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Author Topic:   Creat your own card contest (part V)
fluffycow
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posted June 01, 2012 01:05 PM   Click Here to See the Profile for fluffycow Click Here to Email fluffycow Send a private message to fluffycow Click to send fluffycow an Instant Message Edit/Delete Message Reply With Quote View fluffycow's Have/Want ListView fluffycow's Have/Want List
These were some outstanding entries. I can't believe how creative you guys are! I will have the scores up soon
 
Trumpeter
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posted June 02, 2012 02:35 AM   Click Here to See the Profile for Trumpeter Click Here to Email Trumpeter Send a private message to Trumpeter Click to send Trumpeter an Instant Message Edit/Delete Message Reply With Quote 
Devonin - Put it into your hand. Thanks for catching that.

I was in the mindset of "Damn, this is hard! How do they make this stuff up without it being completely ridiculous like I'm making it?!" That was probably the hardest non-academic, non-extracurricular imagination exercise I've ever had to do. Well... more or less...

 
fluffycow
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posted June 02, 2012 09:08 AM   Click Here to See the Profile for fluffycow Click Here to Email fluffycow Send a private message to fluffycow Click to send fluffycow an Instant Message Edit/Delete Message Reply With Quote View fluffycow's Have/Want ListView fluffycow's Have/Want List
For scoring here are the main things I am looking for
1. Following direction
a. If I ask for you to make me a red card and you give me a blue one, then you will receive a zero (this didn’t happen)
2. How well it accomplishes the given task
a. If I feel that in no way will your card accomplish the given task, even with minor tweaks (ex: adding a mana, power/toughness, instant to sorcery) the card will not receive more than a 3
3. Fun factor
a. If the existence of this card does nothing but make games more un-fun, the card will not receive more than a high score (ex: emrakul)
b. If I feel your card has little to no audience, the card will not receive more than a 4 (ex: one with nothing, descant into madness)
4. Power level
a. If the card seems completely overpowered at first glance, you should give me an explanation of why you believe it is not in your description. If you don’t, I will go with my first instinct
5. Flavor
a. Awesome flavor on an awesome card is the only way to receive a 9 or a 10

The burden was on you to make sure I saw what you were doing, so if you were trying something cool and awesome but I didn’t see it and you failed to tell me about it in your description then I apologize because you probably got a lower score.
For the first round, I realized I might have miscalculated something. The “win the game” card is far too subjective. Someone’s 10 may be someone else’s 1. In light of this realization, I will drop the lowest score from each poster. This does hurt a few people, but helps far more. Some of you will probably be disappointed in your score since I did judge pretty harshly, but since this is first round, no one is out because of it. Let’s get to business
Card 1: I was looking for a powerful card that’s not broken, but I also didn’t want people to just randomly coming up with a card without thinking about it; which is why I wanted you guys to explore it’s potentials in an eternal format before submitting it (tell me what decks would play this, what it would be good against, would this card make other cards obsolete, what synergy it would have, how it would matchup with other top decks, etc). With that said, if I felt your card was severely overpowered or underpowered without an explanation, I graded it very harshly. Even if I felt your card is within an okay power level range, I still deducted 1-2 points if you didn’t evaluate your card in an eternal format.
Card 2: This card’s existence is to stop 5-color control and for players to play more basic lands. If your card didn’t effective do this, your card got a very low score
Card 3: This is pretty much whatever I felt like which is why I dropped the lowest score of the 3 cards.

quote:
Originally posted by jaxsonpride:
this is my first try at a contest like this but here we go

thanks for the contest

Card 1

Somberwald Towermage

1R
Human Wizard

Imprint (exile a instant or Sorcery from your hand )

RR tap: cast imprinted spell

when Somberwald Towermage dies exile it and shuffle the imprinted card into your Deck


0/3

"Close combat is for the weak minded,I can see your fall from where I stand"
Somberwald Towermage


Card 2

Land Shift

Land

x tap:
x target lands become the land type of your choice untill there next end step step

simple you get to change there non basic lands to what you see fit really IMO that is real Control


Card 3

Book of Unending Knowlage
5
Artifact

You have no max hand size

2 Tap: draw a card

if you have less than 7 cards in hand Sacrafice book of unending knowlage

If you have 20 or more cards in hand you win the game


Flavor text

Knowlage comes to those who can use it



Card 1: This card doesn’t feel red to me, it feels more blue, red creatures should not have toughness greater than power and especially as much as 3. For an all star creature 1R creature, being able to enter combat would be a necessity. I do like this card, it would be crazy fun with a blink and a time stretch/searing wind, but it seems more like a build around me casual deck than a format changing card. You also failed to tell me how this would fit into a current eternal format. Score: 2

Card 2: A very creative card, but this is going to create more problems than it solves. A first turn goblin guide followed by this on the play can end games by themselves. Let’s not even get into what would happen if they are mono colored or light on lands or if you resolve a first turn vial. This card is just too un-fun to play against, mishra’s helix which has a similar effect cost 5. I am not sure if you worded this correctly, but if you meant to the card to be able to target the land on the opponent’s turn and have the effect last until their following turn, then the card would be beyond un-fun. Score: 2
Card 3: Awesome! This feels like a very fun card, the having 7 cards to keep it alive makes it hard to abuse and having the “win the game” clause as a win more condition is excellent. Score: 8
Total: 2+2+8=12
After Dropped: 10

quote:
Originally posted by B14ckM4g3:
Card 1 -- little red badguy

Ghitu Firedancer

1R

Mythic Rare

Creature - Nomad

Flash
First strike
Haste

When ~ enters the battlefield deal 1 damage to target player or creature
When ~ leave the battlefeild, deal 1 damage to target player or creature

Tap: ~ Deals damage equal to it's power to target player or creature.

2/1

"As deadly as she is entertaining" - Jhoira of the Ghitu


Sort of an idea returning the aspects of ghitu to the current age, and slamming the comeback as a vintage playable hit-em-hard card.

---

Card 2 - 5-color screw-up

5

The Obelisk

Rare

Artifact

4:Tap; Sacrifice this permanent. Exile all non-basic lands, and place 1 time counters on them. If they do not have suspend, they gain suspend. (You can still only play one land per turn)

These Planes are corrupted. Let us return them to their original state.


Kinda got the idea from the obelisk in 2001: A Space Odyssey, and correlation to the Space Odyssey series. An aspect of God keeping a land untouched, of becoming something greater and returning to a time unspoiled. Figured that just outright destroying them would be crazy harsh, so you get to keep one of them.

---

Card 3 - Winning the Game


B/G R/W U/G R/U B/W

Epic Undoing

Rare

Enchantment

Cumulative upkeep - Exile a permanent you own(During your upkeep, add an age counter to ~. Then pay the cost for each age counter on ~)

If you control no permanents besides ~, you win the game.

If ~ is Removed from play, return all permanents exiled this way to the battlefield. Then Exile ~.

"Oh Brother, We have had worse ideas. Remember the Thran?" - Urza, to Mishra


Sorry for the reminder text, but Cumulative upkeep is kinda old and I just wanted to make sure that the rules clarification was easy for you to find if you weren't familiar with it. As for the card, I thought that it was an interesting way to win the game. As you have to have exactly the one permanent in play, it could become kinda tricky. If it ends up failing, you get your stuff back. But then it's gone - no do-overs (we'll, not easily anyway).


Hope you liked my entries. Gotta say I think I did a pretty good job with the red one.



Card 1: I noted the edit post, but even with the edit, the card is well overpowered for the current power level of creatures. At its worst this reads-> 1R instant: deals 4 damages divided any way you want. If this lost haste then it may still be too good. This card single handedly ends maverick. You also failed to elaborate on how this will affect an eternal format. But I do think a minor change or two would make this a very good card. Score: 4

Card 2: I am not exactly sure what you are trying to do. It seems that you want everyone to be able to keep just one non basic land, if that’s the case then this could cost a lot less. For 5 mana and a 4 activation cost, I don’t think this will solve the problem, because in those two turns that you need to stop their non-basic lands, the opponent can just drop two threats and kill you. Score: 1

Card 3: Awesome, super fun! Drop this with a sacrifice outlet ; the bad decks just make themselves! I am glad you made this an enchantment rather than an artifact to minimize the abuse. But it probably needs to trigger only at upkeep to prevent things like:
T1: lotus petal, plains, dark ritual -> academy rector
T2: land, renounce
Score: 7

Total: 4+1+7=12

After Dropped: 11

quote:
Originally posted by ectomanic:
1 - red guy

Terrain Runner
1R
Goblin Scout

Haste
Terrain Runner can't be blocked by less then two creatures

Terrain Runner power is equal to the number of nonbasic lands in play

"i collect a souvenir from every place I visit...they make good weapons"

X/1
--------------------------------------------------
not super strong with wasteland played in almost every legacy deck


2 - nonbasic hate


Moon Dust
4
Artifact

If a player taps a nonbasic land for mana, that land produces one colorless mana instead of any other type or amount

"When the moon broke up it coated the world in dust that made growth near impossible"
------------------------------------------
hurts five color strategies, but since not all nonbasics are color producers (looking at you tron) it also has the stipulation of only adding 1 mana


3 - you win.. no i win

Reversal of Chance
3BB
Enchantment

At the beginning of your upkeep if an opponent has 20 or more life more then you, you win the game.

"When defeat seems imminent, aim below the belt"


Card 1: Simple and effective, I like it. You also failed to elaborate on how this will affect an eternal format and what decks this can go into. Score 6

Card 2: Also simple and effective, can go into any deck’s sideboard, it accomplishes the given task nicely. I wish your quote rhymed though. Score: 8

Card 3: Fun card, 20 might be a little low though. Too un-fun in EDH Score 6

Total: 6+8+6=20

After Dropped: 14

quote:
Originally posted by skizzikmonger:
Card 1:
Phyrexian Devil
1R
Creature-Devil
Haste
Phyrexian Devil's power and toughness
are each equal to the number of artifacts
you control.
*/*

It's impact would be in Legacy and Modern affinity decks. Don't know how this would impact vintage becaue I don't play, pay attention too, or care about the format.

Card 2:
Cleansing Fires
2RR
Sorcery
Cleansing Fires can't be countered.
Destroy all non basic lands. Cleansing Fires
deals damage to each player equal to the
number of non basic lands he or she controls
that were destroyed this way.

Card 3:
Obelisk of Phyrexia
(Wp)(Up)(Bp)(Rp)(Gp)
Legendary Artifact
2, T, Sacrifice another artifact: Target nonland
permanent becomes an artifact in addition to it's
other types. It retains it's colors.
(Wp)(Up)(Bp)(Rp)(Gp), T, Exile Obelisk of Phyrexia:
If you control an artifact of each color, you win the
game.

Note: (Xp) represents Phyrexian mana


Card 1: Modern affinity would definitely want a card like this. However, I was really aiming for a card that can be a little more versatile than just for one archetype. Score 6

Card 2: Very cool, Ruination with more red commitment that hurts, almost impossible to come back from if the opponent is playing an all non basic land deck. Score 8

Card 3: You thought this one through I see. If you simply sacrificed it as part of its ability, you can win with a welder on turn 2. But you can still make bad decks with this, welder and the scarecrow king. Score 7

Total: 6+8+7=21
After Dropped: 15

quote:
Originally posted by daner:
Card 1

Terrain Melter

1R

Elemental Wizard

Haste

Tap: Sacrifice a mountain, destroy target Non-Basic Land.

