Continuous Artifact 6
Artifact
All permanents have phasing.
If ~ would phase out, lose 2 life instead. If one thing constantly exists between the destruction and recreation of the universe, between moments, then other things can too.
"Hello! I've come to serenade you. I can't play guitar. I can't play this accordion either, but I thought it'd be less obvious."
Dylan Moran, Black Books
Static Stone5
Artifact
All permanents in play gain ":symtap:: Target player gains 1 life"
All permanents in play gain "3: Untap this permanent"
Skip each player's Untap phase "What's worse, doing something you are going to regret or regret doing something you should have done"
Hellbent4hollywood:
Interesting Idea,
I like the cost reduction during your turn, it really adds an extra dimension to the card.
I'm not sure of the shuffle into conrtollers library, should definetly be controller. Imagine the problem with sleeves and the sort... (Was it intenional or not? plz tell me).
Flavor text was witty and well thought of.
SALAd:
Nice but sereen.
Not alot of new stuf, but nicely combined and well costed. 4cc is needed if it's to be an instant, altough it is a little broken if used end of turn i imagine.
Flavor fits in with the guild (Azorius wasn't it?).
einhorn:
nice card
The sinergy between the effects is nice, altough i'm not sure it should be so white. Flavor text explains alot.
erikcu:
wow, first line is normal, secons line was like 'huh?'. Nice effect that really changes the board situation in a new way.
Flavor is fitting albeit a bit farfetched.
faust:
cool card
had to read it two times to really grasp the posibilities. The sorcery aspect ballances the card alot. The flavor text is really nice.
Cool adaptation of some existing cards (Thieves' auction anyone?) but cooler!
GetItWrong:
Everything has phasing, chaos is finally unleashed. I imagine that this could cause some weird scenarios, it slowly kills you so you have to abuse it, Flavot text is nice.
spanglepuppet:
Interesting idea, it's balanced as it gives your opponent the same possibility. cc is good as is the flavor.
Krey:
Good card altough it can seriously lock any game down for a long time. Nice sinergy and flavor.
The winner for me is: faust, with a new look at an old concept
Universal On/Off Switch 7
Legendary Artifact
~this~ comes into play tapped.
T: Remove all permanents from the game. Any player may play this ability.
1: Counter target activated ability from ~this~, if it required tapping as an activation cost. Then untap ~this~. Any player may play this ability. Don't - Hey! Leave i- ! -therfu- -r!
I loved Spanglegluppet's card, although I think a card like that spells deceptively broken all over it. (Just need to be able to untap a permanent effeciently to draw your whole deck.)
Next challenge, Make a land with two drawbacks. (but playable)
Demolition Zone
Land
~ comes into play tapped. t: Add to your mana pool.
:2mana:, t:Sacrifice ~ and destroy another target land you control and target land. When in a demolition zone, always wear a hard hat, and remember: watch out for flying debris.
oops, that was supposed to be owners not controllers. my bad. as for the new challenge...
Unwilling Host
Land
During your upkeep, tap ~ unless you pay 1 life.
At the end of your turn, return ~ to your hand unless you return a creature you control to its owner's hand.
:symtap:: add and one mana of any color to your mana pool. It doesn't intend to like you, but it'll tolerate you for a time...
Ivorsgate Monastary
Legendary Land
At the end of your turn, the player to your left gains control of Ivorsgate Monastary. Ivorsgate Monastary can't be sacrificed. T: Add WG to your mana pool. Even during the Refusal War, the monks of Ivorsgate would close their doors to no one.
Private Mod Note
():
Rollback Post to RevisionRollBack
If evolution is outlawed, then only outlaws will evolve.
Rainbow Bridge
Legendary Land
When ~ comes into play, choose a color.
Whenever a creature of the chosen color is dealt damage, ~ deals that much damage to you.
:symtap:: Add one mana of the chosen color to your mana pool. The rainbow bridge is the gateway to success, but be careful where you tread.
Yes, I know this card is ridiculously weak, but oh well.
"Hello! I've come to serenade you. I can't play guitar. I can't play this accordion either, but I thought it'd be less obvious."
