-I'll give you a task, and each leaguer has 3.5 days to submit a card. (We have a deadline, so try to adhere to this.)
- Then, the round closes, and each of you will have 1.5 days to post a Top 3 and reviews (And I shall do my best to have the next round up every 5 days.)
- Each 1st place earns you 3 points, 2nd place earns 2 points and 3rd place earns 1 point
- Additionaly, each player who posts a review for at least half the cards gains 1 point. Anyone who submits a T3 within deadline also receives a point.
- At the end of the third round, we go to a Top 8, where each session becomes a 1 vs. 1 (or not, it can sometimes be a 1 vs. 1 vs. 1 battle royale ) elimination, until we have our champion.
- If you don't post a round, you're on probation. If you don't post again, I'm sorry, but you're out.
- We have a "No Review Penalty" which means that if you don't post a T3, you are on probation, just as if you didn't post a card. If you didn't have time to post your T3 in time, PM it to me and I'll remove the probation, no extra charge!
- We'll have 2 teams. Each team will review the other team's cards. After 3 rounds, we will have a T4 for each team (team A 1st will face Team B 4th, team B 1st will face team A 4th, and so on).
- Some rounds I will vary the teams and scoring policies. I'll do my best to inform everyone what those changes entail.
The CCL is among the more fun games on the MtGSalvation forums due to its inherent aspect of interactivity among the Leaguers (that’s you). We actively critique each other’s card designs at the end of each round, putting a more personal interest into our cards and generally making us all better designers. Typically, we build worlds more complete than many games, as each round builds on the designs and ideas of previous rounds in the month. The CCL allows for Leaguers to plumb the depths of creativity, as the point schedule aspect allows for three full rounds without fear of elimination.
Schedule
The CCL will run six rounds, each lasting five days.
Rounds 1, 2 & 3 will be free-for-alls with each leaguer fighting for the most points during critiques. At the beginning of each of these rounds. The host will divide the league members evenly into two teams and each team will be assigned their design challenge. At the challenge deadline, the round will elapse into the critique section (see Critiques below). Once the critique section ends, the host will tally points and post the next round. Team rosters are likely to change between rounds; the new rosters will be included in the initial posting for the next round.
Each round will last five days: 3.5 to finalize designs, 1.5 for critiques.
The schedule will usually operate according to US Easter time zone (GMT -5) We will stick to this schedule as closely as possible, adjusting as necessary.
Challenge Rounds
At the start of each round, the host will post the challenge for the round. This may be, at the host’s discretion, a single challenge for all leaguers, a list for each leaguer to choose from, challenges assigned to each leaguer, or other challenge variation.
Each Leaguer will post his/her entry by the deadline, 3.5 days after the round is posted.
Critique Rounds
At the end of each challenge round, the host, or an individual the host designates, will officially close the round and open the forum for critiques. After this point, modifying the post containing your entry for the round will incur penalties (see Penalties section).
Each Leaguer will thoroughly critique at least 50% of the entries given by the leaguers on the other team.
In addition to the critiques, each Leaguer generates his/her list of the Top 3 entries for the round. The Top 3 listings are the chief source of points within the CCL and are therefore required to complete. Even if critiques are not completed, Top 3’s must be listed to avoid penalties (see Penalties for penalty schedule). Regardless of the cards actually critiqued by a given Leaguer, Top 3’s can be drawn from any valid entry of the round. Submitting Top 3’s grants one point.
A valid critique does not need to be lengthy. A few constructive sentences will do as long as they are meaningful. Neither “Hated it,” “Too expensive,” nor “Bahhrokken!!!” are valid critiques.
Example: The following card is submitted by Fitzgerald:
A few decent critics:
from Tiberius: Templating issue with “nonpermanent card,” it's confusing and should just read “instant or sorcery card.” And the cost seems steep: I’m giving up a mana, a card, and immediate access to the card I looked for. Creative, but not bad.
from Wilhelmina: I hate the name. Also the shuffle part should be right after removing the tutored card instead of on a separate line. Seems powerful as an instant, play it on the opponents turn and you get basically a free draw, but you get to pick it.
from Beauregard: A bit complicated for uncommon. It doesn’t go to microtext on a render (sans flavor text) but it still isn’t all that intuitive.
Valid Entry Constitution
A valid entry in a given round cleanly delivers all required components of the challenge. The CCL is based around card design, so each challenge will direct Leaguers to design one or more cards, but other components may be given according to the judge’s discretion. Historically, these non-card components have included such things as keyword mechanic designs, story pieces, and various ideas for the judge to incorporate into later rounds. Include only what is described by the challenge requirements, as superfluous items may sway judgings unfairly and will incur penalties.
It is customary to include card renders in entries. This is not required. Some Leaguers may not have access to render design software and therefore will not be penalized for posting an entry without a render. However, it must be understood that a proper render is easier to judge/critique as it is more pleasing to the eye, more memorable and allows for Leaguers to judge the card by its wordiness, a very important aspect of a card’s design. Common rendering software used include Magic Set Editor (free program, the standard that most amateur designers use), PhotoShop (not free), and GIMP (free PhotoShop knockoff).
Scoring
The bulk of available points will be derived from Top 3 listings, as is League custom. Within each Top 3 listing, the choice for 1st place will be awarded 3 points, the choice for 2nd place will receive 2 points, and the choice for 3rd place will receive 1 point. It is common for Leaguers to post an Honorable Mention or two along with their T3 listings. Honorable Mentions are not awarded points. Posting T3s is required and awards one point for completion of the requirements. There are penalties for failure to post T3s (see Penalties section).
Critiques are an optional aspect of the CCL, therefore no penalties are given for failure to complete critiques. Any Leaguer completing critiques for at least 50% of the other team's entries will receive 1 bonus point. An additional point will be awarded if a Leaguer critiques all valid entries in the round.
As noted in the section on Valid Entry Constitution, entries are encouraged to contain proper card renders. Some Leaguers may not have access to render design software and will not be penalized for posting an entry without a render.
Penalties
Failure to post Top 3s as required during the Critique section of any round will put a Leaguer on probation. While on probation, failure to post an Top 3 in any later round will disqualify that Leaguer for the remainder of the month.
Once a Round elapses into its critique section, any Leaguer modifying their entry after any leaguer has posted a critique, will be disqualified for the round.
Failure to post an entry within the Challenge round will put a Leaguer on probation. While on probation, failure to post an entry in any later round will disqualify that Leaguer for the remainder of the month.
Making Magic by Mark Rosewater, current head of Magic Design at Wizards of the Coast. Making Magic is a weekly article detailing the trials, tribulations and achievements of Magic R&D in riveting prose.
Magiccards.info is the database mtgsalvation draws upon when you use the [card] tag. The advanced search functionality is useful for searching all cards officially printed by WotC.
Gatherer is the database maintained officially by WotC. It has slightly different functionality than magiccards.info, but the differences are too numerable to list here. (Someone should write an article about that)
Your other Leaguers are fantastic resources. We, more than the players of other games on this forum, are a community, as can be seen by the dialogue of any CCL thread.
Question, consult with, challenge and encourage each other at every opportunity.
Credits
Round 1 Posted - August 3 Round 1 Critiques - August 6
Round 2 Posted - August 9 Round 2 Critiques - August 13
Round 3 Posted - August 16
Round 3 Critiques - August 19
Round 4 Posted - August 24
Round 4 Critiques - August 27
Round 5 Posted - August 29
Round 5 Critiques - September 1
Round 6 Posted - September 3
Round 6 Critiques - September 7
Round Four: Be the Better Person
"Can you feel it? This power, so much of it, i can practically smell it on the air, I can taste it. So much POWER...
I knew messing with the rifts was a great idea, goodbye boring days of fighting with what we've got, hello to power coming looking for me. Of course, not all of it was perfect, but with so much to choose from, who cares if some get burnt?
Hmm... I just can't wait to get started...
Now it's time they prove themselvs to me. I will not choose those who are scared of the flames, nor will I settle for those who burn easily. It's those who jump into the fire and come out of the other side stronger are the ones I will chose to act on my behalf when the time comes.
Call me capricious, call me insane, but I want to see who is most eager to prove themself.
And besides, I really do like a good show."
~~~~~
The planeswalkers are no pushovers. You've seen in your very eyes how some of those who approached them get obliterated, or sent on suicide missions, or even cursed into an unholy shape. Indeed, you had to be very cautious when you approach your planeswalker.
For the most part, you have succeeded in convincing your planeswalker you are fit to serve them, but it seems that they are not completely pleased with your preformance.
You see, you are not the only ones who tried to get this planeswalker's attention, and so far, it looks like you are far from being the most impressive of their minions.
But you still have your goal. If you want to see your home ever again, you must find something that will make you better than ever, to shine above the competition for your planeswalker's attention.
There must be something...
Your mission is to create an artifact or enchantment card that represants some tool, spell or empowerment that your avatar can use to be more than itself. It must have some sort of synergy or a combo with your avatar (for example, the synergy between Brigid, Hero of Kinsbaileand Gorgon Flail)
Please check to make sure no mistakes were made. Players with a star next to their names are on probation for not posting top three. you can PM or post your top 3 before this round end to remove this probation.
Match 1: Maokun vsperson3412 vs _IF_ - Shall make an equipment card.
Match 2: Harbinger_ vs KoolKoal vs d@rkelf - Shall make a non aura enchantment card
Match 3: MagicProfessor28 vs Gerrard's Mom - Shall make a non equipment artifact card
Match 4: Twilight Kiwi vs Jau - Shall make an aura enchantment card
Each player will critique all matches other than their own.
Mokurai, the World Root :symg::symg:
Legendary Creature - Spirit (R)
Vigilance
At the beginning of your upkeep, you may search your library for a Forest card and put it onto the battlefield tapped. If you do, put a +1/+1 counter on Mokurai, the World Root. Then shuffle your library. Never moving, he simply grows towards his objectives.
2/2
Molimo, Woodshaper :3mana::symg::symg:
Planeswalker - Molimo (M)
+1: You may put a land card from your hand into play. If you do, draw a card.
-1: Until end of turn, creatures you control have ": Add to your mana pool."
-8: You may sacrifice ten Forests. If you do, search your library for up to ten green permanent cards and put them onto the battlefield. Then shuffle your library.
{4}
Mokurai's thick roots twisted up around the gnarly figure that had appeared in its midst. As the roots made contact, a wave of foreign energy swept out from the green-shrouded planeswalker. Leaves and flowers unknown to Mokurai sprouted in spiraling patterns from the closest roots outward. The former maro-sorceror of Llanowar and the recently roused forest spirit of the Jukai met, and knew each other. As any tree shapes the energy of the sun into the wondrous structures of wood and leaf, the World Root took hold of the light of a hundred other worlds that poured through the sun at the center of this being. The tome that formed before Molimo was not only a record of the forests he had been to, but a map to find those he would need to travel to in the future. Trees sprouted in miniature at every turn of the page, tiny rivers pouring water over the edge of the bindings, hills gently swelling from the glowing parchment. This is what he would need to travel forth, and Mokurai would be its guardian.
Planeswalker's Atlas5
Artifact (R) Landfall — Whenever a land enters the battlefield under your control, look at the top X cards of your library, where X is the number of other lands you control that share a land type with that land. Put one of those cards into your hand and the rest on the bottom of your library in any order.
Oh wow... I am quite nervous! I know Gerrard's Mom is one of the top designers! I will just pray for the best! Good Luck GM!
Svogthir, Golgari Deity 3BBGG Legendary Creature- Plant Zombie {MR} Dredge 10 Svogthir, Golgari Deity’s power and toughness are each equal to the number of creature cards in your graveyard. XXT: Put target creature card with converted mana cost X or less in your graveyard onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types. He has found a way to transcend death by embracing it head on. */*
Scouting Swarm BG Instant {Uncommon} As an additional cost to cast Scouting Swarm, sacrifice a land. Put a 1/1 green and black Insect creature token onto the battlefield with “When this creature leaves the battlefield, search your library for up to two basic land cards and put them onto the battlefield tapped.” Dredge 3 Much like the cycle of life and death, Golgari scouting insects will descend upon infertile land and cause a fruitful vineyard to arise. Illus. Jan Patrik Krasny
Golgari Riftwurm4:symbg::symbg: Creature-Wurm Zombie {Uncommon} Trample When Golgari Riftwurm is put into a graveyard from the battlefield, put the top X cards of your library into your graveyard, where X is equal to Golgari Riftwurm’s power. Dredge 2 Through an alliance with the Simic Combine, the Golgari were able to develop the ultimate test subject – one that doesn’t die and still contributes to the cycle of life and death. 6/5 Illus. Dénes Nagy
Hana Marika, Deathcycler3BG Planeswalker- Hana {Mythic Rare} [+1]: Put the top ten cards of your library into your graveyard. [-4]: Destroy target nonland permanent and all other permanents with the same name as that permanent [-7]: Each creature you control’s power and toughness are each equal to the number of cards in your graveyard until end of turn. {4} Illus. Jen Emery
Necromancer's Cauldron 1
Artifact {Rare}
Whenever you return a creature card from your graveyard to the battlefield, you may search your library for a creature card and put it into your graveyard. Then shuffle your library.
