eye Master 4UU
Creature - Monk R
Splice onto Monk 2UU
When Mind's Eye Master resolves, draw a card and you may return target creature to its owner's hand.
3/3

Burning Hand Master 4RR
Creature - Monk R
Splice onto Monk 2RR
When Burning Hand Master resolves, creatures you control gain haste and first strike until end of turn.
3/3

mystic1110
2017-05-22, 10:22 AM
Ninja of the Open Grave 3B
Creature - Rat Zombie Ninja U
If Ninja of the Open Grave is in your graveyard, and you control an unblocked attacker, you may discard a card. If you do sacrifice an unblocked attacker you control and put Ninja of the Open Grave onto the battlefield from your graveyard tapped and attacking.
4/3

Sgt. Cookie
2017-05-22, 11:21 AM
Battlehungry Ronin R
Creature - Human Samurai Warrior U
Menace (This creature can't be blocked except by two or more creatures)
Bushido 3 (When this creature blocks or becomes blocked, it gets +3/+3 until end of turn.)
Battlehungry Ronin can't block.
1/1

LastCenturion
2017-05-22, 07:06 PM
Mind's Eye Disciple 3U
Creature - Monk U
Splice onto Monk 1U
When you cast Mind's Eye Disciple, draw a card.
2/2

Burning Hand Disciple 3R
Creature - Monk U
Splice onto Monk 1R
When you cast Burning Hand Disciple, it deals 2 damage to target creature or player.
2/2

Mind's Eye Master 4UU
Creature - Monk R
Splice onto Monk 2UU
When you cast Mind's Eye Master, draw a card and you may return target creature to its owner's hand.
3/3

Burning Hand Master 4RR
Creature - Monk R
Splice onto Monk 2RR
When you cast Burning Hand Master, creatures you control gain haste and first strike until end of turn.
3/3

Didn't we explore this idea in the one-by-one YMTC thread and decide that it was too complicated and had memory issues? Because that still applies.

Also, the Splice thing is as you cast it, which means by the time the Splice ability happens, the "on cast" trigger is too late and none of these end up doing anything if you splice them.

Jormengand
2017-05-22, 08:09 PM
Didn't we explore this idea in the one-by-one YMTC thread and decide that it was too complicated and had memory issues? Because that still applies.

Also, the Splice thing is as you cast it, which means by the time the Splice ability happens, the "on cast" trigger is too late and none of these end up doing anything if you splice them.

It doesn't have memory issues; the issue is that you can't put static abilites on the monk because the abilities are all wiped when it enters the battlefield (and there would be memory issues otherwise). You are right that it needs to be a resolve trigger rather than a cast one, though.

Dr.Gunsforhands
2017-05-22, 11:09 PM
Power Creep 2G
Creature - Ooze C
Infect
3/3

Phyrexian Jitte 2
Artifact - Equipment R
Whenever Phyrexian Jitte becomes attached to a creature, put two -1/-1 counters on that creature.
Equipped creature gets +2/+2.
Whenever equipped creature deals combat damage, you may remove two -1/-1 counters from it. If you do, put two -1/-1 counters on target creature an opponent controls.
Equip 2

Squill, Perennial Diplomat 2W
(Squill is clearly a changeling, but has the face of a civilized kithkin rather than the shapeshifters' usual derpy expression.)
Planeswalker - Squill MR
+1: Reveal the top card of your library. If it shares a creature type with a creature you control, put it into your hand. Otherwise, put it on the top or bottom of your library.
+0: Target creature can't attack until your next turn.
-6: Choose a creature type. You gain an emblem with, "Creatures you control with the chosen type get +3/+3 and have protection from creatures and from spells."
Loyalty: 2

Beelzebub1111
2017-05-23, 12:23 PM
Revenge of the Eyeblights RGUW
Tribal Enchantment - Eyeblight R
Eyeblight (this card has all creature types except elf)
Whenever a player casts a non-elf spell, that player puts a +1/+1 counter on target non-elf creature
Whenever a player casts an elf spell, that player puts a -1/-1 counter on target elf

LastCenturion
2017-05-24, 07:15 AM
It doesn't have memory issues; the issue is that you can't put static abilites on the monk because the abilities are all wiped when it enters the battlefield (and there would be memory issues otherwise). You are right that it needs to be a resolve trigger rather than a cast one, though.

The problem now is that resolves has never been a game term, and only been a rules term. It does appear on cards, (http://magiccards.info/query?q=o%3A%22resolves%22&v=card&s=cname)but only in reminder text. If you want to make it a rules term, that's fine. To avoid confusion, I suggest something like "When you cast ~ or activate its Splice ability, do x", which doesn't quite do what you wanted, but it's almost exactly the same effect (the source is different, but that's all).

Jormengand
2017-05-24, 10:33 AM
The problem now is that resolves has never been a game term, and only been a rules term. It does appear on cards, (http://magiccards.info/query?q=o%3A%22resolves%22&v=card&s=cname)but only in reminder text. If you want to make it a rules term, that's fine. To avoid confusion, I suggest something like "When you cast ~ or activate its Splice ability, do x", which doesn't quite do what you wanted, but it's almost exactly the same effect (the source is different, but that's all).

It's effectively a game term - every keyword apart from Reach means something as though the text were written on the card (Except in the case of Extort, where the {W/B} symbol is not treated as part of the card's colour identity), as well as being referrable to as a keyword (which is why flying and "climbing"/"hover" (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366236) are different abilities, and why reach works despite having no text), and in the case of Buyback, the word "Resolves" is actually part of what is effectively written on the card. Rebound? The same. The text is part of the effective text of the card, even if it isn't actually written anywhere other than reminder text.

TurboGhast
2017-05-24, 07:41 PM
Iname, Creator of Life 4GG
Legendary Creature - Spirit R
At the beginning of your end step, create 2 1/1 green Saproling creature tokens.
At the beginning of your post combat main phase, you may have Iname fight target creature you control that attacked this turn.
When a creature dealt damage by Iname this turn dies, transform Iname.
4/4
//
Iname, First Killer
Legendary Creature - Spirit R
Black Color Indicator
B, T, Sacrifice another creature: Destroy target creature. If you control 3 or less creatures, transform Iname
4/4

Top down design based on this story (http://web.archive.org/web/20080302122114/http://www.wizards.com/default.asp?x=magic/chk/iname)

Original Iname cards (http://gatherer.wizards.com/Pages/Search/Default.aspx?name=+[iname])
Wording Assistance: Search for Saprolings (http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[saproling]), Search for Damage Dealt Death Triggers (http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[when]+[dealt]+[damage]+[dies]), Molten Psyche (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=212716), Jabari's Influence (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3499)

Notes:
Creator of Life's second ability exists as a flavorful way for you to transform him. The third ability is open enough that you can transform him with attacking, but your opponent isn't necessarily going to block and let you get the transformation. The combination of the first and second abilities lets you eventually transform Iname without needing to attack with it. You're not forced for gameplay purposes.

mythmonster2
2017-05-27, 07:08 PM
Glorious Compleation 2B
Instant (R)
When target creature dies this turn, you may create a token that's a copy of that creature except it's an artifact in addition to its other types.

Ionbound
2017-05-28, 07:19 AM
Koth's Cleansing-1RR

Sorcery-R

Target player looses all poisons counters. ~ deals that much damage to that player.

It's not as gentle as Melira, but it'll do in a pinch.

Eternis
2017-05-31, 08:09 AM
Wording is a bit off, but I just had this idea in my head.


Honden of the Mirror Dragon 6
Legendary Enchantment - Shrine
Tokens with the name "Honden of the Mirror Dragon" don't cause the legend rule to apply.
At the beginning of your upkeep, create an X/X colourless spirit dragon creature token with flying, where X is the number of Shrines you control.
At the beginning of your end step, if you control no coloured permanents and this is not a token, put a token into play that's a copy of this enchantment.

Sgt. Cookie
2017-05-31, 07:17 PM
Uh, Eternis, just an FYI but if you meant for this enchantment to be remenicsent of Daxos The Returned, then the Power/Toughness setter needs to be a part of the tokens themselves. As it stands, it creates a bunch of creatures with varying power and toughness. Which could be a real pain to keep track of.

Gauntlet
2017-06-01, 11:29 AM
And here we go.


Echoes of the Aurora -- 2{G/B}
Sorcery - Rare
Conspire (As you cast this, you may tap two creatures you control that share a color with it. If you do, copy it.)
Put a -1/-1 counter on each untapped creature. Then, put a +1/+1 counter on each tapped creature.

Synergistic, interesting design. However, +1/+1 counters and -1/-1 counters in the same set would cause some memory issues. If there's ever a set where it's appropriate, though, it's Lorwyn/Shadowmoore. My primary other criticism here is the hybrid mana cost - it means this spell is castable in a monogreen deck, and a sweeper like this is a big color pie stretch.


Mirrorshard Kami 1UU
Creature - Spirit U
~ can't be blocked.
Whenever ~ attacks, you may create a token that's a copy of it tapped and attacking. If you do, exile that token at end of combat.
1/1

I like it. It's a 2/1 Phantom Warrior with some enters/leaves the battlefield synergy. I could see it being printed as-is. It doesn't feel particularly 'Kamigawa', though, other than the name and type line. All the abilities and stats could be transplanted onto any other random plane without issue, which makes it a bit less interesting for this challenge in particular.


Mind's Eye Disciple 3U
Creature - Monk U
Splice onto Monk 1U
When Mind's Eye Disciple resolves, draw a card.
2/2

As mentioned above, this effect is a bit awkward in templating. I think it's trying to be interesting for the sake of it - there is already plenty of design space to be had with Splice without trying to make it work on other permanent types. I think instants and sorceries that Splice onto creatures would be a much cleaner place to look at this sort of effect without quite so many templating problems.


Ninja of the Open Grave 3B
Creature - Rat Zombie Ninja U
If Ninja of the Open Grave is in your graveyard, and you control an unblocked attacker, you may discard a card. If you do sacrifice an unblocked attacker you control and put Ninja of the Open Grave onto the battlefield from your graveyard tapped and attacking.
4/3

The idea of ninjutsu from the graveyard is interesting. However, all the ninjas from Kamigawa have actual abilities that happen when they damage a player. This creature straight up kills one of your creatures, and makes you discard another card, just for a vanilla 4/3. This ability would probably be better with a mana cost - a recurring 4/3 is not a weak card, especially for no mana, but using up two other cards is either not worth it (in most decks) or completely irrelevant (in Dredge style decks).


Battlehungry Ronin R
Creature - Human Samurai Warrior U
Menace (This creature can't be blocked except by two or more creatures)
Bushido 3 (When this creature blocks or becomes blocked, it gets +3/+3 until end of turn.)
Battlehungry Ronin can't block.
1/1

I quite like this creature. Menace and Bushido make for a creature that is close to unblockable and often trades up, but in a very Red manner. He's very flavorful and has interesting interactions between his mechanics. However, giving a card a keyword that cares about blocking and making the card unable to block is rather odd and doesn't happen often, and this creature is pretty much just a colourshifted Tormented Soul with a downside, which is pretty bad for an uncommon. He has a lot of keywords for a common, though. I'd probably try to shuffle the numbers around a bit to make it less 'basically unblockable'. Maybe a 2/1 for 2 with Menace and Bushido 2?



Squill, Perennial Diplomat 2W
(Squill is clearly a changeling, but has the face of a civilized kithkin rather than the shapeshifters' usual derpy expression.)
Planeswalker - Squill MR
+1: Reveal the top card of your library. If it shares a creature type with a creature you control, put it into your hand. Otherwise, put it on the top or bottom of your library.
+0: Target creature can't attack until your next turn.
-6: Choose a creature type. You gain an emblem with, "Creatures you control with the chosen type get +3/+3 and have protection from creatures and from spells."
Loyalty: 2

Changeling planeswalkers are a cool idea. The +1 is about right, although probably worse than Domri Rade's. The 0 is fine. The ult is also fair. I think the thign that jars me about this is that it's a changeling, but in-game usually wants to be played in a deck which cares about a specific creature type, and doesn't help any others, rather than doing what other changelings do and being friends with everyone. I think you were also a little too conservative on the power level of this card - it would probably be fine with a loyalty of 3 to 4. It also doesn't have a rarity.


Revenge of the Eyeblights RGUW
Tribal Enchantment - Eyeblight R
Eyeblight (this card has all creature types except elf)
Whenever a player casts a non-elf spell, that player puts a +1/+1 counter on target non-elf creature
Whenever a player casts an elf spell, that player puts a -1/-1 counter on target elf

Specific-tribe hate is never really going to see play anywhere, and this card helps your opponent just as much as you unless they either a) have no creatures or b) are playing elves. It's also a little odd rules-wise in that if you have no elves on the battlefield, you can cast an Elf and it is just fine because it's not in play when the trigger happens. Four-colour spells are very uncommon for a reason and need good justification - this isn't really there, especailly since half of the card is black in mechanics, and none of it is blue (or red, really) at all.


Iname, Creator of Life 4GG
Legendary Creature - Spirit R
At the beginning of your end step, create 2 1/1 green Saproling creature tokens.
At the beginning of your post combat main phase, you may have Iname fight target creature you control that attacked this turn.
When a creature dealt damage by Iname this turn dies, transform Iname.
4/4
//
Iname, First Killer
Legendary Creature - Spirit R
Black Color Indicator
B, T, Sacrifice another creature: Destroy target creature. If you control 3 or less creatures, transform Iname
4/4


I think you're going in a little too heavily / deep on the flavor here. This card has a lot of intersecting mechanics but the whole seems like it has a lot of different things going on which wouldn't be easy to pick up at first glance, especially since most people wouldn't have read the story. You could make this a lot less strange to read by just letting you sacrifice a creature, or having it transform when you control no other creatures. This should probably also be a Mythic rare.


Glorious Compleation 2B
Instant (R)
When target creature dies this turn, you may create a token that's a copy of that creature except it's an artifact in addition to its other types.

Clean, flavorful, and actually probably quite interesting to play. False Demise is a cool card, and this is similar, though the instant speed probably makes it better even if the end result is a token rather than the creature itself. My only complaint is that it is black. If False Demise was printed today it would probably be black (see Unhallowed Pact) but the artifact token creation flavor of the same ability could also be Blue.


Koth's Cleansing-1RR

Sorcery-R

Target player looses all poisons counters. ~ deals that much damage to that player.

It's not as gentle as Melira, but it'll do in a pinch.

It's an interesting idea - a colorshifted Leeches. It's certainly flavorful. However, Poison Counters are intended to be a permanent wound, and I don't think this contributes enough to gameplay to be worth changing that. It's a very narrow sideboard option against an Infect deck - but against Infect a lot of the time you're being oneshotted if they go for the kill anyway, so it doesn't do anything there - or it goes in some sort of hybrid deck that tries to burn you out with it, but poison counters are way harder to put on someone than damage, so you might as well just go for damage directly. I could see it in limited, but then it shouldn't be Rare.


Wording is a bit off, but I just had this idea in my head.


Honden of the Mirror Dragon 6
Legendary Enchantment - Shrine
Tokens with the name "Honden of the Mirror Dragon" don't cause the legend rule to apply.
At the beginning of your upkeep, create an X/X colourless spirit dragon creature token with flying, where X is the number of Shrines you control.
At the beginning of your end step, if you control no coloured permanents and this is not a token, put a token into play that's a copy of this enchantment.

Creating multiple creature tokens with varying power and toughness is going to cause memory issues. Getting more and more dragons of various sizes repeatedly is also a very powerful effect. It's also a bit clunky in that it wants you to play with other Shrines for bigger dragons, but then it stops copying itself. This thing's best home would be in a control deck with very few permanents since then it runs away with the game. It also doesn't have a rarity. Creating spirit tokens and caring about Shrines is very Kamigawa, but Colorless Matters is already a theme on two planes, and I'd stay away from spreading it.





mythmonster2 with Glorious Compleation!

Mechanics and flavor are great, and while I'd love to see this sort of effect get colourshifted it's still definitely fitting as a Black card. Very Phyrexian, which is great, and nice and simple which is always nice to see.

Honourable mentions to:

Sgt.Cookie with Battlehungry Ronin

ben-zayb with Mirrorshard Kami

Ionbound
2017-06-01, 03:11 PM
@Rarity: I was totally basing that off of the original leeches. As for whether or not it should exist in the first place, a lot of the complaints I've seen about infect (as an infect player myself) is that there is no counterplay for it. While I agree that there shouldn't be (and this card would likely not be played in the first place), it's mere presence I feel like would be necessary for the mental health of the game. Does that make sense?

ben-zayb
2017-06-01, 08:37 PM
It was originally supposed to be a ninja that does shadow clones, but I can't figure out how to have its ability be a part of a broader general ninja-themed keyword or ability word. Failing that, the block-independence became a deliberate design choice to make it easily reprintable in settings-neutral releases.

mythmonster2
2017-06-01, 09:20 PM
Alright, first challenge! I've always liked multicolor sets, so similarly to this last challenge,

Make a card from Ravnica, Alara, or Tarkir!

Judging will (hopefully) be on the 8th.

Dr.Gunsforhands
2017-06-01, 11:26 PM
Knightly Blade 0
Artifact - Equipment U
Equipped creature gets +1/+1.
Equip 2
The quaint Sojourner iconography places this museum piece in a region once known as Bant.

ben-zayb
2017-06-01, 11:44 PM
Silumgar's Insignia 2UB
Legendary Artifact MR
Sacrifice a creature: Draw a card, then discard a card.
Whenever a creature you control dies, you may exile it. If you do and you control a card named Dragonlord Silumgar, gain control of target creature with a lesser converted mana cost than the exiled creature.
"Lord Silumgar has grown tired of you, Tasigur."
-Sidisi, Undead Vizier


This is supposed to be part of a cycle for dragonlord "equipments". Just replace the "Dragonlord Silumgar" card name with the appropriate one.

Gauntlet
2017-06-02, 03:05 AM
@Rarity: I was totally basing that off of the original leeches. As for whether or not it should exist in the first place, a lot of the complaints I've seen about infect (as an infect player myself) is that there is no counterplay for it. While I agree that there shouldn't be (and this card would likely not be played in the first place), it's mere presence I feel like would be necessary for the mental health of the game. Does that make sense?

I think using Leeches for rarity is something I wouldn't put much weight on, since it was printed so long ago that things have changed a lot since then.

braveheart
2017-06-02, 11:17 AM
Atarka's Chef 2RG
Creature - Goblin - R
T: add RG to your mana pool, use this mana only to cast dragon spells
Sacrifice Atarka's chef: add C to your mana pool, use this mana only to cast dragon spells
"It is delicious, just as I'm certain you will be" - Atarka
1/2

LastCenturion
2017-06-02, 05:38 PM
Signet of the Conflux -- 3
Artifact -- Rare
Signet of the Conflux can only be cast with three different colors of mana.
T: Add 2 mana of any one color to your mana pool.
T, sacrifice Signet of the Conflux: Add 3 mana in any combination of colors to your mana pool.

TurboGhast
2017-06-03, 01:45 PM
Endless Repetition 3UU
Enchantment - M
If you cast a instant or sorcery spell with rebound from exile, instead copy that spell and at the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.
"A lesson is still worth teaching even if you've taught it two hundred times before."
- Ojutai, translated from Draconic

In case this is worded incorrectly: The intent is that rebound spells are recast indefinitely, and you get one final rebound if the enchantment is destroyed.

mythmonster2
2017-06-06, 03:17 PM
Just to let y'all know: 2 days left until judging!

Blue Ghost
2017-06-06, 03:55 PM
Daghatar, the Traitor Khan 2GW
Legendary Creature - Human Soldier (R)
When Daghatar, the Traitor Khan enters the battlefield, exile all cards in your graveyard. Put a +1/+1 counter on Daghatar for each creature card exiled this way.
When Daghatar, the Traitor Khan dies, if it had three or more +1/+1 counters on it, you may put a Dragon creature card from your hand onto the battlefield.
2/2

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Multicolor/Daghatar%20the%20Traitor%20Khan_zpsto6eji9y.png
Story reference (http://magic.wizards.com/en/articles/archive/magic-story/no-end-and-no-beginning-2015-02-11)

Jormengand
2017-06-06, 04:03 PM
Man the Gates! 2W
Sorcery - U
Create a 1/1 white soldier creature token for each gate you control.
It is all of our duty to protect the people

I imagine the ten original gates would be reprinted.

mystic1110
2017-06-06, 04:50 PM
Choose your Myth XG
[Picture - Sarruk Dragonclaw and Sarruk Hunt Master punching each other in the face]
Sorcery R
Search your library for two legendary creature cards with different names and converted mana costs of X. An opponent chooses one and places it on the battlefield under your control and puts the other into your graveyard.
After the merger of the timelines, there could only be one legend

After punching bears (http://magiccards.info/ktk/en/147.html) and dragons (http://magiccards.info/dtk/en/185.html) - this is the logical next step.

Beelzebub1111
2017-06-06, 06:46 PM
Ghastly Spy 2B
Creature Spirit U
At the beginning of your upkeep, look at the top card of your library. You may exile it, if you do return it to the top of your library at the beginning of the end step.
1/2
The Dimir and Orzov know that intelligence is best gathered by those that don't need ot anymore

Misothene
2017-06-06, 07:45 PM
Shard of the Remembrance 2
Artifact- U
When Shard of the Remembrance enters the battlefield, draw a card.
2B, T, Sacrifice Shard of the Remembrance: Return target creature card from your graveyard to your hand.
Exile four permanents you control named Shard of the Remembrance: Return all creature cards from your graveyard to the battlefield.

LastCenturion
2017-06-06, 08:27 PM
Something a little reminiscent of Approach of the Second Sun and Hedron Alignment:

Worldsoul's Resurgence -- 1WUB
Instant -- MR
Choose one, then exile Worldsoul's Resurgence:
Counter up to one target spell.
Exile target permanent.
Put a +1/+1 counter on each creature you control.
If you have chosen each of Worldsoul's Resurgence's other modes this game, you win the game.

I decided on White and Blue because it has the best options and has precedent for this being in its color pie. I added in a self-exiling clause to prevent easy recursion. Not today, EDH hopefuls. The first mode is my attempt at making a somewhat playable 4-mana counter. I made it "up to one" instead of just countering so that it can work without anything to respond to. The second mode is very White, with maybe a hint of red. It can hit lands, which might be important? Not entirely sure, but I might change it to nonland permanents at some point. The third mode is an anthem effect that helps out anything big on combat damage, and is also very white. The fourth mode speaks for itself; I'm not sure the formatting is quite correct, but I think it is? I can't figure out how to make it better.In response to advice from others, changed the cost from WWUU to 1WUB.

Mystic Muse
2017-06-06, 09:43 PM
Something a little reminiscent of Approach of the Second Sun and Hedron Alignment:

Worldsoul's Resurgence -- WWUU
Instant -- MR
Choose one, then exile Worldsoul's Resurgence:
Counter up to one target spell.
Exile target permanent.
Put a +1/+1 counter on each creature you control.
If you have chosen each of Worldsoul's Resurgence's other modes this game, you win the game.

