This months theme, in respect to this month's holiday, will be love or at least designing cards that inspire some sort of synergy, symbiosis, ect ect.
Each round will tackle a different kind of relationship; ranging from other cards to other players.
For the second round, we will be tackling cards that work together to form a unique synergy. There have been countless time where cards have been designed that have synergized with other cards to create interesting interactions. Your goal will be to do the same.
Challenge: Create TWO cards that form synergy with each other in a unique way between your two cards. Your cards cannot form an "infinite" combo.
Feel free to ask questions if your unsure about anything in the Discussion Thread
Inkfathom Hoodlum1(U/B)
Creature — Merfolk Rogue (C)
Sacrifice Inkfathom Hoodlum: Target player puts the top four cards of his or her library into his or her graveyard. “If I can’t kill your body, I’ll kill your mind.”
2/1
Amgham, Lavamancer’s Pet4RR
Legendary Creature — Dragon (M)
Flying 2RR, Exile two cards from your graveyard: Amgham, Lavamancer’s Pet gets +X/+X until end of turn, where X is its power. 2RR, Exile two cards from your graveyard: Amgham, Lavamancer’s Pet gains double strike until end of turn.
5/5
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here) CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016 DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for: "Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index.Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Warden of Nascence1GW
Creature - Elf Cleric (R)
Whenever a Warden of Nascence or another creature enters the battlefield under your control, it gains hexproof and indestructible until your next turn. “What is more tragic than the life that ends as soon as it begins?”
2/3
Bleakwyrd Grimalkin2BG
Creature - Spirit Cat (R)
Pay 2 life: Regenerate Bleakwyrd Grimalkin
At the beginning of your upkeep, you may return a creature card from your graveyard to the battlefield. If you do, Bleakwyrd Grimalkin gains deathtouch until end of turn and fights that creature. “The plaything of a witches’ pet.”
-Malugite saying meaning “a fate worse than death”
2/2
Slith Experiment(G/U)(G/U)(G/U)
Creature - Slith Ooze (U)
Evolve
Whenever Slith Experiment deals combat damage to a player, put a +1/+1 counter on it. t: Remove a +1/+1 from Slith Experiment, then move another +1/+1 counter from Slith Experiment onto target creature.
1/1
Vapor Embankment3U
Creature - Wall (C)
Defender
When Vapor Embankment enters the battlefield target creature can't be blocked this turn.
0/7
Silent Guardian3
Artifact Creature - Golem (U)
Defender
Whenever an opponent casts a spell, tap Silent Guardian.
5/7
Silent Watcher1W
Creature - Spirit (C)
Flying, vigilance
Whenever a creature enters the battlefield under an opponent's control, you may untap target creature.
1/2
Anuk Zealot2GG
Creature - Human Hound (U)
When Anuk Zealot enters the battlefield, manifest the top card of your library.
Sacrifice a creature with base power and toughness 2/2: Anuk Zealot gets +3/+3 until end of turn.
2/2
Altar of Palingenesis3
Artifact (R)
Whenever you sacrifice a creature, if it's the first time you sacrificed a creature this turn, return it to the battlefield from your graveyard.
If that creature was a token, put a token onto the battlefield that's a copy of it.
ATTACHMENTS
AnukZealot
AltarOfPalingenesis
Private Mod Note
():
Rollback Post to RevisionRollBack
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Scholarly Summoner1UU
Creature - Human Wizard (R)
Whenever a creature enters the battlefield under your control, you may return it to it's owner hand. If you do, draw a card. "Now class, lets clean up your spells and I'll show you one more."
2/3
Inquisitive Drake3U
Creature - Sphinx (U)
Flying
Inquisitive Sphinx cost 1 less to cast for each spell you've cast this turn. Every sound and light brings new questions mid flight.
3/2
Iroas's Temper3RW
Enchantment (R)
Lifelink Constellation - Whenever Iroas's Temper or another enchantment enters the battlefield under your control, Iroas's Temper deals 5 damage to target creature.
Shrinking RealityWU
Enchantment - Aura (U)
Flash
Enchant permanent
Enchanted permanent has protection from converted mana cost 3 or greater. WU, Return Shrinking Reality to its owner's hand: Exile enchanted permanent, then return it to the battlefield under its owner's control.
Pendelhaven's Anthem1G
Enchantment (R)
1/1 creatures you control get +1/+2. A sound so subtle but yet so beautiful, a song so harmless but yet so powerful.
Sowing Seeds1G
Enchantment (U)
Discard a card: Put a 1/1 green Saproling token onto the battlefield. Activate this ability only during your turn and once each turn. Sowing is as useless as training an army...if you do it wrong.
Private Mod Note
():
Rollback Post to RevisionRollBack
Trophyless guy.
Thought of the Month: I gave up from trying to require the 'i' on my name: SolesticIo
Silver Weaver1G
Creature - Human Shaman (C)
Silver Weaver enters the battlefield with a +1/+1 counter.