2/1

Card 2

Primordial Shift

1GGG

Instant

You may only spend mana from basic lands to cast this spell. Exchange control of all Basic Lands you control with all Non-Basic lands target player controls and put a counter on them. Those lands only produce colorless mana but still count as the basic land type of land they are. Then put a counter on all the lands you now control, they are Forests in addition to their other land types and may produce G when tapped for mana.

"Give back to the land, or else it will rise up and take what it is rightfully owed."


*thougts* I wanted to give players using basic lands a hosing card, but also make only viable to those who do use a lot of basic lands. I didn't want it to be something cheap or easily castable. With a triple G in the CC plus the fact you need at least 4 basics to cast it, I felt like it wasn't something easily castable unless you made a strict point not to play non-basics.


Unified Nation

GRWBU

Sorcery

Unified Nation cannot be countered.

If you control a land of each basic land type, a creature of each color, and have exactly 7 cards in hand when this is cast you win the match.

If you have less than 7 cards in your hand you only win the game.

If you have less than 3 cards in hand you may shuffle this plus your hand into your library and draw 7 cards.


Card 1: Super sweet! Had you put in a cool quote this might have had a shot at 10. You also failed to elaborate on how this will affect an eternal format. Score 8

Card 2: I don’t like this card, the triple green requirement and all must come from basic lands forces this to be only used in a very heavy green deck. I don’t think this will be able to solve the 5 color control problem since you didn’t set them back any mana (and could potentially give them more lands than you get back since it says all) and all of their future lands are unaffected, but you had to commit heavily on to a color and possibly made your deck weaker because of it. The card is also really wordy. Score 2

Card 3: I have no idea what you are trying to do. As it is worded, when you cast this (like eldrazi triggers), if it meets the condition in the first effect you win the match (which is fine, a bit un-fun considering this will probably be for casual but that’s okay). I am unsure if you want that ability to be similar to split second, but as it is printed now, it can be responded to. Then for the second effect, I think you want to say that when this resolves “if you control all basic land types and creatures of each color and have less than 7 cards you win the game”, if that’s the case, then it’s fine. If it’s that you win the game if you have less than 7 cards in hand, then the card is clearly broken (which is the current wording). Then for the last part of the effect, are you trying to say that “if you have less 3 cards, shuffle and draw 7 and win the match?” or are you just “shuffle and draw 7” in case they terror one of your creatures so you can refuel and try again (so only relevant if you don’t win)? I wish you had attached a thought process to this. Score: 1

Total: 8+2+1= 11

After Dropped: 10

quote:
Originally posted by AEther Storm:
Keldon Sorcerer
Creature – Human Wizard
1R
2/1

Can’t be countered by spells or abilities.
Protection from instants.
Whenever an opponent casts an instant spell, Keldon Sorcerer deals 3 damage to him or her.
Whenever Keldon Sorcerer attacks, defending player reveals his or her hand. Keldon Sorcerer deals 1 damage to that player for each instant card in his or her hand.
RR, tap, sacrifice Keldon Sorcerer: Keldon Sorcerer deals 1 damage to target player for each instant card in his or her graveyard.
I don’t recall ever to have forced anyone into doing anything against their will. Those who say so are severely misdirected.

Being a (former) Vintage and (currently) Legacy player, I came to this card. Almost everybody plays a lot of instants, and I sort of dislike the Vintage lists with all the 1-ofs. It could make for interesting games. I toyed with the option of having each player getting damage for playing instants, but it’s 1-toughness makes it weak enough for the controller.


Base of Tranquility
Enchantment
1GG
During each player’s upkeep, that players puts a Tranquility counter on a non-basic land they control. Those lands lose all abilities and produce G rather than their normal type and amount.
GG: Search your library for a basic land card and put it into your hand. Play this ability only as a sorcery and only once each turn.
When Base of Tranquility leaves play, remove all Tranquility counters.

I started with a Primal Order like ability, a card I like very much but is overcosted. That wasn’t really new I suppose though I added some other things, so I went to a Back to Basics/Winter Orb thing. That became too good for the basic land player, so I went back to something more simple.

The ol' Switcheroo
3URR
Sorcery
At the beginning of your next turn, if you control a permanent owned by target opponent and target opponent controls a permanent owned by you, you win the game.
Here, you take this and I'll take that. I’ll show you how it’s done properly.

This was actually the hardest. What new way of winning can you think of that’s not been done before?
Both colors have cards that swap players (Donate, Gilded Drake, Control Magic, Steal Artifact, Juxtapose, the red gain-control cards, but also Gauntlets of Chaos for instance and the Jinxed cards), so I suppose this could be fun.



Card 1: Sticking it to blue! I like it, the presence of this card will completely change legacy. It may be doing too much though; the card can easily loose: can’t be countered or pro instants and one of the damage abilities and still do what you intended for it to do. It’s definitely not overpowered because it just blanks to goblins or elves, but for 1R, it does way too much. Score: 6

Card 2: Excellent card, I would have like it more if you worded it so that you don’t keep on adding counters to lands that already have counters on them. But other than that, it accomplishes everything that the designed asked for! Score: 8

Card 3: Gilded drake or juxtapose followed by this is game over. It’s not going to be competitive by any means but it does seem like something that can easily be done in EDH and casual. I think you should have given it more requirements that just one or at least make it so that each opponent must control something of yours for multiplayer. Score: 5

Total: 6+8+5=19

After Dropped: 14

quote:
Originally posted by junichi:
Ancient Scroll Restorer
1R
Creature - Human Wizard (Rare)
First Strike
At the beginning of your upkeep, return an instant or sorcery card with converted mana cost 3 or less at random from your graveyard to your hand.

2/1

Since this card is meant to be format defining, I purposely made this to be pretty darn good. Just like Snapcaster Mage, the card gets stronger as you move from Standard to Vintage. In Modern, it would automatically fit in Zoo, U/R delver, and RDW, for obvious reasons. As for Legacy, this would go straight into RUG delver. For Vintage, it would be great with Ancestral Recall, Time Walk, Ponder, Brainstorm, Tinker, etc, and might put red back on the map again.

Dwarven Seismic Device
2R
Enchantment (Rare)
At the beginning of each player's upkeep, destroy target non-basic land that player controls of his or her choice.

This is pretty much The Abyss for non basic land. This has less immediate impact and allows your opponent to choose what to be destroyed, but it could also greatly cripple a non-basic land deck in the long run.

Generous Mood
3W
Enchantment (Rare)
At the beginning of your upkeep, each opponent gains 1 life for each card in your hand. At the beginning of your end step, if each of your opponents has 50 or more life, you win the game.

This card is meant for casual EDH/Commander play. I believe this card would bring a lot of political play into a multi-player game.


Card 1: Yeah this thing is too powerful; it’s way better than dark confidant. I think there should definitely have been a drawback, something trivial but not completely neglect-able like “whenever you cast a instant or sorcery, this hits you for 1”. Score: 5

Card 2: Good card, hurts both players equally, but not really. One of those things that must be dropped early, I feel like this is weaker than blood moon most of the case because it gives the opponent a chance to adjust before getting hosed (untap and disenchant), so I don’t think this will solve the problem at hand. Score: 6

Card 3: I don’t like “win the game” cards that you can’t control, this doesn’t fit completely in that category but it’s close. This is definitely a build around me card and 50 life in 60 card casual is outrageous. In edh it’s more easily done, but since this is just a one of, I don’t think too many players will go out of their way to win with this condition, and God forbid if someone disenchant this when he’s at 49, ouch. I would have given this a 4 until you brought up politics, with that in mind, this is a nice touch to keep yourself alive and I am sure you can add in some life swapping fun. It also changes the way games are played completely. Score: 7

Total: 5+6+7= 18

After Dropped: 13

quote:
Originally posted by Jtrade77:
Half-Ogre Salvager
1R
Creature -- Ogre Human (Rare)
Undying
When Half-Ogre Salvager enters the battlefield, return target non-blue instant spell from your graveyard to your hand.

2/1

Older formats are about instants. My first idea involved a flash-fork effect, but red does not have 'flash' under the color pie. My second idea involved punishing -- 4 damage for each instant cast by opponents, but the idea is shaking eternal formats, not doing a better burn deck. I wanted a good creature, possibly better than 2/1, so I picked Undying (which IS in red's color pie) for both card advantage and competitive stats. Then I wanted an ability which would 'shake-up' the blue-dominated format and enable non-blue decks, so I picked 'get an instant' but made it non-blue. Red *does* have access to graveyard instants/sorceries, as seen by cards like Odyssey's Recoup and more recently, Past in Flames. In addition to being decent in burn, this guy is also good in other types of red decks. He also is deliberately NOT a goblin, since the goblin decks play *all* goblins for recruiters/ringleaders, meaning he'd be a poor choice for a goblin theme. Thematically, if you kill him as a human, he returns as an Ogre.


Purity Stone
2
Legendary Artifact (rare)

Basic lands produce double their normal mana when tapped.

When Purity Stone enters the battlefield, choose a non-basic land. Copies of that land lose all abilities and gain "T) add 1 to your mana pool."


This one shakes up the five color decks by giving mono-colored basic-land heavy strategies a substantial boost (more basics!). At the same time, it allows multi-color access to mana while keeping them honest about non-mana non-basics and likely off one of their colors in the early game. I don't believe either ability is strong enough to shake-up the metagame on it's own, but combined, they should do the job. It feels like 2 mana is too fast and 3 mana is too slow for this artifact, so I went with 2 mana *legendary* to prevent abuse of multiple copies. Don't want to hose 5-color totally out of the environement by making all their land colorless thanks to turn one mana guy. It also allows five color to foil the strategy by watering their deck down with copies. That puts it on the fence with regard to mythic/rare, but kept it rare.


Hope Against Hope
2/B 2/W (those are hybrid mana)
Instant (mythic)

Play Hope Against Hope only if you started the game with a hand size of four cards or less. If all opponents have a greater life total and control double (or more) the number of permanents you control, you win the game.

Cycling: 2

Wanted a card you could play in limited, that if you totally get screwed by mulligans, gives you a vague chance at winning the game. Like most alt-win-conditions, you could make a unique deck around it. Tweaked so not really an issue in EDH with 'all opponents'. Likely a quirky junk mythic a few people find interesting. If it works though, you have a story to tell. Note white/black chosen so it's hard to make a deck of funky blue/red card selection to set it up. Might be fun to try with Vamp Tutor + Imperial Seals, but I think old formats can handle that, especially if you are always starting at 'mull to 4'.


