(This month's banner is my own elaboration on the art of the card Rally the Peasants by Jaime Jones)
March MCC Round 1
"Call of the Tribe"
The Blind Eternities Airlines invite us to another planar journey, after the one we did on Zendikar the last time I hosted. This time, in preparation for Shadows over Innistrad, we'll visit the horror plane as we knew it in the original Innistrad set and Dark Ascension. Those sets had essentially two design components: a graveyard one and a tribal one. In this round we'll focus on the latter, while leaving the former (and other things...) for the next rounds.
Main Challenge: Design one of the following. No DFCs! (please see Clarifications)
• A white and/or blue (no other colors!) Spirit creature card with a Spirit tribal mechanic.
• A blue and/or black (no other colors!) Zombie creature card with a Zombie tribal mechanic.
• A black and/or red (no other colors!) Vampire creature card with a Vampire tribal mechanic.
• A red and/or green (no other colors!) Wolf creature card with a Wolf (or "Wolf and Werewolf", see clarifications) tribal mechanic.
• A green and/or white (no other colors!) Human creature card with a Human tribal mechanic.
Subchallenges:
1- The card has a monocolored mana cost but a two-colored color identity. This means there is a mana symbol of the second color somewhere in the rules text (please see Clarifications).
2- The card has power 3 or greater.
On the Main Challenge:
• A "[creature type] tribal mechanic", in the context of this challenge, is any mechanic in the rules test caring about that specific creature type in any way. It's not the Tribal card type (notice it's not capitalized).
• The red/green creature type is Wolf and not Werewolf because of the "no DFCs" restrictions, as all Innistrad Werewolves are DFCs. The tribal mechanic must care about Wolves. It can also care about both Wolves and Werewolves (like Immerwolf, which would pass this challenge as a red/green Wolf creature with a Wolf and Werewolf tribal mechanic). It CANNOT care only about Werewolves and not ordinary Wolves.
On subchallenge 1:
• Colorless is not a color! A purely colorless mana cost (either because there is only generic mana or because of C) does NOT count as "monocolored". A generic mana symbol or a C in the rules text of a card with a monocolored mana cost does NOT make its color identity two-colored.
Design -
(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card? (X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development - (X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity? (X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity - (X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”? (X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish - (X/3) Quality: Points deducted for incorrect spelling, grammar, and templating. (X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge? (X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
DEADLINES In green, the next deadline to come.
In blue, further future deadlines to come.
In red, past deadlines.
Player deadline: Saturday, March 5th 23:59 EDT
Judge deadline: Wednesday, March 9th 23:59 EDT
PLAYERS
Everyone can enter this round. You just need to post in this thread a submission that meets the main challenge and any number (that includes zero) of subchallenges. We're waiting for you!
BRACKETS
Judge: bravelion83
Freyleyes
Koopa
P E
SelesnyaNewLife
thenoodler
Todris052
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.)
Inspirational Leader
Creature — Human Cleric (R)
Vigilance
Inspirational Leader's power and toughness are each equal to the number of creatures you control.
, : Choose target Human creature you control. That creature's power and toughness each become equal to the number of creatures you control until end of turn.
*/*
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Stromkirk Ingénue2R
Creature — Vampire [U]
Stromkirk Ingénue enters the battlefield with a +1/+1 counter on it for each B spent to cast it.
Stromkirk Ingénue attacks each turn if able unless you control a Vampire with greater power. "Pace yourself, darling."
[3/1]
Wall of Parts2U
Creature - Zombie Wall (U)
Defender Morbid - At the beginning of each end step, if a creature died this turn,, put a +1/+1 counter on Wall of Parts. B, Remove a +1/+1 counter from Wall of Parts: regenerate target Zombie.
The stitchers were surprised to find that the pile of discarded body parts was alive, and delighted that the parts were still usable all the same.
3/3
Voldaren Forerunner2B
Creature - Vampire Warrior (U)
Whenever Voldaren Forerunner attacks, Vampire creatures you control gain first strike until end of turn. R: Target Vampire creature gains haste until end of turn.
3/1
Protector of Thraben2WW
Creature - Human Soldier (R)
First strike, vigilance 2GG, T: Put a +1/+1 counter on each Human creature you control. Those creatures gain hexproof until end of turn. His soldiers need not fear the darkness, for his torch is a beacon of hope on even the blackest night.
