Hello, and welcome to May's Club Flamingo game! This month will be yet another month of innovation; players will not compete against each other, but with each other, to explore and ultimately defeat the dastardly death trap known as the Labyrinth!
The Cyclopean Tomb
The journey to the northern entrance was a harrowing one; the scorching wasteland exposed your raw flesh at times, and savage viashino tribes frequently ambushed your party. You thought the worst was behind you when you reached the Maldiv foothills, but the unbearable heat quickly turned to a a deadly chill. The terrain was old shattered rock, exposing deep rifts into the ground; the ice at the top made for unstable footing, and frequent rockfalls made the bottom nigh impassable. After the fourth day, when you had resigned yourself to a death lost in this hostile landscape, you find your goal. An ancient globe, elaborately etched and the size of a palace, juts out from a plateau, and as you near it it slowly grinds open, blasting you with vile, dusty air. Nearly driven mad by the bitter gales and tormenting cold, your party rushes down the stairs into the unknown. None of you pay full attention to the lids shutting behind you, sealing your fate.
At the bottom of the stairs you find yourself on a stone bridge trailing through an enormous cavern. You are greeted by a cacophony of chitters, whirs and grunts, as twisted abominations and undead fiends begin lunging towards you from the walls of the cavern. You feel safe enough for now, but the nimbler ones, with monkey-like figures and huge, grotesque eyes are beginning to climb to the ceiling, and could easily drop on you. You decide this is one fight you'd rather avoid, and rush towards the open door at the other side of the chamber...
A journey through the eye is a journey through the self.
The Rules
Your journey will proceed in rounds, with a chamber associated with each round. Rounds will proceed as follows:
Before anything happens, the host will present the challenge to you. This will tell you the game state you need to solve in order to open the door to the next chamber. Build your strategy for tackling this room, and...
...Design a card — Each member of your team will design and submit a card, subject to the restrictions of their chosen class. Along with this, submit how you plan on using these cards to solve the level. Note that each of you has to play a card in a chamber.
From there, your host will post three scores - your individual scores (out of 10; this represents the cards themselves), your teamwork bonus (out of 3; this represents the synergy between your cards), and any secret bonus points you earned that round (more on that later). Due to the fast-paced of this contest, we won't be able to give much more feedback than that, but if you really want to hear our thoughts about a certain card PM us about it (or post on the main CCC forum - that's what it's for)! Rest assured your score will be fair; four of the brightest CCC minds, three of which are veteran MCC judges, will be behind it.
If your cards solve the room and your team score (average score of entries+teamwork bonus) is greater than or equal to the room's par, each of you will be awarded your player score (your card's score+teamwork bonus+secret bonuses), and move on to the next level. A word of warning: The Labyrinth runs on the souls of failed questants. I hear subpar mages make particularly good fuel.
Rumor has it the Labyrinth has a mind of its own, and as more explored rooms become frequented, subtle changes may take place throughout the contest. Do your research, but stay on your toes!
A quick reminder of what your roles are:
Druid - You can only design creatures and lands.
Auramancer/Artificer - You can only design noncreature artifacts and enchantments.
Warlock - You can only design instants and sorceries.
Taskmage - You can only design spells with converted mana cost 2 or less.
Timing
There is a lot to do, a lot of people wanting to do it, and only a month to do it all in. This is part of the reason we have four hosts this month. Try to keep the rounds moving in roughly a 24-hour rhythm; it'll be hard, being a team contest and all, but the faster we go the more people will be able to compete, and near the end of the month, when the initial rush to get in has worn off, we can relax this a bit as well.
If a particular player is holding up a thread, we will give them a warning and the team can move forward with them (they will play for that player that round and they will miss any opportunity to design a card). This is entirely the host's call. The second time this happens in the same game, that player will be modkilled. This way, the team will still be able to move forward instead of completely stalling.
Solving a Level
Passing a Level — When in doubt, assume this works like a simplified game of Magic. The challenges will be given in terms of game states, and a level is considered solved when a.) players, if they were vanilla 0/1 creatures, could attack and not be blocked (making it through the door), and b.) any additional round requirements are resolved. Whether the host uses one or both of these in their challenges is up to them.
