I have been lenient on those who did not post cards. Given the no-shows in the past two sessions, that needs to change. It isn't as though I haven't given people enough time...
Starting with this session, if you do not post a card, unless you give a VERY good reason, you will be on probation. If a member on probation does not post a card in a future session, they will be removed from the League.
However, I must make an addendum to this: Sparqman has not posted a card at all this month. In fact, short of a one-word placeholder in session 1, hasn't posted anything. So Sparqman is the first League member to be put on probation. Fail to post again, and you will be removed. I'm sorry if this is harsh, but this league exists to contribute and, hopefully, make us better card makers. If you don't participate, it hurts all of us.
There, that's done. I will post last session's cards in the next update.
Seryph - no card
Ancestral Thoughts Sorcery - Phantasm Phantasm - Discard a card: Gain control of ~. Any player may play this ability but only if ~ is on the stack. Draw three cards. "Just a friction of your imagination.."
Reality Burst Instant The next Phantasm spell you play this turn loses Phantasm and loses all it's spell types until end of turn. "Inner power, power over your mind, is the only weapon to get what you truely desire."
Maokun - no card
Quantum Arc :7mana::symr: Sorcery -- Phantasm Affinity for (This spell costs less to play for each in your mana pool.) Quantum Arc deals 6 damage to target creature or player. The spells of the Æther are much more compact when you take the time to fold them. illus. Joshi38
Quantum Weird :1mana::symu::symr: Creature -- Weird Phantasm Flying, vanishing 1 When Quantum Weird comes into play, put a time counter on it for each other Phantasm permanent and spell you control. Whenever you play a Phantasm spell, put a creature token into play that’s a copy of Quantum Weird. Their minds are a hive; their food, the unreal. illus. Caramitten 4/4
Otherworldly Reach :1mana::symw: Sorcery - Phantasm Remove target creature from the game. Its controller may search his or her library for a card with the same name as that permanent and put it into their hand. Shuffle that player's library. Preparations - Phantasm spells you control have "Draw a card" as long as Otherworldly Reach is blue.
Otherwordly Aven :symu::symu: Creature - Aven Phantom Flying Phantasm spells you control are blue as long as Otherworldy Aven is blue. 2/1
Phantasmal Visions :1mana::symu: Sorcery - Phantasm (As you play a Phantasm spell, you may remove any number of Phantasm cards in your graveyard from the game and pay those cards’ mana costs. If you do, copy those cards’ textboxes on to this spell.) Scry 2. Then draw a card.
Pulse of the Phantasm :2mana::symu::symu: Enchantment Each sorcery and instant card you own is Phantasm in addition to its other spell types.
YuanTi - no card
Faceless Parade :symu::symb: Sorcery - Phantasm Until end of turn, each creature you control gets -X/-0, where X is that creature's power, becomes unblockable, and has "Whenever this creature attacks and isn't blocked, defending player puts the top four cards of his or her library into his or her graveyard." Phantasm awaken (Until end of turn, Phantasm spells you play not named Faceless Parade cost less to play.)
Osindo's Visitor Creature - Illusion :symtap:: Put a Phantasm instant token named Floating Figments with phantasm awaken on the stack. The illusion came to Osindo's house nightly. The wizard wondered whether it was a figment of his imagination, or a figment of something else's. 0/2
Disappear into the Clouds Sorcery - Phantasm (For each colored mana you use to pay for a Phantasm, you lose 1 life. Phantasms are colorless.) Remove any number of Ethereal permanents you own from the game. Return them to play under your control at end of turn. “Look, Targ! That one looks just like that dragon that was chasing us!” -Ib Liftar, last words
Skullcleave :1mana::symb::symg: Enchantment - Ethereal (Ethereal permanents have ": Add to your mana pool.") Phantasmal — Remove a card in target player’s graveyard from the game, draw a card, and lose 1 life. (Whenever you play a Phantasm with all colorless mana, you may pay to use this ability.)