I decided on White and Blue because it has the best options and has precedent for this being in its color pie. I added in a self-exiling clause to prevent easy recursion. Not today, EDH hopefuls. The first mode is my attempt at making a somewhat playable 4-mana counter. I made it "up to one" instead of just countering so that it can work without anything to respond to. The second mode is very White, with maybe a hint of red. It can hit lands, which might be important? Not entirely sure, but I might change it to nonland permanents at some point. The third mode is an anthem effect that helps out anything big on combat damage, and is also very white. The fourth mode speaks for itself; I'm not sure the formatting is quite correct, but I think it is? I can't figure out how to make it better.

With the drawback of exiling, this honestly is too color AND mana intensive for what it does, especially at Mythic Rare. Its modes are nice, but it can only be played in U/W heavy decks, and you have to draw all four of your copies in order to actually use it as a win condition.

mystic1110
2017-06-06, 10:42 PM
With the drawback of exiling, this honestly is too color AND mana intensive for what it does, especially at Mythic Rare. Its modes are nice, but it can only be played in U/W heavy decks, and you have to draw all four of your copies in order to actually use it as a win condition.

IMO The fact that it is an Utter End that can hit lands suggests that (1) it should have B in its mana cost and (2) it is costed appropriately. 4 mana already gets you that exile effect and the additional color requirements balance the fact that this is also a counter, an anthem, and a weak win con. I don't think you can get away with making it 1 mana less. The best you can do IMO would be 1WBU, but even then that seems too good.

Blue Ghost
2017-06-07, 12:47 AM
I think it's fairly costed, considering the versatility. But I think it might be better at rare, since it doesn't have the splashiness or single-card impact that successful mythic rares have. Approach of the Second Sun is rare rather than mythic, and Worldsoul's Resurgence seems on the same level.

LastCenturion
2017-06-07, 07:07 AM
I think it's fairly costed, considering the versatility. But I think it might be better at rare, since it doesn't have the splashiness or single-card impact that successful mythic rares have. Approach of the Second Sun is rare rather than mythic, and Worldsoul's Resurgence seems on the same level.

I considered putting it at rare, but given how you need four of them for it to really be useful, I thought having it at Mythic would be better to prevent it from being a disappointment in Limited.

It also sound like the cost should change, so I'll swap it to 1WBU as suggested.

Sgt. Cookie
2017-06-07, 09:58 AM
Rifar, Rakdos Manashaper 2(R/B)(R/B)
Legendary Creature - Demon Wizard MR
Flying
You may spend red mana as if it were black mana and vice versa.
(R/B), T: Add RB to your mana pool.
3/3



What's better than Red/Black hybrid? EVERYTHING being Red/Black hybrid.

Mister Tom
2017-06-07, 02:41 PM
Something for the Simics...

Evolutionary Phantasm U

Sorcery -U

Create a 5/5 blue illusion creature token, then destroy it.

Sometimes progress can come from a moment's inspiration.

Jormengand
2017-06-07, 02:47 PM
Something for the Simics...

Evolutionary Phantasm U

Sorcery -U

Put a 5/5 Blue creature token onto the battlefield under your control then immediately discard it.

Sometimes progress can come from a moment's inspiration.

The wording you're looking for is "Create a 5/5 blue illusion creature token, then destroy it."

Mister Tom
2017-06-07, 04:20 PM
Too kind, as always!

Ionbound
2017-06-08, 09:16 PM
Behemoth Hunter-2GW

Creature-Human Knight-U

When ~ enters the battlefield, exile target creature with power 5 of greater until ~ leaves the battlefield.

"What? Come on, I'm sure I can handle it if the cage breaks." ~Last words of Bant Expeditionary Force Captain

2/2

Mystic Muse
2017-06-08, 09:22 PM
Behemoth Hunter-2GW

Creature-Human Knight-U

When ~ enters the battlefield, exile target creature with power 5 of greater until ~ leaves the battlefield.

"What? Come on, I'm sure I can handle it if the cage breaks." ~Last words of Bant Expeditionary Force Captain
Needs a power and toughness.

Medival Wombat
2017-06-09, 01:26 AM
Dragon Stablemaster (1)(R)(B/G)
uncommon creature; goblin

If Dragon Stablemaster enters the Battlefield, you may sacrifice up to 5 goblins. Than put a +1/+1 counter per goblin sacrificed on a dragon you control
2/1

"Welcome new snack- I mean stableboys. Get to work!"

Ionbound
2017-06-09, 07:49 AM
Needs a power and toughness.

Thank you!

mythmonster2
2017-06-09, 11:18 AM
Alright, submissions will no longer be accepted. I'll put the results as soon as possible.

mythmonster2
2017-06-09, 02:03 PM
Knightly Blade 0
Artifact - Equipment U
Equipped creature gets +1/+1.
Equip 2
The quaint Sojourner iconography places this museum piece in a region once known as Bant.
Seems like a pretty Limited-only card, and I don't know how often it'll be making the cut in there, either. I know Affinity likes 0-cost artifacts, but I feel like this isn't the kind of card it's looking for, either. I don't think Bone Saw made any big waves, so this could probably have Equip 1 without a problem.


Silumgar's Insignia 2UB
Legendary Artifact MR
Sacrifice a creature: Draw a card, then discard a card.
Whenever a creature you control dies, you may exile it. If you do and you control a card named Dragonlord Silumgar, gain control of target creature with a lesser converted mana cost than the exiled creature.
"Lord Silumgar has grown tired of you, Tasigur."
-Sidisi, Undead Vizier
Now this is quite the interesting card. It is a bit held back by the requirement that you control Silumgar, but has a very powerful effect and is a clear build-around-me. The free sacrificing also has potential. I feel like the only problem is that the requirement might be a bit too stringent, since it makes this card doubly weak to artifact and creature removal.



Atarka's Chef 2RG
Creature - Goblin - R
T: add RG to your mana pool, use this mana only to cast dragon spells
Sacrifice Atarka's chef: add C to your mana pool, use this mana only to cast dragon spells
"It is delicious, just as I'm certain you will be" - Atarka
1/2
I love how you made this ramp straight into either Atarka. Turn 5 Dragonlord Atarka is a very powerful move. It's also fragile, making it a risky, all-in move. Plus, naturally flavorful (perhaps in both ways). I like it.



Endless Repetition 3UU
Enchantment - M
If you cast a instant or sorcery spell with rebound from exile, instead copy that spell and at the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.
"A lesson is still worth teaching even if you've taught it two hundred times before."
- Ojutai, translated from Draconic
Now here's a hell of a build-around. There are some quite powerful rebound cards up there, even more so if they can repeat every turn. Consuming Vapors (http://combodeck.net/Card/Consuming_Vapors), Great Teacher's Decree (http://combodeck.net/Card/Great_Teacher's_Decree), and the dream of Cast Through Time (http://combodeck.net/Card/Cast_Through_Time). A turn 5 do-nothing is quite the price to pay, though, and I don't think this could make the cut in Standard without some really good Rebound support. But in Commander, this could be great fun.


Daghatar, the Traitor Khan 2GW
Legendary Creature - Human Soldier (R)
When Daghatar, the Traitor Khan enters the battlefield, exile all cards in your graveyard. Put a +1/+1 counter on Daghatar for each creature card exiled this way.
When Daghatar, the Traitor Khan dies, if it had three or more +1/+1 counters on it, you may put a Dragon creature card from your hand onto the battlefield.
2/2

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Multicolor/Daghatar%20the%20Traitor%20Khan_zpsto6eji9y.png
Now here's a hell of a flavor card. Major props for that. However, the card does feel a bit on the weak side, because of the specific requirements. You have to exile at least two creatures just to get an effective vanilla on curve. Plus, white and green don't really have that many dragons between them, meaning you'll probably have to splash in another color (likely red). I think bumping the P/T up by one each would help at least a little, or throw in a keyword like Vigilance.


Man the Gates! 2W
Sorcery - U
Create a 1/1 white soldier creature token for each gate you control.
It is all of our duty to protect the people
A nice, simple card. You'd probably want at least three gates before casting it, though, which could be difficult and would set you back quite a bit on curve. I feel this could be maybe buffed to only cost 1W, since running gates as opposed to other dual lands is a bit of a drawback in and of itself.


Choose your Myth XG
[Picture - Sarruk Dragonclaw and Sarruk Hunt Master punching each other in the face]
Sorcery R
Search your library for two legendary creature cards with different names and converted mana costs of X. An opponent chooses one and places it on the battlefield under your control and puts the other into your graveyard.
After the merger of the timelines, there could only be one legend
Love the flavor. :smallbiggrin: This seems like it'd be mostly a Commander card, since having two legends with the same CMC is a bit more of a challenge in Standard, and Commander lets you have multiple pairs. The opponents' choice is a big downside, but perhaps not as much as usual since you get to at least pick the cards. Perhaps this could work out in a Sisay deck, where you're going to have lots of legends, anyway.


Ghastly Spy 2B
Creature Spirit U
At the beginning of your upkeep, look at the top card of your library. You may exile it, if you do return it to the top of your library at the beginning of the end step.
1/2
The Dimir and Orzov know that intelligence is best gathered by those that don't need ot anymore
A very nice effect, letting you potentially skip bad draws when you need to. It seems pretty balanced overall, too. My only thing would perhaps be to make it blue instead of black, since this kind of deck manipulation feels more blue. Aside from that, I very much like it.


Shard of the Remembrance 2
Artifact- U
When Shard of the Remembrance enters the battlefield, draw a card.
2B, T, Sacrifice Shard of the Remembrance: Return target creature card from your graveyard to your hand.
Exile four permanents you control named Shard of the Remembrance: Return all creature cards from your graveyard to the battlefield.
Interesting card. I do like how you didn't force people to go all in, allowing them to sacrifice individual Shards if they need to, while still having the big payoff. I don't think it would see any play except on the kitchen table (can't even do Commander), but it's still a fun, interesting effect.


Worldsoul's Resurgence -- 1WUB
Instant -- MR
Choose one, then exile Worldsoul's Resurgence:
Counter up to one target spell.
Exile target permanent.
Put a +1/+1 counter on each creature you control.
If you have chosen each of Worldsoul's Resurgence's other modes this game, you win the game.

I agree that the black does fit the second mode better. Having to cast this four times makes me wonder about its potential effectiveness, but even having it as an unofficial charm is not bad. It seems fairly balanced, with no effect being too overpowering. I like it, overall.


Rifar, Rakdos Manashaper 2(R/B)(R/B)
Legendary Creature - Demon Wizard MR
Flying
You may spend red mana as if it were black mana and vice versa.
(R/B), T: Add RB to your mana pool.
3/3
Wow, I really like this effect. Awesome color fixing, and on a good body, too. If anything, I think this might be just a bit too overtuned, with all of its abilities and being a 3/3 flier for 4 on top. Perhaps make it a 3/2 to be a bit more Rakdos-y, or drop the tap ability?


Evolutionary Phantasm U
Sorcery -U
Create a 5/5 blue illusion creature token, then destroy it.
Sometimes progress can come from a moment's inspiration.
Good synergy with Evolve, as you intended, and it helps trigger ETB effects as well. I think this could be a bit more elegant as a creature with something like "When this enters the battlefield, sacrifice it", though. Can't really say much more about this; it does what it does.


Behemoth Hunter-2GW
Creature-Human Knight-U
When ~ enters the battlefield, exile target creature with power 5 of greater until ~ leaves the battlefield.
"What? Come on, I'm sure I can handle it if the cage breaks." ~Last words of Bant Expeditionary Force Captain
2/2
Good flavor, but a bit on the weak side. I think this could be bumped down to three mana and maybe even lose the green. Getting rid of stuff with high power is usually just white. But besides that, it's got a job, and it does it well.


Dragon Stablemaster (1)(R)(B/G)
uncommon creature; goblin
If Dragon Stablemaster enters the Battlefield, you may sacrifice up to 5 goblins. Than put a +1/+1 counter per goblin sacrificed on a dragon you control
2/1
"Welcome new snack- I mean stableboys. Get to work!"
Yup, that's Jund in a nutshell. Formatting issues aside, this could be part of an interesting Goblin/Dragon deck, with the goblins providing the early game aggro and the dragons finishing it out, and this card allowing you to transition between the two. It probably wouldn't be the most effective, but the flavor is nice and the idea is fun.


In third place, Beelzebub1111 with Ghastly Spy! A simple, but very neat effect!
In second place, TurboGhast with Endless Repetition, for all the awesome Commander possibilities with it!
The winner: Sgt. Cookie, with Rifar, Rakdos Manashaper! Cool effect that feels like it'd slot right into Rakdos, and a nice body to go with it!
Some great submissions this time around! It was pretty hard to narrow it down to the top three, and a bunch were right below these ones.

Sgt. Cookie
2017-06-09, 03:52 PM
Hey, what's a Mythic without a little overtuning? :smalltongue:

But, thanks for the win! Colour fixing isn't really something red or black gets to do, but at the same time, both Black and Red have let you spend mana as though it were other colours. So on a Mythic, it's probably fine.

And for this week's contest:

For the past couple of weeks, we've been making cards for established settings, so let's get those originality juices flowing again, with that in mind:

Create a card for a subterranean, oceanic or sky* themed world
*Something like Serra's Realm, that... isn't pure white.

LastCenturion
2017-06-10, 05:54 AM
I choose: Subterranean.



Fang of the Deepstalker
Artifact -- Equipment -- C
Whenever a Deepstalker creature you control dies, you may put ~ onto the battlefield from your hand.
Equipped creature has "T: Monstrosity 1 (If this creature is not monstrous, put a +1/+1 counter on it and it becomes monstrous)"
If equipped creature is monstrous, it is a Deepstalker in addition to its other types.
Equip 1



This would be in a set where Monstrosity is a big thing like Energy was in KLD block. Other returning mechanics that would play a role are Modular and Graft.

It's kinda hard to phrase Monstrosity in a way that's intuitive. It's an action, but the word itself is a noun. An early iteration of this card had "T, tap equipped creature: Equipped creature Monstrosity 1" which works from a rules perspective but makes very little sense to read.

TurboGhast
2017-06-10, 12:05 PM
Seafloor Scavenger 2BB
Creature - Serpent R
Whenever nontoken creature dies, you may exile that card.
~ gets +1/+1 for each card exiled with it.
Put a card exiled with ~ into its owner's graveyard: ~ gains indestructible until end of turn.
1/1

Wording Assists: Mimic Vat (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=207883)

An ocean world could reasonably bend creature types normally associated with blue into other colors, to increase the feeling of oceanness.

mythmonster2
2017-06-10, 08:38 PM
Bigger Fish - 2UU
Creature - Fish (R)
When Bigger Fish enters the battlefield, its power and toughness become equal to target creature's power and toughness plus one.
X/X

I'll probably think of something else, just had to put it out there.

Dr.Gunsforhands
2017-06-12, 01:00 AM
Delfinus Boarding Party 3U
Creature - Merfolk Pirate U
1U: Delfinus Boarding Party can't be blocked this turn.
4G, T: Delfinus Boarding Party fights target creature.
3/3

Jormengand
2017-06-12, 02:13 AM
Tunnel Collapse 3RRR
Instant - R
As an additional cost to cast Tunnel Collapse, sacrifice a land.
Tunnel Collapse deals 5 damage to each creature you don't control.
Drunk on conquest, few consider if the place they've captured is truly safe.

Misothene
2017-06-12, 05:58 AM
Valuan Executioner 3WB
Creature- Human Soldier U
Whenever a creature an opponent controls is detained, destroy it.
Valua's executioners serve to deter not only the air pirates under their blade, but the Lower City denizens filling the arena.
4/4

Magic doesn't do outside IPs, but I always thought Skies of Arcadia had a very MTG-friendly setting, with different sky-islands that would easily give each color representation. This card imagines a Skies of Arcadia set where the Valuan Empire makes use of the detain mechanic, and is represented on WB cards.

mystic1110
2017-06-12, 09:10 AM
Bottom-Fathom Crypt-Keeper WUB
Creature - Merfolk Horror U
Tidal - As long as you control an even number of lands, whenever Bottom-Fathom Crypt-Keeper attacks you may return target creature card with converted mana cost 2 or less from your graveyard to the battlefield.
If you gaze long into the abyss, the abyss also gazes into you . . . and sometimes swims towards you as well.
2/3

Beelzebub1111
2017-06-12, 11:56 AM
Underbrush Skulker 2G
Creature - Elf Rogue C
Underbrush Skulker cannot be blocked by creatures with flying
2/2
Against the Tyrany of Clouds, the roughest path is often the safest


For the Sky theme. I imagine with flying being super common in that setting, you would need an alternative form of evasion.

BasketOfPuppies
2017-06-12, 02:32 PM
Valuan Executioner 3WB
Creature- Human Soldier U
Whenever a creature an opponent controls is detained, destroy it.
Valua's executioners serve to deter not only the air pirates under their blade, but the Lower City denizens filling the arena.
4/4

Magic doesn't do outside IPs, but I always thought Skies of Arcadia had a very MTG-friendly setting, with different sky-islands that would easily give each color representation. This card imagines a Skies of Arcadia set where the Valuan Empire makes use of the detain mechanic, and is represented on WB cards.

Detain shows up on white and blue cards, not white and black.

Misothene
2017-06-12, 04:25 PM
Detain shows up on white and blue cards, not white and black.

I'm aware- mechanics can shift colors when they're reprinted. Exalted, for example, was originally in White, Green and Blue in Alara but was reprinted in White and Black. So would be the case in the hypothetical set.

Ionbound
2017-06-12, 05:08 PM
Aerial Embrace-1BB

Enchantment-Aura-U

Enchant Target Creature

Enchanted creature gains +1/+1, flying, lifelink, and is a vampire in addition to it's other times.

For some, the privilege of visiting the Sky Villas is worth any price.

Meant to be from the same world as Arcanum Wings (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136055)

Misothene
2017-06-12, 05:40 PM
Aerial Embrace-BBB

Enchantment-Aura

Enchanted creature gains flying, lifelink, and is a vampire in addition to it's other times.

For some, the privilege of visiting the Sky Villas is worth any price.


A couple suggestions-
1. You're missing a rarity.
2. With the wording cleaned up, this card is really weak. It compares to cards like Gift of Orzhova very unfavorably. You might want to think about taking the cost down or including a P/T buff to make the investment more worth it.

Ionbound
2017-06-12, 07:25 PM
Yeah, I was basing it on my spotty memory of what Gift of Orzhova did. Guess I was a bit off.

BasketOfPuppies
2017-06-12, 08:00 PM
I'm aware- mechanics can shift colors when they're reprinted. Exalted, for example, was originally in White, Green and Blue in Alara but was reprinted in White and Black. So would be the case in the hypothetical set.

Fair enough. I thought it might've been the B=blue assumption that gets made.

Eternis
2017-06-12, 10:01 PM
Devotee's Vessel 3
Artwork: A large trading ship, richly adorned with dyed banners with religious symbols, cresting a large wave- a burly man hauls on a rope, half-falling of the ship in the miniature details.
Artifact - Vehicle U
Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, draw a card.
When ~ would deal combat damage to a player, you may prevent that damage. If you do, put a +1/+1 counter on each creature tapped to Crew ~.
Crew 3
Some voyages are worth the wait- and the crews of merchants favored by the gods tend to prosper.
3/7

Gauntlet
2017-06-13, 04:28 AM
Outflank - XU
Sorcery - Uncommon

Up to X target creatures can't be blocked this turn.

Opportunity - If an opponent controls no untapped creatures, instead those target creatures gain "Whenever this creature deals combat damage to a player, draw a card." until end of turn.

A skilled cloudshaper can create an ambush even on the clearest of days.

Medival Wombat
2017-06-13, 04:39 PM
Subterran Vault
Legendary Land - R
~ enters the battlefield tapped
T: Exile target creature you control.
T: Sacrifice ~. Draw a card.
When ~ is put into a graveyard from the battlefield, return all cards exiled with it to the battlefield under their owners' control.
"Stacking meat for the apocalypse, du dub doo..."

Blue Ghost
2017-06-14, 12:16 AM
Blood in the Water 4R
Sorcery (U)
Blood in the Water deals 2 damage to target creature. Create two 2/2 red Fish creature tokens with haste.

http://i1283.photobucket.com/albums/a560/BlueGhostITP/Red/Blood%20in%20the%20Water_zpsw45ffy0p.png

ben-zayb
2017-06-14, 04:12 AM
Crude Conversion 1B
Sorcery U
Exile target creature or land card from a graveyard. If you do, add BBB to your mana pool.
"Sacrifice the past to save the present."
-Parreod Corporation mission statement

Eternis
2017-06-14, 06:49 PM
Let me fix up the wording for you-


Subterran Vault
Legendary Land - R
~ enters the battlefield tapped
T: Exile target creature you control.
T: Sacrifice ~. Draw a card.
When ~ is put into a graveyard from the battlefield, return all cards exiled with it to the battlefield under their owners' control.
"Stacking meat for the apocalypse, du dub doo..."


I have no clue about magic lore (exept alara), so I improvised...

Medival Wombat
2017-06-14, 10:38 PM
Let me fix up the wording for you-

thanks mate

braveheart
2017-06-15, 02:16 PM
Cave In 1UU
Instant - U
Remove target creature from combat, it does not untap on it's controller's next untapped step.

Mister Tom
2017-06-16, 03:00 AM
Props if you recognise the setting :smallsmile:

Lord Ratspeaker 1B

Creature - Human U
Skulk
2BB, T: put two 2/2 black Rat creature tokens onto the battlefield.

Powerful big rats, gentlemen.
1/3

Sgt. Cookie
2017-06-16, 07:36 AM
Alright, folks, entries will now be closed. I will get judging up soontm.

Sgt. Cookie
2017-06-19, 09:51 AM
Apologies for the lateness folks, internet has been acting up.

I will attempt to get my critique of the cards up as soon as I can, but for now, while I have the chance, I will declare winners:


Gauntlet with Outflank!

Jormengand with Tunnel Collapse!

Blue Ghost with Blood In The Water!

Blue Ghost
2017-06-20, 11:44 AM
Thanks Sarge!

I'll announce the next contest now. But by no means let that keep you from posting the reviews! I'd hate for anyone to miss out on a good review because of me.

New contest:
Design a card based on a game mechanic from a non-TCG game.

Feel free to let us know what game you're referencing if it's something I might not get.

Medival Wombat
2017-06-20, 12:24 PM
Magic Missile(5)
Sourcery
Deal 1d4+1 damage to as many creatures as there were different colours spent on ~. You cannot damage a target twice with this card. You have to roll seperatly for each target.
"I wanted to call it "Bacon Kitty Hawaiian Nightmare", but the archcancellor gave me that look again..." A talented, but frustated souceress


Because dice.

also a cookie for anyone weird enough to know the flavourtext spell

Beelzebub1111
2017-06-20, 03:01 PM
I just did that two contests ago (the Spy Mechanic from Reaper's Warlord)

I'll think of something else

Eternis
2017-06-20, 07:43 PM
*sigh* I'm sad, because flavour-text-wise the Cthulhu mythos is already represented by the eldrazi, but this mechanic is too good to waste.
From Arkham Horror, JSYK

Kethua of the Abyss - 10BB
Legendary Creature- Ancient Horror MR
A deck can only have one card named ~.
If ~ is in your starting hand, you may exile it.
Counters remain on ~ as it moves to any zone.
When you cast a Horror spell, if ~ is exiled and you exiled it from your starting hand, put a doom counter on ~.
When ~ is in exile and has 13 or more doom counters on it, put it onto the battlefield transformed.

