I'm getting mixed signals here... in the tasks both teams did an amazing job, but in the elimination challenge both times had a bunch of people missing (2 in >U, 3 in ISC). So, what is going on? This is my first time hosting a game, so any problem please tell me. I hope that you are still interested in the game, and if both teams still want we will go on and I'll post this week's task, but I really want to know what is going on.
EDIT: Task
Ok contestants,
Onslaught was a tribe-themed block. The tribes were all of well known creature types, like Elves, Soldiers and Zombies. But what about the apes? And the Lhugoyfs? No one thinks about the fishes? It's time to set this straight! Choose a tribe-less creature type (like the ones before, but can be any type) and make them deck-worthy. For this task you will give me
- A common creature
- an uncommon creature
- A rare creature
- A Lord
- An instant or sorcery that boosts the tribe (Pride of Wirewood)
- A permanent card that boosts the tribe (Starlit Sanctuary/Æther Charge)
This counts tribes of any set, so no fungus or rebels either. The type chosen will be taken in consideration when judging, so choose carefully. Your deadline is next Monday, midnight EDT.
I do believe the correct way is to simply proceed forward, thus weeding out those uninterested in playing. Those who ARE interested will stay on, don't worry.
There are mainly three factors involve, the judge, the game(the requirements and the level of competitiveness) and the players(of both teams).
After the last round my team became stunted all of the sudden. Which is obviously abnormal. The cause could be from one or a combination of the above factors. It is possible that my team members might not be as tough themselves, but I dislike it that the players from the other team are throwing all the bad things at us without considering other possible factors.
And finally, stay at ease lgmhorus, we'll have the cards ready at the end of the round.
Common:
Viashino Bloodseeker :symr::symr:
Creature - Viashino Scout
Haste
Whenever Viashino Bloodseeker deals combat damage to a player, put a 1/1 red Viashino creature token into play. "The first ones to come aren't too hard to drive off, but if they get a taste of blood the whole pack will be on you in seconds."
-Jerrin, Ication Lieutenant
1/2
Uncommon:
Viashino Bloodshaman :1mana::symr::symr:
Creature - Viashino Shaman
Sacrifice a Viashino: Flip a coin. If you win the flip, add to your mana pool. If you lose the flip, the next Viashino spell you play this turn costs less to play. "All to serve Zirilan"
2/2
Rare: Zirilan, Ascended :4mana::symr::symr:
Legendary Creature - Viashino Dragon
Flying
At the beginning of your upkeep, you may search your library for a Viashino card, reveal it and put it in your hand, then shuffle your library. Grandeur — Discard another card named Zirilan, Ascended: Until end of turn, Viashino spells you play cost less to play.
4/4
Lord: Viashino Overseer :3mana::symr::symr:
Creature - Viashino Lord
At the beginning of your precombat main phase, you may put any number of Viashino cards from your hand into play. They gain haste and have "Return this creature to it's owner's hand at end of turn."
3/2
Instant or Sorcery:
Viashino Bloodsong :3mana::symr:
Sorcery
Flashback :3mana::symr:
Put a +1/+1 counter on each creature you control that dealt damage this turn.
Put a +1/+1 counter on each Viashino creature you control that dealt damage this turn. Slash, tear, rend, may the blood flow never end.
Howl, stomp, yell, we’re the masters of the kill!
Permanent: Blood Dunes
Land
Blood Dunes comes into play with a blood counter on it.
Whenever a creature you control deals combat damage to an opponent, put a blood counter on Blood Dunes.
:symtap:, Remove a blood counter from Blood Dunes: Add to your mana pool.
:symr:, :symtap:, Remove a blood counter from Blood Dunes: Put a 1/1 red Viashino creature token into play.
Infernotsu posted our cards a bit early. These are the revised, final versions, along with a brief flavor backstory for our Hound race, the Sa'ab.