Card 1: This thing is nuts, I really like it, but probably overpowered, the fact that it can’t get back blue cards makes it passable as fair, but you know it’s not. Bolt, this dude, bolt, let this dude run into something, bolt, is too much tempo advantage. If it had a drawback like all your instants are exiled when this is in play then it would be fairer. I was going to give it a 5, but with some tweaking and after reading your explanation I think it does deserve higher. Score: 7

Card 2: Excellent idea, why not punish and reward at the same time. I can’t tell if you want the second ability as name a non basic or target non basic, the former is obviously better than the latter. I wish you had a cool quote with this. Score: 9

Card 3: I don’t know how I feel about this card. Mainly because you can just stick this in a wish board and if you are getting owned, set it up and wish it for the win. But the odds of something like this coming up would be very very low, but the opponent on the receiving end would definitely feel like crap. To be honest, I don’t think any player will have a card in their deck that meant for them to mulligan to 4, even with a cycling ability. But then again bridge from below is a card and dredge is a deck. It would be funny going second in legacy with this, lotus petal, fetch, pact of negation back up though. Score: 5

Total: 7+9+5=21

After Dropped: 16

quote:
Originally posted by Lord Crovax:
Chaos Mage 1R
Creature — Human Wizard (R)
Chaos Mage can’t be countered.
Chaos Mage has Protection from blue and white.
Haste
RR: Return Chaos Mage to it’s owners hand.
2/1

OK, figure blue and white are the big two for removal, and for basically being a pain in red's but. Making this a very hard to deal with threat. Plus for RR you can basically make it wrath proof as well, and with Haste, you lose little to no tempo for doing so....seems like a solid card, powerful but not so much so as to warp anything.

Land Matrix 3
Artifact (R)
Land Matrix enters the battlefield with three charge counters on it.
At the begging of your upkeep, remove a charge counter from Land Matrix, if Land Matrix has no charge counters on it sacrifice it.
At the begging of each players upkeep, that player taps a untapped non basic land for each charge counter on Land Matrix.

My Fixed Tangle Wire, only hits non basics though, seems good though, and could very well make cards that add counters worth using in Modern along side it, hell even stuff like Doubling Season could be nasty if one found a way to cheat it out early enough.

Cast on turn 2, should slow down 5c decks, or force them to play enough basics so as to have them early enough to not get shut out.


Victory’s Cost 3WUBRG
Sorcery (M)
When you cast Victory’s Cost, any player may pay half his or her life, rounded up. If a player does, counter Victory’s Cost.
You win the game.

This one....is to be honest is probably either horrid or to good, but it's what came into my head when I saw (Make a Alternate Win Card) while not a Alternate per say, as it's cost is basically whether or not your opponent is willing to take the life, which seems 99.9% of the time they would (Hate saying 100% cause someone is always unwilling to do whatever it is), which makes this just a really really expensive 5c fireball type spell, but it just seems so flavorful and at least to me fun, as this would so be in every 5c EDH deck I ever made, and god forbid you had Dream Halls out ...

All that said, this is the one I'd like to hear comments on the most (If not the Judge, please via PM, so as to not clutter this thread) on what you think of this card and/or if you would ever even bother playing it.


Card 1: He’s good, but I don’t see how he’s format defining, maybe a good sideboard card? You also failed to elaborate on how this affect an eternal format. Since combat damage doesn’t stack, leaving 2 mana open for him isn’t something you really want to try to do. Score: 3

Card 2: I really like this card, it definitely slows down any all non basic land deck, and God forbid if you have two! It may actually be okay for this to cost 2 mana since it only affects non basic lands. Score: 8

Card 3: This would kick ass in multiplayer since no one wants to be the guy that takes the hit, so I guess you just go around the table? But for 1 on 1, outside of platinum angel, I don’t see how anyone would not pay the life, which makes me want to lean toward the horrid side. Sorin’s Vengence will 99% of the time be better than this. Score: 4

Total: 3+8+4= 15

After Dropped: 12

quote:
Originally posted by MagicPatty:
Card 1:

Balduvian Miner
1R
Creature - Dwarf

Sacrifice Balduvian Miner: Destroy target non-basic land.
During your upkeep, if Baludvian Miner is in your graveyard, you may discard a land card to return it to your hand.

He mines resources... all of them.

2/2

---

I think this gives us a card that red can play that will always be effective for the red mage, and lets be honest, nuking non-basics for cheap is good. Being able to do it again seems strong as well! The discard a land card is not just to return the Miner, but also so that we can see that when this guy is mining, the graves fill up with lots of lands fast!

Card 2:

Excavation Encampment
2
Artifact

Activated abilities of non-basic lands may not be used. When a non-basic land is tapped for mana, it produces 1 instead.
5: Destroy Excavation Encampment. Any player may activate this ability.

They've been upgrading our domain for a suspiciously long while now.

---

Works great with Pithing Needle for a soft lock! Forces decks to have answers, and FORCES decks to play with at least a few basics to deal with this card, kinda like Back to Basics did.

Card 3:

Heavenly Intervention
5WW
Sorcery

Destroy all creatures.
If at any point in the game you have four copies of Heavenly Intervention in your hand, you may reveal your hand and win the game.

The forces of the Heavens were on our side.

Sort of an overcosted Wrath effect, which you probably shouldn't be playing, especially four of. That said, it gives you a once in a billion chance to just beat someone. Would be frustrating to lose to this, but lets be honest, if you are playing someone with four of this card, you should win. That said, I like the name of the card cause it's like.... God wants me to win, not you.


Card 1: This guy is also nuts, a recurring wasteland that doesn’t stop your ability to play lands is ridiculous, he makes fulminator mage look like trash (and remember the hype on that guy?). If you are flooded, he can also sit there and block goyfs, add in a loam, he’s gonna f someone’s day up. Might get banhammered. Score: 8

Card 2: Very similar to another poster’s, but the self destruct ability makes it fairer, but it may be too strong. Very good card. Score: 8

Card 3: I don’t really like this card, it seems too bulk rare to me. I mean, no one is going to play this, I think your idea is unique and brings a Yugioh Exodia thing into the game, but it’s just not something fun to assemble. If you had said 4 copies in graveyard and hand, then you may be on to something since you can make bad self mill decks or something like “as this spell resolves, if you have 3 copies of this card between your hand and graveyard then you win the game” would be cool too. Score: 3

Total: 8+8+3=19

After Dropped: 16

quote:
Originally posted by Myy:
Furnace Mage 1R


creature - wizard (R)

first strike

When ~ comes into play, The next sorcery or instant you cast that would deal damage deals double that damage instead.

2/1

( I actually thought about this a while back. It's a pretty good creature that combines wonderfully with low CMC spells such as lightning bolt for 6, but it's not limited to that. maybe fireBlast for 8! Red burn decks have the reach they need with this creature to race some combo decks. It's a one time Furnace of rath on a stick. also very good with earthquake effects or cards with storm.)
///////////////////////////////////////////////////////////////////////////

Nephalian Port
land (R)

~ comes into play tapped.

T: add 1 to your mana pool

1, T : return target non-basic land to it's owners hand.

( This is a pretty good way to lock out the opponent if he uses only nonbasics. with this land you can bounce his land at the begining of his upkeep and he'll be down a land drop. It's better if drawn early then later, but can still do some damage to those control decks. this being a land makes it uncouterable, and if you need to can bounce itself in case of tectonic edge. but doesn't really do anything about a mono color deck with basics.)
///////////////////////////////////////////////////////////////////////////


Unconditional Loyalty 3WW

Enchatment - (R)

At the beginning of your upkeep, if you control at least three planeswalkers, you win the game.


(Poeple like planeswalkers and this enchantment requires you to build a deck full of planeswalkers and ways to protect them. and it might come as a surprise the first time, but then people will try to kill your planeswalkers as soon as they hit the table, so This is very interesting in the sense that playes will be more inclined to attack your planeswalkers rather than you. but then how many planeswalkers do you put into a deck with this, without risking getting too many multiples. I try to have card that look elegant and not too wordy or confusing.)


Card 1: A very good card, but not really something I was going for. Your card would be very good in a burn deck, but not so much in anything else so it suffers the same liability as the affinity red creature posted by another poster of being too narrow. However, it will be a very good in that burn deck. Score: 6

Card 2: This is broken, it will cause way more problem than it solves, the Cipt will not be enough to justify being able to bounce a land every turn. This is better than wasteland in legacy and with some Land destruction for basics, you will have some very un-fun games. Score: 2

Card 3: Nicely done, unique and super casual. Score: 8

Total: 6+2+8=16

After Dropped: 14

quote:
Originally posted by coasterdude84:
Card 1

Manic Sparkmage - 1R
Creature - Human Wizard

T: Manic Sparkmage deals 3 damage to target creature or player and 3 damage to you.

2/1

---

It's been discussed a few times in the past if the Alpha verison of Orcish Artillery (printed with 1R instead of 1RR casting cost) would actually be playable in Legacy, and the answer seems to be "marginally." Grim Lavamancer, while once amazing, has lost some of it's luster of late, primarily due to creature power creep. Early fatties like Goyf, Nacatl and Ooze can be immune to it, thus pushing the Lavamancer towards obsolesence.

----------------------
Card 2

Price of Power - 2R
Enchantment

Whenver a player taps a non-basic land for mana, destroy that land.

---

My original idea for this was a Ruination redux that destroyed all non-basics, but then for each land destroyed, that land's controller could search for a basic land and put it into play tapped. This effect felt very RG to me, and while it would fit nicely with the Gruul in returning to Ravnica, I didn't feel it fit with fixing 5-color control like you wanted. Being in 2 colors typically pushes players towards non-basics, so it didn't feel quite right. However, this seemed a little better, especially when we look at the history of cards like Price of Progress, Price of Glory, Back to Basics, or Blood Moon.

----------------------
Card 3

Angel of Perdition - 4WW
Creature - Angel

Flying
Discard Angel of Perdition: If a spell an opponent controls would cause you to lose the game this turn, you win the game instead.

She escorts the condemned to their just punishment.

5/5
---

I hate solitaire decks like ANT or TES, and this should sufficiently screw with them! In all seriousness though, any time you introduce alternate win conditions, you have to make sure they aren't too easy to achieve. The majority of the time, you lose to creature combat or an activated ability, so this wouldn't be relavent. ANT decks could probably still work around this with things like Stifle, but it's at least a powerful option against those decks.


Card 1: Very nice, should be a house, may be too good, possibly a R in its activation? Score 7

Card 2: I love it! Score 9

Card 3: I do not like this card, one of the most un-fun cards I have ever seen, the presence of this card makes games so much harder to play after sideboard. An uncounterable ability with no activation cost that can be played in any color? Imagine how crappy you are gonna feel if you shock someone for the last 2 when you have complete board control and they drop this against you? Score 2

Total: 7+9+2=18

After Dropped: 16

quote:
Originally posted by AGO:
Cunning Flashmage
1R
Creature - Human Wizard
Haste
Flash
R tap: Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
A small spark neglected has often kindled a mighty conflagration.
- Quintus Curtius
0/1
__________________________________________________
Vicissitude
2G
Enchantment
At the beginning of each upkeep untap all basic lands.
Life is really simple, but we insist on making it complicated. ~Confucius
------------
Play basic lands. Profit. Win.
__________________________________________________
Virulent Miscreation
4BB
Creature - Beast
Infect
You don't lose the game for having 10 or more posion counters.
When you have 20 or more posion counters you win the game.
"Is it better to out-monster the monster or to be quietly devoured?” - Friedrich Nietzsche
5/5
------------
Win by posion! Hell yeah!


