Until end of turn, you and target player gain control of each other's creatures. Untap those creatures. Then, creatures you control fight creatures target player controls at random.
Surge of Entropy5RR
Sorcery (R)
Choose a number at random between 1 and 7. Each player discards his or her hand and draws that number of cards. Then each player chooses at random that number of permanents he or she controls. Destroy those permanents. "The power of Chaos is unpredictable, impossible to harness. That's why I embrace it." -- Stigio de Souza
Tyrexican Handshake5RRR
Sorcery (R)
Exile all nonland permanents and all cards in hands.
Starting with you, each player may cast a card exiled this way without paying its mana cost.
Repeat this process until no player cast a spell this way.
"In the state of Tyrexico it's custom to trade family members."
Crazy Merge :4mana::symr::symr:
Sorcery (R)
Each player exile all permanents he or she controls face down and you shuffle them into one pile.
Starting with you, each player puts the top card of that pile onto the battlefield under his or her control. Repeat this process until no one puts a card onto the battlefield.
Wheel of Chaos4RR
Sorcery (R)
Each player shuffles all permanents he or she owns into his or her library, then reveals cards from the top of his or her library until he or she reveals seven artifact, creature or land cards. Each player puts all artifact, creature and land cards revealed this way onto the battlefied, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of his or her library.
Chaotic Twister 3RRR
Sorcery (R)
Each player shuffles all permanents he or she controls into his or her library, then reveals cards from his or her library until ten permanents cards have been revealed. Starting with you, each player chooses a permanent card revealed this way until each player has chosen ten cards, then each player puts all permanents chosen this way onto the battlefield under his or her control. Exile all other cards revealed this way.
Newt Parade5RR
Sorcery (R)
Target opponent gains control of target permanent you control without a trade counter. Put a trade counter on that permanent. That player may copy this spell and may choose a new target for that copy.
Put a 3/3 red Lizard creature token onto the battlefield.
WARNING: Not a single spell that messes up the entire board
Tectonic UpheavalRRRR
Sorcery R
Primitive (You may only spend mana from basic lands to cast this spell.)
Destroy all lands. Each player reveals that many cards from the top of their library and puts all land cards revealed this way into play and the rest into their graveyard.
Any player may sacrifice three lands to prevent this. Continents collided together and new islands appeared where others sank. Those creatures that survived found themselves among lands they had never known.
Scramble Grab2R
Instant (R)
Gain control of target permanent.
Any player may pay 1 or pay 2 life. If any player does, that palyer copies Scramble Grab and may choose new targets for it.
Note: You can pay the life and/or mana as well to copy Scramble Grab as much as you want.
WARNING: Not a single spell that messes up the entire board
Sorcery (R)
Divide all artifacts, creatures, and lands on the battlefield into X piles, where X is the number of players. Each opponent chooses a pile and gains control of all permanents in that pile. (Opponents choose in turn order starting with the opponent to your left.) You gain control of all permanents in the remaining pile. "What do ya mean, ya din't git yer fair share? Ya picked yer share!"
-Blackbuck, flitsail deckhand
Tidal Revolution5(R/U)(R/U)(R/U)
Sorcery (R)
Each player shuffles all permanents he or she owns into his or her library. At the beginning of each players upkeep, that player reveals the top four cards of his or her library and puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of his or her library. (This effect doesn't end at end of turn.)
WARNING: Almost impossible to implement in Magic rules.
This Round: Murk Create a card that gets better for each Swamp you control.
Think Mire's Toll, Corrupt
Skull Priest(G/B)
Creature - Snake Shaman (U) B, Sacrifice a creature: Target creature gets -1/-1 until end of turn. G, Sacrifice a creature: Target creature gets +1/+1 until end of turn.
1/1
Mirelurk Corsair - 1BB
Creature - Crab Pirate (C) XB,T: Choose X amount of creatures you control. They gain hexproof. X can only be paid with mana from basic swamps.
3/2
Mirelurk Corsair - 1BB
Creature - Crab Pirate (C)
If you control a swamp, Mirelurk Corsair has hexproof. If you control six or more swamps, creatures you control have hexproof.
3/2
Almost there. It should scale up with every Swamp you control, rather than have a treshold at six.