Dylan Moran, Black Books
Maze of Misery
Land
When ~ comes into play you lose 2 life
T: Add one mana of any color to your mana pool, return ~ to its owner's hand.
"The exit is easy to find, but impossible to walk through."
Volcanic Grounds
Land
Volcanic Grounds comes into play tapped
During your upkeep Volcanic Grounds deals 1 damage to each creature you control
:symtap:: Add BB or RR to your mana pool. "The sulphur of the volcanoes mixes with the gas from the marsh to make this a deadly mana rich land" - Rhotus, Dwarven Prospector
Private Mod Note
():
Rollback Post to RevisionRollBack
"Those who endure in the face of suffering, those whose faith shines long in evil days, they shall see salvation." -Song of All, canto 904
Eledin: Great, Strip Mine revised. This is an excellent example of fixing a broken card. Maybe a little overboard, but I did ask for two drawbacks. If, it were not for the first drawback, this would be a perfect card, ballance wise. The flavor is pretty good, although a bit UN-ish with the hard hat flavor text.
Demolition Zone
Land
~ comes into play tapped.
: Add to your mana pool.
:2mana:, : Sacrifice ~ and destroy another target land you control and target land. When in a demolition zone, always wear a hard hat, and remember: watch out for flying debris.
Hellbent4hollywood: Excellent. I think you ballanced this well. This is very powerful card. As many players want to keep replaying "comes into play" creatures. This is another case of a beneficial drawback.
Unwilling Host
Land
During your upkeep, tap ~ unless you pay 1 life.
At the end of your turn, return ~ to your hand unless you return a creature you control to its owner's hand.
:symtap:: add and one mana of any color to your mana pool. It doesn't intend to like you, but it'll tolerate you for a time...
einhorn Great. Another interesting card, I like how you handled the drawbacks. The "can't be sacrificed" is a drawback, but also a benefit (in that your opponent cant just sacrifice it to his Zuran Orb, or what not.) This is playable and would be fun in multiplayer (although a bit weak for you.)
Ivorsgate Monastary
Legendary Land
At the end of your turn, the player to your left gains control of Ivorsgate Monastary. Ivorsgate Monastary can't be sacrificed.
: Add :symw::symg: to your mana pool. Even during the Refusal War, the monks of Ivorsgate would close their doors to no one.
spanglegluppet: Great. Really original on this, but yes like you said this is a very dangerous card. Maybe, although odd that it may seam, just changing the last line to "Add one mana of the any color to your mana pool." Would improve this card enough to see play, I think it would still hold it's flavor. The only other problem is that I see only one draw back. Unless you consider the ability to produce only one given color a drawback... but that is streching it.
Rainbow Bridge
Legendary Land
When ~ comes into play, choose a color.
Whenever a creature of the chosen color is dealt damage, ~ deals that much damage to you.
:symtap:: Add one mana of the chosen color to your mana pool. The rainbow bridge is the gateway to success, but be careful where you tread.
schtingah: Good. When I ask for penalties you give them. This is almost too severe, lose 2 life and a land drop for one mana of any color. I could see Wizards printing something like this, but it would quickly become the junk rare of the set.
Maze of Misery
Land
When ~ comes into play you lose 2 life.
T: Add one mana of any color to your mana pool, return ~ to its owner's hand.
"The exit is easy to find, but impossible to walk through."
Krey: This has wonderful flavor. I love this card. The lava bubbling out, and sulpheric gasses causing damage to your troups every turn. In compensation you get two mana from the land.
Volcanic Grounds
Land
Volcanic Grounds comes into play tapped
During your upkeep Volcanic Grounds deals 1 damage to each creature you control
:symtap:: Add :symb::symb: or :symr::symr: to your mana pool. "The sulphur of the volcanoes mixes with the gas from the marsh to make this a deadly mana rich land" - Rhotus, Dwarven Prospector
Cubus049: Overall pretty good card. This is very borderline on two drawbacks, I suppose you could consider colorless mana a drawback. Besides that, it is an interesting card, the almost ultimate anti-land destruction card, this is not strictly worse than darksteel citidal as march of the machines kills the citidal, where this will survive. The first major drawback is pretty boring considering that Ravnica came up with it.