Dredge 2 According to Guildpact statutes, Golgari rituals that disrupt the cycle of life and death, require an offering to balance the natural order.
Illus. Richard Sardinha
Kifair and Morai, Disciples of Ajani 2WRG
Legendary Creature - Cat Warrior
Whenever a creature you control is put into a graveyard from the battlefield you may have Kifair and Morai, Disciples of Ajani deal damage equal to its power to target creature or player.
Whenever Kifair and Morai, Disciples of Ajani deals damage you gain that much life or you may put a +1/+1 counter on Kifair and Morai, Disciples of Ajani.
Avatars he sculpts of Passion, Grace and Might. 3/3
From the Naya Shard of Alara
Best of luck to my competitors!
Kifair and Morai stopped to catch their breath, looking over at the somewhat unstable planeswalker. He had four others who had got trapped on this plane that had wanted off. Karthi-Ul had said that it was hard to get off this plane and that he could only take two with him and even that would be an interesting situation.
The planeswalker then gibbered on about ravenous squirrels and some matter of beast called a horse. Karthi-Ul had put them through a set of contests in order for him to pick the two he would be taking. Personally Morai thought that Karthi was just doing this for something to laugh at.
The last test was today and it was a matter of battle. Each subject would have a partner and would have to fight to earn their way off the plane. Kifair and Morai had watched many different manner of beings focus on ways to hone their abilities.
Kifair and Morai watched as they created their own, taking some of their own abilities and adding in some of their foes. Karthi-Ul walked up to the two nacatl, clutching his staff he looked at them with intensity, one eye small and beady and the other larger and inquisitive.
"Are ye ready to spar young kitties? Eh? Eh?! Well there are alot of competitors down here willing to get off this rock. Do ye think ye can beat em off? Beat em off like squirrels in the bush! Little rotten nasty things! Always chittering! Always chattering! Bushy tails and nasty teeth but tasty with the right spice.... Need more malgusil..."
He wandered off leaving the two nacatls wondering if they really did the right thing trying to get off the plane with this mysterious mage or if they'd be better off trying their luck with the portals.
Spirit of the Warrior(2/W)(2/R)(2/G)
Enchantment
War Graft 4 (This permanent enters the battlefield with 4 +1/+1 counters on it. Whenever a creature deals non-combat damage, you may move a +1/+1 counter from this permanent onto it.)
Red creatures with a +1/+1 counter on them have haste.
Green creatures with a +1/+1 counter on them have trample.
White creatures with a +1/+1 counter on them have vigilance.
Terrami, Vulshok Alchemist :3mana::symr::symr:
Legendary Artifact Creature - Human Artificer
Whenever an artifact is put into a graveyard from the battlefield, Tarramir gets +2/+1 and gains first strike until end of turn. Terrami altered the metal of her being. And while she gave herself all the power she craved, she became more a being of metal than of flesh.
3/3
Machinations of MachineryRRR
Enchantment (R)
At the beginning of each player's upkeep, Machinations of Machinery deals 2 damage to that player unless he or she sacrifices an artifact. Then, that player puts a 3/1 Construct artifact creature token with haste into play. "Tiny constructs that live hard and die young. No, I mean: work hard and combust young. Either way, I've done good work."
—From the research notes of Terrami, Vulshok Alchemist
Kasir Eol, Master Cytoshaper2UG
Legendary Creature - Human Wizard
Graft 3 2UG: Choose a creature with a +1/+1 counter on it. Target creature becomes a copy of that creature until the beginning of the end step. "The best way to verify the success of an experiment is to duplicate it."
0/0
It was difficult to suppress his nervousness... and his jealousy. Kasir knew his mentor could sense these feelings churning within him and was ashamed, but try as he might he could not quash them.
Kasir knew he was the least of Zeronym's disciples.
Oh, yes there were others: a small band of druids, barbarians, clerics, and monks who had seen the miracles the planeswalker wrought and dedicated themselves to helping him. They all had advantages Kasir did not - physical prowess (especially compared to the biomancer's usually scrawny frame), greater knowledge of this plane and others, and the like. Such advantages could be replicated by Kasir, with enough time and magic, though both were in short supply with the world rapidly degrading around them. There was one factor seperating himself from his fellows that he could not surmount, however.
All of them had an inherent connection to nature, an understanding of the world that they had all been born with. Their magic came to them easily; nature was eager to reshape itself to their benevolent will. It was this tie with their master that Kasir lacked; he had to study nature to understand and work with it. He had never seen that as a drawback before, but here he could see it rapidly becoming one, as his 'peers' could instinctively do what Zeronym asked while Kasir had to apply his intellect to the problem first. And none of them hoped to learn from their mentor as Kasir did; they only wished to serve him.
It was as he had said at that first fateful meeting. Kasir Eol was a scientist. And he was starting to feel he had no place among nature's savants.
When he finally gathered the courage to voice his concerns to Zeronym, however, the planeswalker's answer surprised him.
"Take heart! It is in part because of the very difference you speak of that I value you so much as a friend, Kasir," the man smiled, shaking his head in gentle reproach. He gestured grandly to the forest around him, the slowly-developing bastion of life that they had all been working so laboriously on nurturing and expanding. "You see all this differently than they do. Than even I can. Without your perspective - and experience with the damaged ecosystem of your Ravnica - we would would not have made half as much progress." He lowered his voice, his ever-present smile fading slightly. "And truth be told, I trust you more than any of our fellows, wise though they may be. You may have noticed we have lost a few of our number as the days pass. Some of them believe that we should let this world take its natural course instead of trying to save it. Others simply think we meddle too much.
"Some of these lost ones have found a new champion. With the state this world is in, it should not surprise you that other planeswalkers have been drawn to Dominaria. There is one - a dryad from your own homeworld, no less! - whose goals on the surface seem similar to mine. But she does not see life the way we do, friend, as something that can - and must! - be improved. She seeks only to preserve and nurture it. Of course we both understand that the best way to protect life is to give it better tools to protect itself! Still, I see the value in her perspective as I do yours, but to her... I am a threat. She views what we do as an abomination, a twisting of the natural world."
"She thinks that you're evil? You, Master!?" Kasir arched an eyebrow, leaning closer to Zeronym defensively. The man sighed sadly.
"I have asked you not to call me that, Kasir. And no... not necessarily evil. But perhaps she thinks I am mad, or simply irresponsible. Still, I have seen how she deals with those who do not follow the path she has laid out." His grim tone implied a fate that Kasir did not want to imagine.
"What will you do about her?"
"We will do nothing, unless she confronts us herself. I have no quarrel with her, and I do not lust for violence. The battles of planeswalkers and others have already wrought enough devastation on this world. It is for this reason that I have confided in you alone about this, Kasir, for I fear some of your brethren would take action against her, if they thought she would do so against me. I did not want to build a religion, but it seems some have decided to follow me with a somewhat disturbing zeal." The man gave a wry smile as Kasir nodded knowingly. He had witnessed such fervor among the ranks; his own lack of dedication had been another source of guilt and inadequacy, but now he could see that such a quasi-religious reverence towards the man he 'merely' respected and admired would only hurt their cause more than helping it.
"No, Kasir; for the time being, we can only continue at our grand task. Let us cast aside these dark thoughts and turn back to our work." He rubbed his hands together in anticipation. "There is something more important I have been meaning to talk to you about. The creatures that help you with your magic, that seem to be a part of you so intrinsically that I almost did not notice they were seperate entities, or even alive, at first; I wish to know more about them." With a start Kasir realized what his mentor was referring to. Raising the sleeve of his robe, he brushed his hand against a smooth indigo shell attached to his arm. After a moment it began quivering, a vibration that traveled swiftly across its length until, suddenly, what had seemed to be a mundane piece of armor liquified, twisting into an amorphous blue blob that coiled in Kasir's open palm.
"I'm sorry, master. It wasn't my intention to hide this from you, but I have become so accustomed to using them that it has become second nature. I hardly give it conscious thought. It had not even occured to me that you might be curious about them, as they are fairly common on Ravnica now." Zeronym stared with keen curiousity as the little creature shifted back and forth, tasting the air around it and seeming to like the 'scent' coming from the planeswalker. "This is a cytoplasm, the masterwork of my guild's wise leader, Momir Vig." The reverent tone with which he spoke the name brought a true smile to Zeronym; here was a being that his disciple held in the same respect. "Back home, working with and developing these creatures was my specialty; as you can see, I wear a number of them, what my brethren have simply assumed to be armor or decoration. They are symbiotic mana-constructs; they make it possible to easily and efficiently gather and share data on test subjects, with no detrimental effects on the host, and..." Kasir paused; he could see he was about to lose the planeswalker as he delved into more technical terms. "It will be easier to demonstrate, I believe."
Obligingly, Zeronym raised his arms, and in moments two small woodland creatures had joined them - a bird and a squirrel. At the planeswalker's urging, the bird hopped into Kasir's hand. The biomancer sent a subtle pulse of mana into the cytoplast, and with almost predatory speed it suddenly flayed outwards and enveloped the bird. It struggled and panicked for a few tense seconds as the blob squirmed around it, but soon settled down as the cytoplasm solidified into a translucent blue skin running down from the top of its head, wrapping around the base of its wings and connecting again to an oval around its chest. "It will not impede that bird at all, of course. At first it will only provide small amounts of magic and energy to sustain its host, taking in return information about the host's biological nature and functions. But with subsequent hosts..." At another prompt, the cytoplasm surged once more into Kasir's hand, leaving the bird ruffling its feathers in indignation but no worse for the wear. Without pause the blob swept to envelop the squirrel. But this time it reshaped itself further, forming an armored beak-like protrusion to protect the squirrel's head as gelatinous feathers sprouted from its back and tail. Alarmed, the squirrel took off to hide in Zeronym's cloak - flying to get there with no trouble. Kasir recalled the cytoplasm to his arm before the squirrel decided to run off with it. "Of course, where they really shine is in studying and transferring the magical abilities of test subjects; and this only scratches the surface of their most basic functions! When they share gathered data with each other, for example, their efficiency is raised exponentially; and when used to channel magic, they can replicate magical effects in their host as easily as they do biological ones-" But Kasir cut himself off as his enthusiasm suddenly faltered. He sighed in exasperation. "But what does it matter, master? You can already do all this on your own..." He was surprised to see the excited glint in Zeronym's eyes.
"Of course, of course, yes. But the way you do it-! Kasir, this may provide the answers to several quandries that have so far stumped me. May I take a few of these... cytoplasts?" Kasir nodded ecstatically, preparing several of his tools for their new host, his former depression forgotten.
Mirrored Cytocloak2U
Enchantment - Aura (R)
Enchant creature
Whenever enchanted creature uses an activated ability, copy that ability. You may choose new targets for the copy. "The danger of occasionally inflicting bystanders with temporary blindness has been deemed an acceptable risk." - Simic research notes
Whoa...looks like a tough round ahead. All the best everyone!
Arlyene stood shocked, speachless at the person, no, the entity before her. To call Elspeth a person would not do justice to the her power. This Elspeth however, was foreign to Arylene. When Arlyene had first approached the planeswalker, she had been overjoyed to find her hero again. However that joy was shortlived. Gone was the pure and honorable Elspeth that had been Arlyene's idol back on Bant. Instead, it is place was a soul whose light was ringed with darkness.
Now Arlyene had been asked to prove herself, to show that she was worthy to be part of this dark Elspeth's entourage, to be worthy of her assistance. Arlyene had seen other's petition the planeswalker, only to fall short and be removed from existence.
Arlyene was at a loss. Her faith had been shattered. The glossy image of her hero shattered. How was she to prove herself when all she stood for was now an abomination to her beliefs? Then Arlyene steeled herself. She had seen the torment in Elspeth's eyes. She would prove herself, and in the process remind Elspeth of the ideals of Bant, of what Elspeth herself once stood for. Elspeth would be drawn back to the light, for to believe anything else would be to lose hope all together.
Knight's Creed1WU
Enchantment {R}
All creatures you control are knights in addition to their other types.
Only one creature can attack each turn.
Only one creature can block each turn.
Arlyene Vei, Knight Errant2WW
Legendary Creature - Human Knight {MR}
Other knight creatures you control get +1/+1.
