Edge of Malacol, taken from gathering-art Tumblr, by Goran Josic and Wizards of the Coast
Welcome to the Card Creation League! Everyone is free to participate in either or both of the first two rounds. Come join us!
Theme
It's June, which means time for the summer supplement! This year we're getting Archenemy: Nicol Bolas, which is exciting for anyone who likes to play the bad guy. This month's going to be all about supplemental products.
My personal favorite supplemental product is Planechase, the only Magic format where you actually get to do one of the key parts of being a planeswalker - planeswalking! The future of Planechase is sort of up in the air, but if Archenemy could get a new version after all this time, surely anything is possible. With a possible Planechase set in the coming years in mind, let's open up some new design space (or just some new sightseeing possibilities).
Challenge
Design a plane card or a card that cares about planes or planeswalking.
Make sure to include a rarity.
Stay tuned for May's CCL Final Poll. Anyone who votes will receive 2 bonus points for June's CCL!
Your submissions are due Sunday, June 11, 23:59 EST.
Schedule
Round 1 — Open to Everyone (June 1st–6th)
Round 2 — Open to Everyone (June 7th–11th)
Rounds 1 and 2 Critiques (Due May 15th)
Top 8 — Open to top 8 finishers (May 16th–19th)
Top 8 Critiques (Due May 22nd)
Top 4 — Open to top 4 finishers from last round (May 23th–26th)
Top 4 Critiques (Due May 28th)
Final (End of month, winner determined by public poll)
Planar Intrusion3C
Enchantment (R)
Whenever a player planeswalks, create an X/X Eldrazi creature token, where X is one plus the number of Eldrazi creatures you control.
Eldrazi creatures you control with power 6 or greater have Annihilator 2. In a dream, one of Thraben's inspectors heard the distant sky say, "I am the one who knocks."
Tepuko Mountains
Plane - Stavado (C)
Whenever a creature deals combat damage to a player, that creature's controller creates a colorless artifact token named Gold. It has "Sacrifice this artifact: Add one mana of any color to your mana pool."
Whenever you roll z, destroy all Gold tokens.
Interplanar Edict1B
Enchantment (R)
Whenever an opponent rolls ,, that player discards a card and sacrifices a permanent. B, Sacrifice Interplanar Edict: Target player sacrifices a creature.
An End to Wandering2W
Enchantment (R)
When An End to Wandering enters the battlefield, name a plane type.
Whenever a player planeswalks, for each planar deck, look at its top card. You may put that card on the bottom of its deck.
As long as a plane of the chosen type is face-up, it costs an additional 2 to roll the planar die.
Esper
Plane - Alara {C}
Whenever a player rolls the planar die, target nonland permanent of that player's choice becomes an artifact until end of turn.
Whenever you roll , create an X/X white, blue, and black Gargoyle artifact creature token with flying, where X is the number of artifacts you control.
The Cloudscape
Plane — Serra's Realm(C)
All creatures gain flying.
Creatures with one or fewer instances of flying get -2/-0.
Whenever you roll , each player exiles a nonenchantment permanent he or she controls. At the beginning of the end step, if The Cloudscape is the active plane, return the exiled cards to the battlefield under their owners' control.
Nyx
Plane — Theros (C)
Players may spend mana as though it were mana of any color to cast enchantment spells.
As long as a player's devotion to an enchantment spell's colors is at least three, it costs 2 less to cast.
Whenever you roll , each player exiles a nonenchantment permanent he or she controls. At the beginning of the end step, if Nyx is the active plane, return the exiled cards to the battlefield under their owners' control.
EDIT: I wasn't totally pleased with this design, anyway, so in light of Icarii's entry,
I decided to do something different. I even think the Chaos ability works better on my new entry.
Just in case this might go under some people's radars — If a player rolls chaos, then proceeds to planeswalk on a subsequent roll that turn, the exiled permanents are essentially AWOL. This is intended behavior >:)
(Fun fact: Skybind lost me a crucial game at the JOU prerelease, and I proceeded to never see it played again.)
Mizzix Lightning Bug1UR
Enchantment (R)
Whenever a player roll a , Mizzix Lightning Bug deals 2 damage to him or her.
Whenever a player roll a , tap target creature that player control. It doesn't untap during its controller next untap step.
At the beginning of each other player's end step, if he or she didn't roll a planar die, draw a card.
Not to step on Roccos toes, but I had been working on the wording of this idea:
Nykthos
Plane - Theros
Enchantments and enchanted creatures you control are indestructible as long as your devotion to it's colors is five or greater. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
Whenever you roll , choose a color. Add to your mana pool an amount of mana of that color equal to your devotion to that color.
Nissa, Planar Guide2GG
Planeswalker — Nissa (M)
+1: Planeswalk.
-2: Each blank roll of the planar die is a H roll until end of turn.
-6: You get an emblem with "Whenever another player would planeswalk to a plane, instead reveal cards from the top of your planar deck until you reveal a plane card, then he or she simultaneously planeswalks to the plane he or she was going to planeswalk to and the revealed plane. Put all other cards revealed this way on the bottom of your planar deck in any order.".
4
The Planeswalkers's Guide to the Multiverse is a wholly remarkable book. Perhaps the most remarkable, certainly the most successful book ever to come out of the great scroll-towers of Oboro - of which no human had ever heard of. More popular than The Ravnican Home Care Omnibus, better selling than Fifty-three More Things to do while Planeswalking, and more controversial than Gideon Jura's trilogy of philosophical blockbusters Where The Gods Went Wrong, Some More of the Gods' Greatest Mistakes and Who are these God People Anyway? It's already supplanted the Encyclopedia Multiversa as the standard repository of all knowledge and wisdom, for two important reasons. First, it's slightly cheaper; and secondly it has the words AVOID BOLAS printed in large friendly letters on its cover. - The Guide
The Planeswalker's Guide to the Multiverse3
Artifact (R)
You may look at the first face down card on top of your planes deck.
If you would roll the planar die, instead roll two planar dice and ignore one.