Resources — At the start of your run your opponent will give you a collective mana pool to share. This will be the only mana available to you all the whole run, so use it wisely. Unless otherwise specified, you start with 5 life each, no cards in your library and the cards you designed this round in your hand.
Turn Advancement — Each chamber starts on the Labyrinth's turn unless otherwise specified. After that, turns proceed normally, with all players playing at the same time. The only exception is that you have no draw step.
Hidden Bonuses — Each chamber may or may not have a secret bonus to be unlocked. It's up to you to find out what it is, and the host will PM you if you hit on one of these (so as not to spoil the surprise for anyone else). The rewards will usually be a few extra points, but there have been stories of other, more immediately useful items being unearthed this way.
All creatures have haste. This allows for chambers to be solved in one turn.
Clarifications
Yes, I am a giant floating moustache with an eye and a classy hat. Do you have a problem with that?
CC is secretly a robot. Don't let his human-like demeanor fool you.
Gerrard is the man he is today because of his Mom's hearty home stew.
Spoiler: The Battle Pyramid ends in Megiddo fighting you to the death on top of Maccu Picchu. Book your tickets early.
A large, basalt skull is engraved into the wall. Behind its rusted iron fangs you can see the way forward, and a curved pedestal occupies each eye socket. Four enormous warriors carved from obsidian block your path, a singular stone eye resting on two of their shoulders. Thin, spidery runes are traced all along their exterior, illuminating the glass-like bodies.
All Golems are 5/5 artifact creatures. Destroy the two headless ones, then disable or control (either by tapping or controlling) the other two so you can take their eyes and unlock the gate.
Resounding Ricochet1R
Instant (R)
You may choose an additional target for target spell with a single target. (For example, if a spell would deal 1 damage to target creature, you may have it deal 1 damage to each of two target creatures instead.)
Also, I just re-read the mission and, unless I'm missing something, there are only two golems in the "flavor text" but the mission statement mentions four Golems?
I actually noticed this as well and forgot to mention to Oculus. I would assume the challenge overrides the flavor until you hear otherwise.
Are we being attacked by the golems? Or do they just watch us go about our business? Mostly curious given summoning sickness, but for other potential plans, as well.
Are we being attacked by the golems? Or do they just watch us go about our business? Mostly curious given summoning sickness, but for other potential plans, as well.
Eep, I forgot to mention something important - as all chambers are meant to be solved in one turn, all creatures have haste.
You're not being attacked by the golems this chamber. They're just standing in front of the door, but will put up a fight if attacked (read combat damage).
Something along those lines would be perfect, yes =) And if that does indeed become out Warlock spell, we should be in the clear now, right? I tap one, void_nothing taps one, yewlas and GideonJur@ destroy two together.
It's an untap ability. I hand the Bottle off to the Binder, who takes a nice swig and activates his ability a second time.
A resounding boom is heard. The master warlock and spellshaper Samwise Alberto III has appeared. Twiddling his blue handlebar mustache, he raises his hand and a dark wind passes forth.
Wind of BlightB <minrar: common>
Instant
Destroy target artifact creature.
Glancing over, Alberto notices that the group's taskmage raises his hand. A red aura appears around the upraised hand, and the aura extends to cover one of the golems. The wind hits said golem, causing it to wither and corrode. Then, the wind whips around to hit the other golem, which is desecrated in the same manner. In the meantime, the artificer and druid have worked together to successfully dispatch the other two golems and retrieve the eye. The adventurers walk forth to the pedestals, ready to continue their quest.
Ixias/Relic Binder - Strictly better Auriok Transfixer, but in modern design this'll probably only really disrupt artifact creatures, so I'd say it's fine. Lacks rarity. 7/10
yewlas/Resounding Ricochet - A novel ability, but unworkable within the rules (Auras for example). Would usually be a worse Reverberate, as a counterspell would still hit the "copy" and can also copy less spells. 6/10
void_nothing/Galvanic Bottle - Fun little combo piece in the spirit of Ichor Wellspring. Master Transmuter comes to mind here. Nothing bad to say about it. Nonland is a good catch. 10/10
GideonJur@/Wind of Blight - Black has, in modern design, always had a mild aversion to destroying artifact creatures (Terror, Go for the Throat, Shriekmaw etc.) It could, in the right enviroment, be workable (then again Molten Frame sets a red precedent here), but the flavor is too weak to justify it. 6/10
Teamwork Bonus - 2/3 - You co-operated in pairs to solve this challenge, which is enough for the 2 bonus, but not for the full bonus. Hint: the full bonus is really hard to get.
