Sorry Cetonis, somehow during the copypasta transferring the judgings over yours got missed
here it is:
Cetonis
Valley Elf :symr::symg:
Creature - Elf Warrior (C)
Level Up [2/2]
[1-2] Haste, Trample [3/3]
[3+] Haste, Trample; Sacrifice a Mountain or Forest: Valley Elf gets +1/+1 until end of turn. [5/5]
(well, it could be a common in ROE's setup anyway)
Doesn't feel "Elfy" to me. This kind of creature seems like it could be a Beast or Elemental or something that "eats" the land to get bigger. Haste is only relevant if you level it to 1 right away, which gives you a 3/3 Trample, Haste for 5 which isn't great. I would rather the Haste have been something else.
Overall, I think it's fine, balanced for a common. I like that you can sac the lands you tap to level it up. Would be pretty strong in limited, since 2/2 for 2 isn't too terrible and it can be a strong finisher.
score: B
Shifting Mirage
Land (C)
Vanishing 3
T: Add 1 to your mana pool.
When Shifting Mirage goes to the graveyard from the battlefield, search your library for a basic land card and put it onto the battlefield. Shuffle your library afterwards.
Broodhive Infestation - 1GGG
Enchantment
Vanishing 6
Whenever a Vanishing counter is removed from ~, put a 1/1 green Insect token onto the battlefield.
As long as ~ is in a graveyard, all Insects get +2/+2 and have "This creature can't be blocked except by creatures with flying and/or creatures with defender."
Sinking Mire
Land T: Add B to your mana pool.
Vanishing 2 (This permanent comes into play with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever a time counter is removed from Sinking Mire, each player sacrifices a creature.
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"You live and learn. At any rate, you live." -Douglas Adams
Phyrexian Generator3BB Tribal Artifact - Phyrexian
Vanishing 4 (This permanent enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) :symtap:, Pay 2 Life: Add 2 to your mana pool.
Remove a time counter from ~: Untap ~. We All Need To Make Sacrifices For What We Truly Want
Mists of Jarakal1UU
Enchantment
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When you remove a time counter from ~, draw a card. U, Discard a card: Put a time counter on ~. "The white mists are of questionable legality, but as a source of inspiration they are indispensable."
Tectonic Catastrophe 3RR Enchantment
Vanishing 5
Whenever a player activates an activated ability of a nonbasic
land, remove a time counter from tectonic Catastrophe. (This
includes mana abilities.)
When Tectonic Catastrophe is put into a graveyard from the
battlefield, if it had no time counters on it, destroy all lands.
If I could "like" or "upvote" you right now, I would.
Quote from Boing »
Into the Maw of Hell is a name so awesome, it deserves its own song.
It would be about a world of brown spikes and red fire, where men fight and scream and become blurry masses. Then it would change to somber, we learn that this glorious place exists only in Raymond Swanland's head. To visit it, you must enter the maw of Hell itself.
it's very likely that you'll have to use some tokens for chumpblocking and only get about 2-3 3/3's in the end
You have to consider that if you're putting this card in your deck you're probably playing with other Insect creatures or Insect token-generating cards.
Discard this to a discard outlet like Greenseeker and drop a One Dozen Eyes?
The next contest is... um... give me a bit, I'll come up with something soon.
Okay, here we go. Make me a Rare or Mythic Rare non-creature, non-planeswalker spell with a one-word name. I want to see flavorful, interesting, and actually working with the rules. Good luck!
Regression - 2UB
Sorcery {R}
Target player puts the creature with highest converted mana cost that he or she controls on top of his or her library, then puts a land he or she controls on top of his or her library.
Eats up two draws and time walks them a turn. Dece? I think so.
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Check out my custom set I'm working on, Nerastayn!
(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)
How did curiosity kill a cat? (W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)
Depravity5BB Enchantment {M}
All creatures have deathtouch.
Whenever a creature is put into a graveyard from the battlefield,
its controller loses life equal to its power and each of that player's
opponents draws a card.
If I could "like" or "upvote" you right now, I would.
Quote from Boing »
Into the Maw of Hell is a name so awesome, it deserves its own song.
It would be about a world of brown spikes and red fire, where men fight and scream and become blurry masses. Then it would change to somber, we learn that this glorious place exists only in Raymond Swanland's head. To visit it, you must enter the maw of Hell itself.
