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Author Topic:   Creat your own card contest (part V)
AEther Storm
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posted June 14, 2012 11:52 PM   Click Here to See the Profile for AEther Storm Click Here to Email AEther Storm Send a private message to AEther Storm Click to send AEther Storm an Instant Message Edit/Delete Message Reply With Quote View AEther Storm's Have/Want ListView AEther Storm's Have/Want List
quote:
Originally posted by skizzikmonger:
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.

Best wishes to your dad, I hope he recovers soon!

quote:
Originally posted by Schwingzilla:
[B]Master Tactician
Creature - Human Warrior
3RR
4/2
First Strike
You control how all creatures block.

Not wanting to steal your thunder, but this is being printed in M13, but in white.

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

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

 
fluffycow
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posted June 15, 2012 06:57 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:
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.

Yeah sorry to hear, let's set the deadline to Tuesday noon. lmk if you need more time than that

 
fluffycow
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posted June 15, 2012 06:59 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:
Best wishes to your dad, I hope he recovers soon!

Not wanting to steal your thunder, but this is being printed in M13, but in white.


Schwingzilla, that effect has been done more than once, see master warcraft and a similar effect in a saga uncommon. You can submit another card if you like, but please resubmit everything in one post please. Thanks


 
Schwingzilla
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posted June 15, 2012 12:16 PM   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 Schwingzilla:
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."


Hey, since my one card is already a card that they just made, which proves how awesome a designer I am, I'll have to submit a new card. I also have to fix one line in Brainboil and add a creature type to my character.

New card:
King of the Cowards
RR2
Creature - Human Lord
3/2
Untapped creatures controlled by defending players that do not block deal combat damage to the attacking player. (For example, if you are attacked, and you do not block with a 2/3 creature that you control, that creature deals 2 damage to the attacking player at the same time the attacking creatures deal damage.)
"You'll fight one way or the other."

This is a profoundly defensive card, put into red, but it fits, because it is increasing the amount of combat damage dealt in a game, and red is one of the two colors where its creatures do not block. Red is particularly the color of cowardice. Now, people will need to decide whether or not to attack. If they don't they can wait for their opponent to attack and then not block, but their opponent might also skip attacking. If they do, they could be dealt damage for it. Best, though, I see this fitting in an aggressive deck that isn't too concerned with its own life, because its creatures will always be dealing more damage to an opponent than the sum power of the control player's creature. Then, when the control player tries attacking with its one huge creature that has been holding back all the tiny creatures, those tiny creatures now deal a huge amount of damage. Like this, "My seven goblins can't attack into Baneslayer Angel, but now when your Baneslayer Angel attacks, I'll just not block and let all my guys deal you ten damage. So I'll wait and burn you out since you're at such a low life."

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 targeting that player without paying its mana cost.
Cycling 1B

Levanthan, the Annihilator
Legendary Creature - Dragon Human

 
B14ckM4g3
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posted June 16, 2012 01:30 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 
Entry 3 (and more): So I am going to alter some existing storylines a little, reference a past character or two, and make some new ones. My protaganist is Aezeus, and this is his story.


"Father, will we be safe down here?"
"My Child, This is a dark time indeed. Monsters run rampant upon our world; Demons, Ogres, Beasts and Drakes have spawned unaccountable numbers. We must run, we must hide. Child, here is only safe for now. But tomorrow we must run to another spot."
"But father, I am tired! Is there no help coming to us? Must we run for the rest of our lives?"
"Child, there is help and it is coming. The Angels have heard our cries for help and are already fighting off the hordes. They are not in the same numbers and the battle rages on. But there are more coming. And I have heard of a powerful wizard who has appeared. He is working his magic into a powerful spell to seal the monsters away. One day we will be safe. But for now, we must run"
"I hope that day is soon father. I--"

A crashing upstairs interrupts the child. Doors blowing open and heavy footsteps are heard. The father puts his hand over the childs mouth, and they listen intently as the footsteps get ever closer to the cellar entrance...


Welcome to Nephilim, a plane of great power. Here is the birthright of many angels and demons, as well as many other creatures that inhabit Dominia. This plane is also home to the 'hedron relic', an artifact that has long run out of energy but was once the source of birth for many of these creatures. It is here that our story begins. A powerful horde of demons have returned to nephilim, bringing with them a drove of monsters. There intention is to gain control of nephilim and the hedron relic, and through some means end all life on all planes. The inhabitants of nephilim (humans, elves, goblins and fairies) are in hiding from these new invaders. The angels are coming from the skies, but they are outnumbered by the hordes of Demons, Ogres, Drakes and Beasts.
Will Nephilim survive?
Who is this mysterious wizard?
And what is this hedron relic?
This is a dark time in Dominia indeed.

-----

First grouping of cards to introduce this set: (invaders)

Howlbeast
3G
Creature - Beast
Trample
GG: ~ Gets +2/+2 Until end of turn. You may only play this effect once per turn.
3/3

One-eyed Ogre
3R
Creature - Ogre
R Tap: Deal 2 damage to target blocking creature
4/2

Territorial Drake
3U
Creature - Drake
Flying
1BB: Return ~ to your hand
2/4

Minions of Shade
3B
Creature - Demon
Deathtouch
Sacrifice a creature, Regenerate
4/1

---

Second grouping of cards for this set: (Defenders)

Old Man of the Mountain
1W
Creature - Human
When ~ enters the battlefield, target creature gains protection from the color of your choice until end of turn
1/1

Canopy Lookout
2G
Creature - Elf
Reach
Can only block flying
if a creature with flying is blocked by ~, destroy that creature
1/2

Burst of fairies
UU
Creature - Fairy
flying
1U tap: Put a 1/1 flying fairy token into play
1/1

Goblin spearchuckers
2R
Creature - Goblin
First strike
Tap: Deal 1 damage to target creature/player
1/1

---

So thats the basic layout. White has no Invaders, Black has no Defenders. The invaders will have more demons than any other color. The Defenders will have more Humans than any other colors. There will also be more invaders than defenders. This set will also introduce:


Devorah, The Caller
3WW
Legendary Creature - Angel
Flying
When ~ enters the battlefield, you may play an angel card in your hand without paying it's mana cost
W Tap: Put a 4/4 flying angel token on the battlefield
3/6

And:

Arcanis, Realm Walker
3UU
Legendary Creature - Wizard
Tap: Draw two cards
3U: Return ~ to it's owner's hand.
Whenever ~ enters the battlefield, tap target permanent. It doesn't untap during it's controllers next untap phase.
4/4

----

Alright, I know that NONE of this introduced Aezeus, but I really wanted to set it up for the storyline to follow. This would be the opening block. Previous Mechanics that would see play would be:
(defenders)
Exalted
SoulBond
(Invaders)
Devour
Bloodthirst
New Mechanic for this block would be:
Warborn X (whenever this creature deals damage to a player, add X +1/+1 counters to it)
This mechanic would be utilized for both invaders and defenders.

Alright, so all of that is out of the way. Now to continue with the second set in this block, where Aezeus is introduced. I'll try to keep this as short as possible.

The invaders took Nephilim by storm. The Defending armies were forced into hiding for survival, and the angels came in droves but were forced back to the celestial palace. Devorah and Arcanis were protecting the Hedron Relic. As Arcanis had come to this plane long before it was invaded, And Devorah had become interested in this wizard. Over time they fell in love. Devorah was impregnated by Arcanis, and as the invaders came Devorah was into her late stages of pregnancy. Arcanis had figured out how to use the Hedron Relic to emit a forcefield around the Celestial Palace. The Invaders continued their attempts to enter the palace, and the forcefield continued to weaken. Arcanis was pouring his lifeforce into the Hedron Relic, as Devorah was at the center of the relic, center of the field. She was doing what she could from inside, but moreso attempting to protect her unborn child. As the walls weakened, Arcanis looked at Devorah and decided that he needed to do what needed to be done. Arcanis tells devorah that he loves her, and pours his life force into the hedron relic. As his spark leaves his body and enters, the machine two things happen. The machine Turns on fully and blasts a wave of energy out from it. This destroyed many invaders and pushed the armies back to the brink of nephilim. It also induced labor with devorah, giving birth to:

Aezeus, Son of Arcanis
1WU -- Rare
Legendary Creature - Celestial Mage

During your main phase, choose one:
~ gets +1/+2 and gains flying until end of turn
Add One mana of Any color to your mana pool.

