I had a bit of a delay as, preparing to head out to my Math finals Tuesday, I developed a sudden and alarmingly painful tear-thingy in my neck that essentially made movement equivalent to blinding agony. Saw a chiropractor yesterday and today and am getting to work on that. Apparently you're supposed to have a curvature to your neck and I don't. Anyhoo. On with the show...
Current standings:
From Round I:
1) Epock, 6.5/10
2) thisvoid, 5.6/10
3) zu_Faul, 4.6/10
4) Krey, 4.1/10
5) Rowsdower, 6/10
6) DarkArchangel, 3/10 (Snow-fur's judgement on this entry is still pending)
7) Spanglegluppet, 4.2/10 (Snow-fur's judgement on this entry is still pending)
8) Cubus, 4/10 (Snow-fur's judgement on this entry is still pending)
9) Rath, 6/10 (Snow-fur's judgement on this entry is still pending)
10) Jeek, 5.7/10 (Snow-fur's judgement on this entry is still pending)
11) Ace, 3/10 (Snow-fur's judgement on this entry is still pending)
12) Avatar of Kokusho, 5.6/10
13) moogie, 6.1/10
14) Skitsojd, 4.9/10
15) NewlyEarthbound, 5/10
16) Alx, 6.3/10
Round II:
Skitsojd: 6.7/12
Ace: 4.5/12 (Judgement from Snow-Fur pending)
moogie: 8.7/12
Krey: 5.5/12
Avatar of Kokusho: 6.4/12
DarkArchangel: 7.1/12 (My judgement of this is pending. I need someone to forward me a copy of the submission)
Rath: 7.2/12
thisvoid: 6.7/12
rowsdower: 8.5/12
Alx: 7.7/12
epoch: 7.4/12
Jeek: 6.5/12
Spanglegluppet: 7/12
zu_Faul: 6.9/12
newlyearthbound: 8.6/12
Cubus 2/12 (Judgement pending from Snow-Fur and Kraj)
Congratulations - you have advanced to the next round! As you know, 12 of 15 applicants advanced. We recognize that the challenge was very difficult, on a tight time frame, and that you are (not yet) professional designers. The judges' critiques have been harsh - We are judging by higher standards each week, ramping up to the tough professional standards we apply to each other in R&D. You should feel very proud to have gotten this far, and very proud of the hard work you have done. Nice work.
Time for the second Design Challenge. This one is entitled "Picture This". This week we are going to capture a different set of design skills. Last week was about cycle design. This week is about hole filling. During development, cards often get killed that open up slots. The lead developer then sends email out to all the designers asking them to design cards to fill the holes. These holes are as specific as they can be to ensure that the development team is getting as useful a list as possible.
This week's challenge will be to fill ten holes. Here they are:
White (uncommon)
We need an answer to all the token making in the environment. Be subtle.
White (rare)
We're looking for a weird Johnny-style enchantment
Blue (common)
We need a sorcery. No card filtering or drawing. No bounce (aka returning cards to hand).
Blue (rare)
We need a creature. Something splashy for Timmy.
Black (uncommon)
Make an aura you want to put on your own creatures.
Black (rare)
Can be anything.
Red (common)
Instant or sorcery. No direct damage or destruction (artifact or land).
Red (uncommon)
Creature. Want a build around me for draft (aka something that will encourage players to go down a path or paths he or she wouldn't normally had they not drafted this card early; examples of this type of card are Lightning Rift, Mark of Eviction and Momentary Blink).
Green (common)
Creature. Something that costs four or more mana.
Green (rare)
Non-creature spell. Green's lacking in "wow" factor (aka something that will impress the player by how different it is).
Sound challenging? Good, but we're not done just yet. Now we get to add another layer to the hole filling. You see, sometimes hole filling gets done late in the process and we're already committed to other parts of the card, such as art.
For our test today, we're assuming that these ten holes came late in the process. So late, in fact, that all the art is in. Your ten cards have to make use of the ten pieces of art assigned to the ten holes. Feel free to use any piece on any card but all ten must be used.
Please be aware that we took the images for this challenge from what we call the Magic graveyard. This is a place where pieces go when they were unable to be used for different reasons. We try hard to find homes for graveyard art but often pieces get stranded because they specifically reference certain characters or environments that would not make sense in other sets. For this exercise you are allowed to ignore the fact that certain figures are story characters or take place in a certain world. Just treat them as generic characters and or environments. For example the card using the art with Gerard holding a flag can pretend that it is someone other than Gerard, and the card showing Mirrodin doesn't have to be treated as if it was from the Mirrodin block.
What all this means is that you will have to create your designs to accommodate the existing card concepts. You might have a great idea for a 6/6 flier but if you don't have art that will work with it, you can't use it. This week is all about designing to restraints, both the restraints of developmental needs and the restraints of creative needs.
The best designs will be the ones that create a card where the whole is more than the sum of the parts. You need to make cards that feel like a singular item rather than a bunch of pieces forced together. Note that this means that your card title is going to be very important as it needs to convey the overall sense of your card.
You will also be judged on how well you meet the need of the holes. Creating a great card that doesn't give the development team what it needs is of no use in this exercise. Failure to do this will be judged harshly.
Also, please write a single paragraph, up to 150 words, at the end of your submission explaining whatever you want us to know about your submission and why it is awesome.
That's it. That's all you have to do.
Good luck!
Mark Rosewater
In addition, I'm adding in two additional cards to be made:
Artifact or Land (Common)
Design a non-color alligned mana fixer to help Limited mana bases.
Artifact or Land(Uncommon)
Design something that uses the Millstone ability in an interesting way, but that isn't too splashy or swingy for limited.
For the art pieces. I really wanted to improve this round over the official version, which I felt was by far the weakest round of the lot for entertainment purposes, as many of the art pieces pigeonholed themselves into a particular slot and it all felt very predictable. With that in mind I've tried to pick broader pieces that I felt allowed themselves to a range of ideas. I actually like the fact that the pictures are uncropped since cropping a picture to card-size can really change the emphasis of the artwork. I've also just allowed more options, with 15 piecese from which you only have to use 12, and to meet people with less of a taste for anime art in the middle, using a few sites that were suggested in the other thread (I saw several pieces in PolarBearGod's thread I wanted to use, but since no artist was listed to credit, I felt it was inappropriate to do so).
Color tinting as we've seen on cards like Goblin Charbelcher is allowed.
Good luck, all. I'd like to get this contest moving at a bit brisker pace now that Finals are behind us, and would like to close off submissions for this round by midnight of Tuesday the 19th, when it becomes Wednesday the 20th.
Question: Are we to provide renders, or is it acceptable to number them based on the order they are listed in your post? See, I don't have access to MSE, and I would hate to lose points based on the fact that this is not my system and I am not authorized to download programs.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Dear people who didn't follow the rules: Please PM me if you want a grade.
Private Mod Note
():
Rollback Post to RevisionRollBack
Brian Tinsman, Set Designer :?mana::snow::snow:
Legendary Creature – Human Designer (MR)
Brian Tinsman, Set Designer can only be cast during the third set of a block.
When Brian Tinsman, Set Designer enters the battlefield, ignore all flavor and mechanics of the first two sets in the block. "Ok so what do we have here... gothic horror? Scrap it. Expand the Devine Vs. Demonic duel deck to 244 cards and print it!"
2/2
Todd Lockwood Barrier to Entry - 2W
Enchantment
Whenever a creature comes into play under an opponent's control, he or she sacrifices it unless he or she pays X, where X is 3 minus the converted casting cost of that creature.
Jason Engle Capitalize - 1WW
Enchantment
Whenever you are dealt damage, add that much colorless mana to your mana pool. This mana does not cause mana burn. Until end of turn, this mana doesn't empty from your mana pool as phases end.
Shirtosuki Dispossess - U
Sorcery
Attach all auras and equipment attached to target creature to another target creature.
Mariolle Aurore Bandari Seductress - 4UUU
Creature - Human
Indestructible
Whenever a creature comes into play, gain control of it as long as Bandari remains in play.
1/1
Meisan Static Charge - 1R
Instant
The next instant or sorcery spell you play this turn deals 3 damage to each of its targets.
Justin Sweet Unrepentant Traitor - 2RR
Creature - Human Mercenary
Upkeep: Target opponent gains control of target creature you control.
At the beginning of your upkeep, Unrepentant Traitor deals damage to target player equal to the number of creatures he or she controls.
3/4
Jeremy Jarvis Fetishistic Armor - 1B
Enchantment - Aura
Enchant Creature
Imprint - When Fetishistic Armor comes into play, you may remove a creature card in a graveyard from the game.
Enchanted creature gets +2/+1 and has protection from creatures that share a creature type with the imprinted card.
Brom Blighted Blackguard - 1BB
Creature - Human Assassin
Whenever a creature blocks, is blocked by, or becomes the target of an ability of Blighted Blackguard, destroy that creature. It can't be regenerated.
3/2
Anne Stokes Wurm Whelp - 2GG
Creature - Wurm
Trample G: Wurm Whelp gets +1/+1 until end of turn. GGG: Wurm Whelp gains flying and loses trample until end of turn.
2/3
Frank Frazetta Naked Power - 3GGG
Enchantment
Whenever you reveal a creature card from your library, you may sacrifice two creatures. If you do, put the revealed card into play.
Noah-kh Realm of Possibilities
Land
When Realm of Possibilities comes into play, change a land type of target land you control to another type.
: add 1 to your mana pool.
Matthew D. Wilson Milling Machine - 4
Artifact Creature - Golem
Milling Machine doesn't untap during your untap step.
Whenever Milling Machine deals combat damage, put the top two cards of target player's library into his or her graveyard. If a land was put into their graveyard in this way, untap Milling Machine.
4/4
I wish I had a little more time to refine some of these cards, but this is the only chance I'll have to use a computer before the round ends. In any case, the time pressure actually stirred some creative juices, since a couple of the cards seem to come fully formed in my mind. My main focus was to match the art to the abilities of the card, and I think I did them all justice. I particularly like Realm of Possibilities in this regard. I didn't have the time to fully research whether Static Charge works...I know you can deal damage to non-creature permanents, and hope the same applies to spells. This was a situation where I hoped that wording elegance outweighs the possibility of meaningless card interactions. I wanted to make a 1/1 Timmy card, and I think the art of Bandari Seductress lent itself nicely to that end. All-in-all, I would want to play with all 12 of these cards (with the possible exception of the Seductress ), so I'm pretty happy with the results.
Dear people who didn't follow the rules: Please PM me if you want a grade.
The rules were changed somewhat confusingly during the contest.
Anywhoo.
Forge of Eternity (uncommon)
Artifact Land
: Add to your mana pool.
:xmana:, : Put a 0/X colorless artifact creature token with defender into play under your control.
Drawing Board (rare)
Enchantment
Drawing Board comes into play with one plan counter on it.
Whenever you discard a card, put a plan counter on Drawing Board.
Remove a plan counter from Drawing Board: Draw a card.
Gift of the Grove (common)
:1mana::symg:
Instant
Add :symg::symg::symg: to your mana pool.
Deja Vu (If this spell was played immediately following a spell with the same name as this spell, untap lands equal to this spell's converted mana cost.)
Sunspire Adjudicator (uncommon)
:1mana::symw::symw:
Creature - Human Advisor
1/3
:symw:, : Tap target creature.
Justice :2mana::symw: (If this creature would be put into a graveyard from play, you may pay :2mana::symw: and remove it from the game instead. If you do, destroy target creature.)
Freelance Riders (common)
:2mana::symr::symr:
Sorcery
Put three 1/1 red Warrior creature tokens with haste into play. Sacrifice them at end of turn.
Tormented Vapire (rare)
:2mana::symb::symb::symb:
Creature - Vampire
4/4
Whenever a creature dealt damage by Tormented Vampire is put into a graveyard, put a +1/+1 counter on Tormented Vampire.
:symb:, Remove a +1/+1 counter from Tormented Vampire: Target creature gets -2/-2 until end of turn.
Stuff:
Forge of Eternity: This is my attempt at an uncommon version of Vitu-Ghazi's token generation. The tokens are simply for defense, something essential to an early strategy.
Drawing Board: This works two-fold, first, against discard, this is a powerhouse. It works just like Moat does against Goblins. Second, it also counteracts the discard part of some blue draw spells, making it an outstanding first drop, followed by a Careful Study. The balance here is that in order for it to work more than once, someone has to make you discard something. No discard = no drawing.
Gift of the Grove: Acceleration is a green ability. So why doesn't green have a cost'd still only generate :symg::symg::symg::symg: for :1mana::symg:. It's not really that powerful, and can easily be a common.
Sunspire Adjudicator: What do judges do besides prevent bad people from doing bad things? Make sure they never do bad things again. That's the idea behind the Justice ability. The idea is whenever a creature with the ability is killed, Justice is served by another creature. Someone has to be blamed for my creatures dying, why not my opponents?