When Silver Weaver enters the battlefield, put a +1/+1 counter on target creature. The silver weavers of Maxanas create powerful mystical garments capable of granting the bearer great strength.
1/1
Cudgeltail2G
Creature - Beast (C)
Creatures you control with one or more +1/+1 counters have trample. 2G: Put a +1/+1 counter on Cudgeltail.
2/2
I am posting the crit list now as I have to work in the morning. You will be criting the six names ABOVE yours. If someone has not posted a card by midnight EST tonight, skip them and move to the next name, flipping back to bottom of the list if necessary. Round 3 will be up shortly as well. Crits are due when Round 3 is over (February 17th).
glurman
theazurespirit
RaikouRider
bravelion83
doomfish
Jimmy Grove
void_nothing
bubblecat2
maplesmall
willows
Moss_Elemental
Hemlock
Solesticio
IcariiFA
Ink-Treader
Ingratiating Stranger1UU
Creature - Human Wizard (R) U: Ingratiating Stranger gains all activated abilities of target creature that doesn't share a creature type with Ingratiating Stranger until end of turn. (If any of the abilities use that creature's name, use this creature's name instead.) "Can you show me that again? I don't think I've seen that trick before..."
2/2
Unmold the Clay1U
Instant (R)
Creatures target player controls lose all creature types until end of turn. Sometimes, everyone just looks the same.
Trial of the FaithfulWW
Enchantment {R}
Whenever a creature enters the battlefield under your control, that creature gains indestructible until your next turn. 3WWW, Sacrifice Trial of the Faithful: Destroy all creatures.
Defend the Castle1WW
Instant {R}
Cast Defend the Castle only during the declare attackers step.
Put X 1/1 white Soldier creature tokens onto the battlefield, where X is the number of creatures attacking you and/or planeswalkers you control. They must block this turn if able.
Private Mod Note
():
Rollback Post to RevisionRollBack
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
Chasm Wanderer3U
Creature - Squid Horror (U)
Whenever you draw a card, Chasm Wanderer gets +1/+1 until end of turn.
3/3
Counsel of the Wilds3G
Enchantment (R) GG: Draw a card. Activate this ability only if you control a creature with power 4 or greater.
Well these are two great tastes that taste great together. Color requirements are kind of a burden for synergy with the activation cost, however. I also think that Counsel of the Wilds would be too good in Legacy Enchantress to see print, but it wouldn't impact anything else in other formats (unless this could make green eldrazi a thing, I suppose).
Warden of Nascence1GW
Creature - Elf Cleric (R)
Whenever a Warden of Nascence or another creature enters the battlefield under your control, it gains hexproof and indestructible until your next turn. “What is more tragic than the life that ends as soon as it begins?”
2/3
Bleakwyrd Grimalkin2BG
Creature - Spirit Cat (R)
Pay 2 life: Regenerate Bleakwyrd Grimalkin
At the beginning of your upkeep, you may return a creature card from your graveyard to the battlefield. If you do, Bleakwyrd Grimalkin gains deathtouch until end of turn and fights that creature. “The plaything of a witches’ pet.”
-Malugite saying meaning “a fate worse than death”
2/2
I would absolutely find a way to abuse Warden in something like Reanimator. I like both of these cards, but I think that two rares synergy-wise, especially in three colors, kind of detracts from said synergy. The Bleakwyrd just gives you turn by turn ETB effects as well for two life, which is hard to evaluate strength wise.
Scholarly Summoner1UU
Creature - Human Wizard (R)
Whenever a creature enters the battlefield under your control, you may return it to it's owner hand. If you do, draw a card. "Now class, lets clean up your spells and I'll show you one more."
2/3
Inquisitive Drake3U
Creature - Sphinx (U)
Flying
Inquisitive Sphinx cost 1 less to cast for each spell you've cast this turn. Every sound and light brings new questions mid flight.
3/2
The only one I have to look at is the Summoner, drawing your deck on turn 3 with a Memnite busts this thing out of the stratosphere. The drake is a strange take on storm, but could harken memory issues if you draw it main phase.
Pendelhaven's Anthem1G
Enchantment (R)
1/1 creatures you control get +1/+2. A sound so subtle but yet so beautiful, a song so harmless but yet so powerful.
Sowing Seeds1G
Enchantment (U)
Discard a card: Put a 1/1 green Saproling token onto the battlefield. Activate this ability only during your turn and once each turn. Sowing is as useless as training an army...if you do it wrong.
Ah, a static effect Pendelhaven Elder. I'm kind of shocked this doesn't exist. Sowing Seeds, however, is... bad. It's just unplayable with the once per turn restriction. I think if you play this on the draw on turn two, and discard the rest of your hand, you only have 6 1/1s. Those are pretty handily dealt with, and you have no hand. Is that too good? Maybe. I would have upped the mana cost and eliminated the once per turn restriction.