Warborn 2

1/2

---

Devorah dies during childbirth. Arcanis's empty shell of a body lies upon the floor. The Hedron Relic is pulsing with energy, and a child cries out. The invaders have been pushed to the far ends of nephilim, their numbers dwindled to a trickle. The Defenders have come out of hiding and rejoice. Angels cover the skies, seeking out any of the invaders and the source from whence they came. Nephilim is safe, for now.
Aezeus grows up into a very powerful young man. Unbeknownst to him, he has the planeswalkers spark. But all that he does know is that he was born into a room with two dead parents and a machine. He knows that his birth was the end of a war, the dawn of a new era. He knows that he is alone in the world, and there are none like him. He knows that one day, his time to fight will arrive. But what he knows brings him no solace, just fuel for revenge against those that forced his birth into a time of sorrow.
The hedron relic continues to hum...

So in the second set of this block, the roles are switched. The invaders and their colors are smaller in number, while the defenders are larger in number. Humans have much less numbers than before, but there is now a plefora of angels protecting this realm. The same mechanics are in place. The demons have begun seeking allies, and have found the phyrexians. Slowly they will build their numbers and attempt to take the relic again. However, the demons and phyrexians do not share the same goal for the relic...

Introducing:

Thrafin, Yawgmoths offspring
1BBB -- Rare
Legendary creature - Thran-Human hybrid

Tap: Destroy target tapped creature
B: Gains +1/+1 until end of turn
Sacrifice a creature: Add one mana of any color to your mana pool

3/2

What hero doesn't have his nemesis? It has been 16 years since the hedron relic was turned on, and in the third set of this block, the Phyrexians has begun it's invasion. It's numbers are immense. The demons and other monsters have all begun corrupted by the phyrexians, having been mutilated and remade into horrors of their previous selves. Thrafin makes his appearance for the first time, shedding some light on how the phyrexians have continued to work without Yawgmoth as their leader. He is an artificially born being, made from DNA of both Yawgmoth and Dyfed, fused with phyrexian machinery.
The plane of Nephilim still has a Large army. The surviving defenders have built up their armies again. The angels are still in bountiful numbers. And Aezeus has been long awaiting for this day. He has trained hard and has been labelled 'Prince of Angels'.


Aezeus, Prince of Angels
1WWU -- Mythic Rare
Legendary Creature - Celestial Wizard

Flying, Vigilance
Tap: Draw a card
Protection from creatures

3/4

---

War rages all across Nephilim. Armies are scattered on both sides, neither seeming to have the advantage. Aezeus has taken a General's role, giving orders from the celestial palace. Thrafin has been tunneling underground with a small select group of warriors. As Thrafin emerges from underneath the castle, Aezeus is caught off-gaurd. The small group of warriors and Aezeus's personal gaurds battle to the death, as Aezeus and Thrafin exchange blows. The battle is taking place directly next to the hedron relic.
In a moment of heroism (card refernce!), Aezeus throws Thrafin across the hedron relic floor, and jumps to his throat with Spear in hand. Just as he is about to deliver the final blow, the Hedron Relic begins glowing brightly and humming loudly. The light and sound grow fast and strong, quickly becoming overwhelming to both of the participants. The other battlers are lost as the machine turns on once again, for the final time. Aezeus and Thrafin are thrown across the multiverse, each one at opposite ends upon newborn planes. Their sparks ignited, each swears revenge upon the other. Little do they know that the Plane of Nephilim is gone. The hedron relic is lost in the vast emptiness of the multiverse, no longer humming...

---

So that would be the end of the Nephilim Block. Expansion set codenames: Darkness of Nephilim, Light of Nephilim, Fall of Nephilim. This would also introduce a new, later set; Rebirth of Nephilim, Planar Collide, Return to Phyrexia.
In the new sets we would introduce:

Aezeus, the creator
3WU -- Mythic Rare
Planeswalker (4)

+2: Put a 1/1 blue wizard token and a 1/1 white angel token onto the battlefield
-2: Look at the top card of target players library. you may put that card on the bottom of their library. Draw a card.
-9: You gain an emblem with: Creatures you control gain Lifelink, Vigilance and indestructible.


And:

Thrabin, the Destroyer
3BB -- Mythic Rare
Planeswalker (3)

+2: Destroy target creature
-2: Destroy target artifact or enchantment
-6: Exile target permanent and all permanents that share a name with target permanent.


This block will explain how they both make new realms out of the planes they were thrust upon, and end with the two planes going to war. Thrabin returns to phyrexia to lick his wounds, and Aezeus is the victor who gains control over Thrabin's Plane. He terraforms the plane into third nephilim, and begins his search for the Hedron Relic to banish all phyrexians from existance.

Core set Aezeus:

Aezeus, Celestial Wizard
2WU -- Mythic Rare
Planeswalker (3)
+1: Put a 1/1 white and blue angel token with flying onto the battlefield
-3: Search your library for a card and put it into your hand. Then shuffle your library.
-6: Gain control of up to 3 permanents.

-----

Alright, that's all of it. Hope you enjoyed the read.
Oh, and I almost forgot:

Hedron Relic
6 - Mythic Rare
Legendary Artifact

As long as ~ is untapped, the next time a source would deal damage to you, prevent 1 of that damage.

4 Tap: Exile Target Permanent. Play this ability only as a sorcery.

(and to describe it a little, it is like a large disc on top with a small bubble-dome in the middle. The bottom is a smooth half-circle. It has no distinguishing marks.)

 
B14ckM4g3
Member
posted June 16, 2012 08:42 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 
Made a small error in the texting, here is the edit:

Thrabin, the Destroyer
3BB -- Mythic Rare
Planeswalker (3)

+2: Destroy target creature
-2: Destroy target artifact or enchantment
-6: Exile target permanent and all permanents that share a name with target permanent.


Edited:

Thrabin, the Destroyer
3BB -- Mythic Rare
Planeswalker (3)

+2: Destroy target creature
-2: Destroy target artifact or enchantment
-6: Exile target permanent and all permanents that share a name with target permanent.Search that players library, hand and graveyard for all copies that share a name with target permanent and exile them. Shuffle that player's library

 
Trumpeter
New Member
posted June 17, 2012 09:31 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 
Card 1

Genetic War Sphere (Mythic Rare)
Artifact (4URG)
You may have non-token creatures you control enter the battlefield as a copy of any creature on the battlefield.
All creatures attack each turn if able.
All creatures able to block must do so.

"THIS is the art of war."

Card 2a

Psychosis Trap (Rare)
5BB
Instant
If an opponent drew three or more cards this turn, you may pay B and sacrifice a black creature rather than pay Psychosis Trap's mana cost.

Target opponent loses 1 life for each card in his or her hand, then discards a card at random for each card in your hand.

Card 2b

Forced Generosity (Uncommon)
2U
Instant
Until end of turn, if a spell or ability would cause an opponent to draw 3 or more cards, you may also draw that many cards.

"The thief respects property. He would respect it more if it were his."

Card 2c

Natural Beginnings (Rare)
1G
Enchantment
Whenever an opponent draws a card, if it is not the first card he/she drew this turn, put a 1/1 green Saproling token onto the battlefield under your control.

"Let them be."

Card 3

Tibalt willed himself out of his plane of existence. Not because he wanted to, mind you. But when facing a large group that wants you dead, drastic measures must be taken. Tibalt's drastic measure was to step out of his universe. Not an easy thing to do, to say the least.

But willing himself out of his universe is only half the challenge. The other half is surviving what happens after, the traversing of the Blind Eternities. He must hold the loose net of matter that is his body together. Against the Blind Eternities, the tumultous non-space between dimensions, it's all but impossible. But Tibalt is a planeswalker. One in a million of one in a million. He forces all of his will into his being, and travels to a place called Dominaria.

After some months of tooth and nail survival, Tibalt has come to realize this world is ran by wealth and power. It's ran by the Cabal, a ruthless criminal organization that has their hands in everything, from politics to entertainment. Most importantly, their "games", arena-like spectacles where pit-fighters would battle, through magic or melee, to the gruesome death.

Tibalt enters these games, but not wanting to put himself in any danger, he wants to create a champion. Pressed for time and resources, he turns to the only resource in front of him: a big pile of dead fighters, the leftovers of the arena.

Tibalt's Pit-Fighter (Rare)
B
Legendary Creature - Zombie
First Strike, Undying
Whenever ~ enters the battlefield, discard two cards at random or sacrifice ~.
"It's inadequacies pale in comparison to yours." - Tibalt to Kamahl
3/1

Tibalt's Pit-Fighter wins his first match, and wins Tibalt some gold. Now in possession of more resources and influence from the match, he improves his creation.

Tibalt's Pit-Fiend (Rare)
1BR
Legendary Creature - Zombie
First Strike, Haste, Undying
Whenever ~ enters the battlefield, discard two cards at random or sacrifice ~.
"This little critter is much better than I expected." - Tibalt
5/2

Tibalt's Pit-Fiend does remarkably well in all fights is certainly capable of more. Tibalt is contacted by Phage herself. The Cabal is holding a grand tournament and Tibalt's creation is requested. Now with the backing of the Cabal, Tibalt is not short on resources and can improve his creation in all sorts of evil ways.