10/10

---

Kethua, the Ancient One
Legendary Creature - Ancient Horror MR
Shroud, Indestructible
Counters remain on ~ as it moves to any zone.
You can't lose the game and your opponents can't win the game.
~ can block any number of creatures
~ must block each creature if able.
When ~ would be dealt damage, instead prevent all damage that source would deal this turn and remove a doom counter from ~.
When ~ has no doom counters on it, sacrifice it. You lose the game.
Remove a doom counter from ~: Return ~ from your graveyard or exile to play. Activate this ability only as a sorcery.
20/20

TurboGhast
2017-06-20, 10:14 PM
Wavecast 2RR
Instant - R
Choose target instant or sorcery spell that targets only a single permanent. Copy that spell for each other permanent controlled by the same player as the spell's target the spell could target. Each copy targets a different one of those permanents.

Based on the mechanic from SNES Final Fantasy games wherein you could make your attack spells target all opponents, at cost of reduced damage compared to just hitting a single foe. Reducing the effect of the spells would make an already complicated card much more wordy, so that part of the mechanic isn't emulated.

Wording Help: Radiate (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=34250)

Extra note: I think this card is okay balance-wise because Radiate is rather underpowered, and this card is more situational than it.

ben-zayb
2017-06-20, 10:49 PM
Pocket Dominion 4
Legendary Artifact MR
Imprint - XXU,T: Exile target nontoken creature you don't control with power X as long as ~ remains on the battlefield.
At the beginning of combat, choose up to six creature cards exiled with ~. For each chosen card, create a token that's a copy of it except the token has haste. If one or more tokens are created this way, exile the tokens at end of combat or if ~ will leave the battlefield.
"Catch them. Catch them! Catch them all!"


EDIT: Hmm, can't word it properly

Dr.Gunsforhands
2017-06-20, 11:40 PM
Matca Striker 1R
Creature - Human Warrior U
Menace
Whenever Matca Striker attacks and is not blocked, you may have another target attacking creature get -3/-0 until end of turn. If you do, Matca Striker gets +3/+0 until end of turn.
She makes sure her teammates stay focused on the goal.
1/2

Bucky
2017-06-20, 11:42 PM
Madness Mixture 2RR
Sorcery - Potion R
Choose One -
Discard your hand and draw that many cards plus one. Then reveal your hand and play a Sorcery with converted mana cost 3 or less without paying its mana cost OR throw this at an opponent.

Throw - Target player reveals their hand. You may choose a Potion from it; they throw that Potion targetting themselves without using Ingredients.


(Borrowed from my Potion Factory (http://www.dvorakgame.co.uk/index.php/Potion_Factory_deck) card game)

5a Violista
2017-06-21, 12:35 AM
This one is, obviously, from my favorite game. In case you can't figure it out, here's a picture that will hopefully help:

http://i1256.photobucket.com/albums/ii499/Mahonri_Violis/IMG069_zpsd7cd17a5.jpg
(Made by my sister)




Song of Time 1WW
Instant - (Uncommon)


Prevent all damage that would be dealt this turn.
Return target creature card with CMC X from your graveyard to the battlefield, where X is less than or equal to the number of cards in your hand.
Reveal your hand. Target opponent chooses up to X cards from it. Discard those cards.

Dawn of
The First Day
-72 Hours Remain-


Edit: So, final version. Very wordy, but I didn't want it to simply be "Like Y card, except strictly better" or "Like Z card, except strictly worse". Because it is Uncommon instead of Common, I feel somewhat justified in wordiness and complexity, but I still feel like it's a little too wordy for an Uncommon card.

Gauntlet
2017-06-21, 03:59 AM
Shark, Fang of the Sea - 3UU

Legendary Creature - Human Captain Striker - Mythic

Flanking, Prowess

Whenever Shark, Fang of the Sea attacks and isn't blocked, you get a Goal and Shark deals no combat damage this combat. (A player with three or more Goals wins the game.)

Whenever you get a Goal, draw a card.

3/4

From Guild Ball (http://steamforged.com/guildball).

Ionbound
2017-06-21, 08:35 AM
Resonant Magician-1U

Creature-Human Wizard Tuner-C

Synchro-Sacrifice ~ and another wizard you control: Search your library for a wizard with a CMC equal to the sum of the sacrificed creatures CMC and put it on the battlefield under your control. Synchro only as a sorcery.

1/1

Bucky
2017-06-21, 01:07 PM
Song of Time 1WW
Instant - (Uncommon)

Looks undercosted (see e.g. Makeshift Mannequin)

LastCenturion
2017-06-21, 03:05 PM
"Get out of my store." -- RRRRRRRRR
Sorcery -- Mythic (Silver Border)
"Get out of my store." can not be countered or exiled.
Call a judge. You and target opponent take turns asking the judge rules questions. Once the judge begins to cry with frustration, the player who asked the last question wins the game. (You ask the first question)
"What happens if I have Cheatyface cheated in for it's bestow cost onto my Ambiguity, which I animated by splicing Humility onto Enchanted Evening, but then-" "Leave."




By the way, the CMC is nine.

Also, the game here is playing with other people's minds. It's a cruel game, but fun.

5a Violista
2017-06-21, 03:48 PM
Looks undercosted (see e.g. Makeshift Mannequin)

I just checked that, and you're right. Thanks. It turns out I was comparing it to ones that put creatures from graveyard to hand.

Fixed now, and not by changing the converted mana cost (Yet also keeping with the theme of the game mechanic).


Although, now I suddenly got lots of ideas from the same game: Artifact - Equipments that are the masks, that change the properties of the attached creature. Maybe a Deku Mask that adds Plant to its type, changes its color to a green and gives it reach; a Goron Mask that gives it +1/+2, changes its color to red and gives it Protection from Red; a Blast Mask that gives it {R}, deal 1 damage to target creature and also deals 1 damage to itself; and so on.
Anyway, I already made my card so I'm not making those.

Misothene
2017-06-21, 10:11 PM
Song of Time 1WW
Instant - (Uncommon)

As an additional cost of playing Song of Time, discard all instants in your hand.
Prevent all damage that would be dealt this turn.
Return target creature card from your graveyard to the battlefield.

Dawn of
The First Day
-72 Hours Remain-

If this is what you want to use as the "drawback," then you need to add a "reveal your hand" clause; otherwise, there's no way for the opponent to verify it when you just say "no, I totally didn't have any others."

Even with that fixed, I don't think that changes the power level concern. Reanimating a creature that cheaply is a massive, format-warping payoff, and it even comes with blanking an aggro deck's attack for a turn. It would be easy to fashion a reanimator deck that plays few, if any, other instants.

TurboGhast
2017-06-21, 11:15 PM
Madness Mixture 2RR
Sorcery - Potion R
Choose One -
Discard your hand and draw that many cards plus one. Then reveal your hand and play a Sorcery with converted mana cost 3 or less without paying its mana cost OR throw this at an opponent.

Throw - Target player reveals their hand. You may choose a Potion from it; they throw that Potion targetting themselves without using Ingredients.


(Borrowed from my Potion Factory (http://www.dvorakgame.co.uk/index.php/Potion_Factory_deck) card game)

Resonant Magician-1U

Creature-Human Wizard Tuner-C

Synchro-Sacrifice ~ and another wizard you control: Search your library for a wizard with a CMC equal to the sum of the sacrificed creatures CMC and put it on the battlefield under your control. Synchro only as a sorcery.

1/1

These cards don't fit the challenge Blue Ghost set, since they're based on mechanics from trading card games.

Bucky
2017-06-21, 11:21 PM
These cards don't fit the challenge Blue Ghost set, since they're based on mechanics from trading card games.

Mine was a fixed-deck card game - the same genre as Fluxx.

Ionbound
2017-06-22, 05:48 AM
These cards don't fit the challenge Blue Ghost set, since they're based on mechanics from trading card games.

I legit thought he meant a non-mtg game. Whoops.

TurboGhast
2017-06-22, 11:40 AM
Mine was a fixed-deck card game - the same genre as Fluxx.

Ah, should have checked the link.

5a Violista
2017-06-22, 02:43 PM
If this is what you want to use as the "drawback," then you need to add a "reveal your hand" clause; otherwise, there's no way for the opponent to verify it when you just say "no, I totally didn't have any others."

Even with that fixed, I don't think that changes the power level concern. Reanimating a creature that cheaply is a massive, format-warping payoff, and it even comes with blanking an aggro deck's attack for a turn. It would be easy to fashion a reanimator deck that plays few, if any, other instants.

That's a pretty valid point. (I didn't even consider the possibility of cheating...) Thanks!

Anyway. I've now got three change ideas that I could do to make the drawback be a better power level concern. (1), Reveal hand, discard instants and sorceries, or (2) discard X cards, where X is CMC of card being brought back, or (3) reveal hand, opponent selects up to X (same X) cards for you to discard.
Problems with (1) is that it only shuts down options in play. Problems with (2) is that it doesn't allow interaction from your opponent very much. (I read a design guide that said well-designed cards generally increase options for both you and your opponent.) Problems with (3) are that you can get arbitrarily strong creatures for the same cost of emptying your hand. I could combine (2) and (3) but that has the problem of being really wordy and complex. In spite of the complexity, I'll end up combining (2) and (3)...but I need to figure out how to word it still.

Anyway anyway. I don't think it's particularly fair for people to continue helping me with my card when nobody else has been getting any help, so after this change I'm not going to make any more changes.

LastCenturion
2017-06-22, 11:45 PM
That's a pretty valid point. (I didn't even consider the possibility of cheating...) Thanks!

Anyway. I've now got three change ideas that I could do to make the drawback be a better power level concern. (1), Reveal hand, discard instants and sorceries, or (2) discard X cards, where X is CMC of card being brought back, or (3) reveal hand, opponent selects up to X (same X) cards for you to discard.
Problems with (1) is that it only shuts down options in play. Problems with (2) is that it doesn't allow interaction from your opponent very much. (I read a design guide that said well-designed cards generally increase options for both you and your opponent.) Problems with (3) are that you can get arbitrarily strong creatures for the same cost of emptying your hand. I could combine (2) and (3) but that has the problem of being really wordy and complex. In spite of the complexity, I'll end up combining (2) and (3)...but I need to figure out how to word it still.

Anyway anyway. I don't think it's particularly fair for people to continue helping me with my card when nobody else has been getting any help, so after this change I'm not going to make any more changes.

Wording that also dodges the "pitch your hand to get arbitrarily large stuff" problem:

"As an additional cost to cast ~, discard X cards. (You choose the value of X)

Return a creature card with a converted mana cost of X to the battlefield."

mystic1110
2017-06-23, 09:33 AM
Tournament Rules 3
Legendary Artifact M
Only cast Tournament Rules if two players are left in the game.
As long as Tournament Rules is on the battlefield place a chess clock on the table set for fifteen minutes of play. An opponent starts your clock for you. At the end of each player's turn that player must hit the chess clock to start their opponent's clock. If a player runs out of time they lose the game.

Jormengand
2017-06-23, 09:41 AM
What happens if the Tournament Rules leaves and then re-enters the battlefield? What if there are two of them instantaneously? What if there are two of them for longer than that (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74555)?

Also, to prevent abuse, it needs to switch to the player with priority, not the player whose turn it is, but that would take entirely too long. Also, because of the way shortcut rules require both players to agree, you'd have to state each action you took unambiguously, and it would be a mess.

mystic1110
2017-06-23, 09:50 AM
Eh, to get it to work properly within the rules would make it too complicated and no matter what the card rulings would be crazy long anyway. I'm okay with it just being a silly entry that's not really that serious since I can't come up with anything better. :smallsmile:

mythmonster2
2017-06-23, 03:11 PM
Dutiful Soldier- 1B
Creature- Human Soldier (R)
Whenever a creature an opponent controls dies, put a killstreak counter on Dutiful Soldier.
At the beginning of your upkeep, if Dutiful Soldier has 10 or more killstreak counters on it, you win the game.
Soon, it will all be over.
2/2

A reference to the tactical nuke from Call of Duty. It requires 25 kills there, so naturally, toned it down.

Sgt. Cookie
2017-06-24, 07:42 AM
Destiny Bond 2BB
Enchantment - Aura Curse R
Vanishing 5
Hexproof, Indestructible
Enchant Player
If you lose the game, enchanted player also loses the game.


Based on the Pokemon move of the same name, making this an aura curse worked better IMO.

Beelzebub1111
2017-06-24, 07:01 PM
Mons's Goblin Tactics RRR
Legendary Enchantment R
"When ~ enters the battlefield, each player exiles a card they own from outside the game face down.
At the beginning of each end step, reveal a random card exiled with ~ and put it into its owner's hand, then that player takes an extra turn after this one. If you don't, sacrifice ~."


Based on the initiative mechanic of the Warlord miniatures game.

LastCenturion
2017-06-24, 07:31 PM
Mon's Goblin Tactics RRR
Legendary Enchantment R
Each player exiles a card they own from outside the game beneath this card in a random order.

At the end of each turn, reveal the top card under this one, its owner adds that card to their hand and then takes a turn. If there are no cards under ~ sacrifice it.


Based on the initiative mechanic of the Warlord miniatures game.

This is cool, but the templating could use an update. My suggested wording: "When ~ enters the battlefield, each player exiles a card they own from outside the game face down. At the beginning of each end step, reveal a random card exiled with ~ and put it into its owner's hand. If you don't, sacrifice ~."

Jormengand
2017-06-24, 08:46 PM
Winds of Magic 2UUUU
Enchantment MR
Whenever an opponent casts a spell, choose a number in secret, then that player chooses a number in secret. Then reveal the chosen numbers. Each player pays an amount of mana equal to that player's chosen number. If you do, counter that spell if your number was higher than that player's number. If that player doesn't, counter that spell. (Paying the mana isn't optional but a player who can't pay loses the bid.)

This is very loosely based on Warhammer Fantasy's magic system, assuming that Age of Sigmar doesn't exist. I'm not sure what the right costing is for the spell, since it can force your opponent to waste a lot of mana or risk their spells being countered, but you need to pay mana to stop them as well.

Tom the Mime
2017-06-24, 09:16 PM
SNAP! UU
Instant - U
Split Second
If the last two spells or abilities on the stack share a color and type, you gain control of all spells and abilities on the stack. You may choose new targets for these spells and abilities. Treat the color and type of abilities as that of their source.

I think the source is fairly self explanatory. Nothing was said about normal card games. I know abilities on the stack have no colour but it's just for a bit of fun.


Go Fish 1BU
Sorcery - U
Choose a number. Target player reveals their hand. If any non-land cards revealed have converted mana cost equal to the chosen number, you may reveal a card from your hand with the same converted mana cost. If you do, exile both of these cards. You may cast these cards from exile
Do you have any threes?

I think this one kind of got away from me

Beelzebub1111
2017-06-24, 09:38 PM
This is cool, but the templating could use an update. My suggested wording: "When ~ enters the battlefield, each player exiles a card they own from outside the game face down. At the beginning of each end step, reveal a random card exiled with ~ and put it into its owner's hand. If you don't, sacrifice ~."

Thanks for the help. Basically it is supposed to scramble the next round of turn orders then play resumes afterward (Essentially each player is taking a nested turn in a random order inside the end phase of the player that cast the enchantment)

LastCenturion
2017-06-24, 10:26 PM
Thanks for the help. Basically it is supposed to scramble the next round of turn orders then play resumes afterward (Essentially each player is taking a nested turn in a random order inside the end phase of the player that cast the enchantment)

Gah. I missed the "take a turn" clause. My bad. New wording:

"When ~ enters the battlefield, each player exiles a card they own from outside the game face down. At the beginning of each end step, reveal a random card exiled with ~ and put it into its owner's hand, and that player takes an extra turn after this one. If you don't, sacrifice ~."

The bold text is the new addition.

Mister Tom
2017-06-25, 06:57 PM
Based closely on the "Saboteur" Politics card from Settlers of Catan:Cities and Knights. The politics cards often have a catch-up mechanism in like this one.

Virulent Sabotage RB

Instant
Every player with more life than the caster discards all but 2 cards from their hand.

It has a lust for life.

Carl
2017-06-27, 11:20 AM
Loosely based on the mechanics of the same conceptual name from Offworld Trading Company

Supply and Demand

Cost - RRR3

Type - Enchantment

Anytime you would be required to pay colourless mana you may place X counters on Supply and Demand. if you do so reduce the colourless mana cost of that spell by X.

Pay X: Search your library for X land cards and place them into play untapped, then shuffle your library. Only your opponent may activate this ability.


Notes: massive short terms advantage, but your going to have to win fast or your opponent can feed mana ramp that will give them a huge advantage.

LastCenturion
2017-06-27, 01:28 PM
Loosely based on the mechanics of the same conceptual name from Offworld Trading Company

Supply and Demand

Cost - RRR3

Type - Enchantment

Anytime you would be required to pay colourless mana you may place X counters on Supply and Demand. if you do so reduce the colourless mana cost of that spell by X.

Pay X: Search your library for X land cards and place them into play untapped, then shuffle your library. Only your opponent may activate this ability.


Notes: massive short terms advantage, but your going to have to win fast or your opponent can feed mana ramp that will give them a huge advantage.

Why is this red? It's ramp, which is Green, and it's also getting an advantage at a cost, which is Black. As it's also a little bit undercosted (in my opinion), I suggest making it cost 4BGG.

Also, some more specific tips:
The cost should really be written with generic mana in front. Instead of RRR3, you would put 3RRR.
The first ability is kinda weirdly phrased. I recommend putting it as "Put a Market counter on Supply and Demand: Add C to your mana pool.
Similar to above, I recommend wording the second ability "X: Search your library for X Land cards and put them onto the battlefield untapped, then shuffle your library. Only any opponent may activate this ability."
The second ability is a little bit overpowered in multiplayer games, or any sufficiently slow format. I suggest limiting it by adding to the cost "Remove X Market counters from Supply and Demand" so that your opponents don't get too much out of it too quickly.
The second ability should probably include an "up to" clause so that you don't end up with not knowing what to do when somebody tries to search for 8 lands, their library only has four left, and you can't finish finding or fail to find.
You're missing a rarity. Complexity and power like this make me suggest rare or mythic rare.

Assuming you apply all of the advice above as I've written it, and don't think of anything I'm missing, here's my version of the card:
Supply and Demand -- 4BGG
Enchantment -- Rare
Put a Market counter on Supply and Demand: Add C to your mana pool.
X, Remove X Market counters from Supply and Demand: Search your library for up to X land cards and put them onto the battlefield untapped, then shuffle your library. Only any opponent may activate this ability.

Sorry to nitpick so much; I feel kinda like Jormengand (who generally has good points, albeit vigorously made)

Jormengand
2017-06-27, 01:35 PM
Sorry to nitpick so much; I feel kinda like Jormengand (who generally has good points, albeit vigorously made)

Why am I always the one everyone blames? :smalltongue:

Gandariel
2017-06-27, 01:49 PM
Mana potion 1BG
Artifact - R
~ enters play with 3 charge counters.
At the start of your upkeep, you may remove 2 charge counters from ~: if you do, add BG to your mana pool. Mana gained in this way doesn't empty until the end of your turn.
Whenever an enemy creature dies, put a charge counter on ~

This is the mana potion from Path of Exile. Functions pretty much in the same way. Activate, gain a lot of mana over some time. Killing enemies refills the potion.
Health potion works in the same way but is kinda boring, so I went with this.

As always, wording (and balance) advice is welcome.

BasketOfPuppies
2017-06-27, 02:09 PM
Why am I always the one everyone blames? :smalltongue:

Couldn't tell you. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5138)

mystic1110
2017-06-27, 02:13 PM
Why am I always the one everyone blames? :smalltongue:

:smallbiggrin:

I change my entry. The game is critiquing:

Jormengand Nitpick U
Instant
Counter target custom spell that doesn't work within the Comprehensive Rules of Magic (tm)
"I'm not trying to be difficult, but seriously it really doesn't work like that"

Made with love Jormengand :smallredface:

Jormengand
2017-06-27, 03:07 PM
Look, I don't know what you guys are saying. I would never (http://www.giantitp.com/forums/showsinglepost.php?p=22123706&postcount=1113) critique anyone (http://www.giantitp.com/forums/showsinglepost.php?p=22072915&postcount=1057)'s card based (http://www.giantitp.com/forums/showsinglepost.php?p=21921273&postcount=938) on the comprehensive rules (http://www.giantitp.com/forums/showsinglepost.php?p=21889944&postcount=909), nor would I nitpick different terminology (http://www.giantitp.com/forums/showsinglepost.php?p=21753173&postcount=727) or point out that cards don't (http://www.giantitp.com/forums/showsinglepost.php?p=21753420&postcount=731) technically (http://www.giantitp.com/forums/showsinglepost.php?p=21555690&postcount=464) work, or that the name already exists (http://www.giantitp.com/forums/showsinglepost.php?p=21395923&postcount=290). I certainly wouldn't give advice about reminder text (http://www.giantitp.com/forums/showsinglepost.php?p=21364061&postcount=244) or explain how intervening "If" clauses work (http://www.giantitp.com/forums/showsinglepost.php?p=21317451&postcount=190) or how energy costs are worded (http://www.giantitp.com/forums/showsinglepost.php?p=21303855&postcount=156), and I wouldn't remind people to put in an equip cost (http://www.giantitp.com/forums/showsinglepost.php?p=21305050&postcount=160). I certainly wouldn't cite sources (http://www.giantitp.com/forums/showsinglepost.php?p=21230543&postcount=41) that my wording of a card was correct.

So in short I have no idea what any of you means.

Carl
2017-06-27, 03:14 PM
Why is this red? It's ramp, which is Green, and it's also getting an advantage at a cost, which is Black. As it's also a little bit undercosted (in my opinion), I suggest making it cost 4BGG.

Also, some more specific tips:
The cost should really be written with generic mana in front. Instead of RRR3, you would put 3RRR.
The first ability is kinda weirdly phrased. I recommend putting it as "Put a Market counter on Supply and Demand: Add C to your mana pool.
Similar to above, I recommend wording the second ability "X: Search your library for X Land cards and put them onto the battlefield untapped, then shuffle your library. Only any opponent may activate this ability."
The second ability is a little bit overpowered in multiplayer games, or any sufficiently slow format. I suggest limiting it by adding to the cost "Remove X Market counters from Supply and Demand" so that your opponents don't get too much out of it too quickly.
The second ability should probably include an "up to" clause so that you don't end up with not knowing what to do when somebody tries to search for 8 lands, their library only has four left, and you can't finish finding or fail to find.
You're missing a rarity. Complexity and power like this make me suggest rare or mythic rare.

