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Author Topic:   Creat your own card contest (part V)
fluffycow
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posted May 28, 2012 03:27 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 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

[Edited 1 times, lastly by fluffycow on May 28, 2012]

 
junichi
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posted May 28, 2012 03:43 PM   Click Here to See the Profile for junichi Click Here to Email junichi Send a private message to junichi Click to send junichi an Instant Message Edit/Delete Message Reply With Quote View junichi's Have/Want ListView junichi's Have/Want List
quote:
Originally posted by fluffycow:

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)

Thanks.

__________________
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You know, Hobbes, some days even my lucky rocketship underpants don't help.

B14ckM4g3
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posted May 28, 2012 04:34 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 
Nice to see you taking the lead fluffycow. I'll gladly sign up and make a post within the week for my entries.
 
jaxsonpride
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posted May 28, 2012 05:04 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
this is my first try at a contest like this but here we go

thanks for the contest

Card 1

Somberwald Towermage

1R
Human Wizard

Imprint (exile a instant or Sorcery from your hand )

RR tap: cast imprinted spell

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


0/3

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


Card 2

Land Shift

Land

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

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


Card 3

Book of Unending Knowlage
5
Artifact

You have no max hand size

2 Tap: draw a card

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

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


Flavor text

Knowlage comes to those who can use it


 
B14ckM4g3
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posted May 28, 2012 08:10 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 
Card 1 -- little red badguy

Ghitu Firedancer

1R

Mythic Rare

Creature - Nomad

Flash
First strike
Haste

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

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

2/1

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


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

---

Card 2 - 5-color screw-up

5

The Obelisk

Rare

Artifact

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

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


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

---

Card 3 - Winning the Game


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

Epic Undoing

Rare

Enchantment

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

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

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

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


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


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

 
B14ckM4g3
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posted May 28, 2012 08:14 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 
quote:
Originally posted by B14ckM4g3:
Card 1 -- little red badguy

Ghitu Firedancer

1R

Mythic Rare

Creature - Nomad

Flash
First strike
Haste

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

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

2/1

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


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

---


Ah Crap. Pre-viewed this and everything. Suppose to say:

Tap: Sacrifice ~; Deal damage equal to its power to target player or creature.

Sorry about the edit.
----

Edit: I didn't describe it well enough to match what you asked for.
I don't netdeck or really follow the top8, so I am unfamilair with the popular terminology. But for modern, if I recall, Jund is a popular color set (B/G/R). This card could be the recall card for bloodbraid elf's cascade. It could be used as a great 2-drop in RedDeckWins, in any r/b deck it is a highly viable turn-around that could be resummoned. In R/U it could be what wins the game. I see it as a great addition to any delver deck for some board control and a threat on the field. R/W could use it as that instant-blocker and board control for early game until it gets the steam in its engine. R/G I think would love this creature as an early drop, possibly over tarmogoyf for the instant 4 damage. Honestly, I just see it being very splashable and desirable in many decktypes.


[Edited 1 times, lastly by B14ckM4g3 on May 28, 2012]

 
ectomanic
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posted May 28, 2012 09:07 PM   Click Here to See the Profile for ectomanic Click Here to Email ectomanic Send a private message to ectomanic Click to send ectomanic an Instant Message Edit/Delete Message Reply With Quote 
1 - red guy

Terrain Runner
1R
Goblin Scout

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

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

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

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


2 - nonbasic hate


Moon Dust
4
Artifact

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

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


3 - you win.. no i win

Reversal of Chance
3BB
Enchantment

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

"When defeat seems imminent, aim below the belt"

 
skizzikmonger
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posted May 28, 2012 11:52 PM   Click Here to See the Profile for skizzikmonger Click Here to Email skizzikmonger Send a private message to skizzikmonger Click to send skizzikmonger an Instant Message Edit/Delete Message Reply With Quote 
Card 1:
Phyrexian Devil
1R
Creature-Devil
Haste
Phyrexian Devil's power and toughness
are each equal to the number of artifacts
you control.
*/*

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

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

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

Note: (Xp) represents Phyrexian mana

 
daner
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posted May 29, 2012 03:09 AM   Click Here to See the Profile for daner Click Here to Email daner Send a private message to daner Click to send daner an Instant Message Edit/Delete Message Reply With Quote View daner's Have/Want ListView daner's Have/Want List
Card 1

Terrain Melter

1R

Elemental Wizard

Haste

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

2/1

Card 2

Primordial Shift

1GGG

Instant

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

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


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


Unified Nation

GRWBU

Sorcery

Unified Nation cannot be countered.