Tibalt's Pit-Scourge (Mythic Rare)
2BR
Legendary Creature - Zombie
First Strike, Haste, Trample, Undying
Whenever ~ enters the battlefield, discard two cards at random or sacrifice ~.
"You invited. I came. It's that simple." - Tibalt to Phage
7/3



[Edited 2 times, lastly by Trumpeter on June 17, 2012]

 
jaxsonpride
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posted June 17, 2012 03:32 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
sorry i did not get mine in been real busy if the deadline is tuesday ill try and get it in
 
skizzikmonger
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posted June 18, 2012 08:15 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 
Here are my entries. My apologies to the other entrants for taking so long, and thanks to fluffycow for the extension.

Card 1-New & Unique ability:
Hourglass of Fate
4
Legendary Artifact
Split Second
When Hourglass of Fate enters the battlefield,
put the top 10 cards of your library into your
graveyard, then exile your library.  Shuffle your
graveyard and put it face down.  It's now your
library.
You don't lose the game for having 0 or less life.

Making your graveyard your library is about as unique as I could get without going bonkers. I added split second so the player playing it couldn't instantly lose to a Tormod's Crypt type card.
-------------------------------
Card 2: Up to 3 anti-Brainstorm cards
#1:
Psychic Theft (M)
UR
Enchantment
Whenever an opponent casts an instant or
sorcery spell with converted mana cost 1 you
may copy it.  If you do, counter the original spell.
You may choose new targets for the copy.

#2:
Forgotten Ideas (R)
1GU
Enchantment
Whenever an opponent casts a spell or
activates an ability that lets him or her
draw three or more cards, counter that
spell or activated ability.

#3:
Dazed (M)
U(Up)
Instant
Counter target spell with converted
mana cost 1.

You may play both sides of Dazed/Confused
by paying both of their casting costs.
You choose which order they are played.
//////////////////
Confused
UU(Up)
Instant
Copy target instant or sorcery spell.  You may choose new targets for that copy.
-------------------------------
Card 3-Develop a new protagonist:

Card 1:
Uriel, Prince of Enguard
1RW
Legendary Creature-Human Knight
First strike
Whenever Uriel, Prince of Enguard attacks,
other attacking creatures get +2/+0 and first
strike until end of turn.
2/3

Nicol Bolas has come to the plane of Tolemac in search of a rare jewel known as The King's Heart.  The jewel gives the one who holds it immense power.  Bolas uses the promis of infinite power and riches to turn the King's youngest son, Dujas, a greedy, jealous, power hungry prince, against his father, older brother Uriel and the kingdom.  Dujas and Bolas assemble an army of Orcs from the North and launch an attack on Enguard.  During the attack, King Joseph is mortally wounded and dies in the arms of Uriel, his eldest son and heir to the throne.  Uriel, angered by his father's death, reluctantly takes the throne, but remains commander of Enguard's knights so he can avenge his father's death.

Card 2:
Uriel, the Warrior King
2RW
Legendary Creature-Human King
First Strike
Knight creatures you control get +1/+1 and
have first strike.
1RW: Other attacking creatures get +2/+0
until end of turn.  You may play this ability
only once each turn.
4/5

Dujas, Traitor of Enguard
2UB
Legendary Creature-Human Assassin
First strike, deathtouch
2UB, T: Dujas deals 1 damage to target
creature. You lose 2 life.
1/3

After the failed attack on Enguard that left Uriel alive and king, Dujas demands that Bolas wipe out all the Orcs on the plane as punishment, as well as Enguard's knights, only leaving Uriel for himself.  To to keep his pawn under his control, Bolas obliges Dujas.  After eradicating Talemoc of Orcs, Bolas turns his attention on Enguard.  During the ensuing battle, Dujas sneaks up behind Uriel and stabs him.  Thinking his brother is dead, Dujas turns his attention on Enguard's knights.  In the chaos of the battle, a small handful of knights escape into the woods, taking their mortally wounded king with them.

Card 3:
Uriel the Risen
1RRWW
Planeswalker-Uriel
+1: Put a 2/2 red and white Knight creature
token with first strike onto the battlefid.
-2: Exile target blue or black permanent.
-4: Uriel becomes a 5/5 red and white Knight
creature with first strike and "Whenever Uriel
the Risen attacks, you may pay XRW.  If you
do, Uriel deals X damage to defending player.
You gain X life."
4

Hiding in a cave, the knights tend to the injuries of their king.  That night, the nights are awakened by a loud rumbling sound.  Thinking it's an earthquake, they stumble outside the cave to avoid being caved in.  While outside the cave, the knights are blinded by a sudden blast of light coming from the cave.  After the light subsides, the knights see their king, Uriel, standing before them.  Baffled, the knights ask how could this be?  Uriel explains that a mysterious cat like warrior appeared to him as he was taking his final breaths.  The mysterious cat warrior told Uriel that The King's Heart is encased in the handle of the sword that has been used by Enguard's King's for centuries, allowing them to deafeat all enemies and maintain peace in Engiard.  The cat warrior told Uriel of Dujas' betrayal, his alliance with Nicol Bolas, the destruction of Enguard, and the enslaving of Enguard's citizens by Dujas and Bolas so they could he used to dig around the plane for The King's Heart.  He then told him that there was only one way to slay Dujas and Bolas, freeing the Enguard people and restoring peace to Tolemac.  Uriel told the warrior he would do anything to free his people.  The cat warrior then put his hand on Uriel's chest, healing him, and transferring his spark to Uriel turning him into a Planeswalker capable of wielding the Sword of the Kings and finally ridding the multiverse of Nicol Bolas, and defeating his allies on the plane.  The Planeswalker Uriel leads the remaining Enguard knights into battle against Bolas, Dujas and their allies, defeating them in minutes.  With the Dragon and the traitor laying dead, the Enguard people are freed from their bonds, and peace is restored to the plane.

 
fluffycow
Member
posted June 18, 2012 08:21 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 jaxsonpride:
sorry i did not get mine in been real busy if the deadline is tuesday ill try and get it in

Yep, the extension is until Tuesday.

Side story, I have been reading the M13 spoilers along with this contest and for a few cards, I couldn't remember whether they were spoilers or your cards! haha, good job guys!

 
Jtrade77
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posted June 19, 2012 12:34 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 
Realized I don't have a "shuffle your library afterwards" on my last submission, last ability. Sorry it was a library search thing, and I was tired. Please don't ding me for it.
 
fluffycow
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posted June 19, 2012 12:53 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:
Realized I don't have a "shuffle your library afterwards" on my last submission, last ability. Sorry it was a library search thing, and I was tired. Please don't ding me for it.

Not a big deal.

Round 3 is now officially closed! This round may take me a little bit but I will update as soon as I have the score!

 
B14ckM4g3
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posted June 19, 2012 05:51 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 
Awesome! Can't wait!
 
AEther Storm
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posted June 20, 2012 01:29 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
quote:
Originally posted by B14ckM4g3:
Awesome! Can't wait!

same here!

__________________
/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

 
bigboobs6969
Banned
posted June 24, 2012 02:16 PM   Click Here to See the Profile for bigboobs6969 Click Here to Email bigboobs6969 Send a private message to bigboobs6969 Click to send bigboobs6969 an Instant MessageVisit bigboobs6969's Homepage  Edit/Delete Message Reply With Quote 
quote:
Originally posted by fluffycow:
I really enjoyed the creativity of our community and I would like to host one of these of my own. I am going to do things a little differently and hopefully, make things more challenging and fun.

Rules (adopted from part IV)!

1. Cards must be playable in an actual game of magic (unless requested, no nonsensical/real world cards)
2. One entry per person (unless otherwise asked for more)
3. Please do not edit posts! if edit's are necessary, Make a new post quoting yourself and make your adjustments. Only one adjustment per entry(cannot be something that somebody else has stated, this is for minor details like forgetting subtype or fixing typos)
4. I will be deciding the winner. I'll use all kinds of judgements such as: Power/balance of card, how well it suits its colors, Theme of card/set, creativity, and just how much I damn well like it.
5. There will be prizes!
Let's continue!

Signing up is free and requires no PM. Just post your card up here. I will keep a tighter schedule and have this entire contest last exactly 4 weeks.