Guerilla Hideout
Land
When Guerilla Hideout comes into play, you may pay 2 life. If you don't, Guerilla Hideout comes into play tapped instead.
: Add to your mana pool.
Guerilla Hideout can't be the target of spells or abilities. They're not gonna get us
My favorite was Krey's Volcanic Grounds.
Ok, Next.
Consuming Chaos RRR
Enchantment
Whenever a spell or ability is put onto the stack, if it has a single target any player may sacrifice a land to change the target of that spell with a single target. "Oh, the horror!" - Quintas, blue mage
Skittering Shadow :symb::symb:
Creature - Shadow
As Sikttering Shadow comes into play, you may choose a non-legendary creature in play. If you do, Skittering Shadow comes into play as a copy of that creature with the following ability, "When you play a creature spell, sacrifice this creature." "Me don't know which's more surprised, elf or elf's shadow." --Grulog, Orge Shadowcaster.
1/1
Wobbleweed Warrior RRR
Creature - Barbarian
At end of turn, destroy Wobbleweed Warrior.
Whenever Wobbleweed Warrior receives lethal damage or is destroyed, regenerate it and lose 1 life. "They are not the living dead. They are the ever dying." - Anuktuk, tribe elder.
3/2
regeneration being the out of color ability, of course.
Dissmised Ghost2U
Creature - Spirit
Phasing (During each player’s untap step all permanents with phasing the player controls phase out. Simultaneously, all objects that had phased out under that player’s control phase in.) Dissmised Ghost is unblockable
3/3 "A prominent thief in life,now a troublesome spirit in the afterlife"
This card plays on blue's phasing (Mirage block) and on the unblockable ability.
Kind of a nebulous challenge, as little know abilities are pretty subjective. So I will just pick what I thought was the most interesting card game play wise.
Consuming Chaos RRR
Enchantment
Whenever a spell or ability is put onto the stack, if it has a single target any player may sacrifice a land to change the target of that spell with a single target. "Oh, the horror!" - Quintas, blue mage
This does not seem chaotic enough to bear the name Consumming chaos. Considering that red likes targeted spells, it seems like it would be challenging the mono-red deck as much as anyother deck. Also since counterspells can't target themself, you would need 3 spells on the stack to deflect counterspells away from your spell. But you are right in the notion that this deflection has become red's thing (where it use to be blue's)
Skittering Shadow :symb::symb: Creature - Shadow
As Sikttering Shadow comes into play, you may choose a non-legendary creature in play. If you do, Skittering Shadow comes into play as a copy of that creature with the following ability, "When you play a creature spell, sacrifice this creature." "Me don't know which's more surprised, elf or elf's shadow." --Grulog, Orge Shadowcaster.
1/1
I opt out to judge on this. The clone thing is completely new to black, it was the skittering part that I felt was a little known ability (drawback) of black. I felt it compensated well for the cheep casting cost.
Razia's Exorcist :symw::symw: Creature - Human Cleric
Whenever you gain life you may have target player lose 1 life.
1/1
I think you circumvented "little known ability" and moved right into the other side of the color wheel. I think this card would have been perfect with :symwb::symwb: casting cost. Nice concise idea though.
Wobbleweed Warrior :symr::symr::symr:
Creature - Barbarian
At end of turn, destroy Wobbleweed Warrior.
Whenever Wobbleweed Warrior receives lethal damage or is destroyed, regenerate it and lose 1 life. "They are not the living dead. They are the ever dying." - Anuktuk, tribe elder.
3/2
Good, regeneration is black and greens thing these days, but you will occasionally see it show up in red. I like the card a lot, although It might be too big a penalty to play. Excellently designed card, if you ask me, as in Limited players would have to mull over picking or including in a deck. (Unfortunately I think the final verdict for this card would be unplayable) With a drawback this big, I think you could have gotten away with a casting cost of :1mana::symr:, or really pushing it and it might see play in constructed decks. Finally, I am not a rules guru, but I think it has to be worded differently to work as intended. But that is a technicality.