Private Mod Note
():
Rollback Post to RevisionRollBack
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Shores of Infinite Tomorrows
Plane - Dominaria
When you planeswalk onto Shores of Infinite Tomorrows or at the beginning of your upkeep, each player reveals the top card of his or her library. You may cast any number of nonland cards revealed this way without paying their mana costs.
Whenever you roll A, Each player gains control of all permanents he or she owns.
Done. This took a long time. It was tough to rank planes alongside planeswalkers and enchantments, etc. It almost felt like a round of the DCC on account of all the variety.
Nissa, Planar Guide2GG
Planeswalker — Nissa (M)
+1: Planeswalk.
-2: Each blank roll of the planar die is a H roll until end of turn.
-6: You get an emblem with "Whenever another player would planeswalk to a plane, instead reveal cards from the top of your planar deck until you reveal a plane card, then he or she simultaneously planeswalks to the plane he or she was going to planeswalk to and the revealed plane. Put all other cards revealed this way on the bottom of your planar deck in any order.".
4
There actually already is a Planar Guide, but that's not a big issue. Starting with the +1 ability, I'm already not feeling this one. There needs to be a feeling of randomness to planeswalking, with the only real control you have over it being rolling the planar die. If one player can do it whenever the group lands on a disadvantageous plane for him, he's sort of circumventing the whole point of the exercise. I'm not saying it's overpowered, just unfun. Her -2 is much more likeable. On some planes, that could potentially be game-winning, but there's still en element of randomness to the proceedings. It could even synergize with her +1, kinda sorta. Her ultimate is a mess of quality issues and unfocused design. What is the advantage to ever ultimatting her — especially if it would remove all her loyalty? She'd need to stick around long-enough to -2 again for optimal value, and it doesn't look like that was taken into account.
Neat ideas here, and mostly good use of planechase flavor. I think it needs more tinkering and balancing before calling it finished.
Esper
Plane - Alara {C}
Whenever a player rolls the planar die, target nonland permanent of that player's choice becomes an artifact until end of turn.
Whenever you roll , create an X/X white, blue, and black Gargoyle artifact creature token with flying, where X is the number of artifacts you control.
Erm, so. It turns your things into noncreature artifacts? That could get really messy, and doesn't seem usable in the slightest except for in conjunction with the chaos ability. Abilities of creatures would continue to function, but they wouldn't be able to use their power or toughness for anything. Sort of pacifisms your (probably) creature for a turn. So I guess the only lines of play are to do nothing, and basically continue playing a non-Planechase game of multiplayer, or take a turn off trying to make a big flying beater. I don't like either option. How did you imagine this being used? I might be missing something.
art by
Pits of the Cabal
Plane — Dominaria (C)
At the beginning of your end step, sacrifice the creature you control with the least power. If two or more creatures are tied for least power, you choose one of them.
Whenever you roll a P, creatures you control get +1/+1 until end of turn for each creature card in your graveyard. *Card transcription by me, with corrections in bold*
Good thing I'm not vision-impaired, or my TTS app wouldn't have allowed me to critique your entry! (Renders of cards should be secondary to text-based cards, IIRC).
Besides that, and besides the quality issues I bolded, I rather like the card. Paired with a token generator, this could get really nasty for everyone else, at least until they frantically planeswalk away the first chance they get. This will definitely sometimes steal everyone's turn as they expend their mana failing to escape. I don't think it will ever stick around long enough for the chaos ability to really shine, unless there's a heavy graveyard deck at the table. So it seems pretty balanced to me overall. More often than not, players will accidentally roll chaos trying to avoid saccing a creature later, and reap some small reward as consolation for the loss. Pretty neat, but seriously... This thing is a mess!
Tepuko Mountains
Plane - Stavado (C)
Whenever a creature deals combat damage to a player, that creature's controller creates a colorless artifact token named Gold. It has "Sacrifice this artifact: Add one mana of any color to your mana pool."
Whenever you roll z, destroy all Gold tokens.
This is hilarious and deceptively political. There are so many layers to peel back in any context where the abilities are relevant that I don't think anyone would really be up to the task of making a "correct" play. There would be so many choices to make before and during every attack, not to mention deals to be made (and broken, of course). Man.
But those aren't criticisms. I think this is fantastic. It's internally balanced and fun, but it does look a lot less BOOM! CRASH! KABONG! than the other planes. Its effects on the game will always be pretty subtle and difficult to work to one's own advantage. I'm close to calling that a minor detriment to the card, but I'm still on the fence. Great entry, either way.
Planar Intrusion3C
Enchantment (R)
Whenever a player planeswalks, create an X/X Eldrazi creature token, where X is one plus the number of Eldrazi creatures you control.
Eldrazi creatures you control with power 6 or greater have Annihilator 2. In a dream, one of Thraben's inspectors heard the distant sky say, "I am the one who knocks."
Oy. Can I please never see another Eldrazi card ever again? LOL
My admitted bias aside, This is some excellent (what appears to be) top-down design. The flavor of bigger and bigger Eldrazi sneaking into planar reality every time someone planeswalks is fantastic — Tastes great. I'm not, however, a fan of the second ability. This card isn't nearly the only way to get 6-power eldrazis that don't already have Annihilator. Taking that into account, as well as the fact that this isn't a plane your opponents can just spend some mana to escape from, I'm left wishing the "A" word wasn't printed anywhere on this card. Perhaps something a bit less oppressive would work better, such as with From Beyond maybe?
Shores of Infinite Tomorrows
Plane - Dominaria
When you planeswalk onto Shores of Infinite Tomorrows or at the beginning of your upkeep, each player reveals the top card of his or her library. You may cast any number of nonland cards revealed this way without paying their mana costs.
Whenever you roll A, Each player gains control of all permanents he or she owns.
This is the polar opposite of Raptorchan's entry. It definitely is designed for multiplayer only, but it's not a bit political. Rather, it's totally, shamelessly bonkers, and it's great and terrible at the same time.
The potential for unpredictable chaos is higher than I would want to actually try to strategize around, but i wouldn't mind a round or two of utter terror and confusion every now-and-then to break up the monotony.
Why do my comments always end up sounding so mean? Is it because you guys comment on mine so nicely? Am I afraid of growing fond of you? Am I trying to push you away? Please don't hate me for it, I still like your cards.