Freelance Riders: Pure, simple red "Make some creatures, deal some damage, then resume chaos" strategy card. The idea here is the riders are a group of mercenaries that the player hires to do some damage. But once they do they're job, they're gone.
Tormented Vampire: It's a vampire, with a twist. Vampires kill things, right? Well, who said Dracula could only kill with a melee biting? This guy is a 4/4 for 5, and triple black, but once he gets going... it can get very sick, very fast. Not only can he kill X/1's and X/2's, but he can also block a 6/6, remove a counter, kill that creature and get his counter right back. (Assuming he has 2 +1/+1 counters to begin with).
Akki Exile 1RR (R)
Creature – Goblin Soldier Traitor When Akki Exile comes into play choose one: Goblin or Traitor. Akki Exile loses the chosen creature type Entwine : Sacrifice a red creature Goblins get -1/-1 Soldiers can't block 2/2
Akki Exile is the link to the Kamigawa block, and is essentially a representative of all goblins and goblin-haters. Akki Exile is in itself a contradiction of concepts, however the flavour aspect of this card allows for its abilities to exist. The concept of an Akki being exiled for reasons left to the player's imagine (the creature type soldier hints that (s)he was a soldier who deserted the Akki clan) allows for the twisted nature of its abilities. I decided to use Entwine upon a creature as to allow for multi-pathed ways to play with the card. Akki Exile can be played in different ways, hence the attractiveness of the card, such as paying one choice and not the other, or both, or another choice. The costs of the card are balances, as the double red in the mana cost ensure some dedication to red, and the sacrifice of a red creature allows its controller to play other red creatures than goblins, as Akki Exile does not favour other goblins well
Kio, Identity Absorphate 7 ( R ) Legendary Artifact When Kio, Identity Absorphate comes into play, search your library for eight different creature cards and remove them from the game face down. If you can't remove Kio, Identity Absorphate from the game. At any time when you could play an sorcery, you may reveal a card removed by Kio, Identity Absorphate at random. If you do, Kio, Identity Absorphate becomes a copy of that creature until end of turn. Play this ability only once per turn Mirrodin's link to the past and the present lies in the future of this creation
Kio stems from an idea of both randomisation and allowing its controller a certain element of control over the game. By having eight different creatures removed, it reduces the chance of reliable effects when its ability is used. The fragile nature of Kio, Identity Absorphate may upset Spike. Johnny will love this card, as the manipulation of creatures can prove to have interesting effects upon the game. Timmy may be interested in this too, as it allows him to fetch huge creatures such as Akroma and Force of Nature, and put them into play for free (essentially). The challenge with creating this card was that I found the balance between cost and reward was extremely hard to balance. Having an outlet for a free and essentially tutored creature has the potential to be potentially game-breaking, and thusly comes with a heavy price tag – in Kio's case, a mana cost of 7, the legendary and artifact types, and the unreliability of its ability. Kio is this card collection's link to Mirrodin, through the experiments Memnarch preformed upon a revolutionised Mirrodin. With his creator Karn gone, Memnarch essentially steals life from other planes and places them upon Mirrodin. Kio acts as an outlet for these abductions in its place in the flavour of Mirrodin.
Resonations 2UU ( U ) Instant Counter target spell and put a copy of it onto the stack. It gains "Split Second" The time rifts of Dominaria forced the Spellcrafters to adapt. A spell was no longer temporary, but rather a resonating tune to be duplicated
Resonations follows the pattern of Time Spiral cards of pushing the mechanic of Split Second. This interesting counterspell follows the flavor of the Time Spiral block by presenting the fluctuation of Magic and the effects of the Time Rifts upon the normal undertakings of life (and of the game). The mana cost of Resonations combines the effects of a counterspell, a Split Second attachment and a copy of a spell. Sitting at a converted mana cost of 4 allows this card to be enjoyed by both Spike and Johnny, as this allows Spike to run it along with or replacing Rewind slot spells, and allows Johnny to mess around with the Split Second attachment the new copied spell receives.
Forest's Maw 3GG ( R ) Creature - Kavu Monstrosity Kicker — Sacrifice five lands When Forest's Maw comes into play, put a +1/+1 counter on it for each forest in play When Forest's Maw comes into play, if you paid the kicker, put a +2/+2 counter on Forest's Maw for each non-forest basic land type you control The land becomes one with the Maw, as it absorbs all that is crushed beneath it to harden its scaley exterior 3/3
Forest's Maw hails from the Invasion block, a time where Kavu were much loved and Kicker was rampant. Forest's Maw follows the basic land theme - Domain. This Kavu allows the player the option of playing both mono-green decks, and Domain decks, as both are given bonuses by the Kavu, though the reward of playing a Domain deck is far greater than a mono-coloured deck. Forest's Maw is typically a Timmy card – a green creature which is huge. Forest's Maw may be popular with Spike, though the drawback of its mana cost may hold it back from serious play. The creation of this card came from the bottom up essentially, as the ability of a Domain creature seemed an intereting route to venutre down. Due to being Invasion block themed, this card's role as a Kavu was perfect, as the flavour of a Kavu as creatures created by Gaea to fend off the Invasion seemed to fit Forest Maw's size and purpose. Kicker is an iconic mechanic of Invasion block, and is featured on many Kavu. It gives the player choice – something extremely important in Magic. The Kicker cost fits in with the flavour – that is, that the land itself becomes part of the creature as it grows in size as it moves.
Ravenous Detrivore B ( C ) Creature – Rat When Ravenous Detrivore comes into play, sacrifice a creature Ravenous Detrivore gets -1/-1 for each creature in play. Whenever a creature is put into a graveyard from play, put a +1/+1 counter on Ravenous Detrivore The Pits of Otaria were strewn with the corpses of pit fighters whose fabulous careers had delivered a small meal for the rodents 2/2
Ravenous Detrivore signals the Onslaught block's influence, and follows the Pit Fights of the set. Further mentions of the Pit Fights are seen in the Pit Fighter legends (Visara, Rorix, Silvos, Ixidor & Jareth) and in other cards such as Misdirection. Ravenous Detrivore's name lies within the flavour of the card, with a detrivore being a creature which recycle organisms and return it to the world (food chain etc). This creature follows the design of a small-costed creature with drawbacks, however Ravenous Detrivore provides options for the player to gain a considerably good creature in this Rat.
Boros Reactionary Tactics RW ( C ) Instant Prevent the next 1 damage that would be dealt to each creature you control. For each damage prevented this way, prevent 1 damage to you until end of turn. At end of turn, deal 1 damage to target creature for each damage prevented to you this turn.
Boros Reactionary Tactic is the link to Ravnica block, and follows both white and red's connection to damage prevention and the Boros Legion's flavour aspects. This card uses your creatures as an army to protect you rather than as two separate entities. This trick allows for Boros players to interact with other Boros mechanics and flavours such as first-strike, Radiance etc. The steadfast nature of the Boros lends itself to this card in the form of damage prevention and the ultimate damage dealt at the end of the turn. The damage of the card also ties with other damage Boros players might run, allowing for its inclusion within Boros themed decks and concepts.
Paragraph:
Each of these cards were created from either their block, mana cost or purely through flavour. My cards seem to follow the concept of improving conditions for the players in the sense of providing alternate choices and pathways. Kio has been idea of mine for some time which has been perfected and Akki Exile is a nod to the direction I'd like to take with cards – that is, mixing ideas, themes and mechanics to create choices for the player. Ravenous Detrivore is cute and interesting to play with, as is Forest's Maw in providing alternate routes for the player. Kicker and Entwine follow this concept excellently, and both are used to explain its importance
Quote from Spanglegluppet »
Mirrodin's Spire (common) Artifact Land (~ isn't a spell.) :symtap:: Add to your mana pool for each other artifact land in play. The spire of Mirrodin watches and towers over all, from the throne of Taj-Nar to the depths of Ish Sah.
Artifact lands are a thing that have not been explored very much at all in Magic - only six have been created, and with fairly uninteresting abilities. This is a good mana acceleration card providing that you are running other artifact lands. It is not too slow - it can start producing mana as soon as you drop another artifact land - and does not provide acceleration too fast - it doesn't count itself, so you can't start benifitting from it in the first turn. Also, I decided to make an artifact land as a different way of getting around the 'five colors, six types' problem, for two reasons - one, I wanted to stay away from the traditional multicolored route, and 2 - I wanted to explore tha concept of the artifact land some more. The flavor, of course, is a reference to the other Mirrodin artifact lands, with the spire of Mirrodin being what towers above all the realms of the metal plane.
Repossess (common) Instant Whenever a creature is returned to your hand from play this turn, you may draw a card. "There are two ways to fight a war - the common way, and the smart way. The common way is to send your whole army out ready to fight. The smart way is to take advantage of those who shouldn't fight."
Repossess combines two of blue's most famous abilities into a very Johnny-like card. The two abilities - bouncing and drawing - may seem completely unrelated, and they are, but Repossess draws them together into one great combo piece. While running a lot of bounce spells, you can draw quite a few cards a turn with this, filling up your hand with both your creatures from play, and multiple cards you have drawn. The flavor of this card is a crafty wizard's tactics - the sick or feeble are no good for fighting, so they are taken advantage of. This may seem a black flavor at first glance - but blue is the crafty color, the sneaky color that takes advantage of others.
Krosan Symbiote GG (uncommon) Creature - Beast :symtap:: Choose a creature you control. Add one mana of any of that creature's colors to your mana pool. The Krosan forest has come to accept it as a strange freak of nature. It has come to accept the Krosan forest as a source of energy. 2/2
Krosan Symbiote is a twist on the traditional Llanowar Elves style green mana producer in that it can only produce mana of colors of creatures you control. Dropping this on the second turn can provide you with a lot of mana acceleration, while being a 2/2 beater itself - a change from other mana accelerators, which are usually weak 1/1 or 1/2 creatures. The Symbiote can attack, block, and produce mana. Krosan Symbiote works very well with multicoloured cards - dropping a two color creature on turn 2 or 3 (or even 1 in the case of a hybrid creature) can give you two extra colors to work with. While this may seem to be 'add one mana of any color a land you control could produce to your mana pool', this is not always the case. If you have lands of a certain color but have no creatures in play of that color, it will do nothing, in that case being worse than cards with the 'land you control' ability, but in the case of cards like hybrids, it can produce mana of the color not used to pay the hybrid mana cost. The flavor of this card is a strange beast, a freak of nature living in the Krosan forest, who uses the energy of the forest as a power source to produce mana.
Asphyxiate 1WW (uncommon) Enchantment - Aura Enchant creature Enchanted creature and any creatures with the same name as it can't attack or block, and their activated abilities can't be played. "What's it good for now? Well...it sorta just sits there."
This is a card idea I have had for a while - a Cage of Hands-style ability that works for all creatures with that name. Often a Cage of Hands (or any card with an ability like it) will only take down one creature that's causing you trouble, while one or two, or even three creatures that are exactly the same are doing exactly the same thing. Asphyxiate takes a new approach to the Cage of Hands style ability. The flavor of this card is choking a creature - maybe not physically but mentally or in spirit, and all the others like it follow suit. The flavor might not make that much sense with this card, but it is more mechanical-oriented than flavor-oriented.
Agonizing Decision 1RRR (rare) Sorcery For each land an opponent controls, that player chooses one - Destroy that land; or ~ deals 1 damage to them. Damned if you do...
Agonizing Decision is a reference to the old 'punisher' cards (aka Browbeat), giving the opponent a choice - take the pain or sac the lands. However, Agonizing Decision allows the opponent to pick and choose - how much life they can afford to lose, how many lands they can afford to lose, and how to balance the two out. It's not exactly easy on your opponent though - creating the classic 'damned if you do, damned if you don't' situation (hence the flavor text). The flavor is rather obvious - giving one the choice between losing their mana sources, or taking pain.
Haematophage 4B (rare) Creature - Zombie Horror When ~ comes into play, choose a creature. Whenever that creature leaves play, remove ~ from the game. At the beginning of that creature's controller's upkeep, put a -1/-1 counter on that creature. The only earthly force than can stop the haematophage is the lack of blood of its own victim. 5/5
Haematophage is both an interesting and very strategic card. There are two main ways to play it - you can either put it on an opponent's creature, having that creature die but Haematophage get weaker - or put it on your own creature with high toughness, having Haematophage stay in play longer but having one of your own creatures eventually die. The higher toughness of the target creature, the better. Or, you can target Haematophage itself, and have it stay in play five turns, getting weaker each turn. The flavor comes from the term haematophage, meaning 'something that sucks blood', as shown by the flavor text of this card - when the blood runs out, so does it.
The cards I have designed here are nothing too different, but they are combining some previous abilities in an interesting way. I have explored some ideas that have been explored in Magic before, but not this far. My cards are hopefully balanced, well costed, and flavorful, and resemble cards that Wizards would print in a future or current set. They stick true to the color pie, not deviating out of each color's set strengths and weaknessses. While some cards may not have flavor text if printed, I have given each card flavor text, to further emphasise the flavor and setting of each of these cards - if actually printed, the flavor text would probably be removded. My rarities are hopefully balanced - if actually printed, maybe these cards would not be as the same rarities as I have them now, but under the rarity restrictions, I think these are the best possible rarities for the cards.