The door shuts behind you, sealing you in a bland, semicircular room. Flickering torches line the wall, and you can only fleetingly make out shapes in the light. A transparent wall appears to be bisecting a circular chamber, but the keenest eye of your party quickly determines it to be a mirror. One of you forces a torch from the wall and brings it up to take a closer look - it does indeed seem to be a mirror, but something is off. Your reflections aren't quite matching your actions, and the torch-light is flickering out of time with yours. In the blink of an eye, your reflections seem to co-ordinate an attack, and before you have time to process this you all find yourself doing the same.
There are four opponents, each at 5 life. Kill them all, destroying the illusion and moving to the next chamber.
That was quick. I was about to mention adding rarities.
Sorry. From the tone of your posts I took it you were all set. It wouldn't have made that much difference in this case, it was fairly clear Ixias and Jur@ were aiming for a common.
Hello, and welcome to May's Club Flamingo game! This month will be yet another month of innovation; players will not compete against each other, but with each other, to explore and ultimately defeat the dastardly death trap known as the Labyrinth!
The journey to the northern entrance was a harrowing one; the scorching wasteland exposed your raw flesh at times, and savage viashino tribes frequently ambushed your party. You thought the worst was behind you when you reached the Maldiv foothills, but the unbearable heat quickly turned to a a deadly chill. The terrain was old shattered rock, exposing deep rifts into the ground; the ice at the top made for unstable footing, and frequent rockfalls made the bottom nigh impassable. After the fourth day, when you had resigned yourself to a death lost in this hostile landscape, you find your goal. An ancient globe, elaborately etched and the size of a palace, juts out from a plateau, and as you near it it slowly grinds open, blasting you with vile, dusty air. Nearly driven mad by the bitter gales and tormenting cold, your party rushes down the stairs into the unknown. None of you pay full attention to the lids shutting behind you, sealing your fate.
At the bottom of the stairs you find yourself on a stone bridge trailing through an enormous cavern. You are greeted by a cacophony of chitters, whirs and grunts, as twisted abominations and undead fiends begin lunging towards you from the walls of the cavern. You feel safe enough for now, but the nimbler ones, with monkey-like figures and huge, grotesque eyes are beginning to climb to the ceiling, and could easily drop on you. You decide this is one fight you'd rather avoid, and rush towards the open door at the other side of the chamber...
The Rules
Your journey will proceed in rounds, with a chamber associated with each round. Rounds will proceed as follows:
A quick reminder of what your roles are:
Timing
There is a lot to do, a lot of people wanting to do it, and only a month to do it all in. This is part of the reason we have four hosts this month. Try to keep the rounds moving in roughly a 24-hour rhythm; it'll be hard, being a team contest and all, but the faster we go the more people will be able to compete, and near the end of the month, when the initial rush to get in has worn off, we can relax this a bit as well.
If a particular player is holding up a thread, we will give them a warning and the team can move forward with them (they will play for that player that round and they will miss any opportunity to design a card). This is entirely the host's call. The second time this happens in the same game, that player will be modkilled. This way, the team will still be able to move forward instead of completely stalling.
Solving a Level
Clarifications
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
The Fighting Mongooses
Mana Available: 520WWWWWWWUUUUUUUBBBBBBBRRRRRRRGGGGGGG
Ixias (Druid) — 5 life — 0
void_nothing (Auramancer/Artificer) — 5 life — 0
GideonJur@ (Warlock) — 5 life — 0
yewlas (Taskmage) — 5 life — 0
Team Results
FLOOR ONE: __
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
A large, basalt skull is engraved into the wall. Behind its rusted iron fangs you can see the way forward, and a curved pedestal occupies each eye socket. Four enormous warriors carved from obsidian block your path, a singular stone eye resting on two of their shoulders. Thin, spidery runes are traced all along their exterior, illuminating the glass-like bodies.