Crossing Esper off the list. Can't believe they didn't do that yet. I like how the card benefits players who already have artifacts but also helps out player who have none. The way the card is made however, isn't everyone going to spend their entire turn rolling dice? Is that even going to pay off? Either they don't roll at all or spend their entire turn doing it. Sounds a bit lame to be frank. In the end, all you'll have is a bunch of 2/2 or 3/3 tokens. Also those who get really lucky will get a brutal army of flying creatures. I'd expect more crazy shenanigans from our favorite trick-color-trio plane.
Playing up that Gold theme. I like it. I just with it would help out struggling players to get into the game, which it isn't, because there's a giant hurdle of having to connect with creatures to get that gold. Also every turn there's a good chance your gold that you tried to save up gets destroyed. For the meager effect of getting a gold token you make it quite hard to get there. I feel like people will just ignore this one and call for the next. But it's nice to have a plane with very little effect on gameplay every now and then.
After an entire set or more like an entire block was dedicated to the story of how a single eldrazi was brought from one plane to another, it's quite underwhelming to see how easy it all is in this single enchantment: it just happens whenever anyone planeswalks. Doesn't sound quite right to me. I feel like Edlrazi is all about the big guys. This card is making 1/1 Eldrazis. I guess it really nicely depicts how Phyrexians take hold on a new plane. First comes the oil, little guys and then the big guys, but for Eldrazi it doesn't work that way. It's the big guys first, which then make the small guys. Apparently Anniliator was a very unfun mechanic to play against, but I say suck it up. That's the part about the card I really like. Imagine having a bunch of 1/1 eldrazi scions and then combine that with Beastmaster Ascension or Titanic Ultimatum. Anniliation baby!
Oh god the wording. Mah brain! Gah! Cute gameplay, I guess. But aren't players going to sacrifice the creatures with the lowest power anyways? That's kinda unnecessary to specify. I like the dynamics of the second ability. If you already had to sac a lot of dudes, it's a single guy that gets very big. If not, you get a nice anthem effect for all your creatures. But weren't the pits more about fighting, like in a colloseum? This here has more of a Jund or Golgari flavor.
Have flying. Oh boy, caring about instances of keywords. I like this bold new design space. Sounds like a lot of tracking, but really isn't if you only care about dublicates or more. At this point I don't want to read on, because it's probably not going to get any better. ... I did. Huh. Why can't it be enchantments? That sounds like an unnecessary restriction. I like how you can use it to blink cards, but also is a way to remove cards forever. Fun. But kinda disconnected from the rest of the card. Shouldn't this have granted more flying? Guess that would have been weird. But a connection would have been nice.
I stopped reading rather early during ravnica story. It seemed weird to me. Not going to pick it up now So it's a planeswalker trap? Stop walking away! Bzzt! You hate putting 's's at the end of words, don't you? rolls.. controls. I like how it also traps creatures. Really playing up that trap flavor. Quite the griefer card. Sucking all the fun out of planechase when you can't roll that dice. But some players are into that I guess. So here's to them.
1. Rocco
2. iphanx
3. Raptorchan
Private Mod Note
():
Rollback Post to RevisionRollBack
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Feedback: (and do note that I have never played Planechase, so I might not be the best person to listen to if you're looking to improve your card for the future)
I suspect that this will be a more interesting plane in-game than by reading it in the abstract. It encourages you to attack and then exhaust your gold tokens and then see about changing planes before someone else derives a mana acceleration/tempo benefit from it as you did. The interesting part, from the game designer perspective, is that, if you've used your planar die a few times to no effect, it then becomes a dilemma as to whether to squander your gold tokens to try to deny someone else the benefit of this plane or whether to use the mana you've generated in other ways and let the next guy have access to it.
I don't think it's a particularly fun effect, but some of its value might come from the resonance it has to the plane and lore. From a gameplay perspective, it doesn't seem likely to add much drama, and it has no direct bearing on anyone who is not the active player. However, some plane cards need to be like that if the game is not to be exclusively about the planechase plane cards. A friend of mine told me that Planechase is *all about the craziness of the plane cards*, and I simply have no insight into whether that is a good or bad thing.
seems balanced.
I like the shift of gold tokens to Red. Dwarves around Ironforge rejoice!
It doesn't encourage deckbuilding in any particular way. I'm having trouble envisioning a player who, before sitting down to start the game, would have a desire to travel to this plane to further his gameplan.
What it does do that I like is encourage attacking, which is valuable in multiplayer formats because it helps keep the game progressing toward a conclusion.
elegant card. Fun effect. Rewards some players more than others while benefiting everyone to some degree - I have not played Planechase, but this is the sort of Plane card that I would imagine should constitute 50-75% of the Plane cards.
With that said, there is something I don't like about it, and I suspect this has more to do with the mechanics of Planechase itself than with your card - all players are encouraged to roll the planar die because you have to roll the planar die to get off of Alara and you have to roll the planar die to get your Gargoyle token. That's a "problem" with the chaos/planeswalk mechanic that I have at first glance. This is less a critique of your card and more a musing on the format from an outsider's perspective.
All in all, I don't think there's anything I would change. It's good-to-go from my vantage point
I really like this card. I can't imagine wanting to have too many planes with this sort of warping effect on the game, but you want at least a few, and this one looks extremely fun and entertaining.
I do wish that the player who planeswalked to it received a more sure-fire benefit, but to do that you'd have to add a lot of words to the card, and I don't think that that would be worth it. It's elegant as it is.
Nice card, nice submission. It seems printable in its current form and I think it has enough going on to where it would merit a printing.
One of the most innovating designs of the round! And one of the most difficult - from an outsider perspective, I think this looks balanced. It doesn't seem too underpowered, and it doesn't seem too overpowered.
I would change the +1 to a "may", I think.
The -2 is my favorite part of the card. Not just from a gameplay perspective, but from a design perspective - I think that shows a lot of creativity.