Structure:
1. There will be 3 rounds that then a top 3 cut
2. For each card, I will give a point value from 0-10, 10 being the highest possible (very few entries will probably end up with a 10, the only card out of part IV that would have gotten a 10 was pokemon Ash)
3. Everyone is eligible for the first three rounds then the top 3 with the highest scores after round 3 will advance
4. I will post results every Sunday and all entries must be in before noon on Friday (time on post)
5. Please have the necessary information I ask for on your post and follow formatting rules to make life easy on me
6. I would like a quote and a short thought process on each of your card, these will be used for tie-breakers or better yet if I don't understand why you did something, I may end up giving it a low score and I don't want that!
7. Please have all of your cards in one post, if you choose to only submit one card, please state that, otherwise I may overlook a post because it is missing card(s)

Good luck to everyone who enters!

Card breakdown for easy viewing

(Name of Card)
(casting cost)
(card type) (subtype)

(base text)
(flavor text)

(power/toughness)
---
(personal opinions/descriptions of card)


ROUND ONE!
Card 1
Green has tarmogoyf/scavenging ooze. Blue has snapcaster mage. White has stoneforge mystic. Black has dark confidant.

I want a red equivalent. A 1R casting cost creature that will shake up an eternal format (vintage, modern or vintage). I don't want it to scream broken but remember, this is NOT a weak card.

In your description I would like for you to tell me why this card will define or redefine an eternal format (vintage, legacy or modern) and what current deck may utilize this or what strategy why come about because of this.

Card 2
5 color control is dominating modern and players are not playing basic lands. I would like for you to design a card that will hose decks with all non-basic lands and for people to play more basic lands.

This must be a new cards (no price of progress reprint). Keep in mind that this card is your attempt to stop 5 color control before the banhammer, but it should also not make non-basic lands unplayable. Telling me your thought process is very important on this card.

Card 3
Design a card with "...you win the game" condition. See mortal combat or coalition victory for examples

Thank you guys and good luck!

edit: grammar


This is Daniel J Chang (from Auburn, Washington) please don't buy stuff from me on ebay - gradedmagiccards

 
fluffycow
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posted June 25, 2012 12:22 PM   Click Here to See the Profile for fluffycow Click Here to Email fluffycow Send a private message to fluffycow Click to send fluffycow an Instant Message Edit/Delete Message Reply With Quote View fluffycow's Have/Want ListView fluffycow's Have/Want List
Scores are done, I just need to make sure my math is right. I will be posting here shortly
 
fluffycow
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posted June 25, 2012 12:40 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 Score:
Overall comments:
Card 1: The point of this card is to have a cool effect that is meant for players to go WOW! Whether it is tournament playable is not really an issue but it should by no means be broken. The ideal scenario would be to look overpowered at first glance but later realizing that it’s nowhere nearly as bad as its first impression (temporal mastery, platinum angel, sen triplet).

Card 2: Brainstorm provides blue decks with a huge card advantage and is said to be “the best card in Legacy”. However, the card by itself does not win the game and the card you are playing to stop Brainstorm should not be one that stops just Brainstorm. From hex parasite and the 1/2 green dude that shoots all 1/1 flyers (Scattershot archer) we know that a card that’s meant to stop only one other card never gets the job done. Scattershot Archer and Raking Canopy saw no play even though on paper it was design specifically to stop Fairies and bitterblossom, but they did nothing against anything else. Volcanic Fallout was spectacular because not only did it hose bitterblossom, it also kept Kithkin and other agro decks in check in addition to being very good against Fae.
An example of a card that I had in mind would be something like Plagarize with an alternative mana cost. Not only does that completely take down a brainstorm, it is also not dead in your hand if your opponent doesn’t have a brainstorm. It will also has minimal effect in current Modern and Standard format.

Card 3: Magic is a card game first and a cool storyline with memorable characters will only enhance the game. So what I was looking for was a character that I would care about. Unfortunately we don’t have enough time or resources to actually write out a novel, but in the few paragraphs you have written, I should be able to get an idea of a character that would interest me. It is always a disappointment when a strong character from a novel becomes something different in another setting (books to movies or in this case, characters to cards). So if your character wouldn’t live up to its potential in the story, then you would have disappointed your fans (I don’t think anyone was happy about how Gerrard Capashen turned out in Apocalypse).
With that said, your character card should reflect his/her stats and abilities in your story and if printed in a set, it should be one of the cards that people would check the Magic website every midnight to see if that’s the card spoiled. Therefore, the card shouldn’t be weak.
Since this score is highly subjective, I graded your score based on how much I liked your story/character and how much I would like to further read about your character relative to everyone else’s submissions.

quote:
Originally posted by Jtrade77:
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....



Card 1: I really like the idea of this, I am not sure the execution is best way to go about it because sideboard serves a very important purpose. However, since we have wishes to interact with the sideboard during a game, why not have it the other way around. Score 8
Card 2 A & B: The knights are hard to evaluate because even though they hinder brainstorm, they are almost untouchable against most legacy tempo decks. Since we have never seen a pro against converted mana 3 or less, I have no idea how good these cards are. But they seem really good (much better than converted mana cost of 3 or more)
Card 2 C: The artifact is interesting and seems to have a lot of potential. Not only does it stop brainstorm, it would also stop lightning bolt and quite a few other things. The quote is pretty awesome too
Score: 17
Card 3: Tegan is definitely a very interesting character and definitely a character that I would look forward to see print.
Card 3 A: Depending on the amount of illusions or wizards in the set, Tegan of the Beray may be too powerful since the tap ability cost nothing and if tokens are efficient enough then the sac ability may also be too good.
Card 3 B: Tegan, Drunk On Power seems very balanced, but I don’t understand why she can’t shoot dwarfs. The land stealing ability is a nice touch.
Card 3 C: Tegan, Coalition Leader is kinda crazy. The vapor snag protects her and the land pitching is really good, but I do like the fact that you have to discard the land as part of the cost so you can’t just +1 her for no reason. The ultimate is great because a deck that seems that utilize her probably wouldn’t have too many other planeswalkers so her ultimate usually wouldn’t just end things but it would be crazy fun for EDH.
I do enjoy characters that change as the story progresses, so for Tegan to go from a selfish pyromancer wizard to a coalition leader definitely grabs my attention.
Score: 1.5
Total: 8 + 17, [1.5]
quote:
Originally posted by AEther Storm:
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.




Card 1: Fusing cards seems fun, you may end up having to break it up into two cards just because of the amount of text. The only real issue I have with this is the amount of ruling that’s going to brought up. Ex: planeswalker and a creature, does damage remove loyalty counters or go towards toughness, or both? What is a planeswalker is changed into a creature until end of turn and fused with an aura?
The second part would also have ruling problems, what happens if you found two cards that have no legal targets for either, then what does copy become? And I am sure there are crazy interactions that I can’t think of off the top of my head.
Score: 6
Card 2A: Forked Sorcerer seems cool but I feel that if meddling mage seems no play, neither will this.
Card 2B: This doesn’t seem like it would give the desired effect since it just seems like a bad nether void and that cards see no play. It seems like a card that does something, just not enough to matter. Since it’s a creature, I can see people just remove it in response to the activated ability. In legacy a 2 tap ability better be pretty awesome because the format is just so resource intensive and has gotten so fast. I don’t think this will do the trick.
Card 2C: Knowledge Limitations, I don’t know if this will do the trick, but I like it! This slows down blue decks and stops most handcrafting tricks. This wouldn’t be very good against tempo decks but it will definitely make storm and high tide scream. The existence of this card should make brainstorm less ubiquitous and that’s the whole point. No one wants brainstorm to be unplayable, just a little less playable.
Score: 18
Card 3C: I really like your story, but I am not really feeling your cards.
Nerat the Innocent is pretty average which is fine since she is a child and her healing powers can’t be that grade since it should be true to the storyline. The redirecting damage that shouldn’t kill her thing is a nice touch.
Nerat, Torn Within should have been elaborated on a little more, I understand that she’s mad, but how did she get the power to start dealing damages or better yet where did she learn to cave-in? Even though she might be willing to heal even the enemy, in card sign I feel that you should have worked it out so that she doesn’t help your opponent out. At 2RW, she’s pretty unplayable in constructed and I wouldn’t be happy if I were looking forward to her card.
Nerat, the Irrational doesn’t really have the WOW factor that I feel that the final form of a legend should have. Her “Legacy” is really rather weak and as a vanilla 3/4 for 1RBW, she’s only good for sacrificing.
Score: 1.3
Total: 6 + 18, [1.3]
quote:
Originally posted by Schwingzilla:

New card:
King of the Cowards
RR2
Creature - Human Lord
3/2
Untapped creatures controlled by defending players that do not block deal combat damage to the attacking player. (For example, if you are attacked, and you do not block with a 2/3 creature that you control, that creature deals 2 damage to the attacking player at the same time the attacking creatures deal damage.)
"You'll fight one way or the other."
This is a profoundly defensive card, put into red, but it fits, because it is increasing the amount of combat damage dealt in a game, and red is one of the two colors where its creatures do not block. Red is particularly the color of cowardice. Now, people will need to decide whether or not to attack. If they don't they can wait for their opponent to attack and then not block, but their opponent might also skip attacking. If they do, they could be dealt damage for it. Best, though, I see this fitting in an aggressive deck that isn't too concerned with its own life, because its creatures will always be dealing more damage to an opponent than the sum power of the control player's creature. Then, when the control player tries attacking with its one huge creature that has been holding back all the tiny creatures, those tiny creatures now deal a huge amount of damage. Like this, "My seven goblins can't attack into Baneslayer Angel, but now when your Baneslayer Angel attacks, I'll just not block and let all my guys deal you ten damage. So I'll wait and burn you out since you're at such a low life."