Ingratiating Stranger1UU
Creature - Human Wizard (R) U: Ingratiating Stranger gains all activated abilities of target creature that doesn't share a creature type with Ingratiating Stranger until end of turn. (If any of the abilities use that creature's name, use this creature's name instead.) "Can you show me that again? I don't think I've seen that trick before..."
2/2
Unmold the Clay1U
Instant (R)
Creatures target player controls lose all creature types until end of turn. Sometimes, everyone just looks the same.
Unmold the Clay is terrifyingly unplayable. I would be VERY upset if I opened it in a pack. I mean, I guess in this one instance you can gain a few activated abilities? Hopefully they don't have an activation cost outside of your colors.
Trial of the FaithfulWW
Enchantment {R}
Whenever a creature enters the battlefield under your control, that creature gains indestructible until your next turn. 3WWW, Sacrifice Trial of the Faithful: Destroy all creatures.
Defend the Castle1WW
Instant {R}
Cast Defend the Castle only during the declare attackers step.
Put X 1/1 white Soldier creature tokens onto the battlefield, where X is the number of creatures attacking you and/or planeswalkers you control. They must block this turn if able.
The synergy is there and it's good: the tokens from Defend the Castle will have indestructible from the Trial so even though they have to block they won't die, and then (or actually even before blocking) you sacrifice the Trial destroying everything that was attacking you while letting you keep the tokens. I have only a couple doubts. Is it really worth to generate potential memory issues with the "until your next turn" wording vs "until end of turn"? The synergy would be there anyway, and the Trial would both be simpler and not produce memory issues. Also, I think the "cast only during the declare attackers step" restriction is not necessary, as you're going to do that anyway because outside of your opponent's combat phase you'd put a grand total of zero tokens onto the battlefield. Anyway, I like this submission, it could have been a little simpler but it's certainly effective and valid.
Silver Weaver1G
Creature - Human Shaman (C)
Silver Weaver enters the battlefield with a +1/+1 counter.
When Silver Weaver enters the battlefield, put a +1/+1 counter on target creature. The silver weavers of Maxanas create powerful mystical garments capable of granting the bearer great strength.
1/1
Cudgeltail2G
Creature - Beast (C)
Creatures you control with one or more +1/+1 counters have trample. 2G: Put a +1/+1 counter on Cudgeltail.
2/2
The synergy here is essentially that the Cudgeltail gives both creatures trample. It's fine but a bit generic, it's not exactly the "unique" synergy Koopa was talking about in the discussion thread. The fact the the Weaver can give a counter on Cudgeltail helps, but the 'Tail could get the counter by itself anyway, and that doesn't help. Both cards are fine taken each by itself, even if I could see either or both being bumped to uncommon (the Weaver being potentially a 3/3 for two mana, and the 'Tail affecting other creature and potentially hurting combat math), but I feel the synergy could have been a bit more specific.
Pendelhaven's Anthem1G
Enchantment (R)
1/1 creatures you control get +1/+2. A sound so subtle but yet so beautiful, a song so harmless but yet so powerful.
Sowing Seeds1G
Enchantment (U)
Discard a card: Put a 1/1 green Saproling token onto the battlefield. Activate this ability only during your turn and once each turn. Sowing is as useless as training an army...if you do it wrong.
Here the synergy is that the Saproling is actually a 2/3 in disguise. That's fine, but it feels a bit generic when Koopa talked about "unique" synergies required. The restictions on the Seeds' ability are obviously required for balance but I feel like they actually take away from the synergy: discarding your whole hand at once to create a bunch of 2/3 tokens would have been definitely more unique and splashy than just putting a single 2/3 token each turn of yours. I like very much the anchoring to Pendelhaven on the first card. Overall, the cards are fine by themselves, but the synergy, while being there, doesn't look splashy enough.
Scholarly Summoner1UU
Creature - Human Wizard (R)
Whenever a creature enters the battlefield under your control, you may return it to it's owner hand. If you do, draw a card. "Now class, lets clean up your spells and I'll show you one more."
2/3
Inquisitive Drake3U
Creature - Sphinx (U)
Flying
Inquisitive Sphinx cost 1 less to cast for each spell you've cast this turn. Every sound and light brings new questions mid flight.
3/2
I love the synergy here: keep casting and returning the Drake until you have mana, while the Drake's mana cost decreases up to U and you draw a bunch of cards. I also like very much the fact that each card taken by itself looks fine and adequate to its rarity, even though the synergy has a very high power level, maybe even too high, but the goal here was exactly to have a splashy synergy, and this submission accomplishes that in a perfect way. Polish: it looks like the Drake was a Sphinx before... you need to change the creature type and the mention of the card name in the rules text too. In the Summoner, "its owner" is without apostrophe. Still, for once I'm willing to ignore these things just because of how well this submission fits the challenge.