Dissmised Ghost :2mana::symu:
Creature - Spirit
Phasing (During each player’s untap step all permanents with phasing the player controls phase out. Simultaneously, all objects that had phased out under that player’s control phase in.) Dissmised Ghost is unblockable
3/3 "A prominent thief in life,now a troublesome spirit in the afterlife"
Yeah any block specific ability is going to be pretty obscure. So phasing does it for you. Although unblockable has become pretty mainstream for blue. Phasing was never that exciting for me. The flavor seems all on mark though.
Although flawed, my favorite was Aznathom's Wobbleweeed Warrrior.
Chamber of Secrets
Legendary Land
:symtap:, Add U or B to your mana pool. Lose 1 Life. 2UB, :symtap:: Search your opponent's deck for one card and remove it from the game face-down.
Whenever an opponent plays a card with the same name as a card removed by this effect, you may counter that spell by revealing a card removed by this effect. Then, return the revealed card to its owner's library. That player shuffles their library. Szadek was always one step ahead of his enemy. He knew precisely what they would do before they would even think of doing it.
I don't know if the card is templated properly, but I think this card would really fit the Dimir flavor of gaining knowledge and secrets and using that information as power over their enemies.
Orzhov Purgatorial Pallace
Legendary Land
When Orzhoz Purgatorial Pallace comes into play, pay :3mana::symbw::symbw: or sacrifice it.
All other permanents become colorless indestructible 1/2 creatures.
:symtap:: Add to your mana pool. Following construction of the Pallace the whole rhelm was overcome by a dull lifeless hue.
The Rising Sun
Legendary Land
:symtap:: Put a ruin counter on target nonblack creature. Add to your mana pool. 2WW,:symtap:: Destroy target black creature or target creature with a ruin counter on it. Odd that a church would run such a house? Not really. Encouraging sin increases demand for the rites of penitence, and corrupting political opponents makes it easier to justify assassinating them.
Artifact
All permanents have phasing.
If ~ would phase out, lose 2 life instead.
If one thing constantly exists between the destruction and recreation of the universe, between moments, then other things can too.
Make a card called Long For This World.
Enchantment
All permanents have ":symtap:: Draw a card."
When two wizards come together, the only winner will be knowledge.
spanglegluppet dot com
"Hello! I've come to serenade you. I can't play guitar. I can't play this accordion either, but I thought it'd be less obvious."
Dylan Moran, Black Books
Artifact
All permanents in play gain ":symtap:: Target player gains 1 life"
All permanents in play gain "3: Untap this permanent"
Skip each player's Untap phase
"What's worse, doing something you are going to regret or regret doing something you should have done"
Hellbent4hollywood:
Interesting Idea,
I like the cost reduction during your turn, it really adds an extra dimension to the card.
I'm not sure of the shuffle into conrtollers library, should definetly be controller. Imagine the problem with sleeves and the sort... (Was it intenional or not? plz tell me).
Flavor text was witty and well thought of.
SALAd:
Nice but sereen.
Not alot of new stuf, but nicely combined and well costed. 4cc is needed if it's to be an instant, altough it is a little broken if used end of turn i imagine.
Flavor fits in with the guild (Azorius wasn't it?).
einhorn:
nice card
The sinergy between the effects is nice, altough i'm not sure it should be so white. Flavor text explains alot.
erikcu:
wow, first line is normal, secons line was like 'huh?'. Nice effect that really changes the board situation in a new way.
Flavor is fitting albeit a bit farfetched.
faust:
cool card
had to read it two times to really grasp the posibilities. The sorcery aspect ballances the card alot. The flavor text is really nice.
Cool adaptation of some existing cards (Thieves' auction anyone?) but cooler!
GetItWrong:
Everything has phasing, chaos is finally unleashed. I imagine that this could cause some weird scenarios, it slowly kills you so you have to abuse it, Flavot text is nice.
spanglepuppet:
Interesting idea, it's balanced as it gives your opponent the same possibility. cc is good as is the flavor.
Krey:
Good card altough it can seriously lock any game down for a long time. Nice sinergy and flavor.