Assuming you apply all of the advice above as I've written it, and don't think of anything I'm missing, here's my version of the card:
Supply and Demand -- 4BGG
Enchantment -- Rare
Put a Market counter on Supply and Demand: Add C to your mana pool.
X, Remove X Market counters from Supply and Demand: Search your library for up to X land cards and put them onto the battlefield untapped, then shuffle your library. Only any opponent may activate this ability.

Sorry to nitpick so much; I feel kinda like Jormengand (who generally has good points, albeit vigorously made)

I went red because short bursts of mana is more typically red, but multi-colour also works. To be fair i was tempted to include some kind of short term next turn card advantage at a major cost in future card advantage, but i didn't want to add to much more to the card. You basically have to turn the next turn or two of mana into a crushing advantage or your going

It was supposed to be pay X and remove X counters. No idea how i got that wrong whilst typing. rest, yeah i word things funky, Dyslexic/Dyspraxic, sorry.


Hmmm how about:

Supply and Demand -- 4BBRR
Enchantment -- Rare
At your end step: Exile all Land you Control, all Lands in your hand, Library, and Graveyard.
Put a Market counter on Supply and Demand: Add 1 mana of any colour to your mana pool.
Pay X, Remove X Market counters from Supply and Demand: Search your library for up to X land cards and put them onto the battlefield untapped, then shuffle your library. Only any opponent may activate this ability.
Pay X: Return a card with CMC X or less from your graveyard to your hand. Either player may activate this ability. Each player may activate this once per only turn.


This is more in keeping with the intent i had for it which is what i'm guessing was throwing the green idea at you. You were thinking of putting just a counter or two a turn on it and using it to expand your mana pool whilst the intent is that you use it the following turn, (or the same turn if you have cards in hand), to pull a quick hard blitz where you either win the game or hand your opponent the means to generate massive amounts of mana and just curb stomp you flat. It also hands out a form of card advantage now by letting you pull cards from your graveyard. I'm not entirely happy with that aspect, running through 3 or 4 idea's so far, want t0 hand enough card advantage to let you use the mana it gives you, but not so much it's an automatic win condition.

- - - Updated - - -

Hmm still don't like that one. Let me try coming at this from another angle, the whole thing really is about debt economics, the player can go into debt to get a major advantage in the short term but the opponent can get a major advantage by collecting on that debt.

New concept on the idea:

Debt Economy 3RRRR
Enchantment -- Rare
Permanents in your hand have Flash, and their colourless mana costs are reduced to 0.
All creatures you control have haste
All future permanents you cast in addition to their normal rules have the following: At your next end step exile them under Debt Economy and draw a card.
Pay X: Permanant with CMC X or less enters play under your control. Only any opponent may activate this ability.


That fits what i was trying to do better. It's a mass aggro accelerator but over the long term it allows your opponent to pick up a significant advantage by buying up your used up Permanents. Ofc it also has the downside that your going to chew through your deck a lot faster than normal. And it's the type of self sacrificing card draw thats typical of red.

Misothene
2017-06-27, 04:57 PM
Holo-target (U/R)
Instant- U
Choose target creature. The next instant or sorcery spell you cast this turn which targets only that creature costs 3 less to cast.
Draw a card.

This is based on the holo-targeting ability on some units in XCOM and XCOM 2, which makes it easier for your other units to hit the targeted enemy.

LastCenturion
2017-06-27, 05:31 PM
I'm making a new entry as well, then.

Aggravate Jormengand -- {P/P}{P/P}
Instant -- MR
({P/P} can be paid with Purple mana or with 2 life)
Splice onto Desert 2U (When you cast a Desert, you may pay 2U and reveal this card from your hand. When you do, your opponent reminds you that Desert is a land type and you don't cast lands)
Fabricate twice, then discard this card. Reduce the cost of target spell by 1, then declare attackers. Cascade, then cascade. Then, copy this spell.(Alternative costs are always optional.)
This card has the name of every Magic card. (Flavor text is not rules text)


EDIT: I should make it clear: The game that this is coming from is the game of messing with Jormengand. One of my all-time favorites.

braveheart
2017-06-27, 05:55 PM
The Party Fighter 3RG
Creature - Orc, Murder Hobo - MR
Whenever The Party fighter blocks or becomes blocked roll a 20 sided die, if the sum of The Party Fighter's power and the result of the dice exceeds the blocking or blocked creature's toughness +10 destroy that creature, and put a +1/+1 counter on The Party Fighter.
If a creature damaged by The Party Fighter this turn dies put a +1/+1 counter on The Party Fighter
3/4


A very loose interpretation of D&D's melee combat

Jormengand
2017-06-27, 07:01 PM
I'm making a new entry as well, then.

Aggravate Jormengand -- {P/P}{P/P}
Instant -- MR
({P/P} can be paid with Purple mana or with 2 life)
Splice onto Desert 2U (When you cast a Desert, you may pay 2U and reveal this card from your hand. When you do, your opponent reminds you that Desert is a land type and you don't cast lands)
Fabricate twice, then discard this card. Reduce the cost of target spell by 1, then declare attackers. Cascade, then cascade. Then, copy this spell.(Alternative costs are always optional.)
This card has the name of every Magic card. (Flavor text is not rules text)


EDIT: I should make it clear: The game that this is coming from is the game of messing with Jormengand. One of my all-time favorites.

I giggled, though I'm disappointed that it doesn't cause a player to deal damage personally or mention contraptions in a way which is clearly incompatible with a rigger assembling one.

LastCenturion
2017-06-27, 07:07 PM
I giggled, though I'm disappointed that it doesn't cause a player to deal damage personally or mention contraptions in a way which is clearly incompatible with a rigger assembling one.

An earlier draft included "Target library does -1.011 damage to a player of it's choice" but I scrapped it because of how lengthy the reminder text was already becoming. I'm glad you liked it.

BasketOfPuppies
2017-06-27, 07:07 PM
I giggled, though I'm disappointed that it doesn't cause a player to deal damage personally or mention contraptions in a way which is clearly incompatible with a rigger assembling one.

I've an idea...

Aggravate Jormengand Some More (S/P)
Tribal Instant- Arcane
(S/P) can be payed with one mana from a snow permanent or 2 life
Cascade 2.5 times, then roll a 7-sided die. You deal damage to an opponent equal to the square of your roll divided by that opponent's age. Assemble two contraptions for every damage dealt to that opponent. Assembling contraptions can't be prevented this turn. When you declare attackers, scry X.

Jormengand
2017-06-27, 07:19 PM
While I've become somewhat inured to undefined X-values from too much RNN shenanigans, I appreciate these cards very much and am glad to have been the centre of attention for a while.

LastCenturion
2017-06-27, 07:23 PM
I've an idea...

Aggravate Jormengand Some More (S/P)
Tribal Instant- Arcane
(S/P) can be payed with one mana from a snow permanent or 2 life
Cascade 2.5 times, then roll a 7-sided die. You deal damage to an opponent equal to the square of your roll divided by that opponent's age. Assemble two contraptions for every damage dealt to that opponent. Assembling contraptions can't be prevented this turn. When you declare attackers, scry X.

1) You're missing a rarity. The horror.

2) You're not going to win this. New Entry:

Heighten Aggravation
Tribal Sorcery Enchantment -- Aura Player -- Masterpiece
Enchant Anything
Cast Heighten Aggravation only for its mana cost.
Deal damage to target player equal to one damage, then Bolster.
When Heighten Aggravation enters the battlefield, nitpick target card (rephrase its rules text to be functionally almost identical, while being much simpler) and Shroud.
Whenever you assemble a contraption, discard this card down to your maximum hand size, then create a token.
2/1

Blue Ghost
2017-06-27, 09:15 PM
Today was supposed to be the deadline, but given the state of the thread, I'll give you guys 24 hours to clean up and finalize your entries. :smalleek::smalltongue:

LaZodiac
2017-06-27, 09:35 PM
(Parry and Riposte (https://www.youtube.com/watch?v=Mn1YZfbWzn0))
Parry W
Instant - Rare
Prevent all combat damage to target creature this turn.
Fuse

------

Riposte 1R
Instant - Rare
If target creature had damage prevented this turn, give it +X+0 where X is the damage prevented. Target creature deals damage to target attacking or blocking creatures equal to it's power, divided as you choose.
Fuse

mystic1110
2017-06-27, 10:31 PM
Today was supposed to be the deadline, but given the state of the thread, I'll give you guys 24 hours to clean up and finalize your entries. :smalleek::smalltongue:

Extend Deadline W
Enchantment R
Change the text of target instant or sorcery spell by inserting in front of all instances of "upkeep" the phrase "next turn's" unless that said phrase already precedes that said instance of "upkeep"

:smallwink:

Jormengand?

BasketOfPuppies
2017-06-28, 12:06 AM
1) You're missing a rarity. The horror.

2) You're not going to win this. New Entry:

Heighten Aggravation
Tribal Sorcery Enchantment -- Aura Player -- Masterpiece
Enchant Anything
Cast Heighten Aggravation only for its mana cost.
Deal damage to target player equal to one damage, then Bolster.
When Heighten Aggravation enters the battlefield, nitpick target card (rephrase its rules text to be functionally almost identical, while being much simpler) and Shroud.
Whenever you assemble a contraption, discard this card down to your maximum hand size, then create a token.
2/1

*cracks knuckles*

Aggravate 10WUBRGCCCCS
Snow Tribal Planeswalker- Tribal Tribal C

+194: assemble some contraptions equal to or greater than the number of Caribou you control..

0: shuffle your graveyard facedown, then separate it randomly into two piles. If you do, return all cards to your graveyard. They stay face down. If a card would be put into your graveyard from anywhere, turn it facedown.

-∞: you win the next game.
------------------------------
Be an Annoyance 0

Sorcery artifact- Bolas

Aftermath

Splice onto Landfall 6 (if a landfall trigger on a card you control would be activated, you may pay 6. If you do, reveal this card from the absolutely-removed-from-the-freaking-game-forever zone and cast it with or without paying its mana cost)

Whenever a triggered ability would be activated, you may pay BBU. If you do, create a -4/-4 creature token named "this creature is dead" with "when this creature dies, remove it from the game".

Venser spells your opponents control get -2/-2 as long as they're on the stack.

Carl
2017-06-28, 04:33 AM
Today was supposed to be the deadline, but given the state of the thread, I'll give you guys 24 hours to clean up and finalize your entries. :smalleek::smalltongue:

Cheers, so any notes from anyone on Debt Economy?

Repost below for clarity:

Debt Economy 3RRRR
Enchantment -- Rare
Permanents in your hand have Flash, and their colourless mana costs are reduced to 0.
All creatures you control have haste
All future permanents you cast in addition to their normal rules have the following: At your next end step exile them under Debt Economy and draw a card.
Pay X: Permanant of your choice with CMC X or less exiled under Debt Economy enters play under your control. Only an opponent may activate this ability.

LastCenturion
2017-06-28, 11:17 AM
Cheers, so any notes from anyone on Debt Economy?

Repost below for clarity:

Debt Economy 3RRRR
Enchantment -- Rare
Permanents in your hand have Flash, and their colourless mana costs are reduced to 0.
All creatures you control have haste
All future permanents you cast in addition to their normal rules have the following: At your next end step exile them under Debt Economy and draw a card.
Pay X: Permanant of your choice with CMC X or less exiled under Debt Economy enters play under your control. Only an opponent may activate this ability.

I really hope you don't mind that I'm rewriting the abilities, because I'm rewriting them. I don't think it's functionally different.

Debt Economy -- 3RRRR
Enchantment -- R
You may cast permanent spells as if they had flash.
Permanent spells you cast have their costs reduced by X, where X is the amount of generic mana in that spell's mana cost.
Creatures you control have haste.
Whenever a permanent enters the battlefield under your control, exile it at the beginning of your next end step. When you do, draw a card.
X: Put target permanent card exiled with Debt Economy with converted mana cost X or less onto the battlefield under your control. Only any opponent may activate this ability.

As for functional changes, I suggest making this a mythic rare. It's very complex, and it's also very powerful; both hallmarks of mythic-ness.

Carl
2017-06-28, 11:48 AM
I really hope you don't mind that I'm rewriting the abilities, because I'm rewriting them. I don't think it's functionally different.

Debt Economy -- 3RRRR
Enchantment -- R
You may cast permanent spells as if they had flash.
Permanent spells you cast have their costs reduced by X, where X is the amount of generic mana in that spell's mana cost.
Creatures you control have haste.
Whenever a permanent enters the battlefield under your control, exile it at the beginning of your next end step. When you do, draw a card.
X: Put target permanent card exiled with Debt Economy with converted mana cost X or less onto the battlefield under your control. Only any opponent may activate this ability.

As for functional changes, I suggest making this a mythic rare. It's very complex, and it's also very powerful; both hallmarks of mythic-ness.

No thats actually a good re-write. like i said i'm dyslexic/dyspraxic, writing clearly and concisely is very difficult for me because i just can't see when they're not. I know it must sound strange but until someone demonstrates it with a rewording i can't see the issue.

Ok unless someone else has a critique i'll go with:

Debt Economy -- 3RRRR
Enchantment -- Mythic Rare
You may cast permanent spells as if they had flash.
Permanent spells you cast have their costs reduced by X, where X is the amount of generic mana in that spell's mana cost.
Creatures you control have haste.
Whenever a permanent enters the battlefield under your control, exile it at the beginning of your next end step. When you do, draw a card.
X: Put target permanent card exiled with Debt Economy with converted mana cost X or less onto the battlefield under your control. Only any opponent may activate this ability.


As an aside does this thread have a brainstorming sub thread anywhere, come back to a personal set project and would like to do some brainstorming on it but the main MTG thread dosen;t tend to generate much from my last attempt and i don't want to chew up this thread with non-contest stuff.

Blue Ghost
2017-06-28, 12:10 PM
As an aside does this thread have a brainstorming sub thread anywhere, come back to a personal set project and would like to do some brainstorming on it but the main MTG thread dosen;t tend to generate much from my last attempt and i don't want to chew up this thread with non-contest stuff.

We don't have one currently, though I'd love to have one set up. We've had a few threads for specific projects people started, but they didn't last very long.

Carl
2017-06-28, 01:51 PM
K, i've thrown one together over in home brew and threw a quick non-contest related crad concept in just to kickstart things. Would appreciate it if you could add a link to the OP so people can find it easily.

http://www.giantitp.com/forums/showthread.php?528600-Magic-the-Gathering-Brainstorming

Ionbound
2017-06-28, 04:01 PM
Reload-UR

Instant-U

Place a number of charge counters on target permanent equal to the number of charge counters it entered the battlefield with.

Reload based on...Well, any FPS, really.

Blue Ghost
2017-06-28, 11:55 PM
Submissions are now closed! Reviews will be posted soon.

Blue Ghost
2017-07-01, 01:40 AM
And reviews are done!



Magic Missile(5)
Sourcery
Deal 1d4+1 damage to as many creatures as there were different colours spent on ~. You cannot damage a target twice with this card. You have to roll seperatly for each target.
"I wanted to call it "Bacon Kitty Hawaiian Nightmare", but the archcancellor gave me that look again..." A talented, but frustated souceress
This does several things that are well out of the domain of what Magic normally does. Pushing boundaries can be good if itís done for a good reason, but weíll have to see if there is sufficient reason.
Magic in general doesnít do colorless sorceries. There have only been three colorless sorceries to date, all of them Eldrazi-related. So to break the norm of sorceries being colored, there should be a strong justification with either mechanics or flavor, and Iím not seeing either here. Randomness and direct damage arenít colorless mechanics. Both are red, and I think such a powerful direct damage card in colorless is a borderline color pie break. Existing cards that care about different colors of mana generally arenít colorless unless theyíre artifacts (see the converge and domain mechanics). Flavor-wise, at least in 3rd edition D&D (not too familiar with 5th), Magic Missile is a spell like any other. It belongs to a particular school of magic, which can be chosen as a specialization or a banned school. Thereís nothing universal or ďcolorlessĒ about it.
Dice rolling and RNG also go against current Magic philosophy. Dice have never been used in black-border Magic, and coin flips are done very rarely, usually only on gimmick cards. I donít think that random numbers are inherently bad; some people may enjoy dice rolling in their Magic. But making it a core mechanic is likely to cause a lot of backlash, especially with the competitive crowd. If youíre going to introduce dice to Magic, I think itís best to restrict them to low-power cards more geared toward casual players.


Kethua of the Abyss - 10BB
Legendary Creature- Ancient Horror MR
A deck can only have one card named ~.
If ~ is in your starting hand, you may exile it.
Counters remain on ~ as it moves to any zone.
When you cast a Horror spell, if ~ is exiled and you exiled it from your starting hand, put a doom counter on ~.
When ~ is in exile and has 13 or more doom counters on it, put it onto the battlefield transformed.

10/10

---

Kethua, the Ancient One
Legendary Creature - Ancient Horror MR
Shroud, Indestructible
Counters remain on ~ as it moves to any zone.
You can't lose the game and your opponents can't win the game.
~ can block any number of creatures
~ must block each creature if able.
When ~ would be dealt damage, instead prevent all damage that source would deal this turn and remove a doom counter from ~.
When ~ has no doom counters on it, sacrifice it. You lose the game.
Remove a doom counter from ~: Return ~ from your graveyard or exile to play. Activate this ability only as a sorcery.
20/20
This is definitely really flavorful. I know nothing about Arkham Horror, but this card gives me a good feeling of what itís representing, the feeling of inevitability and the desperate effort to hold an unstoppable ancient horror at bay. Unfortunately, I think the implementation youíre going for is too literal a translation, at the expense of it fitting well in Magic.
First, the card is way too complex. It took me a solid five minutes to read and understand what the card does. While some complexity is acceptable at mythic rare, itís still a heavy design cost.
The card is trying to do too much. When I read the card, it appears to be representing the central mechanic for a game. While that might work for a different game, each card in Magic is only a small piece of the game. Kethua is overstepping the bounds of what a card should do.
From a practical perspective, letís look at how this is likely to play. All the text on the card, save the first line of the front side, is only relevant if you draw your only copy in your starting hand, a 12% chance in a constructed game. If you draw it at any other time, this is a 12-mana 10/10 vanilla. And if you draw it in your starting hand, it gets exiled, and doesnít do anything unless you cast 13 creatures of a specific type. Thatís a very difficult scenario to achieve, so most of the time, drawing it in your opening hand means itís worse than dead. If you do manage to transform it, I canít quite judge how likely it is to win you the game, but either way, it transforms the entire dynamic of the game to center entirely around it, resulting in either a drawn-out loss for the opponent or an anticlimactic loss for you.

Wavecast 2RR
Instant - R
Choose target instant or sorcery spell that targets only a single permanent. Copy that spell for each other permanent controlled by the same player as the spell's target the spell could target. Each copy targets a different one of those permanents.
This is a pretty nice one. Itís a bit wordy, but it gets the point across, and itís quite flexible, getting use out of both removal and pump, among others. I definitely agree with your choice not to try to add an effect reduction mechanism. That would add a lot of complexity for not much gain. The requirement of casting this and spending four mana conveys the difficulty of the maneuver well enough. All in all, I like this card and would be happy to see something like it in the game.

Pocket Dominion 4
Legendary Artifact MR
Imprint - XXU,T: Exile target nontoken creature you don't control with power X as long as ~ remains on the battlefield.
At the beginning of combat, choose up to six creature cards exiled with ~. For each chosen card, create a token that's a copy of it except the token has haste. If one or more tokens are created this way, exile the tokens at end of combat or if ~ will leave the battlefield.
"Catch them. Catch them! Catch them all!"
The trainer blocked the ball! ďDonít be a thief!Ē
I rather like this. Itís a splashy, unique effect thatís worthy of mythic rare, and seems pretty balanced.
The blue in the mana cost is a bit odd. The overall effect, gaining control of creatures, is blue, but it does it through temporary exile (white) and creating temporary tokens with haste (red). Overall, I think it would be better as pure colorless. Other colorless cards have done weird stuff like this, so itís not too far out of colorlessís ballpark.
The flavor doesnít match up to the source that well. In Pokemon you canít capture your opponentís Pokemon, of course. Creating token copies works mechanically as a representation of releasing Pokemon from the ball, but flavorwise it feels off, like youíre cloning the creature rather than using the original. And the tokens only lasting one battle doesnít mesh well with the original flavor. This would be better off further divorced from the inspiration to be its own thing, without the Pokemon references.

Matca Striker 1R
Creature - Human Warrior U
Menace
Whenever Matca Striker attacks and is not blocked, you may have another target attacking creature get -3/-0 until end of turn. If you do, Matca Striker gets +3/+0 until end of turn.
1/2
Whatís the game mechanic youíre basing this on? The reference to matca leads me to think itís something sports-related, but I canít recognize it from the card. Canít award full points if I canít tell how this fits into the contest.
Giving one attacking creature -3/-0 to get in an extra 3 damage doesnít seem that useful in most situations. If the other attacker isnít blocked, then youíre either breaking even, or getting in an extra 1 or 2 damage (by reducing a 1- or 2-power creature to 0). If it is blocked, then chances are youíre giving up destroying a creature in battle. There are situations in which the ability can be good, but it seems rather situational, and doesnít quite make up for an overcosted body.


Madness Mixture 2RR
Sorcery - Potion R
Choose One -
Discard your hand and draw that many cards plus one. Then reveal your hand and play a Sorcery with converted mana cost 3 or less without paying its mana cost OR throw this at an opponent.

Throw - Target player reveals their hand. You may choose a Potion from it; they throw that Potion targetting themselves without using Ingredients.

The card is ambiguous whether throwing it is replacing the entirety of the effect, or just the second part. A glance at the source tells me itís the former, but that needs to be made clearer in the text.
Itís hard to judge what youíre intending potions to do with just a single example. So potions can be used straight or thrown, and some cards care about what mode you choose? What does that mean exactly? Is the straight use always something that benefits you? Does throwing always target a player, and is it always a negative effect? All I can tell right now is that potions are (presumably) two-mode spells, which isnít much to go off of.
When youíre making your own game, you can make potion drinking and throwing a core mechanic, but if youíre porting the mechanic into Magic, itís only going to be on a small minority of cards in the set. So the throw mode of Madness Mixture isnít going to do anything unless the opponent happens to be playing potions. So the card is a powerful hoser against your own set mechanic, which Wizards usually doesnít do, since it punishes players for using the new mechanic.
You also reference Ingredients, which I presume would be another card type/subtype youíre adding, and something that Potions specifically use. I canít judge that without any examples, but keeping Ingredients the way they are in Potion Factory may not be a good idea, since theyíre very parasitic and depend entirely on Potions to function. Having one or two cards like that is fine, but not an entire class of cards.


Song of Time 1WW
Instant - (Uncommon)


Prevent all damage that would be dealt this turn.
Return target creature card with CMC X from your graveyard to the battlefield, where X is less than or equal to the number of cards in your hand.
Reveal your hand. Target opponent chooses up to X cards from it. Discard those cards.