Destrius - no card Sparqman - no card
Unstable Invulnerability :1mana::symg: Sorcery - Phantasm Put a 0/1 green Aspect token creature into play. Until end of turn, aspects you control are indestructible and gain, "Sacrifice this creature: Target creature is indestructible until end of turn." At end of turn, remove all aspects from the game.
Semblance of Strategy
Instant - Phantasm Put a 0/1 white Aspect token creature into play. Until end of turn, your phantasm spells have affinity for aspects, and aspects you control have "Non-aspect creatures you control have flanking." At end of turn, remove all aspects from the game.
Ghostly Consultation :1mana::symu::symu: Sorcery - Phantasm Haunt Ghostly Consultation and the creature it haunts can’t be target of non-Phantasm non-Spirit spells or abilities. Scry 3 then draw a card. When the creature Ghostly Consultation haunts is put in a graveyard from play, draw 2 cards.
Otherwordly Gathering :4mana::symu::symu: Enchantment - Phantasm Haunt Otherwordly Gathering and the creature it haunts can’t be can’t be target of non-Phantasm non-Spirit spells or abilities. Whenever a creature is haunted by a Phantasm card, gain control of that creature (This effect doesn’t end at end of turn). The creature haunted by Otherwordly Gathering gets +1/+1 for each Phantasm and each creature you control haunted by a Phantasm card.
Inner Grasp Sorcery- Phantasm Target creature is unblockable until end of turn. If there are no Phantasm cards in your graveyard as Inner Grasp resolves, until end of turn, unblockable creatures can be blocked. A grasp to be untouched, a grasp that is felt by all.
Flavor: A phantasm is not felt at first. But after being haunted by phantasms, one begins to notice their presense...and therefore their potential...
Reveal the Unseen :3mana::symu: Instant-Revelation Revelation-Counter target phantasm spell. Phantasm spells can't be played until end of turn. To see what is not seen, to stop what shall be.
cannon - no card
Now for this session's request:
2GGU
In addition, your card must have one, and only one, of the following three restrictions:
If the spell is a permanent, it must be Snow. If it isn't, it must have a special effect if is paid to play it (a la the Ravnica "bleed" spells)
The spell must have a special effect if it was not played from your hand (a la Epochracite)
The spell must have a one-word flavor text
I'll add my critiques and top 3 in a bit.
Next seesion will start Friday morning. All cards in by Thursday evening. You have been warned...
Also, this is the second-to-last session. I would like top 8 to start Monday 6/25. Have fun!
Rootwater Mutant 2GGU
Creature - Merfolk Mutant
If Rootwater Mutant was put into play from your library, it has Graft 6. If it was put into play from your graveyard, it has Graft 5. Otherwise, it has Graft 4. The beast's confusing body structure causes many to remember it as being smaller than it actually is.
Yeah, it's ending due to lack of interest.
I can see one or two people missing it, but to have the entire player pool miss it for almost a full day? That shows to me that nobody was looking for it. That coupled with the increase in no-shows last time shows a decided lack of interest. The silence speaks volumes.
I almost went into an asterisk-laced tirade on my previous post, but I decided against it; this site has enough drama as it is.
Wait wait wait... What? Don't you think you are a little harsh here, SALAd? A lot of people are really taking the CCL seriously. Just because there wasn't a placeholder in a day it doesn't mean that we gave up. I have been away from my computer since yesterday morning, but I'm already thinking about a card. I was just about to post my reviews.
Private Mod Note
():
Rollback Post to RevisionRollBack
Winner is Judge and Club Flaming IIW (get the one on top)
Guild ability being used by another guild
Graveyard effects
I second lgmhorus. You know, I'm not the type that would place a placeholder. But I recognized this thread already. Honestly, I'm currently thinking of a card already.
There are still at least 9 people who are still active. You shouldn't give up now.