The idea of the ultimate is cool, but it doesn't work mechanically. I could be wrong, but the way you worded the ultimate suggests to me that you are under the impression that each player has a plane in his command zone that is active for that player. That is not how Planechase is described in the rules. There is only 1 plane active, and it is active for everyone. The plane is "owned" by the player who rolled [planeswalker] because that player takes a card from his planar deck and puts it into the command zone. But the previously-active plane is removed from the battlefield/command zone and the new plane becomes active for all players.
The above makes this card really hard to judge because the ultimate is entirely premised upon a change of the rules. It's not a matter of tweaking wording or a slight change in the rules. It is premised on a re-imagining of what Planechase is as a format. The rules would need to allow for an infinity of planes to be active all at once. In 8 turns there could be 5-6 active planes. I have a hunch that this would create an infinite amount of complexity even by my antiquated standards, and I have a greater tolerance for complexity than many.
Needless to say, a re-working of the ultimate would make this my favorite submission of the round, among all submissions. Very nice and exciting design! Thanks for sharing
Another innovative card, a plane that you want to get off of! Or a plane you want to get your opponents on!
Very flavorful and creative. Well-designed.
I do worry that this card is unbalanced from a gameplay perspective - that feels awfully punishing to controlling players. I guess cards like Planewide Disaster is also punishing to creature-based strategies in much the same way.
This card seems more fun in the abstract than I reckon it would be in-game. For example, what if this is the very first plane that goes into the Command Zone? Everyone is going to start the game with 0 cards in hand, and many will not be able to play the game of Magic. Maybe that's fine for the laughs and stories that that would create: "Man, y'all should have been there when we started the game with Rix Maadi on the battlefield. That game was epic!" I can imagine this card being fine if it drops down on turn 6 or later, but I wouldn't want this to hit the battlefield for a while.
Still, I like the card and think it is cool and interesting, and very flavorful. It will definitely lead to novel, unique experiences.
Clean design. Good hearkening back to Theros. And I really liked that you got the Nyx ability in there.
I like that this one has a meaningful effect on the game without increasing the complexity of the boardstate by too much. We don't have to keep track of things like whether this or that is an artifact (or, in an earlier Plane design of my submission, Eldrazi).
Like all the other plane cards I'm providing feedback for, this one is unique. I suppose that, like Raikou's, you come across the problem of wanting to roll the die to get the effect or get out of the plane. Maybe that is good for the flow of the game because it keeps the planes rotating. So the interesting decision is whether you want to spend that mana rolling the die or using your mana to do something else.
The chaos roll does feel like a significant reward, so I quite like that. The static-world effect isn't very powerful but it is flavorful and makes you feel like your on Theros.
Sorry if that was rambly. I like this card a great deal. Clean and print-worthy by my eye.
Cool card. This is the effect that the Constructed/Competitive player in me wants - a way to make the chaos of Planechase more controlled and tame. Turning the wolf into a dog.
I don't think that that effect is oppressive or bad for the game. You executed it well too (it costs 2 more to roll the die only when you're on the plane you want to be on). That way, in general, the card doesn't interrupt the rotation of the planes.
I think I'd like to see the enchantment cost 1W, maybe even W. Probably 1W.
Clean and solid execution of a bottom-up design, all the way from the naming to the color to the mechanics of the card.
I didn't realize that you were 7th above me until after I finished writing my feedback, so I'm not actually going to rank your card.
honestly i felt its always difficult to judge a multiplayer card like this.. since balance is somewhat different in those games..
scrad_the_wanderer : this is a very swingy card.. it allows players to cast without paying its cost. it can be so swingy and game ending if big stuff came up early. it would be different if you still need to pay for the cost. since it wouldn't allow an Emrakul enters the battlefield by turn 2, people will try to get back their permanent by rolling the dice, but if they end up planeswalking instead, it could turn out even worse, with the permanent stuck.
Rocco : this card has an unintuitive kind of rule text with one or fewer instances of flying gets -2/-0. i'd rather have a plane with "All creatures have reach"; "Creatures without flying get -2/-0" , this will somewhat have the same result, but is less confusing since this means, all creature can block one another, and those that don't initially have flying will get -2/-0. although this will work differently with anti-flying cards. The second ability seems fine. you can trap them in cloudscape if you can roll chaos then planeswalk. but this method could be unreliable.
RaikouRider: this would at least produce a 1/1 gargoyle token with fying for a roll due to its first ability. could be more if build around.. quite a useful ability, for an aggressive artifact decks.
mirrodin71: first and second ability sure connected since the creature that dies due to its first ability will fuel the second ability. good in token strategy, also this is somewhat flavorful where Cabal Pit is where the people in Dominaria watch a fight and could get really excited as victims collected..
Raptorchan: i'm not really familiar with the custom planes.. but i can imagine, this is you stealing the gold from the other player via damaging them, not sure what the flavor is for the gold destruction via chaos role.. but it sure quicken your battlefield count via mana accelerations.. seems quite nice plane to be on
kjsharp: this is my first non plane card.. i like the flavor on this card where Eldrazi is like a virus, spread across the multiverse via people planeswalking around. definitely a built around card and is especially good with Coat of Arms or sort. the Annihalator ability addition is a nice touch where if the Eldrazi is big enough, it will start consuming the other worlds. the card itself can be put in any other Eldrazi deck too with just the second ability. this ability for 3C seems like a right balance of power and cost. nice design!
I adore new ideas, especially planeswalker one, but today I am going to be more traditional and care about simplicity, versality and playability too. Still great job, everyone, I'd choose all 6 cards of yours if I only can.
Esper
Plane - Alara {C}
Whenever a player rolls the planar die, target nonland permanent of that player's choice becomes an artifact until end of turn.
Whenever you roll , create an X/X white, blue, and black Gargoyle artifact creature token with flying, where X is the number of artifacts you control.
It always nice to see a strong connection between two plane abilities - I also can easy see this printed in official Planechase product which is great.
Shores of Infinite Tomorrows
Plane - Dominaria
When you planeswalk onto Shores of Infinite Tomorrows or at the beginning of your upkeep, each player reveals the top card of his or her library. You may cast any number of nonland cards revealed this way without paying their mana costs.
Whenever you roll A, Each player gains control of all permanents he or she owns.