Card 1: I don’t like red creatures that can’t enter into combat. This is also too snapcaster mage - ish, but on crack, drop him at end of turn and he’s basically a library of Alexandria. Score: 3

Card 2: This does not punish non basic lands at all and it does not give enough to basic lands to warrant its inclusion in a deck outside of ramp. Maybe if you had it say “all your basics” or add in “non basics doesn’t untap next untap phase if tapped for mana”. I don’t think your card will solve the proposed problem. Score 3

Card 3: This is like a reverse Melira, except it doesn’t give your opponent’s creatures infect. It also can’t attack you. I don’t see how this has any synergy with anything until this is in another infect block where all the creatures have infect. Score 2

Total: 3+3+2

After Dropped: 6

quote:
Originally posted by Schwingzilla:
Thaumaturgy Mage
1R
Creature - Human Wizard
When Thaumaturgy Mage comes into play, search your library for an instant card with converted mana cost equal to one or less. Put in into your hand, then shuffle your library.
2/1

This could reinvigorate Zoo in Eternal, getting either Swords to Plowshares or Lightning Bolt, depending on what's needed. It's a riff on Trinket and Treasure Mage, though to be better, the casting cost can be reduced. Even in Vintage, it can get Ancestral Recall, so creatures that attack might show up now. However, before you think that's too good, remember it's three mana and a card to draw three cards and get a 2/1 in Vintage. Also Spell Pierce, so R/U aggro-control would be hilarious.

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

Primal Ooze
G
Creature - Ooze
Primal Ooze gets +1/+1 for each land name your opponents control. (For instance, if they control 1 Plains and 3 Swamps, it gets +2/+2.)
Primal Ooze gets -1/-1 for each land name you control.
Primal Ooze cannot be the target of spells cast with mana spent from more than one land name.

The name is a riff on Primal Order, though it's pretty similar to Primordial Ooze, but no one plays that, so it's not a big deal. The rules should allow it, and is similar to Imperiosaur. Against 5 color control, in a monogreen deck, this guy is going to be a 4/4 for one with Hexproof pretty easily.

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

I also thought of the exact same card as everybody else, with opponents having more life to win the game.

There Can Be Only One
3
Enchantment
There Can Be Only One is indestructible.
When There Can Be Only One comes into play, name a legendary creature.
Whenever a creature of the chosen name that you own leaves play, return it to your hand instead of putting it anywhere else.
Whenever a creature of the chosen name deals damage to a creature or player, put a charge counter on There Can Be Only One.
When There Can Be Only One has 21 charge counters on it, you win the game.

I think you all get it. Though it also has to count damage to creatures, otherwise it doesn't make sense in duels.


Card 1: A fine card, I think it would have been fine to give it haste or flash. Score 8

Card 2: This creature will not solve the non basic land problem as hex paradise is to Jace, TMS. You also missed its power and toughness. I think a 1G creature without the -1/-1 ability would have been better, but still will not solve the non basic land problem. Score 2

Card 3: It’s never going to hit 21 times. I know what you were trying to do and I think it’s really cool, but I have no idea who this is gonna be made for. The EDH players will not play it, so only casual 60 card deck players who want to transform their casual decks into EDH decks would want it? Not a whole lot of people. Score 3

Total: 8+2+3

After Dropped: 11

quote:
Originally posted by Trumpeter:
Card 1

Pyroserver
1R
Creature - Elemental

Pyroserver's power and toughness is equal to the number of red instants and sorceries in all graveyards.

At the beginning of your upkeep, exile a red instant or sorcery card from your graveyard or Pyroserver deals damage equal to it's power to you.

Whenever you cast a red instant or sorcery spell, you may pay R. If you do, choose one - you may search your library for a instant or sorcery card, then shuffle your library; or you may return an instant or sorcery card from your graveyard to your hand. If it was countered, you may choose both. Pyroserver deals 1 damage to you.

*/*

- I don't think there would be room for flavor text, but if it is requisite then here it is: "Allegiance? I'm not sure if that's in its vocabulary."

Card 2

Nature's Sequel
3GG
Sorcery

Destroy all non-basic lands. For each land destroyed this way, it's controller may search his or her library for a basic land card.and put it into play tapped. Then, each player who searched their library, shuffles it.

Put a green Elemental creature token onto the battlefield with power and toughness equal the number of basic lands put onto the battlefield in this way.

"Maybe, the Phyrexians do appreciate beauty in nature after all. Hey, what's that over there?"

- Although, you did mention for the card to make players move toward basic lands, I figured if a player really does not want to be behind on land, then they will put basic lands onto the battlefield despite the drawback. And if they aren't playing basic lands, well perhaps it will be too powerful then.

Card 3

Inglorious Bastard
2RBB
Creature - Human

First Strike

If an effect an opponent controls would cause you to lose the game, you win the game instead. If an effect you control other than Inglorious Bastard would cause you to win the game, you lose the game instead.

5/5

"You're despicable!"
"Thanks. Now shutup, stay out of my way and do NOT steal my glory!"

- This is my first time tryin to do this and it was extremely hard. But thanks for leaving it open to anybody. Card 3 was by far the hardest.


Card 1: I will assume you that when you search the library, the card goes to your hand. The last ability doesn’t do what you want since the ability goes on top of the spell, so even if the spell is countered, your ability would have resolved (if your opponent knows what he’s doing) or do you mean if the ability is countered? But anyways, this thing is essentially a one card combo, unless you are at really low life, I don’t see how you can lose if you untap with this in play. Score 3

Card 2: I really like this card, at 5 mana, I don’t know if it will be enough to hose a 5 color control deck, but I really like the fact that if you don’t replenish their lands, you get a smaller creature, but if you do then you get a bigger creature. But again, I can’t think of a single successful hate card that cost 5 mana. But with minor tweaks, you may have a real winner. Score 7

Card 3: This is kind of like platinum angel, unless you deal with him, you can’t win the game. It will create very complex game states where the opponent can’t remove it and can’t full on attack you or else they will lose. And I really don’t like cards that make the game that complicated, even in casual. On a side note, I also don’t like the fact you can: “in response to your lethal fireball, I entomb for this guy and cast necromancy”. That’s no bueno. Score: 4

Total: 3+7+4 = 14

After drop: 11

So here are the scores so far:

Jaxsonpride: 10
B14ckM4g3: 11
Ectomanic: 14
Skizzikmonger: 15
Daner: 10
AEther Storm: 14
Junichi: 13
Jtrade77: 16
Lord Crovax: 12
MagicPatty: 16
Myy: 14
coasterdude84: 16
AGO: 6
Schwingzilla: 11
Trumpeter: 11

No one is completely out and no one is locked in. Second round will have more points than the first overall. I can’t wait for more submissions!


[Edited 1 times, lastly by fluffycow on June 02, 2012]

 
fluffycow
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All questions and comments are welcome. I will post round 2 tomorrow afternoon and I will answer all questions before the round begins
 
jaxsonpride
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posted June 02, 2012 09:23 AM   Click Here to See the Profile for jaxsonpride Click Here to Email jaxsonpride Send a private message to jaxsonpride Click to send jaxsonpride an Instant MessageVisit jaxsonpride's Homepage  Edit/Delete Message Reply With Quote View jaxsonpride's Have/Want ListView jaxsonpride's Have/Want List
at least i did well on card 3 lol ready for round 2 woot got some ground to cover
 
Schwingzilla
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posted June 02, 2012 09:24 AM   Click Here to See the Profile for Schwingzilla Click Here to Email Schwingzilla Send a private message to Schwingzilla Click to send Schwingzilla an Instant Message Edit/Delete Message Reply With Quote View Schwingzilla's Trade Auction or SaleView Schwingzilla's Trade Auction or Sale
Oh, yeah, the legendary one was meant to be "put that many charge counters in it," not "a charge counter." Thus it turns any legend in a duel into an actual EDH general 21 damage ability. Thus, simply attacking three times with a 7/7 legend will win you the game, not 21 times.
 
Trumpeter
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posted June 02, 2012 10:26 AM   Click Here to See the Profile for Trumpeter Click Here to Email Trumpeter Send a private message to Trumpeter Click to send Trumpeter an Instant Message Edit/Delete Message Reply With Quote 
Thanks for the feedback, fluffycow. I play green most of the time, so I had a little fun time with Card 2 except for the fact that green doesn't have many board wipes that I know of (besides green's absolute hatred for flying things). I was thinking of making 3G to be more splashable, but wasn't sure that it would be too powerful. What do you think? It was between 3GG and 3G for me. Or maybe 2GG and the elemental dude has haste? But it's less splashble. But perhaps if you had nonbasics yourself (dual lands with green), then you can help pump up your creature therefore, making 2GG legitimate.. Would less than 4 cmc be too crazy? Hmm... What's your opinion? Use Mudhole after this. Haha..

By the way, you posted that I was at 14 points. That was my total, but after the drop, I'm at 11.


[Edited 1 times, lastly by Trumpeter on June 02, 2012]

 
fluffycow
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posted June 02, 2012 11:45 AM   Click Here to See the Profile for fluffycow Click Here to Email fluffycow Send a private message to fluffycow Click to send fluffycow an Instant Message Edit/Delete Message Reply With Quote View fluffycow's Have/Want ListView fluffycow's Have/Want List
quote:
Originally posted by Trumpeter:
Thanks for the feedback, fluffycow. I play green most of the time, so I had a little fun time with Card 2 except for the fact that green doesn't have many board wipes that I know of (besides green's absolute hatred for flying things). I was thinking of making 3G to be more splashable, but wasn't sure that it would be too powerful. What do you think? It was between 3GG and 3G for me. Or maybe 2GG and the elemental dude has haste? But it's less splashble. But perhaps if you had nonbasics yourself (dual lands with green), then you can help pump up your creature therefore, making 2GG legitimate.. Would less than 4 cmc be too crazy? Hmm... What's your opinion? Use Mudhole after this. Haha..

By the way, you posted that I was at 14 points. That was my total, but after the drop, I'm at 11.


I think a 2GG casting cost would have been fine seeing as how ruination does it at 3R, but don't give you a creature nor does it replenish lands. At 3GG I would have like it better if you had given it an alternative mana cost such as "if your opponent controls x or more non basic lands this cost y". Without putting an elemental token into play, I think a casting cost of 1GG with a slight drawback (such as sac a basic land or creature) would work too

Also, thanks for being honest about your points, I will fix that

[Edited 1 times, lastly by fluffycow on June 02, 2012]

 
fluffycow
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posted June 02, 2012 01:10 PM   Click Here to See the Profile for fluffycow Click Here to Email fluffycow Send a private message to fluffycow Click to send fluffycow an Instant Message Edit/Delete Message Reply With Quote View fluffycow's Have/Want ListView fluffycow's Have/Want List
quote:
Originally posted by Schwingzilla:
Oh, yeah, the legendary one was meant to be "put that many charge counters in it," not "a charge counter." Thus it turns any legend in a duel into an actual EDH general 21 damage ability. Thus, simply attacking three times with a 7/7 legend will win you the game, not 21 times.