Suffocating Stench 3B
Instant (U)
Target creature gets -X/-X until end of turn, where X is the number of swamps you control. If that creature dies this turn, its controller loses X life. The gas that wafts out from the marshes on hot, humid nights is said to be like the stench of a thousand festering corpses. Brigands have been known to bottle up the fetid muck that produces it of for use as a weapon.
Taboo
Instant (R)
As an additional cost to cast Taboo, pay 2 life.
Search your library for a nonland card with converted mana cost X or less, where X is the number of Swamps you control, reveal it, put it into your hand, then shuffle your library.
I don't know if it's bad form to criticize the "warnings" here, but several of the choices from the last round, including my own, operate recursively; they could just as easily be written as a single sorcery, but its far simpler to implement this way. the effect is the same; by casting a single spell, the whole board can be 'sploded, depending on peoples' choices.
I don't know if it's bad form to criticize the "warnings" here, but several of the choices from the last round, including my own, operate recursively; they could just as easily be written as a single sorcery, but its far simpler to implement this way. the effect is the same; by casting a single spell, the whole board can be 'sploded, depending on peoples' choices.
The point was to create a spell that messes up the whole board, such as Warp World does. Just one big wtf spell, random red Sorcery.
Yeah you could use those submissions as big red spells, but they aren't, just as Chain of Plasma is not a board sweeper.
The same goes for an earlier round where "Choose one - do X, or counter target spell" should have been DQed for not being a hard counterspell. Can't recall the judgment on that one.
You should have submitted a card that always messes up the board, and everything would be fine.
Skull-Tribe Assassin :1mana::symb::symb:
Creature - Snake Warrior {R}
Whenever Skull-Tribe Assassin deals combat damage to a player, you may sacrifice it. If you do, draw X cards and lose X life, where X is the number of Swamps you control.
2/2
Ominous Gloom1BB
Enchantment R
During each opponent's upkeep, that player taps one non-black creature for each swamp you control. "The fog has a dreadful chill this night..." Nill, Press-Gang Captain
ReawakeningB
Sorcery (c)
Return target creature card with converted mana cost X or less from your graveyard to the battlefield, where X is the number of swamps you control.
Sorcery (U)
Return up to X target creature cards from players' graveyards to their hands, where X is the number of Swamps you control. Sailors are always careful when they raise anchor. You never know what might be stuck to it.
The point was to create a spell that messes up the whole board, such as Warp World does. Just one big wtf spell, random red Sorcery.
Yeah you could use those submissions as big red spells, but they aren't, just as Chain of Plasma is not a board sweeper.
The same goes for an earlier round where "Choose one - do X, or counter target spell" should have been DQed for not being a hard counterspell. Can't recall the judgment on that one.
You should have submitted a card that always messes up the board, and everything would be fine.
I dunno I "should have" done anything, but this explanation generally makes sense.
Another question (can you tell i'm new?):
I submitted a card that was pretty similar to someone else's submission. Is that bad?
Why is my card "Almost impossible to implement in Magic rules."?
Worded with "For the rest of the game" maybe was better, but I don't really see any problem
Alright, here we go.
Each player shuffles all permanents he or she owns into his or her library. At the beginning of each players upkeep, that player reveals the top four cards of his or her library and puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of his or her library. (This effect doesn't end at end of turn.)
It's basically a Warp World for 4 at every upkeep. That means that for the remainder of the game, everyone needs to remember this card, even if it's exiled, in a graveyard or in the library. Good luck memorizing, especially if this thing resolves multiple times over time.
Usually this would have been fixed using an emblem. But still, if you want to do something every turn from now on, make it simple. Like "copy this spell" (Epic) or "Tap a mountain: 1 damage" (Koth).
Not "At the beginning of each players upkeep, that player reveals the top four cards of his or her library and puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of his or her library."
I dunno I "should have" done anything, but this explanation generally makes sense.
Another question (can you tell i'm new?):
I submitted a card that was pretty similar to someone else's submission. Is that bad?
To answer your first statement: your submission remotely does what is asked, not directly. If we ask for a discard spell, "draw 7 cards" is not valid, even though it will cause you to discard something.
Second one: it's up to you. If two people submit very similar cards, there is nothing to choose. So either people will vote for both (which costs them 2 out of 3 votes), vote for only one of you (which means neither of you will win) or not vote for you at all because that would cost them 2 out of 3 votes.
So you can submit a card similar to another, but odds are you are not going to win the round.
