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 Gearworks
A colossal rusted monolith of slowly grinding gears pierces through the scorching desert sands, the otherworldly shriek of metal on metal reverberating through your skull like a funeral dirge. A burst of scalding steam heralds your arrival, and with a complicated sequence of whirling clicks and whirring gears a yawning fissure opens at the monolith's base, a dull, rhythmic thud emanating from its depths.
You sigh nervously as you and your team descend into the dungeon's arc-lit depths, the scent of dust and ozone wafting past you in a steady stream. All chances of turning back are obliterated when the dungeon's yawning mouth closes with a resounding crash - your survival here hinges on your success.
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.
A small eternity passes as you and your party descend into the clanking depths of this subterranean mechanical hell, flickering arc lamps spitting off hissing arcs of blue-white electricity. Whoever made this place was no ordinary artificer - and apparently also very large. Eventually the corridor comes to an abrupt end, a sheer wall of pockmarked black steel blocking your path. Judging by the damage it's sustained and the skeletons littering the floor at your feet, yours isn't the own expedition to be thwarted by a simple door. The best course of action seems obvious.
The narrow hall eventually opens out into an impossibly large room, equally impossibly large gears turning lazily throughout like an animated, mechanical forest. A brief, nausea-inducing glance down confirms that walking from here on will not be an option, but you could probably navigate the slower moving gears just fine if you were careful. There does, however, seem to be a stretch of gears missing. The more technologically savvy amongst your party confirm it may be a while before they're seen again, leaving you with two options - wait here, or force the process along.
Increase the power of the Pinion Servitors to proceed.
LEVEL III
PAR VIII Mimic Engine | U+2642
11100010:10001100:10101111
A short trek down a softly humming corridor brings you to a wide chamber, its interior polished meticulously to a mirror finish. You sigh in relief - for once there doesn't seem to be an immediate problem. However, as you make your way across the room, your initial assessment is quickly proven to be incorrect - from the far end of the chamber, a small group of menacing figures are slowly making their way towards you. Thinking fast, you fire off an emergency salvo of crackling flame, only for the group to return in kind, a tempestuous explosion of magically charged fire rocking the room as your projectile meets theirs. Briefly illuminated by the flash, the strangers are revealed to be not so strange after all; mirror images of you and your party, right down to the expressions of shocked disbelief. This could be trickier than you thought..
Defeat your reflections to proceed.
Any spell you cast or ability you activate will be copied by your reflection in the same order and targeted against you identically as soon as the room gains priority. Creatures will block their counterparts. All players start at five life.
LEVEL IV
PAR VIII Arkhad's Spine | U+2640 ----x
You emerge from the last room visibly unnerved. This place is obviously not your run of the mill mechanical deathtrap. As if dictated by a mad cosmic jester, the dungeon decides to immediately confirm your suspicions. The next room consists almost entirely of a vast network of pivoting platforms, pulleys criss-crossing the ceiling high above you. On the lowermost platform rests a quintet of golems, each cast in varying sizes and of varying metals. Obviously, the weights on the gargantuan scale before you need to be tenuously manipulated to forge a path forward. Less clear, however, is how you're going to be able to go about it.
Copper Golem1
Artifact Creature — Golem (C)
1/1
Copper Golem1
Artifact Creature — Golem (C)
1/1
Copper Golem1
Artifact Creature — Golem (C)
1/1
Silver Golem2
Artifact Creature — Golem (U)
2/2
Gold Golem3
Artifact Creature — Golem (R)
3/3
Balance the pulley system. Match the total mana cost of your board with that of your opponent's.
LEVEL V
PAR IX Phoenix Apparatus | U+263F
XIII
You stumble into an empty chamber, void of all other entrances and with no distinguishing features. Walking forward, expecting a golem to burst forth or gravity to invert, you are instead greated by eerie silence. A quick reassessment of the situation reveals that the passage you came through has disappeared into thin air. You give your teammates a puzzled shrug and, using your executive powers as expedition leader, decide to wait for a few moments to see if gravity does decide to eventually invert. That moment stretches into hours, and then two, until eventually all hope of gauging how long you've been in this room disappears entirely. Clearly there is something you're not quite getting here.
Kill yourselves. Each player has five life. You may attack teammates. You can't pay life to cast spells or activate abilities.
Bloodseeker Goblin R
Creature - Goblin {UC}
Haste
If a creature was dealt damage this turn, Bloodseeker Goblin gets +1/+0.