THat makes more sense, I thought having to hit 21 times was kinda weird

 
jaxsonpride
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posted June 02, 2012 04:31 PM   Click Here to See the Profile for jaxsonpride Click Here to Email jaxsonpride Send a private message to jaxsonpride Click to send jaxsonpride an Instant MessageVisit jaxsonpride's Homepage  Edit/Delete Message Reply With Quote View jaxsonpride's Have/Want ListView jaxsonpride's Have/Want List
was just thinking about it and looked it up but there have been 10 or so red creatures printed as 0/3 plz dont take this as i am complaining at all..im not just want to pass on some info http://sales.starcitygames.com/spoiler/display.php?name=&namematch=EXACT&text=&oracle=1&textmatch=AND&flavor=&flavormatch=EXACT&s_all=All&format=&c%5BC4%5D=R&multicolor=&colormatch =OR&ccl=0&ccu=99&t%5BT6%5D=Creature&z%5B%5D=&critter%5B%5D=&crittermatch=OR&pwrop=%3D&pwr=0&pwrcc=&tghop=%3D&tgh=3&tghcc=-&mincost=0.00&maxcost=9999.99&minavail=0&maxavail=9999&r_a ll=All&g_all=All&foil=nofoil&for=no&sort1=4&sort2=1&sort3=10&sort4=0&display=1&numpage=50&showart=1&action=Show+Results
 
jaxsonpride
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posted June 02, 2012 04:50 PM   Click Here to See the Profile for jaxsonpride Click Here to Email jaxsonpride Send a private message to jaxsonpride Click to send jaxsonpride an Instant MessageVisit jaxsonpride's Homepage  Edit/Delete Message Reply With Quote View jaxsonpride's Have/Want ListView jaxsonpride's Have/Want List
that link does not work sorry
 
fluffycow
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posted June 02, 2012 06:22 PM   Click Here to See the Profile for fluffycow Click Here to Email fluffycow Send a private message to fluffycow Click to send fluffycow an Instant Message Edit/Delete Message Reply With Quote View fluffycow's Have/Want ListView fluffycow's Have/Want List
quote:
Originally posted by jaxsonpride:
was just thinking about it and looked it up but there have been 10 or so red creatures printed as 0/3 plz dont take this as i am complaining at all..im not just want to pass on some info [URL=http://sales.starcitygames.com/spoiler/display.php?name=&namematch=EXACT&text=&oracle=1&textmatch=AND&flavor=&flavormatch=EXACT&s_all=All&format=&c%5BC4%5D=R&multicolor=&color match]http://sales.starcitygames.com/spoiler/display.php?name=&namematch=EXACT&text=&oracle=1&textmatch=AND&flavor=&flavormatch=EXACT&s_all=All&format=&c%5BC4%5D=R&multicolor=&colo rmatch[/URL] =OR&ccl=0&ccu=99&t%5BT6%5D=Creature&z%5B%5D=&critter%5B%5D=&crittermatch=OR&pwrop=%3D&pwr=0&pwrcc=&tghop=%3D&tgh=3&tghcc=-&mincost=0.00&maxcost=9999.99&minavail=0&maxavail=9999&r_a ll=All&g_all=All&foil=nofoil&for=no&sort1=4&sort2=1&sort3=10&sort4=0&display=1&numpage=50&showart=1&action=Show+Results

It's fine, there are red creature with that stats and i believe they even have a 0/8 creature. But if you see the power two creature in the other colors, they all matter in combat and see as how red is a hasty color, being able attack matters. A 1/3 that can flip power and toughness wwould have been fine

 
Lord Crovax
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posted June 02, 2012 07:44 PM   Click Here to See the Profile for Lord Crovax Click Here to Email Lord Crovax Send a private message to Lord Crovax Click to send Lord Crovax an Instant Message Edit/Delete Message Reply With Quote 
Made my red creature as a "This is a pain to deal with" type of card, people would play it to hate on the best decks out there, as for my Alt Win Con, yea I tend to focus on Multiplayer ALOT....so do love it..

__________________
I shall have the souls of all who defy me. "Lord Crovax"

 
AEther Storm
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Thanks fluffycow. Yeah I knew I messed up the 'you win the game card' when I later thought about it, it was too easy. There should be something more.

Well, can't wait until round 2! Good stuff.

__________________
/Thunder in the wind/No rain/Peace mourns its passing/

"Be who you are and say what you feel because those
who mind don't matter and those who matter don't
mind." -Dr. Seuss

 
fluffycow
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Round 2:
Card 1: Give me a new dual land cycle! You get the idea, ex: shocklands, scars lands, painlands, fetch, etc. Allied colors only, you may choice to give them all the same abilities (fetch, pains) or each with different ones (futuresight cycle).
Card 2:
U
draw 3 cards

Give this card a name, rarity, a type (sub-type, power/toughness, etc. if applicable), additional abilities/effects.

Note: This card has the mana cost of 1 blue mana and in its effect “draw 3 cards” these can’t be changed. You can do anything else with the card.

Card 3: This will require a 3 card entry and the entire entry will be worth 20 points. I want a new mechanic that can be used as the main mechanic that is used to launch the October set (ex: suspend, spellshapers, affinity, landfall, etc). I would like for you to give me a common, uncommon and a rare/mythic using this mechanic. Please keep all formats in mind when designing and that this mechanic will need to be on 50+ cards throughout the block. I would also like for you to give me a short paragraph on your thought process. Bear in mind that I am scoring the mechanic, not the cards and again please keep all formats in mind.
Bonus: You may submit a card that does not have the mechanic but has great synergy with the mechanic. Ex: squee with spellshapers. There is no separate value for this card, only your mechanic as a whole will be scored.
Good Luck!

 
B14ckM4g3
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posted June 03, 2012 09:19 AM   Click Here to See the Profile for B14ckM4g3 Click Here to Email B14ckM4g3 Send a private message to B14ckM4g3 Click to send B14ckM4g3 an Instant Message Edit/Delete Message Reply With Quote 
fluffycow, this is an entirely different idea for a card contest than I had thought up. It's far more difficult but I think it's great at the same time. good job.
 
fluffycow
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posted June 03, 2012 10:20 AM   Click Here to See the Profile for fluffycow Click Here to Email fluffycow Send a private message to fluffycow Click to send fluffycow an Instant Message Edit/Delete Message Reply With Quote View fluffycow's Have/Want ListView fluffycow's Have/Want List
quote:
Originally posted by B14ckM4g3:
fluffycow, this is an entirely different idea for a card contest than I had thought up. It's far more difficult but I think it's great at the same time. good job.

Thank you very much, I wanted a contest that allowed people to show creativity and their understanding of the game. I want a contest where everyone can play along (one of the worst part about part IV I felt was that a lot of people couldn't participate anymore after round 1 and this is suppose to be just for fun) I also think it's important for people to think about their entries before submitting so if I just give very simple criteria I will only end up with a lot of fluff rather than quality.

The only way I could get quality was to make harder criteria so to weed out the people that don't really care about this. To be honest, I will be very surprised if I get 10 returning posters for the second round.

I really appreciate all of you guys who are having fun doing this because it did take a long time to think of this and scoring everything, so it's good to know the time spent wasn't for nothing.

But if you think this round is difficult, wait until we get to round 3!

 
Lord Crovax
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posted June 03, 2012 01:04 PM   Click Here to See the Profile for Lord Crovax Click Here to Email Lord Crovax Send a private message to Lord Crovax Click to send Lord Crovax an Instant Message Edit/Delete Message Reply With Quote 
Card 1: Give me a new dual land cycle! You get the idea, ex: shocklands, scars lands, painlands, fetch, etc. Allied colors only, you may choice to give them all the same abilities (fetch, pains) or each with different ones (futuresight cycle).

Ok, I went with a Future-shift cycle, and then went with ideas or abilities that seemed cool, couple seem to even fit into certain block themes fairly well.

Depleted Brushland
Land — Forest (R)
T: Add G to your mana pool.
2, T: Put a charge counter on Depleted Brushland for each basic land type you control.
T: Remove any number of charge counters from Depleted Brushland, add G or W for each charge counter removed in this way.

This is your domain land, always add at least one charge counter (As it has a basic land type itself), but can also add up to 5 charge counters if you have one of each basic land type out. A lot stronger then most storage lands, but it is also Rare, and requires more effort to get the extra value out of it, fits perfectly into a multicolored or domain block.

Catacombs of the Damned
Land (R)
Catacombs of the Damned enters the battlefield tapped.
T: Add 2 to your mana pool. You lose 2 life.
T: Add U or B to your mana pool. You lose 1 life.

This one belongs to a cycle of true pain lands, no matter which option you chose, you get hit. At that point you have to choose do I accelerate or color fix? Seems like a 5 of cycle that you would put into a block that just needed a dual cycle but wasn't picky on what type, seems very strong, and to be honest I'm hoping the CiTPT bit plus the pain would keep it in line, as playing to many of these could end games very fast one way or the other.

Depths of Rage
Land (R)
When Depths of Rage enters the battlefield, discard a card at random, if you don’t, Depths of Rage enters the battlefield tapped, and you lose 3 life.
T: Add B or R to your mana pool.
BR, T: Each player sacrifices a creature and loses 1 life.

My cycle of Dual Utility lands, each one would have a drawback based on their color combo, tap for the color combo's colors, then have a activated ability fitting the color combo. I would figure all of them to have the "If you don't ~ comes into play tapped, and you lose 3 life" part, with the "When ~ enters the battlefield, do X" being the main variable. This part of the cycle seems solid, early game you will almost always just discard, with late game having a higher chance of it coming into play tapped and you losing 3 life, also works amazing in a R/B style control deck providing both color fixing and some control. I'm also a big fan of effects hitting everyone, and not being one sided, though I could easily see this being "Each Opponent" if WoTC were to ever print such a cycle.

Flamewood Cavrens
Land (R)
T: Add 1 to your mana pool.
T: Sacrifice a land: Add GG, RR, or RG to your mana pool.

Another make you think cycle, except this one has a different cost then the previous one, instead of life, you have to toss a land in order to get your color fixing, however this cycle gives not just the color fix but tacks on some acceleration as well. Not really much to say about this one though, it's effect is very simple, but also very strong.

Library of Dawn
Legendary Land — Plains Island (R or M)
Library of Dawn enters the battlefield tapped.
T: Add W or U to your mana pool.
U, T: If you have seven or more cards in hand, each player draws a card.
W, T: If you have 10 or less life, each player gains 5 life.

Version two of the Dual Utility lands, this one however has a lot going both for and against it. This is probably one of VERY few land cycles that could see print at Mythic Rarity, between being legendary and have multiple abilities, it's something I could easily see happen. As for the card itself, I wanted a two basic land types cycle, but then coming up with drawbacks is not so easy, started with "Comes into play tapped" Then added Legendary, but at this point it just seemed like a very bad dual cycle, so I added the first ability based off the name I had chosen, but then it just felt very blue and not very white, and that's where the cycle idea came into play, I thought what if it had two abilities that each had a requirement to activate? In the vein of Library of Alexandria? and thus this card was born. Of all the lands I made, this is one I would love to see/make a full cycle of the most, as I believe there is a load of potential here, this cycle also probably has the best chance of one of more of it's members seeing play in older formats, what with the double land types, plus the double activated abilities.