They're an Anubis-like race called the Sa'ab (from "sab", the Egyptian word for "jackal"), and they are a secretive people who dwell mostly in underground temple-tomb complexes called mastabas, where they live only meters away from their embalmed ancestors. The Sa'ab see nothing morbid about death at all, and they can speak to the spirits of those ancestors through their priests. They are a rare "good" black-aligned race, but other beings on their home plane still view them with either fear or disdain. To be sure, there are those among the Sa'ab who put this fear and their natural secrecy to their own use (grave robbers and such). Their leader, Amut, allows his subjects to live their lives in whatever manner accomplishes their individual goals because, as he knows all too well, life is fleeting. It is in death that a Sa'ab becomes a true member of their society. The outlook that most Sa'ab hold is that the living are similar to how other beings view children. Even living members of this race view themselves as lesser to the ancient spirits that dwell within their midst. Amut himself is not entirely alive or dead, but acts as a bridge between the two worlds. His soul is the same that has been ruling the Sa'ab since the beginning of time. This soul can leave the body at any time to freely roam the Spirit Realm. His body is that of a worthy High Priest whose mortal coil was chosen at its time of death to house Amut's immortal essence until such time as that body can no longer sustain the connection to the living world.
Guys, I'm so sorry but today I'm completele swamped at work... So, you have another day if you want to change anything. Tomorrow morning I'll post my judgings and the winner, ok?
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Guild ability being used by another guild
Graveyard effects
Common: I really don't agree with this card. It is flavorful and fun, but not sure that it is a common, it looks so much like an uncommon to me.
Uncommon: This is probably my favorite of the bunch. It is fun, new and interesting. Nice work here
Rare: Nice play on Zirilan, this is pretty cool. The ability tutor a Viashino every turn is a bit strong, but there aren't that many Viashino to begin with so it is ok.
Lord: I would cost it 4RR, but this feels very Viashino-like to me.
Instant/Sorcery: This is pretty cool, but look at your Lord. Now look at one of the most used Viashino, Viashino Sandscout. This feels a little anti-sinergetic to me.
Permanent: Pretty cool card. Sinergetic, feels Viashino to me, and it is very aggressive.
Overall, I like what you done here >U. The renders look good, although I don't like some of your renders.
ISC:
Common: Although it is a Last Breath on a stick, this card feels like the Hounds you're trying to show here. But the flavor is kinda lame, really.
Uncommon: I don't agree with the power level of this card at all. You traded +0/+1 and flying for a full-hand discard. Not fair to me at all.
Rare: Pretty cool and flavorful, but this really worries me. It can generate some really mean combos (Unnatural Selection ftw!).
Lord: That's just mean. Great card, with great sinergy. Really cool guys!!
Instant/Sorcery: EVen without the can't regenerate clause, this is kinda broken. BB and 3 cards in your graveyard are not a big cost, and hounds are not a normaly expensive type of creature, so you could destroy 3 creatures more often than not.
Permanent: Funny that you both chose to make lands. But may I say bah-roken to this one? Well, it is. The reanimation is too easy. Also, in a Hound deck (that, for what I understood of your idea, will have quite a lot of spirits) this could get insane.
Awesome awesome flavor guys, but a lot of power level problems here.
I must be really honest, I liked ISC's cards better. The flavor is really really great, and the cards seem to tell a story. But, as much of a Vorthos as I am, there are just too many balance issues here. On the other hand, >U's cards are cool and show a simple "we are here to kick some butt" kind of feeling, but that does feel like Viashinos to me. So, the winner here is >U.
Any problems, we shall discuss. Remember guys: In any task the decision is never final until I put up the elimination challenge, so you can complain, fight, curse or just question me all you want, ok? I'm just saying that because I understand that some of you are no completely satisfied with my judgings.
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Winner is Judge and Club Flaming IIW (get the one on top)
Guild ability being used by another guild
Graveyard effects
I like how it came down to two very different sets of cards. On the one hand, you have a set of creatures that work together very flavorfully. However, these cards are basically segregated from the cards that Wizards has already made, and take the tribe in a totally new direction. The other set of cards is much more conservative. These cards basically just expand on what already exists, potentially overlapping with current cards and not being very original. In the end, this kind of tension between the two teams is better than if we had both gone down the same path and left lgmhorus to choose between two very similar sets of cards.