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."



Card 1: So if I can’t attack into you, you can’t attack into me either? That sounds like a card that’s there simply to prolong the game, I don’t know if I am a fan of that. So in your example, if you have 5 3/3s and I have 5 3/3s I drop a baneslayer and I am at 5, I can’t attack into an army of ground dudes because otherwise I would just die even though I have my own ground dudes to block? That doesn’t sound like fun at all. So at that point, no matter what anyone does, the game would in a draw if the other player has more power on the board than the attacking player’s life total? Sorry bud, that sounds awful.
Score: 2
Card 2: I play my brainstorms on my turn, you can never play your card for its alternative cost. Or did you want the card to be an instant? Or did you mean for the card to trigger even when you play brainstorm so you can go:
T1: Underground Sea, brainstorm, brainboil, you try to force? Well I daze that, now you have no hand.
That would be no bueno. So I am gonna assume that you meant for it to be an instant and trigger only when an opponent draws 3, given your description. If that’s the case, I think it will be a pretty cool trick for a sideboard, but it probably wouldn’t be too great for main deck even if it can cycle. Because discard decks would need something much faster than this to be competitive and a cycling for 2 is basically a full turn. You said it best that sideboarding for brainstorm is not the way to go, but this card would really only be good in a sideboard because you can’t realistically expect to cast this for its actually cost in legacy or vintage. I think this card will only let your opponent play brainstorm more carefully or at best, board them out when they think you are running brainboil rather than stop it from being part of the 75.
Score: 8
Card 3: I don’t really have any attachment to your character, I just know it wants to kill stuff and get revenge. It just instinctively wants to kill, from neither the story nor the cards do I get a sense of anything other than that. A protagonist should be someone that’s a little deeper than that. I also don’t like the fact that all three cards are unplayable outside of each other, it feels very yugioh to me. Even Eye of Ugin can find artifact creatures, I think you could have designed the cards to be more independent of one another.
Score: 1.1
Total: 2+8, [1.1]
quote:
Originally posted by Trumpeter:
Card 1

Genetic War Sphere (Mythic Rare)
Artifact (4URG)
You may have non-token creatures you control enter the battlefield as a copy of any creature on the battlefield.
All creatures attack each turn if able.
All creatures able to block must do so.

"THIS is the art of war."

Card 2a

Psychosis Trap (Rare)
5BB
Instant
If an opponent drew three or more cards this turn, you may pay B and sacrifice a black creature rather than pay Psychosis Trap's mana cost.

Target opponent loses 1 life for each card in his or her hand, then discards a card at random for each card in your hand.

Card 2b

Forced Generosity (Uncommon)
2U
Instant
Until end of turn, if a spell or ability would cause an opponent to draw 3 or more cards, you may also draw that many cards.

"The thief respects property. He would respect it more if it were his."

Card 2c

Natural Beginnings (Rare)
1G
Enchantment
Whenever an opponent draws a card, if it is not the first card he/she drew this turn, put a 1/1 green Saproling token onto the battlefield under your control.

"Let them be."

Card 3

Tibalt willed himself out of his plane of existence. Not because he wanted to, mind you. But when facing a large group that wants you dead, drastic measures must be taken. Tibalt's drastic measure was to step out of his universe. Not an easy thing to do, to say the least.

But willing himself out of his universe is only half the challenge. The other half is surviving what happens after, the traversing of the Blind Eternities. He must hold the loose net of matter that is his body together. Against the Blind Eternities, the tumultous non-space between dimensions, it's all but impossible. But Tibalt is a planeswalker. One in a million of one in a million. He forces all of his will into his being, and travels to a place called Dominaria.

After some months of tooth and nail survival, Tibalt has come to realize this world is ran by wealth and power. It's ran by the Cabal, a ruthless criminal organization that has their hands in everything, from politics to entertainment. Most importantly, their "games", arena-like spectacles where pit-fighters would battle, through magic or melee, to the gruesome death.

Tibalt enters these games, but not wanting to put himself in any danger, he wants to create a champion. Pressed for time and resources, he turns to the only resource in front of him: a big pile of dead fighters, the leftovers of the arena.

Tibalt's Pit-Fighter (Rare)
B
Legendary Creature - Zombie
First Strike, Undying
Whenever ~ enters the battlefield, discard two cards at random or sacrifice ~.
"It's inadequacies pale in comparison to yours." - Tibalt to Kamahl
3/1

Tibalt's Pit-Fighter wins his first match, and wins Tibalt some gold. Now in possession of more resources and influence from the match, he improves his creation.

Tibalt's Pit-Fiend (Rare)
1BR
Legendary Creature - Zombie
First Strike, Haste, Undying
Whenever ~ enters the battlefield, discard two cards at random or sacrifice ~.
"This little critter is much better than I expected." - Tibalt
5/2

Tibalt's Pit-Fiend does remarkably well in all fights is certainly capable of more. Tibalt is contacted by Phage herself. The Cabal is holding a grand tournament and Tibalt's creation is requested. Now with the backing of the Cabal, Tibalt is not short on resources and can improve his creation in all sorts of evil ways.

Tibalt's Pit-Scourge (Mythic Rare)
2BR
Legendary Creature - Zombie
First Strike, Haste, Trample, Undying
Whenever ~ enters the battlefield, discard two cards at random or sacrifice ~.
"You invited. I came. It's that simple." - Tibalt to Phage
7/3



Card 1: Awesome! Token decks would love this! A little similar to the 3GGG dude that makes people copy himself, but I like it.
Score: 8
Card 2s: All three cards would be sideboards against brainstorm, and basically unplayable outside of your opponent having a brainstorm, so if your opponent doesn’t happen to draw a brainstorm, you have 4 dead cards in your deck and even if you manage to pull one out against a brainstorm, none of the effects are powerful enough for your opponent to even board out brainstorm knowing that you may board these cards in.
Score: 6
Card 3: Your protagonist is Tibalt, not his minion. From your story, I want to know more about Tibalt and not really anything about his creation except to see if Tibalt won.
Score: Invalid Entry
Total: 8+6, [NA]
quote:
Originally posted by skizzikmonger:
Here are my entries. My apologies to the other entrants for taking so long, and thanks to fluffycow for the extension.

Card 1-New & Unique ability:
Hourglass of Fate
4
Legendary Artifact
Split Second
When Hourglass of Fate enters the battlefield,
put the top 10 cards of your library into your
graveyard, then exile your library. Shuffle your
graveyard and put it face down. It's now your
library.
You don't lose the game for having 0 or less life.

Making your graveyard your library is about as unique as I could get without going bonkers. I added split second so the player playing it couldn't instantly lose to a Tormod's Crypt type card.
-------------------------------
Card 2: Up to 3 anti-Brainstorm cards
#1:
Psychic Theft (M)
UR
Enchantment
Whenever an opponent casts an instant or
sorcery spell with converted mana cost 1 you
may copy it. If you do, counter the original spell.
You may choose new targets for the copy.

#2:
Forgotten Ideas (R)
1GU
Enchantment
Whenever an opponent casts a spell or
activates an ability that lets him or her
draw three or more cards, counter that
spell or activated ability.

#3:
Dazed (M)
U(Up)
Instant
Counter target spell with converted
mana cost 1.