Whenever Arlyene Vei, Knight Errant blocks or is blocked by a creature, choose a color. Creatures you control gain protection from that color until end of turn. “I have dedicated my life to uphold, what Elspeth gave up hers to protect” - Arlyene Vei
4/4
Wow, I really like this round's challenge, Asrama. I think we'll definitely see some interesting cards.
Twilight Kiwi, let the rivalry between the Simic and Selesnya guilds begin!
A representative from the Selesnya Conclave of Ravnica.
Wrizfar Barkfeather :1mana::symg::symw:
Legendary Creature - Elf Shapeshifter (R)
:symw:: Wrizfar Barkfeather becomes a 3/3 Bird with flying until end of turn.
:symg:: Wrizfar Barkfeather becomes a 4/4 Elephant until end of turn. “The expression of life cannot be confined to a single form. It yearns to be free from its constraints, to take flight and take charge.”
Seles Zeronya :3mana::symg::symg:
Planeswalker - Seles (M)
Lands you control are 1/1 green creatures that are still lands.
+1: Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
-5: Draw X cards, where X is the number of creatures you control as you activate this ability.
[3]
The last few days had been interesting to say the least. Wrizfar was surprised to discover that his vine-attacking assailant and the source of the immense energy he had detected earlier was one and the same - a beautiful dryad by the name of Seles. Stirred by his natural instincts, a fight had quickly ensued between them before Wrizfar realised he was no match for the likes of the wood spirit. He had felt an omnipotent aura about her, a sense that she was unlike the gentle Ravnica dryads he was so familiar with. By the time the duel ended, the elf-mastodon found himself spread-eagled against the ground as loops of vines held him in place. Lest to say, it was not a dignified position to be in.
To Wrizfar's relief, Seles had no intention to end his life there and then. As she freed him from his restraints, Seles explained her hostile actions towards the elf. Intrigued by what the dryad had to say, Wrizfar listened as she told him everything.
Seles hailed from Junida, an uninhabited world dominated by endless wilderness. On her world, civilised life did not exist. Humans, elves and other sentient beings were nowhere to be found. All sorts of colourful wildlife populated the planet, with lions, eagles, and whales living alongside more exotic creatures like phoenixes, dragons, and sea serpents. Seles' life began when a trace of stray mana infused with the sapling of a new tree, intertwining their essence and forming a single entity that eventually became her. Soon after she was born, Seles quickly realised that she was all alone on the plane. While she enjoyed the company of the animals and creatures she befriended, life was essentially a lonely affair. Seles would spend miserable nights staring longingly at the sky above her, wondering what other life forms existed in the rest of the universe. Most importantly, she desired a companion. Someone who she could talk to, someone she could spend the lonely days with. That was her one true desire.
Luck was at her side. One late night, as tears rolled down Seles' face in another moment of self-pity, she found herself empowered by a strange source of strength. A warm feeling manifested within the dryad, originating from her heart and spreading to the rest of her body. She felt a drive deep inside, an intensity that urged to be released. A kaleidoscope of stimuli bombarded her mind, the memories of her past interweaved with visions of worlds she had never seen before. She felt.....she felt powerful. Capable of anything. A beautiful alien landscape flashed before her eyes, and she wondered what it would be like to visit that place. It was then that her first planeswalking experience happened. Before she knew what was going on, Junida was gone and Seles found herself hurling through empty space. Moments later, she found herself in the world she had just seen, with new sensations to discover.
Seles eventually realised that she was a planeswalker, a being of limitless magical capabilities. With her newfound powers, the dryad could travel to other planes as easily as stepping over a fallen branch. Seles was astounded to discover the variety of sentient life that existed throughout the multiverse. She witnessed snakefolk performing shamanic rituals, merfolk engaging in mercantile trade, rhino-like creatures marching alongside human soldiers. And yet the dryad had no interest in their personal affairs, for she had other priorities - to befriend the inhabitants of these new foreign worlds.
As Seles quickly found out, this was easier said than done. All manners of life were fearful and wary of her godlike powers. Whether it was human, goblin, or troll, she would open her heart to them, in the hope that they would open theirs in return. No such luck. The less courageous among them would run away screaming. The more daring types would try to attack her with their sticks, swords, and spells. Rejected again and again, Seles found herself as lonely as ever. After another unsuccessful attempt, the dryad was feeling particularly bitter and hateful. It was then a malicious thought came to her mind. Perhaps she could.....force someone to be her friend. No one had the strength or magic to oppose her. Seles smiled. This could work.
It turns out Wrizfar happened to be that unlucky target. At first, the elf was more than willing to be the dryad's companion. He reasoned that if he befriended a planeswalker, then he could easily ask her to help them return to Ravnica. And they would be back in their homeland before long. That was not the case however. For the last few days, the elf had virtually been Seles' prisoner. Any attempt to stray from her eyesight was quickly denied as Wrizfar found himself dragged back to the dryad by her vine magic. Any attempt to negotiate with the dryad was ultimately futile. Seles was happy that she had finally found someone to be with. Like a mother protective of her offspring, she was not going to let this one friend get away.
And so Wrizfar thought of a plan. If he could not escape, then he would have to fight his way out of here. He had nothing against Seles, but the Selesnya dryads were still waiting for him to find a way of getting home, and he had no time to waste. Putting his hand over his heart, Wrizfar closed his eyes and appealed to every member of the Selesnya guild, pleading with them to lend him their strength. He was going to need it.
Symbiotic Essence :2mana::symg:
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +X/+Y, where X is the total power of other creatures you control and Y is their total toughness. “Our voices will be heard as one.”
The two cards are best used together when there's lots of creatures on both sides of the board. Enchant Wrizfar Barkfeather with Symbiotic Essence, use Wrizfar's first ability to Jump over the opposing creatures and finish off the opponent in one quick swoop. Alternatively you could just swing for 3 every turn without it but that's boring.
Hmm...I just realised that my card is like an aura version of Banding. Is that a good thing or a bad thing?
Hey, cool! I didn't realize Wrizfar was an actual character from the book! Now I wish I'd picked some background Simic character to bring to life instead of making one up.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Suffer the little creatures, for they may yet rise up and beat you senseless."
Vela of Vela Ves :3mana::symw:
Creature - Shapeshifter
Changeling
At the beginning of each upkeep, choose a creature type. Until end of turn, Vela of Velis Vel gains protection from the chosen creature type, and its power and toughness each become equal to the number of permanents of the chosen type on the battlefield.
1/1
"Our day has come!" the young rebel shouted to the assembled troops, such as they were.
Her new planeswalker ally had given Vela a task to prove herself worthy, and Vela knew her chances of getting home were dependent on her success. After demonstrating her ability to change forms, Lady Elenore told Vela what needed to be done"
"I want an army."
It hadn't been easy, but Vela had managed to gather all manner of creatures under one flag. There were Dryads, Kavu, Lhurgoyf, Thrull, Orcs, Nomads, Cyclopses, Cephalid, and even a Yeti.
Now, one particularly loud soldier was standing on a fallen tree, trying to inspire the troops. "They said we were unworthy. They said we were irrelevant. They tried to replace us, to abandon us. But we will not leave silently!"
A Nantuko clickered in the background, while a particularly angry looking grizzly bear howled in rage. Their day would come, and come soon with Vela's help. The charismatic rebel, Cho-Manno, yielded the makeshift stage to the pleased changeling, then faded into the background next to a bemused wizard. "Not bad," Arcanis said, his expression unreadable as always, "Not bad at all."
Vela took the form of a noble looking giant and shoved her flag a good six feet into the air. "Alone, they would not pay attention to us. But united, we shall force them to acknowledge us. We will force them to bow before our demands. We march to war!"
It was a short speech, but an effective one. The troops were ready. Lady Elenore would be pleased.
Regiment Flag 4
Tribal Artifact - Rebel Equipment (R)
Equipped creature has “X, T: Search your library for a permanent card with converted mana cost X or less that shares a creature type with equpped creature and put that card onto the battlefield. Then shuffle your library.”
Equip 4 "Those who fight for freedom never fight alone." —Cho-Manno
Tenth Edition creatures unite! We'll take back M11 or die trying!
Crimson-Tail, Kitsune Captain2WR
Legendary Creature - Fox Knight Samurai
Bushido 2, double strike, haste
Whenever Crimson-Tail, Kitsune Captain deals combat damage, target creature you control gets +X/+X until the beginning of the end step where X is Crimson-Tail's power.
"Rage is a valuable trait in the hands who can control it and harness its power" -Teachings of Eight-and-a-half-Tails
1/3
Kogayashi, Isao's Katana :sym2g::sym2g:
Legendary Artifact - Equipment
All creatures able to block equipped creature do so.
Whenever equipped creature deals combat damage to a creature, it deals that much damage to that creature's controller.
Equip -:sym2g::sym2g:
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
I would have liked it if you gave your equipment to your card, but Isao is ok too, I guess. I'm really getting sick of how many cards show up with (2/G) or similar symbols on them on this site. I'm not sure why you need it, the card doesn't feel monogreen really, it even feels like it would work better with Mageslayer's mana cost than Mageslayer did. But also, there were definitely no colored artifacts in Kamigawa (and yeah, my avatar is one, but that's got a flavor reason for it). As for the abilities, I like that the card would work well with either your card or Isao, your card gets big and he can regenerate. But the second ability does not feel very green.
Wow, that equipment is expensive. But I suppose that's fair since you can get pretty much any creature when attached to your avatar, but on the other hand, if you just build a deck around a creature type, it could afford to be at least one mana less, maybe more. At least if you want to use it on your avatar you get a slight drawback, which is that you can't pick rebel during your upkeep. It's a fun card, but very difficult to tell how good it would be.
This card is dangerous. The card feels pretty blatantly built around your avatar. But then, I don't think it will even work for you, because the moment you ninjitsu your creature is when the artifact would trigger, so if it was on the trigger you bounced with ninjitsu it would still work. Then there's the second ability, and while it works perfectly with your avatar, it is also super broken. All you need to do is throw it on a phantom warrior and you will eventually win if your opponent didn't have an answer in his or her hand. Also, the first ability should have the "you control" clause.
person3412
Another hybrid colored artifact :(. But at least it makes perfect sense in the Golgari colors in this case and hybrid mana was at least in ravnica. I really like the card, and I think its abilities could be printed easily. However, it would definitely be made into an enchantment.
If you just made this a simple draw power (at slightly less mana of course) this card would have seen decent play and been fair. However, this card seems like it could get pretty ridiculous. It would break open any casual game it appeared in, which bothers me because wizards prints cards like that anyway, so I'm not sure how to dock points for it... But then it seems unplayable in competetive games where the players want so many nonbasic lands to have a shot at winning. Of course, as soon as we get to Zendikar we might be seeing more mono colored decks, then this card could do some real damage in control decks. Augh! Judging this cards power is so difficult.
MagicProfessor28
Hm, this card is interesting. Its certainly a combo card, but could also be a Spike card I suppose. The ability of your avatar is a good way to kill things that have no +1/+1 counters on it. And giving it this enchantment makes it an efficient way to kill creatures too. But I'm sure there must be a way to break it. It seems impossible that there isn't some card out there that could be taken advantage of with this card. I don't know, but it's still a fun card.
Hm, a card in the vein of Branchwood Armor. I like that it fits well with selesnya, even if the card isn't that exciting. And no, your card isn't just like banding, because your other creatures can still attack seperate :p. I don't know, there's not much to say about this card. It works, and it seems fair, but it doesn't really excite me.
Maokun: Kogayashi is a nice card. Nemesis Mask wasn’t anything special, but making your card potentially cheaper for green decks, and adding a Repercussion element to it makes for a more interesting card. The latter effect feels more red than green though. It does work brilliantly with your avatar, Isao himself, and other Bushido-oriented creatures, so that’s cool. To be honest, I don’t get why the katana has luring properties but that doesn’t really matter. Kogayashi looks like a fun card to include in any deck.
person3412: I really like how Regiment Flag captures the feeling of Rebels perfectly, both in flavor and in mechanics. The name makes sense and the searching ability puts an interesting spin on a familiar mechanic. It does seem a little slow (it reminds me of Soul Foundry actually), but by the time it gets going, you’re basically getting a free permanent every turn, like say, four consecutive copies of Chameleon Colossus. Nothing much I can say, except it’s a very well designed card.
_IF: I have mixed feelings towards Sensei's Spyglass. On the one hand, I have never seen a repeatable Chittering Rats effect before, so it does offer something new. I also like how the first ability allows it to be attached to ninjutsu’d ninjas, and its interaction with your avatar is brilliant. On the other hand, the card looks abusable. If your opponent is down to one card, and it’s too expensive to play, he or she will just be drawing the same card over and over again. That’s no fun at all. It’s actually a little weird how the Spyglass is actually more effective when it’s not attached to your avatar, because at least your opponent has access to new cards then. The overall idea is solid but it could have been implemented better.