Avys Hive (common)
Land
Whenever you attack with two or more creatures, you may put Avys Hive from your hand into play tapped.
:symtap:: Add to your mana pool.
Ri Coil (rare)
Artifact
All artifacts lose all abilities as long as they are tapped. That which is powered up must power down.
Fierce Judgement (uncommon)
:symw::symr:
Sorcery
Discard a card at random. If you discard an artifact, enchantment, creature or land card, destroy target permanent which shares a type with the discarded card. Otherwise, you may repeat this process.
Bear Witness (common)
:2mana::symg:
Creature — Bear Shaman
Whenever a card would be put into your hand from your graveyard, if Bear Witness is in your graveyard, you may put it into play.
2/2
Scorpion Pit (rare)
:2mana::symb::symb:
Enchantment
Whenever a creature deals combat damage to a player, that player gains a poison counter. (A player with ten or more poison counters loses the game.)
Sacrifice a creature: Remove a poison counter from yourself. Any player may play this ability.
Ghost Cog (uncommon)
:3mana::symu::symu:
Instant
Untap all permanents. Machines can only do so much without magic.
Avys Hive is a beatdown tool to help accelerate being a welcome draw in both early and midgame. Since it doesn't come into play tapped, it doesn't hinder a deck's start unless the deck in question is rather colour sensitive. It would most likely appear in a creature-heavy block or a block which revolves around a lot of spell play, to enable decks to use more than mana to keep playing spells.
Ri Coil (I liked the quirkiness of the name over Alphabeta Orb or Monorb and felt it was a bit better than Off Switch) emulates early artifact rules for modern artifacts. It only costs because it is a deceptively weaker than it first appears and it's a very situational hoser. Its presence doesn't completely shut down artifact decks, but is still potent if used correctly. It would probably appear in an artifact block especially one with dangerous or numerous (maybe a keyword ability is involved) continous effects.
Fierce Judgement is a red twist on removal which covers all permanents. Red and white are the best colors for the card since between them, they are the best at removing all four permanent types. The card's cost and rarity is due to the drawbacks when compared to Vindicate, the randomness/card disadvantage and the possibility of a miss. People will frown on cards like Lightning Axe due to card disadvantage, but they will appeal to some who like the tempo advantage of removing a threat earlier, and being able to play their own threats. The card would probably appear where a group like the Boros existed, highlighting the hastiness of red and the lawful arm of white.
Bear Witness should make people smile. They should smile at the pun and they should smile because it can be rewarding if played correctly. I love puns so I couldn't help myself here when I realised one of the potential partnerships this mechanic has. I dislike cards which are too obvious, hence I refrained from adding a sacrifice, discard or "Dredge" effect to this one. If you make the card work for you, a 2/2 is your reward. If you go the extra mile you can have four (recurring) 2/2s quicker than most other decks. The card would probably appear in a block concerning the graveyard or with a general (mechanical) theme about the use of cards from nonhand zones.
Scorpion Pit is a nostalgic card for a couple of (obvious) reasons. Pit Scorpion is reason number one. Poison counters is reason number two, half imbedded in reason number one. This enchantment's abilities attempt to balance out poison counters in comparison to damage. The second ability subtlely focuses the game on creature interaction and numbers during play with one or more Scorpion Pits in play. It would probably appear in a nostalgic set like Time Spiral, or one with a setting suitable for poison mechanics, e.g. an Egyptian themed block.
Extra Note — The picture would explain why this is not a token generator like the name would suggest. It would have random creatures in an Odyssey style pit-fight wearing scorpion suits. The perfect balance of cute and deadly.
Ghost Cog is rather self-explanatory combo card. It screams "build around me" as much as it whispers "I could be useful". I think players will have a ball building decks around it. Activated abilities, mana generation etc... they're choice of permanents are unlimited. Apart from those combo uses, it can be used in a pinch (think Turnabout) for blockers or a graveyard full of Battle Screeches. Its symmetry balances its potential power and allows for more fun since the opponent has an easier time interacting during a combo turn. It could appear in any block, though it would have the best synergy in an artifact or creature heavy environment.
Aspe Dualist 4W (C)
Creature - Cat Warrior
Whenever a creature deals damage to <this>, it deals that much damage to that creature. In Aspe teaching, an eye for an eye is fine as long as it makes you blind.
3/2
Shimo the Roused GU (R)
Enchantment Creature - Spirit
Each creature gets +1/+1 for each additional card type it has. (The card types are artifact, creature, enchantment, instant, land, and sorcery.) The Great Awakening brought great destruction, but what it created was even more terrifying.
1/1
Crippling Influence 1B (C)
Instant
Put a link counter on target creature.
Target creature with link counter on it gets -2/-2 until end of turn.
Blithing Fury R (U)
Sorcery
<This> deals 1 damage to target creature or player.
Chain (Until end of turn, you may play cards in your hand as though they were copies of this card.)
Shard of Paradise (U)
Land
When <this> comes into play, you may have it come into play tapped. If you do, lands you control have "Tap: Add a mana of any colour to your mana pool" until end of turn.
Tap: Add 1 to your mana pool.
Dimension Ripper 4 (R)
Artifact
When <this> comes into play, each player separates all creatures he or she controls into two piles.
Whenever a creature comes into play, its controller puts it into one of the piles.
Creatures can only attack or block with other creatures in the same pile.
Explanation:
The real contestants opted for either all-safe or all-risk; I chose the middle ground.
1st and 5th are generic cards usable for any block, although the optional CiPT ability in the latter can be a minor mechanics.
While the 3rd would stand on its own, it has more depth since you can add the link counter on one creature and hit another.
4th allows junk in your hand to be converted into something useful, which is good for fast decks in later turns.
Shimo, the boldest card in this submission, is meant for a block with lots of animation effects. While the blue may seem odd, it is there since the boost applies on artifact creatures and blue has strong affinity to artifacts.
6th is just a fun cross between the divvy cards in Invasion and Raging River. It forces decisions on all players, as creatures can’t switch between piles
Rare Sorcery Cycle (loose)
Rush of Magma :1mana::symr::symr::symr:
Sorcery (R)
Reveal up to two random cards from your hand. For each revealed creature card, Rush of Magma deals damage equal to their its converted mana cost to target creature.
Rush of Decay :2mana::symb::symb:
Sorcery (R)
Reveal up to two random cards from your hand. For each revealed sorcery card, target opponent loses life equal to the its converted mana cost.
Rush of Innovation :3mana::symu::symu:
Sorcery (R)
Reveal up to two random cards from your hand. For each revealed instant card, draw 2 cards.
Rush of Blades :symw::symw:
Sorcery (R)
Reveal up to two random cards from your hand. For each revealed enchantment card, you gain life equal its converted mana cost.
Rush of Oaks :4mana::symg::symg:
Sorcery (R)
Reveal up to two random cards from your hand. For each revealed sorcery card, put a 6/6 green Wurm token into play.
This is a loose card cycle which follows the template of revealing a random card to gain an effect dependant upon the revealed cards. This lends some choice in how the cards are played, as they can be modelled around individual decks, or hold their own. A few effects have been modified to control power levels such as drawing cards.
Uncommon Land Cycle (tight)
Volcanic Recesses
Land (U)
As you long as you control a mountain and a swamp, Volcanic Recesses has ": Add :symg::symb: to your mana pool"
Shimmering Glades
Land (U)
As long as you control a forest and a plains, Shimmering Glades has ": Add :symg::symw: to your mana pool"
Flooded Longshore
Land (U)
As long as you control an island and a plains, Flooded Longshore has ": Add :symu::symw: to your mana pool"
Freshwater Wetlands
Land (U)
As long as you control a swamp and an island, Freshwater Wetlands has ": Add :symb::symu: to your mana pool"
Treetop Ridges
Land (U)
As long as you control a mountain and a forest, Treetop Ridges has ": Add :symr::symg: to your mana pool"
These uncommon lands are a tight cycle and follow the allied colour pairings. These lands reward those who play with both colours and the basic lands in those colours, as opposed to playing lands such as fetchlands and other off-coloured lands. These uncommon lands can be played in limited effectively, as they allow an effective fixing of mana bases for a decent. land spot
Common Creature Cycle (tight)
Wraithwing Scout :1mana::symu:
Creature - Human Spy (C)
As long as you control two or more islands, Wraithwing Scout has flying
1/2
Mireblood Scout :1mana::symb:
Creature – Human Spy (C)
As long as you control two or more swamps, Mireblood Scout has “:symb:: Regenerate Mireblood Scout.”
1/2
Stoneclaw Scout :1mana::symr:
Creature – Human Spy (C)
As long as you control two or more mountains, Stoneclaw Scout has haste
1/2
Barkskin Scout :1mana::symg:
Creature - Human Spy (C)
As long as you control two or more forests, Barkskin Scout has trample
1/2
Glarewrist Scout :1mana::symw:
Creature - Human Spy (C)
As long as you control two or more plains, Glarewrist Scout has vigilance
1/2
This cycle of Common Human Spies are cheap costed and rely upon a small devotion to the creature's colour. These creatures reward those who play either mono-coloured decks, or those who play two of the same land type in the first two turns. These creatures are quite flavorful and are effective in both limited and somewhat in constructed.
ok, I'm a little confused, are scans allowed? because you said that color correction was, and some of my cards only work because i color corrected them. So am i allowed to at least show the changed art?
ok, I'm a little confused, are scans allowed? because you said that color correction was, and some of my cards only work because i color corrected them. So am i allowed to at least show the changed art?
You can post whatever art alterations or renders you want. They're not required and not calculated into scores, but they can certainly help express a specific idea.
W, T: Tap target creature and all other creatures with the same name as that creature.
1/2
Eternal Servitude2WW
Enchantment (R)
Whenever a creature is put into your graveyard from play, you may pay its mana cost (mana costs include color), if you do, return that creature to play.
Viceral CalmUU
Sorcery (C)
Until the end of your next turn, players can't play spells.
Stasis Void 5UU
Creature - Illusion (R)
Flying
Other creatures don't untap during their controllers' untap step.
5/5
Render note: Try as I might, I can't get the (number) off the render, if anyone knows how, it would be greatly appreciated
Skeletal GraftBB
Enchantment - Aura (U)
Enchant Creature
As an addtional cost to play Skeletal Graft, remove a creature card in your graveyard from the game.
Enchanted creature gets +X/+0, where X is the removed creature card's power.
Cruel Harvest4BB
Sorcery (R)
Return two target creatures in a single graveyard to play under you control.
Render note: color corrected
Abandonment1R
Sorcery (C)
Gain control of target creature until end of turn.
Travelling Pillager1RR
Creature - Human Nomad (U)
Whenever a land is put into a graveyard from play, put a +1/+1 counter on Travelling Pillager.
2/2
Chameleonic Wurm 3GG
Creature - Wurm (C)
2: Choose a basic-land type, Chameleonic Wurm gains landwalk of that basic-land type until end of turn.
3/4
Rebirth of Summer 7GG
Sorcery (R)
Sacrifice each permanent you control. For each permanent you sacrificed this way, search your library for a permanent card and put it into play. Then shuffle your library.
Render note: (obviously) color corrected
Prismatic Hallway Land (C)
Prismatic Hallway comes into play tapped. T: add 1 to your mana pool. T, Return Prismatic Hallway to it's owner's hand: Add two mana of any one color to your mana pool.
Hallucinifier 3
Artifact (U)
Whenever Hallucinifier becomes untapped, put the top card of target player's library in his or her gravyard. 1: Tap Hallucinifier. 2: Untap Hallucinifier.
---
I liked this challenge alot, as msot of my design is top down. This batch of art was much better than the previous ones(Wotc's and TIBA's first), as there was more variation and more room for interpretation.
For this challenge, I tried my best to do at least a fair bit of innovation (i know that not all of my cards succeed in that, but in some places; notably at common, there isn't much room for that). I still do my best to design simple, elegant, cards that do interesting things, and I think i succeeded in that respect this round.
As usual: Judges, if you didn't get my pm, let me know.
White (Uncommon) - answer to tokens - Valiant Hulk
Valiant Hulk 3WW
Creature - Giant Knight
Vigilance
XW: creatures with converted manacost X or less can't block Valiant Hulk this turn.
Valiant Hulk can block any number of creatures as long as their total converted mana cost is 5 or less.
3/4
White (Rare) - Johnny-enchantment - Prismatic Shield
Prismatic Shield 3W
Enchantment
Imprint - When Prismatic Shield comes into play, remove the top card of each player's library from the game. (Those cards are imprinted on Prismatic Shield.)
You and creatures you control have protection from all colors of each card imprinted on Prismatic Shield.
Blue (Common) - Sorcery, no bounce or draw - Deep Freeze
Deep Freeze U
Sorcery
Tap target permanent.