Silent Guardian3
Artifact Creature - Golem (U)
Defender
Whenever an opponent casts a spell, tap Silent Guardian.
5/7
Silent Watcher1W
Creature - Spirit (C)
Flying, vigilance
Whenever a creature enters the battlefield under an opponent's control, you may untap target creature.
1/2
Here we have a tap/untap synergy, and I expected to see way more of that in this challenge. What we have here is: anything the opponent does, something happens. When they cast a creature, first you tap the Guardian but then you untap it when the creature enters. When they cast a noncreature spell, you just tap the Guardian, but then if they make a creature enter the battlefield you can untap it. There is one thing I really don't like here: how this requires the opponent to do something. You have no control over this synergy under ordinary circumstances (so don't bring up corner cases like the Hunted cycle and so on), and that's a thing I really do not like. Usually cards that rely on the opponent doing something aren't that good. Anyway, the cards taken each by itself look fine.
Warden of Nascence1GW
Creature - Elf Cleric (R)
Whenever a Warden of Nascence or another creature enters the battlefield under your control, it gains hexproof and indestructible until your next turn. “What is more tragic than the life that ends as soon as it begins?”
2/3
Bleakwyrd Grimalkin2BG
Creature - Spirit Cat (R)
Pay 2 life: Regenerate Bleakwyrd Grimalkin
At the beginning of your upkeep, you may return a creature card from your graveyard to the battlefield. If you do, Bleakwyrd Grimalkin gains deathtouch until end of turn and fights that creature. “The plaything of a witches’ pet.”
-Malugite saying meaning “a fate worse than death”
2/2
In short, you return the Warden (or any other creature) to the 'Kin trigger and the two fight with the 'Kin gaining deathtouch but the returned creature doesn't die because of indestructible, so you get to keep both creatures. And if the 'Kin would die from the fight, just regenerate it. Ok, the synergy is there, but it looks quite complicated. In the Warden there is an ambiguity: "it gains...", who is "it"? The Warden itself or the creature that entered? I guess the latter, because otherwise the synergy falls apart, so it would need to say "that creature gains...". The cards taken each by itself also look quite complicated, especially the 'Kin. I'm skeptic it would see print as is. Overall, the synergy is there, but I don't think we'd see something like this printed for real, mostly because of complexity.
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here) CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016 DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for: "Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index.Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Anuk Zealot: Wording on the activated ability could be "Sacrifice a 2/2 creature." Altar of Palingenesis: This should be mythic rare, in my opinion, since you're gaining something without losing anything.
Solecticio
Pendelhaven's Anthem: It's a novel concept, but I think the wording should be "Creatures you control with base power and toughness 1/1 get +1/+2." I may be overthinking it, but I can't get this feeling the current wording may raise questions. On the upside, it combos well with Humility. Sowing Seeds: Really, you could have done without the restrictions.
void_nothing
Iroas's Temper: One word: Rancor. Get a sac outlet and it's the end of your opponent's army. So 5 damage for one mana is too much. Shrinking Reality: I'm not too crazy about the name. I just don't feel it fits the card's abilities. Still, it's a nice card.
bubblecat2
Slith Experiment: Not too crazy about the activated ability's wording. It should be "t, Remove two +1/+1 counters from CARDNAME: Put a +1/+1 counter on target creature." I should mention that a 2-for-1 trade of +1/+1 counters is not good. It could have just been 1-for-1. Finally, this could be just green. Vapor Embankment: I have no problems with it.
maplesmall
Ingratiating Stranger:Quicksilver Elemental has the same activated ability, except it doesn't care about the other creature's types. It also doesn't help you with being able to use abilities that need certain colour mana. I'd rather have Quicksilver Elemental. Unmold the Clay: Unless they bring back a set that's heavy in tribal theme, this would be almost useless. It should be uncommon and maybe let you draw a card.
Hemlock
Shawa-Mama: Since 99% of all creature are played at sorcery speed, this card's ability is nearly useless. Pandemic:Pestilence without the disadvantage and it's a triggered ability. Combos with cards that put several creatures into play. Still, I like this.
Chasm Wanderer3U
Creature - Squid Horror (U)
Whenever you draw a card, Chasm Wanderer gets +1/+1 until end of turn.
3/3
Counsel of the Wilds3G
Enchantment (R) GG: Draw a card. Activate this ability only if you control a creature with power 4 or greater.
Name of the Squid is clearly intended to (and fittingly) reference Chasm Skulker. Seems balanced enough. Counsel of the Wilds probably should have some additional restriction.
Slith Experiment(G/U)(G/U)(G/U)
Creature - Slith Ooze (U)
Evolve
Whenever Slith Experiment deals combat damage to a player, put a +1/+1 counter on it. t: Remove a +1/+1 from Slith Experiment, then move another +1/+1 counter from Slith Experiment onto target creature.
1/1
Vapor Embankment3U
Creature - Wall (C)
Defender
When Vapor Embankment enters the battlefield target creature can't be blocked this turn.