For a card that transcribes the Rebel mechanic perfectly onto an Equipment card, person3412 wins this close battle.
Harbinger_: Hmm, I’m not actually sure if a permanent could into play with +1/+1 counters. You might have to make it a creature of sorts like Vigean Hydropon. I actually like War Graft but dealing noncombat damage is uncommon outside of red, so I feel it’s too narrow of a mechanic. It does work very nicely with Kifair and Morai though. Overall, you have created a card that interacts brilliantly with your avatar, but is not very useful outside of that. It’s very wordy, and the static abilities of trample, haste and vigilance don’t seem to be worth the mana cost compared to Fires of Yavimaya and Serra’s Blessing. On another note, I like the story you have crafted there.
KoolKoal: Your card really got me thinking how best to use it. It has a Sulfuric Vortex vibe to it, but the additional tension between taking 2 damage or keeping your 3/1 Spark Elemental is very interesting from both a design and gameplay perspective. Machinations of Machinery is, without a doubt, a great card. Well done!
d@rkelf: Your card is remarkably similar to Dueling Grounds. A bit too similar. The mechanics does seem like a better fit for WU than GW and it works very well with Exalted. I’m not too big on the first ability though. While it interacts with Arlyene Vei, I can’t think of how it could be useful in other situations. For instance, Knight decks with Kinsbaile Cavalier are unlikely to run non-Knight creatures. I find Knight’s Creed to be a decent card.
For designing a balanced, flavorful, and mechanically interesting card, KoolKoal wins this round.
MagicProfessor28: Ah, Reanimator and Dredge decks can rejoice! More specifically, Narcomoeba is particularly happy. Given its niched nature, Nercromancer’s Caludron is narrower than most but I like the overall uniqueness of the card. Admittedly it’s not my cup of tea, but I’m sure it will appeal to Johnny players who are currently racking their brains on how best to break this card.
Gerrard’s Mom: Hmm, Planeswalker’s Atlas’ effect is certainly very intriguing. The first thing that came to my head was Fastbond and its crazy interactions with the Atlas as you grab every land from your deck and put them into play. Apart from that, it effectively turns every late-game land draw into an Impulse, and that’s very useful. Then I was reminded of Horn of Greed, but your card is so much more interesting. I’m hopeful that this card actually sees print in the Zendikar Block.
Both players ventured beyond conventional design, but Gerrard’s Mom gets the slight edge in this close match.
Critique-Holder, it'll be done between calls today.
Necromancer's Cauldron
I wasn't quite familiar with what Dredge did at first since it's not played too often in my group and since I had never played Ravnica but I am good at spotting combos and thats what this definitely does. The flavor is very well done and has a nice subtle twist of alchemy and necromancy so you can cook up some good creatures to use in combat. Adding Dredge to the Cauldron is great especially if you're using some Plague Boiler-esque spells. This is a really cool card with endless fun and deep rooted (No pun intended) combos.
Planeswalker's Atlas
When it comes to flavor for cards Gerrard's Mom you don't mess around, do you? I have to say though that this card while exceptionally flavorful and well designed is very unbalanced. This is especially when it comes to mono-colored decks. This would be an auto-include in any of those decks for sure for the ability to generate sheer draw advantage. While not powerful in the early game unless it's snuck or ramped in this card becomes the back of a math book in the late game, what I mean by that is able to give you all the answers Love the card and the story behind it.
Kogayashi, Isao's Katana
This card would be insane under pre-m10 rules. Lure and a variant of Greatbow Doyen's ability make this pretty powerful and in the hands of a large creature with trample even more so. The alternate casting cost of 4 makes this useful too so it's not restricted to a certain color. The flavor definitely fits Kamigawa cards and is very useful in any creature deck. All around fairly good card.
Regiment Flag
Ahh that Vela, such a little rabble-rouser! Its funny because I picture the Regiment Flag as the old Southern Flag from the Civil War. The flavor behind the card is definitely well visible and at first glance seems very broken until you realize it's pretty much a once per turn thing and limited to shared creature type at that. It's still really powerful though especially with the synergy able to be used through tribal decks. I would say that in any tribal deck this would definitely be an auto-include, it definitely fits the rebel abilities of bringing friends along in a fight too. I love the flavor text by the way.
Sensei's Spyglass
The auto-attach ability definitely combos well with your avatar especially with the rest of the card itself. The combo is frightening beyond belief and would be the bane of any burn or combo player. Even if only taking a land from their hand and putting it on their library you guarantee a dead-draw for the next turn. The card doesn't seem to have alot when it comes to flavor other than the fact that it sounds like a japanese type setting such as Kamigawa. The fact that this is an uncommon that's able to mess with your opponent's hand this way is just silly.
Mirrored Cytocloak
Holy words Batman was that a long story. The flavor for the card and the sheer amounts of possible targets for this card is mind boggling. The fact that this ability is blue is even more interesting. The story and the card design is awesome and fascinating. When combined with your creature the shenanigans only increase. The card is pretty cool although giving the creature some sort of evasion would definitely help as the enchanted creature would be the number one target.
Symbiotic Essence
Love the story as always Jau although I have to admit that I consider animals to be sentient That being said the card is great and it really embodies green's communion to nature but it also it seems white as well with it's sense of community and combined strength. Wow that sounds alot like the guild of the avatar All in all there are a few creatures that do this but enchantments are even fewer from what I understand and even then not in this respect. In flavor and design this is a great card, the combo is pretty cool too.
Spirit of the Warrior :sym2w::sym2r::sym2g:
Enchantment
War Graft 4 (This permanent enters the battlefield with 4 +1/+1 counters on it. Whenever a creature deals non-combat damage, you may move a +1/+1 counter from this permanent onto it.)
Red creatures with a +1/+1 counter on them have haste.
Green creatures with a +1/+1 counter on them have trample.
White creatures with a +1/+1 counter on them have vigilance.
While your avatar is crazy overpowered, the enchantment is quite fair and plays nicely with it and war graft is an interesting expansion from graft, except that the name and common sense would make me expect that it triggered on combat damage. Also, since the card should work by itself and it only grafts counters on damage from the creature, haste is redundant for red creatures. First Strike would be good. Finally, there was no real need of giving this card monocolor hybrid as it begs to be played in a tricolor deck. In other words, interesting idea but befuddled by a lot of technicalities.
Quote from KoolKoal »
Machinations of Machinery :symr::symr::symr:
Enchantment (R)
At the beginning of each player's upkeep, Machinations of Machinery deals 2 damage to that player unless he or she sacrifices an artifact. Then, that player puts a 3/1 Construct artifact creature token with haste into play. "Tiny constructs that live hard and die young. No, I mean: work hard and combust young. Either way, I've done good work."
—From the research notes of Terrami, Vulshok Alchemist
It works well with your avatar but I'm worried about it's power, specially at such a low cost. You'll obviously play it along with cards like Terrami herself who enjoys artifacts going to the grave (Did I hear Ravager somewhere?) while your opponent simply takes 2 per turn unless he's playing artifacts too. You try to solve this by giving each player a token (that can be sacrificed next turn), but then again, it's you who benefits the most from a free artifact in your devious combo deck. The flavour text it's amazing though.
Quote from D@rkElf »
Knight's Creed :1mana::symw::symu:
Enchantment {R}
All creatures you control are knights in addition to their other types.
Only one creature can attack each turn.
Only one creature can block each turn.
I don't know. While the second ability obviously favours you, the exalted player, the third ability looks red to me. And the first one looks way too much like an addendum to make it fit your avatar. Probably undercosted, as a white player will jsut set up a wall of reverence to block forever any lone attacker from the opponent.
Winner: KoolKoal
Quote from Gerrard"s Mom »
Planeswalker's Atlas
Artifact (R) Landfall — Whenever a land enters the battlefield under your control, look at the top X cards of your library, where X is the number of other lands you control that share a land type with that land. Put one of those cards into your hand and the rest on the bottom of your library in any order.
Another crazily overpowered avatar that only gets more ridiculous with this equipment The only problem I have with the equipment itself it's that it doesn't feel like an artifact to me. It feels like an enchantment that should be blue and/or black but that's kind of a gray area in design.
Quote from MagicProfessor28 »
Necromancer's Cauldron :1mana::symgb:
Artifact {Rare}
Whenever you return a creature card from your graveyard to the battlefield, you may search your library for a creature card and put it into your graveyard. Then shuffle your library.
Dredge 2 According to Guildpact statutes, Golgari rituals that disrupt the cycle of life and death, require an offering to balance the natural order.
Illus. Richard Sardinha
I actually like this a lot. Not only works well with your avatar, there's a lot of strategies and decks that could benefit of a card like this. Probably for that same reason, I'd made its dredge higher. I also do not see a reason to make this card half green, when monogreen will never be able to return a creature from the grave to the battlefield.
Winner: MagicProfessor28
Quote from Twilight Kiwi »
Mirrored Cytocloak :2mana::symu:
Enchantment - Aura (R)
Enchant creature
Whenever enchanted creature uses an activated ability, copy that ability. You may choose new targets for the copy.
"The danger of occasionally inflicting bystanders with temporary blindness has been deemed an acceptable risk." - Simic research notes."
I love this aura! I want it to see print! Nice flavour text too.
Quote from Jau »
Symbiotic Essence :2mana::symg:
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +X/+Y, where X is the total power of other creatures you control and Y is their total toughness. “Our voices will be heard as one.”
Craaaaaaaaaazy. This should be an instant that costed 3GG and lasted until end of turn. As an aura, it grows more degenerate each turn. Birds of Paradise suddenly jumped in price after becoming green's new finisher of choice with this aura.
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
Great flavor and great cards from everyone. Why do you people have to make judging so hard?
Harbringer
Not a huge fan of war graft, I think regular graft would have been fine. Other than that, it's a nice use of mono-hybrid: a relevant effect + bonus for colors. And it easily works with your avatar.
KoolKaul
Ohh, very intresting. I would have prefered a bit more symmetry: 2 damage and a 2/2, or 3 damage and a 3/1. Other than that, not much more to say, a nice card and works well with your avatar.
D@rkelf
It clearly works well with Bant, but it doesn't work as well with your avatar. Yes, it turns the Knightboost into an Anthem, but the second ability. Optimally, I want to block/be blocked by everthing and prevent all combat damage; instead I only get to use it on one creature.
MagicProfessor28
Clearly a build-around-me, but it seems like it should be an enchantment. Not much else I can say, nice card.
Gerrard's Mom
Reminds me quite a bit of Cream of the Crop, which is good b/c I really liked that card. That said, it does seem like it could be slightly overpowered.
Twilight Kiwi
Hey, look. It's Rings of Brightheart on an aura. That's good, cause I love the rings. The only possible improvement: enchant permanent and add nonmana.
Jau
Nah, it reminds me more of exalted than banding. A wonderful card, but one tini nitpick: would have prefered enchant creature you control. Seems wierd to let other players benefit off my stuff.
Winners
Match 2 - KoolKaul. It was really close, but I like his just a little more.
Match 3 - MagicProfessor28. Again, quite close, but the cauldron seems like it requires a better setup to be awesome.
Math 4 - TwilightKiwi - Rings of Brighthearth is one of my favorite cards (*cough comboswithMirror of Fate cough*), so you get the win.
Maokun : First off, I like colorless hybrid mana much better on artifacts than I did on colored cards. Providing an alternate, cheaper cost for the color an artifact's abilities would traditionally fall under seems much more sensical and flavorful than letting any color use typically out-of-color abilities for more. I know it's basically the same thing, but the perspective makes a difference. To me, at least. ;P Anyways, on to the card itself...
Very cool and synergistic combination of two less-common but very green abilities! Lure costs 1GG, while you'd have to pay (at minimum) GGGG to use this the first time, which seems balanced enough tacking on the second ability; however, the fact that this survives after its wielder dies to an onrush of blockers gives it a big advantage over the aforementioned aura. Unless you're running Naya colors, this will certainly be more expensive to use with your avatar, but it makes him even more of a combat powerhouse! person3412 : By combining the rebel ability with changeling, you've basically made this “:xmana:, : Search your library for a creature or tribal permanent card with converted mana cost X or less and put that card onto the battlefield. Then shuffle your library.” With the casting an equip costs it's unlikely you'll be able to use this the turn it comes into play; I think maybe you could've reduced one or the other a bit and it would've been fine. Still, cool story concept, and I've always been a fan of rebels (I actually made a rebel avatar for an old FCC long ago). _IF_ : I've always liked this ability, but making it repeatable makes games unfun, especially considering how early in the game this can come online. Combined with your avatar it's even more annoying, but most people would just slap this on a string of cheap creatures with evasion. Cool interaction with the avatar, though, letting you pick the best card from their hand to steal.