Dawn of
The First Day
-72 Hours Remain-

Damage prevention and creature recursion are things that can result from reversing time, but neither really resonates with the concept. Both have been done plenty of times before, and never with this flavor. I would not guess time reversal as the flavor concept behind this card. Time reversal is a cool concept, and I think there would be better mechanical effects that can represent it more directly.
The discard drawback is REALLY harsh. It makes it prohibitively expensive to bring back anything worth recurring, making this card a tough sell. I also donít see how it connects to the flavor concept at all.

Shark, Fang of the Sea - 3UU

Legendary Creature - Human Captain Striker - Mythic

Flanking, Prowess

Whenever Shark, Fang of the Sea attacks and isn't blocked, you get a Goal and Shark deals no combat damage this combat. (A player with three or more Goals wins the game.)

Whenever you get a Goal, draw a card.

3/4
Iím getting mixed signals on what role goals are supposed to take. Putting the rules for goals in reminder text, and the last ability, indicate that itís a set mechanic. But the mythic rarity implies that itís a mechanic unique to this card, since nothing else on the card warrants mythic rare.
If goals are intended to be a set mechanic, I can see them being problematic in several ways. Theyíll have the same issue that infect had, namely that infect creatures donít play well with normal creatures, since they aim toward two different tracks to victory. Goals being at set at three goals to victory means that you canít achieve any level of granularity by varying creature power. Thatís going to make the mechanic very difficult to develop in any significant quantity. If itís a mechanic unique to this card, thatís less of a problem.
Flanking and prowess donít really play into the goal strategy at all. They do help this card with tussling with other creatures, but thatís not the main focus of the card. If your card is doing a cool unique thing, adding more generic abilities that donít contribute to that unique thing dilutes the focus of the card and makes it less cool.

Tournament Rules 3
Legendary Artifact M
Only cast Tournament Rules if two players are left in the game.
As long as Tournament Rules is on the battlefield place a chess clock on the table set for fifteen minutes of play. An opponent starts your clock for you. At the end of each player's turn that player must hit the chess clock to start their opponent's clock. If a player runs out of time they lose the game.
Is this supposed to be a silver-bordered card? Iím pretty sure that you canít just add a chess clock to a normal game of Magic. A timer works for Magic Online, but using one in a physical game is going to add all sorts of complications, not least of which is the priority issue that Jormengand mentioned.

Dutiful Soldier- 1B
Creature- Human Soldier (R)
Whenever a creature an opponent controls dies, put a killstreak counter on Dutiful Soldier.
At the beginning of your upkeep, if Dutiful Soldier has 10 or more killstreak counters on it, you win the game.
Soon, it will all be over.
2/2

A reference to the tactical nuke from Call of Duty. It requires 25 kills there, so naturally, toned it down.
Gameplay-wise, this seems quite fun. Itís a difficult but achievable win condition, requiring you to protect a vulnerable body while killing tons of your opponentís creatures. Itís probably possible to abuse this somehow by giving your opponent creatures and killing them, but thatís the kind of thing Jenny would love.
Flavorwise, this is a miss. Why exactly does killing ten creatures with a dutiful soldier win you the game? Iím not too familiar with Call of Duty, but from a cursory glance, it seems that the killstreak to tactical nuke mechanic is purely a gameplay thing, without much flavor behind it, so relying on a reference to the game to explain flavor is pretty weak. Iíd really like some degree of flavor justification here.

Destiny Bond 2BB
Enchantment - Aura Curse R
Vanishing 5
Hexproof, Indestructible
Enchant Player
If you lose the game, enchanted player also loses the game.
Not sure if this actually works by the rules; it might be that you lose the game before the trigger is resolved. Assuming it works, I donít know what kind of player would be interested in a card that does nothing but turn a loss into a draw. In casual play, people generally play to win if they care about that; many casual players wouldnít register a draw. In tournament play, I donít think people would want to play a card that will never help them actually win a game. Maybe someone would like it, but Iím having a hard time imagining who would.
You also need to account for concessions. A player shouldnít be able to force a draw by conceding.

Mons's Goblin Tactics RRR
Legendary Enchantment R
"When ~ enters the battlefield, each player exiles a card they own from outside the game face down.
At the beginning of each end step, reveal a random card exiled with ~ and put it into its owner's hand, then that player takes an extra turn after this one. If you don't, sacrifice ~."
A card that randomizes the turn order for one turn cycle could be a lot of fun in casual multiplayer games. It does have some logistical issues, like requiring people to bring extra cards, and how to randomize sleeved cards. This would be quite decent without the extra card element, but including it does have the potential to make it more fun, if you can get around the logistical issues. Pretty nice.

Winds of Magic 2UUUU
Enchantment MR
Whenever an opponent casts a spell, choose a number in secret, then that player chooses a number in secret. Then reveal the chosen numbers. Each player pays an amount of mana equal to that player's chosen number. If you do, counter that spell if your number was higher than that player's number. If that player doesn't, counter that spell. (Paying the mana isn't optional but a player who can't pay loses the bid.)
Whatís to stop you from permanently locking your opponent out of casting spells if you leave up more mana than them? I suppose they could try to get around it by casting multiple spells in a turn, but thatís still very difficult, and you having the choice of when to counter makes it nigh impossible. I also see repeating this process for every spell they cast being quite tedious.

SNAP! UU
Instant - U
Split Second
If the last two spells or abilities on the stack share a color and type, you gain control of all spells and abilities on the stack. You may choose new targets for these spells and abilities. Treat the color and type of abilities as that of their source.
Itís a fascinating concept, but the sheer swinginess makes it really hard to balance. Itís extremely situational, but ridiculously powerful when it works. Also, itís an autowin against Storm decks, which is kind of problematic.

Virulent Sabotage RB

Instant
Every player with more life than the caster discards all but 2 cards from their hand.

It has a lust for life.
Affecting players with more life isnít so much a catchup mechanic in Magic as an interesting restriction, as life totals are not a very accurate indicator of whoís ahead in the game. Cards that affect players with more life is an interesting space to play around with, especially for black decks with ways to manipulate their own life totals. This one seems a tad swingy, since it can force your opponent to discard five cards on turn two if you crack a fetchland. Tone it down a bit, and it could be quite good.
Not seeing the need for red here. The discard effect is definitely black, and while affecting players with more life doesnít have precedent in Magic, I feel itís a more natural fit for black with its life payment than red, which usually tries to reduce the opponentís life total as quickly as possible.

Mana potion 1BG
Artifact - R
~ enters play with 3 charge counters.
At the start of your upkeep, you may remove 2 charge counters from ~: if you do, add BG to your mana pool. Mana gained in this way doesn't empty until the end of your turn.
Whenever an enemy creature dies, put a charge counter on ~
This is a decent card with a solid mechanic. Ramping up two mana for one use, then accumulating more uses as the game goes on, is a good dynamic. I can see this being quite fun to play with.
The ability could be simplified to ďT, Remove two charge counters from ~: Add BG to your mana pool.Ē That brings it more in line with how artifacts typically work, and removes the need for the awkward clause about mana not emptying.
Artifacts are typically colorless. While there have been colored artifacts, I donít like artifacts being colored when they donít need to be.
ďEnemy creatureĒ should be ďcreature an opponent controls.Ē

Holo-target (U/R)
Instant- U
Choose target creature. The next instant or sorcery spell you cast this turn which targets only that creature costs 3 less to cast.
Draw a card.
A nice low-impact cantrip. The primary effect isnít going to be that useful much of the time, but it can work when you need it. I would like to see this most in a set where cheap cantrips are more at a premium than usual, with some mechanic like prowess or surge that rewards them.
I like your choice of colors. Blue makes flavorful sense, and using it to build toward a big red burn spell is most thematic. Black could use this as well, but it can splash for that.
Iíd prefer this at common, seeing how low-impact it is. But all in all, I like it.

The Party Fighter 3RG
Creature - Orc, Murder Hobo - MR
Whenever The Party fighter blocks or becomes blocked roll a 20 sided die, if the sum of The Party Fighter's power and the result of the dice exceeds the blocking or blocked creature's toughness +10 destroy that creature, and put a +1/+1 counter on The Party Fighter.
If a creature damaged by The Party Fighter this turn dies put a +1/+1 counter on The Party Fighter
3/4
This is fine, I suppose. A first strike/deathtouch that works half the time is fine on a 5-mana 3/4. Iíll echo my previous concerns about introducing dice to Magic, but this is about in the vein of Creepy Doll, so there is precedent.
Murder Hobo is not a supported creature type, and I have no interest in making it one. And I donít think this is splashy enough to be mythic rare.

Parry W
Instant - Rare
Prevent all combat damage to target creature this turn.
Fuse

------

Riposte 1R
Instant - Rare
If target creature had damage prevented this turn, give it +X+0 where X is the damage prevented. Target creature deals damage to target attacking or blocking creatures equal to it's power, divided as you choose.
Fuse
Parry // Riposte is a brilliant name for a fuse card. Well done.
The flavor of a riposte implies a counterattack on the attacker, but more often this is going to have the damage dealt to a third party thatís involved in a different combat altogether. It helps the cardís function, but hurts the flavor a bit. The text for Riposte is a bit awkward, with the first clause feeling like it was shoehorned in for forced synergy with Parry. But itís a functional and well-balanced card.

Debt Economy -- 3RRRR
Enchantment -- Mythic Rare
You may cast permanent spells as if they had flash.
Permanent spells you cast have their costs reduced by X, where X is the amount of generic mana in that spell's mana cost.
Creatures you control have haste.
Whenever a permanent enters the battlefield under your control, exile it at the beginning of your next end step. When you do, draw a card.
X: Put target permanent card exiled with Debt Economy with converted mana cost X or less onto the battlefield under your control. Only any opponent may activate this ability.
This is trying to do too much. All the abilities do tie into each other thematically, but five abilities on a card is still excessive. And the different parts of the card conflict a bit. Flash and haste are anti-synergistic, and granting both to your creatures is redundant. Reducing mana costs for permanents isnít going to help with acceleration when you need seven mana to cast this. The drawback is severe, but itís not likely to be relevant when the intended function is to kill your opponent immediately by playing out and attacking with all your creatures.

Reload-UR

Instant-U

Place a number of charge counters on target permanent equal to the number of charge counters it entered the battlefield with.

This can be quite nice in a set (http://imgur.com/a/LvxYO) where a lot of artifacts enter the battlefield with charge counters, which then get depleted by use. But looking at existing artifacts, there arenít many that fit that description right now. Most artifacts that use charge counters donít start with any, and those that do usually donít use them up. This can still be quite useful in the latter case, but it doesnít feel like reloading.
The effect feels a bit too narrow and low-impact for a card that requires mana in two colors. Most of the time Iíd rather just have a second copy of the artifact.
There can also be memory issues with artifacts that ETB with a variable number of counters, and that use up those counters. But there arenít too many artifacts like that.


3rd place: Beelzebub1111, with Monsís Goblin Tactics
2nd place: Misothene, with Holo-target
1st place: TurboGhast, with Wavecast

Dr.Gunsforhands
2017-07-01, 02:36 AM
Yay fun cards!

To answer your question, I was pretty much coasting on the Matca=Soccer comparison, using the menace and power-swap ability to represent slipping close to the goal, receiving a pass and scoring. I was thinking of adding flavor text to that effect, but ultimately decided that if you couldn't intuit what was going on from name and mechanics alone, then my design was a failure regardless.

My design was a failure regardless. :smalltongue: The best thing I could have added would probably have been an art description of some sort.

TurboGhast
2017-07-01, 04:18 AM
Next Challenge:
Create a mix & match card using a keyword that appears in Hour of Devastation, and a keyword that doesn't. (Evergreen keywords don't count towards these requirements.)

Eternalize, Afflict, Exert, & Cycling are your options for the HOU keyword.

BasketOfPuppies
2017-07-01, 05:38 AM
Wander the Blind Eternities 4UU
Instant- R
Look at the top four cards of your library. Put two into your hand and the rest on the bottom of your library.
Cycling 2U
Flashback 3U

ben-zayb
2017-07-01, 08:48 AM
Oketra's Exalted 3W
Creature - Cat Warrior MR
Lifelink, Vigilance
Whenever you exert a creature, put a solidarity counter on ~.
~ has exalted for each solidarity counter on it. (If a creature has multiple instances of exalted, each triggers separately.)
3/3

Sgt. Cookie
2017-07-01, 08:52 AM
Oni Hexblade 1BB
Creature - Demon Samurai Warrior U
Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life)
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn)
2/3
A demon's choice is never fair...

Gandariel
2017-07-01, 02:31 PM
And reviews are done!


This is a decent card with a solid mechanic. Ramping up two mana for one use, then accumulating more uses as the game goes on, is a good dynamic. I can see this being quite fun to play with.
The ability could be simplified to ďT, Remove two charge counters from ~: Add BG to your mana pool.Ē That brings it more in line with how artifacts typically work, and removes the need for the awkward clause about mana not emptying.
Artifacts are typically colorless. While there have been colored artifacts, I donít like artifacts being colored when they donít need to be.
ďEnemy creatureĒ should be ďcreature an opponent controls.Ē


Yeah, I have no idea why I had that weird mana trigger either. I think it's because an earlier draft forced you to pay counters or destroy the artifact.
@colored artifacts: I haven't played magic in several years, and once I made a card here and the main criticisms were that I was not "in touch with the times" (I think I had an ability they no longer use, or something).

Anyways, I wanted to be a cool kid now, and since I read that colored artifacts are now a thing I wanted to make it one.

Anyways, thanks for the criticism!

Bucky
2017-07-01, 05:03 PM
Contested Corpse 2B
Creature - Zombie C
Scavenge 3BG (3BG, Exile this card from your graveyard: Put three +1/+1 counters on target creature. Scavenge only as a sorcery.)
Eternalize 3UB (3UB, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 with no mana cost. Eternalize only as a sorcery.)
3/1

LastCenturion
2017-07-01, 08:13 PM
Was I missed in judgement? Or was my entry taken as a joke? Because it wasn't a joke.

Eva, Leyline Wanderer -- 2URR
Legendary Creature -- Elf Warrior -- Rare
T, exert Eva: Creatures you control gain Landwalk until end of turn. (They can't be blocked if defending player controls a land)
Lands your opponents control have "Sacrifice this land: Create an enchantment token named Leyline Fragment with 'Sacrifice this enchantment: Add one mana of any color to your mana pool'"
1/2

I'm tired of Izzet being only for Storm and similar things. What happened to scary unblockable things?

tgva8889
2017-07-01, 10:35 PM
Proven Embalmer 2W
Creature - Human Cleric (U)
When Proven Embalmer deals combat damage to a player, populate.
Eternalize 4WW
2/2

Jormengand
2017-07-01, 10:48 PM
Conflicted Champion {2}{W/B}{W/B}
Creature - Human Soldier R
When Conflicted Champion enters the battlefield, if it's a token, each opponent loses life equal to its toughness and you gain that much life.
Embalm 5WW
Eternalise 3BB
It is so much easier to do what is wrong, but so much better to do what is right!
1/7

Dr.Gunsforhands
2017-07-01, 11:29 PM
Pins - 1R
//
Needles - 1B


(Translucent, glowing spines decorate a grinning warrior's arms and hair.)
//
(A witch holds up a stuffy doll studded with long metal needles. She's about to jam in another one.)


Sorcery - U
//
Sorcery - U


Target creature gets +4/+0 until end of turn.
//
Target creature gains Afflict 4 until end of turn. (Whenever it becomes blocked, defending player loses 4 life.)


Fuse
//
(You may cast one or both sides of this card.)

BasketOfPuppies
2017-07-02, 01:16 PM
Conflicted Champion {2}{W/B}{W/B}
Creature - Human Soldier R
When Conflicted Champion enters the battlefield, if it's a token, each opponent loses life equal to its toughness and you gain that much life.
Mummify 5WW
Eternalise 3BB
It is so much easier to do what is wrong, but so much better to do what is right!
1/7

I can't find anything with Mummify on Gatherer. Was this supposed to be Embalm?

Jormengand
2017-07-02, 04:43 PM
I can't find anything with Mummify on Gatherer. Was this supposed to be Embalm?

Yes. Fixed. Thanks. :smallsmile:

Misothene
2017-07-02, 04:55 PM
Pain - 2R
Suffering - 2B


Sorcery - U
Sorcery - U


Target creature gets +4/+0 until end of turn.
Target creature gains Afflict 4 until end of turn. (Whenever it becomes blocked, defending player loses 4 life.)


Fuse 2RB (You may cast both sides of this card by paying its Fuse cost.)



The existing Fuse cards just let you choose to cast one, the other, or both- Fuse isn't a separate cost. Is this intended to be a redesign of that mechanic? That would necessarily involve Oracle errata such that Far//Away (for example) would have Fuse 3UB, but it wouldn't be the first time they'd made a change to a mechanic like that (see the original Echo cards from Urza block).

tgva8889
2017-07-03, 12:57 AM
Pain - 1R
Suffering - 1B


Sorcery - U
Sorcery - U


Target creature gets +4/+0 until end of turn.
Target creature gains Afflict 4 until end of turn. (Whenever it becomes blocked, defending player loses 4 life.)


Fuse(You may cast one or both sides of this card.)



Sadly, Pain // Suffering (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=259281) is already a Magic card.

mythmonster2
2017-07-03, 01:42 AM
Ambush Wurm- 3R
Creatureó Wurm (U)
You may exert Ambush Wurm as it attacks. When you do, it gains +2/+2 and trample until end of turn.
Dash 3RR (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
3/3

LaZodiac
2017-07-03, 01:54 AM
Blood-crazed Khenra 2R
Creature - Jackal Warrior (U)
Bloodthirst 2
Eternalize 4R
2/2
Some passed the Trials through discipline and skill. Others took a more direct approach.

Carl
2017-07-03, 02:47 AM
Determined Initiate 1BW
Creature - Human Warrior U
(1/2)
Undying, Lifelink
If Determined Initiate has one or more +1/+1 counters on it, it gains persist.
Eternalise 4BW (Exile this card from your graveyard and create a creature token that is a copy of this card except that it is a black zombie human warrior in addition to it's other types. Eternalise only as a sorcery.)

Flavor Text: Some initiates won through strength, skill, guile, or other fancy means. This one won by pure simple refusal to give up and bow to the seeming inevitable.

LaZodiac
2017-07-03, 02:51 AM
Undying and Persist do not work with Eternalize or Embalm, sadly.

Carl
2017-07-03, 03:00 AM
Undying and Persist do not work with Eternalize or Embalm, sadly.

Care to explain why exactly? I'm probably, (again), missing some obvious sub rule, (i'm guessing it's related to h9ow tokens work?).

Also Damm :(. Seemed like such a cool concept, and with eternalise has the explicit downside that it can be a bit tricky to get into your graveyard in the first place.

LaZodiac
2017-07-03, 03:02 AM
Care to explain why exactly? I'm probably, (again), missing some obvious sub rule, (i'm guessing it's related to h9ow tokens work?).

Also Damm :(. Seemed like such a cool concept, and with eternalise has the explicit downside that it can be a bit tricky to get into your graveyard in the first place.

The issue is that tokens cease to exist before Undying or Persist would trigger. Trust me, I had the idea too. It is despair.

Carl
2017-07-03, 03:10 AM
Lol at that last bit. I suspect everyone who's ever looked at Persist/Undying has considered fun interactions. And yeah i don't know if duels lets you interact with tokens in graveyards, (never tried it ;)), but i'm nearly certain i've seen them in graveyards. Hence my not getting them not working with undying/persist.

Need to come up with new idea :p.

Gauntlet
2017-07-03, 03:24 AM
Champion's Chariot - 2

Artifact - Vehicle - Rare

Haste, Trample

Crew 1

Eternalize 5B (5B, exile this card from a graveyard: Create a token that's a copy of this, except it is 4/4, is a Black Zombie Creature in addition to its other types and has no converted mana cost. Eternalize only as a sorcery.)

"In the afterlife, these horses will need no guide, acting instead in accordance with the God-Pharaoh's will."

3/2

Ionbound
2017-07-03, 09:52 AM
Flash of Inspiration-UU

Instant-R

Draw a card

Rebound

Cycling: UUUU

Whenever you cycle ~, you may pay X. If you do, draw X cards.

mystic1110
2017-07-03, 10:50 AM
Pouncing Serpopard 1RG
Creature - Cat Snake C
Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life)
Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
3/2



Champion's Chariot - 2

Artifact - Vehicle - Rare

Haste, Trample

Crew 1

Eternalize 5B (5B, exile this card from a graveyard: Create a token that's a copy of this, except it is 4/4, is a Black Zombie Creature in addition to its other types and has no converted mana cost. Eternalize only as a sorcery.)

"In the afterlife, these horses will need no guide, acting instead in accordance with the God-Pharaoh's will."

3/2

I just wanted to say i find this mashup brilliant :smallbiggrin:

Dr.Gunsforhands
2017-07-03, 10:03 PM
The existing Fuse cards just let you choose to cast one, the other, or both- Fuse isn't a separate cost.

Pain // Suffering (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=259281) is already a Magic card.
I really should have looked into these things before posting the card. :smalltongue:

The name was probably the least interesting part of it to begin with. Maybe Fever//Chills? Pins//Needles?

EDIT: Went with Pins/Needles because it felt like a fun art direction. Went ahead and dropped the prices on the component spells; it turns out they recently printed a 2-mana version of Pins that also grants trample and at instant speed, so hopefully this one is still nerfed enough to be on a split card.

Eternis
2017-07-03, 11:06 PM
Heart-Ripper Priest 2RR
(Image: A man dressed in priestly regalia hold a dripping, blood-soaked heart in his hand, his face a picture of ecstatic frenzy. The blood dripping from his wrist towards the lower border of the artwork shines/glows, imbued with magical energy
Creature - Human Cleric
Exploit
When ~ exploits a creature, creature tokens you control get +2/+0 and haste until end of turn.
Eternalize 4RR
3/1

Misothene
2017-07-04, 05:01 AM
Flames of the Faithful XXRR
Sorcery- MR
Convoke
You may exert creatures as you tap them to pay Flames of the Faithful's mana cost. If you do, those creatures pay for one additional mana of the type they were tapped to pay.
Flames of the Faithful deals X damage to target creature or player. If a creature is dealt damage this way, it loses indestructible until end of turn.
"Serve me in death, little god."
-Nicol Bolas

Carl
2017-07-04, 01:38 PM
Ok new entry, i'm going to try and create a planeswalker.

Yamag, the Unending Horror 3BB
Loyalty 4
Planeswalker - Yamag
+1: Target creature you control gains Wither in addition to it's other keywords
-3: Target creature you control gains Afflict 1 in addition to it's other keywords
-10: You gain an emblem which says "Creatures you control with Afflict have Infect in addition to their other keywords"

Ninjaman
2017-07-05, 03:00 PM
Proven Embalmer 2W
Creature - Human Cleric (U)
When Proven Embalmer deals combat damage to a player, populate.
Eternalize 4WW
2/2

Damn, just saw the contest and instantly thought of something similar to this. Now I have to think of something else.

