Mark of the Eyeblight 1G
Tribal Enchantment - Elf Aura (U)
Enchant non-Elf creature an opponent controls.
At the beginning of your upkeep, you may put a 1/1 green Elf Warrior creature token into play. B, Tap three untapped Elves you control: Destroy enchanted creature.
Kithkin Firebrand2
Creature - Kithkin Wizard (U)
Kithkin Firebrand gets +1/+0 for each Elemental you control. All kithkin hate the outside world. Most want to see it burn. Few take the necessary steps make it happen
1/2
Pearl of the Seas2
Artifact
:symtap:: Add U to your mana pool.
As long as you control two or more merfolk, Pearl of the Seas gains "U,:symtap:: Target land becomes an Island until the end of the turn." "The oceans are precious as a pearl, treat them right and it would provide for you." - Inscription on pearl.
Untold Myths 2UU
Tribal Sorcery - Merfolk
Until end of turn, whenever a Merfolk you control becomes tapped, you may have target player discard a card or draw a card. Stories untold are weapons against and for the one who dares not to tell.
Bandwagon BoggartRR
Creature - Goblin
Goblin creatures you control have power equal to the number of Goblin creatures you control. Like all goblins, he finds strength...and weakness in numbers.
*/1
Gilt Leaf Harmonic - :sym2g::sym2b: Creature - Elf Druid
If you would draw a card, remove that card from the game instead.
You may play Elf cards you own from outside the game.
2/3 “Even perfects can not attain true beauty, for each is but a quintessance of dust. Only once we can form ourselves from the energy around us can we fully seperate ourselves from those that corrupt this land.”
Rampaging Eidolon
:2mana::symrb::symrb::symrb:
Creature- Elemental
Wither
When Rampaging Eidolon is put into a graveyard from play, it deals two damage to each non-elemental creature.
Evoke :1mana::symrb::symrb::symrb:
6/2 These are it’s final nights- and it will not go gently.
Whenver a kithkin creature you control blocks, put a charge counter on Shielding Thoughtweft. X, remove X charge counters from Shielding Thoughtweft: Prevent the next X damage that would be dealt to target kithkin creature or player this turn.
Springbeat Clique2:symgu::symgu:
Creature - Faerie Scout (U)
Flash
Flying
When Springbeat Clique comes into play, if you control two or more Faerie creatures, you may search your library for a land card and put it in your hand.
Shuffle your library.
3/3
Mistvale Witch3UB Creature - Faerie Wizard (U)
Flying
Sacrifice a Faerie: Counter target spell unless its controller pays 1.
2/3 The Fae descended in droves, departed in disarray.
Tough round this month. Please send all PMs to me (complaints, compliments, letters of endearment). I will attempt to answer any and all enquiries, but I warn that this time tomorrow I will be leaving for an interstate trip for a day or so, so be quick, or take your complaints to Moss_Elemental, Kraj or Avatar_of_Kokusho.
On with the show...
Bonus 2/2
Balance 7/10 = Not an overall horrible card, your Aged Firespit is actually a very effective form of reusable removal, with the price tag being twofold: sacrificing Goblins (which, let's face it, isn't really that difficult when you are prepared.); and the untap mechanic. Truly, sacrificing Goblins isn't that much of a drawback in any format, perhaps barring Sealed (and possibly draft), as the amount of Changelings floating around make this card really quite good in Limited. The untap mechanic combined with one point of toughness is the clincher in regards to a tight balance score of 7. It is not that tough to set up a situation where this guy is a two-for-one, as he can swing in and take out two creatures in one go - dealing an extra point of damage is just a bonus. I fear that he is a bit too powerful, especially when looking at the context of Lorwyn he is born into (following Round guidelines of making a Lorwyn critter). I wouldn't say that he wouldn't get played - he likely would, but I fear that such a good piece of reusable removal would be overplayed, and thus is hardly balanced. Flavour 2/5: The flavour is confusing, to say the least. The ability leaves me with the assumption that this guy sacrifices others (being a Shaman), to destroy others. The flavour text, on the other hand, seems forced, and does not even connect flavour to ability. The first part is a generic "he does damage" flavour text, which is fine (in theory), however the last part makes no sense whatsoever. How exactly does he teach others to remember? All I see are little Goblins dying to destroy other creatures, no-one actuallyremembering anything. A little confusing, to say the least. Creativity 2/4: Nothing new, exciting, or game-breaking here - just a typical ability made 'new' by the untap mechanic. Quality 2/4: Following new art usage policy you are required to place the artist's name on your render (under the old scoring system, and the new, saying "On google images" is not sufficient).