1/1 "MMMMMMmmmm what is that delicious smell?!!"
Private Mod Note
():
Rollback Post to RevisionRollBack
IIW:
Multicolored millcards in something other than dimir.
RUDYARD! CHANGE THAT CARD!!! It doesn't do anything and is wasting our mana!
Damaged Iris
Artifact Creature - Wall
Defender
Damaged Iris is indestructible. If damage would be dealt to Damaged Iris, prevent that damage and put a -1/-1 counter on it.
0/10
The damage is transferred to it as a -1/-1 counters... It will die from having 0 toughness.
At the beginning of the round, the door was a 0/10 with 5 -1/-1 counters
Status: Five -1/-1 counters.
Thus it was a 0/5. It needed to be dealt 5 damage to be broken.
Dancing Sparks
Instant (C)
Dancing Sparks deals 1 damage to target creature or player.
Rebound
W/ rebound, that's 2 damage.
0/3
Spitting Flames :1mana::symr:
Enchantment (U)
Whenever a source deals noncombat damage to a creature, Spitting Flames deals 1 damage to that creature.
This multiplies the previous damage and adds two -1/-1 counters.
0/1
Now then my card provides an attacker that deals the remaining one damage that is necessary.
Bloodseeker Goblin
Creature - Goblin {UC}
Haste
If a creature was dealt damage this turn, Bloodseeker Goblin gets +1/+0.
1/1 "MMMMMMmmmm what is that delicious smell?!!"
0/0
So with those three cards, we have effectively destroyed the door.
Therefore, your card is an absolute waste of mana. We have a limited supply of mana so wasting 1RR isn't very smart.
So I urge you to remake a card that costs 0, or comes close to it.
When did we say that we had finalized our entries?
We still had yet to discuss the cards from a group perspective and Rudyard has yet to change his card.
Wtf CC?
Private Mod Note
():
Rollback Post to RevisionRollBack
IIW:
Multicolored millcards in something other than dimir.
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.
I guess CC was just regulating this a bit more tightly. Lesson learned
Anyways, sorry about the rage, CC.
Lol @ having no red mana left at all. Thanks Rudyard.
----------------------------------------------------------------
Gear Mechanizer 2U
Creature - Vedalken Artificer R
Construct creatures you control get +1/+2. 1U, :symtap:: Tap or untap target construct.
0/2
Private Mod Note
():
Rollback Post to RevisionRollBack
IIW:
Multicolored millcards in something other than dimir.
Reinforcement Pumper2
Artifact (U) T: Put a +1/+1 counter on target creature. It becomes an artifact in addition to its other types.
that's a big step up from dragon blood. also, if your card was either a construct creature or a tribal contruct brofaux could untap it with Gear Mechanizer
PendeldirgeB
Instant (C)
Target 1/1 gets +2/+0 and deathtouch until end of turn. The wind at night picks up whistling shadows.
this is pretty cool, could see it being slightly stronger due to the restriction. we, naturally, should assume you're casting this first. what if this affected all 1/1s we control instead of just one target... maybe increase the cost for that, or keep cost the same and drop the power bonus to +1/+0 for each (the total power bonus would remain the same in that case)?
what do we think of this ordering puzzle, team? we have a 1 in 3 chance of getting it, i don't know how to figure this one. 2/2 in front? in back? make a Pinion Servitor sandwich?
what if this affected all 1/1s we control instead of just one target... maybe increase the cost for that, or keep cost the same and drop the power bonus to +1/+0 for each (the total power bonus would remain the same in that case)?
Then my card is doing too much. We need to finish this with 4 cards. Also, it would only satisfy a 1-1-2 or 2-1-1 ordered unlock, and we haven't even decided how to do it.
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!
A colossal rusted monolith of slowly grinding gears pierces through the scorching desert sands, the otherworldly shriek of metal on metal reverberating through your skull like a funeral dirge. A burst of scalding steam heralds your arrival, and with a complicated sequence of whirling clicks and whirring gears a yawning fissure opens at the monolith's base, a dull, rhythmic thud emanating from its depths.
You sigh nervously as you and your team descend into the dungeon's arc-lit depths, the scent of dust and ozone wafting past you in a steady stream. All chances of turning back are obliterated when the dungeon's yawning mouth closes with a resounding crash - your survival here hinges on your success.
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
???
??? — ???
??? — ???
??? — ???
??? — ???