All Golems are 5/5 artifact creatures. Destroy the two headless ones, then disable or control (either by tapping or controlling) the other two so you can take their eyes and unlock the gate.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Confirmatory.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
Resounding Ricochet 1R
Instant (R)
You may choose an additional target for target spell with a single target. (For example, if a spell would deal 1 damage to target creature, you may have it deal 1 damage to each of two target creatures instead.)
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
I actually noticed this as well and forgot to mention to Oculus. I would assume the challenge overrides the flavor until you hear otherwise.
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
Whoops. I copied the wrong version of my flavor text Should be four golems.
Eep, I forgot to mention something important - as all chambers are meant to be solved in one turn, all creatures have haste.
You're not being attacked by the golems this chamber. They're just standing in front of the door, but will put up a fight if attacked (read combat damage).
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Artifact (C)
When Galvanic Bottle enters or leaves the battlefield, you may untap target nonland permanent.
(Suggestion for the Warlock spell: Instant, Destroy target artifact creature :B:)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
It's an untap ability. I hand the Bottle off to the Binder, who takes a nice swig and activates his ability a second time.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Wind of Blight B <minrar: common>
Instant
Destroy target artifact creature.
Glancing over, Alberto notices that the group's taskmage raises his hand. A red aura appears around the upraised hand, and the aura extends to cover one of the golems. The wind hits said golem, causing it to wither and corrode. Then, the wind whips around to hit the other golem, which is desecrated in the same manner. In the meantime, the artificer and druid have worked together to successfully dispatch the other two golems and retrieve the eye. The adventurers walk forth to the pedestals, ready to continue their quest.
That was remarkably simple, now, wasn't it?
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I'd prefer this in green, but I can see it.
The entries feel good to me. I cast the ricochet on this, and void untaps the creature. Go, mongooses!
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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Ixias/Relic Binder - Strictly better Auriok Transfixer, but in modern design this'll probably only really disrupt artifact creatures, so I'd say it's fine. Lacks rarity. 7/10
yewlas/Resounding Ricochet - A novel ability, but unworkable within the rules (Auras for example). Would usually be a worse Reverberate, as a counterspell would still hit the "copy" and can also copy less spells. 6/10
void_nothing/Galvanic Bottle - Fun little combo piece in the spirit of Ichor Wellspring. Master Transmuter comes to mind here. Nothing bad to say about it. Nonland is a good catch. 10/10
GideonJur@/Wind of Blight - Black has, in modern design, always had a mild aversion to destroying artifact creatures (Terror, Go for the Throat, Shriekmaw etc.) It could, in the right enviroment, be workable (then again Molten Frame sets a red precedent here), but the flavor is too weak to justify it. 6/10
Teamwork Bonus - 2/3 - You co-operated in pairs to solve this challenge, which is enough for the 2 bonus, but not for the full bonus. Hint: the full bonus is really hard to get.
Team Score - (7+6+10+6)/4+2=9.25
Par - 7
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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Mana Available: 320WWWWWWUUUUUUUBBBBBBRRRRRRGGGGGGG
Ixias (Druid) — 5 life — 9
void_nothing (Auramancer/Artificer) — 5 life — 12
GideonJur@ (Warlock) — 5 life — 8
yewlas (Taskmage) — 5 life — 8
Team Results
FLOOR ONE: 9.25
FLOOR TWO: __
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
The door shuts behind you, sealing you in a bland, semicircular room. Flickering torches line the wall, and you can only fleetingly make out shapes in the light. A transparent wall appears to be bisecting a circular chamber, but the keenest eye of your party quickly determines it to be a mirror. One of you forces a torch from the wall and brings it up to take a closer look - it does indeed seem to be a mirror, but something is off. Your reflections aren't quite matching your actions, and the torch-light is flickering out of time with yours. In the blink of an eye, your reflections seem to co-ordinate an attack, and before you have time to process this you all find yourself doing the same.
There are four opponents, each at 5 life. Kill them all, destroying the illusion and moving to the next chamber.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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Sorry. From the tone of your posts I took it you were all set. It wouldn't have made that much difference in this case, it was fairly clear Ixias and Jur@ were aiming for a common.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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In this thread, yes.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
No creatures. Four players on 5 life.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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