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Author Topic:   Creat your own card contest (part V)
fluffycow
Member
posted June 11, 2012 02:06 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
Overall comments:
Card 1: Since I didn’t give a specific rarely requirement on this, I pretty much just graded this based on what rarity I felt the card was, while most submission would be printed as rare, there are a few that may be uncommon or even common.
Wizards have stated that they would like to not have damage as a drawback on lands, and I think painlands are fine, so if you submitted a strictly better painlands or used damage as a drawback, you would have lost points. I also don’t think strictly better painlands are very original ideas.
If you made cycle not be the same then I simply graded the highest card out of the five, I don’t know the exact stats, but if for every 5 cards you submit one gets into a set, you probably did pretty well.
Card 2: Digging 3 cards deep for U is very powerful, seeing as how ponder and preordain are banned in modern, this card would need to have either a moderate drawback (brainstorm), or a not easily accomplished condition (vision beyond). I was looking for something original and playable, or at least have some potential. I was really hoping for something at a common level, but I guess in hindsight that’s really difficult. So if your cards would extremely enhance a current archetype or obsolete something that’s already pretty good, then it probably didn’t do so hot.
Card 3: This mechanic shouldn’t be something mind-boggling like miracle because the design space for such a mechanic wouldn’t be enough to have 50+ cards without making some extremely weak cards or completely busted ones. Exalted would be an ideal mechanic, because it’s rather weak and very safe, but I would give such a mechanic a 14-16 because even though it’s good, it’s too safe. On the other hand, something like affinity would be too strong and probably better suited for an Eldrazi set rather than a whole block because you only need a handful of cards to be good before breaking the mechanic, so affinity would receive a 10-12. A mechanic such as miracle would clearly be too good and quite un-fun if ubiquities and would receive a score of 6; I chose to not give anything less than a 6 unless it’s either absolute unplayable (banding), way too un-fun (easy LD or discard) or completely ridiculous (CiP timewalk). The highest possible score of any existing mechanic would be something along the line of threshold, morph, kicker or evoke. The ability to make a card matter in the early game and late game without being completely busted and forcing the player to make a choice between early advantage or later maximum profit. Suspend would almost fit into this category except that the time between suspending a card and it solving, nothing really happens.

quote:
Originally posted by skizzikmonger:
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.



Card1:
Ice Fields: The drawback of CiPT is so you lose tempo as a trade off, but when you are unsummoning creatures, the CiPT is mostly negated. If you see other lands from the past that CiPT with an ability, none of them affect the board except for the green one that makes a blocker which is far worse than an unsummon and produces only green rather than 2 color. So I think this card does too much for a land. We have seen the white ability on a land before so that part is fine

Isle of Gloom: This may be fine if it only had one of the two abilities, but with the choice of either, this may again be too good. Lands that function as spells need to have some kind of a drawback other than just CiPT. All the lands that have CiP abilities that we have seen tend to be strictly worse than basics without the CiP ability. So if you put the ability on a dual, there should be a bigger drawback than just CiPT. Not saying we can’t push boundaries, but having two relevant CiP abilities to choose from on a dual may be pushing it a little too far at this point.

Devil's Backbone: Same comment as before, the shock part is too good

Valley of Fire: If you make a R or G when it enters play, it negates the CiPT

Garden of Life: This card is fine, it is a very strong card considering you get to fix your mana and get a power, but I think it’s printable.

In general, I think with all the enter the battlefield abilities on lands should be half mana spell (if that makes sense), so if it’s a playable 1 mana spell on a land, there should be more drawback than just CiPT especially on a dual. Overall I think your cards are overpowered for the current standard of lands

Score: 5

Card2: You know this thing is nuts right? Best top deck ever? One blue for three cards that you can play with for 2 turns and on a 2/2 flying body is way too good. Score: 3

Card3: I like this, but I think may be too good for the October set. I think this would be great on a set like Eldrazi or Avacyn Restored. The ability is too abusable so to make 50+ cards with that ability can be very dangerous or you are forced to make cards weaker (leveling creatures) to balance it. Although I do like your common submission, I would be sad to see a set full of them. Score: 13

Total: 5+3+13= 21

quote:
Originally posted by Jtrade77:
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.


Card 1: This is fine, but Wizards have already said that they want to move away from using self damage on lands as a drawback and they haven’t done anything with that drawback on lands for quite some time now. Pains are fine lands, so I don’t know if it’s the best idea to obsolete them. Score: 5

Card 2: The splice on to arcane seems kind of out of place but if you want the Phyrexian to attack Kamigawa, I will go along with it. In affinity (even in modern), thoughtcast cost U 90% of the time, 5% of the time it cost 1U and the other 5% it’s uncastable. So to give affinity this is a little too crazy. Score 4

Card 3: Nice! I think this is great, the uncommons have the prophecy avatar feel to them and the dragon can probably lose haste so people don’t just die out of nowhere. I really think this is something that may see print. Score 18

Total: 5+4+18= 27

quote:
Originally posted by ectomanic:
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.



Card 1: Same comment as JTrader77, Wizards already said they aren’t big on self damage on lands and they haven’t done that in a while. Printing strictly better painlands seems unnecessary. Since your lands are already strictly better than pains, there’s no need to make them fetchable too. Score 4

Card 2: This is meditate without cantrip, from past cards we know that more often than not, tagging on 2 to a spell and cantripping usually makes a card worse (see dismiss and implode) or better yet take any card that draws you a, now take away that card and shave off 2 mana, odds are the card is now better. So I am gonna have to go with overpowered on this one. Blue based combo decks will have a field day with this. Score: 3

Card 3: This mechanic is also one I can see in an Eldrazi or Avacyn Restored set. It would be crazy fun for a set but probably can’t produce enough excitement for a whole block. The mechanic seems too narrow and with too many aura, in limited, the players are gonna have to take suboptimal creature just so they don’t get multiple auras stuck in hand. Bouncing would also be very powerful in this format since it would kill the enchantment but living weapon doesn’t have this problem. Score: 12

Total: 4+3+12= 19

quote:
Originally posted by AEther Storm:
On request resubmitted for clarity purposes and layout.
I left the old post in place.

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 gains '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.

Ability: Rage X. If a source you control deals damage to a permanent with Rage on it, it gains x Rage counters. It's not relevant how much damage was done, so dealing 4 damage to a permanent with Rage 1 does not give it 4 counters, just one.

AErathi Renegade - (C)
Lizard Warrior 1R
Rage 1 (When this is dealt damage by a source you control, put a Rage counter on it. AErathi Renegade gets +1/+0 for each Rage 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 Rage counter on it. Keldon Rolemodel gets +1/+0 for each Rage 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 Rage counters on it. Ouchos, Father of Pain gets +1/+0 for each Rage counter 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. It's mostly a Green and Red ability, but Black could make use of it. Even Equipments could be magically infused with Rage, an instants and sorceries could easily damage your creatures or use another means to work with Rage.
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.


Card 1:
Nipping Ice: There’s a few things I don’t like about this card, one is that if you go first, you can’t take the land for any color mana because you don’t have a legal target to put a frost counter on an opponent’s land. Second, I don’t really understand why the land is adding frost counters on my opponent’s land anyway, why can’t I just put it on my own land instead? Because if my opponent has a land like gemstone mine, we will need to track of two counters on the same land; I also think the drawback is a kind of severe for a dual land.
Spectral Marsh: The blue part may be too good since later on in the game you can just tap it to make tokens and with multiples it will be some serious card advantage. The black part is good, since Wizards made it pretty clear that they don’t want lands that produces more than 1 mana, the drawback of producing BB on this card is to give your opponent a 3 mana spell, I think it’s balanced.
Infested Caves: Why not just play the painland or shockland? The drawback seems way too severe
Fiery Forest: I really like the concept of this, but the red part is way too good. I mean if you start with two of these in play, you are incinerating for 7? One in your opening hand is almost a guaranteed turn 3 kill in burn.
Fertile Savannah: This card is hot, even with life gain, you still only ramp one when you activate this, so that part is clearly not overpowered. But giving the opponent a free land each time you add mana may be a big enough drawback to take this out of competitive magic. But then you can get into funny scenarios where your opponent keeps a land light hand after sideboard because he thinks you are gonna give him lands, but you actually boarded all of them out. Haha

Score: 6

Card 2: Excellent card, you need 4 cards to play this and you are down a card no matter what. Not abusable, but can put you back in the game if you are flooded for a few turns. Score: 8

Card 3: This isn’t a bad mechanic, but players in general don’t like hitting their own stuff or take damage for their own stuff, ex: moving away from painlands. With that said, I think this mechanic can be very fun and there’s a lot of room for design creativity, you can turn your shocks into giant growth, make weird triggers than say each damage is deal separately, etc. Balancing the colors may be a bit hard because red would be more powerful simply because shocks can now take down 4 powered creatures. The biggest issue I have with this ability is that outside of this block, most of the cards will be unplayable, kind of like splice on to arcane, where all the cards are suboptimal unless it plays well with its friends in the set.
Score: 12

Total: 6+8+12= 26

quote:
Originally posted by B14ckM4g3:
K, so here goes. This seems pretty difficult given the parameters and previous submissions.