Mana available:
WWWWW
UUUUU
BBBBB
RRRRR
GGGGG
55555
Total scores
PAR VI
Pinion Reaches | U+2643
· · · — — / · · · · · / — — — · ·
A small eternity passes as you and your party descend into the clanking depths of this subterranean mechanical hell, flickering arc lamps spitting off hissing arcs of blue-white electricity. Whoever made this place was no ordinary artificer - and apparently also very large. Eventually the corridor comes to an abrupt end, a sheer wall of pockmarked black steel blocking your path. Judging by the damage it's sustained and the skeletons littering the floor at your feet, yours isn't the own expedition to be thwarted by a simple door. The best course of action seems obvious.
Destroy the door to proceed.
Artifact Creature - Wall
Damaged Iris is indestructible
0/10
PAR VII
Pinion Reaches | U+2643
· · · — — / · · · · · / — — — · ·
The narrow hall eventually opens out into an impossibly large room, equally impossibly large gears turning lazily throughout like an animated, mechanical forest. A brief, nausea-inducing glance down confirms that walking from here on will not be an option, but you could probably navigate the slower moving gears just fine if you were careful. There does, however, seem to be a stretch of gears missing. The more technologically savvy amongst your party confirm it may be a while before they're seen again, leaving you with two options - wait here, or force the process along.
Increase the power of the Pinion Servitors to proceed.
Artifact Creature - Construct
1/1
Artifact Creature - Construct
1/1
Artifact Creature - Construct
2/2
PAR VIII
Mimic Engine | U+2642
11100010:10001100:10101111
A short trek down a softly humming corridor brings you to a wide chamber, its interior polished meticulously to a mirror finish. You sigh in relief - for once there doesn't seem to be an immediate problem. However, as you make your way across the room, your initial assessment is quickly proven to be incorrect - from the far end of the chamber, a small group of menacing figures are slowly making their way towards you. Thinking fast, you fire off an emergency salvo of crackling flame, only for the group to return in kind, a tempestuous explosion of magically charged fire rocking the room as your projectile meets theirs. Briefly illuminated by the flash, the strangers are revealed to be not so strange after all; mirror images of you and your party, right down to the expressions of shocked disbelief. This could be trickier than you thought..
Defeat your reflections to proceed.
Any spell you cast or ability you activate will be copied by your reflection in the same order and targeted against you identically as soon as the room gains priority. Creatures will block their counterparts. All players start at five life.
PAR VIII
Arkhad's Spine | U+2640
----xYou emerge from the last room visibly unnerved. This place is obviously not your run of the mill mechanical deathtrap. As if dictated by a mad cosmic jester, the dungeon decides to immediately confirm your suspicions. The next room consists almost entirely of a vast network of pivoting platforms, pulleys criss-crossing the ceiling high above you. On the lowermost platform rests a quintet of golems, each cast in varying sizes and of varying metals. Obviously, the weights on the gargantuan scale before you need to be tenuously manipulated to forge a path forward. Less clear, however, is how you're going to be able to go about it.
Artifact Creature — Golem (C)
1/1
Artifact Creature — Golem (C)
1/1
Artifact Creature — Golem (C)
1/1
Artifact Creature — Golem (U)
2/2
Artifact Creature — Golem (R)
3/3
Balance the pulley system. Match the total mana cost of your board with that of your opponent's.
PAR IX
Phoenix Apparatus | U+263F
XIII
You stumble into an empty chamber, void of all other entrances and with no distinguishing features. Walking forward, expecting a golem to burst forth or gravity to invert, you are instead greated by eerie silence. A quick reassessment of the situation reveals that the passage you came through has disappeared into thin air. You give your teammates a puzzled shrug and, using your executive powers as expedition leader, decide to wait for a few moments to see if gravity does decide to eventually invert. That moment stretches into hours, and then two, until eventually all hope of gauging how long you've been in this room disappears entirely. Clearly there is something you're not quite getting here.
Kill yourselves. Each player has five life. You may attack teammates. You can't pay life to cast spells or activate abilities.
Dancing Sparks R
Instant (C)
Dancing Sparks deals 1 damage to target creature or player.
Rebound
I'm almost thinking we use proliferate.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Spitting Flames 1R
Enchantment (U)
Whenever a source deals noncombat damage to a creature, Spitting Flames deals 1 damage to that creature.
Although now we've hit it for four damage and literally only need one more card. awks.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Creature - Goblin {UC}
Haste
If a creature was dealt damage this turn, Bloodseeker Goblin gets +1/+0.