Walyan Taintblade - 2G
Creature - Elf Warrior - U
Embalm 3B
Walyan Taintblade has wither as long as it's a Zombie.
3/2

Mister Tom
2017-07-06, 03:09 PM
Nef-Crop Skirmishers 1RR

Creature - Human Knight (U)

You may exert ~ as it attacks. When you do, choose one of the following:

- It gains double strike until end of turn
- All other attackers gain flanking until end of turn.

3/2

Misothene
2017-07-06, 05:47 PM
Ok new entry, i'm going to try and create a planeswalker.

Yamag, the Unending Horror 3BB
Loyalty 4
Planeswalker - Yamag
+1: Target creature you control gains Wither in addition to it's other keywords
-3: Target creature you control gains Afflict 1 in addition to it's other keywords
-10: You gain an emblem which says "Creatures you control with Afflict have Infect in addition to their other keywords"

There are several issues with this card you may wish to address.
1. Memory issues. Currently, the +1 and -3 abilities grant a creature an ability forever instead of until the end of the turn. A few turns down the road, it's going to be very difficult for everyone to remember which creature has been targeted by what ability.
2. You can't use the plus ability with no creatures. Most planeswalkers make sure that you can at least add loyalty to them every turn even if it wouldn't do much. To fix this (and the memory issues), the wording would be "+1: Up to one target creature you control gains Wither until end of turn."
3. Power level. This card is extremely weak, even more so with the memory issues addressed. Even if you only use the +1 before using the ultimate (meaning you haven't given any additional creatures Afflict to synergize with the emblem), it takes 7 turns to activate an ability which doesn't actually help you that much, since presumably you're playing a deck which is attacking your opponent's life total... and does nothing if you have no afflict creatures. If you're playing an infect deck, then the abilities don't synergize- infect creatures don't need wither, and afflict doesn't advance the infect plan. I'm not sure what the creative or mechanical inspiration was for the card, but I would recommend rethinking this ultimate ability.

Carl
2017-07-06, 06:18 PM
There are several issues with this card you may wish to address.
1. Memory issues. Currently, the +1 and -3 abilities grant a creature an ability forever instead of until the end of the turn. A few turns down the road, it's going to be very difficult for everyone to remember which creature has been targeted by what ability.
2. You can't use the plus ability with no creatures. Most planeswalkers make sure that you can at least add loyalty to them every turn even if it wouldn't do much. To fix this (and the memory issues), the wording would be "+1: Up to one target creature you control gains Wither until end of turn."
3. Power level. This card is extremely weak, even more so with the memory issues addressed. Even if you only use the +1 before using the ultimate (meaning you haven't given any additional creatures Afflict to synergize with the emblem), it takes 7 turns to activate an ability which doesn't actually help you that much, since presumably you're playing a deck which is attacking your opponent's life total... and does nothing if you have no afflict creatures. If you're playing an infect deck, then the abilities don't synergize- infect creatures don't need wither, and afflict doesn't advance the infect plan. I'm not sure what the creative or mechanical inspiration was for the card, but I would recommend rethinking this ultimate ability.

First thanks for some critique.

3. Infect works with any damage a creature deals, so if you block an afflict creature that has infect you get poison counters based on the affliction damage. Thats the synrgy.

2. Yeah that wasn't exactly intended, first planeswalker i've ever made and i'm pretty new to using them onyl haven gotten into "Magic:Duels" this last weak, my previous forrays, "Duels of the Planeswalkers 2014-2015" lacked them so i'm still very new to them.

1. Hmm yeha that was a worry.

Let me try again:


Yamag, the Unending Horror 3BB
Loyalty 4
Planeswalker - Yamag
+1: You may place a -1/-1 counter on target creature.
-2: Target creature you control gains an Affliction counter. A creature with an affliction counter has Afflict X where X is the number of Affliction counters on that creature, unless X would be higher.
-7: You gain an emblem which says "Creatures you control with Afflict have Infect in addition to their other keywords"


There hows that?

Misothene
2017-07-06, 08:50 PM
Yamag, the Unending Horror 3BB
Loyalty 4
Planeswalker - Yamag
+1: You may place a -1/-1 counter on target creature.
-2: Target creature you control gains an Affliction counter. A creature with an affliction counter has Afflict X where X is the number of Affliction counters on that creature, unless X would be higher.
-7: You gain an emblem which says "Creatures you control with Afflict have Infect in addition to their other keywords"


There hows that?

Afflict and infect don't interact in the way you describe. You are correct that any damage to a player caused by a creature with infect is dealt in the form of poison counters. However, afflict causes loss of life, which is distinct from dealing damage. This might seem like a small distinction, but matters for several different rules interactions (including but not limited to abilities like infect, damage prevention, etc.)

The affliction counters help (somewhat) with the memory issues, but the new wording raises other issues. First, a creature can have multiple instances of afflict abilities, so it is unnecessary to try to replace them. If a creature has "afflict 1" two times, the opponent will still end up losing 2 life most of the time (they'll lose 1 life twice). It would be simpler to just grant afflict 1 every time.

I say the counters somewhat help with memory, because the playstyle this card interacts with likely has -1/-1 counters being put all over the place. Having a different kind of counter that signifies something else could make the board hard to read.

The +1 ability doesn't quite work in a way that lets you activate it just for the loyalty, since the phrase "target creature" means there still has to be a creature to activate the ability- meaning if there are no creatures, you can't use it. The phrasing "up to one target creature" would solve this issue, since you could activate it with zero targets.

Finally (and I forgot to mention this before), you're missing a rarity, which is a small oversight that happens all the time here. I'm guessing Mythic Rare, given that it's a planeswalker.

Blue Ghost
2017-07-06, 11:04 PM
Larval Wurm G
Creature - Wurm (U)
Trample
2G, T, Exert Larval Wurm: Monstrosity 4. Activate this ability only as a sorcery.
1/1

Carl
2017-07-07, 12:53 AM
Afflict and infect don't interact in the way you describe. You are correct that any damage to a player caused by a creature with infect is dealt in the form of poison counters. However, afflict causes loss of life, which is distinct from dealing damage. This might seem like a small distinction, but matters for several different rules interactions (including but not limited to abilities like infect, damage prevention, etc.)

The affliction counters help (somewhat) with the memory issues, but the new wording raises other issues. First, a creature can have multiple instances of afflict abilities, so it is unnecessary to try to replace them. If a creature has "afflict 1" two times, the opponent will still end up losing 2 life most of the time (they'll lose 1 life twice). It would be simpler to just grant afflict 1 every time.

I say the counters somewhat help with memory, because the playstyle this card interacts with likely has -1/-1 counters being put all over the place. Having a different kind of counter that signifies something else could make the board hard to read.

The +1 ability doesn't quite work in a way that lets you activate it just for the loyalty, since the phrase "target creature" means there still has to be a creature to activate the ability- meaning if there are no creatures, you can't use it. The phrasing "up to one target creature" would solve this issue, since you could activate it with zero targets.

Finally (and I forgot to mention this before), you're missing a rarity, which is a small oversight that happens all the time here. I'm guessing Mythic Rare, given that it's a planeswalker.


Ughhh, damn it, i totally missed that distinction, thanks. Hmmm, i hadn't thought of the counter issue, (duels just dosen;t have it and mixing counters whilst not super common does happen). As for the afflict stacking, i thought it might work that way, but i didn't want to asume, i can be a bit OCD.

Try 3.

Yamag, the Unending Horror 3BB
Loyalty 4
Planeswalker - Yamag - Mythic rare
+1: You may place a -1/-1 counter on upto one target creature.
-2: Create an Enchantment Aura Token with: Enchant Creature, Creature gains Afflict 1.
-7: You gain an emblem which says "Creatures you control with Afflict have Infect in addition to their other keywords and Afflict now applies poison counters instead of causing life loss"

I admit that last one is a messy situation wording wise, not my favorite way of doing it for that reason but the deadline has to be almost here so trying to be quick about it.




Thanks though, one of the biggest issues with coming from the PC games background is that whilst game does a good job of explaining core concepts, there's a lot of rules nuance that doesn't come across because it tell you what happens but not always the minuta of why. So i get stuff wrong like this.

TurboGhast
2017-07-09, 01:26 PM
*Rereads announcement of contest*

Whoops, forgot about aftermath.

Anyway, card judgments.



Wander the Blind Eternities 4UU
Instant- R
Look at the top four cards of your library. Put two into your hand and the rest on the bottom of your library.
Cycling 2U
Flashback 3U
Cycling and flashback have natural synergy with each other, and the mana costs on this card emphasizes that synergy. Even though the correct mode when you decide to play this card is obvious, whether you want to play this card or something else in your hand isn't, adding tension between the modes.



Oketra's Exalted 3W
Creature - Cat Warrior MR
Lifelink, Vigilance
Whenever you exert a creature, put a solidarity counter on ~.
~ has exalted for each solidarity counter on it. (If a creature has multiple instances of exalted, each triggers separately.)
3/3

This card is fighting itself every step it takes. It encourages attacking with many other exert creatures to rack up counters, along with attacking every turn due to the combination of lifeline and vigilance. However, using the counters it gains requires attacking with just one creature to trigger exalted.



Oni Hexblade 1BB
Creature - Demon Samurai Warrior U
Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life)
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn)
2/3
A demon's choice is never fair...
The combination of afflict and bushido on this card is cool, but a critical part of what makes afflict interesting is missing: Why would I ever want to block this card? In most cases, this card plays like an unblockable one. Reducing the afflict to 1 would play better because then blocking does reduce the amount of life you lose. Adding a combat damage to player trigger would also work.



Contested Corpse 2B
Creature - Zombie C
Scavenge 3BG (3BG, Exile this card from your graveyard: Put three +1/+1 counters on target creature. Scavenge only as a sorcery.)
Eternalize 3UB (3UB, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 with no mana cost. Eternalize only as a sorcery.)
3/1
The modal dichotomy on this card is interesting, and there are plenty of reasons to pick one mode over the other. Doesn't explain why why a random zombie is getting a lazotep treatment, though. Good mechanics, but unfitting flavor.



Eva, Leyline Wanderer -- 2URR
Legendary Creature -- Elf Warrior -- Rare
T, exert Eva: Creatures you control gain Landwalk until end of turn. (They can't be blocked if defending player controls a land)
Lands your opponents control have "Sacrifice this land: Create an enchantment token named Leyline Fragment with 'Sacrifice this enchantment: Add one mana of any color to your mana pool'"
1/2While this card gives your opponent choices, one of them is clearly desperate-scenario only. It also ramps your opponent, which is a risky proposition. I have no clue how to evaluate this card's power level, it'd definitely need playtesting to see whether it's too stifling.


Proven Embalmer 2W
Creature - Human Cleric (U)
When Proven Embalmer deals combat damage to a player, populate.
Eternalize 4WW
2/2This is a powerful card that could get out of hand quickly when eternalized, while still being decent when not eternalized. It also follows the pattern most cards with eternalized have of being more powerful beyond power and toughness increases when eternalized, and does so using the natural synergy between the card's mechanics.


Conflicted Champion {2}{W/B}{W/B}
Creature - Human Soldier R
When Conflicted Champion enters the battlefield, if it's a token, each opponent loses life equal to its toughness and you gain that much life.
Embalm 5WW
Eternalise 3BB
It is so much easier to do what is wrong, but so much better to do what is right!
1/7
This card doesn't make much sense lorewise, the removal of emblam from HOU implies that the production of eternals replaced the production of zombies. Increasing the life drain for using white mana is a color pie violation, and the name and flavor text are also disjointed from the effect.





Pins - 1R
//
Needles - 1B


(Translucent, glowing spines decorate a grinning warrior's arms and hair.)
//
(A witch holds up a stuffy doll studded with long metal needles. She's about to jam in another one.)


Sorcery - U
//
Sorcery - U


Target creature gets +4/+0 until end of turn.
//
Target creature gains Afflict 4 until end of turn. (Whenever it becomes blocked, defending player loses 4 life.)


Fuse
//
(You may cast one or both sides of this card.)


This card turns makes an attacker much tougher to stop. The three possible modes all have their uses, and the card as a whole would make a great addition to decks focused on a single attacker.


Ambush Wurm- 3R
Creatureó Wurm (U)
You may exert Ambush Wurm as it attacks. When you do, it gains +2/+2 and trample until end of turn.
Dash 3RR (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
3/3
Dash is an interesting way to bypass the drawback of exert, and brings a drawback of its own into play. The choice of drawback forces interesting play decisions as to which one hurts you less at any particular moment.


Blood-crazed Khenra 2R
Creature - Jackal Warrior (U)
Bloodthirst 2
Eternalize 4R
2/2
Some passed the Trials through discipline and skill. Others took a more direct approach.
Bloodthirst and eternalize have no natural synergy, this card is merely the sum of its parts. That's particularly worse here, since the Khenra is sometimes as strong eternalized as not.



Champion's Chariot - 2

Artifact - Vehicle - Rare

Haste, Trample

Crew 1

Eternalize 5B (5B, exile this card from a graveyard: Create a token that's a copy of this, except it is 4/4, is a Black Zombie Creature in addition to its other types and has no converted mana cost. Eternalize only as a sorcery.)

"In the afterlife, these horses will need no guide, acting instead in accordance with the God-Pharaoh's will."

3/2
The flavor of this card is a very cool. The simple parts that make up this card come together nicely to create a powerful, concise whole.


Flash of Inspiration-UU

Instant-R

Draw a card

Rebound

Cycling: UUUU

Whenever you cycle ~, you may pay X. If you do, draw X cards. While this is an interesting card, cycling doesn't interact with rebound at all. The two mechanics are merely the sum of their parts here, rather than part of a more powerful whole.


Heart-Ripper Priest 2RR
(Image: A man dressed in priestly regalia hold a dripping, blood-soaked heart in his hand, his face a picture of ecstatic frenzy. The blood dripping from his wrist towards the lower border of the artwork shines/glows, imbued with magical energy
Creature - Human Cleric
Exploit
When ~ exploits a creature, creature tokens you control get +2/+0 and haste until end of turn.
Eternalize 4RR
3/1
This card has plenty of synergy with itself, even if some of that synergy is a little forced. The card relies on the exploit-self trick, which weakens the flavor significantly.



Flames of the Faithful XXRR
Sorcery- MR
Convoke
You may exert creatures as you tap them to pay Flames of the Faithful's mana cost. If you do, those creatures pay for one additional mana of the type they were tapped to pay.
Flames of the Faithful deals X damage to target creature or player. If a creature is dealt damage this way, it loses indestructible until end of turn.
"Serve me in death, little god."
-Nicol BolasThe use of exert to power up convoke is a very natural evolution of both mechanics. This card uses that well, by requiring a lot of mana funneled in to get its effect, with extra rewards on top of that. However, it may be a little too costly, though.



Walyan Taintblade - 2G
Creature - Elf Warrior - U
Embalm 3B
Walyan Taintblade has wither as long as it's a Zombie.
3/2
This card doesn't qualify for the contest, Enbalm was only in Amonkhet.



Nef-Crop Skirmishers 1RR

Creature - Human Knight (U)

You may exert ~ as it attacks. When you do, choose one of the following:

- It gains double strike until end of turn
- All other attackers gain flanking until end of turn.

3/2
The team buffing aspect of the card is cool, but it needs setup that the double strike mode doesn't. In addition, if this attacks and uses its flanking mode, it becomes juicy block bait that'll pull a blocker away from your flanking creatures. I don't see how having the double strike mode helps the design.



Larval Wurm G
Creature - Wurm (U)
Trample
2G, T, Exert Larval Wurm: Monstrosity 4. Activate this ability only as a sorcery.
1/1
This is an interesting evolution of monstrosity. The two turns you can't use your creature act as another cost on top of the mana used to power up. Since the wurm's summoning sick the turn it's summoned, in a vacuum this will take at least three turns to become a 5/5 attacker, and is vulnerable to removal during that time. Because of the severity of the time cost, this card could be pushed more.



Yamag, the Unending Horror 3BB
Loyalty 4
Planeswalker - Yamag - Mythic rare
+1: You may place a -1/-1 counter on upto one target creature.
-2: Create an Enchantment Aura Token with: Enchant Creature, Creature gains Afflict 1.
-7: You gain an emblem which says "Creatures you control with Afflict have Infect in addition to their other keywords and Afflict now applies poison counters instead of causing life loss"
This card misses what makes many mix & match keywords compelling. There's no synergy between afflict & infect, and therefore creating a card with both of them isn't nearly as natural as two keyword that work together. In addition, switching to poison counters late in the game makes damage you've already dealt meaningless.


Basket of Puppies' Wander the Blind Eternities.
tgva8889's Proven Embalmer
Misothene's Flames of the Faithful
Dr. Gunsforhands' Pins & Needles
Gauntlet's Champion's Chariot

Champion's Chariot, by Gauntlet

Bucky
2017-07-09, 01:55 PM
Bonus Design (not a submission) because someone said it couldn't work:

Persistent Bloodhound 1RR
Creature - Hound U
Trample
Undying
Eternalize 2RR, discard a card
"As I struck off its head for the third time, it at last grew still"
2/2


(It's a 2/2, then a 3/3, then a 4/4)

Ionbound
2017-07-09, 04:26 PM
@Turbo: My card was meant to be a riff on the Decree cycle, but backwards. You can play it for a minor effect, or cycle it for a much more powerful one.

LaZodiac
2017-07-09, 04:29 PM
Bloodthirst synergizes with Eternalize. You get the counters even if they come into the field as a token, Bloodthirst still activates. It also carries the flavor that if it comes into play from hand with bloodthirst activated, it's showing just how ready for Eternalization it is. But okay, that's fair, it's not a super exciting combo, that's fair.

Carl
2017-07-09, 05:25 PM
As you probably noticed i misunderstood the infect/afflict interaction and just didn't feel i had enough time to come up with a whole new idea. I was looking for cool interactions :).

LaZodiac
2017-07-09, 05:44 PM
Regardless, congrats to Gauntlet, because that is actually a pretty brilliant design.

mystic1110
2017-07-09, 06:02 PM
I think you missed mine - but I agree that Gauntlet's was the coolest :smalltongue:

Carl
2017-07-09, 07:06 PM
Regardless, congrats to Gauntlet, because that is actually a pretty brilliant design.

Amen on that point.

TurboGhast
2017-07-09, 10:50 PM
I think you missed mine - but I agree that Gauntlet's was the coolest :smalltongue:
Whoops. Pouncing Serpopard's pretty cool, provoke and afflict together create a creature killing machine that still hurts your opponent's face. I think it might be undercosted, but I usually end up overcosting cards often, so it's probably fine.

Gauntlet
2017-07-10, 03:34 AM
Thank you! I figured noncreatures with Eternalize would be an interesting way of extending the mechanic, and Vehicles were the obvious place to extend it to since they already have creature keywords which makes them a lot more interesting.

All right, here's your next challgenge:

What about the rest of the cast?
Create a card that depicts one of the non-Gatewatch, non-Bolas planeswalkers in the Magic setting, and what they are up to right now.

This could be any of the following:

Ajani
Garruk
Sarkhan
Elspeth
Nahiri
Sorin
Koth
Venser
Karn
Vraska
Ugin
Kiora
Tibalt
Ashiok
Ral Zarek
Tamiyo
Narset
Dovin Baan
Saheeli Rai
Tezzeret
Arlinn
Dack
Kaya
Xenagos
Freyalise
Teferi
Ob Nixilis
Daretti

I'm sure I've missed some - there's also a few planeswalkers that never appeared on cards you could use, such as Baltrice and Vronos.

Feel free to make a planeswalker card, or alternatively a non-planeswalker card that just depicts their current actions.

Sgt. Cookie
2017-07-10, 06:50 AM
Dangerous Curiosity RU
Instant U
Draw two cards.
Each opponent creates a 1/1 colourless Myr artefact creature token.
"Their design is exquisite. But can it be replicated?" Saheeli Rai

Ionbound
2017-07-10, 06:57 AM
Narset, Soulfire Ignited-UWR

Planeswalker-Narset-MR

+1: Up to one target creature you control gains prowess and first strike until the end of the turn.
-3: Draw a card for each spell you cast this turn.
-7: Exile any number of cards from the top of your library. You may play non-creature cards exiled this way and may spend mana as though it were mana of any color to do so.

3

This is meant to be a Narset that re-discovered her red, and is leading Jeskai rebels against the Ojutai. It's also meant to be part of a cycle that includes the other khans leading their own rebellions against the dragonlord (such as Zurgo wielding the clapper of a bell as a giant mace)

mystic1110
2017-07-10, 09:04 AM
Xenagos in the Underworld BRG
Enchantment Planeswalker ó Xenagos
Indestructible.
As long as your devotion to black, red and green is less than ten, you can't activate Xenagos's loyalty abilities.
-3: Target creature gains haste, trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature.
-5: Return target black, red, or green creature card from your graveyard to the battlefield and then place a loyalty counter on Xenagos for each {B}, {R} or {G} in the mana cost of that creature.
Starting Loyalty: 7

Carl
2017-07-10, 12:39 PM
Xenagos, God in Exile BRG
Enchantment Planeswalker ó Xenagos
Indestructible
As long as your devotion to black, red and green is less than ten, Xenagos isn't a planeswalker.
At the beginning of your upkeep place X loyalty counters on Xenagos, where X is your devotion to black, red and green.
-5: Target creature gains haste, trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature.
-12: Destroy three target permanents and then return up to three creature cards from your graveyard to the battlefield.
Starting Loyalty 1

So - (1) you can't attack or bolt Xenagos until its controller has the proper devotion (but you can Erase him), (2) Xenagos keeps on accumulating loyalty counters every upkeep (at least 3) even when not a PW, (3) you can't use any of his abilities UNTIL he becomes a PW, and (4) he can actually stick around after running out of loyalty counters IF you lose your devotion as well.

Isn't he like, dead or somthing, (along with Elspeth, Sorin, and possibly Nahiri, (last we saw of her she was planeswalking away with a really nasty injury AFAIK).

Misothene
2017-07-10, 02:52 PM
A few notes on the listed planeswalkers, anyone better versed in the lore please feel free to correct me:

Ajani: is in the Gatewatch. Not sure if he's allowed in the contest?...
Venser: I don't know the details, but I know he died "on screen" on a plane with no underworld/other shenanigans.
Elspeth: died "on screen," but on a plane with an underworld
Freyalise and Teferi: I think their printings as planeswalkers were in supplemental sets representing them in the distant, pre-Mending past; I think both are dead or at least lost their sparks.

As both Freyalise and Teferi attest, any individual planeswalker card could represent them at any point in time in the story, so their being dead/losing their spark doesn't necessarily stop it, but it might be helpful to know about it.

BasketOfPuppies
2017-07-10, 04:43 PM
Tibalt, the Overcosted 0
(Red) Planeswalker- Tibalt MR
+1 Discard your hand
-4 Discard a card, then draw a card
-10 Exile the top five cards of your library. You may play them until end of turn
2

Bucky
2017-07-10, 05:12 PM
Tibalt, the Overcosted 0
(Red) Planeswalker- Tibalt MR
+1 Discard your hand
-4 Discard a card, then draw a card
-10 Exile the top five cards of your library. You may play them until end of turn
2


Wow, that card OWNs. Repeatedly.