Winner: Maokun
Harbinger_ : I am a fan of graft, as you may have surmised, and War Graft is cool! It seems like a bit of misnomer, however, as my first assumption was that it triggered on combat damage. The card itself is cool, self-synergisti, and complex, much like your avatar, and of course piling abilities on the Disciples by adding a single counter is beautiful music. First strike may have been a better choice than haste, though, as the Disciples will have to've already attacked before they can get a counter from the Spirit, unless you've lost a creature beforehand. Using the enchantment by itself, the haste will be irrelevant unless you use creatures that come into play with +1/+1 counters (or have other ways of handing them out).
Your crazy planeswalker freaks me out. KoolKoal : This would've been a prime candidate for a red artifact, but your requirement didn't leave you much choice. Ah well. Nice combo with your avatar, giving him both a steady stream of artifacts to sacrifice and a way to off them. The fact that the sac is non-optional and technically makes this artifact hate cements it as very red. The 3/1 hasty Constructs are a little off-putting, though, as players have come to expect such tokens to be Elementals. Love the flavor text. d@rkelf : Very flavorful concept - I think it would've worked even better as a Tribal - Knight card, but it's cool as-is too. Unfortunately, it seems to conflict with your avatar rather than combo with it, unless I'm missing something - Arlyene seems to encourage you to attack or block with all or most of your guys, while the Creed combos with an exalted-style strategy. I definitely like your story of a disillusioned knight who nevertheless holds to her convictions and believes she can redeem her fallen hero.
Winner:This is a tough one, but I'm gonna go with KoolKoal.
MagicProfessor28 : Dude, colored artifacts in Ravnica block would've been sweet. And your Cauldron would've fit right in with the Golgari. I think this might've been even better as "whenever a creature leaves your graveyard" so it works with cards that return creatures to your hand too, but of course the obvious intention is that it's meant to combo with dredge. Yesss! Feed the god-zombie! He whose dark hunger cannot be sated, whose hordes are relentless! Gerrard's Mom : A simple, cool, and flavorful ability (that escalates as the game goes on) - the planeswalker looks into his atlas to find his next destination, drawing power from new planes before he even arrives. The combo works well. Your exposition was very poetic! No complaints.
Winner: Two awesome cards, but there can only be one. MP28.
Sorry I'm in the midst of traveling halfway across the world on about no sleep, so I'm just posting winners.
Maokun vs person3214 vs _IF_
Maokun's card is my pick for flavor and simplicity, although both of the other cards do a great job working with their avatar.
Harbinger vs KoolKoal vs d@rkelf
I'll go with Harbinger here.
Twilight Kiwi vs Jau
Twilight Kiwi, although I like Jau's card as well.
Maokun: Kogayashi, Isao’s Katana is one of the coolest equipments I have seen. It combines a pseudo-Lure with a Repercussion effect. The main perk of this card is that as the number of creatures your opponent controls increases, so too does the power of Crimson Tail due to his Bushido 2. The problem I have with your card is that although Lure is a green effect (unless you count the tribal restrictive Greatbow Doyen, Repercussion is a red effect that seems out of place on your equipment. I like the unique idea of using number-hybrids with equipments and I think that that was an impressive aspect of your card. Overall, a seemingly off color card that flows well with your avatar. Nice job A-!
Person3412: First of all, I wanted to congratulate you on writing an amazing story that was absolutely hilarious. Using M10 as a satire was a great idea and I hope to see more writing by you! Moving on to Regiment Flag, I love the card. A rebel equipment to represent the rebel mechanic of Nemesis and a mini-Bribery. The card also fuses synergistically with the Changeling mechanic, however I feel that it is a little broken. I mean it can allow you to fetch a Bloodbraid Elf for example and that can cascade further. Overall it is a nice card! B
_IF_: Sensei’s Spyglass is a very neat card. It flows with your avatar to the point of where it allows you to play a card in your opponent’s hand for free. One main issue of the equipment is that it will barely hit the opponent if they can prevent it. This is because equip can only be activated as a sorcery and to respond to ninjitsu, which is in the attack phase, you would need to equip as an instant. Overall it works, but it is quite weak on its own, especially because it seems like it would be better on an unblockable creature. Furthermore, I don’t quite understand the flavor behind the spyglass. A spyglass would allow one to only see information. Overall a cool concept but only averagely executed. C Maokun
Harbinger_: Spirit of the Warrior although well designed in terms of a combo, seems busy and not flowing. I do like the use of multiple bi-brids to play spells, however the chance to pay three color intensive mana to give each creature benefits seems like something more suiting an aura as opposed to a global enchantment. I do like the flavor of your card and the flavor of your avatar, however I dislike the flavor of War Graft as a mechanic because it deals very little with combat itself. Overall B-
KoolKoal: Machinations of Machinery is a cool card that would be absolutely epic in Mirrodin block. I like how your avatar benefits off the sacrifice of an artifact in a cyclical fashion when combined with your enchantment. I dislike how the mechanic works in red because an artifact creature creation seems much more in blue as opposed to red. For this reason, the mechanic seems very off color, and I think that it needs some artwork to really get the meaning of the card going. Overall A-
D@rkElf: This is the card I was waiting to see for your avatar. It is the pure embodiment of awesomeness. You combined a Silent Arbiter effect with a mini Glorious Anthem. I like the overall synergy with your avatar. I disagree, however on the use of the two mechanics together because there is no real point of having the pump if you can only attack with one creature. Overall, you will be dealing damage with one creature- your avatar and you will only deal 5 damage at once. Overall A
D@rkElf
Twilight Kiwi: The cloak basically allows you to kill creatures without +1/+1 counters. This type of restrictive removal is what I feel fills the void that the Simic guild had in Ravnica. I like the synergy when combined with your avatar and the flavor overall is the icing on the proverbial cake. Nice job! A
Jau: Although your avatar lacks power and toughness, which doesn’t give me a good basis to analyze your enchantment, I like the versatility of the enchantment which allows for a quick win. I think that it was a good idea, but I think that the card was fairly uncreative when considering Banding. The flavor is great and overall it was a neat card. B+ Twilight Kiwi
-I'll give you a task, and each leaguer has 3.5 days to submit a card. (We have a deadline, so try to adhere to this.)
- Then, the round closes, and each of you will have 1.5 days to post a Top 3 and reviews (And I shall do my best to have the next round up every 5 days.)
- Each 1st place earns you 3 points, 2nd place earns 2 points and 3rd place earns 1 point
- Additionaly, each player who posts a review for at least half the cards gains 1 point. Anyone who submits a T3 within deadline also receives a point.
- At the end of the third round, we go to a Top 8, where each session becomes a 1 vs. 1 (or not, it can sometimes be a 1 vs. 1 vs. 1 battle royale ) elimination, until we have our champion.
- If you don't post a round, you're on probation. If you don't post again, I'm sorry, but you're out.
- We have a "No Review Penalty" which means that if you don't post a T3, you are on probation, just as if you didn't post a card. If you didn't have time to post your T3 in time, PM it to me and I'll remove the probation, no extra charge!
- We'll have 2 teams. Each team will review the other team's cards. After 3 rounds, we will have a T4 for each team (team A 1st will face Team B 4th, team B 1st will face team A 4th, and so on).
- Some rounds I will vary the teams and scoring policies. I'll do my best to inform everyone what those changes entail.
The Long Version:
The following card is submitted by Fitzgerald:
from Wilhelmina: I hate the name. Also the shuffle part should be right after removing the tutored card instead of on a separate line. Seems powerful as an instant, play it on the opponents turn and you get basically a free draw, but you get to pick it.
from Beauregard: A bit complicated for uncommon. It doesn’t go to microtext on a render (sans flavor text) but it still isn’t all that intuitive.
Round 1 Posted - August 3
Round 1 Critiques - August 6
Round 2 Posted - August 9
Round 2 Critiques - August 13
Round 3 Posted - August 16
Round 3 Critiques - August 19
Round 4 Posted - August 24
Round 4 Critiques - August 27
Round 5 Posted - August 29
Round 5 Critiques - September 1
Round 6 Posted - September 3
Round 6 Critiques - September 7
Round Four: Be the Better Person
"Can you feel it? This power, so much of it, i can practically smell it on the air, I can taste it. So much POWER...
I knew messing with the rifts was a great idea, goodbye boring days of fighting with what we've got, hello to power coming looking for me. Of course, not all of it was perfect, but with so much to choose from, who cares if some get burnt?
Hmm... I just can't wait to get started...
Now it's time they prove themselvs to me. I will not choose those who are scared of the flames, nor will I settle for those who burn easily. It's those who jump into the fire and come out of the other side stronger are the ones I will chose to act on my behalf when the time comes.
Call me capricious, call me insane, but I want to see who is most eager to prove themself.
And besides, I really do like a good show."
~~~~~
The planeswalkers are no pushovers. You've seen in your very eyes how some of those who approached them get obliterated, or sent on suicide missions, or even cursed into an unholy shape. Indeed, you had to be very cautious when you approach your planeswalker.
For the most part, you have succeeded in convincing your planeswalker you are fit to serve them, but it seems that they are not completely pleased with your preformance.
You see, you are not the only ones who tried to get this planeswalker's attention, and so far, it looks like you are far from being the most impressive of their minions.
But you still have your goal. If you want to see your home ever again, you must find something that will make you better than ever, to shine above the competition for your planeswalker's attention.
There must be something...
Your mission is to create an artifact or enchantment card that represants some tool, spell or empowerment that your avatar can use to be more than itself. It must have some sort of synergy or a combo with your avatar (for example, the synergy between Brigid, Hero of Kinsbaileand Gorgon Flail)
Team Glory:
Maokun: 20
CasualThor: 17
person3412: 20
Arcadic: 6
Svennihilator: 18
BlackBull: 10
domogrue: Out
_IF_: 26
Team Renown:
Nekyia*: 4
Harbinger_: 29
GetItWrong: 18
KoolKoal: 33
Concallesco: 17
Dodavehu: Dropped
d@rkelf: 28
Team Fame:
MagicProfessor28: 29
Phyrexian Editor: Dropped
void_nothing: 1
Gerrard's Mom: 25
seratonin: 9
Saire: 20
Jimmy Groove: 12
Manascrew:21
Team Prestige:
bearsareawesome: 18
Jau: 30
Twilight Kiwi:22
snoopYah:18
Krey:14
Alabran*:6
kiwoli:13
Please check to make sure no mistakes were made. Players with a star next to their names are on probation for not posting top three. you can PM or post your top 3 before this round end to remove this probation.
Maokun vsperson3412 vs _IF_ - Shall make an equipment card.
Match 2:
Harbinger_ vs KoolKoal vs d@rkelf - Shall make a non aura enchantment card
Match 3:
MagicProfessor28 vs Gerrard's Mom - Shall make a non equipment artifact card
Match 4:
Twilight Kiwi vs Jau - Shall make an aura enchantment card
Each player will critique all matches other than their own.
Good luck!
Host, December 2015: A Winter Wonderland? - R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL April 2014: A Game of Fate - Signup|R1|R2|R3|Top 8|Semifinal|Finals|Poll
Host, CCL December 2012: Spy Games - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL November 2010: The Perfect Crime - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL August 2009: A Commander's Journey: Signups|R1|R2|R3|Top 8|Semifinals|Finals|Poll
I've got tons of art from the web. Want art for a render? PM me! Want to create your own collection? Start here!
Legendary Creature - Spirit (R)
Vigilance
At the beginning of your upkeep, you may search your library for a Forest card and put it onto the battlefield tapped. If you do, put a +1/+1 counter on Mokurai, the World Root. Then shuffle your library.
Never moving, he simply grows towards his objectives.
2/2
Molimo, Woodshaper :3mana::symg::symg:
Planeswalker - Molimo (M)
+1: You may put a land card from your hand into play. If you do, draw a card.
-1: Until end of turn, creatures you control have ": Add to your mana pool."
-8: You may sacrifice ten Forests. If you do, search your library for up to ten green permanent cards and put them onto the battlefield. Then shuffle your library.
{4}
Planeswalker's Atlas 5
Artifact (R)
Landfall — Whenever a land enters the battlefield under your control, look at the top X cards of your library, where X is the number of other lands you control that share a land type with that land. Put one of those cards into your hand and the rest on the bottom of your library in any order.
Svogthir, Golgari Deity 3BBGG
Legendary Creature- Plant Zombie {MR}
Dredge 10
Svogthir, Golgari Deity’s power and toughness are each equal to the number of creature cards in your graveyard.