--

Land cycele:

Deciding to try something new(ish). hopefully it works out.

G/W dual
Valley of Weeds
Nonbasic Land - Forest/Plains

~ comes into play tapped.

When ~ comes into play, Choose one:

You may play ~ as an instant. If you do, it comes into play as a forest.
When you play ~, gain 3 life and ~ comes into play as a plains


W/U dual
Glistening fjord
Nonbasic land - Plains/Island

~ comes into play tapped.

When ~comes into play, choose one:

When ~ comes into play, you may return target artifact or enchantment to its owner's hand. If you do, ~ comes into play as an island.
When ~ comes into play, gain 3 life. If you do, ~ comes into play as a plains.


U/B dual
bluewater bog
Nonbasic land - Island/Swamp

~ comes into play tapped.

When ~ comes into play, Choose one:

When ~ comes into play, you may return target artifact or enchantment to its owner's hand. If you do, ~ comes into play as an island.
When ~ comes into play, Target player loses 1 life. If you do, ~ comes into play as a swamp.


B/R dual
Everburning Quagmire
Nonbasic land - Swamp/Mountain

~ comes into play tapped.

When ~ comes into play, Choose one:

When ~ comes into play, Target player loses 1 life. If you do, ~ comes into play as a swamp.
When ~ comes into play, you may deal 2 damage to target creature. If you do, ~ comes into play as a mountain.


G/R dual
Hedged Mesa
Nonbasic land - Mountain/Forest

~ comes into play tapped.

When ~ comes into play, Choose one:
When ~ comes into play, you may deal 2 damage to target creature. If you do, ~ comes into play as a mountain.
You may play ~ as an instant. If you do, it comes into play as a forest.


So my idea was that the lands come into play with benefits, although they don't tap for mana immediately. and while they don't provide both colors, they do provide the color that you may most likely need. I think that these could be very useful. Since they account for both lands, you can fetch for them, but as a non-basic cards like terramorphic expanse won't work. I tried to make these as balanced as possible and juggled a few ideas around. Hopefully they are liked.

----

Card 2 - ancestral remnants

Alchemist's bargain
U
Rare (I don't see how 3 card draw could be anything less regardless of downside).

When ~ is cast, draw three cards. Then choose an opponent. That player draws 2 cards. Then that player may choose to copy this spell.

'Dare I say we continue?'


So this was what my mind was playing with. EDH card for sure, but playable in many other formats. You get a 1 card advantage, and your opponent gets to choose wether to copy it again or not. Could be a possible 5 card draw for both players (or more). However it could quickly amount to people having to discard cards in tournament play if it was copied too many times.


---

Card(s) 3 - Mechanix in action

Mechanic - Symbiosis [x]: (Cards with allied colors gain benefits as long as you control a permanent of that color)


Card 1:

Drifting meadowNnonbasic Land
Rare

~ is a white permanent.

Tap: Add 1 to your mana pool.
Symbiosis - Blue: Tap: Add U to your mana pool
Symbiosis - Green: Tap: Add G to your mana pool

(so there would be a land cycle for each of these cards. The color of the card itself doesn't replicate the mana of that color, but if a permanent of the symbiosis color is under control of the person playing it, then it adds that color of mana)
(so Drifting Meadow, Floating Enclave [symbiosis Black/White, blue permanent], Underground grotto [symbiosis Blue/Red, black permanent], Burning stone [Symbiosis green/black, red permanent], Vertical Jungle [symbiosis red/white, green permanent].)


Card 2:

Opaque Dagger
2U
Artifact - equipment
Uncommon

~ is a blue permanent.
equipped creature gains +1/+1
Symbiosis White: Equipped creature gains +0/+1 and first strike
Symbiosis Black: Equipped creature gains +1/+0 and deathtouch

Equip 1U

So this would be a lower-printed uncommon card. While in itself isn't that great (+1/+1), the symbiosis could yield up to +3/+3. Depending on the colors chosen this could be easily doable


Card 3:

Unbridled Beast
3GG
Common
Creature - Beast

Symbiosis white: ~ gains protection from creatures
Symbiosis red: R: ~ gains +1/+0 until end of turn. you may not spend more than RR this way.
3/4

'Once it got out of it's cage we couldn't stop it. It ran for the horizon, vehemently running down anything in it's wake'


Bonus Card:

Unexpected Allies
UG
Sorcery
Uncommon

Put a 1/1 white soldier token with protection from red onto the battlefield.
Put a 1/1 white soldier token with protection from black onto the battlefield.


So my thought process was that I hadn't seen a mechanic like this before, and it is heavily based upon allied colors. This could be great for a ravinca series block as a description of how the colored guilds made new allies and enemies as time went by. As the set progress's, we could see the alternative of the allied colors to the unallied colors, and then the odd alternative of symbiosis without meaning (like B/R/W symbiosis cards). It could start with a great change to ravinca that makes sense. The land cycle would encourage 3-color decks, the mechanic could make it more enticing to play allied colors (and later, unallied. Or both), and overall I think it's something we may actually see in the future. Hopefully you liked it.
To clarify the bonus card, I would like to say that there could be a similar set of cards for the symbiosis effect. As that card was U/G, but made white tokens with pro red/black. The idea behind it was to get the symbiosis for white permanents without possibly playing white? Similar with the artifact that was made above. there could be one for each of the allied colors. Add this to a few creatures of each color, a few spells of each color, an enchantment or two for each and we already have a growing surplus of cards with this mechanic. And then with the unallied colors we gain another large threshold, and possibly more with the third set for alternative groupings.

Hope you liked my entries, they weren't made easily.


Card 1: I like the idea overall, but the green part need to be explained, lands can’t be played except on your turn so if you are breaking that rule, does it mean that you can just dump for on an opponent’s turn? How does it work? The red part is also something that I think would be too strong and I stated it early, that since you are affecting the board with a land, 2 damage for CiPT isn’t a drawback enough. It may also be too strong since it’s fetchable for both swamp and mountain, that may need to be changed. I think the idea is superb though. Score: 8

Card 2: Interesting idea, I don’t really understand why you gave it the ability to draw when you cast it? So you can remand it or counter it so your opponent wouldn’t draw? Other than that I think the card is still too good, mostly because blue solitary deck would demolish agro decks, because it would just assemble its pieces and win and that will make a lot of games un-interactive, and no one wants that. Score: 5

Card 3: Great! I think this can easily see print. The mechanic has been touched before but nothing great has come out of it. But with a key word and a set to explore this mechanic, I think we can have a very fun set especially with colored lands (which may prove to be too good). Score: 16

Total: 8+5+16= 29

quote:
Originally posted by Trumpeter:
Dual Lands
1. Landscape
Landscape enters the battlefield tapped unless you control another Landscape.
Whenever Landscape enters the battlefield, you may search your library for a Forest or Plains card, reveal it and put it into your hand. Then shuffle your library.
Tap: Add G or W to your mana pool.

2. Icescape (W and U)
3. Waterscape (U and B)
4. Firescape (B and R)
5. Earthscape (R and G)

Draw Three Cards card
Numbing Ideas (R)
U
Instant
Draw three cards. At the end of this turn, tap all lands you control. Lands you control do not untap during your next untap step.

"I can't think straight, but at least I can still think."

- Seems pretty self-explanatory.