Until the start of your next turn, if that permanent would become untapped, it remains tapped instead.
Blue (Rare) - Timmy creature - Enticing Dominator
Enticing Dominator 4UU
Creature - Human Wizard
Whenever Enticing Dominator blocks or becomes blocked by a creature with converted mana cost 3 or less, gain control of that creature (This effect doesn't end at end of turn.)
4UU: target creature blocks Enticing Dominator this turn if able.
3/3
Black (Uncommon) - Aura to put on own creatures - Vexing Imprisonment
Vexing Imprisonment 1B
Enchantment - Aura
Enchant Creature
Enchanted creature can't attack or block.
Enchanted creature has: "2,T: Target opponent loses 2 life." Imprisoned for crimes most heinous, Baron Zorj could still inflict grief on his victims. Only years later, did his jailers think of checking his letters.
Black (Rare) - Anything - Spiretop Stalker
Spiretop Stalker BB
Creature - Human Rogue
Whenever Spiretop Stalker deals combat damage to a player, you may play an Instant or Sorcery card in that player's graveyard. You may pay black mana as if it was mana of any cost to pay that card's mana cost. Remove that card from the game if you play it. He can steal things you never even knew you had.
1/1
Red (Common) - Instant or Sorcery, no damage or destruction - Funeral Pyre
Funeral Pyre R
Sorcery
As an additional cost to play Funeral Pyre, sacrifice a creature or a land.
Add RRRR to your mana pool.
Red (Uncommon) - 'Build around me' creature - Courtesan Adept
Courtesan Adept RR
Creature - Human Shaman
Creatures you control have Protection from cards you control. She survived Earthquake, Hurricane and Pestilence, as well as a regime change or two.
2/2
Green (Common) - creature for 4 mana or more - Oakcrusher Wurm
Oakcrusher Wurm 3GG
Creature - Wurm
Trample Afterlife — As long as Oakcrusher Wurm is the top card of your graveyard, at the beginning of your attack phase you may have target creature gain Trample until end of turn.
4/3
Green (Rare) - non-creature spell with 'wow-factor' - Stittlewood Curse
Stittlewood Curse 1GG
Sorcery
Target creature becomes a Forest (It is no longer a creature. This effect doesn't end at end of turn.) The ancient forest doesn't fight its enemies. It absorbs them.
Land (Common) - mana fixer for limited - Secluded Dale
Secluded Dale
Land
T: Add one colorless mana to your mana pool. If you control two lands or less, instead add one mana of any color to your mana pool. It's every place you've never been.
Avelina's Hookah Pipe 3
Artifact
3,T: Put the top two cards of target player's library into his or her graveyard. That player gains 2 life. Insert gratuitious drug reference here.
Retribution of GuiltWW
Instant (U)
You gain 2 life.
Replicate — Destroy target creature with converted mana cost 0.
Invigorating Vapors 3WW
Enchantment (R)
Whenever a non-token creature is put into a graveyard from play, put a 1/1 white spirit creature into play.
Whenever a token creature is put into a graveyard from play, return a creature from your graveyard to play. "Whisps of smoke and spirits of the past. Both temporary for this world, both equally as useful."
Kii-ny Reality-Weaver2R
Creature - Human Wizard (U)
Whenever you play a spell, Kii-ny Reality-Weaver becomes those spell's colors until end of turn.
Whenever an opponent plays a non-creature spell, if it shares a colour with Kii-ny Reality-Weaver, put a copy of it on the stack. You may choose new targets for it. Her weavings allow insight into chaos - the potential to shred possibility like her paper spells
Besiege 2RR
Sorcery (C)
For each non-basic land in play, put a 3/1 red Construct creature token with Haste into play. At end of turn, sacrifice all Constructs you control. The Artificers created the temporary constructs to oppose the looming walls of the Shimming Citadel.
Binding Command 3BB
Sorcery (R)
As an additional cost to play Binding Command, tap a creature you control.
Destroy all tapped creatures unless target opponent pays 5 life.
Simple questions dissected and removed from a creature's brain can leave it praising the very ground you tread.
Rotting Greenhouse
Land (C)
Imprint - ,T: Search your library for a basic land card and remove it from the game. (The removed card is imprinted on this land)
T: Add one mana that the imprinted land could produce to your mana pool. The decrepit corpse of a once-fertile focal point for Nature
Sinister Shrinkings 2GG
Enchantment (R)
Sinister Shrinkings comes into play with a growth counter on it.
Creatures you control have power and toughness equal to the number of growth counter on Sinister Shrinkings.
Whenever a creature you control deals damage, put a growth counter on Sinister Shrinkings. Druids employed shrinking strategies to both perform reconnosaince from both up-close and afar.
Exoskeletal Parasite 4G
Creature - Insect Mutant
Graft 1
Whenever a +1/+1 counter is moved from Exoskeletal Parasite to another creature, gain control of that creature as long as it has a +1/+1 counter on it.
It grafts its bones to fit its allies, to both protect and control. 1/1
Torturous Barricade 5
Artifact (U)
Suspend 3 — 3
At the beginning of your upkeep, if Torturous Barricade is suspended, each player puts the top card into their graveyard. ,T: Shuffle your graveyard into your library. The barricade emerges from the portals, encasing the victim, and begins to slowly fracture his mind.
Dangerous Secrets 4U
Sorcery (C)
Each player reveals his or her hand. For each card revealed, gain control of target permanent which shares a name with that card in play.
"Secrets kept are secrets waiting to be stolen"
Ikuna, Dragon Duchess 3UU
Legendary Creature - Human Wizard
When Ikuna, Dragon Duchess comes into play, search your library for a creature and remove it from the game.
Ikuna, Dragon Duchess has power and toughness equal to the removed card's converted mana cost. 4UU,T: Put a creature card removed from the game by Ikuna into play and remove Ikuna from the game. Her followers' loyalty extends into all forms of life - the deceased, the spirit, the mind and the physical.
*/*
Cultist's Bindings 2BB
Enchantment - Aura
Enchant Creature
At the beginning of your upkeep, put a devotion counter on enchanted creature and on each other creature its controller doesn't control.
At end of turn, put a -1/-1 counter on creatures with devotion counters. In order to attain ascendancy, one must prove both loyalty to the Cult, and be willing to suffer anything to succeed.
With my cards I have attempted to stay within the boundaries of the Art as much as possible, while keeping the individual abilities innovative and interesting. I enjoyed making Rotting Greenhouse, and it seemed a decent enough use of Imprint - the corpse of a land given new life. Each card also attempts to connect the art to both flavour and ability, ensuring the complete card is both relevant and fun to play.
Arbitary Detainment 1WW
Enchantment - Aura
Enchant creature
Enchanted creature and creatures with the same name as it doesn't untap during its controller's untap steps unless its controller pay 1.
White rare (Johnny enchantment)
Highlander's Sovereign 1W
Enchantment
Creatures you control are legendary and get +2/+2.
Blue common (Sorcery)
Disinterest 1U
Sorcery
Creatures don't untap during their controllers' next untap steps.
Blue rare (Timmy creature)
Ophidian Subduer X1UU
Creature - Human Wizard
When <this> comes into play, gain control of any number of target creatures with total converted mana cost of X or less.
1/1
Black uncommon (Aura on your creature)
Skeletal Brace B
Enchantment - Aura
Enchanted creature has fear and must attack each turn if possible.
Black rare (Anything)
Grim Warden 1B
Creature - Human Warrior
Whenever <this> attacks and is unblocked, you may sacrifice <this>. If you do, return target creature from your graveyard to play attacking. Remove that creature from the game at end of turn.
1/1
Red common (Instant or sorcery)
Barreling Tactics R
Instant
Creatures with converted mana costs 2 or less can't block until end of turn.
Red uncommon ('Build around me' creature)
Arko Gearmancer 2R
Creature - Human Wizard
Equipment you control have "2, Unattach this equipment: This equipment deals 2 damage to target creature".
2/2
Green common (creature with >=4 converted mana cost)
Canopy Draconoid 3G
Creature - Wurm Mutant
<This> can't be blocked except by creatures with flying.
If you control two or more untapped forests, <this> can't be target of spells or abilities.
2/2
Green rare (noncreature spell)
Verdant Mandate 2GG
Sorcery
Sacrifice a noncreature permanent. Search your library for up to X basic land cards and put them into your hand, where X is the amount of coloured mana in that permanent's mana cost. Then shuffle your library.
Artifact/land common (Mana fixer)
Hazy Landscape
Land
Tap: Add 1 to your mana pool.
Tap, Reveal a card from your hand, Sacrifice <this>: Add a mana of any colour of the revealed card to your mana pool.
Artifact/land uncommon (Millstone variant)
Sightless Orb 3
Artifact
2, Tap: Put the top card of target player's library into his or her graveyard. If another nonland card in that graveyard has the same name as it, instead remove it from the game and he or she may play it as though it were in his or her hand until end of turn.
For these cards, I avoid legends and special mechanics for obvious reasons. Usually only one type of token will be found in any given deck. Gearmancer will encourage the drafting of small equipment which is not commonly done. With multiple colours being the usual build, Hazy Landscape should be quite suitable in getting the right mana. Lastly, as it is difficult to draft multiple copies of nonland cards, the orb should not break limited.
White uncommon, subtle token-answerer. Art: Senyphene's artwork, #7 in first post.
Soul Essence 2WW Creature- Spirit (U)
Soul Essence cannot be blocked by Saprolings. Soul Essence gains +1/+1 for each Saproling in play.
0/1
White rare- Johnny enchantment Art: Matthew D. Wilson's art, #1 in first post
Deus Ex Machina 3WW Enchantment (R)
Play with your hand revealed. If a creature would come into play, that creature's controller removes it from the game and put an X/X Construct creature token into play instead, where X was the removed creature's toughness. Sacrifice two Constructs: Gain 3 life.
Blue common sorcery, no bounce, draw, or filtering Art: Melissa Uran's art, #2 in first post
Allegiance 2U Sorcery (C)
Gain control of target creature with power 1 or less. (This effect does not end at end of turn.)
Blue rare creature that Timmy would like Art: Shirotsuki's art, # 8 on first post
Draining Spirit 6UU Creature- Spirit
When Draining Spirit comes into play, search your library for six nonland cards and remove them from the game. If you can't, sacrifice Draining Spirit. Whenever Draining Spirit deals combat damage to a player, you may remove the top five cards of that player's library from the game.
6/6
Black uncommon aura that I want to put on my own guys Art: Frank Frizetta, # 10 on first post
Deathwatch 1BB Enchantment- Aura
Enchant creature Flash
Enchanted creature has "At the beginning of your upkeep, pay 2 life". If enchanted creature would be dealt lethal damage, regenerate that creature instead.
Black rare Art: Todd Lockwood, #15
Imprisonment 2BBB Enchantment
Pay 2 life: remove target creature from the game. If Imprisonment leaves play, return all creatures to play under their owners' control.
Red common, instant or sorcery, no damage or blowing up stuff Art: Meisan, #9
Metacreativity 2RR Sorcery
As an additional cost to play Metacreativity, sacrifice two artifacts. Search your library for a noncreature artifact and put it into play under your control. Shuffle your library afterward.
Red uncommon, good draft guy Art: Justin Sweet, #5
Man of the Mountain 2R Creature- Human Warrior
When Man of the Mountain comes into play, look at the top two cards of target opponent's library.
Sometimes all you need is a competent scout.
2/2
Green common creature with mana cost higher than four Art: Anne Stokes, #12
Treeslither Wurm 5GG Creature- Wurm
Trample
Treeslither Wurm may block as though it had flying.
5/6
Green rare that's "different" Art: Noah-kh #4
Worldtree 3GG Legendary Enchantment
At the beginning of your upkeep, you may choose one: Put a 2/2 Elemental creature token with trample into play under your control, search your library for a basic land and put it into play tapped under your control, or put a leaf counter on Worldtree. Remove two leaf counters from Worldtree: Put a creature card from your hand into play.
Artifact or land, common manafixer Art: Brom, #5
Deathspire 2 Artifact
T, Pay 1 life: Add one mana of any color to your mana pool.
Artifact or land, uncommon, Millstone-like Art: Mari0lle Aurore, #3
Sorceress's Enclave Land
3, T: Put the top two cards of a player's library into their graveyard. That player gains control of Sorceress's Enclave.
--------------------------------------- Some of my choices, while strange, were difficult to make. I am aware that my first card isn't all that subtle, but it is effective. I could not think of a subtle way to answer tokens other than a creature that gets bonuses based on them, and is unblockable by the most common type of token. I am a fan of the white combo enchantment- I feel that you could do interesting things involving certain cards available in the Standard format. I think the best card I made was Worldtree, because of its multiple applications. On some, I had to stretch with the card art, because I used up all the good ones on earlier cards....:) I hope you enjoy.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
White (uncommon) We need an answer to all the token making in the environment. Be subtle.
Todd Lockwood
Jail-Time1WW
Enchantment
At the beginning of your upkeep, you may target a creature with a toughness of 1 or less.