4/3
Moonfire WolfGG
Creature -- Wolf (R)
Moonfire Wolf can't be countered.
Wolf spells and Werewolf spells you cast can't be countered.
Whenever an opponent casts a noncreature spell, you may pay R. If you do, Moonfire Wolf deals 2 damage to that opponent.
2/1
Lure-Howl Wolf3R
Creature - Wolf (U)
When Lure-Howl Wolf enters the battlefield, untap target creature with power less than or equal to the number of Wolf and/or Werewolf creatures you control and gain control of it until end of turn. It gains haste until end of turn. 3G: Creatures opponents control must block Lure-Howl Wolf this turn if able.
2/2
Vampire Clanlord2BB
Creature - Vampire (Mythic)
Whenever a Vampire creature you control deals damage, it gets +1/+0 until end of turn. R: Target Vampire you control deals 1 damage to you. 5RR: Untap all Vampires you control. If this is your postcombat phase, there is an additional combat phase.
She is the one to decide who of her clan will feast and who will starve. 3/3
Bloodhunter2R
Creature - Vampire (U)
Vampire creatures you control have haste.
Whenever you cast a black spell, you may pay 1BB. If you do, put a +1/+1 counter on each Vampire creature you control.
3/2
Mad Blood Kin-Caller3BB
Creature - Vampire (R)
flying
Whenever you cast a Vampire spell, Mad Blood Kin-Caller deals 2 damage to target creature or player and you gain 2 life.
Madness 1RR He entices his kin until they go mad with hunger.
4/2
Stitcher Sister3U
Creature - Zombie (U)
Whenever a Zombie creature dies, you may pay 2B. If you do, return it to your hand. "When working with a hundred stitches, sometimes you need another pair of hands." - Stitcher Geralf
2/2
Wolf Run Predator2RR
Creature — Wolf [R]
First strike
Whenever a Wolf you control attacks, you may pay G. If you do, target creature defending player controls blocks it this turn if able. "Once you hear their hunting howl, the question isn't whether or not you will survive, but rather how long you will."
—Strauss, Gastaff Shephard
3/2
Gavony Captain 1GW
Creature - Human Soldier (Uncommon)
Vigilance
Other Human creatures you control get +1/+1.
Whenever another Human creature enters the battlefield under your control, you may gain 1 life.
2/2
Flamboyant Debauchee3BB
Creature - Vampire (R)
Flying
When Flamboyant Debauchee enters the battlefield, it deals 1 damage to target creature and 1 damage to target player. You gain life equal to the amount of damage dealt in this way. 2R: Double all damage that would be dealt to and dealt by target Vampire creature you control this turn. (This effect is cumulative.) "If you are as capable as me, why not show off?"
3/3
Zombie Illusionist4BB
Creature - Zombie Wizard (R)
When Zombie Illusionist enters the battlefield, put a 2/2 black Zombie creature token onto the battlefield. XU: Exile target creature card from a graveyard with converted mana cost X or less. Other Zombie creatures you control become a copy of that card until end of turn.
3/3
Legendary Creature - Vampire (Mythic rare)
First strike
When Aluna dies, put a black and red legendary enchantment token onto the battlefield. It has "Vampire creature spells you cast cost B or R less to cast." "May the blood hunt never end under the Crimson Moon"
3/2
Warden of Ghosts3WW
Creature — Spirit (R)
Flash, Flying
When Warden of Ghosts enters the battlefield, put a 1/1 white Spirit creature token with flying onto the battlefield for each creature that died this turn. 2U, Tap two untapped Spirits you control: Draw a card.
3/3
Moonhowler 2G
Creature - Wolf (R)
Whenever Moonhowler or another Wolf enters the battlefield, you may pay R. If you do, transform target Werewolf you control. "Hear the cry of our brethren, and know that the hunt has begun."
--Arlinn Kord
3/2
Private Mod Note
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Rollback Post to RevisionRollBack
WU
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(This month's banner is my own elaboration on the art of the card Rally the Peasants by Jaime Jones)
March MCC Round 1
"Call of the Tribe"
The Blind Eternities Airlines invite us to another planar journey, after the one we did on Zendikar the last time I hosted. This time, in preparation for Shadows over Innistrad, we'll visit the horror plane as we knew it in the original Innistrad set and Dark Ascension. Those sets had essentially two design components: a graveyard one and a tribal one. In this round we'll focus on the latter, while leaving the former (and other things...) for the next rounds.