Sgt. Cookie
2017-07-10, 06:50 PM
IKR? Turn 1 Delirium plus whatever Flashback/other graveyard shenanigans you can finagle? Yes please!

Carl
2017-07-10, 07:30 PM
I think someone just won on the spot but i'll have my own go. Note my own lore knowledge is spotty so i'm just going off the wiki article on her.


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

Since the tool i used to make it doesn't seem to let you do flavour text on planeswalker cards i'll drop it in below:

It will take much energy to rebuild, but that i and countless others have in abundance.

She's basically a planeswalker built to interact with energy. Her first ability lets you flicker a permenant to gain energy whilst manipulating her draw to get more, the second gives her a way to still use energy abilities without compromising her last ability. The last is a flat out alternate win condition.

TurboGhast
2017-07-10, 08:10 PM
Serra, Steadfast Savior 1WW
Planeswalker - Serra M
+1: Up to one target creature you control gets +0/+2 and lifelink until the start of your next turn.
-1: Exile target creature. Its controller gains life equal to its power.
-7: Create X 4/4 Angel creature tokens with flying and vigilance, where X is half your life total rounded down.
Starting Loyalty: 3

Card designed to make Venerable Angel work.

Card is designed around defensive play, rather than the more offensive focus seen in other planeswalkers in white. The first two abilities stall out the game until you can get your swarm of angels via use of the ultimate.

EDIT: Removed targeting limitation from -1, because it didn't add to the card. It can now target any creature, not just your opponent's creatures.

Carl
2017-07-10, 08:21 PM
I can't find a card named venerable angel, linky?

Dr.Gunsforhands
2017-07-10, 09:58 PM
Sparkless Husk 1BB
Several versions exist for the art on this card. It's always an out-of-print planeswalker we'll never see again, they're always zombified, and they always have a leash binding them to some point off-panel.
Creature - Zombie R
When this creature enters the battlefield, put 2 loyalty counters on each planeswalker you control and remove 2 loyalty counters from each planeswalker you don't control.
Remove a loyalty counter from a planeswalker you control: Sparkless Husk gets +1/+1 and gains Indestructible until end of turn.
4/3

LaZodiac
2017-07-10, 11:10 PM
Sparkless Husk 1BB
Liliana is holding Zombie Domri Rade on a leash.
Creature - Zombie R
When this creature enters the battlefield, put 2 loyalty counters on each planeswalker you control and remove 2 loyalty counters from each planeswalker you don't control.
Remove a loyalty counter from a planeswalker you control: Sparkless Husk gets +1/+1 and gains Indestructible until end of turn.
4/3

Not gonna talk about the card quality because I mean it's fine but holy **** Doctor Guns for Hands you just killed a child.

ben-zayb
2017-07-10, 11:42 PM
Vraska's Favored 2BG
Creature - Insect Assassin R
Deathtouch
Whenever another creature deals combat damage, you may have ~ fight it.
3/2

Edit: probably change it to a nonPW
Edit2: added

Basically, she's in cahoots with the Kraul.

Dr.Gunsforhands
2017-07-11, 01:32 AM
Not gonna talk about the card quality because I mean it's fine but holy **** Doctor Guns for Hands you just killed a child.

I did?? Aw, man! Just one time I wish I could skip reading the lore without murdering a baby human.

Okay, the picture will use Garruk now; he fits the theme better anyway. It's not legendary, though, so your opponent's particular zombie is more likely to have been a generic planeswalker that never had any stories written about them.

EDIT: You know what? I take it back. The first printing of this card will obviously feature whoever Our Market Research (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74237) decides will be missed the least.

TurboGhast
2017-07-11, 11:01 AM
I can't find a card named venerable angel, linky?

It's a reference to earlier in the thread.


Venerable Angel 2WW
Creature - Angel - U
Flying, Vigilance
If by some ghastly machination you somehow come into possession of a Serra planeswalker, Venerable Angel gets +2/+2 and has First Strike.
Few remember the first artificial heaven torn apart by Phyrexia. Fewer remember the name of its patron, and fewer still hold any expectation of her return.
3/3

Wand of Distraction - 3
(...it's a laser pointer, isn't it.)
Artifact - U
W, T: Tap target creature. If you control an Ajani planeswalker, that creature doesn't untap during its controller's next untap step.
(Yep!)

Jormengand
2017-07-11, 02:25 PM
Titan Capture 2W
Enchantment - R
Titan Capture is colourless.
Creatures with power 7 or greater can't attack or block and their activated abilities can't be activated.
Killing Ulamog and Kozilek was a mistake. There was no room for more mistakes.

(I'm aware of the existence of Devoid as a keyword, but Ugin-themed cards have it written out in full, and - since he's apparently fighting eldrazi personally - I'd rather keep the disconnect between the two.)

Medival Wombat
2017-07-11, 10:41 PM
Aetherian Transformation (1)(U)(W/B)
Uncommon Enchantment. Aura

Enchant target creature or artifact you control

Target Creature is now an Artifact and looses all other types
Target Artifact is now also a blue flying 5/5 artifact creature
(1U): Sacrifice Aetherian Transformation, draw a card

"Step one: Become an Artifact. Step two: [placeholder]. Step three: Profit"

Beelzebub1111
2017-07-12, 09:47 AM
Karn, Legacy of the Thran 6
Planeswalker - Karn MR
+1 -- create two 1/1 blue Metathran Soldier creature tokens with "protection from artifacts"

+1 -- Up to two Target creatures get +1/+1 and gain flying, first strike, and trample until end of turn

-7 -- gain an emblem with "players and permenants cannot gain counters"

4 Loyalty


Karn had risen to fight the forces of phyrexia directly and what better way than reviving his father's creation that was made with the sole purpose and desire of fighting phyrexia.

braveheart
2017-07-12, 04:12 PM
Tibalt, Pain Gifter 2RR
(Image of tibalt showing a screaming person their own organs Tibalt has a dreamy look in his eyes)
Plainswalker - Tibalt - MR
+1: choose one Creature you control And one creature you don't control.Tibalt deals 2 damage to each
-3: discard 2 cards at random then draw 3 cards
-5: gain an emblem with "at the beggining get of your upkeep, Tibalt may deal 5 damage to target creature, if not, exile this emblem"
2


Tibalt hasn't changed, he's just gotten slightly better at what he does

Bucky
2017-07-12, 05:36 PM
Sarkhan's Disciple 3R
Creature - Human Monk U
1RR: Until end of turn, Sarkhan's Disciple becomes a Dragon, gets +2/+0 and gains Flying.
2/4


Note: Tarkir's red monks are otherwise extinct after Fate Reforged.

Eternis
2017-07-12, 07:53 PM
Long-Forgotten Statue 5
Legendary Artifact MR
Shroud
Vanishing 3
When ~ enters the graveyard from the battlefield, if it had no time counters on it, you may search your library for a Sorin planeswalker card and put it onto the battlefield. If you do, shuffle your library and put 2 loyalty counters on that planeswalker. It gains shroud until end of turn.

BasketOfPuppies
2017-07-12, 08:15 PM
Long-Forgotten Statue 5
Legendary Artifact MR
Shroud
Vanishing 3
When ~ enters the graveyard from the battlefield, if it had no time counters on it, you may search your library for a Sorin planeswalker card and put it onto the battlefield. If you do, shuffle your library and put 2 loyalty counters on that planeswalker. It gains shroud until end of turn.

Is this supposed to make Sorin only have 2 loyalty counters or 2 additional? As written it's the latter.

tgva8889
2017-07-12, 08:34 PM
Elspeth the Returned 2WWB
Planeswalker - Elspeth (M)
+1: Create a 1/1 white Zombie Soldier token.
+1: Each opponent loses X life, where X is the number of creatures you control. You gain X life.
-5: Each opponent gets an emblem with "Creatures you control get -1/-1."
4

Eternis
2017-07-12, 11:22 PM
Is this supposed to make Sorin only have 2 loyalty counters or 2 additional? As written it's the latter.

It's meant to have two additional- the point is that Sorin has had time to ruminate and gain potency while trapped in stone- mimicking how Nahiri gained her own purpose and agency while trapped in the Helvault.

BasketOfPuppies
2017-07-12, 11:47 PM
It's meant to have two additional- the point is that Sorin has had time to ruminate and gain potency while trapped in stone- mimicking how Nahiri gained her own purpose and agency while trapped in the Helvault.

Wanted to make sure. It could've been flavored as he just broke out and so is weakened.

Bucky
2017-07-13, 02:43 AM
Aetherian Transformation (1)(U)(W/B)
Uncommon Enchantment.
Target Creature you control is now an Artifact(and is no langer a creature)
Target Artifact you control is now also a blue flying 5/5 artifact creature
(1U): Sacrifice Aetherian Transformation, draw a card

I don't think this works as worded; non-aura enchantments don't have targets.

You'd need to do something like Banishing Light - "when Aetherian Transformation enters the battlefield, target Creature you control becomes an Artifact until Aetherian Transformation leaves the battlefield".

Medival Wombat
2017-07-13, 04:02 AM
I don't think this works as worded; non-aura enchantments don't have targets.

You'd need to do something like Banishing Light - "when Aetherian Transformation enters the battlefield, target Creature you control becomes an Artifact until Aetherian Transformation leaves the battlefield".

Oops, was suppposed to be an aura...

Misothene
2017-07-13, 03:19 PM
Xenagos, God in Exile BRG
Enchantment Planeswalker ó Xenagos
Indestructible
As long as your devotion to black, red and green is less than ten, Xenagos isn't a planeswalker.
At the beginning of your upkeep place X loyalty counters on Xenagos, where X is your devotion to black, red and green.
-5: Target creature gains haste, trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature.
-12: Destroy three target permanents and then return up to three creature cards from your graveyard to the battlefield.
Starting Loyalty 1


You actually *can* activate loyalty abilities while the permanent isn't a planeswalker, though still only once each turn. That means this card might actually be punishing you for having sufficient devotion. Maybe instead of/on top of having it be a conditional planeswalker, change the line to "As long as your devotion to black, red and green is less than ten, you can't activate Xenagos's loyalty abilities?"


Aetherian Transformation (1)(U)(W/B)
Uncommon Enchantment. Aura
Target Creature you control is now an Artifact(and is no langer a creature)
Target Artifact you control is now also a blue flying 5/5 artifact creature
(1U): Sacrifice Aetherian Transformation, draw a card

This doesn't work. In order for an Aura to attach itself to something, it needs an "Enchant X" line (Enchant Creature, Enchant Artifact, etc.). Auras, though, can't be attached to multiple permanents. You could change one to an enters-the-battlefield ability, but then there would be memory issues related to what's been affected.


Tibalt, Pain Gifter 2RR
(Image of tibalt showing a screaming person their own organs Tibalt has a dreamy look in his eyes)
Plainswalker - Tibalt - MR
+1: choose one Creature you control And one creature you don't control.Tibalt deals 2 damage to each
-3: discard 2 cards at random then draw 3 cards
-5: gain an emblem with "at the beggining get of your upkeep, Tibalt may deal 5 damage to target creature, if not, exile this emblem"
2


Is it intended that the emblem only works if Tibalt is still around?... if so, that ability is very very weak, as it does nothing right away, and gives your opponent their turn to deal with the extremely weakened Tibalt. I'd suggest having the emblem be the source of the damage instead, which would make it more worth the payoff.

Some templating cleanup:
Planeswalker- Tibalt MR
+1: Choose a creature you control and a creature you don't control. Tibalt, Pain Gifter deals 2 damage to each of the chosen creatures.
-3: Discard 2 cards at random, then draw 3 cards.
-5: You get an emblem with "At the beginning of your upkeep, you may have this emblem deal 5 damage to target creature. If you don't, exile this emblem."


Long-Forgotten Statue 5
Legendary Artifact MR
Shroud
Vanishing 3
When ~ enters the graveyard from the battlefield, if it had no time counters on it, you may search your library for a Sorin planeswalker card and put it onto the battlefield. If you do, shuffle your library and put 2 loyalty counters on that planeswalker. It gains shroud until end of turn.

Shroud has been retired in favor of hexproof; I'm not sure exactly why this requires the functionality of shroud over hexproof either.

Eternis
2017-07-13, 05:54 PM
Shroud has been retired in favor of hexproof; I'm not sure exactly why this requires the functionality of shroud over hexproof either.
Prevents Vampire Hexmage bullhonky- I don't exactly want to promote a person's capability to get any Sorin they like out for free without giving their opponents a chance to fight back, force them to sacrifice it etc.

The reason Shroud has been retired for Hexproof is that Hexproof is a singularly more powerful ability- one without the downside of Shroud. The point for this card, though, is the downside of shroud. If I weren't giving it shroud, I'd just ditch the whole spell-protection entirely; but that doesn't really fit with the theme of the card, as "it isn't really noticed" is part of the whole dealie.



Maybe instead of/on top of having it be a conditional planeswalker, change the line to "As long as your devotion to black, red and green is less than ten, you can't activate Xenagos's loyalty abilities?"
Doesn't work- "If a planeswalker has loyalty 0, itís put into its ownerís graveyard.". You'd be giving your opponent free reign at a planeswalker with loyalty 1, without the positive of getting any ability from it in the first place. So long as it's an enchantment, you're relatively safe; can't be targeted by damage.

A better fix for Aetherian Transformation:

Aetherian Transformation (1)(U)(W/B)
Enchantment - Aura (Rare)
Enchant Artifact
When Aetherian Transformation enters the battlefield, put an Aether counter on a creature you control.
Permanents with Aether counters become artifacts and lose all other types.
Enchanted artifact is a 5/5 artifact creature with flying.
When you control no permanents with Aether counters on them, sacrifice Aetherian Transformation.
When Aetherian Transformation leaves the battlefield, remove all Aether counters placed on a permanent by Aetherian Transformation.
(1U): Sacrifice Aetherian Transformation, draw a card

Medival Wombat
2017-07-15, 02:34 AM
A better fix for Aetherian Transformation:

Aetherian Transformation (1)(U)(W/B)
Enchantment - Aura (Rare)
Enchant Artifact
When Aetherian Transformation enters the battlefield, put an Aether counter on a creature you control.
Permanents with Aether counters become artifacts and lose all other types.
Enchanted artifact is a 5/5 artifact creature with flying.
When you control no permanents with Aether counters on them, sacrifice Aetherian Transformation.
When Aetherian Transformation leaves the battlefield, remove all Aether counters placed on a permanent by Aetherian Transformation.
(1U): Sacrifice Aetherian Transformation, draw a card

Why does magic cards be so complicated... I go with a simpler solution, might be not 100% printable, but It wonīt be printed, so I reaally donīt care.

Carl
2017-07-15, 05:13 AM
Why does magic cards be so complicated... I go with a simpler solution, might be not 100% printable, but It wonīt be printed, so I reaally donīt care.


Yeah i just ran this through my card tool too much text for a magic card there, you gotta cut that down, a lot, like take of the entire bottom two sections cut down.

You can find the tool here (https://www.google.co.uk/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwi1l6i2hovVAhWsDsAKHbgWA3MQFggoMAA&url=http%3A%2F%2Fmagicseteditor.sourceforge.net%2F&usg=AFQjCNFFvI-Y9PBCHGyBNrvlLynd67Hzbg) if you want to mess yourself, really handy IMO even if most future entries won't have art for obvious reasons.

- - - Updated - - -

A fix attempt for you:


http://i.imgur.com/0ngoBS6.jpg


In case the rule interaction is non-obvious, an aura that leaves and then returns the battlefield becomes unattached and can be attached to any valid target, it dosen;t have to go back on the original one and of course it will enter the battlefield untapped.

My biggest worry more or less with this is 0 to flicker it is almost certainly too cheap, 1W would be better but i set it to 0 to keep the original effect.

Passive Pete
2017-07-15, 09:48 PM
It's been a while. What's up everyone.

Tibalt, the Tormentor 1BR
Planeswalker - Tibalt M
Whenever you sacrifice a permanent, discard a card, or pay life, you may put a loyalty counter on Tibalt, Maniac Tormentor.
-1: The next time you cast a spell that targets an opponent, copy that spell.
-X: Whenever a creature blocks this turn, it's controller loses X life.
-5: Until end of turn, you may cast creature, instant, and sorcery spells from your graveyard by paying life equal to their converted mana cost in addition to other costs. Whenever you cast a noncreature spell this way, exile it afterwards.
3

For some reason it always stuck in my mind that Tibalts had to be cheap. 2-4 CMC range. The idea here is that the final ability can get back things that were discarded or sacrificed. The -X is like afflict, it might seem tacked on a bit but I think it really fits with Tibalt's character. Note that his -1 can be oppressive if used every turn, but he has no built-in way to protect himself so that's unlikely that will happen.

Ultimate wombo-combo is playing him with a lot of open lands, saccing 3+ permanents, activating ultimate move, recasting the permanents by paying life, then getting 3 loyalty counters back on Tibalt because you payed life. I can dream, ok.

EDIT: I want to note that the ultimate might seem overcosted for what might seem like an inefficient "return from graveyard" effect, but I was keeping in mind potential plays where you drop Tibalt then instantly sacrifice a lot of permanents to get him huge.

Ebon_Drake
2017-07-16, 04:29 AM
Yeah i just ran this through my card tool too much text for a magic card there, you gotta cut that down, a lot, like take of the entire bottom two sections cut down.

You can find the tool here (https://www.google.co.uk/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwi1l6i2hovVAhWsDsAKHbgWA3MQFggoMAA&url=http%3A%2F%2Fmagicseteditor.sourceforge.net%2F&usg=AFQjCNFFvI-Y9PBCHGyBNrvlLynd67Hzbg) if you want to mess yourself, really handy IMO even if most future entries won't have art for obvious reasons.

- - - Updated - - -

A fix attempt for you:


http://i.imgur.com/0ngoBS6.jpg


In case the rule interaction is non-obvious, an aura that leaves and then returns the battlefield becomes unattached and can be attached to any valid target, it dosen;t have to go back on the original one and of course it will enter the battlefield untapped.

My biggest worry more or less with this is 0 to flicker it is almost certainly too cheap, 1W would be better but i set it to 0 to keep the original effect.

This doesn't work as written (even ignoring shonky wording and typos). The Aura would fall off as soon as it resolved because it can only enchant creatures, but the first ability alters the target to no longer be a creature. It needs to say either "Enchant Permanent" or "Enchant Creature or Artifact" for that to work (example: Song of the Dryads (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=430366), Imprisoned in the Moon (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=414360)).

I'd also point out that if this worked as intended, it would allow you to drop a turn 1 dork (Slippery Bogle being a fine choice), then play this turn 2 and start swinging with a 5/5 flyer. It can also double as Pacifism, allows both itself and the creature it enchants to dodge removal, can be shifted onto better targets at will and can replace itself. That's a bit much.

Here's my fix attempt:
Aetherium Transformation 1WU
Enhantment - Aura (U)
Enchant Creature or Artifact
Enhanted permanent is a noncreature artifact.
1U: Enchanted permanent becomes a 5/5 artifact creature with flying until end of turn.
When Aetherium Transformation is put into a graveyard from the battlefield, draw a card.

Carl
2017-07-16, 07:39 AM
This doesn't work as written (even ignoring shonky wording and typos). The Aura would fall off as soon as it resolved because it can only enchant creatures, but the first ability alters the target to no longer be a creature. It needs to say either "Enchant Permanent" or "Enchant Creature or Artifact" for that to work (example: Song of the Dryads (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=430366), Imprisoned in the Moon (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=414360)).

I'd also point out that if this worked as intended, it would allow you to drop a turn 1 dork (Slippery Bogle being a fine choice), then play this turn 2 and start swinging with a 5/5 flyer. It can also double as Pacifism, allows both itself and the creature it enchants to dodge removal, can be shifted onto better targets at will and can replace itself. That's a bit much.

Here's my fix attempt:
Aetherium Transformation 1WU
Enhantment - Aura (U)
Enchant Creature or Artifact
Enhanted permanent is a noncreature artifact.
1U: Enchanted permanent becomes a 5/5 artifact creature with flying until end of turn.
When Aetherium Transformation is put into a graveyard from the battlefield, draw a card.

Yeah i noticed the cheap 5/5 creation after i posted it and was going to suggest a higher price, forgot about it though. And nice catch on the or artifact thing. I did note the cheap dodge,l hence why it needed an appropriate cots to flicker it, i based my suggestion on other flickering mana ability cards.

p.s even your version allow a a turn 3 5/5, the cheapest blue 5/5 with flying i can think of is 4 mana and dies if it's targeted by anything.

Ebon_Drake
2017-07-16, 10:40 AM
Yeah i noticed the cheap 5/5 creation after i posted it and was going to suggest a higher price, forgot about it though. And nice catch on the or artifact thing. I did note the cheap dodge,l hence why it needed an appropriate cots to flicker it, i based my suggestion on other flickering mana ability cards.

p.s even your version allow a a turn 3 5/5, the cheapest blue 5/5 with flying i can think of is 4 mana and dies if it's targeted by anything.

True perhaps, although mine does require two colors, hampers your board development because you have keep paying to activate it and it dies to just about any removal. It possibly is still a little too "answer me or die" for an Uncommon though. I contemplated bumping it up to rare, but rare Auras make me sad because Constructed doesn't want them and they don't come up often enough to be relevant in Limited. It could probably do with losing the card draw clause so it retains the typical Aura two-for-one card disadvantage risk, I only really kept a variation on that because previous versions had it. I did also think afterwards that there's a cleaner execution of the concept:

Etherium Transformation 1U(W/B)
Enchantment - Aura (U)
Enchant Creature
Enchanted creature is an artifact in addition to its types. It has flying and its base power and toughness is 5/5.

Add one mana to the cost if it's too good as-is. If the draw ability is really important for some reason, add it back in and add another one mana to the cost. Job done.

Ninjaman
2017-07-16, 12:33 PM
Tempestuous Epiphany - 2RR
Sorcery - U
Draw four cards, then discard a card at random.
"With enough ideas, one of them is bound to work."
Tibalt, the fiendblooded

LastCenturion
2017-07-16, 04:27 PM
Dack, Champion of the Gods -- 2URW
Planeswalker -- Dack -- MR
+1: Each player draws a card
0: For each graveyard, exile target card in that graveyard
-2: Exile target artifact
-10: You get an emblem with "At the end of each turn, shuffle all graveyards into their owner's library."
4

I considered doing Ashiok, but there's not that much further I think I could take them.

Blue Ghost
2017-07-16, 06:01 PM
Tamiyo's Story Circle GWU
Enchantment (R)
Whenever you draw a card, put a story counter on Tamiyo's Story Circle.
Remove a story counter from Tamiyo's Story Circle: Scry 1.
Remove two story counters from Tamiyo's Story Circle: Put a +1/+1 counter on target creature.
Remove ten story counters from Tamiyo's Story Circle: Exile all nonland permanents.

mythmonster2
2017-07-16, 06:26 PM
Vow of Ob Nixilis- 2BB
Legendary Enchantment (R)
When Vow of Ob Nixilis enters the battlefield, destroy target creature or planeswalker.
Whenever a planeswalker enters the battlefield under your control, you may draw two cards. If you do, you lose three life.
"My ambition will not be stopped by a band of upstarts. I vow I will see the Gatewatch broken and bloody before me."