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

Card 2:
U
draw 3 cards
Give this card a name, rarity, a type (sub-type, power/toughness, etc. if applicable), additional abilities/effects.

Note: This card has the mana cost of 1 blue mana and in its effect “draw 3 cards” these can’t be changed. You can do anything else with the card.

OK, I'll start with this being one of the challenges I hate the most, as U, Draw 3 is a horrid place to start with, almost any cost you make is either going to be broken or so bad no one would ever want to use it, just way to powerful of a baseline, with that said I did my best to try and avoid the two situations I listed, whether I succeeded of not, well that's up to you..

Aether Casting U
Sorcery (M)
As an additional cost to cast Aether Casting, return all lands you control to their owners hand.
Draw 3 cards.

Basically this challenge is trying to come up with a way to balance the effect, so basically coming up with some sort of drawback. I Started with Sorcery, as after all card draw is almost always worse at Sorcery speed, then decided that I wanted an additional cost, that way if anyone ever did counter it,you still lost out on whatever the cost was, adding risk, as usually people don't think to counter card draw spells. (And yes I know people counter Brainstorms and Ponder, but I think we can agree those are way above the curve for their effect types). This led me to the "Return all lands you control to their owners hand" as the additional cost, has a powerful effect regardless of the game state, allows some control in how it's played, and can even be worked around like people did with upheaval by floating mana before the casting, appears powerful, just not sure if it leans more towards balanced or broken.

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

Card 3: This will require a 3 card entry and the entire entry will be worth 20 points. I want a new mechanic that can be used as the main mechanic that is used to launch the October set (ex: suspend, spellshapers, affinity, landfall, etc). I would like for you to give me a common, uncommon and a rare/mythic using this mechanic. Please keep all formats in mind when designing and that this mechanic will need to be on 50+ cards throughout the block. I would also like for you to give me a short paragraph on your thought process. Bear in mind that I am scoring the mechanic, not the cards and again please keep all formats in mind.
Bonus: You may submit a card that does not have the mechanic but has great synergy with the mechanic. Ex: squee with spellshapers. There is no separate value for this card, only your mechanic as a whole will be scored.


OK, I will start with stating how I'm horrible with making Mechanics, always have been, probably always will be, just was never my strong suite when designing cards. With that said, I always thought the concept of Blinking stuff would have made a great mechanic/keyword, just needed a few tweaks and it would be good, it's very flexible and would easily allow 50+ cards to be built around it, and could easily support a whole set or even a block, and Avacyn Restored only strengthened my desire to see this happen (As I think they dropped the ball a whole lot on this).

As for the Mechanic itself, it's extremely flexible, in that it can be used in so so many ways, whether it be a drawback in the case of the common, a savior effect in case of the rare or a choice in case of the uncommon. It could easily appear on Artifacts, Enchantments, and even Lands. There is loads of room for cards to work with it without having it with "come into play effects" or Permanents and Spells that have a "When something entered play" type clauses.

Now, just for the way I have it worded. I started with making it non optional, and at first it was any permanent and you got it back at end of the turn it was blinked, but then it worked less as a drawback, after all you could bounce anything and easily get it back so from there it became nonland, making it harder to abuse the "Make it cheaper for it's effect" cards, then went one step further and made the card that got blinked come back a turn latter, this way you really have to decide what to blink, as you now have two whole turns before you see it again (One if the card has Flash, and you cast it on your opponents turn), at this point it becomes a resource management tool, basically turning anything you control on the field into a potential resource to be used.

Nightsong Trickster 1UU
Creature — Faerie Rogue (R)
Flying, Flash
Blink (Whenever this permanent enters the battlefield, exile a nonland permanent you control, at the end of your next turn return it to the battlefield under your control.)
2/3

This is your trick version, with it having Flash it could be used to save something you control from destruction or be used to screw with combat math or even be a "End of turn threat" with a draw back.

Rage Wielder 1R
Creature — Goblin Warrior (U)
Haste
When Rage Wielder enters the battlefield, Rage Wielder deals 1 damage to each creature and player.
Blink (Whenever this permanent enters the battlefield, exile a nonland permanent you control, at the end of your next turn return it to the battlefield under your control.)
2/2

The choice card, do you cast it and Blink something else so you can swing for 2 with it, or do you cast it and Blink itself, so you can get a second shot on that 1 damage to everything ability? I could see a whole cycle of cards in this vein being made, each one giving you a different choice to be made.

Greenmoss Rager G
Creature — Beast (C)
Trample
Blink (Whenever this permanent enters the battlefield, exile a nonland permanent you control, at the end of your next turn return it to the battlefield under your control.)
3/2

The typical under costed fatty, you can cast it one turn 1, but unless you control another non land permanent it won't be swinging until turn 3, this one seems more for Modern in my mindset, as there you have Ranger of Eos to search them out with, and you can just Blink him to get more, hell that might actually be powerful enough to see some fringe legacy play even, otherwise I see it as Limited fodder, as I think (Unless something else in his set or standard format allows otherwise) to be just to slow.

Cards like this though are why I enjoy the concept of this Mechanic/Keyword so much, as it fits into so many different molds, and makes for many fun game states that wouldn't otherwise exist without it.

Hope you like them all, or even any of them, and again if you wish to comment on them, please do so via PM's to keep this post uncluttered.

Thanks, and enjoy.

EDIT: Wow this one was long, and added some spacers to help break up the 3 groups some....

__________________
I shall have the souls of all who defy me. "Lord Crovax"


[Edited 1 times, lastly by Lord Crovax on June 03, 2012]

 
fluffycow
Member
posted June 03, 2012 01:46 PM   Click Here to See the Profile for fluffycow Click Here to Email fluffycow Send a private message to fluffycow Click to send fluffycow an Instant Message Edit/Delete Message Reply With Quote View fluffycow's Have/Want ListView fluffycow's Have/Want List
quote:
Originally posted by Lord Crovax:
Card 1: Give me a new dual land cycle! You get the idea, ex: shocklands, scars lands, painlands, fetch, etc. Allied colors only, you may choice to give them all the same abilities (fetch, pains) or each with different ones (futuresight cycle).

Ok, I went with a Future-shift cycle, and then went with ideas or abilities that seemed cool, couple seem to even fit into certain block themes fairly well.

Depleted Brushland
Land — Forest (R)
T: Add G to your mana pool.
2, T: Put a charge counter on Depleted Brushland for each basic land type you control.
T: Remove any number of charge counters from Depleted Brushland, add G or W for each charge counter removed in this way.

This is your domain land, always add at least one charge counter (As it has a basic land type itself), but can also add up to 5 charge counters if you have one of each basic land type out. A lot stronger then most storage lands, but it is also Rare, and requires more effort to get the extra value out of it, fits perfectly into a multicolored or domain block.

Catacombs of the Damned
Land (R)
Catacombs of the Damned enters the battlefield tapped.
T: Add 2 to your mana pool. You lose 2 life.
T: Add U or B to your mana pool. You lose 1 life.

This one belongs to a cycle of true pain lands, no matter which option you chose, you get hit. At that point you have to choose do I accelerate or color fix? Seems like a 5 of cycle that you would put into a block that just needed a dual cycle but wasn't picky on what type, seems very strong, and to be honest I'm hoping the CiTPT bit plus the pain would keep it in line, as playing to many of these could end games very fast one way or the other.

Depths of Rage
Land (R)
When Depths of Rage enters the battlefield, discard a card at random, if you don’t, Depths of Rage enters the battlefield tapped, and you lose 3 life.
T: Add B or R to your mana pool.
BR, T: Each player sacrifices a creature and loses 1 life.

My cycle of Dual Utility lands, each one would have a drawback based on their color combo, tap for the color combo's colors, then have a activated ability fitting the color combo. I would figure all of them to have the "If you don't ~ comes into play tapped, and you lose 3 life" part, with the "When ~ enters the battlefield, do X" being the main variable. This part of the cycle seems solid, early game you will almost always just discard, with late game having a higher chance of it coming into play tapped and you losing 3 life, also works amazing in a R/B style control deck providing both color fixing and some control. I'm also a big fan of effects hitting everyone, and not being one sided, though I could easily see this being "Each Opponent" if WoTC were to ever print such a cycle.

Flamewood Cavrens
Land (R)
T: Add 1 to your mana pool.
T: Sacrifice a land: Add GG, RR, or RG to your mana pool.

Another make you think cycle, except this one has a different cost then the previous one, instead of life, you have to toss a land in order to get your color fixing, however this cycle gives not just the color fix but tacks on some acceleration as well. Not really much to say about this one though, it's effect is very simple, but also very strong.

Library of Dawn
Legendary Land — Plains Island (R or M)
Library of Dawn enters the battlefield tapped.
T: Add W or U to your mana pool.
U, T: If you have seven or more cards in hand, each player draws a card.
W, T: If you have 10 or less life, each player gains 5 life.

Version two of the Dual Utility lands, this one however has a lot going both for and against it. This is probably one of VERY few land cycles that could see print at Mythic Rarity, between being legendary and have multiple abilities, it's something I could easily see happen. As for the card itself, I wanted a two basic land types cycle, but then coming up with drawbacks is not so easy, started with "Comes into play tapped" Then added Legendary, but at this point it just seemed like a very bad dual cycle, so I added the first ability based off the name I had chosen, but then it just felt very blue and not very white, and that's where the cycle idea came into play, I thought what if it had two abilities that each had a requirement to activate? In the vein of Library of Alexandria? and thus this card was born. Of all the lands I made, this is one I would love to see/make a full cycle of the most, as I believe there is a load of potential here, this cycle also probably has the best chance of one of more of it's members seeing play in older formats, what with the double land types, plus the double activated abilities.

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

Card 2:
U
draw 3 cards
Give this card a name, rarity, a type (sub-type, power/toughness, etc. if applicable), additional abilities/effects.

Note: This card has the mana cost of 1 blue mana and in its effect “draw 3 cards” these can’t be changed. You can do anything else with the card.

OK, I'll start with this being one of the challenges I hate the most, as U, Draw 3 is a horrid place to start with, almost any cost you make is either going to be broken or so bad no one would ever want to use it, just way to powerful of a baseline, with that said I did my best to try and avoid the two situations I listed, whether I succeeded of not, well that's up to you..

Aether Casting U
Sorcery (M)
As an additional cost to cast Aether Casting, return all lands you control to their owners hand.
Draw 3 cards.

Basically this challenge is trying to come up with a way to balance the effect, so basically coming up with some sort of drawback. I Started with Sorcery, as after all card draw is almost always worse at Sorcery speed, then decided that I wanted an additional cost, that way if anyone ever did counter it,you still lost out on whatever the cost was, adding risk, as usually people don't think to counter card draw spells. (And yes I know people counter Brainstorms and Ponder, but I think we can agree those are way above the curve for their effect types). This led me to the "Return all lands you control to their owners hand" as the additional cost, has a powerful effect regardless of the game state, allows some control in how it's played, and can even be worked around like people did with upheaval by floating mana before the casting, appears powerful, just not sure if it leans more towards balanced or broken.