0/7
The synergy exists... but it's not terribly interesting, unlike the card's themselves. The Slith is pretty neat, but I think the activated ability should just move a counter. Losing 2 counters to give one is awful. Vapor Embankment is simple, but useful.
Scholarly Summoner1UU
Creature - Human Wizard (R)
Whenever a creature enters the battlefield under your control, you may return it to it's owner hand. If you do, draw a card. "Now class, lets clean up your spells and I'll show you one more."
2/3
Inquisitive Drake3U
Creature - Sphinx (U)
Flying
Inquisitive Sphinx cost 1 less to cast for each spell you've cast this turn. Every sound and light brings new questions mid flight.
3/2
Scholarly Summoner desperately needs a "first time each turn" clause... and even then it might be too strong. Inquisitive Drake is fine.
Pendelhaven's Anthem1G
Enchantment (R)
1/1 creatures you control get +1/+2. A sound so subtle but yet so beautiful, a song so harmless but yet so powerful.
Sowing Seeds1G
Enchantment (U)
Discard a card: Put a 1/1 green Saproling token onto the battlefield. Activate this ability only during your turn and once each turn. Sowing is as useless as training an army...if you do it wrong.
The Anthem might need a slight cost adjustment, but it seems fine. Sowing Seeds is simply awful. There's no need for that restriction at the least. Might just replace the restriction with an added 1 to the ability cost.
Ingratiating Stranger1UU
Creature - Human Wizard (R) U: Ingratiating Stranger gains all activated abilities of target creature that doesn't share a creature type with Ingratiating Stranger until end of turn. (If any of the abilities use that creature's name, use this creature's name instead.) "Can you show me that again? I don't think I've seen that trick before..."
2/2
Unmold the Clay1U
Instant (R)
Creatures target player controls lose all creature types until end of turn. Sometimes, everyone just looks the same.
Ingratiating Stranger's restriction is odd. What's the flavor to that kind of a restriction? Unmold the Clay is terrible. It doesn't do anything worthwhile most of the time.
Silver Weaver can target itself with that ability, making it a 2 mana 3/3 at common. Pretty sure that wasn't intended though.
Cudgeltail is just an unlikely take on a common Tuskguard Captain.
To be frank, I don't see much of a synergy here. All you get out of it is a bit of trample. Not very impressive.
This is a very cute little synergy. The kind you maybe don't even see until you have it on board purely accidentally and go "OH! This is neat!"
I like the golem on its own, a strong card with a big drawback. But it's very interactive. The watcher is fine, kinda only punishes misplays and counters haste. All in all lovely.
Really love the Trial card. Cool way to do a wrath effect. Generating indestructible blockers each turn might generate some bad gameplay though.
Defend the castle is good. Pretty strong fog. Total blowout in limited, but rather easy to play around. A good design.
The synergy is neat. Not too strong, but on point.
I guess milling for 4 is too strong to get both, the milling and the 2/1, but I still dislike having to choose between the two.
The nod to Grim Lavamancer's graveyard use is a nice touch. The dragon is really splashy. But the two abilities do almost the same, both double the damage output.
Probably should have varied it a bit. Also +X/+0 would feel more like a dragon.
At first I was upset with the synergy, as it'd work with any milling - but now I like how it's those exact 4 cards you need to get to 20 damage. That's cool.
I like both these cards on their own. "Sacrificing" the casting of a creature for a card is very interesting.
The cost reduction on the Drake-Sphinx ;P is also cool. A slight bonus on a solid card that should play nicely.
What I'm really unsure about is that it's not that much of a synergy. To get to "U: Draw a card." with these cards you first have to spend 8 mana.
Scholarly Summoner combos WAY better with any one mana drop and together with an Omnithopter it even draws your entire deck just like that. So this card obviously couldn't exist like that.
The warden is a neat card. A good way to get a minimum of value out of your creatures. Getting indestructible blockers all the time probably generates bad gameplay though.
The cat is super weird on its own. A rather convoluted way to reward playing regenerating creatures? It's so bad for a rare when you don't.
The synergy is nice. Given how the warden works you are pretty much guaranteed at least one revival. It feels a bit forced though with the cat.
Top 3:
1. RaikouRider
2. theazurespirit
3. bravelion83
Private Mod Note
():
Rollback Post to RevisionRollBack
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
To post a comment, please login or register a new account.
This months theme, in respect to this month's holiday, will be love or at least designing cards that inspire some sort of synergy, symbiosis, ect ect.
Each round will tackle a different kind of relationship; ranging from other cards to other players.
For the second round, we will be tackling cards that work together to form a unique synergy. There have been countless time where cards have been designed that have synergized with other cards to create interesting interactions. Your goal will be to do the same.
Challenge: Create TWO cards that form synergy with each other in a unique way between your two cards. Your cards cannot form an "infinite" combo.