Destruction :sym2r::sym2r::sym2r::sym2r: Sorcery {R}
Destroy target land or artifact, it's controller is dealt damage equal to the number of lands and artifacts in that player's graveyard.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
"Destruction of the land we walk on and the technology we have advanced with can be considered a barbaric act; to me it's a simple art form that I have truly mastered."
- Tazlik, Poetic Shaker of the Mountains
Antagonise 4RR
Enchantment—Aura (R)
Enchant Opponent
At the beginning of enchanted opponent's end step, if you took no damage this turn, Antagonise does damage to enchanted player equal to the number of charge counters on it.
Aggregate 2 (This card comes into play with 2 charge counters on it. Whenever this enchantment's ability deals damage, put 2 additional charge counters on it.) "Game on."
Paramnesia2UUU
Enchantment {MR}
All instants are sorceries and all sorceries are instants instead of their other types. (This affects cards in all zones.) "Erm..its, uhh..."
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EDH: UUUJin-Gitaxias, Core AugurUUU
Modern WWWHatebearsWWW
Micromanage9UUUU
Instant {M}
You control each opponent's next turn.
Rebound "I don't like the way you cast that spell. Try waving your arms more. No! Not that much."
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():
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Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
DesolateRRRR
Sorcery - (MR)
Storm
Destroy target land and ~ deals 2 damage to target creature or player.
EDIT:
If thats too close to that other storm ld entry heres another. Voidgate5
Artifact - (MR)
If a permanent would be put into a graveyard from the battlefield, exile it instead. 5: Put target exiled permanent onto the battlefield under your control.
Mindbreaker - 8 Legendary Artifact
:3mana:, :symtap:, sacrifice Mindbreaker: Until end of turn, each opponent plays with his or her hand revealed, and can't cast spells or activate abilities. You may play cards from those players' hands and/or activate abilities of cards they control this turn.
Disloyalty - 3RRR
Sorcery (R)
You and target opponent each gain control of all creatures the other controls.
Untap creatures you control, they gain haste until end of turn.
At the beginning of the next end step you and target opponent each gain control of all creatures the other controls.
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():
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Generation 472: The first time you see this, add it to your sig, but add 1 to the number. Call it a social experiment.
here it is:
Cetonis
Doesn't feel "Elfy" to me. This kind of creature seems like it could be a Beast or Elemental or something that "eats" the land to get bigger. Haste is only relevant if you level it to 1 right away, which gives you a 3/3 Trample, Haste for 5 which isn't great. I would rather the Haste have been something else.
Overall, I think it's fine, balanced for a common. I like that you can sac the lands you tap to level it up. Would be pretty strong in limited, since 2/2 for 2 isn't too terrible and it can be a strong finisher.
score: B
Ruins of Tourach's Gate
Illusional Fears
Ancient Knowledge
False Sense of Security
Floating Caches
A Bit Touch
Nurtured Rooted
Underground Lizards
Tropical Changling
A Brown Cordless
Snowstorm Avalanches
Spitted Baller (by Brofaux)
Land (C)
Vanishing 3
T: Add 1 to your mana pool.
When Shifting Mirage goes to the graveyard from the battlefield, search your library for a basic land card and put it onto the battlefield. Shuffle your library afterwards.
Enchantment
Vanishing 6
Whenever a Vanishing counter is removed from ~, put a 1/1 green Insect token onto the battlefield.
As long as ~ is in a graveyard, all Insects get +2/+2 and have "This creature can't be blocked except by creatures with flying and/or creatures with defender."
IIW
Create a PW by mixing the existing PW's abilities
Ruins of Tourach's Gate
Illusional Fears
Ancient Knowledge
False Sense of Security
Floating Caches
A Bit Touch
Nurtured Rooted
Underground Lizards
Tropical Changling
A Brown Cordless
Snowstorm Avalanches
Spitted Baller (by Brofaux)
Land
T: Add B to your mana pool.
Vanishing 2 (This permanent comes into play with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever a time counter is removed from Sinking Mire, each player sacrifices a creature.
Tribal Artifact - Phyrexian
Vanishing 4 (This permanent enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
:symtap:, Pay 2 Life: Add 2 to your mana pool.
Remove a time counter from ~: Untap ~.
We All Need To Make Sacrifices For What We Truly Want
Enchantment
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When you remove a time counter from ~, draw a card.
U, Discard a card: Put a time counter on ~.
"The white mists are of questionable legality, but as a source of inspiration they are indispensable."
Enchantment
Vanishing 2
Creatures you control get +1/+1.
Enchantment
Vanishing 5
Whenever a player activates an activated ability of a nonbasic
land, remove a time counter from tectonic Catastrophe. (This
includes mana abilities.)