Cards in the Set
Last Round: Scramble!
Vote for the best three cards!
This Round: Murk
Create a card that gets better for each Swamp you control.
Think Mire's Toll, Corrupt
Results
Congratulations to avatarz!
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Creature - Crab Pirate (C)
XB,T: Choose X amount of creatures you control. They gain hexproof. X can only be paid with mana from basic swamps.
3/2
Almost there. It should scale up with every Swamp you control, rather than have a treshold at six.
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Sorcery (U)
Each player sacrifices a creature for each Swamp you control.
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Instant (U)
Target creature gets -X/-X until end of turn, where X is the number of swamps you control. If that creature dies this turn, its controller loses X life.
The gas that wafts out from the marshes on hot, humid nights is said to be like the stench of a thousand festering corpses. Brigands have been known to bottle up the fetid muck that produces it of for use as a weapon.
Instant (R)
As an additional cost to cast Taboo, pay 2 life.
Search your library for a nonland card with converted mana cost X or less, where X is the number of Swamps you control, reveal it, put it into your hand, then shuffle your library.
Instant (U)
Target creature gets -X/-X until end of turn, where X is the number of swamps you control.
Creature - Elemental Horror (R)
Lifelink
Mireborn Monster's power and toughness are each equal to the number of swamps you control.
As if the crocodiles in the bogs weren't bad enough!
*/*
- Main Cube
- No Brains, All Feelings Cube
The point was to create a spell that messes up the whole board, such as Warp World does. Just one big wtf spell, random red Sorcery.
Yeah you could use those submissions as big red spells, but they aren't, just as Chain of Plasma is not a board sweeper.
The same goes for an earlier round where "Choose one - do X, or counter target spell" should have been DQed for not being a hard counterspell. Can't recall the judgment on that one.
You should have submitted a card that always messes up the board, and everything would be fine.
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Creature - Snake Warrior {R}
Whenever Skull-Tribe Assassin deals combat damage to a player, you may sacrifice it. If you do, draw X cards and lose X life, where X is the number of Swamps you control.
2/2
Credit to Maelstrom Graphics for the sig.
@shadowfenix:
If you do, draw X cards and lose X life, where X is the number of Swamps you control.
Templated after Graveborn Muse.
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Sorcery {U}
Add B to your mana pool for each Swamp you control.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Enchantment R
During each opponent's upkeep, that player taps one non-black creature for each swamp you control.
"The fog has a dreadful chill this night..." Nill, Press-Gang Captain
[Clan Flamingo]
Sorcery (c)
Return target creature card with converted mana cost X or less from your graveyard to the battlefield, where X is the number of swamps you control.
Sorcery [r]
Each other player sacrifices a creature for each Swamp you control.
Winner of the 2nd Design Survivor Contest
Creator of the Vorthos Card Contest
Winner of 12th and the 18th Short Story Contests
Creator of the Vs. Tournament.
--Runner of the Superhero Vs. Tounrament
--Runner of the Villian Vs. Tournament.
Sorcery (U)
Return up to X target creature cards from players' graveyards to their hands, where X is the number of Swamps you control.
Sailors are always careful when they raise anchor. You never know what might be stuck to it.
I dunno I "should have" done anything, but this explanation generally makes sense.
Another question (can you tell i'm new?):
I submitted a card that was pretty similar to someone else's submission. Is that bad?
Alright, here we go.
It's basically a Warp World for 4 at every upkeep. That means that for the remainder of the game, everyone needs to remember this card, even if it's exiled, in a graveyard or in the library. Good luck memorizing, especially if this thing resolves multiple times over time.
Usually this would have been fixed using an emblem. But still, if you want to do something every turn from now on, make it simple. Like "copy this spell" (Epic) or "Tap a mountain: 1 damage" (Koth).
Not "At the beginning of each players upkeep, that player reveals the top four cards of his or her library and puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of his or her library."
See the difference?
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To answer your first statement: your submission remotely does what is asked, not directly. If we ask for a discard spell, "draw 7 cards" is not valid, even though it will cause you to discard something.
Second one: it's up to you. If two people submit very similar cards, there is nothing to choose. So either people will vote for both (which costs them 2 out of 3 votes), vote for only one of you (which means neither of you will win) or not vote for you at all because that would cost them 2 out of 3 votes.
So you can submit a card similar to another, but odds are you are not going to win the round.
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