XXT: Put target creature card with converted mana cost X or less in your graveyard onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
He has found a way to transcend death by embracing it head on.
*/*
Scouting Swarm BG
Instant {Uncommon}
As an additional cost to cast Scouting Swarm, sacrifice a land.
Put a 1/1 green and black Insect creature token onto the battlefield with “When this creature leaves the battlefield, search your library for up to two basic land cards and put them onto the battlefield tapped.”
Dredge 3
Much like the cycle of life and death, Golgari scouting insects will descend upon infertile land and cause a fruitful vineyard to arise.
Illus. Jan Patrik Krasny
Golgari Riftwurm 4:symbg::symbg:
Creature-Wurm Zombie {Uncommon}
Trample
When Golgari Riftwurm is put into a graveyard from the battlefield, put the top X cards of your library into your graveyard, where X is equal to Golgari Riftwurm’s power.
Dredge 2
Through an alliance with the Simic Combine, the Golgari were able to develop the ultimate test subject – one that doesn’t die and still contributes to the cycle of life and death.
6/5
Illus. Dénes Nagy
Hana Marika, Deathcycler 3BG
Planeswalker- Hana {Mythic Rare}
[+1]: Put the top ten cards of your library into your graveyard.
[-4]: Destroy target nonland permanent and all other permanents with the same name as that permanent
[-7]: Each creature you control’s power and toughness are each equal to the number of cards in your graveyard until end of turn.
{4}
Illus. Jen Emery
Necromancer's Cauldron 1
Artifact {Rare}
Whenever you return a creature card from your graveyard to the battlefield, you may search your library for a creature card and put it into your graveyard. Then shuffle your library.
Dredge 2
According to Guildpact statutes, Golgari rituals that disrupt the cycle of life and death, require an offering to balance the natural order.
Illus. Richard Sardinha
Richard Sardinha
http://www.epilogue.net/cgi/database/art/view.pl?id=83479
Wow... That was hard. I would not be surprised if I lose this round because I really like your card GM!
Legendary Creature - Cat Warrior
Whenever a creature you control is put into a graveyard from the battlefield you may have Kifair and Morai, Disciples of Ajani deal damage equal to its power to target creature or player.
Whenever Kifair and Morai, Disciples of Ajani deals damage you gain that much life or you may put a +1/+1 counter on Kifair and Morai, Disciples of Ajani.
Avatars he sculpts of Passion, Grace and Might.
3/3
From the Naya Shard of Alara
Best of luck to my competitors!
Kifair and Morai stopped to catch their breath, looking over at the somewhat unstable planeswalker. He had four others who had got trapped on this plane that had wanted off. Karthi-Ul had said that it was hard to get off this plane and that he could only take two with him and even that would be an interesting situation.
The planeswalker then gibbered on about ravenous squirrels and some matter of beast called a horse. Karthi-Ul had put them through a set of contests in order for him to pick the two he would be taking. Personally Morai thought that Karthi was just doing this for something to laugh at.
The last test was today and it was a matter of battle. Each subject would have a partner and would have to fight to earn their way off the plane. Kifair and Morai had watched many different manner of beings focus on ways to hone their abilities.
Kifair and Morai watched as they created their own, taking some of their own abilities and adding in some of their foes. Karthi-Ul walked up to the two nacatl, clutching his staff he looked at them with intensity, one eye small and beady and the other larger and inquisitive.
"Are ye ready to spar young kitties? Eh? Eh?! Well there are alot of competitors down here willing to get off this rock. Do ye think ye can beat em off? Beat em off like squirrels in the bush! Little rotten nasty things! Always chittering! Always chattering! Bushy tails and nasty teeth but tasty with the right spice.... Need more malgusil..."
He wandered off leaving the two nacatls wondering if they really did the right thing trying to get off the plane with this mysterious mage or if they'd be better off trying their luck with the portals.
Spirit of the Warrior (2/W)(2/R)(2/G)
Enchantment
War Graft 4 (This permanent enters the battlefield with 4 +1/+1 counters on it. Whenever a creature deals non-combat damage, you may move a +1/+1 counter from this permanent onto it.)
Red creatures with a +1/+1 counter on them have haste.
Green creatures with a +1/+1 counter on them have trample.
White creatures with a +1/+1 counter on them have vigilance.
Legendary Artifact Creature - Human Artificer
Whenever an artifact is put into a graveyard from the battlefield, Tarramir gets +2/+1 and gains first strike until end of turn.
Terrami altered the metal of her being. And while she gave herself all the power she craved, she became more a being of metal than of flesh.
3/3
Enchantment (R)
At the beginning of each player's upkeep, Machinations of Machinery deals 2 damage to that player unless he or she sacrifices an artifact. Then, that player puts a 3/1 Construct artifact creature token with haste into play.
"Tiny constructs that live hard and die young. No, I mean: work hard and combust young. Either way, I've done good work."
—From the research notes of Terrami, Vulshok Alchemist
Legendary Creature - Human Wizard
Graft 3
2UG: Choose a creature with a +1/+1 counter on it. Target creature becomes a copy of that creature until the beginning of the end step.
"The best way to verify the success of an experiment is to duplicate it."
0/0
It was difficult to suppress his nervousness... and his jealousy. Kasir knew his mentor could sense these feelings churning within him and was ashamed, but try as he might he could not quash them.
Kasir knew he was the least of Zeronym's disciples.
Oh, yes there were others: a small band of druids, barbarians, clerics, and monks who had seen the miracles the planeswalker wrought and dedicated themselves to helping him. They all had advantages Kasir did not - physical prowess (especially compared to the biomancer's usually scrawny frame), greater knowledge of this plane and others, and the like. Such advantages could be replicated by Kasir, with enough time and magic, though both were in short supply with the world rapidly degrading around them. There was one factor seperating himself from his fellows that he could not surmount, however.
All of them had an inherent connection to nature, an understanding of the world that they had all been born with. Their magic came to them easily; nature was eager to reshape itself to their benevolent will. It was this tie with their master that Kasir lacked; he had to study nature to understand and work with it. He had never seen that as a drawback before, but here he could see it rapidly becoming one, as his 'peers' could instinctively do what Zeronym asked while Kasir had to apply his intellect to the problem first. And none of them hoped to learn from their mentor as Kasir did; they only wished to serve him.
It was as he had said at that first fateful meeting. Kasir Eol was a scientist. And he was starting to feel he had no place among nature's savants.
When he finally gathered the courage to voice his concerns to Zeronym, however, the planeswalker's answer surprised him.
"Take heart! It is in part because of the very difference you speak of that I value you so much as a friend, Kasir," the man smiled, shaking his head in gentle reproach. He gestured grandly to the forest around him, the slowly-developing bastion of life that they had all been working so laboriously on nurturing and expanding. "You see all this differently than they do. Than even I can. Without your perspective - and experience with the damaged ecosystem of your Ravnica - we would would not have made half as much progress." He lowered his voice, his ever-present smile fading slightly. "And truth be told, I trust you more than any of our fellows, wise though they may be. You may have noticed we have lost a few of our number as the days pass. Some of them believe that we should let this world take its natural course instead of trying to save it. Others simply think we meddle too much.
"Some of these lost ones have found a new champion. With the state this world is in, it should not surprise you that other planeswalkers have been drawn to Dominaria. There is one - a dryad from your own homeworld, no less! - whose goals on the surface seem similar to mine. But she does not see life the way we do, friend, as something that can - and must! - be improved. She seeks only to preserve and nurture it. Of course we both understand that the best way to protect life is to give it better tools to protect itself! Still, I see the value in her perspective as I do yours, but to her... I am a threat. She views what we do as an abomination, a twisting of the natural world."
"She thinks that you're evil? You, Master!?" Kasir arched an eyebrow, leaning closer to Zeronym defensively. The man sighed sadly.
"I have asked you not to call me that, Kasir. And no... not necessarily evil. But perhaps she thinks I am mad, or simply irresponsible. Still, I have seen how she deals with those who do not follow the path she has laid out." His grim tone implied a fate that Kasir did not want to imagine.
"What will you do about her?"
"We will do nothing, unless she confronts us herself. I have no quarrel with her, and I do not lust for violence. The battles of planeswalkers and others have already wrought enough devastation on this world. It is for this reason that I have confided in you alone about this, Kasir, for I fear some of your brethren would take action against her, if they thought she would do so against me. I did not want to build a religion, but it seems some have decided to follow me with a somewhat disturbing zeal." The man gave a wry smile as Kasir nodded knowingly. He had witnessed such fervor among the ranks; his own lack of dedication had been another source of guilt and inadequacy, but now he could see that such a quasi-religious reverence towards the man he 'merely' respected and admired would only hurt their cause more than helping it.
"No, Kasir; for the time being, we can only continue at our grand task. Let us cast aside these dark thoughts and turn back to our work." He rubbed his hands together in anticipation. "There is something more important I have been meaning to talk to you about. The creatures that help you with your magic, that seem to be a part of you so intrinsically that I almost did not notice they were seperate entities, or even alive, at first; I wish to know more about them." With a start Kasir realized what his mentor was referring to. Raising the sleeve of his robe, he brushed his hand against a smooth indigo shell attached to his arm. After a moment it began quivering, a vibration that traveled swiftly across its length until, suddenly, what had seemed to be a mundane piece of armor liquified, twisting into an amorphous blue blob that coiled in Kasir's open palm.
"I'm sorry, master. It wasn't my intention to hide this from you, but I have become so accustomed to using them that it has become second nature. I hardly give it conscious thought. It had not even occured to me that you might be curious about them, as they are fairly common on Ravnica now." Zeronym stared with keen curiousity as the little creature shifted back and forth, tasting the air around it and seeming to like the 'scent' coming from the planeswalker. "This is a cytoplasm, the masterwork of my guild's wise leader, Momir Vig." The reverent tone with which he spoke the name brought a true smile to Zeronym; here was a being that his disciple held in the same respect. "Back home, working with and developing these creatures was my specialty; as you can see, I wear a number of them, what my brethren have simply assumed to be armor or decoration. They are symbiotic mana-constructs; they make it possible to easily and efficiently gather and share data on test subjects, with no detrimental effects on the host, and..." Kasir paused; he could see he was about to lose the planeswalker as he delved into more technical terms. "It will be easier to demonstrate, I believe."
Obligingly, Zeronym raised his arms, and in moments two small woodland creatures had joined them - a bird and a squirrel. At the planeswalker's urging, the bird hopped into Kasir's hand. The biomancer sent a subtle pulse of mana into the cytoplast, and with almost predatory speed it suddenly flayed outwards and enveloped the bird. It struggled and panicked for a few tense seconds as the blob squirmed around it, but soon settled down as the cytoplasm solidified into a translucent blue skin running down from the top of its head, wrapping around the base of its wings and connecting again to an oval around its chest. "It will not impede that bird at all, of course. At first it will only provide small amounts of magic and energy to sustain its host, taking in return information about the host's biological nature and functions. But with subsequent hosts..." At another prompt, the cytoplasm surged once more into Kasir's hand, leaving the bird ruffling its feathers in indignation but no worse for the wear. Without pause the blob swept to envelop the squirrel. But this time it reshaped itself further, forming an armored beak-like protrusion to protect the squirrel's head as gelatinous feathers sprouted from its back and tail. Alarmed, the squirrel took off to hide in Zeronym's cloak - flying to get there with no trouble. Kasir recalled the cytoplasm to his arm before the squirrel decided to run off with it. "Of course, where they really shine is in studying and transferring the magical abilities of test subjects; and this only scratches the surface of their most basic functions! When they share gathered data with each other, for example, their efficiency is raised exponentially; and when used to channel magic, they can replicate magical effects in their host as easily as they do biological ones-" But Kasir cut himself off as his enthusiasm suddenly faltered. He sighed in exasperation. "But what does it matter, master? You can already do all this on your own..." He was surprised to see the excited glint in Zeronym's eyes.
"Of course, of course, yes. But the way you do it-! Kasir, this may provide the answers to several quandries that have so far stumped me. May I take a few of these... cytoplasts?" Kasir nodded ecstatically, preparing several of his tools for their new host, his former depression forgotten.
Mirrored Cytocloak 2U
Enchantment - Aura (R)
Enchant creature
Whenever enchanted creature uses an activated ability, copy that ability. You may choose new targets for the copy.
"The danger of occasionally inflicting bystanders with temporary blindness has been deemed an acceptable risk." - Simic research notes
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Arlyene stood shocked, speachless at the person, no, the entity before her. To call Elspeth a person would not do justice to the her power. This Elspeth however, was foreign to Arylene. When Arlyene had first approached the planeswalker, she had been overjoyed to find her hero again. However that joy was shortlived. Gone was the pure and honorable Elspeth that had been Arlyene's idol back on Bant. Instead, it is place was a soul whose light was ringed with darkness.