Remove targeted creature and all creatures with the same name from the game.
White (rare) We're looking for a weird Johnny-style enchantment
Melissa Uran *Trying to focus on as many members of the picture as possible.
Meeting of the Elders2WWW
Enchantment
At the beginning of your upkeep, you gain X life. Where X is the number of different creature types you control.
Blue (common) We need a sorcery. No card filtering or drawing. No bounce.
Meisan *With Color Correcting making it bluish instead of reddish.
Sudden Flooding2UU
Sorcery
Target land your opponent controls is an Island until the end of turn.
Target creature you control gains Islandwalk until the end of turn.
Blue (rare) We need a creature. Something splashy for Timmy.
Matthew D. Wilson *Legs or smokestacks should not be shown.
Rumbling Hoverguard8UU
Creature – Drone
Flying.
When Rumbling Hoverguard comes into play, you may return up to 3 target creatures to their owner’s hands.
7/7
Rarely Seen. Rarely Forgotten.
Black (uncommon) Make an aura you want to put on your own creatures.
Jeremy Jarvis
Armor of the Cabal1BB
Enchantment – Aura
Enchant Creature
As an additional cost to play Armor of the Cabal, sacrifice a creature.
Enchanted creature gets +2/+1, Fear, and has “At the beginning of your upkeep, you may sacrifice a creature. If you don’t, sacrifice Armor of the Caba at the end of turnl”.
Black (rare) Can be anything.
Frank Frazetta
Demonic Pact3BBB
Sorcery
You may pay 4 life as an additional cost to play Demonic Pact, if you do then choose two.
Choose one – Return up to two target creatures from your graveyard into play; or put up to two target creatures in any graveyard into your graveyard; or put an X/X Demon Token into play with its power and toughness equal to the number of creatures in your graveyard.
Red (common) Instant or sorcery. No direct damage or destruction (artifact or land).
Justin Sweet *Try to get a panoramic view of the picture.
Incite Action1RR
Instant
Creatures target player controls untap and attack this turn if able.
Attacking creatures get -1/-0 until the end of turn.
Red (uncommon) Creature. Want a build around me for draft.
Jason Engle * Focusing more on the creature and less on the barrier. Slight Color Correction to make it redish.
Riftwalker Shaman1RR
Creature – Human Shaman
Whenever damage is dealt to a creature or player from one source, put a charge counter on Riftwalker Shaman. 1RR,T: Battle Trained Shaman deals divided by X 2 damage to each creature target player controls. Where X is the number of charge counters on Riftwalker Shaman.
1/1
Green (common) Creature. Something that costs four or more mana.
Shirotsuki *The person is color corrected to be green, while the rest stays the same.
Riverwater Dryad3GG
Creature - Dryad
Lands you control have ",T: Add U or G to your mana pool"
3/3 It is at home, both in the water and in the forest.
Green (rare) Non-creature spell. Green's lacking in "wow" factor.
Senyphine
Gaea's Revenge5GG
Legendary Enchantment X1GG: Target land you control becomes an X/X creature with trample that's still a land. (This effect doesn't end at the end of turn) For eons different species fought across her landscape, scarring her, raping her, making her bleed. Now, it was her turn to fight back.
Artifact or Land (Common) Design a non-color alligned mana fixer.
Noah-kh
Ancient Ruins
Land
Ancient Ruins comes into play tapped. ,T: Add two mana of any one color to your mana pool. You lose one life.
Artifact or Land (Uncommon) Design something that uses the Millstone ability.
Mariolle Aurore
Natural Addictor3
Artifact
Cumulative Upkeep -- Discard a card. ,T: Target player puts the top X cards of his library into his or her graveyard, where X is the number of age counters on Natural Addictor.
TIBA, since you allowed thisvoid to submit a correction to his entry for last round, please figure in an additional two points from me to his calculated score.
So far I have received PMs from AoK, moogie, Rowsdower, Alx and Ace. If you sent me a PM and aren't one of those five people, I didn't get it so please resend it and/or post in the thread.
Private Mod Note
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The Golden Rule of forums: If you're going to be rude, be right. If you might be wrong, be polite.
I'm sorry all but I'm going to have to pull out of the contest. With my whole being ill and depressed thing, I haven't been designing to a standard I see fit for presentation, or to the deadline either. I have all but 2 cards finalised for this round but I hate them all so much. If the judges would let me make a cameo return in the Un- round, I'd love to show off the batch of cards that materialized in my mind about two weeks ago. Thanks for the judgements up to this point in this competition, and I hope you enjoyed reading my cards as much as I enjoyed designing them - which up until this point was a lot.
Good luck to all the remaining contestants and I'll leave you with the only card I think is fit for presentation this round, the token-hoser using Artwork #1 by Matthew D. Wilson.
Discriminating Blow (uncommon)
:3mana::symw::symw:
Instant
Remove target attacking creature and each creature with the same name as it from the game. "Cute? As long as I wake to rodents in my bedsheets, they are anything but cute." — Winlos, Prince of Whettam
I will also be withdrawing from the contest due to time constraints. I have been extremely busy with work and family, and barely have enough time to visit the Salvation forums, let alone participate in the create a card games that I love so dearly. It has been fun thus far, and I wish everyone else the best of luck!
Private Mod Note
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I U Dio GAYMERS, the cause of, and solution to, all life's problems.
Current standings:
1) Epock, 6.5/10
2) thisvoid, 5.6/10
3) zu_Faul, 4.6/10
4) Krey, 4.1/10
5) Rowsdower, 6/10
6) DarkArchangel, 3/10 (Snow-fur's judgement on this entry is still pending)
7) Spanglegluppet, 4.2/10 (Snow-fur's judgement on this entry is still pending)
8) Cubus, 4/10 (Snow-fur's judgement on this entry is still pending)
9) Rath, 6/10 (Snow-fur's judgement on this entry is still pending)
10) Jeek, 5.7/10 (Snow-fur's judgement on this entry is still pending)
11) Ace, 3/10 (Snow-fur's judgement on this entry is still pending)
12) Avatar of Kokusho, 5.6/10
13) moogie, 6.1/10
14) Skitsojd, 4.9/10
15) NewlyEarthbound, 5/10
16) Alx, 6.3/10
Round II:
Skitsojd: 6.7/12
Ace: 4.5/12 (Judgement from Snow-Fur pending)
moogie: 8.7/12
Krey: 5.5/12
Avatar of Kokusho: 6.4/12
DarkArchangel: 7.1/12 (My judgement of this is pending. I need someone to forward me a copy of the submission)
Rath: 7.2/12
thisvoid: 6.7/12
rowsdower: 8.5/12
Alx: 7.7/12
epoch: 7.4/12
Jeek: 6.5/12
Spanglegluppet: 7/12
zu_Faul: 6.9/12
newlyearthbound: 8.6/12
Cubus 2/12 (Judgement pending from Snow-Fur and Kraj)
1) moogie - 14.8
2) rowsdowser - 14.5
3) Alx - 14
4) Epock - 13.9
5) newlyearthbound - 13.6
6) Rath - 13.2
7) thisvoid - 12.3
8) Jeek - 12.2
9) Avatar of Kokusho - 12
10) Skitsojd - 11.6
11) zu_faul - 11.5
12) Spanglegluppet - 11.2
13) DarkArchangel- 10.1
14) Krey - 9.6
15) Ace - 7.5
16) Cubus - 6
This Round, based on the actual search.
For the art pieces. I really wanted to improve this round over the official version, which I felt was by far the weakest round of the lot for entertainment purposes, as many of the art pieces pigeonholed themselves into a particular slot and it all felt very predictable. With that in mind I've tried to pick broader pieces that I felt allowed themselves to a range of ideas. I actually like the fact that the pictures are uncropped since cropping a picture to card-size can really change the emphasis of the artwork. I've also just allowed more options, with 15 piecese from which you only have to use 12, and to meet people with less of a taste for anime art in the middle, using a few sites that were suggested in the other thread (I saw several pieces in PolarBearGod's thread I wanted to use, but since no artist was listed to credit, I felt it was inappropriate to do so).
Color tinting as we've seen on cards like Goblin Charbelcher is allowed.
Good luck, all. I'd like to get this contest moving at a bit brisker pace now that Finals are behind us, and would like to close off submissions for this round by midnight of Tuesday the 19th, when it becomes Wednesday the 20th.
GAYMERS, the cause of, and solution to, all life's problems.
also: should we submit card scans with our entries?
also2: are we limited to one 150 word paragraph as in the official rules? or are you going to change that, as you have for the other two challenges?
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Yes.
Legendary Creature – Human Designer (MR)
Brian Tinsman, Set Designer can only be cast during the third set of a block.
When Brian Tinsman, Set Designer enters the battlefield, ignore all flavor and mechanics of the first two sets in the block.
"Ok so what do we have here... gothic horror? Scrap it. Expand the Devine Vs. Demonic duel deck to 244 cards and print it!"
2/2
Todd Lockwood
Barrier to Entry - 2W
Enchantment
Whenever a creature comes into play under an opponent's control, he or she sacrifices it unless he or she pays X, where X is 3 minus the converted casting cost of that creature.
Jason Engle
Capitalize - 1WW
Enchantment
Whenever you are dealt damage, add that much colorless mana to your mana pool. This mana does not cause mana burn. Until end of turn, this mana doesn't empty from your mana pool as phases end.
Shirtosuki
Dispossess - U
Sorcery
Attach all auras and equipment attached to target creature to another target creature.
Mariolle Aurore
Bandari Seductress - 4UUU
Creature - Human
Indestructible
Whenever a creature comes into play, gain control of it as long as Bandari remains in play.
1/1
Meisan
Static Charge - 1R
Instant
The next instant or sorcery spell you play this turn deals 3 damage to each of its targets.
Justin Sweet
Unrepentant Traitor - 2RR
Creature - Human Mercenary
Upkeep: Target opponent gains control of target creature you control.
At the beginning of your upkeep, Unrepentant Traitor deals damage to target player equal to the number of creatures he or she controls.
3/4
Jeremy Jarvis
Fetishistic Armor - 1B
Enchantment - Aura
Enchant Creature
Imprint - When Fetishistic Armor comes into play, you may remove a creature card in a graveyard from the game.
Enchanted creature gets +2/+1 and has protection from creatures that share a creature type with the imprinted card.
Brom
Blighted Blackguard - 1BB
Creature - Human Assassin
Whenever a creature blocks, is blocked by, or becomes the target of an ability of Blighted Blackguard, destroy that creature. It can't be regenerated.
3/2
Anne Stokes
Wurm Whelp - 2GG
Creature - Wurm
Trample
G: Wurm Whelp gets +1/+1 until end of turn.
GGG: Wurm Whelp gains flying and loses trample until end of turn.
2/3
Frank Frazetta
Naked Power - 3GGG
Enchantment
Whenever you reveal a creature card from your library, you may sacrifice two creatures. If you do, put the revealed card into play.
Noah-kh
Realm of Possibilities
Land
When Realm of Possibilities comes into play, change a land type of target land you control to another type.
: add 1 to your mana pool.
Matthew D. Wilson
Milling Machine - 4
Artifact Creature - Golem
Milling Machine doesn't untap during your untap step.
Whenever Milling Machine deals combat damage, put the top two cards of target player's library into his or her graveyard. If a land was put into their graveyard in this way, untap Milling Machine.
4/4
I wish I had a little more time to refine some of these cards, but this is the only chance I'll have to use a computer before the round ends. In any case, the time pressure actually stirred some creative juices, since a couple of the cards seem to come fully formed in my mind. My main focus was to match the art to the abilities of the card, and I think I did them all justice. I particularly like Realm of Possibilities in this regard. I didn't have the time to fully research whether Static Charge works...I know you can deal damage to non-creature permanents, and hope the same applies to spells. This was a situation where I hoped that wording elegance outweighs the possibility of meaningless card interactions. I wanted to make a 1/1 Timmy card, and I think the art of Bandari Seductress lent itself nicely to that end. All-in-all, I would want to play with all 12 of these cards (with the possible exception of the Seductress ), so I'm pretty happy with the results.
The rules were changed somewhat confusingly during the contest.
Anywhoo.
Forge of Eternity (uncommon)
Artifact Land
: Add to your mana pool.
:xmana:, : Put a 0/X colorless artifact creature token with defender into play under your control.
Drawing Board (rare)
Enchantment
Drawing Board comes into play with one plan counter on it.
Whenever you discard a card, put a plan counter on Drawing Board.
Remove a plan counter from Drawing Board: Draw a card.
Gift of the Grove (common)
:1mana::symg:
Instant
Add :symg::symg::symg: to your mana pool.
Deja Vu (If this spell was played immediately following a spell with the same name as this spell, untap lands equal to this spell's converted mana cost.)
Sunspire Adjudicator (uncommon)
:1mana::symw::symw:
Creature - Human Advisor
1/3
:symw:, : Tap target creature.