You may play both sides of Dazed/Confused
by paying both of their casting costs.
You choose which order they are played.
//////////////////
Confused
UU(Up)
Instant
Copy target instant or sorcery spell. You may choose new targets for that copy.
-------------------------------
Card 3-Develop a new protagonist:

Card 1:
Uriel, Prince of Enguard
1RW
Legendary Creature-Human Knight
First strike
Whenever Uriel, Prince of Enguard attacks,
other attacking creatures get +2/+0 and first
strike until end of turn.
2/3

Nicol Bolas has come to the plane of Tolemac in search of a rare jewel known as The King's Heart. The jewel gives the one who holds it immense power. Bolas uses the promis of infinite power and riches to turn the King's youngest son, Dujas, a greedy, jealous, power hungry prince, against his father, older brother Uriel and the kingdom. Dujas and Bolas assemble an army of Orcs from the North and launch an attack on Enguard. During the attack, King Joseph is mortally wounded and dies in the arms of Uriel, his eldest son and heir to the throne. Uriel, angered by his father's death, reluctantly takes the throne, but remains commander of Enguard's knights so he can avenge his father's death.

Card 2:
Uriel, the Warrior King
2RW
Legendary Creature-Human King
First Strike
Knight creatures you control get +1/+1 and
have first strike.
1RW: Other attacking creatures get +2/+0
until end of turn. You may play this ability
only once each turn.
4/5

Dujas, Traitor of Enguard
2UB
Legendary Creature-Human Assassin
First strike, deathtouch
2UB, T: Dujas deals 1 damage to target
creature. You lose 2 life.
1/3

After the failed attack on Enguard that left Uriel alive and king, Dujas demands that Bolas wipe out all the Orcs on the plane as punishment, as well as Enguard's knights, only leaving Uriel for himself. To to keep his pawn under his control, Bolas obliges Dujas. After eradicating Talemoc of Orcs, Bolas turns his attention on Enguard. During the ensuing battle, Dujas sneaks up behind Uriel and stabs him. Thinking his brother is dead, Dujas turns his attention on Enguard's knights. In the chaos of the battle, a small handful of knights escape into the woods, taking their mortally wounded king with them.

Card 3:
Uriel the Risen
1RRWW
Planeswalker-Uriel
+1: Put a 2/2 red and white Knight creature
token with first strike onto the battlefid.
-2: Exile target blue or black permanent.
-4: Uriel becomes a 5/5 red and white Knight
creature with first strike and "Whenever Uriel
the Risen attacks, you may pay XRW. If you
do, Uriel deals X damage to defending player.
You gain X life."
4

Hiding in a cave, the knights tend to the injuries of their king. That night, the nights are awakened by a loud rumbling sound. Thinking it's an earthquake, they stumble outside the cave to avoid being caved in. While outside the cave, the knights are blinded by a sudden blast of light coming from the cave. After the light subsides, the knights see their king, Uriel, standing before them. Baffled, the knights ask how could this be? Uriel explains that a mysterious cat like warrior appeared to him as he was taking his final breaths. The mysterious cat warrior told Uriel that The King's Heart is encased in the handle of the sword that has been used by Enguard's King's for centuries, allowing them to deafeat all enemies and maintain peace in Engiard. The cat warrior told Uriel of Dujas' betrayal, his alliance with Nicol Bolas, the destruction of Enguard, and the enslaving of Enguard's citizens by Dujas and Bolas so they could he used to dig around the plane for The King's Heart. He then told him that there was only one way to slay Dujas and Bolas, freeing the Enguard people and restoring peace to Tolemac. Uriel told the warrior he would do anything to free his people. The cat warrior then put his hand on Uriel's chest, healing him, and transferring his spark to Uriel turning him into a Planeswalker capable of wielding the Sword of the Kings and finally ridding the multiverse of Nicol Bolas, and defeating his allies on the plane. The Planeswalker Uriel leads the remaining Enguard knights into battle against Bolas, Dujas and their allies, defeating them in minutes. With the Dragon and the traitor laying dead, the Enguard people are freed from their bonds, and peace is restored to the plane.



Card 1: I am guessing the split second is on the ability and also on the artifact since otherwise you can just respond to the ability. The card is kind of like doomsday but seems less playable, but I guess you can stack your deck. I don’t think too many people would be impressed with this. Score 5
Card 2A: Psychic Theft, that’s really neat, resolving this would beat a lot of decks alone. I like it.
Card 2B: Dazed/Confused, I counter your spell and copy it. Unfortunately, this is on the line of mental misstep. It gives blue decks way more power than it should. Aggro will be a lot less playable because of this. I think it is a bigger monster than brainstorm.
Score: 12
Card 3: Awesome! I wish you had given a bit more detail to the protagonist rather than just tell me what happened, but great story overall. All of the abilities on your cards seem self explanatory and I also like how Uriel planeswalker can take down Nicol Bloas planeswalker. Score: 1.4
Total: 5 + 12, [1.4]
quote:
Originally posted by B14ckM4g3:
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.



quote:
Originally posted by B14ckM4g3:
Entry 3 (and more): So I am going to alter some existing storylines a little, reference a past character or two, and make some new ones. My protaganist is Aezeus, and this is his story.


"Father, will we be safe down here?"
"My Child, This is a dark time indeed. Monsters run rampant upon our world; Demons, Ogres, Beasts and Drakes have spawned unaccountable numbers. We must run, we must hide. Child, here is only safe for now. But tomorrow we must run to another spot."
"But father, I am tired! Is there no help coming to us? Must we run for the rest of our lives?"
"Child, there is help and it is coming. The Angels have heard our cries for help and are already fighting off the hordes. They are not in the same numbers and the battle rages on. But there are more coming. And I have heard of a powerful wizard who has appeared. He is working his magic into a powerful spell to seal the monsters away. One day we will be safe. But for now, we must run"
"I hope that day is soon father. I--"

A crashing upstairs interrupts the child. Doors blowing open and heavy footsteps are heard. The father puts his hand over the childs mouth, and they listen intently as the footsteps get ever closer to the cellar entrance...


Welcome to Nephilim, a plane of great power. Here is the birthright of many angels and demons, as well as many other creatures that inhabit Dominia. This plane is also home to the 'hedron relic', an artifact that has long run out of energy but was once the source of birth for many of these creatures. It is here that our story begins. A powerful horde of demons have returned to nephilim, bringing with them a drove of monsters. There intention is to gain control of nephilim and the hedron relic, and through some means end all life on all planes. The inhabitants of nephilim (humans, elves, goblins and fairies) are in hiding from these new invaders. The angels are coming from the skies, but they are outnumbered by the hordes of Demons, Ogres, Drakes and Beasts.
Will Nephilim survive?
Who is this mysterious wizard?
And what is this hedron relic?
This is a dark time in Dominia indeed.

-----

First grouping of cards to introduce this set: (invaders)

Howlbeast
3G
Creature - Beast
Trample
GG: ~ Gets +2/+2 Until end of turn. You may only play this effect once per turn.
3/3

One-eyed Ogre
3R
Creature - Ogre
R Tap: Deal 2 damage to target blocking creature
4/2

Territorial Drake
3U
Creature - Drake
Flying
1BB: Return ~ to your hand
2/4

Minions of Shade
3B
Creature - Demon
Deathtouch
Sacrifice a creature, Regenerate
4/1

---

Second grouping of cards for this set: (Defenders)

Old Man of the Mountain
1W
Creature - Human
When ~ enters the battlefield, target creature gains protection from the color of your choice until end of turn
1/1

Canopy Lookout
2G
Creature - Elf
Reach
Can only block flying
if a creature with flying is blocked by ~, destroy that creature
1/2

Burst of fairies
UU
Creature - Fairy
flying
1U tap: Put a 1/1 flying fairy token into play
1/1

Goblin spearchuckers
2R
Creature - Goblin
First strike
Tap: Deal 1 damage to target creature/player
1/1

---

So thats the basic layout. White has no Invaders, Black has no Defenders. The invaders will have more demons than any other color. The Defenders will have more Humans than any other colors. There will also be more invaders than defenders. This set will also introduce:


Devorah, The Caller
3WW
Legendary Creature - Angel
Flying
When ~ enters the battlefield, you may play an angel card in your hand without paying it's mana cost
W Tap: Put a 4/4 flying angel token on the battlefield
3/6

And:

Arcanis, Realm Walker
3UU
Legendary Creature - Wizard
Tap: Draw two cards
3U: Return ~ to it's owner's hand.
Whenever ~ enters the battlefield, tap target permanent. It doesn't untap during it's controllers next untap phase.
4/4

----

Alright, I know that NONE of this introduced Aezeus, but I really wanted to set it up for the storyline to follow. This would be the opening block. Previous Mechanics that would see play would be:
(defenders)
Exalted
SoulBond
(Invaders)
Devour
Bloodthirst
New Mechanic for this block would be:
Warborn X (whenever this creature deals damage to a player, add X +1/+1 counters to it)
This mechanic would be utilized for both invaders and defenders.

Alright, so all of that is out of the way. Now to continue with the second set in this block, where Aezeus is introduced. I'll try to keep this as short as possible.