Now Arlyene had been asked to prove herself, to show that she was worthy to be part of this dark Elspeth's entourage, to be worthy of her assistance. Arlyene had seen other's petition the planeswalker, only to fall short and be removed from existence.
Arlyene was at a loss. Her faith had been shattered. The glossy image of her hero shattered. How was she to prove herself when all she stood for was now an abomination to her beliefs? Then Arlyene steeled herself. She had seen the torment in Elspeth's eyes. She would prove herself, and in the process remind Elspeth of the ideals of Bant, of what Elspeth herself once stood for. Elspeth would be drawn back to the light, for to believe anything else would be to lose hope all together.
Knight's Creed 1WU
Enchantment {R}
All creatures you control are knights in addition to their other types.
Only one creature can attack each turn.
Only one creature can block each turn.
Arlyene Vei, Knight Errant 2WW
Legendary Creature - Human Knight {MR}
Other knight creatures you control get +1/+1.
Whenever Arlyene Vei, Knight Errant blocks or is blocked by a creature, choose a color. Creatures you control gain protection from that color until end of turn.
“I have dedicated my life to uphold, what Elspeth gave up hers to protect” - Arlyene Vei
4/4
Twilight Kiwi, let the rivalry between the Simic and Selesnya guilds begin!
Wrizfar Barkfeather :1mana::symg::symw:
Legendary Creature - Elf Shapeshifter (R)
:symw:: Wrizfar Barkfeather becomes a 3/3 Bird with flying until end of turn.
:symg:: Wrizfar Barkfeather becomes a 4/4 Elephant until end of turn.
“The expression of life cannot be confined to a single form. It yearns to be free from its constraints, to take flight and take charge.”
Seles Zeronya :3mana::symg::symg:
Planeswalker - Seles (M)
Lands you control are 1/1 green creatures that are still lands.
+1: Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
-5: Draw X cards, where X is the number of creatures you control as you activate this ability.
[3]
To Wrizfar's relief, Seles had no intention to end his life there and then. As she freed him from his restraints, Seles explained her hostile actions towards the elf. Intrigued by what the dryad had to say, Wrizfar listened as she told him everything.
Seles hailed from Junida, an uninhabited world dominated by endless wilderness. On her world, civilised life did not exist. Humans, elves and other sentient beings were nowhere to be found. All sorts of colourful wildlife populated the planet, with lions, eagles, and whales living alongside more exotic creatures like phoenixes, dragons, and sea serpents. Seles' life began when a trace of stray mana infused with the sapling of a new tree, intertwining their essence and forming a single entity that eventually became her. Soon after she was born, Seles quickly realised that she was all alone on the plane. While she enjoyed the company of the animals and creatures she befriended, life was essentially a lonely affair. Seles would spend miserable nights staring longingly at the sky above her, wondering what other life forms existed in the rest of the universe. Most importantly, she desired a companion. Someone who she could talk to, someone she could spend the lonely days with. That was her one true desire.
Luck was at her side. One late night, as tears rolled down Seles' face in another moment of self-pity, she found herself empowered by a strange source of strength. A warm feeling manifested within the dryad, originating from her heart and spreading to the rest of her body. She felt a drive deep inside, an intensity that urged to be released. A kaleidoscope of stimuli bombarded her mind, the memories of her past interweaved with visions of worlds she had never seen before. She felt.....she felt powerful. Capable of anything. A beautiful alien landscape flashed before her eyes, and she wondered what it would be like to visit that place. It was then that her first planeswalking experience happened. Before she knew what was going on, Junida was gone and Seles found herself hurling through empty space. Moments later, she found herself in the world she had just seen, with new sensations to discover.
Seles eventually realised that she was a planeswalker, a being of limitless magical capabilities. With her newfound powers, the dryad could travel to other planes as easily as stepping over a fallen branch. Seles was astounded to discover the variety of sentient life that existed throughout the multiverse. She witnessed snakefolk performing shamanic rituals, merfolk engaging in mercantile trade, rhino-like creatures marching alongside human soldiers. And yet the dryad had no interest in their personal affairs, for she had other priorities - to befriend the inhabitants of these new foreign worlds.
As Seles quickly found out, this was easier said than done. All manners of life were fearful and wary of her godlike powers. Whether it was human, goblin, or troll, she would open her heart to them, in the hope that they would open theirs in return. No such luck. The less courageous among them would run away screaming. The more daring types would try to attack her with their sticks, swords, and spells. Rejected again and again, Seles found herself as lonely as ever. After another unsuccessful attempt, the dryad was feeling particularly bitter and hateful. It was then a malicious thought came to her mind. Perhaps she could.....force someone to be her friend. No one had the strength or magic to oppose her. Seles smiled. This could work.
It turns out Wrizfar happened to be that unlucky target. At first, the elf was more than willing to be the dryad's companion. He reasoned that if he befriended a planeswalker, then he could easily ask her to help them return to Ravnica. And they would be back in their homeland before long. That was not the case however. For the last few days, the elf had virtually been Seles' prisoner. Any attempt to stray from her eyesight was quickly denied as Wrizfar found himself dragged back to the dryad by her vine magic. Any attempt to negotiate with the dryad was ultimately futile. Seles was happy that she had finally found someone to be with. Like a mother protective of her offspring, she was not going to let this one friend get away.
And so Wrizfar thought of a plan. If he could not escape, then he would have to fight his way out of here. He had nothing against Seles, but the Selesnya dryads were still waiting for him to find a way of getting home, and he had no time to waste. Putting his hand over his heart, Wrizfar closed his eyes and appealed to every member of the Selesnya guild, pleading with them to lend him their strength. He was going to need it.
Symbiotic Essence :2mana::symg:
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +X/+Y, where X is the total power of other creatures you control and Y is their total toughness.
“Our voices will be heard as one.”
The two cards are best used together when there's lots of creatures on both sides of the board. Enchant Wrizfar Barkfeather with Symbiotic Essence, use Wrizfar's first ability to Jump over the opposing creatures and finish off the opponent in one quick swoop. Alternatively you could just swing for 3 every turn without it but that's boring.
Hmm...I just realised that my card is like an aura version of Banding. Is that a good thing or a bad thing?
Art Credit: SpiritGrove
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Avatar
Vela of Vela Ves :3mana::symw:
Creature - Shapeshifter
Changeling
At the beginning of each upkeep, choose a creature type. Until end of turn, Vela of Velis Vel gains protection from the chosen creature type, and its power and toughness each become equal to the number of permanents of the chosen type on the battlefield.
1/1
"Our day has come!" the young rebel shouted to the assembled troops, such as they were.
Her new planeswalker ally had given Vela a task to prove herself worthy, and Vela knew her chances of getting home were dependent on her success. After demonstrating her ability to change forms, Lady Elenore told Vela what needed to be done"
"I want an army."
It hadn't been easy, but Vela had managed to gather all manner of creatures under one flag. There were Dryads, Kavu, Lhurgoyf, Thrull, Orcs, Nomads, Cyclopses, Cephalid, and even a Yeti.
Now, one particularly loud soldier was standing on a fallen tree, trying to inspire the troops. "They said we were unworthy. They said we were irrelevant. They tried to replace us, to abandon us. But we will not leave silently!"
A Nantuko clickered in the background, while a particularly angry looking grizzly bear howled in rage. Their day would come, and come soon with Vela's help. The charismatic rebel, Cho-Manno, yielded the makeshift stage to the pleased changeling, then faded into the background next to a bemused wizard. "Not bad," Arcanis said, his expression unreadable as always, "Not bad at all."
Vela took the form of a noble looking giant and shoved her flag a good six feet into the air. "Alone, they would not pay attention to us. But united, we shall force them to acknowledge us. We will force them to bow before our demands. We march to war!"
It was a short speech, but an effective one. The troops were ready. Lady Elenore would be pleased.
Regiment Flag 4
Tribal Artifact - Rebel Equipment (R)
Equipped creature has “X, T: Search your library for a permanent card with converted mana cost X or less that shares a creature type with equpped creature and put that card onto the battlefield. Then shuffle your library.”
Equip 4
"Those who fight for freedom never fight alone."
—Cho-Manno
Tenth Edition creatures unite! We'll take back M11 or die trying!
Legendary Creature - Fox Knight Samurai
Bushido 2, double strike, haste
Whenever Crimson-Tail, Kitsune Captain deals combat damage, target creature you control gets +X/+X until the beginning of the end step where X is Crimson-Tail's power.
"Rage is a valuable trait in the hands who can control it and harness its power" -Teachings of Eight-and-a-half-Tails
1/3
Legendary Artifact - Equipment
All creatures able to block equipped creature do so.
Whenever equipped creature deals combat damage to a creature, it deals that much damage to that creature's controller.
Equip -:sym2g::sym2g:
Match 1:
Maokun vsperson3412 vs _IF_ - Shall make an equipment card.
Winner: _IF_
Match 3:
MagicProfessor28 vs Gerrard's Mom - Shall make a non equipment artifact card
Winner: MagicProfessor28
Match 4:
Twilight Kiwi vs Jau - Shall make an aura enchantment card
Winner: Twilight Kiwi
person3412: I really like how Regiment Flag captures the feeling of Rebels perfectly, both in flavor and in mechanics. The name makes sense and the searching ability puts an interesting spin on a familiar mechanic. It does seem a little slow (it reminds me of Soul Foundry actually), but by the time it gets going, you’re basically getting a free permanent every turn, like say, four consecutive copies of Chameleon Colossus. Nothing much I can say, except it’s a very well designed card.
_IF: I have mixed feelings towards Sensei's Spyglass. On the one hand, I have never seen a repeatable Chittering Rats effect before, so it does offer something new. I also like how the first ability allows it to be attached to ninjutsu’d ninjas, and its interaction with your avatar is brilliant. On the other hand, the card looks abusable. If your opponent is down to one card, and it’s too expensive to play, he or she will just be drawing the same card over and over again. That’s no fun at all. It’s actually a little weird how the Spyglass is actually more effective when it’s not attached to your avatar, because at least your opponent has access to new cards then. The overall idea is solid but it could have been implemented better.
KoolKoal: Your card really got me thinking how best to use it. It has a Sulfuric Vortex vibe to it, but the additional tension between taking 2 damage or keeping your 3/1 Spark Elemental is very interesting from both a design and gameplay perspective. Machinations of Machinery is, without a doubt, a great card. Well done!
d@rkelf: Your card is remarkably similar to Dueling Grounds. A bit too similar. The mechanics does seem like a better fit for WU than GW and it works very well with Exalted. I’m not too big on the first ability though. While it interacts with Arlyene Vei, I can’t think of how it could be useful in other situations. For instance, Knight decks with Kinsbaile Cavalier are unlikely to run non-Knight creatures. I find Knight’s Creed to be a decent card.
Gerrard’s Mom: Hmm, Planeswalker’s Atlas’ effect is certainly very intriguing. The first thing that came to my head was Fastbond and its crazy interactions with the Atlas as you grab every land from your deck and put them into play. Apart from that, it effectively turns every late-game land draw into an Impulse, and that’s very useful. Then I was reminded of Horn of Greed, but your card is so much more interesting. I’m hopeful that this card actually sees print in the Zendikar Block.
It has been time for critiques for the last day and a half, I'm willing to wait until we get at least most of the people's crits.
Host, December 2015: A Winter Wonderland? - R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL April 2014: A Game of Fate - Signup|R1|R2|R3|Top 8|Semifinal|Finals|Poll
Host, CCL December 2012: Spy Games - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL November 2010: The Perfect Crime - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL August 2009: A Commander's Journey: Signups|R1|R2|R3|Top 8|Semifinals|Finals|Poll
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Necromancer's Cauldron
I wasn't quite familiar with what Dredge did at first since it's not played too often in my group and since I had never played Ravnica but I am good at spotting combos and thats what this definitely does. The flavor is very well done and has a nice subtle twist of alchemy and necromancy so you can cook up some good creatures to use in combat. Adding Dredge to the Cauldron is great especially if you're using some Plague Boiler-esque spells. This is a really cool card with endless fun and deep rooted (No pun intended) combos.
Planeswalker's Atlas
When it comes to flavor for cards Gerrard's Mom you don't mess around, do you? I have to say though that this card while exceptionally flavorful and well designed is very unbalanced. This is especially when it comes to mono-colored decks. This would be an auto-include in any of those decks for sure for the ability to generate sheer draw advantage. While not powerful in the early game unless it's snuck or ramped in this card becomes the back of a math book in the late game, what I mean by that is able to give you all the answers Love the card and the story behind it.