Justice :2mana::symw: (If this creature would be put into a graveyard from play, you may pay :2mana::symw: and remove it from the game instead. If you do, destroy target creature.)
Freelance Riders (common)
:2mana::symr::symr:
Sorcery
Put three 1/1 red Warrior creature tokens with haste into play. Sacrifice them at end of turn.
Tormented Vapire (rare)
:2mana::symb::symb::symb:
Creature - Vampire
4/4
Whenever a creature dealt damage by Tormented Vampire is put into a graveyard, put a +1/+1 counter on Tormented Vampire.
:symb:, Remove a +1/+1 counter from Tormented Vampire: Target creature gets -2/-2 until end of turn.
Stuff:
Forge of Eternity: This is my attempt at an uncommon version of Vitu-Ghazi's token generation. The tokens are simply for defense, something essential to an early strategy.
Drawing Board: This works two-fold, first, against discard, this is a powerhouse. It works just like Moat does against Goblins. Second, it also counteracts the discard part of some blue draw spells, making it an outstanding first drop, followed by a Careful Study. The balance here is that in order for it to work more than once, someone has to make you discard something. No discard = no drawing.
Gift of the Grove: Acceleration is a green ability. So why doesn't green have a cost
Sunspire Adjudicator: What do judges do besides prevent bad people from doing bad things? Make sure they never do bad things again. That's the idea behind the Justice ability. The idea is whenever a creature with the ability is killed, Justice is served by another creature. Someone has to be blamed for my creatures dying, why not my opponents?
Freelance Riders: Pure, simple red "Make some creatures, deal some damage, then resume chaos" strategy card. The idea here is the riders are a group of mercenaries that the player hires to do some damage. But once they do they're job, they're gone.
Tormented Vampire: It's a vampire, with a twist. Vampires kill things, right? Well, who said Dracula could only kill with a melee biting? This guy is a 4/4 for 5, and triple black, but once he gets going... it can get very sick, very fast. Not only can he kill X/1's and X/2's, but he can also block a 6/6, remove a counter, kill that creature and get his counter right back. (Assuming he has 2 +1/+1 counters to begin with).
Akki Exile 1RR (R)
Creature – Goblin Soldier Traitor
When Akki Exile comes into play choose one: Goblin or Traitor. Akki Exile loses the chosen creature type
Entwine : Sacrifice a red creature
Goblins get -1/-1
Soldiers can't block
2/2
Akki Exile is the link to the Kamigawa block, and is essentially a representative of all goblins and goblin-haters. Akki Exile is in itself a contradiction of concepts, however the flavour aspect of this card allows for its abilities to exist. The concept of an Akki being exiled for reasons left to the player's imagine (the creature type soldier hints that (s)he was a soldier who deserted the Akki clan) allows for the twisted nature of its abilities. I decided to use Entwine upon a creature as to allow for multi-pathed ways to play with the card. Akki Exile can be played in different ways, hence the attractiveness of the card, such as paying one choice and not the other, or both, or another choice. The costs of the card are balances, as the double red in the mana cost ensure some dedication to red, and the sacrifice of a red creature allows its controller to play other red creatures than goblins, as Akki Exile does not favour other goblins well
Kio, Identity Absorphate 7 ( R )
Legendary Artifact
When Kio, Identity Absorphate comes into play, search your library for eight different creature cards and remove them from the game face down. If you can't remove Kio, Identity Absorphate from the game.
At any time when you could play an sorcery, you may reveal a card removed by Kio, Identity Absorphate at random. If you do, Kio, Identity Absorphate becomes a copy of that creature until end of turn. Play this ability only once per turn
Mirrodin's link to the past and the present lies in the future of this creation
Kio stems from an idea of both randomisation and allowing its controller a certain element of control over the game. By having eight different creatures removed, it reduces the chance of reliable effects when its ability is used. The fragile nature of Kio, Identity Absorphate may upset Spike. Johnny will love this card, as the manipulation of creatures can prove to have interesting effects upon the game. Timmy may be interested in this too, as it allows him to fetch huge creatures such as Akroma and Force of Nature, and put them into play for free (essentially). The challenge with creating this card was that I found the balance between cost and reward was extremely hard to balance. Having an outlet for a free and essentially tutored creature has the potential to be potentially game-breaking, and thusly comes with a heavy price tag – in Kio's case, a mana cost of 7, the legendary and artifact types, and the unreliability of its ability. Kio is this card collection's link to Mirrodin, through the experiments Memnarch preformed upon a revolutionised Mirrodin. With his creator Karn gone, Memnarch essentially steals life from other planes and places them upon Mirrodin. Kio acts as an outlet for these abductions in its place in the flavour of Mirrodin.
Resonations 2UU ( U )
Instant
Counter target spell and put a copy of it onto the stack. It gains "Split Second"
The time rifts of Dominaria forced the Spellcrafters to adapt. A spell was no longer temporary, but rather a resonating tune to be duplicated
Resonations follows the pattern of Time Spiral cards of pushing the mechanic of Split Second. This interesting counterspell follows the flavor of the Time Spiral block by presenting the fluctuation of Magic and the effects of the Time Rifts upon the normal undertakings of life (and of the game). The mana cost of Resonations combines the effects of a counterspell, a Split Second attachment and a copy of a spell. Sitting at a converted mana cost of 4 allows this card to be enjoyed by both Spike and Johnny, as this allows Spike to run it along with or replacing Rewind slot spells, and allows Johnny to mess around with the Split Second attachment the new copied spell receives.
Forest's Maw 3GG ( R )
Creature - Kavu Monstrosity
Kicker — Sacrifice five lands
When Forest's Maw comes into play, put a +1/+1 counter on it for each forest in play
When Forest's Maw comes into play, if you paid the kicker, put a +2/+2 counter on Forest's Maw for each non-forest basic land type you control
The land becomes one with the Maw, as it absorbs all that is crushed beneath it to harden its scaley exterior
3/3
Forest's Maw hails from the Invasion block, a time where Kavu were much loved and Kicker was rampant. Forest's Maw follows the basic land theme - Domain. This Kavu allows the player the option of playing both mono-green decks, and Domain decks, as both are given bonuses by the Kavu, though the reward of playing a Domain deck is far greater than a mono-coloured deck. Forest's Maw is typically a Timmy card – a green creature which is huge. Forest's Maw may be popular with Spike, though the drawback of its mana cost may hold it back from serious play. The creation of this card came from the bottom up essentially, as the ability of a Domain creature seemed an intereting route to venutre down. Due to being Invasion block themed, this card's role as a Kavu was perfect, as the flavour of a Kavu as creatures created by Gaea to fend off the Invasion seemed to fit Forest Maw's size and purpose. Kicker is an iconic mechanic of Invasion block, and is featured on many Kavu. It gives the player choice – something extremely important in Magic. The Kicker cost fits in with the flavour – that is, that the land itself becomes part of the creature as it grows in size as it moves.
Ravenous Detrivore B ( C )
Creature – Rat
When Ravenous Detrivore comes into play, sacrifice a creature
Ravenous Detrivore gets -1/-1 for each creature in play.
Whenever a creature is put into a graveyard from play, put a +1/+1 counter on Ravenous Detrivore
The Pits of Otaria were strewn with the corpses of pit fighters whose fabulous careers had delivered a small meal for the rodents
2/2
Ravenous Detrivore signals the Onslaught block's influence, and follows the Pit Fights of the set. Further mentions of the Pit Fights are seen in the Pit Fighter legends (Visara, Rorix, Silvos, Ixidor & Jareth) and in other cards such as Misdirection. Ravenous Detrivore's name lies within the flavour of the card, with a detrivore being a creature which recycle organisms and return it to the world (food chain etc). This creature follows the design of a small-costed creature with drawbacks, however Ravenous Detrivore provides options for the player to gain a considerably good creature in this Rat.
Boros Reactionary Tactics RW ( C )
Instant
Prevent the next 1 damage that would be dealt to each creature you control. For each damage prevented this way, prevent 1 damage to you until end of turn. At end of turn, deal 1 damage to target creature for each damage prevented to you this turn.
Boros Reactionary Tactic is the link to Ravnica block, and follows both white and red's connection to damage prevention and the Boros Legion's flavour aspects. This card uses your creatures as an army to protect you rather than as two separate entities. This trick allows for Boros players to interact with other Boros mechanics and flavours such as first-strike, Radiance etc. The steadfast nature of the Boros lends itself to this card in the form of damage prevention and the ultimate damage dealt at the end of the turn. The damage of the card also ties with other damage Boros players might run, allowing for its inclusion within Boros themed decks and concepts.
Paragraph:
Each of these cards were created from either their block, mana cost or purely through flavour. My cards seem to follow the concept of improving conditions for the players in the sense of providing alternate choices and pathways. Kio has been idea of mine for some time which has been perfected and Akki Exile is a nod to the direction I'd like to take with cards – that is, mixing ideas, themes and mechanics to create choices for the player. Ravenous Detrivore is cute and interesting to play with, as is Forest's Maw in providing alternate routes for the player. Kicker and Entwine follow this concept excellently, and both are used to explain its importance
Land
Whenever you attack with two or more creatures, you may put Avys Hive from your hand into play tapped.
:symtap:: Add to your mana pool.
Ri Coil (rare)
Artifact
All artifacts lose all abilities as long as they are tapped.
That which is powered up must power down.
Fierce Judgement (uncommon)
:symw::symr:
Sorcery
Discard a card at random. If you discard an artifact, enchantment, creature or land card, destroy target permanent which shares a type with the discarded card. Otherwise, you may repeat this process.
Bear Witness (common)
:2mana::symg:
Creature — Bear Shaman
Whenever a card would be put into your hand from your graveyard, if Bear Witness is in your graveyard, you may put it into play.
2/2
Scorpion Pit (rare)
:2mana::symb::symb:
Enchantment
Whenever a creature deals combat damage to a player, that player gains a poison counter. (A player with ten or more poison counters loses the game.)
Sacrifice a creature: Remove a poison counter from yourself. Any player may play this ability.
Ghost Cog (uncommon)
:3mana::symu::symu:
Instant
Untap all permanents.
Machines can only do so much without magic.
Avys Hive is a beatdown tool to help accelerate being a welcome draw in both early and midgame. Since it doesn't come into play tapped, it doesn't hinder a deck's start unless the deck in question is rather colour sensitive. It would most likely appear in a creature-heavy block or a block which revolves around a lot of spell play, to enable decks to use more than mana to keep playing spells.
Ri Coil (I liked the quirkiness of the name over Alphabeta Orb or Monorb and felt it was a bit better than Off Switch) emulates early artifact rules for modern artifacts. It only costs because it is a deceptively weaker than it first appears and it's a very situational hoser. Its presence doesn't completely shut down artifact decks, but is still potent if used correctly. It would probably appear in an artifact block especially one with dangerous or numerous (maybe a keyword ability is involved) continous effects.
Fierce Judgement is a red twist on removal which covers all permanents. Red and white are the best colors for the card since between them, they are the best at removing all four permanent types. The card's cost and rarity is due to the drawbacks when compared to Vindicate, the randomness/card disadvantage and the possibility of a miss. People will frown on cards like Lightning Axe due to card disadvantage, but they will appeal to some who like the tempo advantage of removing a threat earlier, and being able to play their own threats. The card would probably appear where a group like the Boros existed, highlighting the hastiness of red and the lawful arm of white.
Bear Witness should make people smile. They should smile at the pun and they should smile because it can be rewarding if played correctly. I love puns so I couldn't help myself here when I realised one of the potential partnerships this mechanic has. I dislike cards which are too obvious, hence I refrained from adding a sacrifice, discard or "Dredge" effect to this one. If you make the card work for you, a 2/2 is your reward. If you go the extra mile you can have four (recurring) 2/2s quicker than most other decks. The card would probably appear in a block concerning the graveyard or with a general (mechanical) theme about the use of cards from nonhand zones.
Scorpion Pit is a nostalgic card for a couple of (obvious) reasons. Pit Scorpion is reason number one. Poison counters is reason number two, half imbedded in reason number one. This enchantment's abilities attempt to balance out poison counters in comparison to damage. The second ability subtlely focuses the game on creature interaction and numbers during play with one or more Scorpion Pits in play. It would probably appear in a nostalgic set like Time Spiral, or one with a setting suitable for poison mechanics, e.g. an Egyptian themed block.
Extra Note — The picture would explain why this is not a token generator like the name would suggest. It would have random creatures in an Odyssey style pit-fight wearing scorpion suits. The perfect balance of cute and deadly.
Ghost Cog is rather self-explanatory combo card. It screams "build around me" as much as it whispers "I could be useful". I think players will have a ball building decks around it. Activated abilities, mana generation etc... they're choice of permanents are unlimited. Apart from those combo uses, it can be used in a pinch (think Turnabout) for blockers or a graveyard full of Battle Screeches. Its symmetry balances its potential power and allows for more fun since the opponent has an easier time interacting during a combo turn. It could appear in any block, though it would have the best synergy in an artifact or creature heavy environment.