Wording is not so clear (you don't planesawlk at the beginning of your upkeep) but I get it. Can feel kinda broken with first ability but second ability balances it surprisingly well. Still thinking that game will be sort of mess with all these controlled permanents but definetely funny.
Nissa, Planar Guide2GG
Planeswalker — Nissa (M)
+1: Planeswalk.
-2: Each blank roll of the planar die is a H roll until end of turn.
-6: You get an emblem with "Whenever another player would planeswalk to a plane, instead reveal cards from the top of your planar deck until you reveal a plane card, then he or she simultaneously planeswalks to the plane he or she was going to planeswalk to and the revealed plane. Put all other cards revealed this way on the bottom of your planar deck in any order.".
4
I really like the first ability - is there anything more common for a planeswalker than planewsalking? Second ability is fine and third ability is a mess.
Also need to say, this card is absolutely parasitic so it can't be played in other formats - but come on, I can say the same about any plane cards though we have some non-plane cards here with some playability outside of the Planechase format.
Rix Maadi
Plane - Ravnica
At the beginning of each player's end step, that player discards his or her hand.
Whenever you roll , Rix Maadi deals 5 damage to you.
My discard. My damage. My Rakdos. Simple and elegant, though it may require a proper deckbuilding but who cares.
Not to step on Roccos toes, but I had been working on the wording of this idea:
Nykthos
Plane - Theros
Enchantments and enchanted creatures you control are indestructible as long as your devotion to it's colors is five or greater. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
Whenever you roll , choose a color. Add to your mana pool an amount of mana of that color equal to your devotion to that color.
Devotion alwas was a problem mechainc but now it should be an infinite headache (from the first glance at least). Second ability is nice (though it just copies an ability of a land card with the same name) but it can't be a redeeming quality for me.
An End to Wandering2W
Enchantment (R)
When An End to Wandering enters the battlefield, name a plane type.
Whenever a player planeswalks, for each planar deck, look at its top card. You may put that card on the bottom of its deck.
As long as a plane of the chosen type is face-up, it costs an additional 2 to roll the planar die.
It cares about plane type, not a name. It encourages players to stay on the chosen plane. But it's very specific and useless outside of Planechase, which I don't really like.
1) RaikouRider
2) scrad_the_wanderer
3) Wildbold
Also some bonus: Yesterday, I tried to criticize wrong cards (that's why I posted a holder for today) so if anyone is interested, an unofficial critics for other six contestants are here:
Planar Intrusion3C
Enchantment (R)
Whenever a player planeswalks, create an X/X Eldrazi creature token, where X is one plus the number of Eldrazi creatures you control.
Eldrazi creatures you control with power 6 or greater have Annihilator 2. In a dream, one of Thraben's inspectors heard the distant sky say, "I am the one who knocks."
First version was better and I was ready to criticize it Flavorful, evokes exactly THAT "well, it escalates quickly" feeling - from spawns to titans. Planeswalking trigger represents Eldrazi ability to planeswalk, but here we have a problem - eldrazi aren't supposed to chase anyone between planes (Emrakul was lured in as we all remember). So maybe, just maybe, it worked better as a plane, such as "Bala Ged Devastated" (Plane - Zendikar) but here another problem - you probably wouldn't reach titan level with it (and with different creation trigger).
But whatever, me likey.
art by
Should it be "creature with last power among creatures you control"? That slows the game, also monstrous random bonus tied to drawback, also reminds me of Feeding Grounds (Plane - Muraganda).
The Cloudscape
Plane - Serra's Realm(C)
All creatures gain flying.
Creatures with one or fewer instances of flying get -2/-0.
Whenever you roll , each player exiles a nonenchantment permanent he or she controls. At the beginning of the end step, if The Cloudscape is the active plane, return the exiled cards to the battlefield under their owners' control.
Kinda interesting use of miltiple instances we have here - I also can see a flavor pretty clear witch is fine. Also Cloudshift reference if I got the idea right. Nothing to dislike about - it also encourages deckbuilding very well.
Mizzix Lightning Bug1UR
Enchantment (R)
Whenever a player roll a , Mizzix Lightning Bug deals 2 damage to him or her.
Whenever a player roll a , tap target creature that player control. It doesn't untap during its controller next untap step.
At the beginning of each other player's end step, if he or she didn't roll a planar die, draw a card.
Yet another card I can see better as a plane, not enchantment - but maybe it's just me. Effects are pretty on-colors, very Izzet. I also like Mizzix as my commander but can't see anyting really exciting about this card - it mostly relies to random though last ability is something.
The Planeswalkers's Guide to the Multiverse is a wholly remarkable book. Perhaps the most remarkable, certainly the most successful book ever to come out of the great scroll-towers of Oboro - of which no human had ever heard of. More popular than The Ravnican Home Care Omnibus, better selling than Fifty-three More Things to do while Planeswalking, and more controversial than Gideon Jura's trilogy of philosophical blockbusters Where The Gods Went Wrong, Some More of the Gods' Greatest Mistakes and Who are these God People Anyway? It's already supplanted the Encyclopedia Multiversa as the standard repository of all knowledge and wisdom, for two important reasons. First, it's slightly cheaper; and secondly it has the words AVOID BOLAS printed in large friendly letters on its cover. - The Guide
The Planeswalker's Guide to the Multiverse3
Artifact (R)
You may look at the first face down card on top of your planes deck.
If you would roll the planar die, instead roll two planar dice and ignore one.
Simple but still pretty specific. I should say kudos to you for a story - just fine, it can make the reader feel the idea much better. Though I am still not a fan of planechase-related cards that are not planes - but come on, I shouldn't be harsh because this is what our challenge is.
Interplanar Edict1B
Enchantment (R)
Whenever an opponent rolls ,, that player discards a card and sacrifices a permanent. B, Sacrifice Interplanar Edict: Target player sacrifices a creature.
It's hard for me to see a real flavor behind this card which is something not good for me - but maybe it just a black card that relies on a planeswalking but not only - thanks, we have another option to activate it even without any planeswalking. Pretty sure this card is less parasitic than previous one, but also less interesting. So I can't choose it mostly because I have only three slots for TOP cards.