1/1
"MMMMMMmmmm what is that delicious smell?!!"
Multicolored millcards in something other than dimir.
Sorcery
Creatures are unblockable this turn. Damage can't be prevented this turn.
(Rudyard, what is your card supposed to even do here; dealing damage doesn't do anything because the door's indestructible)
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
The damage is transferred to it as a -1/-1 counters... It will die from having 0 toughness.
At the beginning of the round, the door was a 0/10 with 5 -1/-1 counters
Thus it was a 0/5. It needed to be dealt 5 damage to be broken.
W/ rebound, that's 2 damage.
0/3
This multiplies the previous damage and adds two -1/-1 counters.
0/1
Now then my card provides an attacker that deals the remaining one damage that is necessary.
0/0
So with those three cards, we have effectively destroyed the door.
Therefore, your card is an absolute waste of mana. We have a limited supply of mana so wasting 1RR isn't very smart.
So I urge you to remake a card that costs 0, or comes close to it.
Multicolored millcards in something other than dimir.
Multicolored millcards in something other than dimir.
PAR V
Arkhad's Isthmus | U+2644[/CENTER]
[CENTER]JUDGEMENT[/CENTER]
Brofaux
L1: Bloodseeker Goblin — 6/10
Undeserving of its rarity.
Ninja Caterpie
L1: Spitting Flames — 3/10
Triggers off itself. Inherently broken.
Rudyard
L1: Mass Flame-Phasing — 7/10
Unblockable is strange for red. Clever subversion of the challenge.
Lanxal
L1: Dancing Sparks — 8/10
Reasonable, but unexciting.
Level Bonus: N/A
Team average: 6 (6 + 3 + 7 + 8 /4)
Teamwork Bonus: 1
Overall: 7
[CENTER][CENTER]LEVEL PASSED[/CENTER]
[CENTER]You have used
2RRRRR
The next round will commence momentarily.[/CENTER]
I wonder how many levels this labyrinth has. I assume it was written somewhere but can't be bothered checking.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
! Level post updated.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
1-1-2, 1-2-1, 2-1-1?
I might go for 1-1-2 just because of 1 + 1 = 2.
Pendeldirge B
Instant (C)
Target 1/1 gets +2/+0 and deathtouch until end of turn.
The wind at night picks up whistling shadows.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
i'll go for 2 - 1 = 1
Reinforcement Pumper 2
Artifact (U)
T: Put a +1/+1 counter on target creature. It becomes an artifact in addition to its other types.
also someone should make a land to give us some mana if that's okay with crusty.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
You may produce mana, but you will be able to use it for the current level only.
When did we say that we had finalized our entries?
We still had yet to discuss the cards from a group perspective and Rudyard has yet to change his card.
Wtf CC?
Multicolored millcards in something other than dimir.
I guess CC was just regulating this a bit more tightly. Lesson learned
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
When you failed to change them before the deadline.
Coulda at least warned us, but oh well, I guess that's what I get for not reading the rules properly.
Multicolored millcards in something other than dimir.
Lol @ having no red mana left at all. Thanks Rudyard.
----------------------------------------------------------------
Gear Mechanizer 2U
Creature - Vedalken Artificer R
Construct creatures you control get +1/+2.
1U, :symtap:: Tap or untap target construct.
0/2
Multicolored millcards in something other than dimir.
gonna cast:
Joint Effort G
Sorcery R
Each creature you control gets +1/+1 until end of turn for each other creature you control with the same name as it.
...
that's a big step up from dragon blood. also, if your card was either a construct creature or a tribal contruct brofaux could untap it with Gear Mechanizer
makes sense, the global bonus helps more than a targeted power boost. i wonder if we should be trying harder to increase the power than we are
this is pretty cool, could see it being slightly stronger due to the restriction. we, naturally, should assume you're casting this first. what if this affected all 1/1s we control instead of just one target... maybe increase the cost for that, or keep cost the same and drop the power bonus to +1/+0 for each (the total power bonus would remain the same in that case)?
what do we think of this ordering puzzle, team? we have a 1 in 3 chance of getting it, i don't know how to figure this one. 2/2 in front? in back? make a Pinion Servitor sandwich?
Then my card is doing too much. We need to finish this with 4 cards. Also, it would only satisfy a 1-1-2 or 2-1-1 ordered unlock, and we haven't even decided how to do it.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2