Main Challenge: Design one of the following. No DFCs! (please see Clarifications)
• A white and/or blue (no other colors!) Spirit creature card with a Spirit tribal mechanic.
• A blue and/or black (no other colors!) Zombie creature card with a Zombie tribal mechanic.
• A black and/or red (no other colors!) Vampire creature card with a Vampire tribal mechanic.
• A red and/or green (no other colors!) Wolf creature card with a Wolf (or "Wolf and Werewolf", see clarifications) tribal mechanic.
• A green and/or white (no other colors!) Human creature card with a Human tribal mechanic.
Subchallenges:
1- The card has a monocolored mana cost but a two-colored color identity. This means there is a mana symbol of the second color somewhere in the rules text (please see Clarifications).
2- The card has power 3 or greater.
On the Main Challenge:
• A "[creature type] tribal mechanic", in the context of this challenge, is any mechanic in the rules test caring about that specific creature type in any way. It's not the Tribal card type (notice it's not capitalized).
• The red/green creature type is Wolf and not Werewolf because of the "no DFCs" restrictions, as all Innistrad Werewolves are DFCs. The tribal mechanic must care about Wolves. It can also care about both Wolves and Werewolves (like Immerwolf, which would pass this challenge as a red/green Wolf creature with a Wolf and Werewolf tribal mechanic). It CANNOT care only about Werewolves and not ordinary Wolves.
On subchallenge 1:
• Colorless is not a color! A purely colorless mana cost (either because there is only generic mana or because of C) does NOT count as "monocolored". A generic mana symbol or a C in the rules text of a card with a monocolored mana cost does NOT make its color identity two-colored.
(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
(X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development -
(X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
(X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity -
(X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
(X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish -
(X/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
(X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
DEADLINES
In green, the next deadline to come.
In blue, further future deadlines to come.
In red, past deadlines.
Player deadline: Saturday, March 5th 23:59 EDT
Judge deadline: Wednesday, March 9th 23:59 EDT
JUDGES
bravelion83
Moss_Elemental
doomfish
caliburdeath
PLAYERS
Everyone can enter this round. You just need to post in this thread a submission that meets the main challenge and any number (that includes zero) of subchallenges. We're waiting for you!
BRACKETS
Judge: bravelion83
Freyleyes
Koopa
P E
SelesnyaNewLife
thenoodler
Todris052
Judge: Moss_Elemental
admirableadmiral
Flatline
netn10
sperlman
theazurespirit
void_nothing
Judge: doomfish
Groovelord
Guesswork
Jimmy Groove
maplesmall
mirrorentity
Tesco(black)lotus
Judge: caliburdeath
ArchSinccubus
Asrama
glurman
palanthas
shinike1729
TriceDefied
Judges, have at it! As usual, top 4 from each bracket advance. Please respect the deadline.
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.)
Creature - Zombie{R}
BB, Discard two cards: Return a random Zombie creature card from your graveyard to the battlefield taped.
With every stitch Geralf threw away a little piece of his humanity.
3/4
Inspirational Leader
Creature — Human Cleric (R)
Vigilance
Inspirational Leader's power and toughness are each equal to the number of creatures you control.
, : Choose target Human creature you control. That creature's power and toughness each become equal to the number of creatures you control until end of turn.
*/*
Creature — Vampire [U]
Stromkirk Ingénue enters the battlefield with a +1/+1 counter on it for each B spent to cast it.
Stromkirk Ingénue attacks each turn if able unless you control a Vampire with greater power.
"Pace yourself, darling."
[3/1]
Creature - Zombie Wall (U)
Defender
Morbid - At the beginning of each end step, if a creature died this turn,, put a +1/+1 counter on Wall of Parts.
B, Remove a +1/+1 counter from Wall of Parts: regenerate target Zombie.
The stitchers were surprised to find that the pile of discarded body parts was alive, and delighted that the parts were still usable all the same.
3/3
Host, December 2015: A Winter Wonderland? - R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL April 2014: A Game of Fate - Signup|R1|R2|R3|Top 8|Semifinal|Finals|Poll
Host, CCL December 2012: Spy Games - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL November 2010: The Perfect Crime - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL August 2009: A Commander's Journey: Signups|R1|R2|R3|Top 8|Semifinals|Finals|Poll
I've got tons of art from the web. Want art for a render? PM me! Want to create your own collection? Start here!