Mechanic Cards

- this mechanic is called "Mindmeld X". "If you would draw a card, you may instead put X +1/+1 counters on each creature you control." If I understand replacement effects, this would not be compound. For example, if I have two creatures with Mindmeld 1 and I choose to use it, I would only get one +1/+1 counter rather than two.

Novice of Learning (C)
2U
Creature - Human
Mindmeld 1
2/2

Fictivelings (Uncommon)
G
Creature - Drones
Flash, Haste, Mindmeld 1
Fictivelings cannot attack unless it has a +1/+1 counter on it.
3/2

(The idea behind this one is not necessarily a blocking creature. If you flash it in during your upkeep, then use Mindmeld, then you can attack for 4 on turn 2.)

Mindtronic Horde (Mythic Rare)
3GGUU
Creature - Beast Wizard
Trample, Mindmeld 3
Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature and you may draw a card.
GGUU: Draw a card.
4/4

-thoughts- I know "Beast wizard" is really weird but it is the only thing I could come up with. This is obviously endgame. If you untap with this, it should be over.

Bonus mechanic card

Power to Instill (Uncommon)
2GU
Sorcery
Draw a card for each creature you control with a +1/+1 counter on it. Until end of turn, creatures you control with +1/+1 counters have trample.

-thoughts- The idea of Mindmeld is a double-edged sword. If you drop those creatures early and decide to pump them up, then you might win on creature size and lose card advantage unless you have big time draw power. Power to Instill could be a game winner turn 4 or 5. There is obviously a huge risk playing this. Perhaps the opponent might doomblade your creature after you decide to not draw a card, so if you can protect these creatures then play Power to Instill to either even out the card loss or pump your creatures even more, I think it would be a fun mechanic


Card 1: This may be a little too good, since it doesn’t produce mana on the first turn does hurt it, this is pure card advantage since searching for a basic land type card is usually a one mana spell only found in green or white. Being able to grab duals just puts it over the top. Score: 5

Card 2: Similar to skipping a turn, but way stronger absolutely nuts in solitary decks. Score: 2

Card 3: Awesome! This would be super sweet. Score: 18

Total: 25

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.
Mind’s Eye Familiar U
Artifact Creature — Homunculus (R)
Flash, flying
When Mind’s Eye Familiar enters the battlefield, if cast from your hand, draw 3 cards, then shuffle two cards into your library.
0/1

Idea behind this is a sort of fixed Brainstorm, which as you can see kind of mutated into something totally different. This version that I settled on is a powerful filter, in that you get to look at 3 new cards, then shuffle away two that are of no use to you at that moment, it's also a 0/1 Flying blocker, which in certain formats is very relevant. It's also a Artifact, which means it has infinitely more ways to search it up, with Trinket Mage as a example.
I can see this being a powerhouse in multiple formats, as it kind of plays a jack of all trades roll, doing multiple things all for the low low cost of U....Suppose if tested and deemed to powerful, the easiest way to decrees it's power is through the removal of "Flash", but I don't see that being necessary.
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.


Card 1:
Depleted Brushland: Very good card, might be a bit nuts with dual lands and it being fetchable, but not broken by any means.
Catacombs of the Damned: I expressed my thoughts on pains earlier, so I am not really a huge fan of this
Depths of Rage: This is quite good, I think forcing each player to sac a creature is probably more balanced, because otherwise, a single random discard can shut an opponent down completely
Flamewood Cavrens: Awesome, trading long term resources for immediate gain, I like it!
Library of Dawn: Good card, the 5 life may prove to be too good, but we’ll see.
Score: 8

Card 2: You know how people say that brainstorm and fetchlands are really good together? Well, this is just the same combo put into one card, on a creature. Ranger of Eos will be a $40 card if this sees print. Way too good, and taking out flash is not going to do it. Score: 2

Card 3: The biggest issue I have with this is the complexity it adds to the game. Each player would need to keep track of what comes into and out 2 turns at a time. If this was just end then it would be fine, but when some creatures come in and others don’t then it because a problem (which is why I think wizards made everything transform at the same time). Other than that the blink mechanic would be a fun one, but if this mechanic is gonna be on 50+ cards, the limited environment is going to be really annoying. I can see some 50 minutes first round with things just blinking. For an expansion set, I think this would be a cool ability, but not a big set. Score 11

Total: 8+2+11= 21

quote:
Originally posted by junichi:
Card 1:
Moonlight Lake
Land
Moonlight Lake enters the battlefield tapped unless you reveal a basic land from your hand.
Tap: Add U or B to your mana pool.
Cycling U/B (U/B, Discard this card: Draw a card.)

Others: Seaside Encampment (U/W), Graveyard Cave (B/R), Celestial Vineyard (G/W), Dormant Volcanoes (R/G)


Card 2:
Paramnesia U
Instant (Rare)
Draw 3 cards, then discard a card for each card in target opponent's hand.

[i]"The more you know, the more you forget."


Card 3:
Fortune Telling U
Sorcery (Common)
Draw a card.
Foresee - U (While you’re searching your library, you may play this card from your library for its Foresee cost.)


Burst of Fire R
Sorcery (Uncommon)
Lava Rush deals 3 damage to target creature.
Foresee - 1R


Aurora Purification 4WW
Sorcery (Rare)
Exile all non white creatures.
Foresee - WWWW


Card 1: Wow. Score 9

Card 2: Wow again. Score 9

Card 3: Not wow…if this is the mechanic that’s in the October set, we will probably be shuffling the entire game rather than playing most of it. With this mechanic, you will probably add in different effects that will help searching or add more searching in to make this viable, and if do that you do then, you know where I am going with this. This would be cool if it were in a Eldrazi set or Avacyn restored set where you only have like 9 cards and you don’t give too many shuffling effects and make everything uncommon or rarer. Score: 6

Total: 9+9+6=24

quote:
Originally posted by jaxsonpride:
re submit


Exaltied Woods (R)
Exalted Woods comes into plat tapped unless you control a humans

During your end phase if you control no Humans Sacrafice Exalted Woods and search your
Liberay for a forest or a palains and put it into play tapped

T: Add a G or a W to your mana pool


Blood Marsh (R)

Blood Marsh Flooded Crypt comes into plat tapped unless you control a Vampiers

During your end phase if you control no Vampiers Sacrafice Blood Marsh and search your
Liberay for a Mountian or a Swamp and put it into play tapped

T: add a R or a B to your mana pool


Flooded Crypt (R)

Flooded Crypt comes into play tapped unless you control a Zombies

During your end phase if you control no Zombies Sacrafice Flooded Crypt and search your
Liberay for a Island or a Swamp and put it into play tapped

T: Add a U or a B to your mana pool

Scourched Woodlands (R)

Scourched Woodlands comes into plat tapped unless you control a Beasts

During your end phase if you control no Beasts Sacrafice Scourched Woodlands and search your
Liberay for a Mountain or a Forest and put it into play tapped

T: add a R or a G to you mana pool


Sacret Spring (R)

Sacret Spring comes into play tapped unless you control a Spirit

During your end phase if you control no spirits Sacrafice Sacret Spring and search your
Liberay for a Island or a Plains and put it into play tapped

I am a big fan of Trible decks

Card 2

Thought Mage (R)
U
Human Wizard
0/2


When Thought Mage enters the Battlefeild draw three cards

When Thought Mage is sent to the Graveyard from the battlefeild
Discard Three cards from your hand

"when you think you have all the Answers I Change the Question"


Card 3 the mechanic

the mechanic= reinforcment (when this creature Blocks all other Blocking creatures get +0/+1)

the idea here is simple we have battle cry for the agro decks why not something for the other side

Royal Archers (c)
2W
Human
Reinforcment
1/1


Thicket Braigade (U)
2G
Elf
Reinforcment

2/1


Last Stand (M)
1R
Enchantment Aura

Creaturs you control have Reinforcement

sorry for spelling but its late and im sleepy lol


Card 1: Very good, I like it. Score 8

Card 2: Too good, one mana draw three that’s recur-able because it’s a creature is too good. The discard three is not enough of a drawback even if it’s not right away. Dredge would go crazy with this card. Score 3

Card 3: This is very unexciting kinda like exalted, only blocking which is even less exciting. Having creatures that blocks really well makes very boring games, see wall of denial. This may be a cute mechanic if it’s there for the purpose of slowing a format down, but definitely not one to push a new October set. Battle cry is to this as lighting bolt is to healing salve. Score 8

Total: 8+3+8=19

quote:
Originally posted by Schwingzilla:
I figured I would give it another go. I support simple design, and I dislike power creep, so I'm not going to improve on an already existing card for things like dual lands (Unless I wasn't aware the card existed).