The invaders took Nephilim by storm. The Defending armies were forced into hiding for survival, and the angels came in droves but were forced back to the celestial palace. Devorah and Arcanis were protecting the Hedron Relic. As Arcanis had come to this plane long before it was invaded, And Devorah had become interested in this wizard. Over time they fell in love. Devorah was impregnated by Arcanis, and as the invaders came Devorah was into her late stages of pregnancy. Arcanis had figured out how to use the Hedron Relic to emit a forcefield around the Celestial Palace. The Invaders continued their attempts to enter the palace, and the forcefield continued to weaken. Arcanis was pouring his lifeforce into the Hedron Relic, as Devorah was at the center of the relic, center of the field. She was doing what she could from inside, but moreso attempting to protect her unborn child. As the walls weakened, Arcanis looked at Devorah and decided that he needed to do what needed to be done. Arcanis tells devorah that he loves her, and pours his life force into the hedron relic. As his spark leaves his body and enters, the machine two things happen. The machine Turns on fully and blasts a wave of energy out from it. This destroyed many invaders and pushed the armies back to the brink of nephilim. It also induced labor with devorah, giving birth to:

Aezeus, Son of Arcanis
1WU -- Rare
Legendary Creature - Celestial Mage

During your main phase, choose one:
~ gets +1/+2 and gains flying until end of turn
Add One mana of Any color to your mana pool.

Warborn 2

1/2

---

Devorah dies during childbirth. Arcanis's empty shell of a body lies upon the floor. The Hedron Relic is pulsing with energy, and a child cries out. The invaders have been pushed to the far ends of nephilim, their numbers dwindled to a trickle. The Defenders have come out of hiding and rejoice. Angels cover the skies, seeking out any of the invaders and the source from whence they came. Nephilim is safe, for now.
Aezeus grows up into a very powerful young man. Unbeknownst to him, he has the planeswalkers spark. But all that he does know is that he was born into a room with two dead parents and a machine. He knows that his birth was the end of a war, the dawn of a new era. He knows that he is alone in the world, and there are none like him. He knows that one day, his time to fight will arrive. But what he knows brings him no solace, just fuel for revenge against those that forced his birth into a time of sorrow.
The hedron relic continues to hum...

So in the second set of this block, the roles are switched. The invaders and their colors are smaller in number, while the defenders are larger in number. Humans have much less numbers than before, but there is now a plefora of angels protecting this realm. The same mechanics are in place. The demons have begun seeking allies, and have found the phyrexians. Slowly they will build their numbers and attempt to take the relic again. However, the demons and phyrexians do not share the same goal for the relic...

Introducing:

Thrafin, Yawgmoths offspring
1BBB -- Rare
Legendary creature - Thran-Human hybrid

Tap: Destroy target tapped creature
B: Gains +1/+1 until end of turn
Sacrifice a creature: Add one mana of any color to your mana pool

3/2

What hero doesn't have his nemesis? It has been 16 years since the hedron relic was turned on, and in the third set of this block, the Phyrexians has begun it's invasion. It's numbers are immense. The demons and other monsters have all begun corrupted by the phyrexians, having been mutilated and remade into horrors of their previous selves. Thrafin makes his appearance for the first time, shedding some light on how the phyrexians have continued to work without Yawgmoth as their leader. He is an artificially born being, made from DNA of both Yawgmoth and Dyfed, fused with phyrexian machinery.
The plane of Nephilim still has a Large army. The surviving defenders have built up their armies again. The angels are still in bountiful numbers. And Aezeus has been long awaiting for this day. He has trained hard and has been labelled 'Prince of Angels'.


Aezeus, Prince of Angels
1WWU -- Mythic Rare
Legendary Creature - Celestial Wizard

Flying, Vigilance
Tap: Draw a card
Protection from creatures

3/4

---

War rages all across Nephilim. Armies are scattered on both sides, neither seeming to have the advantage. Aezeus has taken a General's role, giving orders from the celestial palace. Thrafin has been tunneling underground with a small select group of warriors. As Thrafin emerges from underneath the castle, Aezeus is caught off-gaurd. The small group of warriors and Aezeus's personal gaurds battle to the death, as Aezeus and Thrafin exchange blows. The battle is taking place directly next to the hedron relic.
In a moment of heroism (card refernce!), Aezeus throws Thrafin across the hedron relic floor, and jumps to his throat with Spear in hand. Just as he is about to deliver the final blow, the Hedron Relic begins glowing brightly and humming loudly. The light and sound grow fast and strong, quickly becoming overwhelming to both of the participants. The other battlers are lost as the machine turns on once again, for the final time. Aezeus and Thrafin are thrown across the multiverse, each one at opposite ends upon newborn planes. Their sparks ignited, each swears revenge upon the other. Little do they know that the Plane of Nephilim is gone. The hedron relic is lost in the vast emptiness of the multiverse, no longer humming...

---

So that would be the end of the Nephilim Block. Expansion set codenames: Darkness of Nephilim, Light of Nephilim, Fall of Nephilim. This would also introduce a new, later set; Rebirth of Nephilim, Planar Collide, Return to Phyrexia.
In the new sets we would introduce:

Aezeus, the creator
3WU -- Mythic Rare
Planeswalker (4)

+2: Put a 1/1 blue wizard token and a 1/1 white angel token onto the battlefield
-2: Look at the top card of target players library. you may put that card on the bottom of their library. Draw a card.
-9: You gain an emblem with: Creatures you control gain Lifelink, Vigilance and indestructible.


And:

Thrabin, the Destroyer
3BB -- Mythic Rare
Planeswalker (3)

+2: Destroy target creature
-2: Destroy target artifact or enchantment
-6: Exile target permanent and all permanents that share a name with target permanent.


This block will explain how they both make new realms out of the planes they were thrust upon, and end with the two planes going to war. Thrabin returns to phyrexia to lick his wounds, and Aezeus is the victor who gains control over Thrabin's Plane. He terraforms the plane into third nephilim, and begins his search for the Hedron Relic to banish all phyrexians from existance.

Core set Aezeus:

Aezeus, Celestial Wizard
2WU -- Mythic Rare
Planeswalker (3)
+1: Put a 1/1 white and blue angel token with flying onto the battlefield
-3: Search your library for a card and put it into your hand. Then shuffle your library.
-6: Gain control of up to 3 permanents.

-----

Alright, that's all of it. Hope you enjoyed the read.
Oh, and I almost forgot:

Hedron Relic
6 - Mythic Rare
Legendary Artifact

As long as ~ is untapped, the next time a source would deal damage to you, prevent 1 of that damage.

4 Tap: Exile Target Permanent. Play this ability only as a sorcery.

(and to describe it a little, it is like a large disc on top with a small bubble-dome in the middle. The bottom is a smooth half-circle. It has no distinguishing marks.)



Card 1: Reversing instants and sorcery, interesting, kinda like making flyers not be able to block non-flyers. I have no idea who would play this though. Score: 5
Card 2A: Rescindant madness is an underworld dreams that affects everyone. Taking 3 damage is not going to be enough for me to not draw 3 cards.
Card 2B: Menu Favor will be a house, but the precedent that it sets might be a little overwhelming. A zero mana spell that stops an effect may be too good, it gives the impression that if this is printed than they can simply print another zero mana artifact to stop an archtype. I think having it cost 1 or two would be more reasonable. I assume you also mean to counter a spell, not an ability
Card 2C: This is too easily abused, since a turn 1 this guy wouldn’t be very hard and can just lock a player out completely
Score: 9
Card 3: Great story, you added in a lot of details that not only enhanced the story but made me care much more about your protagonist and how he would fight through his struggles without his parents and become the hero that he ultimately becomes. It’s even better that you gave brought his nemesis into the story, and it would be very interesting to see how he came about and how he differs from his infamous father.
Your cards are all powerful without being broken upon first inspection, but I think that Thrabin planeswalker maybe a little too strong, +2 may have to change to something else. The only thing barring a perfect score is the fact that you didn’t really explain why your characters have the abilities and/or power and toughness that they do.
Score: 1.6
Total: 5 + 9, [1.6]


 
fluffycow
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posted June 25, 2012 12:45 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
I don't think I missed anyone, but let me know if I did. Here are the standings over all.
B14ckM4g3: 86
Skizzikmonger: 74
AEther Storm: 83
Jtrade77: 102
Schwingzilla: 58
Trumpeter: 55

Again the scoring was:
(Round 1 + Round 2 + Round 3)* Round 3 Multiplier

I think my math is correct, but if not please let me know. I will fix any correction before the final round is up. Please also ask for any clarifications or if you think I scored something too harshly or if there's a large difference in score on two similar cards. Thanks

 
B14ckM4g3
Member
posted June 25, 2012 04:29 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 
requesting clarifications for:

card 2B and 2C

I dont see how an artifact that stops a person from doing one thing once, and then is gone, is a house. Yes it is low casting cost, and maybe a little overpowered as a result. but in any deck that doesnt use brainstorm or card drawing effects it is absolutely useless. The idea was to stop them from using brainstorm effectively. I really felt that this was the card.