Terrascribing 2GGU
Instant
Draw a card for each basic land you control and discard a card for each nonbasic land you control. If you didn't play Terrascribing from your hand, instead draw a card for each nonbasic land you control and discard a card for each basic land you control.
Madness 3G, flashback 5U "There is knowledge in the cities and wisdom in the untouched earth. Choose one of them, and choose well." - Dodrin, terramage
Skajetolaf: I don't really like the mechanic having the same name as the type. Ancestral Thoughts is interesting, but nothing too exciting.
Von Kriplespac: I didn't quite feel the 'Phantasm' of Quantum Arc... Quantum Weird is fun, though it is also strange a creature with a Phantasm type.
Ace: I like Preparations, but the Reach is a weird for white. White don't usually remove arbitrary things from the game. Also, Otherwordly Aven should (at least IMHO) say "in adition to its other colors". I'm assuming you meant to have more cards that change the color of Phantasms. But nice duo!
ShinyMan: Actually, WotC is banishing every sub-type with rules attached, so it should have an ability or something that did that. And the mechanic is really weird.
void_nothing: Cool cool cards, and I love Phantasm awaken. This is by far my favorite submission. But the costs are too low for both of them.
spreadingdark: Same problem as ShinyMan's: WotC is banishing sub-types with rules implied. Also, Skullcleave is really confusing.
Fajen Thygia: Really cool. I think Semblance of Strategy may be a little out of hand because for you'll have really big flanking on your creatures. Other than that I really like the idea.
Black_Megatog: Nice idea for the Phantasm, but the wording is a little off I think. I don't really like Reveal the Unseen, but it interacts well and the flavor is cool.
void_nothing
Fajen Thygia
Black_Megatog
Ayreon Imageneer 2GGU
Snow Creature - Elf Druid
Ripple 4
When you play Ayreon Imageneer , if you didn’t play it from your hand, Scry 4.
T: Add X mana of any one color to your mana pool, where X is the number of snow creatures you control. If that mana is spent on a creature spell, draw a card. "Imagine"
1/2
Submission:
Memories of Frost 2GGU
Snow Enchantment
Cumulative Upkeep - Target permanent becomes Snow. (This effect doesn't end at end of turn.)
If you didn't play Memories of Frost from your hand, each opponent may have Snow permanents he or she controls lose Snow. (This effect doesn't end at end of turn.) Snow permanents don't untap during their controller's untap steps.
Suspend 2 - SS "Remember"
I'll be honest, I didn't really understand the challenge last round, Triballish things have been confusing me since it was first revealed. Also, my girlfriend visited me this weekend so I barely spent any time on my computer.
1st: Shinyman
2nd: Fajen Thygia
3rd: Void_Nothing
Festival of Growth2GGU
Choose one - Untap all lands you control; or draw X-1 cards where X is equal to the number of basic lands you control. If you didn't play Festival of Growth from your hand, it is entwined.
Flashback 3GGU "Growth of my lands or of my intellect are each welcome events. Both at the same time is a truly wondrous occasion!" -Talazar, Mage-King of Graetoa
Rimewind Guardian 2GGU
Snow Creature - Centaur Shaman
If you spend three or more S to play a spell, that spell can't be countered by spells or abilities. 1U,T: Counter target spell if no S was spent to play it.
3/4
1. Ace
2. Void_Nothing
3. Shineyman (Would have been higher, but Magic doesn't have loaded subtypes anymore. That needs to be a separate ability)
Platypus Yearlings 2GGU
Creature - Beast
3/5
Provoke, Provoke
When Platypus Yearlings comes into play, if you didn’t play it from your hand, it loses all other abilties and becomes a 0/2 creature.
Whenever Platypus Yearlings deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.
The scores up to this point:
ShinyMan 21
Seryph 18
lgmhorus 14
spreadingdark 13
Maokun 11
Von Kriplespac 11
Ace 11
Skajetolaf 7
YuanTi 7
void_nothing 7
Fajen Thygia 6
Destrius 0
Sparqman 0
Black_Megatog 0
cannon 0
I have been lenient on those who did not post cards. Given the no-shows in the past two sessions, that needs to change. It isn't as though I haven't given people enough time...