5 lands:

Community Church
Land
T: Add 1 to your mana pool.
T: Add G or W to your mana pool if you control a green or white creature.


Et cetera:
GR - Gathering Meadow
UW - Society Cathedral
UB - Ordered Temple
BR - Worshipped Altar


Next:

Ancestral Amnesia
Rare
U
Sorcery
If you have no cards in your hand, draw three cards.

Mechanic:

Seasoned - At the end of each turn, if this was dealt damage, put a veteran counter on it.

Inexperienced Cadets
Common
W
Creature - Human Soldiers
0/2
Seasoned
If Inexperienced Cadets has at least one veteran counter on it, it gets +2/+2.

Questing Panther
Uncommon
3G
Creature - Cat
2/3
Seasoned
Questing Panther gets +1/+1 for each veteran counter on it.
(GG)T: Questing Panther fights with target creature.

Veteran Dragonlord
Rare
3RR
Creature - Human Warrior
4/4
Seasoned, Flying
Veteran Dragonlord comes into play with 1 veteran counter on it.
Whenever Veteran Dragonlord attacks, choose any number of target creatures or players. Veteran Dragonlord deals damage equal to the numbers of veteran counters on it to each of those targets.

The secret is, he deals damage to himself and pumps all your veterans, until he's eventually dealing 4 damage to your opponent and all your opponent's creatures every attack.

Gideon Jura 2: Into The Maelstrom or some other soldier/warrior planeswalker, not like I pay attention to the story, basically.
Mythic Rare
3WR
Planeswalker
Loyalty 4
At the end of each turn Gideon Jura 2 was dealt damage, put 2 loyalty counters on it.
+1: Gideon Jura 2 deals 1 damage to each creature and each player.
0: Put a 2/2 Soldier token into play.
-7: You get an emblem which says, "At the end of each turn, put 2 +1/+1 counters on each creature you control that was dealt damage this turn."

Simple cards to support it:
Unexperience
U
Instant
Remove all counters from all creatures.

More importantly, reprints would be awesome. Plague Spitter in black provides synergy in draft. Tremor and Pyroclasm. Prodigal Pyromancer. Fatal Blow and Needle drop to counter the seasoned strategy. Inflame.


Card 1: The drawbacks on these are rather severe, the point of having multi-color lands is to play creatures, but if you need to have them out in order to make the mana seems counterproductive or at the very least, doing a job that’s already done. Even at the common level this is pretty bad but I guess if you are flooded on green, you can drop this to make white. These would be horrid for 3 colors though. Score: 5

Card 2: Draw 3 on hellbent, I am okay with that. Score: 7

Card 3: Interesting design, the only thing I don’t like about it is the seasoned counter and +1/+1 counters in the same set, if it’s just Gideon that’s giving out +1/+1 counters, that would be fine, but otherwise, it will be too confusing to keep track of. This is similar to the rage counters introduced by another poster, but I think making the opponent rethink chump blocking is much better. I also really do like the dragon. Score 16

Total: 5+7+16=28


 
fluffycow
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posted June 11, 2012 02:29 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
Round 3:
Card 1: Give me a card with an ability that we have never seen before and is completely unique. EX: platinum angel, abyssal prosecutor, mindslaver, etc. I want something very original (if you do something crazy like mindslaver, please include rulings on it). Is making a 20 mana 20/20 vanilla creature unique? Yes, but it will not score very high in originality.
Another EX: (taken from another poster from part IV)
U
Enchantment
You draw cards from the bottom of your library instead.
Note: This shouldn’t be simple enough that multiple cards can have this effect. Please keep your audience in mind. I don’t want a card that’s geared toward no one. In other words, don’t be unique just for the sake of being unique, it has to do something. So NONE of this:
2R
Sorcery
Deal 19 damage to yourself.
“Fluffycow is sad”

Card 2: Brainstorm has proven to be way too powerful and we need a way to stop it. However brainstorm defines legacy and banning it would do a great deal of damage to the format. Submit up to three cards that you feel will be sufficient enough to stop it but not destroy the rest of the legacy environment and it should have minimal impact on Modern and Standard. This submission is worth 20 points and you are allowed three cards in three sets to try and stop it. EX: Card 1 is printed in a set, if that fails, then Card 2 would be printed and if both fail, then Card 3 would be printed in the following set. Or you can have all three cards printed in one set where each one will not stop brainstorm by itself but the synergy of the three will.
Since this is asking you to complete a task, you will not receive a good score unless the task is completed. If you feel you can do this in one or two cards, even better. Reminder: please don’t create monster that’s worse than the problem you are trying to solve (mental misstep).

Card 3: This will be a minimum of 3 card entry, you are designing a protagonist. He/she will be the main character in a big block. He/she will also be carried over to other blocks/planes (Gerard, Jace, etc). You will design him/her as he/she is transformed throughout the story (Kamal/Jeska). The protagonist must start as a creature. Any description relating to why he/she has certain abilities or color change will only enhance your score. I want your card to tell a story about your character, whether he/she is benevolent, malicious, head strong, etc. I am scoring your creativity as well as your cards. You may reference past magic story lines, create new ones or even other well known stories in general. I don’t care if your story ends up being “The protagonist was banished to the land of mushroom kingdom. There, he befriended the great Bowser who taught him how to kidnap princesses, and that is why his first ability is +1: tap target creature, it remains tapped until this leaves play.”
The score of this is a multiplier 1-1.7; which means if you receive a score of 1.5 for this entry and your current point total is 100 then your resulting total is 150 (round down to the nearest point).
Since this is the most heavily weighted entry, it also requires the most thought; off the wall creativity in terms of story line will most likely help you. An example:
Card 3A:
Warlie is a side character when he is first introduced; he is the heir to the Triban throne. Triban is a small isolated village that gets slaughtered in a great war on Zendikar. Warlie fought valiantly to save his village but his efforts were in vain. In the story, Warlie can summon up a great strong but only for a limited time which is reflected in his ability.
Warlie, Prince of Triban
1GG (rare)
Creature
Trample
1G, discard a card: ~ gets +3/+3 until end of turn. Use this ability only once a turn.
3/4
“With these hands, I will avenge all that was taken from us.”
-Warlie, Prince of Triban

At the end of Triban’s destruction, Warlie tried to seek salvage in the ocean with the last of his people. But as he reached the waters a dark spell was cast on him, he was transformed into a tree so he can watch as the last of people were killed in front of him. Unable to move or speak, there he remained there for centuries and saw the rise and fall of civilizations.
Card 3B:
Scorte, Tree of Eternal Wisdom
Legendary Land
Tap: add G or U to your mana pool. This mana can only be used to play blue or green spells or activate abilities of green or blue cards.
Whenever you play a green or blue spell, put a knowledge counter on ~. If there are exactly 5 knowledge counters on ~, remove all knowledge counters from ~ and draw a card.
“Oh Scorte, only you know my pain, free me from this misery and guide me through my tomorrows”
-Oeste’s mumbles.

Oeste is the main character when the story returns to Zendikar a few blocks later. Warlie is now a grand tree in the coastal area (which is why he is a land that produces G and U) where Oeste lives. Oeste would go to Warlie when she wants to be alone with her thoughts. There Oeste and Warlie forged a special bond to the point where Oeste can subconsciously hear some of Warlie’s guidance (hence the ability draws a card only once every 5 spells). She named Warlie “Scorte” after a character in one of her favorite novels.

Card 3C:
At the end of the block, Oeste has gained enough knowledge and magic and figured out that Scorte is really Warlie. She used her magic and freed him from his curse. However, Oeste was killed by someone unknown at the end of the story and Warlie vowed to avenge her.
In his journey to find Oeste’s killer, he fought mighty foes but his heart was tainted with hate and all he could see was revenge (for his village and Oeste). He ascended beyond anything he thought was possible and now even the spark. A few blocks later when he learned that the killer is also a planeswalker by the name of Nicol Bolas and is now the ruler of a kingdom on a different plane, Warlie travels to that kingdom and begins a new block as the protagonist siding with the rebels to take down the kingdom.
Warlie, the Tainted Heart
2BB
Planeswalker – Warlie
+1: Draw a card, lose a life.
-2: Target creature gets -4/-4 until end of turn
-8: Exile all permanents. Each player exiles his or her hand and graveyard. Search your library for 2 basic lands and put them into play. End the turn
Starting Loyalty: 4

At the end of the block, Warlie’s rebels were no match for Nicol Bolas, instead of retreating, he concentrated all of power used a powerful relic that amplified his powers and decimated everything, taking everyone with him. But as the dust settled, the explosion left two seeds behind that will one day reforest life.