The winner for me is: faust, with a new look at an old concept
Hooray for faust, now post a new challenge!
Legendary Artifact
~this~ comes into play tapped.
T: Remove all permanents from the game. Any player may play this ability.
1: Counter target activated ability from ~this~, if it required tapping as an activation cost. Then untap ~this~. Any player may play this ability.
Don't - Hey! Leave i- ! -therfu- -r!
Edit: OOPS, too late. Ignore this post if u can.
Next challenge, Make a land with two drawbacks. (but playable)
Land
~ comes into play tapped.
t: Add to your mana pool.
:2mana:, t:Sacrifice ~ and destroy another target land you control and target land.
When in a demolition zone, always wear a hard hat, and remember: watch out for flying debris.
Unwilling Host
Land
During your upkeep, tap ~ unless you pay 1 life.
At the end of your turn, return ~ to your hand unless you return a creature you control to its owner's hand.
:symtap:: add and one mana of any color to your mana pool.
It doesn't intend to like you, but it'll tolerate you for a time...
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Legendary Land
At the end of your turn, the player to your left gains control of Ivorsgate Monastary. Ivorsgate Monastary can't be sacrificed.
T: Add WG to your mana pool.
Even during the Refusal War, the monks of Ivorsgate would close their doors to no one.
Legendary Land
When ~ comes into play, choose a color.
Whenever a creature of the chosen color is dealt damage, ~ deals that much damage to you.
:symtap:: Add one mana of the chosen color to your mana pool.
The rainbow bridge is the gateway to success, but be careful where you tread.
Yes, I know this card is ridiculously weak, but oh well.
spanglegluppet dot com
"Hello! I've come to serenade you. I can't play guitar. I can't play this accordion either, but I thought it'd be less obvious."
Dylan Moran, Black Books
Land
When ~ comes into play you lose 2 life
T: Add one mana of any color to your mana pool, return ~ to its owner's hand.
"The exit is easy to find, but impossible to walk through."
Land
Volcanic Grounds comes into play tapped
During your upkeep Volcanic Grounds deals 1 damage to each creature you control
:symtap:: Add BB or RR to your mana pool.
"The sulphur of the volcanoes mixes with the gas from the marsh to make this a deadly mana rich land" - Rhotus, Dwarven Prospector
Hellbent4hollywood: Excellent. I think you ballanced this well. This is very powerful card. As many players want to keep replaying "comes into play" creatures. This is another case of a beneficial drawback.
einhorn Great. Another interesting card, I like how you handled the drawbacks. The "can't be sacrificed" is a drawback, but also a benefit (in that your opponent cant just sacrifice it to his Zuran Orb, or what not.) This is playable and would be fun in multiplayer (although a bit weak for you.)
spanglegluppet: Great. Really original on this, but yes like you said this is a very dangerous card. Maybe, although odd that it may seam, just changing the last line to "Add one mana of the any color to your mana pool." Would improve this card enough to see play, I think it would still hold it's flavor. The only other problem is that I see only one draw back. Unless you consider the ability to produce only one given color a drawback... but that is streching it.
schtingah: Good. When I ask for penalties you give them. This is almost too severe, lose 2 life and a land drop for one mana of any color. I could see Wizards printing something like this, but it would quickly become the junk rare of the set.
Krey: This has wonderful flavor. I love this card. The lava bubbling out, and sulpheric gasses causing damage to your troups every turn. In compensation you get two mana from the land.
Cubus049: Overall pretty good card. This is very borderline on two drawbacks, I suppose you could consider colorless mana a drawback. Besides that, it is an interesting card, the almost ultimate anti-land destruction card, this is not strictly worse than darksteel citidal as march of the machines kills the citidal, where this will survive. The first major drawback is pretty boring considering that Ravnica came up with it.
My favorite was Krey's Volcanic Grounds.
Ok, Next.
make a mono-color card that shows off a lesser known characteristic in that color. broken cards will be recieve low scores...
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Enchantment
Whenever a spell or ability is put onto the stack, if it has a single target any player may sacrifice a land to change the target of that spell with a single target.