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

Card 3: This will require a 3 card entry and the entire entry will be worth 20 points. I want a new mechanic that can be used as the main mechanic that is used to launch the October set (ex: suspend, spellshapers, affinity, landfall, etc). I would like for you to give me a common, uncommon and a rare/mythic using this mechanic. Please keep all formats in mind when designing and that this mechanic will need to be on 50+ cards throughout the block. I would also like for you to give me a short paragraph on your thought process. Bear in mind that I am scoring the mechanic, not the cards and again please keep all formats in mind.
Bonus: You may submit a card that does not have the mechanic but has great synergy with the mechanic. Ex: squee with spellshapers. There is no separate value for this card, only your mechanic as a whole will be scored.


OK, I will start with stating how I'm horrible with making Mechanics, always have been, probably always will be, just was never my strong suite when designing cards. With that said, I always thought the concept of Blinking stuff would have made a great mechanic/keyword, just needed a few tweaks and it would be good, it's very flexible and would easily allow 50+ cards to be built around it, and could easily support a whole set or even a block, and Avacyn Restored only strengthened my desire to see this happen (As I think they dropped the ball a whole lot on this).

As for the Mechanic itself, it's extremely flexible, in that it can be used in so so many ways, whether it be a drawback in the case of the common, a savior effect in case of the rare or a choice in case of the uncommon. It could easily appear on Artifacts, Enchantments, and even Lands. There is loads of room for cards to work with it without having it with "come into play effects" or Permanents and Spells that have a "When something entered play" type clauses.

Now, just for the way I have it worded. I started with making it non optional, and at first it was any permanent and you got it back at end of the turn it was blinked, but then it worked less as a drawback, after all you could bounce anything and easily get it back so from there it became nonland, making it harder to abuse the "Make it cheaper for it's effect" cards, then went one step further and made the card that got blinked come back a turn latter, this way you really have to decide what to blink, as you now have two whole turns before you see it again (One if the card has Flash, and you cast it on your opponents turn), at this point it becomes a resource management tool, basically turning anything you control on the field into a potential resource to be used.

Nightsong Trickster 1UU
Creature — Faerie Rogue (R)
Flying, Flash
Blink (Whenever this permanent enters the battlefield, exile a nonland permanent you control, at the end of your next turn return it to the battlefield under your control.)
2/3

This is your trick version, with it having Flash it could be used to save something you control from destruction or be used to screw with combat math or even be a "End of turn threat" with a draw back.

Rage Wielder 1R
Creature — Goblin Warrior (U)
Haste
When Rage Wielder enters the battlefield, Rage Wielder deals 1 damage to each creature and player.
Blink (Whenever this permanent enters the battlefield, exile a nonland permanent you control, at the end of your next turn return it to the battlefield under your control.)
2/2

The choice card, do you cast it and Blink something else so you can swing for 2 with it, or do you cast it and Blink itself, so you can get a second shot on that 1 damage to everything ability? I could see a whole cycle of cards in this vein being made, each one giving you a different choice to be made.

Greenmoss Rager G
Creature — Beast (C)
Trample
Blink (Whenever this permanent enters the battlefield, exile a nonland permanent you control, at the end of your next turn return it to the battlefield under your control.)
3/2

The typical under costed fatty, you can cast it one turn 1, but unless you control another non land permanent it won't be swinging until turn 3, this one seems more for Modern in my mindset, as there you have Ranger of Eos to search them out with, and you can just Blink him to get more, hell that might actually be powerful enough to see some fringe legacy play even, otherwise I see it as Limited fodder, as I think (Unless something else in his set or standard format allows otherwise) to be just to slow.

Cards like this though are why I enjoy the concept of this Mechanic/Keyword so much, as it fits into so many different molds, and makes for many fun game states that wouldn't otherwise exist without it.

Hope you like them all, or even any of them, and again if you wish to comment on them, please do so via PM's to keep this post uncluttered.

Thanks, and enjoy.

EDIT: Wow this one was long, and added some spacers to help break up the 3 groups some....


For card #2, I don't know if I made it clear, but the "draw 3 cards" doesn't have to be a single ability. Visions of beyond is a valid submission or EX:

Read my mind
U
Sorcery
Have an opponent name a card, then draw 3 cards and reveal your hand. If there is at least one card of the chosen name, discard your hand.

I don't know if that was clear, but not, you may resubmit your card 2.

 
Lord Crovax
Member
posted June 03, 2012 01:52 PM   Click Here to See the Profile for Lord Crovax Click Here to Email Lord Crovax Send a private message to Lord Crovax Click to send Lord Crovax an Instant Message Edit/Delete Message Reply With Quote 
quote:
Originally posted by fluffycow:
For card #2, I don't know if I made it clear, but the "draw 3 cards" doesn't have to be a single ability. Visions of beyond is a valid submission or EX:

Read my mind
U
Sorcery
Have an opponent name a card, then draw 3 cards and reveal your hand. If there is at least one card of the chosen name, discard your hand.

I don't know if that was clear, but not, you may resubmit your card 2.


Yea that does clear it up a whole ton, opens up brainstorm/ponder type effects...hmm yea probably have something else to add soon, probably leave the other one there as I would still love people opinions on it.

Just change what it is that would be getting graded.

__________________
I shall have the souls of all who defy me. "Lord Crovax"

 
AEther Storm
Member
posted June 03, 2012 04:03 PM   Click Here to See the Profile for AEther Storm Click Here to Email AEther Storm Send a private message to AEther Storm Click to send AEther Storm an Instant Message Edit/Delete Message Reply With Quote View AEther Storm's Have/Want ListView AEther Storm's Have/Want List
quote:
Originally posted by fluffycow:
Round 2:
Card 1: Give me a new dual land cycle! You get the idea, ex: shocklands, scars lands, painlands, fetch, etc. Allied colors only, you may choice to give them all the same abilities (fetch, pains) or each with different ones (futuresight cycle).

Ahhh, I overlooked the Dual land part at first. My mind was going Maze of Ith / Ice Floe like (non-mana producing lands )

Here goes. I went for a cycle of lands that are different (like Future sight) as it keeps it more interested.

The first is a Snow Land because I like Ice Age and Coldsnap, feeling they can (or should have done) do so much more with snow, Ripple sucked:

Nipping Ice (according to a translation site I found, Nipping is the English word for the Dutch 'kruiend'. I'm not sure if I'm allowed to post links here, but Google on pictures for 'kruiend ijs' and you'll see what I mean.
Snow Land - (R)

T: Add S (snow mana) to your mana pool.
T: Add U to your mana pool. Nippling Ice deals 1 damage to you. Put a Frost counter on target land an opponent controls. A land with a Frost counter on it has 'Tap: add S (snow mana) to your mana pool'.
T: Remove a Frost counter from a land an opponent controls. That lands controller gains 1 life. Add W to your mana pool.

This is very characteristic for nipping ice. It slowly takes over your land (nipping ice moves!), but when the thaw sets in it melts, watering the land.

Spectral Marsh
Land - (R)

Tap: Add U to your mana pool and put a 1/1 blue flying Spirit token into play. Spectral Marsh does not untap during your next untap phase.
Tap: Reveal your hand. An opponent chooses a card from your hand. Discard that card: Add BB to your mana pool.

This was a tough one. Blue likes mana open and dislikes creatures on the other side of the boards. So it gives them a creature to block something, but slowing them down a turn.
Black loves a first turn Hymn (don't we all?), but it's drawback is almost SM-like. (for the records, I'm not into that )

Infested Caves
Land - Swamp Mountain (R)

Tap: Add B to your mana pool. You lose 1 life for each Swamp you control.
Tap: Add R to your mana pool. Infested Caves deals x damage to you where x is the number of mountains you control.

Very good early game, bad late game. Still, could you make that life loss work?

Fiery Forest
Land - (R)

Fading 3
Tap: Add G to your mana pool. If this mana was spent on a creature spell, put a +1/+1 counter on that creature.
Tap: Add R to your mana pool. If this mana was spent on an Instant or Sorcery that would deal damage to an opponent this turn, it deals that much damage +2 instead.

Great options, but only for a limited time. Hello Zoo?

Fertile Savannah
Land - (R)

Tap: Add G or W to your mana pool. Each opponent searches his or her library for a basic land card and puts it into his or her hand. You gain 2 life.
Tap: Sacrifice Fertile Savannah, search your library for up to two basic land cards and put them into play. Use this ability only if you have 25 life or more.

At the cost of not coming into play tapped, you're giving them lands. In Eternal, not so much basics are played so this should not be dominating for your opponent. In Standard formats, your eventual tempo swing should balance it out.

quote:
Originally posted by fluffycow:
Card 2:
U
draw 3 cards

Give this card a name, rarity, a type (sub-type, power/toughness, etc. if applicable), additional abilities/effects.

Note: This card has the mana cost of 1 blue mana and in its effect “draw 3 cards” these can’t be changed. You can do anything else with the card.


AEther Storming - U
Instant - (R)

As an additional cost to play AEther Storming, shuffle 3 cards from your hand into your library: Draw 3 cards.

Big drawback, but we can't reprint Ol' Recall now can we?
It requires 3 cards in your hand and for this to work, plus you could get the same 3 cards back.

quote:
Originally posted by fluffycow:
Card 3: This will require a 3 card entry and the entire entry will be worth 20 points. I want a new mechanic that can be used as the main mechanic that is used to launch the October set (ex: suspend, spellshapers, affinity, landfall, etc). I would like for you to give me a common, uncommon and a rare/mythic using this mechanic. Please keep all formats in mind when designing and that this mechanic will need to be on 50+ cards throughout the block. I would also like for you to give me a short paragraph on your thought process. Bear in mind that I am scoring the mechanic, not the cards and again please keep all formats in mind.
Bonus: You may submit a card that does not have the mechanic but has great synergy with the mechanic. Ex: squee with spellshapers. There is no separate value for this card, only your mechanic as a whole will be scored.
Good Luck!

AErathi Renegade - (C)
Lizard Warrior 1R
Rage 1 (When this is dealt damage by a source you control, put a +1/+0 counter on it.)
2/2
For a lizard, growing back your tail after having it cut off doesn't mean it doesn't hurt. He'll make you feel how much.

Keldon Rolemodel - (U)
Human Barbarian - 1RG
Rage 1 (When this is dealt damage by a source you control, put a +1/+0 counter on it.)
When Keldon Rolemodel attacks, each creature with a Rage counter on it gains trample until end of turn.
3/2
'Follow my lead!'

Ouchos, Father of Pain (R)
Legendary Creature - GRRR (gotta love this casting cost)
Barbarian
Rage 2 (When this is dealt damage by a source you control, put two +1/+0 counters on it.)
During your upkeep, Ouchos, Father of Pain deals 1 damage to you and each creature you control.
Other creatures with a Rage counter on them gain: Sacrifice this creature: This creatures deals damage equal to it's Rage counters to target creature.
4/4
'Yeah! Hit me! I said HIT ME!'

Bonus Card:
Rage Igniter - (U)
Human Wizard - 1RR
1/2

Tap: Rage Igniter deals 1 damage to each creature you control. Those creatures attack this turn if able. Play this ability only in your main phase, before combat.

They burned your house, slain your loved ones, destroyed all that you held dear! Now we take our rage to them! Smash! Burn! Leave non alive! ATTACK!