Starting with this session, if you do not post a card, unless you give a VERY good reason, you will be on probation. If a member on probation does not post a card in a future session, they will be removed from the League.
However, I must make an addendum to this: Sparqman has not posted a card at all this month. In fact, short of a one-word placeholder in session 1, hasn't posted anything. So Sparqman is the first League member to be put on probation. Fail to post again, and you will be removed. I'm sorry if this is harsh, but this league exists to contribute and, hopefully, make us better card makers. If you don't participate, it hurts all of us.
There, that's done. I will post last session's cards in the next update.
Seryph - no card
Ancestral Thoughts
Sorcery - Phantasm
Phantasm - Discard a card: Gain control of ~. Any player may play this ability but only if ~ is on the stack.
Draw three cards.
"Just a friction of your imagination.."
Reality Burst
Instant
The next Phantasm spell you play this turn loses Phantasm and loses all it's spell types until end of turn.
"Inner power, power over your mind, is the only weapon to get what you truely desire."
Quantum Arc :7mana::symr:
Sorcery -- Phantasm
Affinity for (This spell costs less to play for each in your mana pool.)
Quantum Arc deals 6 damage to target creature or player.
The spells of the Æther are much more compact when you take the time to fold them.
illus. Joshi38
Quantum Weird :1mana::symu::symr:
Creature -- Weird Phantasm
Flying, vanishing 1
When Quantum Weird comes into play, put a time counter on it for each other Phantasm permanent and spell you control.
Whenever you play a Phantasm spell, put a creature token into play that’s a copy of Quantum Weird.
Their minds are a hive; their food, the unreal.
illus. Caramitten
4/4
Otherworldly Reach :1mana::symw:
Sorcery - Phantasm
Remove target creature from the game. Its controller may search his or her library for a card with the same name as that permanent and put it into their hand. Shuffle that player's library.
Preparations - Phantasm spells you control have "Draw a card" as long as Otherworldly Reach is blue.
Otherwordly Aven :symu::symu:
Creature - Aven Phantom
Flying
Phantasm spells you control are blue as long as Otherworldy Aven is blue.
2/1
Phantasmal Visions
:1mana::symu:
Sorcery - Phantasm
(As you play a Phantasm spell, you may remove any number of Phantasm cards in your graveyard from the game and pay those cards’ mana costs. If you do, copy those cards’ textboxes on to this spell.)
Scry 2. Then draw a card.
Pulse of the Phantasm
:2mana::symu::symu:
Enchantment
Each sorcery and instant card you own is Phantasm in addition to its other spell types.
Faceless Parade :symu::symb:
Sorcery - Phantasm
Until end of turn, each creature you control gets -X/-0, where X is that creature's power, becomes unblockable, and has "Whenever this creature attacks and isn't blocked, defending player puts the top four cards of his or her library into his or her graveyard."
Phantasm awaken (Until end of turn, Phantasm spells you play not named Faceless Parade cost less to play.)
Osindo's Visitor
Creature - Illusion
:symtap:: Put a Phantasm instant token named Floating Figments with phantasm awaken on the stack.
The illusion came to Osindo's house nightly. The wizard wondered whether it was a figment of his imagination, or a figment of something else's.
0/2
Disappear into the Clouds
Sorcery - Phantasm
(For each colored mana you use to pay for a Phantasm, you lose 1 life. Phantasms are colorless.)
Remove any number of Ethereal permanents you own from the game. Return them to play under your control at end of turn.
“Look, Targ! That one looks just like that dragon that was chasing us!” -Ib Liftar, last words
Skullcleave :1mana::symb::symg:
Enchantment - Ethereal
(Ethereal permanents have ": Add to your mana pool.")