Warlie is black because the only thing he cared about was revenge. The +1 ability shows Warlie’s sacrifice for power. The -2 shows his apathy for taking a life. The -8, this ability would normally be a white and green spell, but since it’s the ultimate of a planeswalker and to be true to the story line, it should be acceptable. The “end the turn” is to stop all other leave play abilities to stay true to the story of total destruction.

This is more than I expect any of you to write, but I would like for you to have a thought process like this when designing your character. Your character’s transformation should make sense in your story line. The power level of the cards shouldn’t be weak (don’t give me a Gerrard Capashen and no one likes crappy Jaces), casual or competitive. I want your card to tell me a story, so if your card has to break the color pie for the sake of flavor, it is okay, but please don’t overdo it. Like I said before, you may reference other well known stories instead of coming up with your own.
Your story does not need to be realistic; it just has to make sense. So if you want the Phyrexians to get schooled by goats, more power to you; but don’t tell me that all goats have the ability of “comes into play draw 3 cards and time walk” because the Phyrexian branded one.

Due to the lengthiness of these submissions, you may request an extension by posting here and how much time you need before noon on Thursday. Since this is the last round that everyone can participate in, I would like your best work. As for the prize, only first place will get anything. 8 random booster packs, like winning a draft (mostly T2 legal)

edit: font of easy viewing

[Edited 2 times, lastly by fluffycow on June 11, 2012]

 
B14ckM4g3
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posted June 11, 2012 02:38 PM   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 
Top Score! Woot!

I'm glad you enjoyed my mechanic. I tried pretty hard on it. I'm curious though, as to what the mechanic used to be called (I had a 5 year hiatus from magic and havent really checked those blocks out, I thought this was totally original).

And as for the lands, I debated the 2 or 1 damage for red until I decided that 1 damage to a creature would be too similar to 1 life loss from black, so I went with two. In hindsight, it probably is too powerful for a landdrop.
As for the green, You can still only play one land per turn. It's just another mana ramp option. I play forest, say go. On your turn I play another forest. On my turn (turn 2) I play a third forest, harrow, rampant growth, go. etc, etc, turn 3(5) I play primetime? hells yea. I found that flash was suited for green and the mana ramp would work well. It was either that or add G to your mana pool, which while good I felt was too cliched.

 
Jtrade77
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posted June 11, 2012 07:38 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 
Hellbent ancestral was elegant and I wish I'd thought of it.

Regarding round 3, great job. This contest is deep in term of design. I've got 3.1 and 3.2 already, but 3.3 is going to take some time to do. Should have it before Thursday though.

 
MagicPatty
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posted June 12, 2012 04:27 AM   Click Here to See the Profile for MagicPatty Click Here to Email MagicPatty Send a private message to MagicPatty Click to send MagicPatty an Instant Message Edit/Delete Message Reply With Quote View MagicPatty's Have/Want ListView MagicPatty's Have/Want List
Requesting a score on round two

 
skizzikmonger
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posted June 12, 2012 06:07 AM   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 
quote:
Originally posted by fluffycow:Card2: You know this thing is nuts right? Best top deck ever? One blue for three cards that you can play with for 2 turns and on a 2/2 flying body is way too good. Score: 3

I think you read the card wrong.  Like Ideas Unbound, you draw 3 when you play it, then discard 3 at the beginning of the next end step, which, unless you play it as an instant on your opponent's turn, is your next end step.  You don't get the cards for two turns.

 
fluffycow
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posted June 12, 2012 06:54 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 MagicPatty:
Requesting a score on round two


Sorry, I thought you resubmitted your post. Please post again with no edits please and I will try to score it today. Thanks

 
fluffycow
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posted June 12, 2012 07:01 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 skizzikmonger:
I think you read the card wrong.  Like Ideas Unbound, you draw 3 when you play it, then discard 3 at the beginning of the next end step, which, unless you play it as an instant on your opponent's turn, is your next end step.  You don't get the cards for two turns.

I did misread it, but the main problem I had with the card is that you shaved a U off and added a flying 2/2 on to idea unbounded. We have seen how powerful recoup is when you attach a body to it but kept at the same cost. Your card actually cost a whole U less. U for a 2/2 flying should have a drawback, not an ability that lets you dig 3 deep.

 
Kyosukee
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posted June 12, 2012 07:36 AM   Click Here to See the Profile for Kyosukee Send a private message to Kyosukee Click to send Kyosukee an Instant Message Edit/Delete Message Reply With Quote 
quote:
Gideon Jura 2: Into The Maelstrom or some other soldier/warrior planeswalker, not like I pay attention to the story, basically.
Mythic Rare
3WR
Planeswalker
Loyalty 4
At the end of each turn Gideon Jura 2 was dealt damage, put 2 loyalty counters on it.
+1: Gideon Jura 2 deals 1 damage to each creature and each player.

Could I then redirect the damage going to me to Gideon, and essentially make this +1 into a +2?

[Edited 1 times, lastly by Kyosukee on June 12, 2012]

 
Schwingzilla
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posted June 12, 2012 07:59 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
quote:
Originally posted by Kyosukee:
Could I then redirect the damage going to me to Gideon, and essentially make this +1 into a +2?

Yes, indeed you can. And yes, it is intended to be the only card in the set that grants +1/+1 counters. It couldn't just grant a Seasoned ability, because it should stand alone as a Planeswalker, and should fit in with Type 2 and Modern.

 
skizzikmonger
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posted June 12, 2012 08:00 AM   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 
quote:
Originally posted by fluffycow:
I did misread it, but the main problem I had with the card is that you shaved a U off and added a flying 2/2 on to idea unbounded. We have seen how powerful recoup is when you attach a body to it but kept at the same cost. Your card actually cost a whole U less. U for a 2/2 flying should have a drawback, not an ability that lets you dig 3 deep.

Fair enough. Thanks for the added clarification too.

 
fluffycow
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posted June 12, 2012 12:43 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 Jtrade77:
Hellbent ancestral was elegant and I wish I'd thought of it.

Regarding round 3, great job. This contest is deep in term of design. I've got 3.1 and 3.2 already, but 3.3 is going to take some time to do. Should have it before Thursday though.


Thanks, I have exhausted most of the creatives stuff for these 3 rounds, I have no idea what the final round would be, but hopefully something cool comes to mind. I am glad you are enjoying the challenge!

 
jaxsonpride
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posted June 12, 2012 01:16 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
can we get a standings list witht he round 2 scores...and ill have my submition for round 3 late thursday night if thats ok
 
fluffycow
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posted June 12, 2012 03:36 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:
can we get a standings list witht he round 2 scores...and ill have my submition for round 3 late thursday night if thats ok

Currently the people that are still in as of end of round 2:
Jaxsonpride: 10 + 19 = 29
B14ckM4g3: 11 + 29 = 40
Ectomanic: 14 + 19 = 33
Skizzikmonger: 15 + 21 = 26
AEther Storm: 14 + 26 = 40
Jtrade77: 16 + 27 = 43
Lord Crovax: 12 + 21 = 33
Schwingzilla: 11 + 28 = 39
Trumpeter: 14 + 25 = 39

Everyone is still in the game, no one is locked in and no one is out. I hope to see all of you return for round 3! Remember the deadline is Saturday at noon and you may request an extension before Thursday noon.

Magicpatty have a post for me with all of your round 2 submissions if you would still like to be in the contest. Thanks

 
Jtrade77
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posted June 12, 2012 07:36 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 
Okay, my entry for Round Three:

3.1 -- new unique, powerful effect, previously unseen

Smell of Technology
0
Contingency (2) -- Restriction (mythic rarity)
Announce Smell of Technology only when the match starts.
Your opponent always has the choice to play or draw. No players may use sideboards during the match. (This includes other contingencies and 'wish' spells. If announced by both players, play/draw is random.)