Feel free to ask questions if your unsure about anything in the Discussion Thread
An infinite combo being something like Splinter Twin + Pestermite
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Creature — Merfolk Rogue (C)
Sacrifice Inkfathom Hoodlum: Target player puts the top four cards of his or her library into his or her graveyard.
“If I can’t kill your body, I’ll kill your mind.”
2/1
Amgham, Lavamancer’s Pet 4RR
Legendary Creature — Dragon (M)
Flying
2RR, Exile two cards from your graveyard: Amgham, Lavamancer’s Pet gets +X/+X until end of turn, where X is its power.
2RR, Exile two cards from your graveyard: Amgham, Lavamancer’s Pet gains double strike until end of turn.
5/5
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here)
CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016
DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for:
"Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index. Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Chasm Wanderer 3U
Creature - Squid Horror (U)
Whenever you draw a card, Chasm Wanderer gets +1/+1 until end of turn.
3/3
Counsel of the Wilds 3G
Enchantment (R)
GG: Draw a card. Activate this ability only if you control a creature with power 4 or greater.
Creature - Elf Cleric (R)
Whenever a Warden of Nascence or another creature enters the battlefield under your control, it gains hexproof and indestructible until your next turn.
“What is more tragic than the life that ends as soon as it begins?”
2/3
Bleakwyrd Grimalkin 2BG
Creature - Spirit Cat (R)
Pay 2 life: Regenerate Bleakwyrd Grimalkin
At the beginning of your upkeep, you may return a creature card from your graveyard to the battlefield. If you do, Bleakwyrd Grimalkin gains deathtouch until end of turn and fights that creature.
“The plaything of a witches’ pet.”
-Malugite saying meaning “a fate worse than death”
2/2
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
Creature - Slith Ooze (U)
Evolve
Whenever Slith Experiment deals combat damage to a player, put a +1/+1 counter on it.
t: Remove a +1/+1 from Slith Experiment, then move another +1/+1 counter from Slith Experiment onto target creature.
1/1
Vapor Embankment 3U
Creature - Wall (C)
Defender
When Vapor Embankment enters the battlefield target creature can't be blocked this turn.
0/7
Artifact Creature - Golem (U)
Defender
Whenever an opponent casts a spell, tap Silent Guardian.
5/7
Silent Watcher 1W
Creature - Spirit (C)
Flying, vigilance
Whenever a creature enters the battlefield under an opponent's control, you may untap target creature.
1/2
Creature - Human Hound (U)
When Anuk Zealot enters the battlefield, manifest the top card of your library.
Sacrifice a creature with base power and toughness 2/2: Anuk Zealot gets +3/+3 until end of turn.
2/2
Altar of Palingenesis 3
Artifact (R)
Whenever you sacrifice a creature, if it's the first time you sacrificed a creature this turn, return it to the battlefield from your graveyard.
If that creature was a token, put a token onto the battlefield that's a copy of it.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Creature - Human Wizard (R)
Whenever a creature enters the battlefield under your control, you may return it to it's owner hand. If you do, draw a card.
"Now class, lets clean up your spells and I'll show you one more."
2/3
Inquisitive Drake 3U
Creature - Sphinx (U)
Flying
Inquisitive Sphinx cost 1 less to cast for each spell you've cast this turn.
Every sound and light brings new questions mid flight.
3/2
Enchantment (R)
Lifelink
Constellation - Whenever Iroas's Temper or another enchantment enters the battlefield under your control, Iroas's Temper deals 5 damage to target creature.
Shrinking Reality WU
Enchantment - Aura (U)
Flash
Enchant permanent
Enchanted permanent has protection from converted mana cost 3 or greater.
WU, Return Shrinking Reality to its owner's hand: Exile enchanted permanent, then return it to the battlefield under its owner's control.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Enchantment (R)
1/1 creatures you control get +1/+2.
A sound so subtle but yet so beautiful, a song so harmless but yet so powerful.
Sowing Seeds 1G
Enchantment (U)
Discard a card: Put a 1/1 green Saproling token onto the battlefield. Activate this ability only during your turn and once each turn.
Sowing is as useless as training an army...if you do it wrong.
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Creature - Human Shaman (C)
Silver Weaver enters the battlefield with a +1/+1 counter.
When Silver Weaver enters the battlefield, put a +1/+1 counter on target creature.
The silver weavers of Maxanas create powerful mystical garments capable of granting the bearer great strength.
1/1
Cudgeltail 2G
Creature - Beast (C)
Creatures you control with one or more +1/+1 counters have trample.
2G: Put a +1/+1 counter on Cudgeltail.
2/2
glurman
theazurespirit
RaikouRider
bravelion83
doomfish
Jimmy Grove
void_nothing
bubblecat2
maplesmall
willows
Moss_Elemental
Hemlock
Solesticio
IcariiFA
Ink-Treader
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Creature - Human Wizard (R)
U: Ingratiating Stranger gains all activated abilities of target creature that doesn't share a creature type with Ingratiating Stranger until end of turn. (If any of the abilities use that creature's name, use this creature's name instead.)