Side note: ARGH, this is the second recent MCC/CCL where forgetting "in addition to its other types" cost me so many points X_X
JamBlock: For two mana, you get to -2 and tempo hit someone who rolls chaos. That's a huge deterrent to rolling the planar die. Seems fine in larger formats like Commander, but I have concerns about seeing this card in multiples in 60-card kitchen table games. The cost to use the edict should probably be moved to the upfront cost.
willows: This is really difficult to evaluate. I think it's costed properly, but the knowledge of which plane is next is pretty big in games like this, plus you have the ability to "stop" on whichever plane benefits you the most. Well, not a hard stop, but two extra mana per roll is a significant investment.
IcariiFA: I don't see any flaws with this other than a minor nitpick with the name lorewise - Nykthos is a particular building in Theros. Plane names tend to represent more broad locations. Nyx would have been a perfect name for it.
Wildbold: Griefer planes like this one tend to get excluded from communal planar decks. No one likes getting stuck in The Eon Fog or Lethe Lake, for instance. Unlike the rest of them, this one punishes you for trying to leave. Not a fan.
Turbler: I like the idea of a planechase-matters planeswalker. The only concern I have is with her -2 interacting with the Otaria plane - that's an awful lot of extra turns. Most planechase games use a communal planar deck, which would make it much less of a concern.
scrad_the_wanderer: I like the tension between trying to get your things back and wanting to leave the plane so you can keep all the things you've stolen. The splashiness of this effect is a concern, but I don't feel it's game-warping enough for big multiplayer games.
1) IcariiFA
2) scrad_the_wanderer
3) Turbler
Private Mod Note
():
Rollback Post to RevisionRollBack
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
“Stamp on Your Passport”
Edge of Malacol, taken from gathering-art Tumblr, by Goran Josic and Wizards of the Coast
Theme
It's June, which means time for the summer supplement! This year we're getting Archenemy: Nicol Bolas, which is exciting for anyone who likes to play the bad guy. This month's going to be all about supplemental products.
My personal favorite supplemental product is Planechase, the only Magic format where you actually get to do one of the key parts of being a planeswalker - planeswalking! The future of Planechase is sort of up in the air, but if Archenemy could get a new version after all this time, surely anything is possible. With a possible Planechase set in the coming years in mind, let's open up some new design space (or just some new sightseeing possibilities).
Challenge
Stay tuned for May's CCL Final Poll. Anyone who votes will receive 2 bonus points for June's CCL!
Schedule
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Enchantment (R)
Whenever a player planeswalks, create an X/X Eldrazi creature token, where X is one plus the number of Eldrazi creatures you control.
Eldrazi creatures you control with power 6 or greater have Annihilator 2.
In a dream, one of Thraben's inspectors heard the distant sky say, "I am the one who knocks."
Plane - Stavado (C)
Whenever a creature deals combat damage to a player, that creature's controller creates a colorless artifact token named Gold. It has "Sacrifice this artifact: Add one mana of any color to your mana pool."
Whenever you roll z, destroy all Gold tokens.
art by
Enchantment (R)
Whenever an opponent rolls ,, that player discards a card and sacrifices a permanent.
B, Sacrifice Interplanar Edict: Target player sacrifices a creature.
Enchantment (R)
When An End to Wandering enters the battlefield, name a plane type.
Whenever a player planeswalks, for each planar deck, look at its top card. You may put that card on the bottom of its deck.
As long as a plane of the chosen type is face-up, it costs an additional 2 to roll the planar die.
Plane - Alara {C}
Whenever a player rolls the planar die, target nonland permanent of that player's choice becomes an artifact until end of turn.
Whenever you roll , create an X/X white, blue, and black Gargoyle artifact creature token with flying, where X is the number of artifacts you control.
Emille, Seven-Sting Dancer Shalin Nariya
Plane — Serra's Realm(C)
All creatures gain flying.
Creatures with one or fewer instances of flying get -2/-0.
Whenever you roll , each player exiles a nonenchantment permanent he or she controls. At the beginning of the end step, if The Cloudscape is the active plane, return the exiled cards to the battlefield under their owners' control.
Plane — Theros (C)
Players may spend mana as though it were mana of any color to cast enchantment spells.
As long as a player's devotion to an enchantment spell's colors is at least three, it costs 2 less to cast.
Whenever you roll , each player exiles a nonenchantment permanent he or she controls. At the beginning of the end step, if Nyx is the active plane, return the exiled cards to the battlefield under their owners' control.
EDIT: I wasn't totally pleased with this design, anyway, so in light of Icarii's entry,
I decided to do something different. I even think the Chaos ability works better on my new entry.
(Fun fact: Skybind lost me a crucial game at the JOU prerelease, and I proceeded to never see it played again.)
Enchantment (R)
Whenever a player roll a , Mizzix Lightning Bug deals 2 damage to him or her.
Whenever a player roll a , tap target creature that player control. It doesn't untap during its controller next untap step.
At the beginning of each other player's end step, if he or she didn't roll a planar die, draw a card.
Nykthos
Plane - Theros
Enchantments and enchanted creatures you control are indestructible as long as your devotion to it's colors is five or greater. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
Whenever you roll , choose a color. Add to your mana pool an amount of mana of that color equal to your devotion to that color.
Planeswalker — Nissa (M)
+1: Planeswalk.
-2: Each blank roll of the planar die is a H roll until end of turn.
-6: You get an emblem with "Whenever another player would planeswalk to a plane, instead reveal cards from the top of your planar deck until you reveal a plane card, then he or she simultaneously planeswalks to the plane he or she was going to planeswalk to and the revealed plane. Put all other cards revealed this way on the bottom of your planar deck in any order.".
4
The Planeswalker's Guide to the Multiverse 3
Artifact (R)
You may look at the first face down card on top of your planes deck.
If you would roll the planar die, instead roll two planar dice and ignore one.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Plane - Dominaria
When you planeswalk onto Shores of Infinite Tomorrows or at the beginning of your upkeep, each player reveals the top card of his or her library. You may cast any number of nonland cards revealed this way without paying their mana costs.