For what it's worth, I actually really liked the direction that the Hound team took. In hindsight, I would have preferred to have chosen a similar path. However, at the end of the game, I thought that the Viashino team did have more consistant cards, which were definately not as broken. In all fairness though, I don't think that Sa'abi Deathhowl is broken considering that it needs to be in a Hound deck. I thought that Amut and Ankhamut were kind of cool but ended up being not at all subtle, and the Sa'abi Ritemaster just seems a little weird to me because of how the replacement(?) effect is worded. I liked Miasma Conjuror more than our common, but I still think it needs a little work if you compare it to Festering Goblin. By the way, I'm not trying to rip on your cards, but I am trying to give some potentially useful feedback. I heavily summarized it in this post just to save time.
I know it's not exactly an excuse, but all the cards from ISC were basically designed at the last minute. As for Sa'abi Spirit, the power level is the same as Barbed Shocker, which is also an uncommon with the same power and toughness, and the same converted mana cost. Sa'abi Spirit even has a double-color mana cost. Barbed Shocker has no power level issues at what amounts to the same stats, so neither should Sa'abi Spirit. And it is just as easy to get free damage through with both of them, whether with pinging enchantments or evasion-granting.
Sa'abi Ritemaster-He has only 2 toughness, no unsolvability, and a high mana cost for a reason. He is really easy to kill, counter, or otherwise stop.
Amut-Similarly, his mana cost is very high. Also, by the time any deck gets to the stage of the game in which the amount of mana required to both cast and protect him is available, one of the decks being played is already winning. And, as for his other effect, it is only one-third of the ability of Magus of the Disk, which is purposely designed to be unable to use its ability on the turn it is cast. The same is true of Amut. Without an ungodly amount of mana, or some major hoop-jumping, you can't even sacrifice him to "get back at" the opponent that would try to kill him as soon as they got priority. There's not even an anti-regeneration clause.
As for the land, you're right. It would have been better without the "Your opponent's graveyard is yours" clause. Or, it should have been an enchantment. However, we couldn't find good art. Besides, imagine a world where the Sa'ab cards do exist. The moment someone saw Ankhamut or Sa'abi Deathhowl, they would know to keep the amount of Hounds floating around to a minimum. I don't think that they're too powerful. These cards only work strongly when all together. Such synergies are well-known to be difficult to pull off in a world where so much disruption exists or would exist.
And, in my own defense, I designed Sa'abi Ritemaster. It may seem stupid, but I was unaware of the existence of Unnatural Selection, and it was never brought up.
I look forward to your final decision, and ISC awaits the elimination challenge if need be.
As for Sa'abi Spirit, the power level is the same as Barbed Shocker, which is also an uncommon with the same power and toughness, and the same converted mana cost. Sa'abi Spirit even has a double-color mana cost. Barbed Shocker has no power level issues at what amounts to the same stats, so neither should Sa'abi Spirit. And it is just as easy to get free damage through with both of them, whether with pinging enchantments or evasion-granting.
Yeah, but the fact that the Shocker refills the hand makes a lot of difference.
Amut-Similarly, his mana cost is very high. Also, by the time any deck gets to the stage of the game in which the amount of mana required to both cast and protect him is available, one of the decks being played is already winning. And, as for his other effect, it is only one-third of the ability of Magus of the Disk, which is purposely designed to be unable to use its ability on the turn it is cast. The same is true of Amut. Without an ungodly amount of mana, or some major hoop-jumping, you can't even sacrifice him to "get back at" the opponent that would try to kill him as soon as they got priority. There's not even an anti-regeneration clause.
When I said mean, I meant that it was flavorfully mean. The card is actually pretty cool and well designed. This was by far my favorite.
As for the land, you're right. It would have been better without the "Your opponent's graveyard is yours" clause. Or, it should have been an enchantment. However, we couldn't find good art. Besides, imagine a world where the Sa'ab cards do exist. The moment someone saw Ankhamut or Sa'abi Deathhowl, they would know to keep the amount of Hounds floating around to a minimum. I don't think that they're too powerful. These cards only work strongly when all together. Such synergies are well-known to be difficult to pull off in a world where so much disruption exists or would exist.
Making it an enchantment would help Ankhamut, yes. But even without the opponent's graveyard clause still it is a bit too good. Gosh, it even benefits from Soulshift (man, can you believe that?). And even in specific situations, the Howl is very very strong. If you made it with a Hound-related kicker it would probably be better...