"Can you show me that again? I don't think I've seen that trick before..."
2/2
Unmold the Clay 1U
Instant (R)
Creatures target player controls lose all creature types until end of turn.
Sometimes, everyone just looks the same.
Creature - Avatar (u)
Whenever a creature enters the battlefield, regenerate that creature and Shawa-Mama.
1/1
Pandemic
Enchantment (r)
Whenever a creature enters the battlefield, Pandemic deals one damage to each creature and to each player.
Enchantment {R}
Whenever a creature enters the battlefield under your control, that creature gains indestructible until your next turn.
3WWW, Sacrifice Trial of the Faithful: Destroy all creatures.
Defend the Castle 1WW
Instant {R}
Cast Defend the Castle only during the declare attackers step.
Put X 1/1 white Soldier creature tokens onto the battlefield, where X is the number of creatures attacking you and/or planeswalkers you control. They must block this turn if able.
Emille, Seven-Sting Dancer Shalin Nariya
Well these are two great tastes that taste great together. Color requirements are kind of a burden for synergy with the activation cost, however. I also think that Counsel of the Wilds would be too good in Legacy Enchantress to see print, but it wouldn't impact anything else in other formats (unless this could make green eldrazi a thing, I suppose).
I would absolutely find a way to abuse Warden in something like Reanimator. I like both of these cards, but I think that two rares synergy-wise, especially in three colors, kind of detracts from said synergy. The Bleakwyrd just gives you turn by turn ETB effects as well for two life, which is hard to evaluate strength wise.
The only one I have to look at is the Summoner, drawing your deck on turn 3 with a Memnite busts this thing out of the stratosphere. The drake is a strange take on storm, but could harken memory issues if you draw it main phase.
Ah, a static effect Pendelhaven Elder. I'm kind of shocked this doesn't exist. Sowing Seeds, however, is... bad. It's just unplayable with the once per turn restriction. I think if you play this on the draw on turn two, and discard the rest of your hand, you only have 6 1/1s. Those are pretty handily dealt with, and you have no hand. Is that too good? Maybe. I would have upped the mana cost and eliminated the once per turn restriction.
Huh. I really like Pandemic. I really dislike Shawa-Mama. The mom is just WAY too narrow.
Unmold the Clay is terrifyingly unplayable. I would be VERY upset if I opened it in a pack. I mean, I guess in this one instance you can gain a few activated abilities? Hopefully they don't have an activation cost outside of your colors.
This was hard for the wrong reasons
2) Ink-Treader
3) Solesticio
HM: Hemlock
The synergy is there and it's good: the tokens from Defend the Castle will have indestructible from the Trial so even though they have to block they won't die, and then (or actually even before blocking) you sacrifice the Trial destroying everything that was attacking you while letting you keep the tokens. I have only a couple doubts. Is it really worth to generate potential memory issues with the "until your next turn" wording vs "until end of turn"? The synergy would be there anyway, and the Trial would both be simpler and not produce memory issues. Also, I think the "cast only during the declare attackers step" restriction is not necessary, as you're going to do that anyway because outside of your opponent's combat phase you'd put a grand total of zero tokens onto the battlefield. Anyway, I like this submission, it could have been a little simpler but it's certainly effective and valid.
The synergy here is essentially that the Cudgeltail gives both creatures trample. It's fine but a bit generic, it's not exactly the "unique" synergy Koopa was talking about in the discussion thread. The fact the the Weaver can give a counter on Cudgeltail helps, but the 'Tail could get the counter by itself anyway, and that doesn't help. Both cards are fine taken each by itself, even if I could see either or both being bumped to uncommon (the Weaver being potentially a 3/3 for two mana, and the 'Tail affecting other creature and potentially hurting combat math), but I feel the synergy could have been a bit more specific.
Here the synergy is that the Saproling is actually a 2/3 in disguise. That's fine, but it feels a bit generic when Koopa talked about "unique" synergies required. The restictions on the Seeds' ability are obviously required for balance but I feel like they actually take away from the synergy: discarding your whole hand at once to create a bunch of 2/3 tokens would have been definitely more unique and splashy than just putting a single 2/3 token each turn of yours. I like very much the anchoring to Pendelhaven on the first card. Overall, the cards are fine by themselves, but the synergy, while being there, doesn't look splashy enough.
I love the synergy here: keep casting and returning the Drake until you have mana, while the Drake's mana cost decreases up to U and you draw a bunch of cards. I also like very much the fact that each card taken by itself looks fine and adequate to its rarity, even though the synergy has a very high power level, maybe even too high, but the goal here was exactly to have a splashy synergy, and this submission accomplishes that in a perfect way. Polish: it looks like the Drake was a Sphinx before... you need to change the creature type and the mention of the card name in the rules text too. In the Summoner, "its owner" is without apostrophe. Still, for once I'm willing to ignore these things just because of how well this submission fits the challenge.