Kogayashi, Isao's Katana
This card would be insane under pre-m10 rules. Lure and a variant of Greatbow Doyen's ability make this pretty powerful and in the hands of a large creature with trample even more so. The alternate casting cost of 4 makes this useful too so it's not restricted to a certain color. The flavor definitely fits Kamigawa cards and is very useful in any creature deck. All around fairly good card.
Regiment Flag
Ahh that Vela, such a little rabble-rouser! Its funny because I picture the Regiment Flag as the old Southern Flag from the Civil War. The flavor behind the card is definitely well visible and at first glance seems very broken until you realize it's pretty much a once per turn thing and limited to shared creature type at that. It's still really powerful though especially with the synergy able to be used through tribal decks. I would say that in any tribal deck this would definitely be an auto-include, it definitely fits the rebel abilities of bringing friends along in a fight too. I love the flavor text by the way.
Sensei's Spyglass
The auto-attach ability definitely combos well with your avatar especially with the rest of the card itself. The combo is frightening beyond belief and would be the bane of any burn or combo player. Even if only taking a land from their hand and putting it on their library you guarantee a dead-draw for the next turn. The card doesn't seem to have alot when it comes to flavor other than the fact that it sounds like a japanese type setting such as Kamigawa. The fact that this is an uncommon that's able to mess with your opponent's hand this way is just silly.
Mirrored Cytocloak
Holy words Batman was that a long story. The flavor for the card and the sheer amounts of possible targets for this card is mind boggling. The fact that this ability is blue is even more interesting. The story and the card design is awesome and fascinating. When combined with your creature the shenanigans only increase. The card is pretty cool although giving the creature some sort of evasion would definitely help as the enchanted creature would be the number one target.
Symbiotic Essence
Love the story as always Jau although I have to admit that I consider animals to be sentient That being said the card is great and it really embodies green's communion to nature but it also it seems white as well with it's sense of community and combined strength. Wow that sounds alot like the guild of the avatar All in all there are a few creatures that do this but enchantments are even fewer from what I understand and even then not in this respect. In flavor and design this is a great card, the combo is pretty cool too.
Twilight Kiwi
Maokun
Gerrard's Mom
While your avatar is crazy overpowered, the enchantment is quite fair and plays nicely with it and war graft is an interesting expansion from graft, except that the name and common sense would make me expect that it triggered on combat damage. Also, since the card should work by itself and it only grafts counters on damage from the creature, haste is redundant for red creatures. First Strike would be good. Finally, there was no real need of giving this card monocolor hybrid as it begs to be played in a tricolor deck. In other words, interesting idea but befuddled by a lot of technicalities.
It works well with your avatar but I'm worried about it's power, specially at such a low cost. You'll obviously play it along with cards like Terrami herself who enjoys artifacts going to the grave (Did I hear Ravager somewhere?) while your opponent simply takes 2 per turn unless he's playing artifacts too. You try to solve this by giving each player a token (that can be sacrificed next turn), but then again, it's you who benefits the most from a free artifact in your devious combo deck. The flavour text it's amazing though.
I don't know. While the second ability obviously favours you, the exalted player, the third ability looks red to me. And the first one looks way too much like an addendum to make it fit your avatar. Probably undercosted, as a white player will jsut set up a wall of reverence to block forever any lone attacker from the opponent.
Winner: KoolKoal
Another crazily overpowered avatar that only gets more ridiculous with this equipment The only problem I have with the equipment itself it's that it doesn't feel like an artifact to me. It feels like an enchantment that should be blue and/or black but that's kind of a gray area in design.
I actually like this a lot. Not only works well with your avatar, there's a lot of strategies and decks that could benefit of a card like this. Probably for that same reason, I'd made its dredge higher. I also do not see a reason to make this card half green, when monogreen will never be able to return a creature from the grave to the battlefield.
Winner: MagicProfessor28
I love this aura! I want it to see print! Nice flavour text too.
Craaaaaaaaaazy. This should be an instant that costed 3GG and lasted until end of turn. As an aura, it grows more degenerate each turn. Birds of Paradise suddenly jumped in price after becoming green's new finisher of choice with this aura.
Winner: Twilight Kiwi
Sorry, like I said this was my first time doing this. ^_^'
Harbringer
Not a huge fan of war graft, I think regular graft would have been fine. Other than that, it's a nice use of mono-hybrid: a relevant effect + bonus for colors. And it easily works with your avatar.
Ohh, very intresting. I would have prefered a bit more symmetry: 2 damage and a 2/2, or 3 damage and a 3/1. Other than that, not much more to say, a nice card and works well with your avatar.
It clearly works well with Bant, but it doesn't work as well with your avatar. Yes, it turns the Knightboost into an Anthem, but the second ability. Optimally, I want to block/be blocked by everthing and prevent all combat damage; instead I only get to use it on one creature.
Clearly a build-around-me, but it seems like it should be an enchantment. Not much else I can say, nice card.
Reminds me quite a bit of Cream of the Crop, which is good b/c I really liked that card. That said, it does seem like it could be slightly overpowered.
Hey, look. It's Rings of Brightheart on an aura. That's good, cause I love the rings. The only possible improvement: enchant permanent and add nonmana.
Nah, it reminds me more of exalted than banding. A wonderful card, but one tini nitpick: would have prefered enchant creature you control. Seems wierd to let other players benefit off my stuff.
Winners
Match 2 - KoolKaul. It was really close, but I like his just a little more.
Match 3 - MagicProfessor28. Again, quite close, but the cauldron seems like it requires a better setup to be awesome.
Math 4 - TwilightKiwi - Rings of Brighthearth is one of my favorite cards (*cough comboswithMirror of Fate cough*), so you get the win.
Very cool and synergistic combination of two less-common but very green abilities! Lure costs 1GG, while you'd have to pay (at minimum) GGGG to use this the first time, which seems balanced enough tacking on the second ability; however, the fact that this survives after its wielder dies to an onrush of blockers gives it a big advantage over the aforementioned aura. Unless you're running Naya colors, this will certainly be more expensive to use with your avatar, but it makes him even more of a combat powerhouse!
person3412 : By combining the rebel ability with changeling, you've basically made this “:xmana:, : Search your library for a creature or tribal permanent card with converted mana cost X or less and put that card onto the battlefield. Then shuffle your library.” With the casting an equip costs it's unlikely you'll be able to use this the turn it comes into play; I think maybe you could've reduced one or the other a bit and it would've been fine. Still, cool story concept, and I've always been a fan of rebels (I actually made a rebel avatar for an old FCC long ago).
_IF_ : I've always liked this ability, but making it repeatable makes games unfun, especially considering how early in the game this can come online. Combined with your avatar it's even more annoying, but most people would just slap this on a string of cheap creatures with evasion. Cool interaction with the avatar, though, letting you pick the best card from their hand to steal.
Winner: Maokun
Harbinger_ : I am a fan of graft, as you may have surmised, and War Graft is cool! It seems like a bit of misnomer, however, as my first assumption was that it triggered on combat damage. The card itself is cool, self-synergisti, and complex, much like your avatar, and of course piling abilities on the Disciples by adding a single counter is beautiful music. First strike may have been a better choice than haste, though, as the Disciples will have to've already attacked before they can get a counter from the Spirit, unless you've lost a creature beforehand. Using the enchantment by itself, the haste will be irrelevant unless you use creatures that come into play with +1/+1 counters (or have other ways of handing them out).
Your crazy planeswalker freaks me out.
KoolKoal : This would've been a prime candidate for a red artifact, but your requirement didn't leave you much choice. Ah well. Nice combo with your avatar, giving him both a steady stream of artifacts to sacrifice and a way to off them. The fact that the sac is non-optional and technically makes this artifact hate cements it as very red. The 3/1 hasty Constructs are a little off-putting, though, as players have come to expect such tokens to be Elementals. Love the flavor text.
d@rkelf : Very flavorful concept - I think it would've worked even better as a Tribal - Knight card, but it's cool as-is too. Unfortunately, it seems to conflict with your avatar rather than combo with it, unless I'm missing something - Arlyene seems to encourage you to attack or block with all or most of your guys, while the Creed combos with an exalted-style strategy. I definitely like your story of a disillusioned knight who nevertheless holds to her convictions and believes she can redeem her fallen hero.
Winner:This is a tough one, but I'm gonna go with KoolKoal.
MagicProfessor28 : Dude, colored artifacts in Ravnica block would've been sweet. And your Cauldron would've fit right in with the Golgari. I think this might've been even better as "whenever a creature leaves your graveyard" so it works with cards that return creatures to your hand too, but of course the obvious intention is that it's meant to combo with dredge. Yesss! Feed the god-zombie! He whose dark hunger cannot be sated, whose hordes are relentless!
Gerrard's Mom : A simple, cool, and flavorful ability (that escalates as the game goes on) - the planeswalker looks into his atlas to find his next destination, drawing power from new planes before he even arrives. The combo works well. Your exposition was very poetic! No complaints.
Winner: Two awesome cards, but there can only be one. MP28.
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Maokun vs person3214 vs _IF_
Maokun's card is my pick for flavor and simplicity, although both of the other cards do a great job working with their avatar.
Harbinger vs KoolKoal vs d@rkelf
I'll go with Harbinger here.
Twilight Kiwi vs Jau
Twilight Kiwi, although I like Jau's card as well.
Maokun: Kogayashi, Isao’s Katana is one of the coolest equipments I have seen. It combines a pseudo-Lure with a Repercussion effect. The main perk of this card is that as the number of creatures your opponent controls increases, so too does the power of Crimson Tail due to his Bushido 2. The problem I have with your card is that although Lure is a green effect (unless you count the tribal restrictive Greatbow Doyen, Repercussion is a red effect that seems out of place on your equipment. I like the unique idea of using number-hybrids with equipments and I think that that was an impressive aspect of your card. Overall, a seemingly off color card that flows well with your avatar. Nice job A-!
Person3412: First of all, I wanted to congratulate you on writing an amazing story that was absolutely hilarious. Using M10 as a satire was a great idea and I hope to see more writing by you! Moving on to Regiment Flag, I love the card. A rebel equipment to represent the rebel mechanic of Nemesis and a mini-Bribery. The card also fuses synergistically with the Changeling mechanic, however I feel that it is a little broken. I mean it can allow you to fetch a Bloodbraid Elf for example and that can cascade further. Overall it is a nice card! B
_IF_: Sensei’s Spyglass is a very neat card. It flows with your avatar to the point of where it allows you to play a card in your opponent’s hand for free. One main issue of the equipment is that it will barely hit the opponent if they can prevent it. This is because equip can only be activated as a sorcery and to respond to ninjitsu, which is in the attack phase, you would need to equip as an instant. Overall it works, but it is quite weak on its own, especially because it seems like it would be better on an unblockable creature. Furthermore, I don’t quite understand the flavor behind the spyglass. A spyglass would allow one to only see information. Overall a cool concept but only averagely executed. C
Maokun
Harbinger_: Spirit of the Warrior although well designed in terms of a combo, seems busy and not flowing. I do like the use of multiple bi-brids to play spells, however the chance to pay three color intensive mana to give each creature benefits seems like something more suiting an aura as opposed to a global enchantment. I do like the flavor of your card and the flavor of your avatar, however I dislike the flavor of War Graft as a mechanic because it deals very little with combat itself. Overall B-
KoolKoal: Machinations of Machinery is a cool card that would be absolutely epic in Mirrodin block. I like how your avatar benefits off the sacrifice of an artifact in a cyclical fashion when combined with your enchantment. I dislike how the mechanic works in red because an artifact creature creation seems much more in blue as opposed to red. For this reason, the mechanic seems very off color, and I think that it needs some artwork to really get the meaning of the card going. Overall A-
D@rkElf: This is the card I was waiting to see for your avatar. It is the pure embodiment of awesomeness. You combined a Silent Arbiter effect with a mini Glorious Anthem. I like the overall synergy with your avatar. I disagree, however on the use of the two mechanics together because there is no real point of having the pump if you can only attack with one creature. Overall, you will be dealing damage with one creature- your avatar and you will only deal 5 damage at once. Overall A
D@rkElf
Twilight Kiwi: The cloak basically allows you to kill creatures without +1/+1 counters. This type of restrictive removal is what I feel fills the void that the Simic guild had in Ravnica. I like the synergy when combined with your avatar and the flavor overall is the icing on the proverbial cake. Nice job! A
Jau: Although your avatar lacks power and toughness, which doesn’t give me a good basis to analyze your enchantment, I like the versatility of the enchantment which allows for a quick win. I think that it was a good idea, but I think that the card was fairly uncreative when considering Banding. The flavor is great and overall it was a neat card. B+
Twilight Kiwi
After all these intense rounds, I'm a little worn out from amateur card design so it's probably a blessing in disguise. See ya guys next month!