And, in my own defense, I designed Sa'abi Ritemaster. It may seem stupid, but I was unaware of the existence of Unnatural Selection, and it was never brought up.
It is hard to think of all cards that could make yours broken (FCC taught me that the hard way). I thought of US so quickly because I had a deck that used it quite a lot, so I remembered it. No worries, man, it happens.
I still think that the power level of your cards was off. Too bad, because the flavor was simply awesome. I still stand by my decision.
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Winner is Judge and Club Flaming IIW (get the one on top)
Guild ability being used by another guild
Graveyard effects
Ok, it seems that there are no more complaints about this round, so I'm ending it. Unfortunately, if there are, we will have to discuss later because I'll be away 'till monday. But, for now, I'll leave you with the ELIMINATION HOUND... erm, I mean ROUND! (Epic battle background music).
Oh, those damned hounds... It's their fault! OK ISC, for the elimination round make a card that hoses those no good hounds. It can be directly or indirectly, as long as the hounds suffer in some way. Your deadline will be tuesday midnight EDT (when tuesday becomes Wednesday). So, good luck and ganbare!
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Winner is Judge and Club Flaming IIW (get the one on top)
Guild ability being used by another guild
Graveyard effects
Here is my Hound-nerfer, straight from the Sa'ab's home plane of Du-At. Meet the Mauw, a race of (what else?) cats. I'll forgo my usual novel-like flavor description in favor of a smaller tidbit. The Mauw queen has heard (obviously untrue) murmurs that Amut's people are plotting something big against the surface world. So, she gives her officials leeway to take whatever means necessary against them. So, the Order that brought forth this creature was created, the Mauw Sealchanter
Shame that we lost, though I think I can safely disagree with the fact that a few of our cards were too broken. For example, getting three creature cards in your graveyard is a lot harder than you think. Remember how Mortal Combat was supposed to be too good until people realized how if you play well, your creatures don't tend to die too often? In the late game, however, I can see where it would be a little good. I would probably say that if it had been two creatures, a-la Twinstrike, it would have been underpowered, however. Also, 2BB for a creature with a really good ability IF IT GETS THROUGH will never be broken. It has a 2/2 body (which by turn 4 they should be able to deal with) and certainly Dimir Infiltrator didn't break the format, and it came out a turn earlier. This is why Shadowmage Infiltrator costs ~$6 and Dimir Infiltrator is bulk.
For the Hound Hoser:
Sivit, Feline Ascendant 3WW
Legendary Creature - Cat Spirit
Flying
Whenever Sivit, Feline Ascendant is put into a graveyard from play, destroy all black creatures. For each Hound destroyed in this way, gain 4 life. 2W: Counter target spell or ability that targets one or more cards in a graveyard.
2/5 "The wretched Sa'ab will curse my name until they have no more breath with which to speak."
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Thanks to blurrycloud, who by the way, is a redonculous artist.
Hollow Pursuits2WB
Enchantment - Aura
Enchant Player
Whenever a card in a graveyard becomes the target of a spell or ability, remove that card from the game and enchanted player loses 1 life. Seek not what lies beyond the void, for you will find it: oblivion.
Looks like we've got some more no-show cuts....unless i read the wrong date or something.
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^ Done by ME! (My first banner)
IIW:
1. Design a new Ravnica mechanic for one of the old guilds and make a card around it.
2.Design a mono-colored card using two Ravnica mechanics that both come from the color you're using.
3. Blow up a land.
Winner is Judge Wins: 12345
Crimony! I really wish I'd do more homework sometimes. The point of the card is supposed to be that a lot of the Hounds' rites and spells tend to require sacrifice. If you can't pay the cost of a spell or ability, you can't play the spell or ability. I realize now (only too late) that it should have said "Creatures can't be sacrificed as a cost to play spells or activated abilities." That would have done exactly what I wanted it to without the broken-ness (I think...). I can only hope my little Sealchanter has a big enough target on her head to outweigh her obvious brokenocity.
Yes, we are ericku. We had many drop-outs, but the game still will go on, and with some changes. I'll just have to arrange something to start the next round, ok?
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Guild ability being used by another guild
Graveyard effects
In the last season of the real "The Apprentice", they were working in teams up until the final elimination. By that time, though, the teams had been changed around multiple times. Anyway, it is supposed to get harder over time, and having less people makes it more challenging.
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I'm getting mixed signals here... in the tasks both teams did an amazing job, but in the elimination challenge both times had a bunch of people missing (2 in >U, 3 in ISC). So, what is going on? This is my first time hosting a game, so any problem please tell me. I hope that you are still interested in the game, and if both teams still want we will go on and I'll post this week's task, but I really want to know what is going on.
EDIT: Task
Ok contestants,
Onslaught was a tribe-themed block. The tribes were all of well known creature types, like Elves, Soldiers and Zombies. But what about the apes? And the Lhugoyfs? No one thinks about the fishes? It's time to set this straight! Choose a tribe-less creature type (like the ones before, but can be any type) and make them deck-worthy. For this task you will give me
- A common creature
- an uncommon creature
- A rare creature
- A Lord
- An instant or sorcery that boosts the tribe (Pride of Wirewood)
- A permanent card that boosts the tribe (Starlit Sanctuary/Æther Charge)
This counts tribes of any set, so no fungus or rebels either. The type chosen will be taken in consideration when judging, so choose carefully. Your deadline is next Monday, midnight EDT.
So, good luck and ganbare!
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done
After the last round my team became stunted all of the sudden. Which is obviously abnormal. The cause could be from one or a combination of the above factors. It is possible that my team members might not be as tough themselves, but I dislike it that the players from the other team are throwing all the bad things at us without considering other possible factors.
And finally, stay at ease lgmhorus, we'll have the cards ready at the end of the round.
Viashino Bloodseeker :symr::symr:
Creature - Viashino Scout
Haste
Whenever Viashino Bloodseeker deals combat damage to a player, put a 1/1 red Viashino creature token into play.
"The first ones to come aren't too hard to drive off, but if they get a taste of blood the whole pack will be on you in seconds."
-Jerrin, Ication Lieutenant
1/2
Uncommon:
Viashino Bloodshaman :1mana::symr::symr:
Creature - Viashino Shaman
Sacrifice a Viashino: Flip a coin. If you win the flip, add to your mana pool. If you lose the flip, the next Viashino spell you play this turn costs less to play.
"All to serve Zirilan"
2/2
Rare:
Zirilan, Ascended :4mana::symr::symr:
Legendary Creature - Viashino Dragon
Flying
At the beginning of your upkeep, you may search your library for a Viashino card, reveal it and put it in your hand, then shuffle your library.
Grandeur — Discard another card named Zirilan, Ascended: Until end of turn, Viashino spells you play cost less to play.
4/4
Lord:
Viashino Overseer :3mana::symr::symr:
Creature - Viashino Lord
At the beginning of your precombat main phase, you may put any number of Viashino cards from your hand into play. They gain haste and have "Return this creature to it's owner's hand at end of turn."
3/2
Instant or Sorcery:
Viashino Bloodsong :3mana::symr:
Sorcery
Flashback :3mana::symr:
Put a +1/+1 counter on each creature you control that dealt damage this turn.
Put a +1/+1 counter on each Viashino creature you control that dealt damage this turn.
Slash, tear, rend, may the blood flow never end.
Howl, stomp, yell, we’re the masters of the kill!
Permanent:
Blood Dunes
Land
Blood Dunes comes into play with a blood counter on it.
Whenever a creature you control deals combat damage to an opponent, put a blood counter on Blood Dunes.
:symtap:, Remove a blood counter from Blood Dunes: Add to your mana pool.
:symr:, :symtap:, Remove a blood counter from Blood Dunes: Put a 1/1 red Viashino creature token into play.
They're an Anubis-like race called the Sa'ab (from "sab", the Egyptian word for "jackal"), and they are a secretive people who dwell mostly in underground temple-tomb complexes called mastabas, where they live only meters away from their embalmed ancestors. The Sa'ab see nothing morbid about death at all, and they can speak to the spirits of those ancestors through their priests. They are a rare "good" black-aligned race, but other beings on their home plane still view them with either fear or disdain. To be sure, there are those among the Sa'ab who put this fear and their natural secrecy to their own use (grave robbers and such). Their leader, Amut, allows his subjects to live their lives in whatever manner accomplishes their individual goals because, as he knows all too well, life is fleeting. It is in death that a Sa'ab becomes a true member of their society. The outlook that most Sa'ab hold is that the living are similar to how other beings view children. Even living members of this race view themselves as lesser to the ancient spirits that dwell within their midst. Amut himself is not entirely alive or dead, but acts as a bridge between the two worlds. His soul is the same that has been ruling the Sa'ab since the beginning of time. This soul can leave the body at any time to freely roam the Spirit Realm. His body is that of a worthy High Priest whose mortal coil was chosen at its time of death to house Amut's immortal essence until such time as that body can no longer sustain the connection to the living world.
Sig and Avatar by Rivenor of Miraculous Recovery Shop!
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done
Common: I really don't agree with this card. It is flavorful and fun, but not sure that it is a common, it looks so much like an uncommon to me.
Uncommon: This is probably my favorite of the bunch. It is fun, new and interesting. Nice work here
Rare: Nice play on Zirilan, this is pretty cool. The ability tutor a Viashino every turn is a bit strong, but there aren't that many Viashino to begin with so it is ok.
Lord: I would cost it 4RR, but this feels very Viashino-like to me.
Instant/Sorcery: This is pretty cool, but look at your Lord. Now look at one of the most used Viashino, Viashino Sandscout. This feels a little anti-sinergetic to me.
Permanent: Pretty cool card. Sinergetic, feels Viashino to me, and it is very aggressive.
Overall, I like what you done here >U. The renders look good, although I don't like some of your renders.
ISC:
Common: Although it is a Last Breath on a stick, this card feels like the Hounds you're trying to show here. But the flavor is kinda lame, really.
Uncommon: I don't agree with the power level of this card at all. You traded +0/+1 and flying for a full-hand discard. Not fair to me at all.
Rare: Pretty cool and flavorful, but this really worries me. It can generate some really mean combos (Unnatural Selection ftw!).
Lord: That's just mean. Great card, with great sinergy. Really cool guys!!
Instant/Sorcery: EVen without the can't regenerate clause, this is kinda broken. BB and 3 cards in your graveyard are not a big cost, and hounds are not a normaly expensive type of creature, so you could destroy 3 creatures more often than not.
Permanent: Funny that you both chose to make lands. But may I say bah-roken to this one? Well, it is. The reanimation is too easy. Also, in a Hound deck (that, for what I understood of your idea, will have quite a lot of spirits) this could get insane.
Awesome awesome flavor guys, but a lot of power level problems here.
I must be really honest, I liked ISC's cards better. The flavor is really really great, and the cards seem to tell a story. But, as much of a Vorthos as I am, there are just too many balance issues here. On the other hand, >U's cards are cool and show a simple "we are here to kick some butt" kind of feeling, but that does feel like Viashinos to me. So, the winner here is >U.
Any problems, we shall discuss. Remember guys: In any task the decision is never final until I put up the elimination challenge, so you can complain, fight, curse or just question me all you want, ok? I'm just saying that because I understand that some of you are no completely satisfied with my judgings.
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done
For what it's worth, I actually really liked the direction that the Hound team took. In hindsight, I would have preferred to have chosen a similar path. However, at the end of the game, I thought that the Viashino team did have more consistant cards, which were definately not as broken. In all fairness though, I don't think that Sa'abi Deathhowl is broken considering that it needs to be in a Hound deck. I thought that Amut and Ankhamut were kind of cool but ended up being not at all subtle, and the Sa'abi Ritemaster just seems a little weird to me because of how the replacement(?) effect is worded. I liked Miasma Conjuror more than our common, but I still think it needs a little work if you compare it to Festering Goblin. By the way, I'm not trying to rip on your cards, but I am trying to give some potentially useful feedback. I heavily summarized it in this post just to save time.
Sa'abi Ritemaster-He has only 2 toughness, no unsolvability, and a high mana cost for a reason. He is really easy to kill, counter, or otherwise stop.
Amut-Similarly, his mana cost is very high. Also, by the time any deck gets to the stage of the game in which the amount of mana required to both cast and protect him is available, one of the decks being played is already winning. And, as for his other effect, it is only one-third of the ability of Magus of the Disk, which is purposely designed to be unable to use its ability on the turn it is cast. The same is true of Amut. Without an ungodly amount of mana, or some major hoop-jumping, you can't even sacrifice him to "get back at" the opponent that would try to kill him as soon as they got priority. There's not even an anti-regeneration clause.
As for the land, you're right. It would have been better without the "Your opponent's graveyard is yours" clause. Or, it should have been an enchantment. However, we couldn't find good art. Besides, imagine a world where the Sa'ab cards do exist. The moment someone saw Ankhamut or Sa'abi Deathhowl, they would know to keep the amount of Hounds floating around to a minimum. I don't think that they're too powerful. These cards only work strongly when all together. Such synergies are well-known to be difficult to pull off in a world where so much disruption exists or would exist.
And, in my own defense, I designed Sa'abi Ritemaster. It may seem stupid, but I was unaware of the existence of Unnatural Selection, and it was never brought up.
I look forward to your final decision, and ISC awaits the elimination challenge if need be.
Sig and Avatar by Rivenor of Miraculous Recovery Shop!
Yeah, but the fact that the Shocker refills the hand makes a lot of difference.
I read it again, and it is not so overpower, I agree. Still think that it is a little too good.
When I said mean, I meant that it was flavorfully mean. The card is actually pretty cool and well designed. This was by far my favorite.
Making it an enchantment would help Ankhamut, yes. But even without the opponent's graveyard clause still it is a bit too good. Gosh, it even benefits from Soulshift (man, can you believe that?). And even in specific situations, the Howl is very very strong. If you made it with a Hound-related kicker it would probably be better...
It is hard to think of all cards that could make yours broken (FCC taught me that the hard way). I thought of US so quickly because I had a deck that used it quite a lot, so I remembered it. No worries, man, it happens.
I still think that the power level of your cards was off. Too bad, because the flavor was simply awesome. I still stand by my decision.
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done
Oh, those damned hounds... It's their fault! OK ISC, for the elimination round make a card that hoses those no good hounds. It can be directly or indirectly, as long as the hounds suffer in some way. Your deadline will be tuesday midnight EDT (when tuesday becomes Wednesday). So, good luck and ganbare!
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done
Sig and Avatar by Rivenor of Miraculous Recovery Shop!
Shame that we lost, though I think I can safely disagree with the fact that a few of our cards were too broken. For example, getting three creature cards in your graveyard is a lot harder than you think. Remember how Mortal Combat was supposed to be too good until people realized how if you play well, your creatures don't tend to die too often? In the late game, however, I can see where it would be a little good. I would probably say that if it had been two creatures, a-la Twinstrike, it would have been underpowered, however. Also, 2BB for a creature with a really good ability IF IT GETS THROUGH will never be broken. It has a 2/2 body (which by turn 4 they should be able to deal with) and certainly Dimir Infiltrator didn't break the format, and it came out a turn earlier. This is why Shadowmage Infiltrator costs ~$6 and Dimir Infiltrator is bulk.
For the Hound Hoser:
Sivit, Feline Ascendant 3WW
Legendary Creature - Cat Spirit
Flying
Whenever Sivit, Feline Ascendant is put into a graveyard from play, destroy all black creatures. For each Hound destroyed in this way, gain 4 life.
2W: Counter target spell or ability that targets one or more cards in a graveyard.
2/5
"The wretched Sa'ab will curse my name until they have no more breath with which to speak."
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!
Enchantment - Aura
Enchant Player
Whenever a card in a graveyard becomes the target of a spell or ability, remove that card from the game and enchanted player loses 1 life.
Seek not what lies beyond the void, for you will find it: oblivion.
^ Done by ME! (My first banner)
1. Design a new Ravnica mechanic for one of the old guilds and make a card around it.
2.Design a mono-colored card using two Ravnica mechanics that both come from the color you're using.
3. Blow up a land.
Winner is Judge Wins:
1 2 3 4 5
Sig and Avatar by Rivenor of Miraculous Recovery Shop!
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done