When Tectonic Catastrophe is put into a graveyard from the
battlefield, if it had no time counters on it, destroy all lands.
You have to consider that if you're putting this card in your deck you're probably playing with other Insect creatures or Insect token-generating cards.
Discard this to a discard outlet like Greenseeker and drop a One Dozen Eyes?
Ruins of Tourach's Gate
Illusional Fears
Ancient Knowledge
False Sense of Security
Floating Caches
A Bit Touch
Nurtured Rooted
Underground Lizards
Tropical Changling
A Brown Cordless
Snowstorm Avalanches
Spitted Baller (by Brofaux)
land (r)
vanishing 3
t: add 1 to your mana pool for each time counter on ~.
EDIT: oh it closed. Darn.
The next contest is... um... give me a bit, I'll come up with something soon.
Okay, here we go. Make me a Rare or Mythic Rare non-creature, non-planeswalker spell with a one-word name. I want to see flavorful, interesting, and actually working with the rules. Good luck!
Consecrate 2WW
Instant {R}
Permanents you control are indestructible until the end of turn.
Instant- {MR}
Target player puts his or her hand and all spells he or she controls on top of his or her library in any order.
Standard: In Transition
Modern: RG Urzatron
Legacy: W Mighty Quinn
UW Stoneblade
Vintage: GWU "Classic" Angel Oath
GW Enchantress
Heresy UBR
Instant {MR}
Destroy up to two target white permanents. They cannot be regenerated.
Multicolored millcards in something other than dimir.
Sorcery {R}
Target player puts the creature with highest converted mana cost that he or she controls on top of his or her library, then puts a land he or she controls on top of his or her library.
Eats up two draws and time walks them a turn. Dece? I think so.
(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)
How did curiosity kill a cat?
(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)
Enchantment {M}
All creatures have deathtouch.
Whenever a creature is put into a graveyard from the battlefield,
its controller loses life equal to its power and each of that player's
opponents draws a card.
Sorcery {R}
Destroy target land or artifact, it's controller is dealt damage equal to the number of lands and artifacts in that player's graveyard.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
"Destruction of the land we walk on and the technology we have advanced with can be considered a barbaric act; to me it's a simple art form that I have truly mastered."
- Tazlik, Poetic Shaker of the Mountains
Enchantment—Aura (R)
Enchant Opponent
At the beginning of enchanted opponent's end step, if you took no damage this turn, Antagonise does damage to enchanted player equal to the number of charge counters on it.
Aggregate 2 (This card comes into play with 2 charge counters on it. Whenever this enchantment's ability deals damage, put 2 additional charge counters on it.)
"Game on."
Enchantment {MR}
All instants are sorceries and all sorceries are instants instead of their other types. (This affects cards in all zones.)
"Erm..its, uhh..."
UUUJin-Gitaxias, Core AugurUUU
Modern
WWWHatebearsWWW
Instant {M}
You control each opponent's next turn.
Rebound
"I don't like the way you cast that spell. Try waving your arms more. No! Not that much."
Sorcery - (MR)
Storm
Destroy target land and ~ deals 2 damage to target creature or player.
EDIT:
If thats too close to that other storm ld entry heres another.
Voidgate 5
Artifact - (MR)
If a permanent would be put into a graveyard from the battlefield, exile it instead.
5: Put target exiled permanent onto the battlefield under your control.
IIW
T2
GRMistcutter GrullGR
Modern
UGRSelkie GoodstuffUGR
BRLavaclaw ComboBR
Thanks to Venser, Shaper Savant for the signature!
Enchantment (R)
All spells and permanents, and all cards not in play, are colorless.
Legendary Artifact
:3mana:, :symtap:, sacrifice Mindbreaker: Until end of turn, each opponent plays with his or her hand revealed, and can't cast spells or activate abilities. You may play cards from those players' hands and/or activate abilities of cards they control this turn.
Kind of a mass Mindslaver meets Sen Triplets
Ruins of Tourach's Gate
Illusional Fears
Ancient Knowledge
False Sense of Security
Floating Caches
A Bit Touch
Nurtured Rooted
Underground Lizards
Tropical Changling
A Brown Cordless
Snowstorm Avalanches
Spitted Baller (by Brofaux)
Sorcery (R)
You and target opponent each gain control of all creatures the other controls.
Untap creatures you control, they gain haste until end of turn.
At the beginning of the next end step you and target opponent each gain control of all creatures the other controls.