Phantasmal — Remove a card in target player’s graveyard from the game, draw a card, and lose 1 life. (Whenever you play a Phantasm with all colorless mana, you may pay to use this ability.)
Sparqman - no card
Unstable Invulnerability
:1mana::symg:
Sorcery - Phantasm
Put a 0/1 green Aspect token creature into play.
Until end of turn, aspects you control are indestructible and gain, "Sacrifice this creature: Target creature is indestructible until end of turn."
At end of turn, remove all aspects from the game.
Semblance of Strategy
Instant - Phantasm
Put a 0/1 white Aspect token creature into play.
Until end of turn, your phantasm spells have affinity for aspects, and aspects you control have "Non-aspect creatures you control have flanking."
At end of turn, remove all aspects from the game.
Ghostly Consultation :1mana::symu::symu:
Sorcery - Phantasm
Haunt
Ghostly Consultation and the creature it haunts can’t be target of non-Phantasm non-Spirit spells or abilities.
Scry 3 then draw a card.
When the creature Ghostly Consultation haunts is put in a graveyard from play, draw 2 cards.
Otherwordly Gathering :4mana::symu::symu:
Enchantment - Phantasm
Haunt
Otherwordly Gathering and the creature it haunts can’t be can’t be target of non-Phantasm non-Spirit spells or abilities.
Whenever a creature is haunted by a Phantasm card, gain control of that creature (This effect doesn’t end at end of turn).
The creature haunted by Otherwordly Gathering gets +1/+1 for each Phantasm and each creature you control haunted by a Phantasm card.
Inner Grasp
Sorcery- Phantasm
Target creature is unblockable until end of turn.
If there are no Phantasm cards in your graveyard as Inner Grasp resolves, until end of turn, unblockable creatures can be blocked.
A grasp to be untouched, a grasp that is felt by all.
Flavor: A phantasm is not felt at first. But after being haunted by phantasms, one begins to notice their presense...and therefore their potential...
Reveal the Unseen :3mana::symu:
Instant-Revelation
Revelation-Counter target phantasm spell. Phantasm spells can't be played until end of turn.
To see what is not seen, to stop what shall be.
Now for this session's request:
In addition, your card must have one, and only one, of the following three restrictions:
I'll add my critiques and top 3 in a bit.
Next seesion will start Friday morning. All cards in by Thursday evening. You have been warned...
Also, this is the second-to-last session. I would like top 8 to start Monday 6/25. Have fun!
almost 24 hours and not even a placeholder.
I understand now.
Okay, message received loud and clear. Game over. Nobody wins.
Last time I try to make a game. Should have leared my lesson.
Sorry to have wasted all of your time.
Rootwater Mutant 2GGU
Creature - Merfolk Mutant
If Rootwater Mutant was put into play from your library, it has Graft 6. If it was put into play from your graveyard, it has Graft 5. Otherwise, it has Graft 4.
The beast's confusing body structure causes many to remember it as being smaller than it actually is.
Thanks to blurrycloud, who by the way, is a redonculous artist.
My other card is a Honden.
Winner of the May 2007 Card Creation League with Colossi Rusting Grounds
I can't believe it's not butter!
I can see one or two people missing it, but to have the entire player pool miss it for almost a full day? That shows to me that nobody was looking for it. That coupled with the increase in no-shows last time shows a decided lack of interest. The silence speaks volumes.
I almost went into an asterisk-laced tirade on my previous post, but I decided against it; this site has enough drama as it is.
So there it is. Go have fun with other games.
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done
There are still at least 9 people who are still active. You shouldn't give up now.
I apologize if I seemed a bit bitter, but this whole thing is starting to have echoes of 3.5 CB from a couple years ago. (Look it up)
If everyone still wants to go on, I'll keep it up. If not... I'll go from there.
Here goes nothing.
Top 3:
Fajen Thygia
Von Kriplespac
Ace
Terrascribing 2GGU
Instant
Draw a card for each basic land you control and discard a card for each nonbasic land you control. If you didn't play Terrascribing from your hand, instead draw a card for each nonbasic land you control and discard a card for each basic land you control.