I wanted an ability that did something different. We had Bloodthirst, this is somewhat like that but the thought was that troops/people before combat pump themselves up. This could very well be the new Gruul ability for the new Ravnica block.
Maybe the word Rage isn't the correct word, but I couldn't find anything else for it. Bloodlust could work but sounds too WoW-ish, and I gotta be up in 5 hours so there you go.

EDIT: added/removed bold indicators from quotes.
EDIT 2: Removed a double card
EDIT 3: Corrected wording of first land, thanks!
__________________
/Thunder in the wind/No rain/Peace mourns its passing/

"Be who you are and say what you feel because those
who mind don't matter and those who matter don't
mind." -Dr. Seuss



[Edited 3 times, lastly by AEther Storm on June 04, 2012]

 
skizzikmonger
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posted June 03, 2012 04:25 PM   Click Here to See the Profile for skizzikmonger Click Here to Email skizzikmonger Send a private message to skizzikmonger Click to send skizzikmonger an Instant Message Edit/Delete Message Reply With Quote 
Card 1:
Ice Fields
Land
Ice Fields enters the battlefield tapped.
T: Add W or U to your mana pool
When Ice Fields enters the battlefield,
choose one: Target creature gets protection
from the color of your choice until end of
turn; or return target creature to its owner's hand.

Isle of Gloom
Land
Isle of Gloom enters the battlefield tapped.
T: Add U or B to your mana pool
When Isle of Gloom enters the battlefield,
choose one: Draw a card, then discard a
card; or target player discards a card.

Devil's Backbone
Land
Devil's Backbone enters the battlefield tapped.
T: Add B or R to your mana pool
When Devil's Backbone enters the battlefield,
choose one: Target player loses one life and
you gain 1 life; or Devil's Backbone deals 2
damage to target creature or player.

Valley of Fire
Land
Valley of Fire enters the battlefield tapped.
T: Add R or G to your mana pool
When Valley of Fire enters the battlefield,
choose one: Valley of Fire deals 2 damage to
each player; or add R or G to your mana pool.

Garden of Life
Land
Garden of Life enters the battlefield tapped.
T: Add G or W to your mana pool
When Garden of Life enters the battlefield,
choose one: Put a 1/1 green Saproling creature
token onto the battlefield; or you gain 2 life.

"Choose one" on a dual land just sounded fun.


Card 2-Draw 3 cards for U:
Delver of Thought
U
Creature-Merfolk Wizard (M)
Flying
When Delver of Thought enters the battlefield,
draw three cards.  At the beginning of your next
end step, discard three cards.
2/2

This was pretty easy for me.  To keep the draw 3 for U somewhat balanced, I made it Ideas Unbound and put it on a 2/2 flying body.  A 2/2 flier that lets you draw 3 and fuels Snapcaster for U might be too good though.


Card 3-Create a new mechanic:
Mechanic
Mimic (Whenever a permanent with the same type as ~ enters the battlefield under your control, you may have it become a copy of ~ until end of turn)

The cards
Field of Boulders (C)
Land
Mimic
T: Add 1 to your mana pool

Book of Knowledge (U)
2
Artifact
Mimic
1U, T: Draw a card

Thunderblast Dragon
3RR
Creature-Dragon (M)
Mimic
Flying, Haste
R: Thunderblast Dragon gets +1/+0
until end of turn.
4/4

Explantion
The name of the mechanic was easy.  The rest was hard to come up with.  I was originally going to go with something similar to Renegade Dopleganger where the permanent in play became a copy of the permanent coming into play.  I changed it to what it is, because I wanted something a little different.  Type makes it interesting (and maybe overpowerd) because it allows you to do things like tap a Mox Opal to draw a card, get mana from a SOM dual that etb on turn 4, or drop a mana dork on turn 5 or later and swing for 8 flying.

 
Jtrade77
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posted June 03, 2012 04:44 PM   Click Here to See the Profile for Jtrade77 Send a private message to Jtrade77 Click to send Jtrade77 an Instant Message Edit/Delete Message Reply With Quote 
ROUND TWO -- FIGHT!

Card 1: Give me a new dual land cycle! Allied colors only.

"Part pains." (rare)

Glacial Bastion
Land
T) Add 1 to your mana pool.
T) Add W to your mana pool. Glacial Bastion deals one damage to you unless you control a basic plains.
T) Add U to your mana pool. Glacial Bastion deals one damage to you unless you control a basic island.

Tarry Vents
Land
T) Add 1 to your mana pool.
T) Add R to your mana pool. Tarry Vents deals one damage to you unless you control a basic mountain.
T) Add B to your mana pool. Tarry Vents deals one damage to you unless you control a basic swamp.

Think you get the idea... W/G called Savannah's Edge, B/U called Polluted Sea, R/G called Timberland Slope.

No one plays pain lands anymore, but here's a better variant on the basic idea. Still hurts early, but later on gets better. I think people would play these in modern. Note it specifies a 'basic' land, meaning shock land or normal duals would not work, stopping these from being superstars with other non-basics. Depending on the needs of the current base set, you could change the template to "T) add X or Y or your mana pool. ~This land~ deals one damage to you unless you control a landtype1 and landtype2." This would result in a more-dual friendly version, harder to turn off the pain in standard. I'd adopt the first featured template if you're coming off multi-color and players are tired of it, and I'd adopt the template in these notes if it's the first multi-color block in a few years, to promote mana fixing (presumably with reprinted shocklands).

Could have done something different for each, but I just wanted a solid utility land that could be played in multiple formats. Kept this question simple.


Card two -- ancestral variant

Ancestral Conquering
U
Instant -- Arcane (rare)
Reveal your hand to all opponents.
Metalcraft -- As long as you control 3 or more artifacts, draw thee cards.
Splice onto Arcane UUU (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
"And so New Phyrexia invaded Kamigawa, adapting the powers of the kami for their own ends."

Time walk variants have all been mythic, yet ancestral variants like Visions of Beyond and Ancestral Visions tend toward rare. So I'm starting this as a 'rare' knowing it might be bumped into mythic. It's set during an expansion crossing over the Mirrodin and Kamigawa settings, likely the first set where artifacts won't be as common as they are later. It's got the potential to be nuts, but likely won't be, judging by the impact metalcraft and splice made during their first printings. Sure want to try it in legacy storm with Desperate Ritual though (reason the splice cost is UUU rather than UU, so it cost one whole Lion's Eye Diamond output). The UUUU instant for 6 cards potential is mitigated by the harsh requirements of pulling it off -- three artifacts AND an arcane card to splice onto, so I think it's balanced. Also amusing to break metalcraft in response (while it's stacked) resulting in only a revealed hand instead of a draw three or six. Especially if spirits really hate on artifacts in the block.


Card 3: This will require a 3 card entry and the entire entry will be worth 20 points. I want a new mechanic to carry a block.

Frontier 5 -- if it is your fifth turn or higher, *do this*

This is a mechanic which attempts a trade off between power and time. Frontier X activates an additional ability on the controlling player's X turn. (Meaning if an extra turn was taken it counts towards your Frontier.) In the October set it is expected all Frontier cards will be Frontier 5, and in the expansion set, the Frontier number will be changed up for further design space variation.

Templiss Vanguard
1W
Creature -- Human Soldier (common)
Frontier 5 -- if it is your fifth turn or higher, soldiers you control gain first strike.
3/1

(Can be used as a filler limited mechanic, including a new cycle of common invokers which turn on later.)

Rampaging Brazzark
1GGG
Creature -- Beast (uncommon)
Frontier 5 -- if it is your fifth turn or higher, Rampaging Brazzark costs GG less to cast.
Trample
4/4

(Expect an uncommon cycle of guys like these.)

Sunswallow Dragon
7RR
Creature -- Dragon (mythic)
Flying, Haste
RRR: Double Strike until end of turn.
Frontier 5 -- If Sunswallow Dragon would deal damage to player, it deals double that amount of damage instead.
5/5

(Seems a decent reanimation target for older formats, perhaps good in heavy red sneak attack or dragonstorm. Plus it can do 20 in one swing after Frontier.)

Bonus "Enabler" Card

Rush To The Future
2 R/U (hybrid mana)
Sorcery (uncommon)
Take an additional turn after this one. During that turn you may not draw cards or attack.

 
ectomanic
Member
posted June 03, 2012 09:42 PM   Click Here to See the Profile for ectomanic Click Here to Email ectomanic Send a private message to ectomanic Click to send ectomanic an Instant Message Edit/Delete Message Reply With Quote 
card 1 - land ho

chose to do a series of lands.

Wooded Clearing
Rare
land - forest
T: add G to your mana pool
T: add w to your mana pool. wooded clearing deals 1 damage to you.

Vernal Pond
Rare
land - plains
T: add w to your mana pool
T: add u to your mana pool. Vernal Pond deals 1 damage to you.

Delta Bog
Rare
land - island
T: add u to your mana pool
T: add b to your mana pool. delta bog deals 1 damage to you.

geothermal marsh
rare
land - swamp
T: add b to your mana pool
T: add r to your mana pool. geothermal marsh deals 1 damage to you.

clifftop thicket
rare
land - mountain
T: add r to your mana pool
T: add g to your mana pool. clifftop thicket deals 1 damage to you

the flavor of these lands is that youd have to do work in order to get through the land type to get the benifit of the second mana type. giving the land a land type makes them searchable but with only 1 land type making it a slight bit more difficult then duals or shocks. making them this wayalso make having a full set of these lands is 20 cards instead of 10.

card 2 - blues

rational insanity
rare
sorcery
draw 3 cards. skip your next turn.

i can see this played in legacy in a control build. modern in a pyromancers build or control build and even in standard in a deck with temporal mastery for the chance of a 1uu draw three.

card 3 - card mechanic

aura strike x (x: put a colorless x/x illusion creature token into play with this aura attached to it. use this ability only anytime you can cast a sorcery and only once each turn.)

Blinding sheen
2u
common
enchantment - aura
enchanted creature is unblockable
aura strike 1
---------------------------------
commons other then green will only have access to aura strike 1.

glorious incandescence
3ww
uncommon
enchantment - aura
enchanted creature gets +2/+2 and has flying and vigilance
aura strike 1
--------------------------------------
uncommons will have access with up to aura strike 3

internal splendor
3w
rare
enchantment - aura
enchanted creature has lifelink and double strike
aura strike 3

-----------------------------------------------------
kindof a twist on living weapon. added the only anytime you could cast a sorcery so that the ability cant be used as a combat trick. also added only once a turn stipulation so that cannot be used to create a large number of token creatures instantly since the tokens created have a toughness.

 
AEther Storm
Member
posted June 04, 2012 01:50 AM   Click Here to See the Profile for AEther Storm Click Here to Email AEther Storm Send a private message to AEther Storm Click to send AEther Storm an Instant Message Edit/Delete Message Reply With Quote View AEther Storm's Have/Want ListView AEther Storm's Have/Want List
I got the wording wrong on my first card. Can I change it?
as it stands it looks like the opponent is dealt 1 damage when tapping his turned to snow land, but it is the controller of Nippling Ice who receives the damage.

__________________
/Thunder in the wind/No rain/Peace mourns its passing/

"Be who you are and say what you feel because those
who mind don't matter and those who matter don't
mind." -Dr. Seuss

 

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