Total 15/25
Bonus 2/2 Balance 9/10 = Your faerie Clique is, in relative terms, balanced quite well. The mana cost effectively suits the ability - which in itself isn't too powerful, as tutoring up a land really isn't overly fantastic, though a gripe I have is that it should really tutor up a basic land card, as fetching all manner of dual lands and whatnot is a tad much. Flash and Flying are fan favourites, and really don't tip the balance scales in this instance, as there are very few times tutoring up a land at instant speed will be of any help (Retrace, for instance, but not often). A very well-balanced card, let down only by being slightly a bit much. Flavour 3/5 = No flavour text is a bit of a let-down, and Faeries really hasn't been looked at far enough. Creativity 2/4 = Interesting ability, though nothing new and exciting here. Quality 3/4 = Your ability text for tutoring up a land should have "reveal it" on the card. Total 19/25
Bonus 2/2 Balance 5/10 = Such a fantastic idea of a card is ultimately let down by overwhelming balance issues. Both abilities on the Noble are fine - alone. Together, they are simply too much for a 3G Elf to handle. The first ability is over-the-top, as it guarentees that at the very least your critters are getting +1/+1, at least in theory. Not to mention that opponents can forget about having 1/1's, combat becomes a nightmare, and tricks become rampant. Festered March does the same thing for 3BB (though it is reusable, yet is only once, the Noble is permanent). The second ability simply is a little too strong, especially when combined with the first. I would like to see either the "comes into play" or the "leaves play" removed, as having both seems far too efficient, especially in Elf decks. Flavour 5/5 = Interesting flavour text, interesting ability which ties to said flavour text, and an overall decent attempt at flavour. Good work. Creativity 2/4 = Nothing really new, special or creative here - just simple abilities typical to Elves. Quality 3.5/4 = You are missing a comma in the flavour text. Otherwise, it doesn't really make sense (I know this is a small gripe, thus only .5 points are deducted). Total 17.5/25
Bonus 2/2 Balance 7/10 = At 4G this Elf enchantment really isn't going to be causing immense damage, especially when Elves will be worrying about the first few turns to establish control. However, the recurring effect is worrying, especially with the presence of mana-elves and other mana producers for Elves, as constant threats coupled with recursion can quickly turn ugly. At 5cmc this doesn't seem too bad, but turn five really isn' that difficult to get to for Elves, especially with the likes of Wellwisher and its kin floating around. A dangerous card, but I do not see how its negative aspects can overpower the positives. Nice job. Flavour 3/5 = Your flavour text is confusing. I understand that you are attempting to explain that Elves don't kill other Eves willingly, but rather return them somewhere. This is where it gets fuzzy. One assumes that it means they save them, and do not kill them, but the ability->flavour connection says otherwise. Your mention of a "Blessed Nation" is interesting, though confusing in definition. Creativity 2/4 = Nothing new, special or exciting here - simply older stuff redone. Quality 3/4 = "Your graveyard", not "the graveyard". Total 17/25
Bonus 2/2 Balance 9/10 = Boggart Dogpile is interesting due to the potential in play strategies made possible by the inclusion of "target player" over target opponent. With the Dogpile, you can choose a small power boost with hard removal, or a sacrifice effect for a bigger bang. I think that the cost is about right for the Dogpile, and the effects are well situated at uncommon. Flavour 4/5 = The flavour certainly fits Boggart card flavour, however I think that the simple line of text by Auntie Wort isn't enough, nor meaningful enough, to entirely satisfy flavour on this card. Creativity 2/4 = Nothing new or exciting here. Quality 3/4 = "Goblins" should read "Goblin creatures". Total 20/25
Bonus 2/2 Balance 8/10 = Pretty nifty - a treefolk that can pretty much stop any creature on Lorwyn, apart from the slightly larger ones, and can kill nearly every tribe's members with no trouble at all (though those Giants are a tad pesky). All this for a 5cmc investment, and a 2 mana toll each time to remove a critter - not a bad deal, for an effecitve, reusable piece of removal. Can't kill it with its ability? Chump block it all day long with the Bully. Although this type of choice is interesting, I fear it to be a little strong. This treefolk would destroy limited (though being rare, that is not really a problem), and I am sure it is too slow for Standard, and beyond. The Bully walks a fine line between too powerful, and of a typical power level. I think the only drawback in regards to balance comes from the fact that it does come from Lorwyn, and thus must be examined in terms of actually being in that set. Hence the loss of points from its ability to stop pretty much every creature in the set. Flavour 5/5 = Very nice flavour text, linking flavour to art and ability. Creativity 2/4 = Nothing special, new or exciting about your card here. Quality 3/4 = I'm afraid the first ability's wording is slightly off. If you want to know how it should be written, I will attempt to grab the appropriate wording off Woap or another judge. Total 20/25
Bonus 2/2 Balance 8/10 = This really isn't a bad card, and the ability certainly isn't overly powerful, nor weak by any standard. I would say this is the card most likely to see print this round, though it would likely lose the Shroud. Granting both Wither and Islandwalk seems a bit pointless though, and it would be perfectly logical to drop the Islandwalk and instead wither your opponents' critters away. Still, a decent entry. Good work. Flavour 4/5 = Not bad flavour, as it certainly connects ability to flavour. However, I feel that the flavour text is a little generic, and a bit boring. Creativity 2/4 = Nothing new or interesting here. Quality 2/4 = It should read "Shroud". The ability should also read: "T: Target creature gets +1/+1 and gains Islandwalk and Wither. Sacrifice that creature at end of turn." Total 18/25
Bonus 2/2 Balance 6/10 = 3cmc for (what is essentially) a +2/+2 boost with Wither is slightly over the curve, especially when that +2/+2 boost will either be direct damage to players, or become (again, essentially) a whole bunch of -1/-1 counters. I worry that it is far too much at a +3/+3 power boost, even if the effects leave a -1/-1 counter. With some effort, this drawback is nullified, with so many cards caring about -1/-1 counters in Shadowmoor (even though, really, we're focusing upon Lorwyn). A bit much at 3cmc, this would sit better at 4cmc, or rather a lower power boost for 3cmc. Flavour 3/5 = The flavour text seems a bit jumbled and imprecise - not making sense and is a little skewed. The ability and flavour are somewhat connected, however loosely it may be. Creativity 2/4 = Nothing really new here. Quality 2/4 = -1 for generic set symbol; -1 for "Elementals" (it should read Elemental creatures". Total 15/25
Bonus 2/2 Balance 7/10 = Very interesting abilities. In fact, it took me a second to realise how the second ability interacts with the Championing ability. The drawback of championing means that you will always (when you win a flip, that is) have Goblin ammunition at the ready, though when he comes back into play, he snaps them back up again. At 2cmc, this card is really quite good. Theoretically he costs a RR plus another Goblin, but this is negated by the fact that he will always be bringing that other Boggart (or Changeling) back, either when he dies, or when if he runs away during your upkeep. A difficult card to determine an accurate balance of, I'm leaning more on the side of about a 7, due to the fact that it does so much for so cheap, is efficient and effective at doing what it does, and would be crazy in a dedicated Goblin deck. Flavour 3/5 = It seems a little strange to remove the Boggart when you win the coin toss. One would have assumed that when you lose a coin flip, the Boggart runs as fast as his little legs can take him, encouraging some other stooge to jump in front of that big, angry Giant. Your flavour text, while being the same as pretty much every other Goblin flavour text (which is alright, cause they have to have continuity in a sense), is jumbled and confusing. It's a pity that it really doesn't link well enough to your goblin's ability. Creativity 3/4 = The interaction with Championing is actually quite interesting. Quality 4/4 = No issues here.
Total 19/25
Bonus 2/2 Balance 4/10 = Straight up, let's consider Wilt-Leaf Warden and Elvish Warrior. Both are identical minus ability and Warrior/Shaman creature types. Now, the question is whether an ability which has potential to net you lots of life is pushing the curve when Elvish Warrior exists. I would assume not, especially with an ability as strong as this. In any deck, this is an Essence Warden, but any hint of Elf of Changeling, and this will see you in the twenties, then thirties quite quickly. I feel that this is too powerful an ability to tack on without either boosting the mana cost, or reducing the power/toughness. Flavour 5/5 = The flavour text is really quite well written. The connection of flavour to ability/card-name is apparent, and is generally well made. Creativity 2/4 = Nothing new, exciting or creative here. Quality 4/4 = Total 17/25
Wren's Run Borderguard 1GG
Creature - Elf Warrior Druid R
Elf and Wolf creatures you control have forestwalk.
Whenever an Elf or Wolf creature token comes into play under your control, you may search your library for a Forest card and put it into play tapped under target player’s control. If you do, shuffle your library.
He not only protects their border; he expands it as well.
NOTE: Expect to see a lower average of scores compared to the previous system. When the new method was announced, I decided I would be a bit more harsh in the Flavor and Creativity area. From me, a 4 in Flavor and a 3 in Creativity would probably be "average;" not bad but not great. I don't really want to hear any complaints if you get one of these scores or higher. I don't care if that last Creativity point would get you through to the next round, it's nitpicking.
Totals and Moving On: FuriousSleepingIdea 22 The Orange Mage 20.5 Pseudofate 20.5 Temeraire 19.5 mqstout 19.5
Kenny "Lan" Karasu 18
VampyrLestat 17
Penumbra Leprechaun 16
MagicProffessor28 14.5
Savia 0
Bonus (2/2): Not a land, and does not have changeling. Balance (7/10): Given that Giants were shifted to in SHA/EVE, the second effect should be pretty easy to get. Getting both can be a bit tricky, and if you can only get one effect, it's vastly inferior to Rampant Growth/Stone Rain. And there's always the chance you won't get either. It could see some play in Limited, but not much outside of that. F/C/Q (8/13): -Flavor (4/5): It's solid, but doesn't exactly "wow" me. -Creativity (2.5/4): Neither effect is perticularly inventive. Nor is combiningthem. -Quality (1.5/4): Alot of missing punctuation, and the first ability doesn't have you shuffle your library afterwards. Also, I'm going to be one of those jerk judges and mark off for using a SHA/EVE mechaninc (hybrid). Not much, though. Total: 17/25
Bonus (2/2): It's not a land, and it doesn't have changeling. Balance (4/10): It's a Treefolk Coat of Branches! If that's all it did, it would be fine. But the last ability is what makes it overpowered. Since the token-making triggers off the tokens themselves hitting the graveyard, any sort of sacrifice outlet can give you infinite mana or an arbitrarily large creature, not to mention a horde of tokens. I hesitate to throw out the word "broken," but this is almost that. F/C/Q (8.5/13): -Flavor (4/5): The flavor is well done, if a bit too overt in the flavor text. The art is a nice match. But the name feels a bit odd; the card doesn't really represent any sort of "retribution." -Creativity (2.5/4): Coat O Arms, just slightly more specific (that is the exact effect a Coat of Arms would have on Treefolks). And the replacement effect has been seen elsewhere. -Quality (2/4): Missing copyright information, the card boarder should be black and green (see Grave-Shell Scarab), and very rough-looking art for the render. The first ability would specify Treefolk creatures. Total: 14.5/25
Bonus (2/2): Not a land, and doesn't have changeling. Balance (9/10): Probably would have been safe with a CMC of 2, given Clout of the Dominus (CMC 1 might be pushing it...). Otherwise, a very solid pick in Limited. F/C/Q (11/13): -Flavor (4/5): A bit to direct with the flavor text. Otherwise, nice. -Creativity (4/4): Actually could have made a very interesting cycle in Lorwyn. -Quality (3/4): Merfolk should be capital, and you shouldn't use "~" in your card, you should type out the full card name. Total: 22/25
Bonus (2/2): Not a land, and doesn't have changeling. Balance (7.5/10): It's okay. The P/T to CMC is good for a champion, flash and flying are to be expected. The last ability is situationally good. It will likely see play, mostly as a way to reuse other Faeries' abilities. F/C/Q (8.5/13): -Flavor (2.5/5): I don't like the flavor text. The name doesn't really make much sense, either. -Creativity (3/4): Good. -Quality (3/4): The effect should end at EOT; just because Stigma Lasher decided his ability can last for the rest of the game doesn't mean any/every ability can. Total: 18/25
Bonus (2/2): Not a land, and doesn't have changeling. Balance (8/10): It's main problem is that Kithkin follow the strategy of White weenie; attack hard, fast and early. If creatures are attacking, they're not blocking (usually). Your card has it's uses, and can actually support the WW strategy fairly well. But the counters won't be building up very quickly. F/C/Q (10.5/13): -Flavor (4/5): Good. -Creativity (3/4): Reminds me of a mix between the Urza verse enchantments and Sun Droplet. -Quality (3.5/4): All instances of "Kithkin" should be capitalized. Total: 20.5/25
Bonus (2/2): Not a land, and does not have changeling. Balance (7.5/10): Getting this guy to an 8/8 isn't going to be too hard, since he's so cheap, meaning you can get him out while you're still in rich supply of weenies to swing with. Ahd he triggers off tokens kicking the bucket as well. He's not going to be attacking the next turn (well, it's possible, but not likely), he'll probably come online mid-late game when your Kithkin supply runs out, or you don't have anymore. A possible Constructed staple, dependant entirely on the level of play Kithkin get. F/C/Q (10/13): -Flavor (4/5): Good. -Creativity (3/4): Good. -Quality (3/4): Missing P/T in the text version. Total: 19.5/25
Bonus (2/2): Not a land, and doesn't have changeling. Balance (7/10): Well it isn't perticularly splashy or exciting, but it's not useless. At the very least, he can use the abilities to pump himself, which is fairly efficient. A decent Draft pick, but not sure if it's up to snuff for Constructed. F/C/Q (7/13): -Flavor (3/5): A bit generic and weak. -Creativity (1.5/4): Very straightforward and bland. -Quality (2.5/4): Should specify "Giant creature." And the render would have a red-white colored border (see Lightning Helix). Total: 16/25
Bonus (2/2): Not a land, and doesn't have changeling. Balance (7.5/10): My issue with the card is my issue with Reinforce in general; in most cases, it's more effective to drop the creature than discard it to pump one already in play, especially with such tribal-focused and low-powered cards. It's good, but I don't know how often I'd rather give something +1/+1 than drop a Bosk Manneret for the same cost. F/C/Q (11/13): -Flavor (3.5/5): This very easily coulkd have been a Treefolk without changing a single thing about the card (even art). I don't get why it's an Elemental. -Creativity (4/4): Interesting use of Reinforce. -Quality (3.5/4): Reinforce wouldn't be capital in this case. Total: 20.5/25
Bonus (2/2): Not a land, and doesn't have changeling. Balance (8/10): Well, with a reliable way to get creature cards in your graveyard, this can be quite annoying. Probably only useable in select situations, so you don't run out of cards to fuel this. A viable option in Constructed, not quite an auto-include for Treefolk decks, but a good option. F/C/Q (9.5/13): -Flavor (4/5): Good. -Creativity (3/4):Sekki, Season's Guide in Treefolk form. -Quality (2.5/4): Treefolk would be capitalized, there are some spelling and punctuation errors, and it would be "...for each 1 damage prevented this way." Total: 19.5/25
Maddened Fury R
Tribal Enchantment - Goblin Warrior Aura (C)
Enchant creature
Enchanted creature gets +1/+0 and has first strike. Kinship — At the beginning of your upkeep,
you may look at the top card of your library. If it
shares a creature type with Maddened Fury, you
may reveal it. If you do, enchanted creature gets
+1/+0 and gains double strike until end of turn.
Boggart Confusitor RR
Creature - Goblin Warrior {R}
Haste
Champion a Goblin
At the beginning of your upkeep, flip a coin. If you win the flip, remove Boggart Confusitor from the game until the end of turn. "Wait... Attack? Oh... we're running? Agiant what??" - Last Words of Regnath
3/2
Whanerlite G
Creature - Elemental {U}
Flying
When Whanerlite comes into play, it deals X damage to target creature with flying, where X is equal to the number of elementals in play.
2/1 Speak softly and carry a big sting.
Passionate OutburstR
Tribal Instant - Elemental U
You may play an activated ability on a target Elemental creature you control without paying its activation cost.
Draw a card. “Unleash your fire, or it shall unleash itself.” - Illulia, flamekin soulstoke Artist: Fiolka Alexandre
Striking Gyrkin3RW
Creature-Elemental (U)
Flying, double strike
When Striking Gyrkin comes into play, if you control a Giant, Striking Gyrkin deals 4 damage to target non-Giant creature.
Evoke 1R Giants admire gyrkin beauty and train them to hunt. Other denizens of Lorwyn, however, are more often struck by other parts of the creatures—like their beaks.
2/3
The renders are attached.
Hey, is there anyone else on the forums going to Rice University in Houston? We could ALWAYS use more people in our Magic games. PM me if you want to play sometime
Goldmeadow Fletcher :1mana::symw::symw:
Creature--Kithkin Soldier (U)
Protection from black
Whenever a Kithkin you control attacks, untap ~.
:symtap:: Target Kithkin creature gets +1/+1 and gains first strike until end of turn.
1/2 A good leader bolsters his troops, even if he's not on the battlefield.
Rules note: This creates a seperate trigger for each attacking Kithkin, so if the are 4 attacking Kithkins, you can spread around +5/+5 (including the first tap, if this is untapped) among them.
I know the art's not great, it's the only decent kithkin art I could find.
Tarcha's Mist 1WWW
Enchantment (uncommon)
If a source would deal noncombat damage to you, prevent 1 of that damage for each kithkin you control. Even the destroyer's mighty flames could not breach the walls of Kinscaer.
Glamerdust Faerie 1BB
Creature - Faerie Wizard R
Flying, flash
When Glamerdush Faerie comes into play, you may play a Faerie card from your hand without paying its mana cost. If you do, you lose life equal to its converted mana cost.
1/1
Trample
When Barrowtiller comes into play, you may return target Elemental card from your graveyard to your hand.
Evoke 1G It gives new life, then it devours.
5/4
Legacy of kinsbaly 2WW
Tribal Enchantment - Kithkin
Kithkins creatures get +1/+1.
Nonkithkins creatures get -1/-1. 3W: Put a 1/1 white Kithkin Soldier creature token into play. My soldiers are eternal — Brigid, Hero of Kinsbaile
41. kyndel
43. Lorgalis
44. Seeonee
45. xevioso
46. MeatballWarrior
47. DevouringZombie
48. BlackBull
49. Grom
50. Angloki
Mark of the Eyeblight 1G
Tribal Enchantment - Elf Aura (U)
Enchant non-Elf creature an opponent controls.
At the beginning of your upkeep, you may put a 1/1 green Elf Warrior creature token into play.
B, Tap three untapped Elves you control: Destroy enchanted creature.
Art by Guo Jian, http://forums.cgsociety.org/showthread.php?f=137&t=219996&highlight=monster
-Douglas Adams
Judge: erikcu
Creature - Kithkin Wizard (U)
Kithkin Firebrand gets +1/+0 for each Elemental you control.
All kithkin hate the outside world. Most want to see it burn. Few take the necessary steps make it happen
1/2
http://www.conceptart.org/?artist=Joachim
Judge: Simic Mongoose
Text Card:
Pearl of the Seas 2
Artifact
:symtap:: Add U to your mana pool.
As long as you control two or more merfolk, Pearl of the Seas gains "U,:symtap:: Target land becomes an Island until the end of the turn."
"The oceans are precious as a pearl, treat them right and it would provide for you." - Inscription on pearl.
Render:
Number: 101
Judge: Kraj
Goblin Pit 2
Tribal Enchantment - Goblin
At the beginning of your upkeep, sacrifice a Goblin.
Whenever a non-Zombie Goblin is put into a graveyard from play, put two 1/1 black and red Zombie Goblin tokens into play under your control.
Thanks to Spiderboy for at http://forums.mtgsalvation.com/showthread.php?t=91142
Brawl Rocks!
If you are in possession of a french frogmite/omnibian, PLEASE CONTACT ME VIA PM
Judge: Simic_Mongoose
Tribal Sorcery - Merfolk
Until end of turn, whenever a Merfolk you control becomes tapped, you may have target player discard a card or draw a card.
Stories untold are weapons against and for the one who dares not to tell.
Artist: Monolithian http://monolithian.deviantart.com/art/another-78726980
Thanks to spiderboy4 for the awesome sig.
Bandwagon Boggart RR
Creature - Goblin
Goblin creatures you control have power equal to the number of Goblin creatures you control.
Like all goblins, he finds strength...and weakness in numbers.
*/1
Magic Rules Advisor
How Creatures Die
Targets | Triggered Abilities | Priority and the Stack | Older Articles
Creature - Elf Druid
If you would draw a card, remove that card from the game instead.
You may play Elf cards you own from outside the game.
2/3
“Even perfects can not attain true beauty, for each is but a quintessance of dust. Only once we can form ourselves from the energy around us can we fully seperate ourselves from those that corrupt this land.”
Judge: Moss_Elemental
Rampaging Eidolon
:2mana::symrb::symrb::symrb:
Creature- Elemental
Wither
When Rampaging Eidolon is put into a graveyard from play, it deals two damage to each non-elemental creature.
Evoke :1mana::symrb::symrb::symrb:
6/2
These are it’s final nights- and it will not go gently.
Tribal Enchantment - Kithkin (U)
Whenver a kithkin creature you control blocks, put a charge counter on Shielding Thoughtweft.
X, remove X charge counters from Shielding Thoughtweft: Prevent the next X damage that would be dealt to target kithkin creature or player this turn.
Judge: Ace
Springbeat Clique 2:symgu::symgu:
Creature - Faerie Scout (U)
Flash
Flying
When Springbeat Clique comes into play, if you control two or more Faerie creatures, you may search your library for a land card and put it in your hand.
Shuffle your library.
3/3
Image from http://www.sacredart-murals.co.uk/images/Mural%20Rooms/Faerie-Room/lavender-faeries-06.jpg
Creature - Faerie Wizard (U)
Flying
Sacrifice a Faerie: Counter target spell unless its controller pays 1.
2/3
The Fae descended in droves, departed in disarray.
Illus. Phillip Straub
http://www.philipstraub.com
Inventory:
72. Immersa
73. azathoth
74. seratonin
75. rugglesworth
76. penguinwriter
77. 1know
78. Ether
79. MotionPicture13
80. aim.viv
Tough round this month. Please send all PMs to me (complaints, compliments, letters of endearment). I will attempt to answer any and all enquiries, but I warn that this time tomorrow I will be leaving for an interstate trip for a day or so, so be quick, or take your complaints to Moss_Elemental, Kraj or Avatar_of_Kokusho.
On with the show...
Bonus 2/2
Balance 7/10 = Not an overall horrible card, your Aged Firespit is actually a very effective form of reusable removal, with the price tag being twofold: sacrificing Goblins (which, let's face it, isn't really that difficult when you are prepared.); and the untap mechanic. Truly, sacrificing Goblins isn't that much of a drawback in any format, perhaps barring Sealed (and possibly draft), as the amount of Changelings floating around make this card really quite good in Limited. The untap mechanic combined with one point of toughness is the clincher in regards to a tight balance score of 7. It is not that tough to set up a situation where this guy is a two-for-one, as he can swing in and take out two creatures in one go - dealing an extra point of damage is just a bonus. I fear that he is a bit too powerful, especially when looking at the context of Lorwyn he is born into (following Round guidelines of making a Lorwyn critter). I wouldn't say that he wouldn't get played - he likely would, but I fear that such a good piece of reusable removal would be overplayed, and thus is hardly balanced.
Flavour 2/5: The flavour is confusing, to say the least. The ability leaves me with the assumption that this guy sacrifices others (being a Shaman), to destroy others. The flavour text, on the other hand, seems forced, and does not even connect flavour to ability. The first part is a generic "he does damage" flavour text, which is fine (in theory), however the last part makes no sense whatsoever. How exactly does he teach others to remember? All I see are little Goblins dying to destroy other creatures, no-one actuallyremembering anything. A little confusing, to say the least.
Creativity 2/4: Nothing new, exciting, or game-breaking here - just a typical ability made 'new' by the untap mechanic.
Quality 2/4: Following new art usage policy you are required to place the artist's name on your render (under the old scoring system, and the new, saying "On google images" is not sufficient).
Total 15/25
Bonus 2/2
Balance 9/10 = Your faerie Clique is, in relative terms, balanced quite well. The mana cost effectively suits the ability - which in itself isn't too powerful, as tutoring up a land really isn't overly fantastic, though a gripe I have is that it should really tutor up a basic land card, as fetching all manner of dual lands and whatnot is a tad much. Flash and Flying are fan favourites, and really don't tip the balance scales in this instance, as there are very few times tutoring up a land at instant speed will be of any help (Retrace, for instance, but not often). A very well-balanced card, let down only by being slightly a bit much.
Flavour 3/5 = No flavour text is a bit of a let-down, and Faeries really hasn't been looked at far enough.
Creativity 2/4 = Interesting ability, though nothing new and exciting here.
Quality 3/4 = Your ability text for tutoring up a land should have "reveal it" on the card.
Total 19/25
Bonus 2/2
Balance 5/10 = Such a fantastic idea of a card is ultimately let down by overwhelming balance issues. Both abilities on the Noble are fine - alone. Together, they are simply too much for a 3G Elf to handle. The first ability is over-the-top, as it guarentees that at the very least your critters are getting +1/+1, at least in theory. Not to mention that opponents can forget about having 1/1's, combat becomes a nightmare, and tricks become rampant. Festered March does the same thing for 3BB (though it is reusable, yet is only once, the Noble is permanent). The second ability simply is a little too strong, especially when combined with the first. I would like to see either the "comes into play" or the "leaves play" removed, as having both seems far too efficient, especially in Elf decks.
Flavour 5/5 = Interesting flavour text, interesting ability which ties to said flavour text, and an overall decent attempt at flavour. Good work.
Creativity 2/4 = Nothing really new, special or creative here - just simple abilities typical to Elves.
Quality 3.5/4 = You are missing a comma in the flavour text. Otherwise, it doesn't really make sense (I know this is a small gripe, thus only .5 points are deducted).
Total 17.5/25
Bonus 2/2
Balance 7/10 = At 4G this Elf enchantment really isn't going to be causing immense damage, especially when Elves will be worrying about the first few turns to establish control. However, the recurring effect is worrying, especially with the presence of mana-elves and other mana producers for Elves, as constant threats coupled with recursion can quickly turn ugly. At 5cmc this doesn't seem too bad, but turn five really isn' that difficult to get to for Elves, especially with the likes of Wellwisher and its kin floating around. A dangerous card, but I do not see how its negative aspects can overpower the positives. Nice job.
Flavour 3/5 = Your flavour text is confusing. I understand that you are attempting to explain that Elves don't kill other Eves willingly, but rather return them somewhere. This is where it gets fuzzy. One assumes that it means they save them, and do not kill them, but the ability->flavour connection says otherwise. Your mention of a "Blessed Nation" is interesting, though confusing in definition.
Creativity 2/4 = Nothing new, special or exciting here - simply older stuff redone.
Quality 3/4 = "Your graveyard", not "the graveyard".
Total 17/25
Bonus 2/2
Balance 9/10 = Boggart Dogpile is interesting due to the potential in play strategies made possible by the inclusion of "target player" over target opponent. With the Dogpile, you can choose a small power boost with hard removal, or a sacrifice effect for a bigger bang. I think that the cost is about right for the Dogpile, and the effects are well situated at uncommon.
Flavour 4/5 = The flavour certainly fits Boggart card flavour, however I think that the simple line of text by Auntie Wort isn't enough, nor meaningful enough, to entirely satisfy flavour on this card.
Creativity 2/4 = Nothing new or exciting here.
Quality 3/4 = "Goblins" should read "Goblin creatures".
Total 20/25
Bonus 2/2
Balance 8/10 = Pretty nifty - a treefolk that can pretty much stop any creature on Lorwyn, apart from the slightly larger ones, and can kill nearly every tribe's members with no trouble at all (though those Giants are a tad pesky). All this for a 5cmc investment, and a 2 mana toll each time to remove a critter - not a bad deal, for an effecitve, reusable piece of removal. Can't kill it with its ability? Chump block it all day long with the Bully. Although this type of choice is interesting, I fear it to be a little strong. This treefolk would destroy limited (though being rare, that is not really a problem), and I am sure it is too slow for Standard, and beyond. The Bully walks a fine line between too powerful, and of a typical power level. I think the only drawback in regards to balance comes from the fact that it does come from Lorwyn, and thus must be examined in terms of actually being in that set. Hence the loss of points from its ability to stop pretty much every creature in the set.
Flavour 5/5 = Very nice flavour text, linking flavour to art and ability.
Creativity 2/4 = Nothing special, new or exciting about your card here.
Quality 3/4 = I'm afraid the first ability's wording is slightly off. If you want to know how it should be written, I will attempt to grab the appropriate wording off Woap or another judge.
Total 20/25
Bonus 2/2
Balance 8/10 = This really isn't a bad card, and the ability certainly isn't overly powerful, nor weak by any standard. I would say this is the card most likely to see print this round, though it would likely lose the Shroud. Granting both Wither and Islandwalk seems a bit pointless though, and it would be perfectly logical to drop the Islandwalk and instead wither your opponents' critters away. Still, a decent entry. Good work.
Flavour 4/5 = Not bad flavour, as it certainly connects ability to flavour. However, I feel that the flavour text is a little generic, and a bit boring.
Creativity 2/4 = Nothing new or interesting here.
Quality 2/4 = It should read "Shroud". The ability should also read: "T: Target creature gets +1/+1 and gains Islandwalk and Wither. Sacrifice that creature at end of turn."
Total 18/25
Bonus 2/2
Balance 6/10 = 3cmc for (what is essentially) a +2/+2 boost with Wither is slightly over the curve, especially when that +2/+2 boost will either be direct damage to players, or become (again, essentially) a whole bunch of -1/-1 counters. I worry that it is far too much at a +3/+3 power boost, even if the effects leave a -1/-1 counter. With some effort, this drawback is nullified, with so many cards caring about -1/-1 counters in Shadowmoor (even though, really, we're focusing upon Lorwyn). A bit much at 3cmc, this would sit better at 4cmc, or rather a lower power boost for 3cmc.
Flavour 3/5 = The flavour text seems a bit jumbled and imprecise - not making sense and is a little skewed. The ability and flavour are somewhat connected, however loosely it may be.
Creativity 2/4 = Nothing really new here.
Quality 2/4 = -1 for generic set symbol; -1 for "Elementals" (it should read Elemental creatures".
Total 15/25
Bonus 2/2
Balance 7/10 = Very interesting abilities. In fact, it took me a second to realise how the second ability interacts with the Championing ability. The drawback of championing means that you will always (when you win a flip, that is) have Goblin ammunition at the ready, though when he comes back into play, he snaps them back up again. At 2cmc, this card is really quite good. Theoretically he costs a RR plus another Goblin, but this is negated by the fact that he will always be bringing that other Boggart (or Changeling) back, either when he dies, or when if he runs away during your upkeep. A difficult card to determine an accurate balance of, I'm leaning more on the side of about a 7, due to the fact that it does so much for so cheap, is efficient and effective at doing what it does, and would be crazy in a dedicated Goblin deck.
Flavour 3/5 = It seems a little strange to remove the Boggart when you win the coin toss. One would have assumed that when you lose a coin flip, the Boggart runs as fast as his little legs can take him, encouraging some other stooge to jump in front of that big, angry Giant. Your flavour text, while being the same as pretty much every other Goblin flavour text (which is alright, cause they have to have continuity in a sense), is jumbled and confusing. It's a pity that it really doesn't link well enough to your goblin's ability.
Creativity 3/4 = The interaction with Championing is actually quite interesting.
Quality 4/4 = No issues here.
Total 19/25
Bonus 2/2
Balance 4/10 = Straight up, let's consider Wilt-Leaf Warden and Elvish Warrior. Both are identical minus ability and Warrior/Shaman creature types. Now, the question is whether an ability which has potential to net you lots of life is pushing the curve when Elvish Warrior exists. I would assume not, especially with an ability as strong as this. In any deck, this is an Essence Warden, but any hint of Elf of Changeling, and this will see you in the twenties, then thirties quite quickly. I feel that this is too powerful an ability to tack on without either boosting the mana cost, or reducing the power/toughness.
Flavour 5/5 = The flavour text is really quite well written. The connection of flavour to ability/card-name is apparent, and is generally well made.
Creativity 2/4 = Nothing new, exciting or creative here.
Quality 4/4 =
Total 17/25
ep. 15/25
Immersa 19/25
azathoth 17.5/25
seratonin 17 /25
rugglesworth 20 /25
penguinwriter 20/25
1know 18/25
Ether 15/25
MotionPicture13 19/25
aim.viv 17/25
Immersa
rugglesworth
penguinwriter
MotionPicture13
First Idea:
Judge: Jaxal1
Bracket: 11-20
Wren's Run Borderguard 1GG
Creature - Elf Warrior Druid R
Elf and Wolf creatures you control have forestwalk.
Whenever an Elf or Wolf creature token comes into play under your control, you may search your library for a Forest card and put it into play tapped under target player’s control. If you do, shuffle your library.
He not only protects their border; he expands it as well.
2/2
Artist Credit: Julia Alekseeva
"No Terravores were hurt in the making of this post." ~ kalkris
Totals and Moving On:
FuriousSleepingIdea 22
The Orange Mage 20.5
Pseudofate 20.5
Temeraire 19.5
mqstout 19.5
Kenny "Lan" Karasu 18
VampyrLestat 17
Penumbra Leprechaun 16
MagicProffessor28 14.5
Savia 0
1. VampyrLestat
Balance (7/10): Given that Giants were shifted to in SHA/EVE, the second effect should be pretty easy to get. Getting both can be a bit tricky, and if you can only get one effect, it's vastly inferior to Rampant Growth/Stone Rain. And there's always the chance you won't get either. It could see some play in Limited, but not much outside of that.
F/C/Q (8/13):
-Flavor (4/5): It's solid, but doesn't exactly "wow" me.
-Creativity (2.5/4): Neither effect is perticularly inventive. Nor is combining them.
-Quality (1.5/4): Alot of missing punctuation, and the first ability doesn't have you shuffle your library afterwards. Also, I'm going to be one of those jerk judges and mark off for using a SHA/EVE mechaninc (hybrid). Not much, though.
Total: 17/25
Balance (4/10): It's a Treefolk Coat of Branches! If that's all it did, it would be fine. But the last ability is what makes it overpowered. Since the token-making triggers off the tokens themselves hitting the graveyard, any sort of sacrifice outlet can give you infinite mana or an arbitrarily large creature, not to mention a horde of tokens. I hesitate to throw out the word "broken," but this is almost that.
F/C/Q (8.5/13):
-Flavor (4/5): The flavor is well done, if a bit too overt in the flavor text. The art is a nice match. But the name feels a bit odd; the card doesn't really represent any sort of "retribution."
-Creativity (2.5/4): Coat O Arms, just slightly more specific (that is the exact effect a Coat of Arms would have on Treefolks). And the replacement effect has been seen elsewhere.
-Quality (2/4): Missing copyright information, the card boarder should be black and green (see Grave-Shell Scarab), and very rough-looking art for the render. The first ability would specify Treefolk creatures.
Total: 14.5/25
Balance (9/10): Probably would have been safe with a CMC of 2, given Clout of the Dominus (CMC 1 might be pushing it...). Otherwise, a very solid pick in Limited.
F/C/Q (11/13):
-Flavor (4/5): A bit to direct with the flavor text. Otherwise, nice.
-Creativity (4/4): Actually could have made a very interesting cycle in Lorwyn.
-Quality (3/4): Merfolk should be capital, and you shouldn't use "~" in your card, you should type out the full card name.
Total: 22/25
Balance (7.5/10): It's okay. The P/T to CMC is good for a champion, flash and flying are to be expected. The last ability is situationally good. It will likely see play, mostly as a way to reuse other Faeries' abilities.
F/C/Q (8.5/13):
-Flavor (2.5/5): I don't like the flavor text. The name doesn't really make much sense, either.
-Creativity (3/4): Good.
-Quality (3/4): The effect should end at EOT; just because Stigma Lasher decided his ability can last for the rest of the game doesn't mean any/every ability can.
Total: 18/25
Balance (8/10): It's main problem is that Kithkin follow the strategy of White weenie; attack hard, fast and early. If creatures are attacking, they're not blocking (usually). Your card has it's uses, and can actually support the WW strategy fairly well. But the counters won't be building up very quickly.
F/C/Q (10.5/13):
-Flavor (4/5): Good.
-Creativity (3/4): Reminds me of a mix between the Urza verse enchantments and Sun Droplet.
-Quality (3.5/4): All instances of "Kithkin" should be capitalized.
Total: 20.5/25
Balance (7.5/10): Getting this guy to an 8/8 isn't going to be too hard, since he's so cheap, meaning you can get him out while you're still in rich supply of weenies to swing with. Ahd he triggers off tokens kicking the bucket as well. He's not going to be attacking the next turn (well, it's possible, but not likely), he'll probably come online mid-late game when your Kithkin supply runs out, or you don't have anymore. A possible Constructed staple, dependant entirely on the level of play Kithkin get.
F/C/Q (10/13):
-Flavor (4/5): Good.
-Creativity (3/4): Good.
-Quality (3/4): Missing P/T in the text version.
Total: 19.5/25
Balance (7/10): Well it isn't perticularly splashy or exciting, but it's not useless. At the very least, he can use the abilities to pump himself, which is fairly efficient. A decent Draft pick, but not sure if it's up to snuff for Constructed.
F/C/Q (7/13):
-Flavor (3/5): A bit generic and weak.
-Creativity (1.5/4): Very straightforward and bland.
-Quality (2.5/4): Should specify "Giant creature." And the render would have a red-white colored border (see Lightning Helix).
Total: 16/25
Balance (7.5/10): My issue with the card is my issue with Reinforce in general; in most cases, it's more effective to drop the creature than discard it to pump one already in play, especially with such tribal-focused and low-powered cards. It's good, but I don't know how often I'd rather give something +1/+1 than drop a Bosk Manneret for the same cost.
F/C/Q (11/13):
-Flavor (3.5/5): This very easily coulkd have been a Treefolk without changing a single thing about the card (even art). I don't get why it's an Elemental.
-Creativity (4/4): Interesting use of Reinforce.
-Quality (3.5/4): Reinforce wouldn't be capital in this case.
Total: 20.5/25
Balance (8/10): Well, with a reliable way to get creature cards in your graveyard, this can be quite annoying. Probably only useable in select situations, so you don't run out of cards to fuel this. A viable option in Constructed, not quite an auto-include for Treefolk decks, but a good option.
F/C/Q (9.5/13):
-Flavor (4/5): Good.
-Creativity (3/4): Sekki, Season's Guide in Treefolk form.
-Quality (2.5/4): Treefolk would be capitalized, there are some spelling and punctuation errors, and it would be "...for each 1 damage prevented this way."
Total: 19.5/25
Tribal Enchantment - Goblin Warrior Aura (C)
Enchant creature
Enchanted creature gets +1/+0 and has first strike.
Kinship — At the beginning of your upkeep,
you may look at the top card of your library. If it
shares a creature type with Maddened Fury, you
may reveal it. If you do, enchanted creature gets
+1/+0 and gains double strike until end of turn.
Player Group:
71. ep.
72. Immersa
73. azathoth
74. seratonin
75. rugglesworth
76. penguinwriter
77. 1know
78. Ether
79. MotionPicture13
80. aim.viv
Boggart Confusitor RR
Creature - Goblin Warrior {R}
Haste
Champion a Goblin
At the beginning of your upkeep, flip a coin. If you win the flip, remove Boggart Confusitor from the game until the end of turn.
"Wait... Attack? Oh... we're running? Agiant what??" - Last Words of Regnath
3/2
Whanerlite G
Creature - Elemental {U}
Flying
When Whanerlite comes into play, it deals X damage to target creature with flying, where X is equal to the number of elementals in play.
2/1
Speak softly and carry a big sting.
"Sarcasm is the body's natural defense against Stupidity"
Judge is Dragoon26.
Passionate Outburst R
Tribal Instant - Elemental U
You may play an activated ability on a target Elemental creature you control without paying its activation cost.
Draw a card.
“Unleash your fire, or it shall unleash itself.” - Illulia, flamekin soulstoke
Artist: Fiolka Alexandre
Player #24
Judge: Simic Mongoose
Here is my entry. Yes, I know the creature should be a griffin, but this is Lorwyn and that doesn't happen there. I couldn't find any "arbitrary concept elemental" art that fit.
Also: The artist is Jason Engle. His gallery is here. The copyright line should look something like ™ & © 1993-2008 Wizards of the Coast, Inc., but I was only allowed to type in that part on the futureshifted render, for some reason. If I did anything wrong, please do't ban me! "runs in terror of bizarre, complicated new rules"
But otherwise, I like this card--and you can stick a fork in it, because it's DONE. I learned my lesson from last time. No last-minute submission edits for me!
Creature-Elemental (U)
Flying, double strike
When Striking Gyrkin comes into play, if you control a Giant, Striking Gyrkin deals 4 damage to target non-Giant creature.
Evoke 1R
Giants admire gyrkin beauty and train them to hunt. Other denizens of Lorwyn, however, are more often struck by other parts of the creatures—like their beaks.
2/3
The renders are attached.
Hey, is there anyone else on the forums going to Rice University in Houston? We could ALWAYS use more people in our Magic games. PM me if you want to play sometime
Judge: orgolove
Goldmeadow Fletcher :1mana::symw::symw:
Creature--Kithkin Soldier (U)
Protection from black
Whenever a Kithkin you control attacks, untap ~.
:symtap:: Target Kithkin creature gets +1/+1 and gains first strike until end of turn.
1/2
A good leader bolsters his troops, even if he's not on the battlefield.
Rules note: This creates a seperate trigger for each attacking Kithkin, so if the are 4 attacking Kithkins, you can spread around +5/+5 (including the first tap, if this is untapped) among them.
I know the art's not great, it's the only decent kithkin art I could find.
Link to art: http://dabiankwong.deviantart.com/art/kithkin-fanart-71179242
Enchantment (uncommon)
If a source would deal noncombat damage to you, prevent 1 of that damage for each kithkin you control.
Even the destroyer's mighty flames could not breach the walls of Kinscaer.
Artist Credit: *Decrepitude on DeviantArt Here
1BB
Creature - Faerie Wizard R
Flying, flash
When Glamerdush Faerie comes into play, you may play a Faerie card from your hand without paying its mana cost. If you do, you lose life equal to its converted mana cost.
1/1
Art by Jasmine Becket-Griffith, at www.epilogue.net
Barrowtiller 3GG
Creature - Elemental
Uncommon
Trample
When Barrowtiller comes into play, you may return target Elemental card from your graveyard to your hand.
Evoke 1G
It gives new life, then it devours.
5/4
Tribal Enchantment - Kithkin
Kithkins creatures get +1/+1.
Nonkithkins creatures get -1/-1.
3W: Put a 1/1 white Kithkin Soldier creature token into play.
My soldiers are eternal — Brigid, Hero of Kinsbaile
Render
I don't found the owner's of the image.
Render removed and warning issued.
Faceless Entity 6
Creature - Shapeshifter Elemental R
Flying
All non elemental creatures have no
creature types.
1: Target creature loses changeling.
3: Target creature becomes an elemental.
To view one of its kind is to forsake your own.
3/5
Haley Franklin
©Niv 2008, WotC.
Millionaires, I hear it's good Music (Disclaimer: lyrics not PG-13) Thanks, CC