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

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

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

 
AEther Storm
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posted May 29, 2012 08:18 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
Keldon Sorcerer
Creature – Human Wizard
1R
2/1

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

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


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

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

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

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

__________________
/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

 
junichi
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posted May 29, 2012 11:06 AM   Click Here to See the Profile for junichi Click Here to Email junichi Send a private message to junichi Click to send junichi an Instant Message Edit/Delete Message Reply With Quote View junichi's Have/Want ListView junichi's Have/Want List
Ancient Scroll Restorer
1R
Creature - Human Wizard (Rare)
First Strike
At the beginning of your upkeep, return an instant or sorcery card with converted mana cost 3 or less at random from your graveyard to your hand.

2/1

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

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

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

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

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

__________________
MOTL Fantasy NBA 2010 Champion

You know, Hobbes, some days even my lucky rocketship underpants don't help.

Jtrade77
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posted May 29, 2012 12:44 PM   Click Here to See the Profile for Jtrade77 Send a private message to Jtrade77 Click to send Jtrade77 an Instant Message Edit/Delete Message Reply With Quote 
Half-Ogre Salvager
1R
Creature -- Ogre Human (Rare)
Undying
When Half-Ogre Salvager enters the battlefield, return target non-blue instant spell from your graveyard to your hand.

2/1

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


Purity Stone
2
Legendary Artifact (rare)

Basic lands produce double their normal mana when tapped.

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


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


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

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

Cycling: 2

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

 
Lord Crovax
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posted May 29, 2012 01:36 PM   Click Here to See the Profile for Lord Crovax Click Here to Email Lord Crovax Send a private message to Lord Crovax Click to send Lord Crovax an Instant Message Edit/Delete Message Reply With Quote 
Chaos Mage 1R
Creature — Human Wizard (R)
Chaos Mage can’t be countered.
Chaos Mage has Protection from blue and white.
Haste
RR: Return Chaos Mage to it’s owners hand.
2/1

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

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

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

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


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

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

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

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

 
MagicPatty
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posted May 29, 2012 01:44 PM   Click Here to See the Profile for MagicPatty Click Here to Email MagicPatty Send a private message to MagicPatty Click to send MagicPatty an Instant Message Edit/Delete Message Reply With Quote View MagicPatty's Have/Want ListView MagicPatty's Have/Want List
Card 1:

Balduvian Miner
1R
Creature - Dwarf

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

He mines resources... all of them.

2/2

---

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

Card 2:

Excavation Encampment
2
Artifact

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

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

---

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

Card 3:

Heavenly Intervention
5WW
Sorcery

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

The forces of the Heavens were on our side.

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

 
B14ckM4g3
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posted May 29, 2012 03:50 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 
quote:
Originally posted by Jtrade77:
Half-Ogre Salvager
1R
Creature -- Ogre Human (Rare)
Undying
When Half-Ogre Salvager enters the battlefield, return target non-blue instant spell from your graveyard to your hand.

2/1

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


Just figured I'd mention that while flash is not heavily used in red, it does exist. Actually, there are 5 creatures with flash in red and 4 with undying in red. Just figured I'd mention that as you were mentioning the abilities under the color pie.

Nice entry, btw. I like the idea of triple-bolting a guy repeatedly.

 
Myy
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posted May 29, 2012 05:01 PM   Click Here to See the Profile for Myy Click Here to Email Myy Send a private message to Myy Click to send Myy an Instant MessageVisit Myy's Homepage  Edit/Delete Message Reply With Quote View Myy's Have/Want ListView Myy's Have/Want List
Furnace Mage 1R


creature - wizard (R)

first strike

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

2/1

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

~ comes into play tapped.

T: add 1 to your mana pool

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

( This is a pretty good way to lock out the opponent if he uses only nonbasics. with this land you can bounce his land at the begining of his upkeep and he'll be down a land drop. It's better if drawn early then later, but can still do some damage to those control decks. this being a land makes it uncouterable, and if you need to can bounce itself in case of tectonic edge. but doesn't really do anything about a mono color deck with basics.)
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Unconditional Loyalty 3WW

Enchatment - (R)

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


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

 
Devonin
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posted May 29, 2012 05:11 PM   Click Here to See the Profile for Devonin Click Here to Email Devonin Send a private message to Devonin Click to send Devonin an Instant Message Edit/Delete Message Reply With Quote View Devonin's Have/Want ListView Devonin's Have/Want List
quote:
Heavenly Intervention
5WW
Sorcery

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

The forces of the Heavens were on our side.