Madness 3G, flashback 5U
"There is knowledge in the cities and wisdom in the untouched earth. Choose one of them, and choose well." - Dodrin, terramage
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Fajen Thygia
Void_nothing
Ace
Submission:
Spellforce 2GGU
Sorcery
Discard an instant or sorcery card. Return target creature card from your graveyard to your hand.
Rebirth.
Altered Art Cards! | Commissions currently Closed
Skajetolaf: I don't really like the mechanic having the same name as the type. Ancestral Thoughts is interesting, but nothing too exciting.
Von Kriplespac: I didn't quite feel the 'Phantasm' of Quantum Arc... Quantum Weird is fun, though it is also strange a creature with a Phantasm type.
Ace: I like Preparations, but the Reach is a weird for white. White don't usually remove arbitrary things from the game. Also, Otherwordly Aven should (at least IMHO) say "in adition to its other colors". I'm assuming you meant to have more cards that change the color of Phantasms. But nice duo!
ShinyMan: Actually, WotC is banishing every sub-type with rules attached, so it should have an ability or something that did that. And the mechanic is really weird.
void_nothing: Cool cool cards, and I love Phantasm awaken. This is by far my favorite submission. But the costs are too low for both of them.
spreadingdark: Same problem as ShinyMan's: WotC is banishing sub-types with rules implied. Also, Skullcleave is really confusing.
Fajen Thygia: Really cool. I think Semblance of Strategy may be a little out of hand because for you'll have really big flanking on your creatures. Other than that I really like the idea.
Black_Megatog: Nice idea for the Phantasm, but the wording is a little off I think. I don't really like Reveal the Unseen, but it interacts well and the flavor is cool.
void_nothing
Fajen Thygia
Black_Megatog
Ayreon Imageneer 2GGU
Snow Creature - Elf Druid
Ripple 4
When you play Ayreon Imageneer , if you didn’t play it from your hand, Scry 4.
T: Add X mana of any one color to your mana pool, where X is the number of snow creatures you control. If that mana is spent on a creature spell, draw a card.
"Imagine"
1/2
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done
Memories of Frost 2GGU
Snow Enchantment
Cumulative Upkeep - Target permanent becomes Snow. (This effect doesn't end at end of turn.)
If you didn't play Memories of Frost from your hand, each opponent may have Snow permanents he or she controls lose Snow. (This effect doesn't end at end of turn.)
Snow permanents don't untap during their controller's untap steps.
Suspend 2 - SS
"Remember"
Scores:
1. Fajen_Thygia
2. Black_Megatog
3. spreadingdark
1st: Shinyman
2nd: Fajen Thygia
3rd: Void_Nothing
Festival of Growth 2GGU
Choose one - Untap all lands you control; or draw X-1 cards where X is equal to the number of basic lands you control. If you didn't play Festival of Growth from your hand, it is entwined.
Flashback 3GGU
"Growth of my lands or of my intellect are each welcome events. Both at the same time is a truly wondrous occasion!" -Talazar, Mage-King of Graetoa
1. Void_Nothing
2. Ace
3. Black_Megatog
Rimewind Guardian
2GGU
Snow Creature - Centaur Shaman
If you spend three or more S to play a spell, that spell can't be countered by spells or abilities.
1U,T: Counter target spell if no S was spent to play it.
3/4
In the meantime, here's my top 3:
1 void_nothing
2 lgmhorus
3 Ace
1. Ace
2. Void_Nothing
3. Shineyman (Would have been higher, but Magic doesn't have loaded subtypes anymore. That needs to be a separate ability)
Platypus Yearlings 2GGU
Creature - Beast
3/5
Provoke, Provoke
When Platypus Yearlings comes into play, if you didn’t play it from your hand, it loses all other abilties and becomes a 0/2 creature.
Whenever Platypus Yearlings deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.