As for 2C, I do not agree at all. I don't think it is broken. Locking a person out completely would only lock someone out who is foolish enough to keep a one-land hand in a competitive environment. as a 1/2 it dies to almost anything, is bouncable, and affects the person casting it. it doesnt have any extra effects (flying, hexproof, undying, etc) to keep it around. We can feel free to disagree on this, but I think you should look it over again and see how easy it is to stop (force of will, spell pierce, spell snare, shock, Lbolt, pillar, another creature, prey upon, path to exile, swords, etc etc etc. In any competitive environment these cards will see play and make this 'broken' card not very broken at all. Just a 1/2 with a big target on his face).

 
fluffycow
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posted June 25, 2012 05:05 PM   Click Here to See the Profile for fluffycow Click Here to Email fluffycow Send a private message to fluffycow Click to send fluffycow an Instant Message Edit/Delete Message Reply With Quote View fluffycow's Have/Want ListView fluffycow's Have/Want List
quote:
Originally posted by B14ckM4g3:
requesting clarifications for:

card 2B and 2C

I dont see how an artifact that stops a person from doing one thing once, and then is gone, is a house. Yes it is low casting cost, and maybe a little overpowered as a result. but in any deck that doesnt use brainstorm or card drawing effects it is absolutely useless. The idea was to stop them from using brainstorm effectively. I really felt that this was the card.

As for 2C, I do not agree at all. I don't think it is broken. Locking a person out completely would only lock someone out who is foolish enough to keep a one-land hand in a competitive environment. as a 1/2 it dies to almost anything, is bouncable, and affects the person casting it. it doesnt have any extra effects (flying, hexproof, undying, etc) to keep it around. We can feel free to disagree on this, but I think you should look it over again and see how easy it is to stop (force of will, spell pierce, spell snare, shock, Lbolt, pillar, another creature, prey upon, path to exile, swords, etc etc etc. In any competitive environment these cards will see play and make this 'broken' card not very broken at all. Just a 1/2 with a big target on his face).


So the card was meant to say target spell right?
A house may have been the wrong choice of words for Card 2B, I dislike it more for the fact that it opens the window for a zero costing counterspell artifact with no real commitment than what it actually does. You are right in that the card is only good against a drawspell and that really limits its usefulness, and you can argue that Tornod's Crypt is essentially the same thing against graveyard based decks. However, at zero mana and no other cost, the card is essentially power creeping. But after thinking about it, I may have scored this too low if the only problem I have with this card is just one mana cost.

Card 2C:
Turn 1: Mox diamond, underground sea, this
Turn 2: stifle or wasteland
or
This in play with a mox, armaggeddon
or
I play discard and have a slight advantage, I drop with and pithing needle him

Some strategies may be worse than others, but stopping everyone from drawing is too scary on a 2 casting cost creature.

I will think about card 2B though and you will receive a higher score

 
skizzikmonger
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posted June 25, 2012 05:22 PM   Click Here to See the Profile for skizzikmonger Click Here to Email skizzikmonger Send a private message to skizzikmonger Click to send skizzikmonger an Instant Message Edit/Delete Message Reply With Quote 
quote:
Originally posted by fluffycow:
Card 2A: Psychic Theft, that’s really neat, resolving this would beat a lot of decks alone. I like it.
Card 2B: Dazed/Confused, I counter your spell and copy it. Unfortunately, this is on the line of mental misstep. It gives blue decks way more power than it should. Aggro will be a lot less playable because of this. I think it is a bigger monster than brainstorm.

You forgot a card. Dazed/Confused is 2C, 2B is Forgotten Ideas. I don't know if this will affect my score or not, just thought you should know.

2B
Forgotten Ideas (R)
1GU
Enchantment
Whenever an opponent casts a spell or
activates an ability that lets him or her
draw three or more cards, counter that
spell or activated ability.

[Edited 1 times, lastly by skizzikmonger on June 25, 2012]

 
Jtrade77
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posted June 25, 2012 07:20 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 
My Protagonist character Tegan is a dwarf and loves her people, she won't actually blow up dwarves even in the depths of rage. That's why 'non-dwarf' on that one ability you asked about.

I'd also like clarification on the last question. I could easily have written as much as B14ckM4g3 on #3, including details for spells like Tegan's Lightning and description and abilities for all those special lands I mentioned. However the question only wanted the protagonist. So I want to make sure I'm not penalized because I omitted a partial set outline with extra legendary cards (Tegan's friends and foes), because I kept my answer short and focused. If you gave 1.6 for all those additional cards, I don't think that's fair because of the way the question was worded -- it was only asking for ONE character, rather than a set/planar outline. If you were giving bonus scoring for additional cards based on a nemesis I needed to know that so I could compete. Tegan has her own nemesis, but I didn't create cards reflecting that evil because the question didn't ask for it.

Edit: Sorry for all the edits, just spelling and clarity.

[Edited 4 times, lastly by Jtrade77 on June 25, 2012]

 
B14ckM4g3
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posted June 25, 2012 08:29 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 
I have to agree with jtrade77 -- I didn't want extra credit for the extra crap, I just really wanted a full story for my planeswalker. I didn't get a 1.7 because I didn't explain the abilities? That wasn't asked for. I also felt very much that they were relatively self-explanatory.
I had felt that I wrote enough, so didn't bother getting into every niche and detail as to 'why this is here instead of that, and this is here because he is a ___'.

A little clarificiation would of been better for both of us. I think that Jtrade77's submission was great. the only extra that I did on top of his was make a core-set version planeswalker, and more storyline (which I am sure he could of pulled off).

But on fluffycow's side, I have been a judge. and his contest is much more difficult than my own and those that preceded it. Judging took several days and I am sure he didn't come to these conclusions lightly. And it isn't easy to judge several cards.

If nothing changes, I can understand why. It's alot to go through. But for round 4, a bit more clarity on what gets a 'perfect 10' will help us contenders give you what you want.

 
fluffycow
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posted June 26, 2012 09:25 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:
You forgot a card. Dazed/Confused is 2C, 2B is Forgotten Ideas. I don't know if this will affect my score or not, just thought you should know.

2B
Forgotten Ideas (R)
1GU
Enchantment
Whenever an opponent casts a spell or
activates an ability that lets him or her
draw three or more cards, counter that
spell or activated ability.


Sorry, a three mana enchantment to go against only brainstorm just isn't good enough

I will elaborate about card 3 shortly

 
fluffycow
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posted June 26, 2012 01:44 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:
My Protagonist character Tegan is a dwarf and loves her people, she won't actually blow up dwarves even in the depths of rage. That's why 'non-dwarf' on that one ability you asked about.

I'd also like clarification on the last question. I could easily have written as much as B14ckM4g3 on #3, including details for spells like Tegan's Lightning and description and abilities for all those special lands I mentioned. However the question only wanted the protagonist. So I want to make sure I'm not penalized because I omitted a partial set outline with extra legendary cards (Tegan's friends and foes), because I kept my answer short and focused. If you gave 1.6 for all those additional cards, I don't think that's fair because of the way the question was worded -- it was only asking for ONE character, rather than a set/planar outline. If you were giving bonus scoring for additional cards based on a nemesis I needed to know that so I could compete. Tegan has her own nemesis, but I didn't create cards reflecting that evil because the question didn't ask for it.

Edit: Sorry for all the edits, just spelling and clarity.


To honest, the two of you had the same score initially. You explained your character more while B14ckM4g3 was more detailed about the setting and the atmosphere of his story. However by the time I got through everything, I realized that this score is again very subjective and since we didn't really have enough contestants, I just ranked the stories in the order I like them best.

B14ckM4g3 did get "bonus points" for adding extra things that I did not ask for simply because they enhanced his story and made me care more about his protagonist.

I apologize if you felt that adding extra to your story would work against you, because it is very difficult to have a memorable protagonist without adding other things into the story. I, by no means want you to write me Lord of the Rings, but had you given me a nemesis, or background stories of other characters in the story that effect your protagonist, you would have received a higher score. Even in my example, I had to another character, I don't know why you felt that would be unacceptable.

So in the end if I had to pick a better submission I picked B14ckM4g3's, which is why he had the 1.6 and you had the 1.5 If you look at the rest of the score, there were no identical multiplier score. But if you really want the 1.6, I will give it to you , but you are already so overwhelmingly ahead I don't really see the point.

 

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