Rules -- sideboard redefined as 'the contingency zone'. The contingency number is how many slots in a 15 card sideboard the contingency accounts for. Contingency cards may be played from the sideboard as if they were in your hand. The idea behind this mechanic is to do more with the sideboard resource system. The sub-type 'restriction' indicates some of the normal game rules are superseded by the contingency.


Anyway, the effect of eliminating sideboards and messing with the play/draw structure is about a unique effect as I could think of. It would certainly shake-up deck design philosophy in older formats. Since limited sideboards are 'everything' contingencies will be all mythics and not very many will be released. (Three will be released on first debut.) I'm taking a risk here by going far beyond traditional card structure, so I hope it pays off.


3.2 -- fix the Brainstorm problem

Instructions -- first I'd print the below knight pair in one set, encouraging non-blue decks in older formats. Note the 1C cost instead of CC so they are more splashable. They certainly wouldn't break the format at bear level, (2/2 for 2) and would like see play anyway for being pro-Tarmogoyf, immune to Reejeery, and able to ignore most removal options, including that silly land
deck's Mazes of Iths. RDW laughs and uses pyrokinesis (LOL). I prefer uncommon on the knights so they are a budget player's friend, able to see wide play due to availability.

Knight of Plurality
1W
Creature -- Human Knight (uncommon)
Protection from converted mana cost 3 or less.
If a spell would allow an opponent to draw 3 or more cards, you may also draw that many cards.
2/2


Knight of Parity
1B
Creature -- Human Knight (uncommon)
Protection from converted mana cost 3 or less
If a spell would allow an opponent to draw 3 or more cards, they must then discard that many cards.
2/2


If the knight pair didn't shake up the format enough, I'd go farther and print this last one. I might have gotten away with it as a single-card entry, but isn't that interactive. The Knight pair looks fun to play, the clock not so much. Still none of these is going to hurt standard while being effective in older formats.

Effectiveness Clock
1
Artifact (rare)
One casting cost instants may not be played.
"Efficiency is doing things right; effectiveness is doing the right things." -- Peter Drucker

Art description -- the energy from a brainstorm spell being sucked into a clock


3.3 -- create a new storyline character, watch them grow through three cards

Tegan Callahan

This drunken dwarven witch is motivated by a drive for discovery. She uses illusions in her schemes, commonly taking over institutions of magical training to achieve her goals. She is introduced in Dominaria, where she has infiltrated Beray Keep in the middle of the Illusion War, intent on stealing illusions which can explode.

She is introduced in a base set or expansion set built around the setting of the Illusion War, a conflict featuring the "illusion" creature type which has spread through the colors.

Tegan of Beray
1RU
Creature -- Dwarven Wizard (rare)
T) Gain control of target illusion or wizard while Tegan is on the Battlefield.
RU, Sacrifice an illusion: Do 4 damage to target creature or player.
2/3
"Illusory Dwarven fire-whiskey isn't the same without real fire."

At the end of the Illusion War, her betrayal at Beray is revealed, and Tegan gets blasted by a full circle of thirteen irate wizard-chancellors. Instead of burning her crispy, it blasts her across the planes, igniting her spark.

She ends up on Xapha, where a great quest is being organized. Objective -- a legendary dagger, said to grant wishes. In the 'Campaign of Daggers' setting, Tegan sets her sights on The Fair Maw of Avan, the premier blue-aligned magical academy run by the Aven race. She is able to plunder their lore, and then sets out for the Dagger of Wishes herself. At this point, Tegan is
inefficient about using her new powers (high casting cost) and is extremely arrogant, ruled by red mana lingering from her failed execution.

Tegan, Drunk On Power
2RRU
Planeswalker -- Tegan (mythic)
Loyalty 6
+3: Draw a card
0: Do 10 damage to target non-dwarf creature. Tegan does 3 damage to you.
-3: Gain control of target land with a non-mana ability. (This effect does not end.)
-13: Target player's life total becomes 3.
"She taunts her foes."

(The +3 ability indicates she's raiding Avan's knowledge. 0 means she just blasts something with her imprecise super-charged red mana, and because it is so imprecise it also hurts you, her ally. Without a drawback, seemed way too good for board domination. -3 is her penchant for taking over useful institutions to learn their specific spells (Annex and Conquer). And her ultimate shows her totally dominating an enemy so she can gloat -- 'drunk on power'. It's 3 in reference to 'Tegan's Lightning', her favorite finishing spell which does 3 plus something extra, also printed in this set. Note her casting cost is more geared toward aggressive and brutal red, and is higher indicating bad power control. Initially had her at 3RU, but added another color specific mana because of 4 abilities. Tried to keep numbers on the card as 3's due to looking more elegant, but emphasizing red seemed more important.)

Xapha -- planar location major land storyline strongholds:
Fair Maw of Avan (blue) -- plundered by Tegan
Bastion of Poison Tears (green) -- wishes to heal Tegan's mana poisoning
Fair Minaret of Anuk (white) -- want to purge Tegan for her actions in their sister city, Avan
Damned Netherworld of Homa (black) -- location of Dagger
Titanic Hold of Sumisu (red) -- competing with Tegan for Dagger

In the fiasco surrounding the actual activation of the Dagger of Wishes, it falls into the hands of one of Tegan's allies who's she has both helped and mistreated, an Aven-mage from Avan disgusted at the corruption in the academy. His wish is for Tegan to take charge, step-up, and be responsible for leading the wizards of Xapha. She'll be sorely needed in the apocalypitc struggle following the *other* wishes made on the dagger, before it used up all it's power.

Tegan, Coalition Leader
RUU
Planeswalker -- Tegan (mythic)
Loyalty 3
-1 Return target creature to owner's hand. Do 1 damage to that creature's controller.
+2 Discard a land: draw 2 cards.
-11: Search your library, hand, and all graveyards for any number of non-Tegan planeswalkers and put them onto the battlefield under your control.

(Now Tegan has been grounded out of uncontrollable mana, her anger and rage released by the wish. She is now efficient, more blue-aligned than red. But still red in her liking for battle and strong drink. -1 is Vapor Snag, pinpoint target removal. +2 is a combo of the typical drawing in blue/red, with a nod toward her penchant for plundering lands. Finally the super ability is what it means to lead a coalition of power wizards (planeswalkers) against an ill-defined wish-level antagonist.)

It is not known whether Tegan succeeds but she saves Xapha. In the final battle, she manages to 'walk it away from the plane, when it is severely weakened. Tegan's whereabouts are unknown, but she may return someday....

 
AEther Storm
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posted June 13, 2012 08:30 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
First of all, my thanks to Fluffycow for setting this up and coming with original ideas to get us going. Thinking of new and original tasks for us is probably as hard as executing them. It was my first time doing this but had lots of fun working on the cards. I hope this gets continued again soon.

On with the stuff:

1. New unique effect.

By far the hardest of the 3.
Fusion – 3UR
Instant (rare)

Choose one: Choose 2 target permanents you control and remove them from the game. Put a token into play that is a combined copy of both cards. If it is a creature, it gains haste until end of turn.
If the token leaves play, return the removed cards to play. If a creature comes into play in this way, it can not attack until your next turn (not even if it has haste).*
Or: Search your library for 2 Instant or Sorcery cards with a combined converted mana cost of 5 or less and remove them from the game. If there is an X in the mana cost, X is 0. Fusion becomes a copy of those spells gaining their effects.**

* (For instance, if you fuse a CoP: Red in play and a Grizzly Bear, you would get a 2/2 white-green bear enchantment that has the CoP: Red ability.)
** (You can fuse an instant and sorcery together, thus Ancestral Recall and a Time Walk for instance. Or a Force of Will and a Giant Growth.)

A bit lengthy here, but interesting I hope. As I said, this was the hardest. I didn’t want to do anything freaky, but this could pose for some nice interactions. It can be played in response to anything, trigger CiP abilities or it could make an expensive Time Walk/Ancestral Recall combo for instance. I probably could work on the wording but am not sure how to put it.

2. Brainstorm stopper.
Very, very tough. I reckon that anything printed that would stop Brainstorm would by definition be too powerful. Some cards can hinder decks (Meddling Mage) but you can work around that (destroy, bounce, not including counters). Initially I went for cards that can disrupt Brainstorm decks, then I had a brainfart in the end.

Forked Sorcerer – 1u/r
Creature – Lizard Wizard (rare)
2/1
When Forked Sorcerer comes into play, name an Instant or Sorcery card. Whenever the named card is played, other players may copy that card and play it without paying its mana cost. (Copies played do not trigger this ability)
“One for you and one for you. Now stop crying.”

This gives you the benefits of a card of an opponents deck, but you have to know the deck you’re playing against.

Interference Sentinel – 1
Artifact creature – Sentinel (rare)
0/2
2, tap: Search your library for a card and imprint it on – this-, then remove it from the game. For each of the imprinted cards types, that type costs 3 more to play.
”He levies a toll on certain magic. What kind of magic? Whatever he decides.”

You lose a card but you gain time. This is not directly aimed at Brainstorm, but can hinder any deck including Workshop based decks (which I personally despise). Downside, you can hinder yourself, too. I made it a non-creature artifact at first, but then Workshop decks could cast this turn 1 and activate it turn 1. Making it a creature makes it more vulnerable and removes that issue.

Knowledge Limitations – 2
Artifact (rare)
Players can not draw more than 1 card each turn.
“Just smile and wave boys, smile and wave.”

Boom, there we go. Fetches and Tutors still get around this so it’s not that bad, but there goes Ancestral and its various offspring. Easily casted in Vintage with SoLoMoxen and Legacy with Mox Diamonds and the likes (not counting Rituals). It can be countered, destroyed, bounced, etcetera. It doesn’t hose decks but hinders a number of them.

Now onto my favorite one:

3. A new Protagonist

A long time ago, in a galaxy far, far away…

LOL, just had to do that ;-)

Nerat Potir is introduced as citizen of the Icatian capital Windenby (thank you MTGWiki). I chose the Fallen Empires expansion and more directly the Sarpadian Volumes as I would love to read the actual Sarpadian Volumes (as they do not exist, closes thing are the comics apparently which I never read). I believe it’s an excellent storyline during a harsh time where humans had to fight to survive. I opted not to move the character over different sets (Future Sight could have been a possibility with the time rifts, but I didn’t want to make her a Planeswalker) so instead she grows during the length of the war on Sarpadia.


Nerat was a young girl, brought up in the Icatian capital of Windenby. She was brought up by her mother as an only child, as her father was killed in her childhood during an Orc-Goblin raid only a month after being enlisted in a Skirmisher squad. Not that she missed him, he was never around in the first place and if he was, he would be drunk and abusing her mother in front of Nerat, their house being a 1-room shamble located on the southern outskirts of town.
Her mother was the light of her life, and being a healer working indirectly for the king she was always ready and willing to help others first, she always came last.
She taught Nerat that she always should be honest and fair against everyone. “We can’t heal inner wounds Nerat, unfortunately. And not everyone has the courage and insight to change themselves. We have to try and help those too, in any way we can. That makes a true healer”. In later years Nerat wondered if this was a way for her mother to justify the hurt her so-called father brought upon her.
Being brought up under the protective care from her mother who taught her healing magic, she was kind and friendly to everyone. The local kids had no hard time picking on her, their dads being soldiers or priests they looked down on her being an apprentice healer. Still, she always remained kindhearted towards everyone.

Nerat the Innocent 1W
Legendary creature – Human (uncommon)
1/2

1W, tap: Choose target attacking and blocking creatures that are fighting each other. Remove those creatures from combat, untap them and remove all combat damage from them.
0: Redirect to Nerat the Innocent 1 damage dealt to target creature or player. You can not spend more than or equal to Nerat the Innocents toughness in this way.

I chose for her to be uncommon, as she is still under the wings of her mother and under-age. This makes an interesting twist on legendaries as they are usually rare or mythic, only a handful sets (see Legends, Homelands and Kamigawa block) have uncommon legendaries. I first had her at 1/3 but being a ‘child’ I decided to go with 1/2.

Over the years they had tried to move further into the city where it was more safe, against the increasing number of Orc attacks, but no such luck. So far they had been spared, but Nerat had seen enough damage being done by the brutes. Whole house flattened and burned, people abducted or murdered.
Her healing skills are now well-known around Windenby and it didn’t take long until she received an invitation to come work at the court. Her mother stayed behind as Nerat moved to the castle, quickly moving up the ranks and becoming well-known and loved among the troops and staff. Over the months that followed, she became irritated about the strict rules that she had to follow carrying out her work. The rules worked fine for the Phalanxes and Skirmishers but she could have saved more lives if the commanders only listened to her. She wanted to be out on the field but was not allowed to leave the castle or barracks during raids. Then one night there was a great Orc-Goblin raid on the southern part of town and all the troops were summoned to repel the invasion. Even the citizens of Windenby were rallied to fend off the attackers, but still Nerat was not allowed to leave due to her importance of healing the troops that came back from the front. Fearing for her mother’s life she ignored orders and ran towards her former home, only to find that the fighting there had moved elsewhere. The whole area was lit up in flames, bodies lay everywhere. In front of the house she finally found her mother, a spear jutted from her stomach.
Overcome by grief for her mother and anger she left the castle service the next day, seeking vengeance upon the Orcs and Goblins, but also the strict commanders at the castle who hadn’t let her go earlier and fetch her mother. The bullies from her childhood and her father who had done so much wrong onto her mother. All this transformed her into:

Nerat, Torn Within 2WR
Legendary creature – Human Wizard (rare)
2/3

1W, tap: Prevent the next 2 damage that would be dealt to each creature and player.
1R, tap: Nerat, Torn Within deals 2 damage to each creature and player.

Secretly haunted by guilt but replacing it with rage to her superiors, including the increasing attacks on her village screaming for vengeance she turns partly red. Refusing the fact that she could have never helped her mother her anger scarred her and it will only grow unless she deals with it.

Nerat lived in seclusion for the coming years, wandering the mountains and killing as many Orcs and Goblins as she could find. Her fire magic had become more potent after she left the capital. During her solitude she slowly started to lose her mind, switching back and forth between the killings and the lessons her mother imprinted on her during her youth. Her anger towards her former society made her erratic. It became so bad that in moments of weakness she even started attacking Icatian scouting parties, and in her increasing delusion healing any wounded left after the battle. She became an outlaw, hunted upon by not only Goblins and Orcs, but also the Order of Leithur. Bitter and alone and hid in darker parts of the mountain range, sometimes retreating towards the swamps near the Ebon Stronghold for safety. After learning of a massive army of Orcs and Goblins moving towards her former home city, she realized the Icatian forces could not withstand such a massive assault. Finally accepting the fact that she could have never saved her mother’s life she became ridden with guilt about forsaking her people all these years, she made her way back towards the capital city to provide aide, but arriving too late. The city lay in ruins as Orcs and Goblins ran rampant pillaging anything that remained, killing off any wounded. Her mind going blank, she started casting the biggest spell she could, effectively sacrificing herself to save what whatever was left of the once proud capital of the kingdom of Icatia. With a fiersome fire spell she wiped out the Goblins and Orcs that leveled the city and with the remainder of her strength she cast an enchantment that would preserve the final resting place of her people, cursing anyone who dared to defile the now sacred site.


Nerat, the Irrational 1WBR
Legendary creature – Human Wizard (rare)
3/4

During your upkeep, choose one: Each player gains 3 life, or each player loses 1 life, or Nerat, the Irrational deals 3 damage to each creature.
At the beginning of your end step, you may choose to sacrifice Nerat, the Irrational. If you do, put an Legendary enchantment with shroud into play named ‘Nerat’s Legacy’ which has: Cards in all graveyards can not be the target of spells or abilities. Whenever you’re dealt damage by a creature, Nerat’s Legacy deals 1 damage to that creature’s controller. Whenever you’re the target of a spell or ability controlled by an opponent, that opponent loses 1 life.


Not being amongst people, the continues killing spree and dark places she inhabited (caves in mountain, swamps of Ebon) drove her mad and gave her some control over black mana. But we all love happy endings, somewhat, and thus to honor her mother’s and her people’s life she tries to save them, but when that fails she will try to save whatever is left of their legacy (white ability), while enacting vengeance on their foes (red ability) and anyone who dares to defile it (black ability).
I specifically didn’t want to make her a planeswalker, that would be too easy for me, instead I just kept her legendary but upped her to rare first and added a new color next.
I think this card matches her erratic nature perfectly as it could do something different each turn, and in the end she finds her ‘white’ self again wanting to right all the wrongs she did.

__________________
/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

 
Trumpeter
New Member
posted June 13, 2012 08:54 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 
Fluffycow, if you're still considering the drop from the first round, then I should be at 36 (11 + 25) instead of 39. Just giving you a heads up.

And thanks for the "Awesome!" for my mechanic after giving you a bunch of junk. Made me feel a little better. I thought that Mindmeld would be fun to play.

Anyway, my entry should be coming soon. Does the character have to have a serious name? I know that seems like a silly question, but I'm being serious. Haha

 
fluffycow
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posted June 13, 2012 03:16 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 Trumpeter:
Fluffycow, if you're still considering the drop from the first round, then I should be at 36 (11 + 25) instead of 39. Just giving you a heads up.

And thanks for the "Awesome!" for my mechanic after giving you a bunch of junk. Made me feel a little better. I thought that Mindmeld would be fun to play.

Anyway, my entry should be coming soon. Does the character have to have a serious name? I know that seems like a silly question, but I'm being serious. Haha


I like funny

 
B14ckM4g3
Member
posted June 13, 2012 03:54 PM   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 
Alright. I have no idea on how to get something truly original in this format anymore. A new mechanic is still a mechanic (regardless of how interesting), and many things seem to have already been done, but this is what I came up with:


Cheap Trick
4
Artifact
rare

Each Player may play sorceries on other players turns.
Players cannot cast sorceries on their own turns.
They may not cast instants on other players turns, or use activated abilities of any permanent on other players turns.

Players can only cast instants on their own turns. Any activated abilities can only be used on their own turns.

I think I have the wording correct. Switch the tempos of sorceries and instants/activated abilities with each other. Everyone can still use their own cards, just with an entirely different strategy. I had a couple of other ideas, but this is what I came up with and felt was probably most original. If you want to know the others, please let me know and I'll post them up.

---

Brainstorming against brainstorm

This is difficult, and one of my entries was already used. So I had to come up with something else. So here goes:

Rescindant madness
1 U/B
Enchantment - rare

Whenever a player draws a card, that player loses one life
You may skip your draw step

"Delectable to watch someones thirst for power eat their soul" - Arthas, the Lich King

So it's a beginning effect. It also affects more than brainstorm, it affects anyone who feels that drawing more cards will definitely benefit them. Made it two mana cost so it wasn't prithy to mental misstep. Made it destroyable as an enchantment, so slightly more difficult than creature. However as a U/B cost the owner may have a difficult time removing it themself. Sure you can avoid the penalty of drawing cards and losing life, but then you are losing tempo yourself. Could combo well with other cards (IE Sign in blood). Just the beginning step to possibly shut down brainstorm.

Card 2

Menu Favor
0
artifact
Uncommon

Tap: Sacrifice ~. Counter target ability that would cause a person to draw one or more cards.

So this little tidbit I could see as a sideboard main for most formats, and possible maindeck for legacy. First turn drop, helps to trigger affinity, and would deny a person drawing more than one card on turn one. Could be very helpful.

Final Card

Necrotic Heckler
BB
Creature - Jester Specter
1/2
Mythic Rare

Players skip their draw steps. Players may not cast spells or activate abilities other than ~ to draw cards.

2: Draw a card. Any player may play this ability. Players may only activate this ability as a sorcery.

Alright, so it's disposable as a creature and easily removable from play. But as a downside you don't get to draw unless you pay. This could put some serious dampening on many decks and leave the caster with a 1/2 on the field and possibly more threats dropping. Hopefully by now brainstorm has gotten a kick and people are looking at other archtypes.

---

Alright, so I have a few ideas for the last entry, and I am going to take my time and come back to it later. It's probably going to be long, so I'll let you know if I need more time tomorrow after work if I don't have it completed.

 
Lord Crovax
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posted June 13, 2012 06:02 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 
(( Place Holder ))

I should hopefully have mine up before Saturday, been a unusually busy week...

and the I'm OCD so the Story one is rough on me...cause in my mind it has to be perfect.

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

 
AEther Storm
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posted June 14, 2012 01:53 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 probably don't get extra credit for actually thinking up a name, along with a similar ability, that's been printed in M13 right?

Switcheroo
Sorcery (U)

Exchange control of two target creatures.

quote:
Originally posted by AEther Storm:
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.[/B]

__________________
/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
Member
posted June 14, 2012 07:52 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 AEther Storm:
I probably don't get extra credit for actually thinking up a name, along with a similar ability, that's been printed in M13 right?

Switcheroo
Sorcery (U)

Exchange control of two target creatures.


Just short of the win the game part!

 
skizzikmonger
Member
posted June 14, 2012 10:24 AM   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 
1 and 2 are done, but I need an extension for the 3rd entry. Dad had a mild heart attack last night, and I'll be in the hospital the next couple of days.
 
Schwingzilla
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posted June 14, 2012 11:17 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
Master Tactician
Creature - Human Warrior
3RR
4/2
First Strike
You control how all creatures block.

Brainboil
4BB
Sorcery
Target player discards three cards at random.
Whenever a player draws his or her third card in a turn, if you control a swamp, you may play Brainboil without paying its mana cost.
Cycling 1B

First turn brainstorm isn't so great when it means you start the game with four cards. It's important to be able to cycle it, so it doesn't become dead. This also halts some combo decks, and might even disrupt Dredge decks after a Careful Study, but not as much as an initial look would have you believe. It opens up a serious discard deck possibility. Imagine turn three wistful thinking with this. I even guarantee this will single-handedly bring back Arcane Denial as ten times better than Force of Will. But most importantly, this card isn't so narrow that it's utterly useless main deck and is only a sideboard card. As bad as people think Brainstorm is, it's not a card where you say, "Boy, I had better sideboard against Brainstorm." You sideboard against Counterbalance, and Tendrils, and Hypergenesis. This is a card that can pop us as an actual part of the environment.

The following story is about the ascension of an intelligent half-Human, half-dragon named Levanthan. A prophecy was made that an egg would be born to a woman, and the possessor would be able to control a powerful dragon. People realize this and seek out the egg, but the egg is severely damaged in the battle, which pretty much kills everyone. The damage cracks the egg, which is really the only way it could open, as per the prophecy, and the unnamed half-lizard is completely alone in a desert, but aware of the memories of violence. As such, he is unsure of who destroyed his family, but is aware that once he injures his initial enemy, an instinctual memory will well up and reveal how to ascend to his adult form. In the same way his home was left a desert, and his family was killed, he can only complete his transformation when the same happens to his enemies. His final form is one of vengeance and destruction.

Importantly, as each card is released with one set, it will build anticipation and interest. Each card references the card in the next set.

Egg of the Prophecy
Legendary Creature - Egg
2R
0/3
When Egg of the Prophecy is put into a graveyard from play, if it was dealt damage by a source an opponent controls, you may search your library for card named Scion of the Prophecy and put it into play, then shuffle your library.
RR: Target creature attacks this turn if able.
"I was not brought into this world by nurturing, only violence. Even unborn there were those who tried to possess me."

Scion of the Prophecy
Legendary Creature - Human Lizard
RR3
4/4
Scion of the Prophecy cannot be blocked unless defending player sacrifices a land for each creature that blocks it.
RRR: Regenerate Scion of the Prophecy

When Scion of the Prophecy deals combat damage to a player, if a card named Egg of the Prophecy is in your graveyard, you may sacrifice Scion of the Prophecy. If you do, you may cast a card named Levanthan, the Annihilator from your hand without paying its mana cost.
"I do not know who my enemies are, but once I strike them, I will know, and I shall have my vengeance."

Levanthan, the Annihilator
Legendary Creature - Dragon
RRR8
8/8
Flying

When Levanthan, the Annihilator comes into play, if you played it from your hand, destroy four target lands and deal four damage to target player and all creatures that players controls.

Whenever Levanthan, the Annihilator attacks, destroy target land, and it deals eight damage to target creature.

"Revenge is known."

 
B14ckM4g3
Member
posted June 14, 2012 03:25 PM   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 
K, I'm in the progress of working out this character card, I just need some more time. I should have it up saturday at the latest, maybe tomorrow evening. hope this is alright
 

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