Whenever you roll A, Each player gains control of all permanents he or she owns.
scrad_the_wanderer
RaikouRider
Raptorchan
kjsharp
mirrodin71
Rocco
iphanx
doomfish
JamBlock
willows
IcariiFA
Wildbold
Turbler
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Planeswalker — Nissa (M)
+1: Planeswalk.
-2: Each blank roll of the planar die is a H roll until end of turn.
-6: You get an emblem with "Whenever another player would planeswalk to a plane, instead reveal cards from the top of your planar deck until you reveal a plane card, then he or she simultaneously planeswalks to the plane he or she was going to planeswalk to and the revealed plane. Put all other cards revealed this way on the bottom of your planar deck in any order.".
4
There actually already is a Planar Guide, but that's not a big issue. Starting with the +1 ability, I'm already not feeling this one. There needs to be a feeling of randomness to planeswalking, with the only real control you have over it being rolling the planar die. If one player can do it whenever the group lands on a disadvantageous plane for him, he's sort of circumventing the whole point of the exercise. I'm not saying it's overpowered, just unfun. Her -2 is much more likeable. On some planes, that could potentially be game-winning, but there's still en element of randomness to the proceedings. It could even synergize with her +1, kinda sorta. Her ultimate is a mess of quality issues and unfocused design. What is the advantage to ever ultimatting her — especially if it would remove all her loyalty? She'd need to stick around long-enough to -2 again for optimal value, and it doesn't look like that was taken into account.
Neat ideas here, and mostly good use of planechase flavor. I think it needs more tinkering and balancing before calling it finished.
Plane - Alara {C}
Whenever a player rolls the planar die, target nonland permanent of that player's choice becomes an artifact until end of turn.
Whenever you roll , create an X/X white, blue, and black Gargoyle artifact creature token with flying, where X is the number of artifacts you control.
Erm, so. It turns your things into noncreature artifacts? That could get really messy, and doesn't seem usable in the slightest except for in conjunction with the chaos ability. Abilities of creatures would continue to function, but they wouldn't be able to use their power or toughness for anything. Sort of pacifisms your (probably) creature for a turn. So I guess the only lines of play are to do nothing, and basically continue playing a non-Planechase game of multiplayer, or take a turn off trying to make a big flying beater. I don't like either option. How did you imagine this being used? I might be missing something.
art by
Pits of the Cabal
Plane — Dominaria (C)
At the beginning of your end step, sacrifice the creature you control with the least power. If two or more creatures are tied for least power, you choose one of them.
Whenever you roll a P, creatures you control get +1/+1 until end of turn for each creature card in your graveyard.
*Card transcription by me, with corrections in bold*
Good thing I'm not vision-impaired, or my TTS app wouldn't have allowed me to critique your entry! (Renders of cards should be secondary to text-based cards, IIRC).
Besides that, and besides the quality issues I bolded, I rather like the card. Paired with a token generator, this could get really nasty for everyone else, at least until they frantically planeswalk away the first chance they get. This will definitely sometimes steal everyone's turn as they expend their mana failing to escape. I don't think it will ever stick around long enough for the chaos ability to really shine, unless there's a heavy graveyard deck at the table. So it seems pretty balanced to me overall. More often than not, players will accidentally roll chaos trying to avoid saccing a creature later, and reap some small reward as consolation for the loss. Pretty neat, but seriously... This thing is a mess!
Plane - Stavado (C)
Whenever a creature deals combat damage to a player, that creature's controller creates a colorless artifact token named Gold. It has "Sacrifice this artifact: Add one mana of any color to your mana pool."
Whenever you roll z, destroy all Gold tokens.
This is hilarious and deceptively political. There are so many layers to peel back in any context where the abilities are relevant that I don't think anyone would really be up to the task of making a "correct" play. There would be so many choices to make before and during every attack, not to mention deals to be made (and broken, of course). Man.
But those aren't criticisms. I think this is fantastic. It's internally balanced and fun, but it does look a lot less BOOM! CRASH! KABONG! than the other planes. Its effects on the game will always be pretty subtle and difficult to work to one's own advantage. I'm close to calling that a minor detriment to the card, but I'm still on the fence. Great entry, either way.
Enchantment (R)
Whenever a player planeswalks, create an X/X Eldrazi creature token, where X is one plus the number of Eldrazi creatures you control.
Eldrazi creatures you control with power 6 or greater have Annihilator 2.
In a dream, one of Thraben's inspectors heard the distant sky say, "I am the one who knocks."
Oy. Can I please never see another Eldrazi card ever again? LOL
My admitted bias aside, This is some excellent (what appears to be) top-down design. The flavor of bigger and bigger Eldrazi sneaking into planar reality every time someone planeswalks is fantastic — Tastes great. I'm not, however, a fan of the second ability. This card isn't nearly the only way to get 6-power eldrazis that don't already have Annihilator. Taking that into account, as well as the fact that this isn't a plane your opponents can just spend some mana to escape from, I'm left wishing the "A" word wasn't printed anywhere on this card. Perhaps something a bit less oppressive would work better, such as with From Beyond maybe?
Plane - Dominaria
When you planeswalk onto Shores of Infinite Tomorrows or at the beginning of your upkeep, each player reveals the top card of his or her library. You may cast any number of nonland cards revealed this way without paying their mana costs.
Whenever you roll A, Each player gains control of all permanents he or she owns.
This is the polar opposite of Raptorchan's entry. It definitely is designed for multiplayer only, but it's not a bit political. Rather, it's totally, shamelessly bonkers, and it's great and terrible at the same time.
The potential for unpredictable chaos is higher than I would want to actually try to strategize around, but i wouldn't mind a round or two of utter terror and confusion every now-and-then to break up the monotony.
2. iphanx
3. Raptorchan
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
2) IcariiFA
3) Raikou Rider
scrad_the_wanderer : this is a very swingy card.. it allows players to cast without paying its cost. it can be so swingy and game ending if big stuff came up early. it would be different if you still need to pay for the cost. since it wouldn't allow an Emrakul enters the battlefield by turn 2, people will try to get back their permanent by rolling the dice, but if they end up planeswalking instead, it could turn out even worse, with the permanent stuck.