Here we have a tap/untap synergy, and I expected to see way more of that in this challenge. What we have here is: anything the opponent does, something happens. When they cast a creature, first you tap the Guardian but then you untap it when the creature enters. When they cast a noncreature spell, you just tap the Guardian, but then if they make a creature enter the battlefield you can untap it. There is one thing I really don't like here: how this requires the opponent to do something. You have no control over this synergy under ordinary circumstances (so don't bring up corner cases like the Hunted cycle and so on), and that's a thing I really do not like. Usually cards that rely on the opponent doing something aren't that good. Anyway, the cards taken each by itself look fine.
In short, you return the Warden (or any other creature) to the 'Kin trigger and the two fight with the 'Kin gaining deathtouch but the returned creature doesn't die because of indestructible, so you get to keep both creatures. And if the 'Kin would die from the fight, just regenerate it. Ok, the synergy is there, but it looks quite complicated. In the Warden there is an ambiguity: "it gains...", who is "it"? The Warden itself or the creature that entered? I guess the latter, because otherwise the synergy falls apart, so it would need to say "that creature gains...". The cards taken each by itself also look quite complicated, especially the 'Kin. I'm skeptic it would see print as is. Overall, the synergy is there, but I don't think we'd see something like this printed for real, mostly because of complexity.
Top 3
1st place: IcariiFA
2nd place: RaikouRider
3rd place: glurman
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here)
CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016
DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for:
"Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index. Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Altar of Palingenesis: This should be mythic rare, in my opinion, since you're gaining something without losing anything.
Sowing Seeds: Really, you could have done without the restrictions.
Shrinking Reality: I'm not too crazy about the name. I just don't feel it fits the card's abilities. Still, it's a nice card.
Vapor Embankment: I have no problems with it.
Unmold the Clay: Unless they bring back a set that's heavy in tribal theme, this would be almost useless. It should be uncommon and maybe let you draw a card.
Pandemic: Pestilence without the disadvantage and it's a triggered ability. Combos with cards that put several creatures into play. Still, I like this.
Top 3
2. doomfish
3. bubblecat2
Not final until the deadline has passed.
Name of the Squid is clearly intended to (and fittingly) reference Chasm Skulker. Seems balanced enough. Counsel of the Wilds probably should have some additional restriction.
The synergy exists... but it's not terribly interesting, unlike the card's themselves. The Slith is pretty neat, but I think the activated ability should just move a counter. Losing 2 counters to give one is awful. Vapor Embankment is simple, but useful.
Scholarly Summoner desperately needs a "first time each turn" clause... and even then it might be too strong. Inquisitive Drake is fine.
The Anthem might need a slight cost adjustment, but it seems fine. Sowing Seeds is simply awful. There's no need for that restriction at the least. Might just replace the restriction with an added 1 to the ability cost.
Ingratiating Stranger's restriction is odd. What's the flavor to that kind of a restriction? Unmold the Clay is terrible. It doesn't do anything worthwhile most of the time.
Shawa-Mama is weird, but it seems alright. Pandemic might be a little too strong without a higher cost.
1. Moss_Elemental
2. Hemlock
3. bubblecat2
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
Cudgeltail is just an unlikely take on a common Tuskguard Captain.
To be frank, I don't see much of a synergy here. All you get out of it is a bit of trample. Not very impressive.
I like the golem on its own, a strong card with a big drawback. But it's very interactive. The watcher is fine, kinda only punishes misplays and counters haste. All in all lovely.
Defend the castle is good. Pretty strong fog. Total blowout in limited, but rather easy to play around. A good design.
The synergy is neat. Not too strong, but on point.
The nod to Grim Lavamancer's graveyard use is a nice touch. The dragon is really splashy. But the two abilities do almost the same, both double the damage output.
Probably should have varied it a bit. Also +X/+0 would feel more like a dragon.
At first I was upset with the synergy, as it'd work with any milling - but now I like how it's those exact 4 cards you need to get to 20 damage. That's cool.
The cost reduction on the Drake-Sphinx ;P is also cool. A slight bonus on a solid card that should play nicely.
What I'm really unsure about is that it's not that much of a synergy. To get to "U: Draw a card." with these cards you first have to spend 8 mana.
Scholarly Summoner combos WAY better with any one mana drop and together with an Omnithopter it even draws your entire deck just like that. So this card obviously couldn't exist like that.
The cat is super weird on its own. A rather convoluted way to reward playing regenerating creatures? It's so bad for a rare when you don't.
The synergy is nice. Given how the warden works you are pretty much guaranteed at least one revival. It feels a bit forced though with the cat.
Top 3:
1. RaikouRider
2. theazurespirit
3. bravelion83
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances