* Overview
* Schedule
* Challenge Rounds
* Critique Rounds
* Valid Entry Constitution
* Scoring
* Penalties
* Resources
* Credits
------------------------------------------------------------------------
* Overview
The CCL is among the more fun games on the MtGSalvation forums due to its inherent aspect of interactivity among the Leaguers (that’s you). We actively critique each other’s card designs at the end of each round, putting a more personal interest into our cards and generally making us all better designers. Typically, we build worlds more complete than many games, as each round builds on the designs and ideas of previous rounds in the month. The CCL allows for Leaguers to plumb the depths of creativity, as the point schedule aspect allows for three full rounds without fear of elimination.
* Schedule
o The CCL will run six rounds, each lasting five days.
+ Rounds 1, 2 & 3 will be free-for-alls with each leaguer fighting for the most points during critiques. At the beginning of each of these rounds, the host will divide the league members evenly into two teams and each team will be assigned their design challenge. At the challenge deadline, the round will elapse into the critique section (see Critiques below). Once the critique section ends, the host will tally points and post the next round. Team rosters are likely to change between rounds; the new rosters will be included in the initial posting for the next round.
o Each round will last five days: 3.5 to finalize designs, 1.5 for critiques.
o The schedule will usually operate according to US Eastern Time Zone (GMT -5). We will stick to this schedule as closely as possible, adjusting as necessary.
* Challenge Rounds
o At the start of each round, the host will post the challenge for the round. This may be, at the host’s discretion, a single challenge for all leaguers, a list for each leaguer to choose from, challenges assigned to each leaguer, or other challenge variation.
o Each Leaguer will post his/her entry by the deadline, 3.5 days after the round is posted.
* Critique Rounds
o At the end of each challenge round, the host, or an individual the host designates, will officially close the round and open the forum for critiques. After this point, modifying the post containing your entry for the round will incur penalties (see Penalties section).
o Each Leaguer will thoroughly critique at least 50% of the entries given by the leaguers on the other team.
o In addition to the critiques, each Leaguer generates his/her list of the Top 3 entries for the round. The Top 3 listings are the chief source of points within the CCL and are therefore required to complete. Even if critiques are not completed, Top 3’s must be listed to avoid penalties (see Penalties for penalty schedule). Regardless of the cards actually critiqued by a given Leaguer, Top 3’s can be drawn from any valid entry of the round. Submitting Top 3’s grants one point.
o A valid critique does not need to be lengthy. A few constructive sentences will do as long as they are meaningful. Neither “Hated it,” “Too expensive,” nor “Bahhrokken!!!” are valid critiques.
Example:
The following card is submitted by Fitzgerald:
A few decent critics:
from Tiberius: Templating issue with “nonpermanent card,” it's confusing and should just read “instant or sorcery card.” And the cost seems steep: I’m giving up a mana, a card, and immediate access to the card I looked for. Creative, but not bad.
from Wilhelmina: I hate the name. Also the shuffle part should be right after removing the tutored card instead of on a separate line. Seems powerful as an instant, play it on the opponents turn and you get basically a free draw, but you get to pick it.
from Beauregard: A bit complicated for uncommon. It doesn’t go to microtext on a render (sans flavor text) but it still isn’t all that intuitive.
* Valid Entry Constitution
o A valid entry in a given round cleanly delivers all required components of the challenge. The CCL is based around card design, so each challenge will direct Leaguers to design one or more cards, but other components may be given according to the judge’s discretion. Historically, these non-card components have included such things as keyword mechanic designs, story pieces, and various ideas for the judge to incorporate into later rounds. Include only what is described by the challenge requirements, as superfluous items may sway judgings unfairly and will incur penalties.
o It is customary to include card renders in entries. This is not required. Some Leaguers may not have access to render design software and therefore will not be penalized for posting an entry without a render. However, it must be understood that a proper render is easier to judge/critique as it is more pleasing to the eye, more memorable and allows for Leaguers to judge the card by its wordiness, a very important aspect of a card’s design. Common rendering software used include Magic Set Editor (free program, the standard that most amateur designers use), PhotoShop (not free), and GIMP (free PhotoShop knockoff).
* Scoring
(This has been depricated, and pending approval from the powers that be will be deleted. See the next spoiler section for how Scoring works.)
o The bulk of available points will be derived from Top 3 listings, as is League custom. Within each Top 3 listing, the choice for 1st place will be awarded 3 points, the choice for 2nd place will receive 2 points, and the choice for 3rd place will receive 1 point. It is common for Leaguers to post an Honorable Mention or two along with their T3 listings. Honorable Mentions are not awarded points. Posting T3s is required and awards one point for completion of the requirements. There are penalties for failure to post T3s (see Penalties section).
o Critiques are an optional aspect of the CCL, therefore no penalties are given for failure to complete critiques. Any Leaguer completing critiques for at least 50% of the other team's entries will receive 1 bonus point. An additional point will be awarded if a Leaguer critiques all valid entries in the round.
o As noted in the section on Valid Entry Constitution, entries are encouraged to contain proper card renders. Some Leaguers may not have access to render design software and will not be penalized for posting an entry without a render.
* Penalties
o Failure to post Top 3s as required during the Critique section of any round will put a Leaguer on probation. While on probation, failure to post an Top 3 in any later round will disqualify that Leaguer for the remainder of the month.
o Once a Round elapses into its critique section, any Leaguer modifying their entry after any leaguer has posted a critique, will be disqualified for the round.
o Failure to post an entry within the Challenge round will put a Leaguer on probation. While on probation, failure to post an entry in any later round will disqualify that Leaguer for the remainder of the month.
* Resources
o This is a templating guideline compiled by Kraj. It is quite concise and very useful.
o Making Magic by Mark Rosewater, current head of Magic Design at Wizards of the Coast. Making Magic is a weekly article detailing the trials, tribulations and achievements of Magic R&D in riveting prose.
o Magiccards.info is the database mtgsalvation draws upon when you use the [card] tag. The advanced search functionality is useful for searching all cards officially printed by WotC.
o Gatherer is the database maintained officially by WotC. It has slightly different functionality than magiccards.info, but the differences are too numerable to list here. (Someone should write an article about that)
o Your other Leaguers are fantastic resources. We, more than the players of other games on this forum, are a community, as can be seen by the dialogue of any CCL thread.
+ Question, consult with, challenge and encourage each other at every opportunity.
o Credits
Each round, the players have a chance of getting a total of 100 points toward their score. Each score is determined by the following equation:
The grading of 3 points for first place, 2 points for second and 1 for third still stands. This is also the case for up to 2 points for crits and Top 3.
Total points of player A in round N = 100 * X/Y
Where:
X = Total number of points given by judges + (Bonus points for critiques & Top 3)
Y = Total number of points possible (3*Number of judges + Bonus Points)
This way the grading is more streamlined in the fact that all rounds up to going to top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player starts the next round with the score that he previously had, and another possible 100 points is given to him at the end of that round. Therefore, there is a possible 300 points before the CCL goes to top 8.
ROUND 5 CHALLENGES: YOU WILL BE MAKING THREE CARDS THIS ROUND.
Card 1: Create a Planeswalker that is a person from your civilization after he, she or it had fallen into a vat of Urnum.
Card 2: Create an Artifact, Enchantment, Instant, or Sorcery that represents your civilization's method of cleaning up the Urnum.
Card 3: Create a card that fits your civilization that uses the keyword Unstable on it. The reminder text is up to you to make and card type is yours to choose.
The Wars of Aerum were long and brutal. However, when the victors were declared and the conquered quelled, the plane itself began its campaign against its people. The Cracking Earth was to begin.
Tremors began to shake the great cities of your civilizations, causing the earth itself to fall inwards and great torrents of the mysterious blue ooze and gas burst forth. The Urnum of Aerum was freeing itself.
The Urnum was a strange substance that turned stone to paper, man to beast, beast to plant, and once your peoples believed they had it figured out, its behavior changed. The only thing that was certain was that it was seeping out of the ground and heading straight for the nearest center of population.
EXAMPLES:
Card 1: Mburi of Long NightsBBGG
Planeswalker - Mburi (M)
+1: Creatures get -1/-1 until the beginning of your next upkeep.
-3: Target player gets two poison counters.
-9: Double the number of all counters on all other permanents and all players.
{4}
Card 2: Containment Web1B
Enchantment - Aura (U)
Flash
Enchant permanent
Enchanted permanent doesn't untap during its controller's upkeep. If it’s a creature, it can't attack or block. Otherwise, its activated abilities can't be activated. (Unless they are mana abilities)
At the beginning of your upkeep you may pay 1 life. If you don't, sacrifice Containment Web.
Simplicity2U
Instant (U)
Return each creature with power greater than it's printed power to it's owner's hand. "Swords, armor, charms - My dear Ser Corland, did you really think these would help you against me?"
-- Toharg the Sorcerer
Stern Purist 2W
Creature - Human Cleric (C)
Whenever a creature blocks or becomes blocked by Stern Purist, unattach all cards from that creature. "You have overburdened yourself with your possessions, and cluttered your life with trinkets. You will now learn how useless those things are."
2/3
Sumandea, Bastion Unblemished
Legendary Land (R) T: Add 1 to your mana pool T, Remove a counter from a creature you control: Add two mana of any color to your mana pool. From all over the world, pilgrims come to clear their mind and body from the troubles of world, and be whole.
Unadorned Statuette1U
Enchantment Creature - Elemental (U)
If a spell or ability will increase a creature’s power to be greater than Unadorned Statuette’s power, or it’s toughness to be greater than Unadorned Statuette’s toughness, return that creature to it’s owner’s hand.
1/2
Sumandea Deathblade2BB
Creature - Human Soldier (C)
When Sumandea's Deathblade enters the battlefield, Destroy target creature with another card attached to it. "Their generals and commanders adorn themselves with shiny armor and enchanted weaponry. All the easier to mark them as a target."
-- Cahir Dallen, the Untarnished
3/1
Cahir Dallen, the Untarnished1BW
Legendary Creature - Human Soldier (R)
When Cahir Dallen, the Untarnished enters the battlefield, remove all counters from all creatures and unattach all cards them (auras that are unattached are destroyed).
Counters cannot be placed on creatures.
Cards cannot be attached to creatures.
2/2
And now:
Toharg the Unpure3WU
Planeswalker - Toharg (MR)
Creatures with counters on them or cards attached to them can't attack. Any player may put a loyalty counter on Verdin the Unpure to ignore this effect until end of turn, but only once each turn.
\-1/ Put a +1/+1 counter on target creature.
\-8/ Gain control of each creature with a counter on it or a card attached to it.
4
Stone Circle1W
Enchanment (U) 1: The next time a source of your choice with two or more keyword abilities deals damage to you this turn, prevent that damage. "The untouched stones of Sumandea will not bear those touch by the filth of Urnum"
— Cahir Dallen, the Untarnished
NOTE: This is legal! I checked something like this way back with a rules guru, I'm pretty sure this works as planned.
Tainted Firespitter 1RR
Creature - Beast (U)
Unstable (Whenever a spell or ability would cause this creature's power or toughness to change, return it to it's owner's hand)
When Tainted Firespitter enters the battlefield, it deals 2 damage to target creature or player.
2/2
Focus1U
Instant (U)
This spell can't be countered be spells or abilities.
The next spell cast this turn can"t be countered by spells or abilities.
Splice onto Instant or Sorcery 1UU "Focus. Then nothing can stop you."
Keeper of Focus1UU
Creature - Merfolk Shaman (U)
Whenever you splice, draw a card. None have mastered focus as well as the Keepers.
2/2
Trika, House of the Keepers
Legendary Land (MR)
Trika, House of the Keepers enters the battlefield tapped T: Add 1 to your mana pool. T, Sacrifice Trika, House of the Keepers: Instant and sorcery cards in your hand have "Splice onto Instant or Sorcery X, where X is this cards converted mana cost" until end of turn. The mecca of focus
Channeling Orb3
Artifact Creature - Orb (R) T: Add two mana in any combination of colors to your mana pool. Spend this mana only to splice. The orbs given to channel the Keepers' focus always seemed to have minds of their own... but never feet.
1/1
Focused Spy1WU
Creature - Merfolk Rogue (U)
When you splice, Focused Spy becomes unblockable and gains shroud until end of turn. Our spies are undetectable when they focus.
2/2
Rani, Focused General2WU
Legendary Creature - Merfolk Soldier (R)
Other Merfolk creatures you control get +1/+1.
Splice onto Creature 2WU (As you cast a Creature spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that creature.) Focus is stronger than any steel.
3/3
Olio, Focus Incarnate1UU
Planeswalker - Olio (MR)
[+1]: The next spell you cast this turn cannot be countered by spells or abilities.
[-6]: You get an emblem with "Spells you control cannot be countered by spells or abilities."
Splice onto Planeswalker 1UU (As you cast a Planeswalker spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that Planeswalker.)
{3}
Collection Vat4
Artifact (MR)
When Collection Vat is destroyed, return all cards exiled with to the battlefield. ,T: Exile target nonland permanent. ,T: Exile Collection Vat. Shove the ooze in the vat. Shove the vat into oblivion.
Infused WarriorGU
Creature - Merfolk Mutant (C)
Unstable (At the beginning of your upkeep, put a depletion counter on this card. When a permanent has depletion counters equal to or greater than it's converted mana cost, sacrifice it.) The Urnum gives power.
The Urnum demands sacrifice.
4/4
HarvestGW
Sorcery C
Search your library for a basic land card and put that card onto the battlefield tapped. Then if an opponent controls more land than you, search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
Mulch TenderBG
Creature - Elf Shaman U T: Return target land card from your graveyard to the battlefield tapped.
2/2
Everlife, the Giving Tree
Legendary Land R T: Add to your mana pool. Put a charge counter on Everlife, the Giving Tree. 1, T, Remove X charge counters from Everlife, the Giving Tree: Add X mana of any combination of colors to your mana pool.
Flood Garden2GU
Enchantment creature - Elemental MR
Trample
Whenever Flood Garden deals combat damage to a player, put a flood counter on target land that player controls. That land is an Island as long as it has a flood counter on it. G: Add one mana of any color to your mana pool.
4/4
Raylek-Clan Awakener1RG
Creature - Elf Warrior Druid U
Haste
Whenever Raylek-Clan Awakener attacks, you may untap target land you control. If you do, that land becomes a 2/2 Elemental creature until end of turn and is attacking. "My soldiers are never alone." - General Ilidar
2/2
General Ilidar
Legendary Land Creature - Forest Treefolk MR (General Ilidar isn't a spell, it's affected by summoning sickness, and it has "T: Add G to your mana pool.")
General Ilidar is green.
Trample
Genreal Ilidar's power and toughness are equal to the number of Forests you control.
General Ilidar can't attack or block unless you control four or more lands. The Elves may tend the land, but it doesn't mean the land can't fend for itself.
*/*
Arden Fal, Biomancer3GU
Planeswalker - Arden MR
[+1]: Choose a permanent. Target permanent you control becomes a copy of the chosen permanent until end of turn.
[-X]: Search your library for a permanent card with converted mana cost X or less, put it onto the battlefield, then shuffle your library.
[-7]: Choose any number of permanents. For each one, put a token onto the battlefield that is a copy of that permanent.
{4}
The general flavor idea here is that the Urnum has caused Arden Fal to abandon the natural civilization of the Elves and turn towards artificial harvesting. He feels he can improve upon nature, or at the very least, make as much of it as he needs/wants.
Ilidar's Grace1W
Sorcery U
Exile target nonland permanent with converted mana cost less than or equal to the number of lands you control. His boughs not only shelter from the sun, but from anything that would taint his world.
Stoneblade AvengerGG
Creature - Elf Warrior C
Trample Unstable - Whenever a creature or land is put into your graveyard from the battlefield, you may put a +1/+1 counter on Stoneblade Avenger. "Don't weep for our fallen warriors; weep for the fallen of nature, whom we serve to protect. And with each tear, may you resolve to seek vengeance." -- General Ilidar
2/2
I'm treating Unstable like Threshold or Hellbent. Unstable abilities trigger whenever a creature or land is put into your graveyard from the battlefield, representing that person is distraught over losing that creature or piece of land.
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
Pandemic3BBB
Sorcery [mythic]
You get an emblem with "All creatures get -1/-1." Violence could never destroy as much as this.
Plagued Nurill1BB
Creature - Lizard [uncommon]
At the beginning of your upkeep, put a -1/-1 counter on ~ and another target creature. Only those on their death bed know the true meaning of the word 'inevitable'.
3/4
Nanturi, the Deadcity
Legendary Land [rare]
~ enters the battlefield tapped. T: Add B to your mana pool. T: For each -1/-1 counter on target creature, put a -1/-1 counter on another target creature. Plague ran rampant through the city for years, until a time when none could call it a city anymore.
Cleansing Idol4
Artifact Creature - Golem [rare]
If a -1/-1 counter would be placed on a permanent you control, put that counter on ~ instead.
When ~ is put into a graveyard from the battlefield, put a -1/-1 counter on each creature for each -1/-1 counter on ~. The sick would pray beneath the idol for a cure, not knowing the cure they received was a curse in disguise.
1/4
Noxious NurillBB
Creature - Lizard Scout [common]
Whenever ~ blocks or becomes blocked by a creature, put a -1/-1 counter on that creature. The infected make the best front-line soldiers.
2/2
Zinligg, Toxinomancer2BB
Legendary Creature - Lizard Wizard [mythic]
Wither
~ gets +2/+2 for each -1/-1 counter on it. 1B, Remove a -1/-1 counter from a creature in play: Put a -1/-1 counter on target creature. "May you feel our suffering"
2/3
Ligrill, the Living Sickness1BBB
Planeswalker - Ligrill [mythic]
[+2] Put a -1/-1 counter on up to two target creatures.
[-1] Target player loses 1 life for each -1/-1 counter on each creature he or she controls.
[-XX] Creatures target player controls get -X/-X.
4
Dissolving Toxin5
Artifact
At the beginning of your upkeep, put a -1/-1 counter on each creature and a plague counter on each noncreature, nonland permanent. Destroy all permanents with plague counters on them equal to their converted mana cost. Seldom do the Nurill witness anything that survives the toxin.
Plague Bombs2
Artifact - Equipment
Plague Bombs is Unstable (if this permanent becomes the target of a spell or ability, sacrifice it and put a -1/-1 counter on each creature.)
Equipped has deathtouch and is Unstable.
Equip 1
I know I'm beyond the turn-in time was 11 and I was going to run in on time, but I got kicked out of Vbulliten by a session time out. I have a screen shot if necessary.
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
I didn't remove the "workshop" tags from my submission, but what's in there should be considered my final submission.
Also:
Dragoon
Planeswalker: The last ability has no synergy with the ultimate. Second ability is better than Tezzeret's. Overall, not your best work. It looks like you haven't thought much about the design. It works though, and it's definitely on par with other planeswalkers seen before.
Defense: Simple, though not too inspired. I'm not a huge fan of this type of white removal, but it seems to work. No real balance issues in my eyes.
Unstable: I think unstable bring to mind a drawback rather than a useful ability. Also, using unstable as an ability word seems like a cop out. The card itself is good, though I think common may be wrong for it. Too easy for it to grow fast and with trample, uncommon might be the better choice.
NightArcher
Planeswalker: Either no one felt inspired for this challenge, or everone has the same trouble designing planeswalkers I'm having. At least you've tried to do something new, namely the -XX ability. I like that your trying something new, but loyalty counters are not like mana costs, and I'm afraid there is no way it will be printed this way. Rest of the ablities are ok, though the first one is a tad too strong. +2 counters for a double Gnarled Effigy effect each turn for no mana cost? That can win games on it's own.
Defense: So, after five turns, nearly everything that doesn't have 6 or higher cmc or 6 or more toughness will be gone. This type of time bomb artifact, much stronger than most of it's type. I'm very worried that it's too powerful, e=ven at 5 mana.
Unstable: Your version of unstable make some sense, and leads to some interesting play, but it also, well unstable. There is always a chance an opponent will kill your card at the exact moment you don't want them to. Card itself would be too unreliable to see play, I think.
Koopa
Planeswalker: No to splice onto planeswalker. Mainly, my problem is that if you can simply splice it, there is no longer a reason to play it. That said, the two abilities you did put on your planeswalker are so conditional and limited, there won't be any reason to play this anyway.
Defense: ,T: Get rid of whatever you want. No need to pay more and exiling it, too, since you could just sacrifice it and get the same result, meaning the second ability is inelegant. Elegance issues aside, the high cost to get things going with it means it might be balanced. I'm just not a fan of cards like this.
Unstable: Your version of unstable is kinda like vanishing, only more limited and less elegant. You can't play with the time counters, and you need to play a very complicated game to balance high CMC. Your card, for example, is ridiculously weak. You'll only going to get one attack from it, making it pretty bad, even if it's a 4/4 for 2.
I'm honestly not sure about my top two, I think Dragoon has the stronger overall submission.
1. Dragoon
2. Nightarcher
3. Koopa
Planeswalker: You tried to do something like I did, which is try to add a non-loyalty related ability. Your card seems well put together and would most likely require a level of skill to pilot correctly. The two abilities seems good, a small pump that is almost a Pacifism with your theme and then a Mind Control effect all seem vary good. The problem with your walker is that he has no way to defend himself and really no way to add loyalty, which makes him very vulnerable to attacks, something most good walkers aren't.
EDIT: Seeing as he can gain a lot of loyalty in multiplayer games, he seems decent, but could be a little overpowered. Overall the card seems okay, but still not being able to defend himself makes him hard to keep around
Trap Thing: I don't think this would ever see play. Sure, there are plenty of cards with two keywords, but there are even more that don't. While I like the tie-in with your theme, I think the card overall is very weak.
Unstable: At first I thought that your Unstable was just a really weak draw back, and then I read the ETB trigger.... this guy is amazing. In Limited, I would never pass this, I would even consider this guy BETTER than your walker in limited. And with, what I am assuming, a "having extra stuff attached matter" block would abuse the hell out of this guy. A 2/2 for 3 isn't awful by any means, add on the fact that he nearly always a 2 for 1. Wow.
Planeswalker: Your planeswalker is ridiculous. His second ability is just insane, you can run out this guy, then tutor for another Planewalker at the worst. Your first ability is most likely too good, since you can fix mana/make two Primeval Titans/Legend rule anything. And his thrid ability is incredibly good, yet the weakest and most balanced because of its cost. Also, it doesn't really fit with the theme of the set (yes I read the thing). I was really hoping for a land-matters walker.
Trap Thing: I like this card alot. It's a worse everything early game but a better everything late game. The card really meshes with your theme. Nice job.
Unstable: I did read the little clip but I still don't like the way you went with it. When I think of Unstable I think of mutant, dangerous, or "handle with care". Yours doesn't feel like that. The card itself is good, and I would play with it, especially with fetchlands. Feels a little close to KotR, but not too much.
Planeswalker: Your set of cards have always meshed incredible well together, and this walker does not disappoint. His first ability is incredible, however with a +2 you can probably keep him out of alpha strike ranger and still kill off your opponents board. It is prly a little too strong. The second ability seems weak. Being able to burn the opponent is nice, but most of the time I feel you would just rather kill their creatures and get in with da beats. It's not a bad effect, just seems weak. The ultimate is like a Super Chandra Nalaar for double the cost. While I like the idea of trying to do something different, the effect will prly never be used since A: It will cost a ridic amount to kill anything big and B: Because you will have most likely killed off their board with the first ability.
Trap Thing: The card seems fine on powerlevel, but it seems clunky. I understand you don't want to put plague counters on creatures, since that would give you two forms of "creature counters" but, while easy to understand, it just feels loose. Not awful by any means, just not spectacular.
Unstable: I like the way you used the keyword, and I wished I would of thought of it. It makes the mechanic seem more elegant, like the way Indestructible is used. The trade off you get here seems fine, and the card seems powerful. Great job.
@Koopa: You seem to have misread my PW... You can, in fact, use his ability to put counters on him yourself, on your turn and on other player turns, making him capable of growing faster than most PWs. I agree that my unstable dude is a good pick, but to pick it over the PW is INSANE.
So on your turn you can add a counter and use an ability? And you can do on any opponents turn as well. So in a game of say 4 person EDH, you could add 4 counters before you get another turn and then he gets another counter if any other player decides to as well?
The flip side of that is that the second ability is very limited in it's capacity compared to, say, Ajani Goldmane's second ability. You could rack 4 counters per round if your playing a four player game, more if your opponent's pay the price to allow their creatures to attack, but unless the opponent is playing Simic or something like that, you'd want to hold off on using the ultimate until you can spread counters around the board as much as possible, and you're also taking a risk by pumping enemy creatures.
I realize how crazy this look, but I think this is just a primal reaction. I took a lot of time trying to think of as many possible scenarios to make this fun and balanced as possible. I'm the first to admit that I'm not perfect, and therefore an oversight could have happened, but I suggest you try and take a deep look before you decide that is the case.
It seems I'm going to be the first one to say this before anyone else, it also may be that no one caught it -- I'm stupid. I'm eating my words that I made last round about people making errors in wording and workings. My planeswalker is missing 'until end of turn', my equipment has 'unstable' capitalized when it shouldn't be and my vat would totally destroy all lands as worded. The latter two are also missing rarity.
But on to my full crits:
Your Walker: Great minds think alike? I totally had a legendary creature that had +1/+1 counters and creatures with them not attacking in a way-old FCC. Unfortunately I think the rate at which this card gets counters seems waaaay too high. Not too mention the rules headaches many will have on the timing for giving the counter. (lethal damage going at it? No problem! It now has a counter. Lightning bolt? Psssh-ah, no problem.) I also don't like that it can gain a counter and use an ability in the same turn.
Your Clean-up: Another CoP variant? Not too interesting. It also seems rather.... oddly specific. And I doubt Urnam would feature 2 keywords, but that's really more of a nitpick.
Your Instability: Seems really good, but I have a question about your instability. Is it a replacement effect or a triggered ability? The wording on it seems inconsistant within the sentance so I'm not sure. I also don't get the flavor for your instability.
All in all: Your theme is Simplicity, no? Many of your interactions and cards seem fairly complex and specific, rather than simple. Your cards tend to punish complexity better than staying simple themselves.
Your Walker: I really think your walker is cool and inventive, although I think its + ability is too good. lands: now creatures. It: now a land. Enchantments: OMG HOW DID THAT HAPPEN?!
It seems really versatile and fun.
Your Clean-up: I LOVE this card. I want to play it, now! It just doesn't seem to fit with your theme which I really dislike.
Your Instability: I kinda get your flavor? Your card seems really good, and this is another must-play-with for me. For your keyword overall, your flavor fits, but it seems contradictory on this card.
Your Walker: I like that you're still running with the 'splice onto X' and X isn't an instant or sorcery, but this seems.... bad. Like real bad. If you ever splice it, you'll never want to play it. It doesn't really improve walkers in any way (other than Sarkhan the Mad). It's only a niche market for usefulness. It really seems lose-lose.
Your Clean-up: This card seems great. I love the flavor, I love the interactions, and I would love to play with it.
Your Instability: So it's a variation on vanishing, but backwards. (it even has detriments to proliferate) It just seems like this card would have been printed back then, and it seems like a bad blastoderm. It's a good card, but there is so much room for improvement. Would it have hurt to give it another ability?
FEBRUARY CCL ROUND 5
Custom Card League Rules Compendium
* Overview
* Schedule
* Challenge Rounds
* Critique Rounds
* Valid Entry Constitution
* Scoring
* Penalties
* Resources
* Credits
------------------------------------------------------------------------
* Overview
The CCL is among the more fun games on the MtGSalvation forums due to its inherent aspect of interactivity among the Leaguers (that’s you). We actively critique each other’s card designs at the end of each round, putting a more personal interest into our cards and generally making us all better designers. Typically, we build worlds more complete than many games, as each round builds on the designs and ideas of previous rounds in the month. The CCL allows for Leaguers to plumb the depths of creativity, as the point schedule aspect allows for three full rounds without fear of elimination.
* Schedule
o The CCL will run six rounds, each lasting five days.
+ Rounds 1, 2 & 3 will be free-for-alls with each leaguer fighting for the most points during critiques. At the beginning of each of these rounds, the host will divide the league members evenly into two teams and each team will be assigned their design challenge. At the challenge deadline, the round will elapse into the critique section (see Critiques below). Once the critique section ends, the host will tally points and post the next round. Team rosters are likely to change between rounds; the new rosters will be included in the initial posting for the next round.
o Each round will last five days: 3.5 to finalize designs, 1.5 for critiques.
o The schedule will usually operate according to US Eastern Time Zone (GMT -5). We will stick to this schedule as closely as possible, adjusting as necessary.
* Challenge Rounds
o At the start of each round, the host will post the challenge for the round. This may be, at the host’s discretion, a single challenge for all leaguers, a list for each leaguer to choose from, challenges assigned to each leaguer, or other challenge variation.
o Each Leaguer will post his/her entry by the deadline, 3.5 days after the round is posted.
* Critique Rounds
o At the end of each challenge round, the host, or an individual the host designates, will officially close the round and open the forum for critiques. After this point, modifying the post containing your entry for the round will incur penalties (see Penalties section).
o Each Leaguer will thoroughly critique at least 50% of the entries given by the leaguers on the other team.
o In addition to the critiques, each Leaguer generates his/her list of the Top 3 entries for the round. The Top 3 listings are the chief source of points within the CCL and are therefore required to complete. Even if critiques are not completed, Top 3’s must be listed to avoid penalties (see Penalties for penalty schedule). Regardless of the cards actually critiqued by a given Leaguer, Top 3’s can be drawn from any valid entry of the round. Submitting Top 3’s grants one point.
o A valid critique does not need to be lengthy. A few constructive sentences will do as long as they are meaningful. Neither “Hated it,” “Too expensive,” nor “Bahhrokken!!!” are valid critiques.
Example:
The following card is submitted by Fitzgerald:
A few decent critics:
from Tiberius: Templating issue with “nonpermanent card,” it's confusing and should just read “instant or sorcery card.” And the cost seems steep: I’m giving up a mana, a card, and immediate access to the card I looked for. Creative, but not bad.
from Wilhelmina: I hate the name. Also the shuffle part should be right after removing the tutored card instead of on a separate line. Seems powerful as an instant, play it on the opponents turn and you get basically a free draw, but you get to pick it.
from Beauregard: A bit complicated for uncommon. It doesn’t go to microtext on a render (sans flavor text) but it still isn’t all that intuitive.
* Valid Entry Constitution
o A valid entry in a given round cleanly delivers all required components of the challenge. The CCL is based around card design, so each challenge will direct Leaguers to design one or more cards, but other components may be given according to the judge’s discretion. Historically, these non-card components have included such things as keyword mechanic designs, story pieces, and various ideas for the judge to incorporate into later rounds. Include only what is described by the challenge requirements, as superfluous items may sway judgings unfairly and will incur penalties.
o It is customary to include card renders in entries. This is not required. Some Leaguers may not have access to render design software and therefore will not be penalized for posting an entry without a render. However, it must be understood that a proper render is easier to judge/critique as it is more pleasing to the eye, more memorable and allows for Leaguers to judge the card by its wordiness, a very important aspect of a card’s design. Common rendering software used include Magic Set Editor (free program, the standard that most amateur designers use), PhotoShop (not free), and GIMP (free PhotoShop knockoff).
* Scoring
(This has been depricated, and pending approval from the powers that be will be deleted. See the next spoiler section for how Scoring works.)
o The bulk of available points will be derived from Top 3 listings, as is League custom. Within each Top 3 listing, the choice for 1st place will be awarded 3 points, the choice for 2nd place will receive 2 points, and the choice for 3rd place will receive 1 point. It is common for Leaguers to post an Honorable Mention or two along with their T3 listings. Honorable Mentions are not awarded points. Posting T3s is required and awards one point for completion of the requirements. There are penalties for failure to post T3s (see Penalties section).
o Critiques are an optional aspect of the CCL, therefore no penalties are given for failure to complete critiques. Any Leaguer completing critiques for at least 50% of the other team's entries will receive 1 bonus point. An additional point will be awarded if a Leaguer critiques all valid entries in the round.
o As noted in the section on Valid Entry Constitution, entries are encouraged to contain proper card renders. Some Leaguers may not have access to render design software and will not be penalized for posting an entry without a render.
* Penalties
o Failure to post Top 3s as required during the Critique section of any round will put a Leaguer on probation. While on probation, failure to post an Top 3 in any later round will disqualify that Leaguer for the remainder of the month.
o Once a Round elapses into its critique section, any Leaguer modifying their entry after any leaguer has posted a critique, will be disqualified for the round.
o Failure to post an entry within the Challenge round will put a Leaguer on probation. While on probation, failure to post an entry in any later round will disqualify that Leaguer for the remainder of the month.
* Resources
o This is a templating guideline compiled by Kraj. It is quite concise and very useful.
o Making Magic by Mark Rosewater, current head of Magic Design at Wizards of the Coast. Making Magic is a weekly article detailing the trials, tribulations and achievements of Magic R&D in riveting prose.
o Magiccards.info is the database mtgsalvation draws upon when you use the [card] tag. The advanced search functionality is useful for searching all cards officially printed by WotC.
o Gatherer is the database maintained officially by WotC. It has slightly different functionality than magiccards.info, but the differences are too numerable to list here. (Someone should write an article about that)
o Your other Leaguers are fantastic resources. We, more than the players of other games on this forum, are a community, as can be seen by the dialogue of any CCL thread.
+ Question, consult with, challenge and encourage each other at every opportunity.
o Credits
Each round, the players have a chance of getting a total of 100 points toward their score. Each score is determined by the following equation:
The grading of 3 points for first place, 2 points for second and 1 for third still stands. This is also the case for up to 2 points for crits and Top 3.
Total points of player A in round N = 100 * X/Y
Where:
X = Total number of points given by judges + (Bonus points for critiques & Top 3)
Y = Total number of points possible (3*Number of judges + Bonus Points)
This way the grading is more streamlined in the fact that all rounds up to going to top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player starts the next round with the score that he previously had, and another possible 100 points is given to him at the end of that round. Therefore, there is a possible 300 points before the CCL goes to top 8.
Sign-Ups
Round 1
Round 2
Round 3
Round 4
ROUND 5 CHALLENGES: YOU WILL BE MAKING THREE CARDS THIS ROUND.
Card 1: Create a Planeswalker that is a person from your civilization after he, she or it had fallen into a vat of Urnum.
Card 2: Create an Artifact, Enchantment, Instant, or Sorcery that represents your civilization's method of cleaning up the Urnum.
Card 3: Create a card that fits your civilization that uses the keyword Unstable on it. The reminder text is up to you to make and card type is yours to choose.
The Wars of Aerum were long and brutal. However, when the victors were declared and the conquered quelled, the plane itself began its campaign against its people. The Cracking Earth was to begin.
Tremors began to shake the great cities of your civilizations, causing the earth itself to fall inwards and great torrents of the mysterious blue ooze and gas burst forth. The Urnum of Aerum was freeing itself.
The Urnum was a strange substance that turned stone to paper, man to beast, beast to plant, and once your peoples believed they had it figured out, its behavior changed. The only thing that was certain was that it was seeping out of the ground and heading straight for the nearest center of population.
EXAMPLES:
Card 1:
Mburi of Long Nights BBGG
Planeswalker - Mburi (M)
+1: Creatures get -1/-1 until the beginning of your next upkeep.
-3: Target player gets two poison counters.
-9: Double the number of all counters on all other permanents and all players.
{4}
Card 2:
Containment Web 1B
Enchantment - Aura (U)
Flash
Enchant permanent
Enchanted permanent doesn't untap during its controller's upkeep. If it’s a creature, it can't attack or block. Otherwise, its activated abilities can't be activated. (Unless they are mana abilities)
At the beginning of your upkeep you may pay 1 life. If you don't, sacrifice Containment Web.
Card 3:
Regressed Anansi GGG
Creature - Spider Mutant (R)
Flash, Unstable (Your reminder text goes here.)
{2/3}
CRITIQUING THIS ROUND:
You Will Provide a Top 3 and a critique for each other participant.
Participants
Dragoon
NightArcher
Koopa
Asrama
DEADLINES:
SUBMISSIONS are due by 2/25 at 11:00 pm EST (GMT -5).
CRITIQUES are due by 2/27 at 11:00 pm EST (GMT -5).
Simplicity 2U
Instant (U)
Return each creature with power greater than it's printed power to it's owner's hand.
"Swords, armor, charms - My dear Ser Corland, did you really think these would help you against me?"
-- Toharg the Sorcerer
Stern Purist 2W
Creature - Human Cleric (C)
Whenever a creature blocks or becomes blocked by Stern Purist, unattach all cards from that creature.
"You have overburdened yourself with your possessions, and cluttered your life with trinkets. You will now learn how useless those things are."
2/3
Sumandea, Bastion Unblemished
Legendary Land (R)
T: Add 1 to your mana pool
T, Remove a counter from a creature you control: Add two mana of any color to your mana pool.
From all over the world, pilgrims come to clear their mind and body from the troubles of world, and be whole.
Unadorned Statuette 1U
Enchantment Creature - Elemental (U)
If a spell or ability will increase a creature’s power to be greater than Unadorned Statuette’s power, or it’s toughness to be greater than Unadorned Statuette’s toughness, return that creature to it’s owner’s hand.
1/2
Sumandea Deathblade 2BB
Creature - Human Soldier (C)
When Sumandea's Deathblade enters the battlefield, Destroy target creature with another card attached to it.
"Their generals and commanders adorn themselves with shiny armor and enchanted weaponry. All the easier to mark them as a target."
-- Cahir Dallen, the Untarnished
3/1
Cahir Dallen, the Untarnished 1BW
Legendary Creature - Human Soldier (R)
When Cahir Dallen, the Untarnished enters the battlefield, remove all counters from all creatures and unattach all cards them (auras that are unattached are destroyed).
Counters cannot be placed on creatures.
Cards cannot be attached to creatures.
2/2
Toharg the Unpure 3WU
Planeswalker - Toharg (MR)
Creatures with counters on them or cards attached to them can't attack. Any player may put a loyalty counter on Verdin the Unpure to ignore this effect until end of turn, but only once each turn.
\-1/ Put a +1/+1 counter on target creature.
\-8/ Gain control of each creature with a counter on it or a card attached to it.
4
Stone Circle 1W
Enchanment (U)
1: The next time a source of your choice with two or more keyword abilities deals damage to you this turn, prevent that damage.
"The untouched stones of Sumandea will not bear those touch by the filth of Urnum"
— Cahir Dallen, the Untarnished
NOTE: This is legal! I checked something like this way back with a rules guru, I'm pretty sure this works as planned.
Tainted Firespitter 1RR
Creature - Beast (U)
Unstable (Whenever a spell or ability would cause this creature's power or toughness to change, return it to it's owner's hand)
When Tainted Firespitter enters the battlefield, it deals 2 damage to target creature or player.
2/2
Host, December 2015: A Winter Wonderland? - R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL April 2014: A Game of Fate - Signup|R1|R2|R3|Top 8|Semifinal|Finals|Poll
Host, CCL December 2012: Spy Games - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL November 2010: The Perfect Crime - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL August 2009: A Commander's Journey: Signups|R1|R2|R3|Top 8|Semifinals|Finals|Poll
I've got tons of art from the web. Want art for a render? PM me! Want to create your own collection? Start here!
Focus 1U
Instant (U)
This spell can't be countered be spells or abilities.
The next spell cast this turn can"t be countered by spells or abilities.
Splice onto Instant or Sorcery 1UU
"Focus. Then nothing can stop you."
Keeper of Focus 1UU
Creature - Merfolk Shaman (U)
Whenever you splice, draw a card.
None have mastered focus as well as the Keepers.
2/2
Trika, House of the Keepers
Legendary Land (MR)
Trika, House of the Keepers enters the battlefield tapped
T: Add 1 to your mana pool.
T, Sacrifice Trika, House of the Keepers: Instant and sorcery cards in your hand have "Splice onto Instant or Sorcery X, where X is this cards converted mana cost" until end of turn.
The mecca of focus
Channeling Orb 3
Artifact Creature - Orb (R)
T: Add two mana in any combination of colors to your mana pool. Spend this mana only to splice.
The orbs given to channel the Keepers' focus always seemed to have minds of their own... but never feet.
1/1
Focused Spy 1WU
Creature - Merfolk Rogue (U)
When you splice, Focused Spy becomes unblockable and gains shroud until end of turn.
Our spies are undetectable when they focus.
2/2
Rani, Focused General 2WU
Legendary Creature - Merfolk Soldier (R)
Other Merfolk creatures you control get +1/+1.
Splice onto Creature 2WU (As you cast a Creature spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that creature.)
Focus is stronger than any steel.
3/3
Olio, Focus Incarnate 1UU
Planeswalker - Olio (MR)
[+1]: The next spell you cast this turn cannot be countered by spells or abilities.
[-6]: You get an emblem with "Spells you control cannot be countered by spells or abilities."
Splice onto Planeswalker 1UU (As you cast a Planeswalker spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that Planeswalker.)
{3}
Collection Vat 4
Artifact (MR)
When Collection Vat is destroyed, return all cards exiled with to the battlefield.
,T: Exile target nonland permanent.
,T: Exile Collection Vat.
Shove the ooze in the vat. Shove the vat into oblivion.
Infused Warrior GU
Creature - Merfolk Mutant (C)
Unstable (At the beginning of your upkeep, put a depletion counter on this card. When a permanent has depletion counters equal to or greater than it's converted mana cost, sacrifice it.)
The Urnum gives power.
The Urnum demands sacrifice.
4/4
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Sorcery C
Search your library for a basic land card and put that card onto the battlefield tapped. Then if an opponent controls more land than you, search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
Creature - Elf Shaman U
T: Return target land card from your graveyard to the battlefield tapped.
2/2
Legendary Land R
T: Add to your mana pool. Put a charge counter on Everlife, the Giving Tree.
1, T, Remove X charge counters from Everlife, the Giving Tree: Add X mana of any combination of colors to your mana pool.
Enchantment creature - Elemental MR
Trample
Whenever Flood Garden deals combat damage to a player, put a flood counter on target land that player controls. That land is an Island as long as it has a flood counter on it.
G: Add one mana of any color to your mana pool.
4/4
Creature - Elf Warrior Druid U
Haste
Whenever Raylek-Clan Awakener attacks, you may untap target land you control. If you do, that land becomes a 2/2 Elemental creature until end of turn and is attacking.
"My soldiers are never alone." - General Ilidar
2/2
Legendary Land Creature - Forest Treefolk MR
(General Ilidar isn't a spell, it's affected by summoning sickness, and it has "T: Add G to your mana pool.")
General Ilidar is green.
Trample
Genreal Ilidar's power and toughness are equal to the number of Forests you control.
General Ilidar can't attack or block unless you control four or more lands.
The Elves may tend the land, but it doesn't mean the land can't fend for itself.
*/*
Planeswalker - Arden MR
[+1]: Choose a permanent. Target permanent you control becomes a copy of the chosen permanent until end of turn.
[-X]: Search your library for a permanent card with converted mana cost X or less, put it onto the battlefield, then shuffle your library.
[-7]: Choose any number of permanents. For each one, put a token onto the battlefield that is a copy of that permanent.
{4}
Sorcery U
Exile target nonland permanent with converted mana cost less than or equal to the number of lands you control.
His boughs not only shelter from the sun, but from anything that would taint his world.
Stoneblade Avenger GG
Creature - Elf Warrior C
Trample
Unstable - Whenever a creature or land is put into your graveyard from the battlefield, you may put a +1/+1 counter on Stoneblade Avenger.
"Don't weep for our fallen warriors; weep for the fallen of nature, whom we serve to protect. And with each tear, may you resolve to seek vengeance." -- General Ilidar
2/2
Level 1 DCI Judge
Check out my Commons Cube.
Sorcery [mythic]
You get an emblem with "All creatures get -1/-1."
Violence could never destroy as much as this.
Creature - Lizard [uncommon]
At the beginning of your upkeep, put a -1/-1 counter on ~ and another target creature.
Only those on their death bed know the true meaning of the word 'inevitable'.
3/4
Legendary Land [rare]
~ enters the battlefield tapped.
T: Add B to your mana pool.
T: For each -1/-1 counter on target creature, put a -1/-1 counter on another target creature.
Plague ran rampant through the city for years, until a time when none could call it a city anymore.
Artifact Creature - Golem [rare]
If a -1/-1 counter would be placed on a permanent you control, put that counter on ~ instead.
When ~ is put into a graveyard from the battlefield, put a -1/-1 counter on each creature for each -1/-1 counter on ~.
The sick would pray beneath the idol for a cure, not knowing the cure they received was a curse in disguise.
1/4
Creature - Lizard Scout [common]
Whenever ~ blocks or becomes blocked by a creature, put a -1/-1 counter on that creature.
The infected make the best front-line soldiers.
2/2
Legendary Creature - Lizard Wizard [mythic]
Wither
~ gets +2/+2 for each -1/-1 counter on it.
1B, Remove a -1/-1 counter from a creature in play: Put a -1/-1 counter on target creature.
"May you feel our suffering"
2/3
Ligrill, the Living Sickness 1BBB
Planeswalker - Ligrill [mythic]
[+2] Put a -1/-1 counter on up to two target creatures.
[-1] Target player loses 1 life for each -1/-1 counter on each creature he or she controls.
[-XX] Creatures target player controls get -X/-X.
4
Dissolving Toxin 5
Artifact
At the beginning of your upkeep, put a -1/-1 counter on each creature and a plague counter on each noncreature, nonland permanent. Destroy all permanents with plague counters on them equal to their converted mana cost.
Seldom do the Nurill witness anything that survives the toxin.
Plague Bombs 2
Artifact - Equipment
Plague Bombs is Unstable (if this permanent becomes the target of a spell or ability, sacrifice it and put a -1/-1 counter on each creature.)
Equipped has deathtouch and is Unstable.
Equip 1
I know I'm beyond the turn-in time was 11 and I was going to run in on time, but I got kicked out of Vbulliten by a session time out. I have a screen shot if necessary.
2. Asrama
3. Koopa
Level 1 DCI Judge
Check out my Commons Cube.
Also:
Dragoon
Planeswalker: The last ability has no synergy with the ultimate. Second ability is better than Tezzeret's. Overall, not your best work. It looks like you haven't thought much about the design. It works though, and it's definitely on par with other planeswalkers seen before.
Defense: Simple, though not too inspired. I'm not a huge fan of this type of white removal, but it seems to work. No real balance issues in my eyes.
Unstable: I think unstable bring to mind a drawback rather than a useful ability. Also, using unstable as an ability word seems like a cop out. The card itself is good, though I think common may be wrong for it. Too easy for it to grow fast and with trample, uncommon might be the better choice.
Planeswalker: Either no one felt inspired for this challenge, or everone has the same trouble designing planeswalkers I'm having. At least you've tried to do something new, namely the -XX ability. I like that your trying something new, but loyalty counters are not like mana costs, and I'm afraid there is no way it will be printed this way. Rest of the ablities are ok, though the first one is a tad too strong. +2 counters for a double Gnarled Effigy effect each turn for no mana cost? That can win games on it's own.
Defense: So, after five turns, nearly everything that doesn't have 6 or higher cmc or 6 or more toughness will be gone. This type of time bomb artifact, much stronger than most of it's type. I'm very worried that it's too powerful, e=ven at 5 mana.
Unstable: Your version of unstable make some sense, and leads to some interesting play, but it also, well unstable. There is always a chance an opponent will kill your card at the exact moment you don't want them to. Card itself would be too unreliable to see play, I think.
Planeswalker: No to splice onto planeswalker. Mainly, my problem is that if you can simply splice it, there is no longer a reason to play it. That said, the two abilities you did put on your planeswalker are so conditional and limited, there won't be any reason to play this anyway.
Defense: ,T: Get rid of whatever you want. No need to pay more and exiling it, too, since you could just sacrifice it and get the same result, meaning the second ability is inelegant. Elegance issues aside, the high cost to get things going with it means it might be balanced. I'm just not a fan of cards like this.
Unstable: Your version of unstable is kinda like vanishing, only more limited and less elegant. You can't play with the time counters, and you need to play a very complicated game to balance high CMC. Your card, for example, is ridiculously weak. You'll only going to get one attack from it, making it pretty bad, even if it's a 4/4 for 2.
I'm honestly not sure about my top two, I think Dragoon has the stronger overall submission.
1. Dragoon
2. Nightarcher
3. Koopa
Host, December 2015: A Winter Wonderland? - R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL April 2014: A Game of Fate - Signup|R1|R2|R3|Top 8|Semifinal|Finals|Poll
Host, CCL December 2012: Spy Games - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL November 2010: The Perfect Crime - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL August 2009: A Commander's Journey: Signups|R1|R2|R3|Top 8|Semifinals|Finals|Poll
I've got tons of art from the web. Want art for a render? PM me! Want to create your own collection? Start here!
Planeswalker: You tried to do something like I did, which is try to add a non-loyalty related ability. Your card seems well put together and would most likely require a level of skill to pilot correctly. The two abilities seems good, a small pump that is almost a Pacifism with your theme and then a Mind Control effect all seem vary good. The problem with your walker is that he has no way to defend himself and really no way to add loyalty, which makes him very vulnerable to attacks, something most good walkers aren't.
EDIT: Seeing as he can gain a lot of loyalty in multiplayer games, he seems decent, but could be a little overpowered. Overall the card seems okay, but still not being able to defend himself makes him hard to keep around
Trap Thing: I don't think this would ever see play. Sure, there are plenty of cards with two keywords, but there are even more that don't. While I like the tie-in with your theme, I think the card overall is very weak.
Unstable: At first I thought that your Unstable was just a really weak draw back, and then I read the ETB trigger.... this guy is amazing. In Limited, I would never pass this, I would even consider this guy BETTER than your walker in limited. And with, what I am assuming, a "having extra stuff attached matter" block would abuse the hell out of this guy. A 2/2 for 3 isn't awful by any means, add on the fact that he nearly always a 2 for 1. Wow.
Planeswalker: Your planeswalker is ridiculous. His second ability is just insane, you can run out this guy, then tutor for another Planewalker at the worst. Your first ability is most likely too good, since you can fix mana/make two Primeval Titans/Legend rule anything. And his thrid ability is incredibly good, yet the weakest and most balanced because of its cost. Also, it doesn't really fit with the theme of the set (yes I read the thing). I was really hoping for a land-matters walker.
Trap Thing: I like this card alot. It's a worse everything early game but a better everything late game. The card really meshes with your theme. Nice job.
Unstable: I did read the little clip but I still don't like the way you went with it. When I think of Unstable I think of mutant, dangerous, or "handle with care". Yours doesn't feel like that. The card itself is good, and I would play with it, especially with fetchlands. Feels a little close to KotR, but not too much.
Planeswalker: Your set of cards have always meshed incredible well together, and this walker does not disappoint. His first ability is incredible, however with a +2 you can probably keep him out of alpha strike ranger and still kill off your opponents board. It is prly a little too strong. The second ability seems weak. Being able to burn the opponent is nice, but most of the time I feel you would just rather kill their creatures and get in with da beats. It's not a bad effect, just seems weak. The ultimate is like a Super Chandra Nalaar for double the cost. While I like the idea of trying to do something different, the effect will prly never be used since A: It will cost a ridic amount to kill anything big and B: Because you will have most likely killed off their board with the first ability.
Trap Thing: The card seems fine on powerlevel, but it seems clunky. I understand you don't want to put plague counters on creatures, since that would give you two forms of "creature counters" but, while easy to understand, it just feels loose. Not awful by any means, just not spectacular.
Unstable: I like the way you used the keyword, and I wished I would of thought of it. It makes the mechanic seem more elegant, like the way Indestructible is used. The trade off you get here seems fine, and the card seems powerful. Great job.
1. Nightarcher
2. Dragoon
3. Asrama
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Top 3:
Dragoon
Koopa
Asrama
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BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
I realize how crazy this look, but I think this is just a primal reaction. I took a lot of time trying to think of as many possible scenarios to make this fun and balanced as possible. I'm the first to admit that I'm not perfect, and therefore an oversight could have happened, but I suggest you try and take a deep look before you decide that is the case.
Host, December 2015: A Winter Wonderland? - R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL April 2014: A Game of Fate - Signup|R1|R2|R3|Top 8|Semifinal|Finals|Poll
Host, CCL December 2012: Spy Games - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL November 2010: The Perfect Crime - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL August 2009: A Commander's Journey: Signups|R1|R2|R3|Top 8|Semifinals|Finals|Poll
I've got tons of art from the web. Want art for a render? PM me! Want to create your own collection? Start here!
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
But on to my full crits:
Your Clean-up: Another CoP variant? Not too interesting. It also seems rather.... oddly specific. And I doubt Urnam would feature 2 keywords, but that's really more of a nitpick.
Your Instability: Seems really good, but I have a question about your instability. Is it a replacement effect or a triggered ability? The wording on it seems inconsistant within the sentance so I'm not sure. I also don't get the flavor for your instability.
All in all: Your theme is Simplicity, no? Many of your interactions and cards seem fairly complex and specific, rather than simple. Your cards tend to punish complexity better than staying simple themselves.
It seems really versatile and fun.
Your Clean-up: I LOVE this card. I want to play it, now! It just doesn't seem to fit with your theme which I really dislike.
Your Instability: I kinda get your flavor? Your card seems really good, and this is another must-play-with for me. For your keyword overall, your flavor fits, but it seems contradictory on this card.
Your Clean-up: This card seems great. I love the flavor, I love the interactions, and I would love to play with it.
Your Instability: So it's a variation on vanishing, but backwards. (it even has detriments to proliferate) It just seems like this card would have been printed back then, and it seems like a bad blastoderm. It's a good card, but there is so much room for improvement. Would it have hurt to give it another ability?
Asrama - 2 + 0 + 1 + 1 + 2 = 6/14 * 100 = 42.8
Dragoon - 0 + 3 + 2 + 3 + 1 = 9/14 * 100 = 64.2
Koopa - 1 + 1 + 0 + 2 + 2 = 6/14 * 100 = 42.8
NightArcher - 3 + 2 + 3 + 0 + 2 = 10/14 * 100 = 71.4
NIGHTARCHER AND DRAGOON ADVANCE!!