"Oh, the horror!" - Quintas, blue mage
Creature - Shadow
As Sikttering Shadow comes into play, you may choose a non-legendary creature in play. If you do, Skittering Shadow comes into play as a copy of that creature with the following ability, "When you play a creature spell, sacrifice this creature."
"Me don't know which's more surprised, elf or elf's shadow." --Grulog, Orge Shadowcaster.
1/1
Creature - Human Cleric
Whenever you gain life you may have target player lose 1 life
1/1
The Official Vodka Duke of the 499
Visit my best/worst cards by collector's number thread!
Stardust Siggies! Wonderful graphics:D
Creature - Barbarian
At end of turn, destroy Wobbleweed Warrior.
Whenever Wobbleweed Warrior receives lethal damage or is destroyed, regenerate it and lose 1 life.
"They are not the living dead. They are the ever dying."
- Anuktuk, tribe elder.
3/2
regeneration being the out of color ability, of course.
Dissmised Ghost 2U
Creature - Spirit
Phasing (During each player’s untap step all permanents with phasing the player controls phase out. Simultaneously, all objects that had phased out under that player’s control phase in.)
Dissmised Ghost is unblockable
3/3
"A prominent thief in life,now a troublesome spirit in the afterlife"
This card plays on blue's phasing (Mirage block) and on the unblockable ability.
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This does not seem chaotic enough to bear the name Consumming chaos. Considering that red likes targeted spells, it seems like it would be challenging the mono-red deck as much as anyother deck. Also since counterspells can't target themself, you would need 3 spells on the stack to deflect counterspells away from your spell. But you are right in the notion that this deflection has become red's thing (where it use to be blue's)
I opt out to judge on this. The clone thing is completely new to black, it was the skittering part that I felt was a little known ability (drawback) of black. I felt it compensated well for the cheep casting cost.
I think you circumvented "little known ability" and moved right into the other side of the color wheel. I think this card would have been perfect with :symwb::symwb: casting cost. Nice concise idea though.
Good, regeneration is black and greens thing these days, but you will occasionally see it show up in red. I like the card a lot, although It might be too big a penalty to play. Excellently designed card, if you ask me, as in Limited players would have to mull over picking or including in a deck. (Unfortunately I think the final verdict for this card would be unplayable) With a drawback this big, I think you could have gotten away with a casting cost of :1mana::symr:, or really pushing it and it might see play in constructed decks. Finally, I am not a rules guru, but I think it has to be worded differently to work as intended. But that is a technicality.
Yeah any block specific ability is going to be pretty obscure. So phasing does it for you. Although unblockable has become pretty mainstream for blue. Phasing was never that exciting for me. The flavor seems all on mark though.
Although flawed, my favorite was Aznathom's Wobbleweeed Warrrior.
Next challenge please.
Make a Legendary land for any of the current Ravnica guilds and have Fun
Legendary Land
:symtap:, Add U or B to your mana pool. Lose 1 Life.
2UB, :symtap:: Search your opponent's deck for one card and remove it from the game face-down.
Whenever an opponent plays a card with the same name as a card removed by this effect, you may counter that spell by revealing a card removed by this effect. Then, return the revealed card to its owner's library. That player shuffles their library.
Szadek was always one step ahead of his enemy. He knew precisely what they would do before they would even think of doing it.
I don't know if the card is templated properly, but I think this card would really fit the Dimir flavor of gaining knowledge and secrets and using that information as power over their enemies.
-Ryoma Echizen
Legendary Land
When Orzhoz Purgatorial Pallace comes into play, pay :3mana::symbw::symbw: or sacrifice it.
All other permanents become colorless indestructible 1/2 creatures.
:symtap:: Add to your mana pool.
Following construction of the Pallace the whole rhelm was overcome by a dull lifeless hue.
Legendary Land
:symtap:: Put a ruin counter on target nonblack creature. Add to your mana pool.
2WW,:symtap:: Destroy target black creature or target creature with a ruin counter on it.
Odd that a church would run such a house? Not really. Encouraging sin increases demand for the rites of penitence, and corrupting political opponents makes it easier to justify assassinating them.
Make a card called Long For This World.