Aspe Dualist 4W (C)
Creature - Cat Warrior
Whenever a creature deals damage to <this>, it deals that much damage to that creature.
In Aspe teaching, an eye for an eye is fine as long as it makes you blind.
3/2
Shimo the Roused GU (R)
Enchantment Creature - Spirit
Each creature gets +1/+1 for each additional card type it has. (The card types are artifact, creature, enchantment, instant, land, and sorcery.)
The Great Awakening brought great destruction, but what it created was even more terrifying.
1/1
Crippling Influence 1B (C)
Instant
Put a link counter on target creature.
Target creature with link counter on it gets -2/-2 until end of turn.
Blithing Fury R (U)
Sorcery
<This> deals 1 damage to target creature or player.
Chain (Until end of turn, you may play cards in your hand as though they were copies of this card.)
Shard of Paradise (U)
Land
When <this> comes into play, you may have it come into play tapped. If you do, lands you control have "Tap: Add a mana of any colour to your mana pool" until end of turn.
Tap: Add 1 to your mana pool.
Dimension Ripper 4 (R)
Artifact
When <this> comes into play, each player separates all creatures he or she controls into two piles.
Whenever a creature comes into play, its controller puts it into one of the piles.
Creatures can only attack or block with other creatures in the same pile.
Explanation:
The real contestants opted for either all-safe or all-risk; I chose the middle ground.
1st and 5th are generic cards usable for any block, although the optional CiPT ability in the latter can be a minor mechanics.
While the 3rd would stand on its own, it has more depth since you can add the link counter on one creature and hit another.
4th allows junk in your hand to be converted into something useful, which is good for fast decks in later turns.
Shimo, the boldest card in this submission, is meant for a block with lots of animation effects. While the blue may seem odd, it is there since the boost applies on artifact creatures and blue has strong affinity to artifacts.
6th is just a fun cross between the divvy cards in Invasion and Raging River. It forces decisions on all players, as creatures can’t switch between piles
Rare Sorcery Cycle (loose)
Rush of Magma :1mana::symr::symr::symr:
Sorcery (R)
Reveal up to two random cards from your hand. For each revealed creature card, Rush of Magma deals damage equal to their its converted mana cost to target creature.
Rush of Decay :2mana::symb::symb:
Sorcery (R)
Reveal up to two random cards from your hand. For each revealed sorcery card, target opponent loses life equal to the its converted mana cost.
Rush of Innovation :3mana::symu::symu:
Sorcery (R)
Reveal up to two random cards from your hand. For each revealed instant card, draw 2 cards.
Rush of Blades :symw::symw:
Sorcery (R)
Reveal up to two random cards from your hand. For each revealed enchantment card, you gain life equal its converted mana cost.
Rush of Oaks :4mana::symg::symg:
Sorcery (R)
Reveal up to two random cards from your hand. For each revealed sorcery card, put a 6/6 green Wurm token into play.
This is a loose card cycle which follows the template of revealing a random card to gain an effect dependant upon the revealed cards. This lends some choice in how the cards are played, as they can be modelled around individual decks, or hold their own. A few effects have been modified to control power levels such as drawing cards.
Uncommon Land Cycle (tight)
Volcanic Recesses
Land (U)
As you long as you control a mountain and a swamp, Volcanic Recesses has ": Add :symg::symb: to your mana pool"
Shimmering Glades
Land (U)
As long as you control a forest and a plains, Shimmering Glades has ": Add :symg::symw: to your mana pool"
Flooded Longshore
Land (U)
As long as you control an island and a plains, Flooded Longshore has ": Add :symu::symw: to your mana pool"
Freshwater Wetlands
Land (U)
As long as you control a swamp and an island, Freshwater Wetlands has ": Add :symb::symu: to your mana pool"
Treetop Ridges
Land (U)
As long as you control a mountain and a forest, Treetop Ridges has ": Add :symr::symg: to your mana pool"
These uncommon lands are a tight cycle and follow the allied colour pairings. These lands reward those who play with both colours and the basic lands in those colours, as opposed to playing lands such as fetchlands and other off-coloured lands. These uncommon lands can be played in limited effectively, as they allow an effective fixing of mana bases for a decent. land spot
Common Creature Cycle (tight)
Wraithwing Scout :1mana::symu:
Creature - Human Spy (C)
As long as you control two or more islands, Wraithwing Scout has flying
1/2
Mireblood Scout :1mana::symb:
Creature – Human Spy (C)
As long as you control two or more swamps, Mireblood Scout has “:symb:: Regenerate Mireblood Scout.”
1/2
Stoneclaw Scout :1mana::symr:
Creature – Human Spy (C)
As long as you control two or more mountains, Stoneclaw Scout has haste
1/2
Barkskin Scout :1mana::symg:
Creature - Human Spy (C)
As long as you control two or more forests, Barkskin Scout has trample
1/2
Glarewrist Scout :1mana::symw:
Creature - Human Spy (C)
As long as you control two or more plains, Glarewrist Scout has vigilance
1/2
This cycle of Common Human Spies are cheap costed and rely upon a small devotion to the creature's colour. These creatures reward those who play either mono-coloured decks, or those who play two of the same land type in the first two turns. These creatures are quite flavorful and are effective in both limited and somewhat in constructed.
Also, Cubus is dropping.
You can post whatever art alterations or renders you want. They're not required and not calculated into scores, but they can certainly help express a specific idea.
Riot Qweller WW
Creature - Human Cleric (U)
W, T: Tap target creature and all other creatures with the same name as that creature.
1/2
Eternal Servitude 2WW
Enchantment (R)
Whenever a creature is put into your graveyard from play, you may pay its mana cost (mana costs include color), if you do, return that creature to play.
Viceral Calm UU
Sorcery (C)
Until the end of your next turn, players can't play spells.
Stasis Void 5UU
Creature - Illusion (R)
Flying
Other creatures don't untap during their controllers' untap step.
5/5
Render note: Try as I might, I can't get the (number) off the render, if anyone knows how, it would be greatly appreciated
Enchantment - Aura (U)
Enchant Creature
As an addtional cost to play Skeletal Graft, remove a creature card in your graveyard from the game.
Enchanted creature gets +X/+0, where X is the removed creature card's power.
Cruel Harvest 4BB
Sorcery (R)
Return two target creatures in a single graveyard to play under you control.
Render note: color corrected
Sorcery (C)
Gain control of target creature until end of turn.
Travelling Pillager 1RR
Creature - Human Nomad (U)
Whenever a land is put into a graveyard from play, put a +1/+1 counter on Travelling Pillager.
2/2
Chameleonic Wurm 3GG
Creature - Wurm (C)
2: Choose a basic-land type, Chameleonic Wurm gains landwalk of that basic-land type until end of turn.
3/4
Rebirth of Summer 7GG
Sorcery (R)
Sacrifice each permanent you control. For each permanent you sacrificed this way, search your library for a permanent card and put it into play. Then shuffle your library.
Render note: (obviously) color corrected
Land (C)
Prismatic Hallway comes into play tapped.
T: add 1 to your mana pool.
T, Return Prismatic Hallway to it's owner's hand: Add two mana of any one color to your mana pool.
Hallucinifier 3
Artifact (U)
Whenever Hallucinifier becomes untapped, put the top card of target player's library in his or her gravyard.
1: Tap Hallucinifier.
2: Untap Hallucinifier.
---
I liked this challenge alot, as msot of my design is top down. This batch of art was much better than the previous ones(Wotc's and TIBA's first), as there was more variation and more room for interpretation.
For this challenge, I tried my best to do at least a fair bit of innovation (i know that not all of my cards succeed in that, but in some places; notably at common, there isn't much room for that). I still do my best to design simple, elegant, cards that do interesting things, and I think i succeeded in that respect this round.
As usual: Judges, if you didn't get my pm, let me know.
White (Uncommon) - answer to tokens - Valiant Hulk
Valiant Hulk 3WW
Creature - Giant Knight
Vigilance
XW: creatures with converted manacost X or less can't block Valiant Hulk this turn.
Valiant Hulk can block any number of creatures as long as their total converted mana cost is 5 or less.
3/4
White (Rare) - Johnny-enchantment - Prismatic Shield
Prismatic Shield 3W
Enchantment
Imprint - When Prismatic Shield comes into play, remove the top card of each player's library from the game. (Those cards are imprinted on Prismatic Shield.)
You and creatures you control have protection from all colors of each card imprinted on Prismatic Shield.
Blue (Common) - Sorcery, no bounce or draw - Deep Freeze
Deep Freeze U
Sorcery
Tap target permanent.
Until the start of your next turn, if that permanent would become untapped, it remains tapped instead.
Blue (Rare) - Timmy creature - Enticing Dominator
Enticing Dominator 4UU
Creature - Human Wizard
Whenever Enticing Dominator blocks or becomes blocked by a creature with converted mana cost 3 or less, gain control of that creature (This effect doesn't end at end of turn.)
4UU: target creature blocks Enticing Dominator this turn if able.
3/3
Black (Uncommon) - Aura to put on own creatures - Vexing Imprisonment
Vexing Imprisonment 1B
Enchantment - Aura
Enchant Creature
Enchanted creature can't attack or block.
Enchanted creature has: "2,T: Target opponent loses 2 life."
Imprisoned for crimes most heinous, Baron Zorj could still inflict grief on his victims. Only years later, did his jailers think of checking his letters.
Black (Rare) - Anything - Spiretop Stalker
Spiretop Stalker BB
Creature - Human Rogue
Whenever Spiretop Stalker deals combat damage to a player, you may play an Instant or Sorcery card in that player's graveyard. You may pay black mana as if it was mana of any cost to pay that card's mana cost. Remove that card from the game if you play it.
He can steal things you never even knew you had.
1/1
Red (Common) - Instant or Sorcery, no damage or destruction - Funeral Pyre
Funeral Pyre R
Sorcery
As an additional cost to play Funeral Pyre, sacrifice a creature or a land.
Add RRRR to your mana pool.
Red (Uncommon) - 'Build around me' creature - Courtesan Adept
Courtesan Adept RR
Creature - Human Shaman
Creatures you control have Protection from cards you control.
She survived Earthquake, Hurricane and Pestilence, as well as a regime change or two.
2/2
Green (Common) - creature for 4 mana or more - Oakcrusher Wurm
Oakcrusher Wurm 3GG
Creature - Wurm
Trample
Afterlife — As long as Oakcrusher Wurm is the top card of your graveyard, at the beginning of your attack phase you may have target creature gain Trample until end of turn.
4/3
Green (Rare) - non-creature spell with 'wow-factor' - Stittlewood Curse
Stittlewood Curse 1GG
Sorcery
Target creature becomes a Forest (It is no longer a creature. This effect doesn't end at end of turn.)
The ancient forest doesn't fight its enemies. It absorbs them.
Land (Common) - mana fixer for limited - Secluded Dale
Secluded Dale
Land
T: Add one colorless mana to your mana pool. If you control two lands or less, instead add one mana of any color to your mana pool.
It's every place you've never been.
Artifact (Uncommon) - Millstone ability - Avelina's Hookah Pipe
Avelina's Hookah Pipe 3
Artifact
3,T: Put the top two cards of target player's library into his or her graveyard. That player gains 2 life.
Insert gratuitious drug reference here.
EDIT: Alternative flavor text for Stittlewood curse, which was cut at the very last moment:
Never tell a Stittlewood shaman that her butt looks fat. Even if it does. Especially if it does.
Retribution of Guilt WW
Instant (U)
You gain 2 life.
Replicate — Destroy target creature with converted mana cost 0.
Invigorating Vapors 3WW
Enchantment (R)
Whenever a non-token creature is put into a graveyard from play, put a 1/1 white spirit creature into play.
Whenever a token creature is put into a graveyard from play, return a creature from your graveyard to play.
"Whisps of smoke and spirits of the past. Both temporary for this world, both equally as useful."
Kii-ny Reality-Weaver 2R
Creature - Human Wizard (U)
Whenever you play a spell, Kii-ny Reality-Weaver becomes those spell's colors until end of turn.
Whenever an opponent plays a non-creature spell, if it shares a colour with Kii-ny Reality-Weaver, put a copy of it on the stack. You may choose new targets for it.
Her weavings allow insight into chaos - the potential to shred possibility like her paper spells
Besiege 2RR
Sorcery (C)
For each non-basic land in play, put a 3/1 red Construct creature token with Haste into play. At end of turn, sacrifice all Constructs you control.
The Artificers created the temporary constructs to oppose the looming walls of the Shimming Citadel.
Binding Command 3BB
Sorcery (R)
As an additional cost to play Binding Command, tap a creature you control.
Destroy all tapped creatures unless target opponent pays 5 life.
Simple questions dissected and removed from a creature's brain can leave it praising the very ground you tread.
Rotting Greenhouse
Land (C)
Imprint - ,T: Search your library for a basic land card and remove it from the game. (The removed card is imprinted on this land)
T: Add one mana that the imprinted land could produce to your mana pool.