Creature - Vampire Warrior (U)
Whenever Voldaren Forerunner attacks, Vampire creatures you control gain first strike until end of turn.
R: Target Vampire creature gains haste until end of turn.
3/1
Creature - Human Soldier (R)
First strike, vigilance
2GG, T: Put a +1/+1 counter on each Human creature you control. Those creatures gain hexproof until end of turn.
His soldiers need not fear the darkness, for his torch is a beacon of hope on even the blackest night.
4/3
Creature -- Wolf (R)
Moonfire Wolf can't be countered.
Wolf spells and Werewolf spells you cast can't be countered.
Whenever an opponent casts a noncreature spell, you may pay R. If you do, Moonfire Wolf deals 2 damage to that opponent.
2/1
Creature - Wolf (U)
When Lure-Howl Wolf enters the battlefield, untap target creature with power less than or equal to the number of Wolf and/or Werewolf creatures you control and gain control of it until end of turn. It gains haste until end of turn.
3G: Creatures opponents control must block Lure-Howl Wolf this turn if able.
2/2
Creature - Vampire (Mythic)
Whenever a Vampire creature you control deals damage, it gets +1/+0 until end of turn.
R: Target Vampire you control deals 1 damage to you.
5RR: Untap all Vampires you control. If this is your postcombat phase, there is an additional combat phase.
She is the one to decide who of her clan will feast and who will starve.
3/3
Creature - Vampire (U)
Vampire creatures you control have haste.
Whenever you cast a black spell, you may pay 1BB. If you do, put a +1/+1 counter on each Vampire creature you control.
3/2
Creature - Vampire (R)
flying
Whenever you cast a Vampire spell, Mad Blood Kin-Caller deals 2 damage to target creature or player and you gain 2 life.
Madness 1RR
He entices his kin until they go mad with hunger.
4/2
Creature - Zombie (U)
Whenever a Zombie creature dies, you may pay 2B. If you do, return it to your hand.
"When working with a hundred stitches, sometimes you need another pair of hands." - Stitcher Geralf
2/2
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Creature — Wolf [R]
First strike
Whenever a Wolf you control attacks, you may pay G. If you do, target creature defending player controls blocks it this turn if able.
"Once you hear their hunting howl, the question isn't whether or not you will survive, but rather how long you will."
—Strauss, Gastaff Shephard
3/2
Gavony Captain 1GW
Creature - Human Soldier (Uncommon)
Vigilance
Other Human creatures you control get +1/+1.
Whenever another Human creature enters the battlefield under your control, you may gain 1 life.
2/2
Creature - Vampire (R)
Flying
When Flamboyant Debauchee enters the battlefield, it deals 1 damage to target creature and 1 damage to target player. You gain life equal to the amount of damage dealt in this way.
2R: Double all damage that would be dealt to and dealt by target Vampire creature you control this turn. (This effect is cumulative.)
"If you are as capable as me, why not show off?"
3/3
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature - Zombie Wizard (R)
When Zombie Illusionist enters the battlefield, put a 2/2 black Zombie creature token onto the battlefield.
XU: Exile target creature card from a graveyard with converted mana cost X or less. Other Zombie creatures you control become a copy of that card until end of turn.
3/3
- My Full Mirrodin Cube (draft it here)
- My One-Drop Cube (draft it here)
MCC Winner Nov ‘14 & Nov ‘15
Legendary Creature - Vampire (Mythic rare)
First strike
When Aluna dies, put a black and red legendary enchantment token onto the battlefield. It has "Vampire creature spells you cast cost B or R less to cast."
"May the blood hunt never end under the Crimson Moon"
3/2
Creature — Spirit (R)
Flash, Flying
When Warden of Ghosts enters the battlefield, put a 1/1 white Spirit creature token with flying onto the battlefield for each creature that died this turn.
2U, Tap two untapped Spirits you control: Draw a card.
3/3
Creature - Wolf (R)
Whenever Moonhowler or another Wolf enters the battlefield, you may pay R. If you do, transform target Werewolf you control.
"Hear the cry of our brethren, and know that the hunt has begun."
--Arlinn Kord
3/2