I've seen some fans put up the idea of an anti-Gatewatch. Only fitting they'd have some anti-Oaths of their own.

LastCenturion
2017-07-16, 06:59 PM
"My ambition will not be stopped by a band of upstarts. I swear I will see the Gatewatch broken and bloody before me."

All I can think: "I would have gotten away with it too, if it weren't for those meddling kids!"

mythmonster2
2017-07-16, 07:17 PM
All I can think: "I would have gotten away with it too, if it weren't for those meddling kids!"

Well, this was the last we saw of Ob, as far as I can tell

"I promise you this," the demon said in a low snarl. "I will walk every plane, scour every pathetic world, until I find a way to bring fitting punishment down upon your misguided lives." Close enough for me :P

braveheart
2017-07-19, 12:00 AM
Shouldn't judging be up soon?

Gauntlet
2017-07-19, 04:00 AM
Shouldn't judging be up soon?

Judging will go up tomorrow.

Gauntlet
2017-07-20, 05:16 AM
Judging!


Dangerous Curiosity RU
Instant U
Draw two cards.
Each opponent creates a 1/1 colourless Myr artefact creature token.
"Their design is exquisite. But can it be replicated?" Saheeli Rai

I think this might be a bit on the powerful, given the number of hoops you generally need to jump through for an instant speed 2cmc Divination (see Predict). This would probably see a lot of play, since a 1/1 Myr token isn't quite enough downside here I believe. The design is very clean, though, and the flavor is excellent.


Narset, Soulfire Ignited-UWR

Planeswalker-Narset-MR

+1: Up to one target creature you control gains prowess and first strike until the end of the turn.
-3: Draw a card for each spell you cast this turn.
-7: Exile any number of cards from the top of your library. You may play non-creature cards exiled this way and may spend mana as though it were mana of any color to do so.

3

This is meant to be a Narset that re-discovered her red, and is leading Jeskai rebels against the Ojutai. It's also meant to be part of a cycle that includes the other khans leading their own rebellions against the dragonlord (such as Zurgo wielding the clapper of a bell as a giant mace)

The first and second abilities are great. Probably about the right power level, though it is a bit clunky if you play Narset on turn 3, since neither of her available abilities really do anything. Using her as a delayed draw-3 is fine, though.
The only probably is the Ultimate, which either does very little or wins you the game. As written, you only get to use the cards if you have the mana for them right now, which means you probably only get to play one or two spells and have to pay for them - which is pretty underwhelming. If you intended for the cards to be playable for as long as they remain exiled, it instead just wins you the game immediately in Commander (which is where this sort of stuff happens most). Naturally planeswalker ults are sort of intended to do that sort of thing, but this one seems particulrly abusable in that context.


Xenagos in the Underworld BRG
Enchantment Planeswalker ó Xenagos
Indestructible.
As long as your devotion to black, red and green is less than ten, you can't activate Xenagos's loyalty abilities.
-3: Target creature gains haste, trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature.
-5: Return target black, red, or green creature card from your graveyard to the battlefield and then place a loyalty counter on Xenagos for each {B}, {R} or {G} in the mana cost of that creature.
Starting Loyalty: 7

It's a very unique design, but has some flaws. Firstly, he can still be attacked and doesn't actually do anything, which means he'll just die. Indestructible doesn't prevent damage from removing Loyalty counters, so it doesn't help.
Beyond that, though, the abilities are fitting. It is a bit clunky that you can't reanimate a creature and then give it haste, though. Ten devotion is a lot, though, and I don't think he is playable unless he has some way of not dying before anything gets done. He also doesn't have a rarity (but I assume it's Mythic).


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

Since the tool i used to make it doesn't seem to let you do flavour text on planeswalker cards i'll drop it in below:

It will take much energy to rebuild, but that i and countless others have in abundance.

She's basically a planeswalker built to interact with energy. Her first ability lets you flicker a permenant to gain energy whilst manipulating her draw to get more, the second gives her a way to still use energy abilities without compromising her last ability. The last is a flat out alternate win condition.

Saheeli is an artificer, and this doesn't really reflect that very well. The Flicker ability is pretty solid, although it gives you intinite scry when you target yourself with it so it should probably say 'other permanent'. The -4 doesn't really work properly - it should probably say 'once this turn you may activate an ability of target permanent with {E} in its cost without paying costs' or something along those lines. Granting haste to noncreature permanents is a bit strange and while it's fine in the rules it is also confusing a lot of the time. The Emblem is terribly unfun - especially considering it doesn't cost anything to make and once it's there, there is absolutely zero way the opponent can interact with it - removing energy is almost impossible and emblems can't be interacted with, so you just have to hope they never get there which is not a great scenario to put people in. It also discourages actually using all the energy you get with the deck to do interesting things, and makes you want to save it instead which is not very fun for anyone.


Serra, Steadfast Savior 1WW
Planeswalker - Serra M
+1: Up to one target creature you control gets +0/+2 and lifelink until the start of your next turn.
-1: Exile target creature. Its controller gains life equal to its power.
-7: Create X 4/4 Angel creature tokens with flying and vigilance, where X is half your life total rounded down.
Starting Loyalty: 3

Card designed to make Venerable Angel work.

Card is designed around defensive play, rather than the more offensive focus seen in other planeswalkers in white. The first two abilities stall out the game until you can get your swarm of angels via use of the ultimate. The +1 is a fine ability for a defensively minded planeswalker. The -1 is, however, way too good. Swords to Plowshares is a very powerful card, and this is three of them for three mana in a single card. Note that this is a -2 (and so can only be done twice) on a six mana planeswalker in AER Ajani. If this was a -2 it would probably still be too good on a walker this cheap - repeatable removal with no real downsides is very powerful. The ult is fine, probably about right.


Sparkless Husk 1BB
Several versions exist for the art on this card. It's always an out-of-print planeswalker we'll never see again, they're always zombified, and they always have a leash binding them to some point off-panel.
Creature - Zombie R
When this creature enters the battlefield, put 2 loyalty counters on each planeswalker you control and remove 2 loyalty counters from each planeswalker you don't control.
Remove a loyalty counter from a planeswalker you control: Sparkless Husk gets +1/+1 and gains Indestructible until end of turn.
4/3
Firstly, removing characters permanently from potential return is pretty lame. Secondly, the 'two loyalty counter' ability is either very strong (letting you use a planeswalker's ult unexpectedly, mainly) or useless if you aren't ahead on board. Removing counters from opposing walkers is a lot less interesting, mainly because you can make the first half good by putting walkers in your own deck, but opposing ones will quite possibly have none in them. This thing compares pretty badly to Heart of Kiran when it comes to walker defense, but being functional without support and having the surprise-ult factor are nice benefits. I don't know if they are fun benefits, though, especially the surprise-ult thing.


Vraska's Favored 2BG
Creature - Insect Assassin R
Deathtouch
Whenever another creature deals combat damage, you may have ~ fight it.
3/2

Edit: probably change it to a nonPW
Edit2: added

Basically, she's in cahoots with the Kraul.This is a very interesting card which does some cool things. The card's text could basically be 'at end of combat, you may sacrifice this creature. If you do, destroy target attacking or blocking creature.' which functions very similar and is a bit easier to get. This would also have the problem of causing a million triggers to click through on MTGO whenever a combat happens, most of which you don't want (half of them even target your own creatures) which isn't a great bonus. It also doesn't really say anything about Vraska (bar the name), it's just an insect guy who could easily be completely unrelated to Vraska.


Titan Capture 2W
Enchantment - R
Titan Capture is colourless.
Creatures with power 7 or greater can't attack or block and their activated abilities can't be activated.
Killing Ulamog and Kozilek was a mistake. There was no room for more mistakes.

(I'm aware of the existence of Devoid as a keyword, but Ugin-themed cards have it written out in full, and - since he's apparently fighting eldrazi personally - I'd rather keep the disconnect between the two.)

This is a solid hate card and does interesting things. It's very much a hoser sideboard card, but it doesn't completely lock out many decks (unless they have no answers to a 3-mana enchantment, but then they have other problems)
and it definitely captures Ugin's flavor pretty well. I think this could function as a straight up colorless enchantment rather than a white one with not!devoid, although I guess Ugin does have access to colored mana. Given that Aligned Hedron Matrix already exists, at least.


Aetherian Transformation (1)(U)(W/B)
Uncommon Enchantment. Aura

Enchant target creature or artifact you control

Target Creature is now an Artifact and looses all other types
Target Artifact is now also a blue flying 5/5 artifact creature
(1U): Sacrifice Aetherian Transformation, draw a card

"Step one: Become an Artifact. Step two: [placeholder]. Step three: Profit"

You probably want to word this as 'when ~ enters the batlefield, target creature becomes an artifact and loses all other types for as long as ~ remains on the battlefield' and 'when ~ enters the battlefield, target artifact becomes a 5/5 blue artifact creature for as long as ~ remains on the battlefield'. In terms of the challenge, I'm not sure what character this is meant to be representing. Making a creature into a noncreature artifact will often mean it does nothing,
unless you really want a passive ability it has, and it does make it harder to remove, but it's still not particularly useful. Turning your opponent's creatures off is great, but doesn't fit the flavor of the card. Making an artifact a 5/5 is solid - Ensoul Artifact is a solid card. Sacrificing this to draw a card is a nice utility effect if the targets are gone, but I don't know how it fits flavorfully. This card could probably be monoblue rather than Esper.


Karn, Legacy of the Thran 6
Planeswalker - Karn MR
+1 -- create two 1/1 blue Metathran Soldier creature tokens with "protection from artifacts"

+1 -- Up to two Target creatures get +1/+1 and gain flying, first strike, and trample until end of turn

-7 -- gain an emblem with "players and permenants cannot gain counters"

4 Loyalty


Karn had risen to fight the forces of phyrexia directly and what better way than reviving his father's creation that was made with the sole purpose and desire of fighting phyrexia.

Karn compares pretty unfavorably to Elspeth, Sun's Champion, which is a pretty solid / balanced six mana curve topper in my experience. Making two creatures a turn is fine, but if your 1/1s don't stabilize the board (which they often don't) he doesn't really do anything. The other +1 is relatively unimpressive unless you have big vanilla fatties, and it doesn't really fit Karn's style of temporal manipulation, artifact synergies, and exile flavor. The ult is a reasonable anti-phyrexia thing, but it also prevents use of his own planeswalker abilities along with any others, which is a bit odd, and it completely obliterates some decks while doing nothing to others which isn't a great place to be. I'm not really sure what sort of deck wants him - especially since big-mana colorless decks would pretty much always rather have 7mana Karn.


Tibalt, Pain Gifter 2RR
(Image of tibalt showing a screaming person their own organs Tibalt has a dreamy look in his eyes)
Plainswalker - Tibalt - MR
+1: choose one Creature you control And one creature you don't control.Tibalt deals 2 damage to each
-3: discard 2 cards at random then draw 3 cards
-5: gain an emblem with "at the beggining get of your upkeep, Tibalt may deal 5 damage to target creature, if not, exile this emblem"
2


Tibalt hasn't changed, he's just gotten slightly better at what he does The +1 doesn't work unless both you and your opponent have a creature, which means on a half-empty board he can't do anything and just sits there. The -3 is solid but not being able to use it immediately is not amazing. It is very good with an empty hand, though. If you're keeping him reliant on there being lots of creatures in play, I think this Tibalt could definitely cost 3 mana.


Sarkhan's Disciple 3R
Creature - Human Monk U
1RR: Until end of turn, Sarkhan's Disciple becomes a Dragon, gets +2/+0 and gains Flying.
2/4


Note: Tarkir's red monks are otherwise extinct after Fate Reforged.Solid uncommon. Shows what Sarkhan is up to, balanced-to-good effect (though 4/4 flyers at uncommon are great, spending 3 mana a turn is a real cost). I think the only problem the card has is the ability should probably only be usable once per turn - firebreathing is a fine ability to have, but repeatedly gaining flying is a bit odd.


Long-Forgotten Statue 5
Legendary Artifact MR
Shroud
Vanishing 3
When ~ enters the graveyard from the battlefield, if it had no time counters on it, you may search your library for a Sorin planeswalker card and put it onto the battlefield. If you do, shuffle your library and put 2 loyalty counters on that planeswalker. It gains shroud until end of turn.Seems okay, but for 5 mana you could almost have any Sorin immediately. The advantage is that you get to search up either of the six mana Sorins, tick them up, and threaten to ultimate next turn. This is reasonably scary, but you spent five mana to do absolutely nothing to the board for three to four turns which is probably not worth it - it lets you have a 'safe' sorin for a couple turns but doesn't give you any actual benefit you would have got if you were ticking him up.


Elspeth the Returned 2WWB
Planeswalker - Elspeth (M)
+1: Create a 1/1 white Zombie Soldier token.
+1: Each opponent loses X life, where X is the number of creatures you control. You gain X life.
-5: Each opponent gets an emblem with "Creatures you control get -1/-1."
4Seems fine. All the abilities are pretty balanced. The Zombie Soldier might want to be white and black rather than monowhite, to differentiate it in some way for Elspeth's standard Soldier tokens. The drain is nice utility, but I don't know if it is better than the options other Elspeths have for less mana. The advantage here is the ult, which is cheap enough you threaten to do it after a single turn and causes real trouble for some decks. Definitely wants to go in a go-wide build, but pretty balanced and fits the story / colours / etc all quite well.


It's been a while. What's up everyone.

Tibalt, the Tormentor 1BR
Planeswalker - Tibalt M
Whenever you sacrifice a permanent, discard a card, or pay life, you may put a loyalty counter on Tibalt, Maniac Tormentor.
-1: The next time you cast a spell that targets an opponent, copy that spell.
-X: Whenever a creature blocks this turn, it's controller loses X life.
-5: Until end of turn, you may cast creature, instant, and sorcery spells from your graveyard by paying life equal to their converted mana cost in addition to other costs. Whenever you cast a noncreature spell this way, exile it afterwards.
3

For some reason it always stuck in my mind that Tibalts had to be cheap. 2-4 CMC range. The idea here is that the final ability can get back things that were discarded or sacrificed. The -X is like afflict, it might seem tacked on a bit but I think it really fits with Tibalt's character. Note that his -1 can be oppressive if used every turn, but he has no built-in way to protect himself so that's unlikely that will happen.

Ultimate wombo-combo is playing him with a lot of open lands, saccing 3+ permanents, activating ultimate move, recasting the permanents by paying life, then getting 3 loyalty counters back on Tibalt because you payed life. I can dream, ok.

EDIT: I want to note that the ultimate might seem overcosted for what might seem like an inefficient "return from graveyard" effect, but I was keeping in mind potential plays where you drop Tibalt then instantly sacrifice a lot of permanents to get him huge.The names aren't lined up. The loyalty ability is.. scary. The first thing that comes to mind is Legacy Storm - drop Tibalt, crack a Lion's Eye Diamond, pop the ult, and go off in a pretty scary way. This seems very abusable in the right shell. However, it's a
very unique design. The -1 is fitting and encourages aggressive play, the -X is very good at pushing through damage, and the ult does a lot of cool things, all reasonably Tibalt-flavored.


Tempestuous Epiphany - 2RR
Sorcery - U
Draw four cards, then discard a card at random.
"With enough ideas, one of them is bound to work."
Tibalt, the fiendbloodedThis is just Concentrate with a bit more randomness. It's a very solid card and would absolutely see a lot of play, but it should probably be blue/red rather than monored and it probably fits Ral Zarek more than it does Tibalt - even in the name.


Dack, Champion of the Gods -- 2URW
Planeswalker -- Dack -- MR
+1: Each player draws a card
0: For each graveyard, exile target card in that graveyard
-2: Exile target artifact
-10: You get an emblem with "At the end of each turn, shuffle all graveyards into their owner's library."
4

I considered doing Ashiok, but there's not that much further I think I could take them.Four abilities usually only go on pushed centerpiece planeswalkers. Now this could be the centrepiece of a set, but frankly it's hugely underpowered. He has a +1 that's equivalent to Jace Beleren's (who costs 3), and then has two very situational abilities and a very expensive ult that doesn't actually do very much. Graveyard and artifact hate are nice to have, but unless your opponent has artifacts he never gets you card advantage.
You also can't use his 0 unless every graveyard has a card in it which is a bit clunky. It's a cool idea but the card just doesn't do anything interesting. I honestly think this could cost 3 mana and be fine - even then he wouldn't do as much as current Izzet Dack does.


Tamiyo's Story Circle GWU
Enchantment (R)
Whenever you draw a card, put a story counter on Tamiyo's Story Circle.
Remove a story counter from Tamiyo's Story Circle: Scry 1.
Remove two story counters from Tamiyo's Story Circle: Put a +1/+1 counter on target creature.
Remove ten story counters from Tamiyo's Story Circle: Exile all nonland permanents.This works pretty well. Gaining abilities as you gain more information (cards) is a fitting effect. A 'whenever you draw a card, scry 1' effect seems powerful, but I'm not sure if it's particularly overpowered for three mana. Once you have a couple of counters, it becomes all but impossible for the opponent to do combat math, but that's probably reasonable for a rare.


Vow of Ob Nixilis- 2BB
Legendary Enchantment (R)
When Vow of Ob Nixilis enters the battlefield, destroy target creature or planeswalker.
Whenever a planeswalker enters the battlefield under your control, you may draw two cards. If you do, you lose three life.
"My ambition will not be stopped by a band of upstarts. I vow I will see the Gatewatch broken and bloody before me."

I've seen some fans put up the idea of an anti-Gatewatch. Only fitting they'd have some anti-Oaths of their own.The flavor is good and I think the actual card is solid too. Four mana Her's Downfall at Sorcery speed is pretty expensive, but the planeswalker trigger is very solid. If you can reach the point where you can cast this without dying you'll start to take the game over very quickly. It fits Ob as well, both in flavor and mechanics. This is one of those cards that really wants to costs three and a half mana, which is a bit awkward.

mythmonster2's Vow of Ob Nixilis
Blue Ghost's Tamiyo's Story Circle
Passive Pete's Tibalt, the Tormentor
tgva8889's Elspeth the Returned
Bucky's Sarkhan's Disciple
Jormengand's Titan Capture
Sgt. Cookie's Dangerous Curiosity

Passive Pete with Tibalt, the Tormentor! I'm sure it's broken somehow, but I don't know exactly where and it looks like great fun and a very unique / interesting design.

Carl
2017-07-20, 05:28 AM
Saheeli is an artificer, and this doesn't really reflect that very well. The Flicker ability is pretty solid, although it gives you intinite scry when you target yourself with it so it should probably say 'other permanent'. The -4 doesn't really work properly - it should probably say 'once this turn you may activate an ability of target permanent with {E} in its cost without paying costs' or something along those lines. Granting haste to noncreature permanents is a bit strange and while it's fine in the rules it is also confusing a lot of the time. The Emblem is terribly unfun - especially considering it doesn't cost anything to make and once it's there, there is absolutely zero way the opponent can interact with it - removing energy is almost impossible and emblems can't be interacted with, so you just have to hope they never get there which is not a great scenario to put people in. It also discourages actually using all the energy you get with the deck to do interesting things, and makes you want to save it instead which is not very fun for anyone.

Good catch on the self target with the first, as for the last bit about the emblem, well thats why the -4 exists, so you can bank energy and still use the things that, well, use it. I ddi explicitly point that out when i posted it.

EDIT: Sorry if that last bit sounds a bit prissy, it's just telling me something i allready know but have tried to address dosen't tell me much about why my attempt failed. Obviously you think the 2nd ability doesn't really work very well at achieving that but you haven't really gone too much into the why's and wherefores.

Gauntlet
2017-07-20, 06:15 AM
Good catch on the self target with the first, as for the last bit about the emblem, well thats why the -4 exists, so you can bank energy and still use the things that, well, use it. I ddi explicitly point that out when i posted it.

EDIT: Sorry if that last bit sounds a bit prissy, it's just telling me something i allready know but have tried to address dosen't tell me much about why my attempt failed. Obviously you think the 2nd ability doesn't really work very well at achieving that but you haven't really gone too much into the why's and wherefores.

I didn't read the -4 as a 'bank energy and still use abilities' so much as a 'use abilities more than you otherwise could' or 'use abilities when you have no energy'. Also a -4 is not going to get used often (and is probably too good when it does get used if your target is Aetherworks Marvel).

braveheart
2017-07-20, 08:11 AM
for tibalt the paongifter, the first ability is actually worded such that when you activate it, if there is no targets you just get a loyalty counter and it fizzles. On the second ability it is set up to not be playable immediately because you shouldn't use him strictly as a hellbent draw 3.

Carl
2017-07-20, 08:51 AM
I didn't read the -4 as a 'bank energy and still use abilities' so much as a 'use abilities more than you otherwise could' or 'use abilities when you have no energy'. Also a -4 is not going to get used often (and is probably too good when it does get used if your target is Aetherworks Marvel).

No thats fair enough comment, i'm pretty new to planeswalkers so designing one was tough. Thanks for the extra feedback :).

Bucky
2017-07-20, 10:37 AM
Re: Gaining Flying repeatedly
I used the standard templating; see e.g. Dreadwing (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159629).

Passive Pete
2017-07-20, 10:07 PM
EDIT: WARNING. DISCUSSION OF IXALAN AND IXALAN LEAKS BELOW. In fact, this whole challenge is somewhat centered on Ixalan as a set and its mechanics. Read at your own risk.

Thanks to the judge! I'm sorry about the confusion with the name, it took me a while to find one I was satisfied with.

Since Amonkhet and Hour of Devastation have now come and gone, it's time to start building up hype around a new impending MtG event... in this case: Ixalan! For anyone that needs a refresher, Ixalan is a plane of dinosaurs, pirates, and some interesting color breaks (http://mythicspoiler.com/ixa/cards/myneafriandarkapostle.html). There are actually a lot of (very low quality) spoilers up already.

Your challenge is to design one of the following:
A dinosaur
A legendary pirate
Something that interacts with the new treasure tokens (colorless artifact tokens named Treasure with "T, sacrifice this artifact: add one mana of any color to your mana pool. Example. (http://mythicspoiler.com/ixa/cards/revelinriches.html) Example. (http://mythicspoiler.com/ixa/cards/captainlannerystorm.html)

Good luck to all

Blue Ghost
2017-07-20, 11:16 PM
Just a heads up that the card spoilers for Ixalan are not official, and some of us want to avoid looking at leaks if possible. If you could put up some warnings, that would be appreciated. :smallsmile:

tgva8889
2017-07-20, 11:39 PM
I second the comment above. Please do not discuss Ixalan spoilers or anything related to Ixalan spoilers (which are not officially revealed) until they are officially revealed.