The decrepit corpse of a once-fertile focal point for Nature
Sinister Shrinkings 2GG
Enchantment (R)
Sinister Shrinkings comes into play with a growth counter on it.
Creatures you control have power and toughness equal to the number of growth counter on Sinister Shrinkings.
Whenever a creature you control deals damage, put a growth counter on Sinister Shrinkings.
Druids employed shrinking strategies to both perform reconnosaince from both up-close and afar.
Exoskeletal Parasite 4G
Creature - Insect Mutant
Graft 1
Whenever a +1/+1 counter is moved from Exoskeletal Parasite to another creature, gain control of that creature as long as it has a +1/+1 counter on it.
It grafts its bones to fit its allies, to both protect and control.
1/1
Torturous Barricade 5
Artifact (U)
Suspend 3 — 3
At the beginning of your upkeep, if Torturous Barricade is suspended, each player puts the top card into their graveyard.
,T: Shuffle your graveyard into your library.
The barricade emerges from the portals, encasing the victim, and begins to slowly fracture his mind.
Dangerous Secrets 4U
Sorcery (C)
Each player reveals his or her hand. For each card revealed, gain control of target permanent which shares a name with that card in play.
"Secrets kept are secrets waiting to be stolen"
Ikuna, Dragon Duchess 3UU
Legendary Creature - Human Wizard
When Ikuna, Dragon Duchess comes into play, search your library for a creature and remove it from the game.
Ikuna, Dragon Duchess has power and toughness equal to the removed card's converted mana cost.
4UU,T: Put a creature card removed from the game by Ikuna into play and remove Ikuna from the game.
Her followers' loyalty extends into all forms of life - the deceased, the spirit, the mind and the physical.
*/*
Cultist's Bindings 2BB
Enchantment - Aura
Enchant Creature
At the beginning of your upkeep, put a devotion counter on enchanted creature and on each other creature its controller doesn't control.
At end of turn, put a -1/-1 counter on creatures with devotion counters.
In order to attain ascendancy, one must prove both loyalty to the Cult, and be willing to suffer anything to succeed.
With my cards I have attempted to stay within the boundaries of the Art as much as possible, while keeping the individual abilities innovative and interesting. I enjoyed making Rotting Greenhouse, and it seemed a decent enough use of Imprint - the corpse of a land given new life. Each card also attempts to connect the art to both flavour and ability, ensuring the complete card is both relevant and fun to play.
White uncommon (answer to tokens)
Arbitary Detainment 1WW
Enchantment - Aura
Enchant creature
Enchanted creature and creatures with the same name as it doesn't untap during its controller's untap steps unless its controller pay 1.
White rare (Johnny enchantment)
Highlander's Sovereign 1W
Enchantment
Creatures you control are legendary and get +2/+2.
Blue common (Sorcery)
Disinterest 1U
Sorcery
Creatures don't untap during their controllers' next untap steps.
Blue rare (Timmy creature)
Ophidian Subduer X1UU
Creature - Human Wizard
When <this> comes into play, gain control of any number of target creatures with total converted mana cost of X or less.
1/1
Black uncommon (Aura on your creature)
Skeletal Brace B
Enchantment - Aura
Enchanted creature has fear and must attack each turn if possible.
Black rare (Anything)
Grim Warden 1B
Creature - Human Warrior
Whenever <this> attacks and is unblocked, you may sacrifice <this>. If you do, return target creature from your graveyard to play attacking. Remove that creature from the game at end of turn.
1/1
Red common (Instant or sorcery)
Barreling Tactics R
Instant
Creatures with converted mana costs 2 or less can't block until end of turn.
Red uncommon ('Build around me' creature)
Arko Gearmancer 2R
Creature - Human Wizard
Equipment you control have "2, Unattach this equipment: This equipment deals 2 damage to target creature".
2/2
Green common (creature with >=4 converted mana cost)
Canopy Draconoid 3G
Creature - Wurm Mutant
<This> can't be blocked except by creatures with flying.
If you control two or more untapped forests, <this> can't be target of spells or abilities.
2/2
Green rare (noncreature spell)
Verdant Mandate 2GG
Sorcery
Sacrifice a noncreature permanent. Search your library for up to X basic land cards and put them into your hand, where X is the amount of coloured mana in that permanent's mana cost. Then shuffle your library.
Artifact/land common (Mana fixer)
Hazy Landscape
Land
Tap: Add 1 to your mana pool.
Tap, Reveal a card from your hand, Sacrifice <this>: Add a mana of any colour of the revealed card to your mana pool.
Artifact/land uncommon (Millstone variant)
Sightless Orb 3
Artifact
2, Tap: Put the top card of target player's library into his or her graveyard. If another nonland card in that graveyard has the same name as it, instead remove it from the game and he or she may play it as though it were in his or her hand until end of turn.
White uncommon, subtle token-answerer.
Art: Senyphene's artwork, #7 in first post.
Soul Essence 2WW
Creature- Spirit (U)
Soul Essence cannot be blocked by Saprolings.
Soul Essence gains +1/+1 for each Saproling in play.
0/1
White rare- Johnny enchantment
Art: Matthew D. Wilson's art, #1 in first post
Deus Ex Machina 3WW
Enchantment (R)
Play with your hand revealed.
If a creature would come into play, that creature's controller removes it from the game and put an X/X Construct creature token into play instead, where X was the removed creature's toughness.
Sacrifice two Constructs: Gain 3 life.
Blue common sorcery, no bounce, draw, or filtering
Art: Melissa Uran's art, #2 in first post
Allegiance 2U
Sorcery (C)
Gain control of target creature with power 1 or less. (This effect does not end at end of turn.)
Blue rare creature that Timmy would like
Art: Shirotsuki's art, # 8 on first post
Draining Spirit 6UU
Creature- Spirit
When Draining Spirit comes into play, search your library for six nonland cards and remove them from the game. If you can't, sacrifice Draining Spirit.
Whenever Draining Spirit deals combat damage to a player, you may remove the top five cards of that player's library from the game.
6/6
Black uncommon aura that I want to put on my own guys
Art: Frank Frizetta, # 10 on first post
Deathwatch 1BB
Enchantment- Aura
Enchant creature
Flash
Enchanted creature has "At the beginning of your upkeep, pay 2 life".
If enchanted creature would be dealt lethal damage, regenerate that creature instead.
Black rare
Art: Todd Lockwood, #15
Imprisonment 2BBB
Enchantment
Pay 2 life: remove target creature from the game.
If Imprisonment leaves play, return all creatures to play under their owners' control.
Red common, instant or sorcery, no damage or blowing up stuff
Art: Meisan, #9
Metacreativity 2RR
Sorcery
As an additional cost to play Metacreativity, sacrifice two artifacts.
Search your library for a noncreature artifact and put it into play under your control. Shuffle your library afterward.
Red uncommon, good draft guy
Art: Justin Sweet, #5
Man of the Mountain 2R
Creature- Human Warrior
When Man of the Mountain comes into play, look at the top two cards of target opponent's library.
Sometimes all you need is a competent scout.
2/2
Green common creature with mana cost higher than four
Art: Anne Stokes, #12
Treeslither Wurm 5GG
Creature- Wurm
Trample
Treeslither Wurm may block as though it had flying.
5/6
Green rare that's "different"
Art: Noah-kh #4
Worldtree 3GG
Legendary Enchantment
At the beginning of your upkeep, you may choose one: Put a 2/2 Elemental creature token with trample into play under your control, search your library for a basic land and put it into play tapped under your control, or put a leaf counter on Worldtree.
Remove two leaf counters from Worldtree: Put a creature card from your hand into play.
Artifact or land, common manafixer
Art: Brom, #5
Deathspire 2
Artifact
T, Pay 1 life: Add one mana of any color to your mana pool.
Artifact or land, uncommon, Millstone-like
Art: Mari0lle Aurore, #3
Sorceress's Enclave
Land
3, T: Put the top two cards of a player's library into their graveyard. That player gains control of Sorceress's Enclave.
---------------------------------------
Some of my choices, while strange, were difficult to make. I am aware that my first card isn't all that subtle, but it is effective. I could not think of a subtle way to answer tokens other than a creature that gets bonuses based on them, and is unblockable by the most common type of token. I am a fan of the white combo enchantment- I feel that you could do interesting things involving certain cards available in the Standard format. I think the best card I made was Worldtree, because of its multiple applications. On some, I had to stretch with the card art, because I used up all the good ones on earlier cards....:)
I hope you enjoy.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
White (uncommon) We need an answer to all the token making in the environment. Be subtle.
Todd Lockwood
Jail-Time 1WW
Enchantment
At the beginning of your upkeep, you may target a creature with a toughness of 1 or less.
Remove targeted creature and all creatures with the same name from the game.
White (rare) We're looking for a weird Johnny-style enchantment
Melissa Uran *Trying to focus on as many members of the picture as possible.
Meeting of the Elders 2WWW
Enchantment
At the beginning of your upkeep, you gain X life. Where X is the number of different creature types you control.
Blue (common) We need a sorcery. No card filtering or drawing. No bounce.
Meisan *With Color Correcting making it bluish instead of reddish.
Sudden Flooding 2UU
Sorcery
Target land your opponent controls is an Island until the end of turn.
Target creature you control gains Islandwalk until the end of turn.
Blue (rare) We need a creature. Something splashy for Timmy.
Matthew D. Wilson *Legs or smokestacks should not be shown.
Rumbling Hoverguard 8UU
Creature – Drone
Flying.
When Rumbling Hoverguard comes into play, you may return up to 3 target creatures to their owner’s hands.
7/7
Rarely Seen. Rarely Forgotten.
Black (uncommon) Make an aura you want to put on your own creatures.
Jeremy Jarvis
Armor of the Cabal 1BB
Enchantment – Aura
Enchant Creature
As an additional cost to play Armor of the Cabal, sacrifice a creature.
Enchanted creature gets +2/+1, Fear, and has “At the beginning of your upkeep, you may sacrifice a creature. If you don’t, sacrifice Armor of the Caba at the end of turnl”.
Black (rare) Can be anything.
Frank Frazetta
Demonic Pact 3BBB
Sorcery
You may pay 4 life as an additional cost to play Demonic Pact, if you do then choose two.
Choose one – Return up to two target creatures from your graveyard into play; or put up to two target creatures in any graveyard into your graveyard; or put an X/X Demon Token into play with its power and toughness equal to the number of creatures in your graveyard.
Red (common) Instant or sorcery. No direct damage or destruction (artifact or land).
Justin Sweet *Try to get a panoramic view of the picture.
Incite Action 1RR
Instant
Creatures target player controls untap and attack this turn if able.
Attacking creatures get -1/-0 until the end of turn.
Red (uncommon) Creature. Want a build around me for draft.
Jason Engle * Focusing more on the creature and less on the barrier. Slight Color Correction to make it redish.
Riftwalker Shaman 1RR
Creature – Human Shaman
Whenever damage is dealt to a creature or player from one source, put a charge counter on Riftwalker Shaman.
1RR,T: Battle Trained Shaman deals divided by X 2 damage to each creature target player controls. Where X is the number of charge counters on Riftwalker Shaman.
1/1
Green (common) Creature. Something that costs four or more mana.
Shirotsuki *The person is color corrected to be green, while the rest stays the same.
Riverwater Dryad 3GG
Creature - Dryad
Lands you control have ",T: Add U or G to your mana pool"
3/3
It is at home, both in the water and in the forest.
Green (rare) Non-creature spell. Green's lacking in "wow" factor.
Senyphine
Gaea's Revenge 5GG
Legendary Enchantment
X1GG: Target land you control becomes an X/X creature with trample that's still a land. (This effect doesn't end at the end of turn)
For eons different species fought across her landscape, scarring her, raping her, making her bleed. Now, it was her turn to fight back.
Artifact or Land (Common) Design a non-color alligned mana fixer.
Noah-kh
Ancient Ruins
Land
Ancient Ruins comes into play tapped.
,T: Add two mana of any one color to your mana pool. You lose one life.
Artifact or Land (Uncommon) Design something that uses the Millstone ability.
Mariolle Aurore
Natural Addictor 3
Artifact
Cumulative Upkeep -- Discard a card.
,T: Target player puts the top X cards of his library into his or her graveyard, where X is the number of age counters on Natural Addictor.
So far I have received PMs from AoK, moogie, Rowsdower, Alx and Ace. If you sent me a PM and aren't one of those five people, I didn't get it so please resend it and/or post in the thread.
Current New Favorite Person™: Mallory Archer
She knows why.
Good luck to all the remaining contestants and I'll leave you with the only card I think is fit for presentation this round, the token-hoser using Artwork #1 by Matthew D. Wilson.
Discriminating Blow (uncommon)
:3mana::symw::symw:
Instant
Remove target attacking creature and each creature with the same name as it from the game.
"Cute? As long as I wake to rodents in my bedsheets, they are anything but cute." — Winlos, Prince of Whettam
GAYMERS, the cause of, and solution to, all life's problems.