Rocco : this card has an unintuitive kind of rule text with one or fewer instances of flying gets -2/-0. i'd rather have a plane with "All creatures have reach"; "Creatures without flying get -2/-0" , this will somewhat have the same result, but is less confusing since this means, all creature can block one another, and those that don't initially have flying will get -2/-0. although this will work differently with anti-flying cards. The second ability seems fine. you can trap them in cloudscape if you can roll chaos then planeswalk. but this method could be unreliable.
RaikouRider: this would at least produce a 1/1 gargoyle token with fying for a roll due to its first ability. could be more if build around.. quite a useful ability, for an aggressive artifact decks.
mirrodin71: first and second ability sure connected since the creature that dies due to its first ability will fuel the second ability. good in token strategy, also this is somewhat flavorful where Cabal Pit is where the people in Dominaria watch a fight and could get really excited as victims collected..
Raptorchan: i'm not really familiar with the custom planes.. but i can imagine, this is you stealing the gold from the other player via damaging them, not sure what the flavor is for the gold destruction via chaos role.. but it sure quicken your battlefield count via mana accelerations.. seems quite nice plane to be on
kjsharp: this is my first non plane card.. i like the flavor on this card where Eldrazi is like a virus, spread across the multiverse via people planeswalking around. definitely a built around card and is especially good with Coat of Arms or sort. the Annihalator ability addition is a nice touch where if the Eldrazi is big enough, it will start consuming the other worlds. the card itself can be put in any other Eldrazi deck too with just the second ability. this ability for 3C seems like a right balance of power and cost. nice design!
1. Mirrodin71
2. Kjsharp
3. Raptorchan
It always nice to see a strong connection between two plane abilities - I also can easy see this printed in official Planechase product which is great.
Wording is not so clear (you don't planesawlk at the beginning of your upkeep) but I get it. Can feel kinda broken with first ability but second ability balances it surprisingly well. Still thinking that game will be sort of mess with all these controlled permanents but definetely funny.
I really like the first ability - is there anything more common for a planeswalker than planewsalking? Second ability is fine and third ability is a mess.
Also need to say, this card is absolutely parasitic so it can't be played in other formats - but come on, I can say the same about any plane cards though we have some non-plane cards here with some playability outside of the Planechase format.
My discard. My damage. My Rakdos. Simple and elegant, though it may require a proper deckbuilding but who cares.
Devotion alwas was a problem mechainc but now it should be an infinite headache (from the first glance at least). Second ability is nice (though it just copies an ability of a land card with the same name) but it can't be a redeeming quality for me.
It cares about plane type, not a name. It encourages players to stay on the chosen plane. But it's very specific and useless outside of Planechase, which I don't really like.
2) scrad_the_wanderer
3) Wildbold
Also some bonus: Yesterday, I tried to criticize wrong cards (that's why I posted a holder for today) so if anyone is interested, an unofficial critics for other six contestants are here:
First version was better and I was ready to criticize itFlavorful, evokes exactly THAT "well, it escalates quickly" feeling - from spawns to titans. Planeswalking trigger represents Eldrazi ability to planeswalk, but here we have a problem - eldrazi aren't supposed to chase anyone between planes (Emrakul was lured in as we all remember). So maybe, just maybe, it worked better as a plane, such as "Bala Ged Devastated" (Plane - Zendikar) but here another problem - you probably wouldn't reach titan level with it (and with different creation trigger).But whatever, me likey.
Should it be "creature with last power among creatures you control"? That slows the game, also monstrous random bonus tied to drawback, also reminds me of Feeding Grounds (Plane - Muraganda).
Kinda interesting use of miltiple instances we have here - I also can see a flavor pretty clear witch is fine. Also Cloudshift reference if I got the idea right. Nothing to dislike about - it also encourages deckbuilding very well.
Yet another card I can see better as a plane, not enchantment - but maybe it's just me. Effects are pretty on-colors, very Izzet. I also like Mizzix as my commander but can't see anyting really exciting about this card - it mostly relies to random though last ability is something.
Simple but still pretty specific. I should say kudos to you for a story - just fine, it can make the reader feel the idea much better. Though I am still not a fan of planechase-related cards that are not planes - but come on, I shouldn't be harsh because this is what our challenge is.
It's hard for me to see a real flavor behind this card which is something not good for me - but maybe it just a black card that relies on a planeswalking but not only - thanks, we have another option to activate it even without any planeswalking. Pretty sure this card is less parasitic than previous one, but also less interesting. So I can't choose it mostly because I have only three slots for TOP cards.
1) Rocco
2) kjsharp
3) doomfish
JamBlock: For two mana, you get to -2 and tempo hit someone who rolls chaos. That's a huge deterrent to rolling the planar die. Seems fine in larger formats like Commander, but I have concerns about seeing this card in multiples in 60-card kitchen table games. The cost to use the edict should probably be moved to the upfront cost.
willows: This is really difficult to evaluate. I think it's costed properly, but the knowledge of which plane is next is pretty big in games like this, plus you have the ability to "stop" on whichever plane benefits you the most. Well, not a hard stop, but two extra mana per roll is a significant investment.
IcariiFA: I don't see any flaws with this other than a minor nitpick with the name lorewise - Nykthos is a particular building in Theros. Plane names tend to represent more broad locations. Nyx would have been a perfect name for it.
Wildbold: Griefer planes like this one tend to get excluded from communal planar decks. No one likes getting stuck in The Eon Fog or Lethe Lake, for instance. Unlike the rest of them, this one punishes you for trying to leave. Not a fan.
Turbler: I like the idea of a planechase-matters planeswalker. The only concern I have is with her -2 interacting with the Otaria plane - that's an awful lot of extra turns. Most planechase games use a communal planar deck, which would make it much less of a concern.
scrad_the_wanderer: I like the tension between trying to get your things back and wanting to leave the plane so you can keep all the things you've stolen. The splashiness of this effect is a concern, but I don't feel it's game-warping enough for big multiplayer games.
1) IcariiFA
2) scrad_the_wanderer
3) Turbler
Emille, Seven-Sting Dancer Shalin Nariya