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


So it's Exodia?

 
MagicPatty
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posted May 29, 2012 07:05 PM   Click Here to See the Profile for MagicPatty Click Here to Email MagicPatty Send a private message to MagicPatty Click to send MagicPatty an Instant Message Edit/Delete Message Reply With Quote View MagicPatty's Have/Want ListView MagicPatty's Have/Want List
quote:
Originally posted by Devonin:
So it's Exodia?

I don't get the reference...

 
Myy
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posted May 29, 2012 07:17 PM   Click Here to See the Profile for Myy Click Here to Email Myy Send a private message to Myy Click to send Myy an Instant MessageVisit Myy's Homepage  Edit/Delete Message Reply With Quote View Myy's Have/Want ListView Myy's Have/Want List
quote:
Originally posted by MagicPatty:
I don't get the reference...

It's a yugioh reference

 
B14ckM4g3
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posted May 29, 2012 07:33 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 
Yugi you must use the heart of the cards!
 
coasterdude84
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posted May 30, 2012 11:56 AM   Click Here to See the Profile for coasterdude84 Click Here to Email coasterdude84 Send a private message to coasterdude84 Click to send coasterdude84 an Instant Message Edit/Delete Message Reply With Quote View coasterdude84's Trade Auction or SaleView coasterdude84's Trade Auction or Sale
Card 1

Manic Sparkmage - 1R
Creature - Human Wizard

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

2/1

---

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

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

Price of Power - 2R
Enchantment

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

---

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

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

Angel of Perdition - 4WW
Creature - Angel

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

She escorts the condemned to their just punishment.

5/5
---

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

 
AGO
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posted May 31, 2012 07:24 AM   Click Here to See the Profile for AGO Click Here to Email AGO Send a private message to AGO Click to send AGO an Instant Message Edit/Delete Message Reply With Quote View AGO's Trade Auction or SaleView AGO's Trade Auction or Sale
Cunning Flashmage

1R

Creature - Human Wizard

Haste
Flash

R tap: Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.

A small spark neglected has often kindled a mighty conflagration.
- Quintus Curtius

0/1
__________________________________________________

Vicissitude

2G

Enchantment

At the beginning of each upkeep untap all basic lands.

Life is really simple, but we insist on making it complicated. ~Confucius

------------
Play basic lands. Profit. Win.
__________________________________________________
Virulent Miscreation

4BB

Creature - Beast

Infect

You don't lose the game for having 10 or more posion counters.

When you have 20 or more posion counters you win the game.

"Is it better to out-monster the monster or to be quietly devoured?” - Friedrich Nietzsche

5/5
------------
Win by posion! Hell yeah!
__________________________________________________

 
Schwingzilla
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posted May 31, 2012 08:04 AM   Click Here to See the Profile for Schwingzilla Click Here to Email Schwingzilla Send a private message to Schwingzilla Click to send Schwingzilla an Instant Message Edit/Delete Message Reply With Quote View Schwingzilla's Trade Auction or SaleView Schwingzilla's Trade Auction or Sale
Thaumaturgy Mage
1R
Creature - Human Wizard
When Thaumaturgy Mage comes into play, search your library for an instant card with converted mana cost equal to one or less. Put in into your hand, then shuffle your library.
2/1

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

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

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

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

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

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

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

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

 
Trumpeter
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posted June 01, 2012 03:54 AM   Click Here to See the Profile for Trumpeter Click Here to Email Trumpeter Send a private message to Trumpeter Click to send Trumpeter an Instant Message Edit/Delete Message Reply With Quote 
Card 1

Pyroserver
1R
Creature - Elemental

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

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

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

*/*

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

Card 2

Nature's Sequel
3GG
Sorcery

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

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

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

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

Card 3

Inglorious Bastard
2RBB
Creature - Human

First Strike

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

5/5

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

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

 
Devonin
Member
posted June 01, 2012 04:18 AM   Click Here to See the Profile for Devonin Click Here to Email Devonin Send a private message to Devonin Click to send Devonin an Instant Message Edit/Delete Message Reply With Quote View Devonin's Have/Want ListView Devonin's Have/Want List
quote:
Originally posted by Trumpeter:
Card 1

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


What do you do with the card after you search your library for it? Cast without paying mana cost? Put into hand? Put on top of library?

 

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