Or did you want me to submit a second card for this room?
The problem I had was that it wasn't obvious to me what you wanted to do. But you don't have to submit a new card now, I'll revise your last judging (fighting the second guard without weakening it only makes sense since you have the Hide and the counters on you) and take your action to be "cast your spell on one guard, then fight the other".
However, these are two points that might need clarification:
- Please always state what you want to do even if it might be obvious to you.
- Without items or secondary effects, your character is very weak on its own. So fighting something without weakening it through a card can only work if you are buffed in some way. (Note that you still need to submit a card)
Also, I added this rule, even though it hasn't come up yet:
- There is no way to go to rooms already visited, or to skip rooms. You must conquer the dungeon one room at a time.
What happens:
You cast Energy Sap on one of the guards, and it falls to the ground,
severely weakened by the spell. However, your action made the other
guard angry that is now charging at you. The guard tries to pierce
his spear through you, but it breaks at your Hydra Hide that has
grown strong. You manage to defeat the now unarmed guard with the
power gained through your +1/+1 counters.
> Proceed to Room 3
> Mana: 6 - 1 + 1 = 6
Comments:
The card is fine and certainly not too strong, I could even
see this effect printed without a power restriction for :symu:.
(When compared to Telekinesis or Crippling Chill).
This judging should reflect your actions and states better.
Note that you wouldn't have won a fight against an armed guard without
temporary effects.
What happens:
You drink twice from the Jar [+2 HP] and feel confident, maybe a little
overconfident. You take all the time in the world to walk through
the fire, not realizing your protection is wearing off. You manage
to get to the other side, but are burnt before reaching it [- 4 HP].
Comments:
The card is too strong for one mana - it gains you 2 life
every turn including the turn you cast it in AND saves a
creature. Not only red decks would have trouble beating
this card cast on turn one.
What happens:
You cast your spell on one of the guards. With a sudden
move, the guard turns towards the other and pierces him,
letting his own defense down. This allows the other guard
to retaliate, and in the end, they are both dead.
> Proceed to Room 3
> Mana: 10 - 3 + 1 = 8
Comments:
Once again, pretty straightforward, but good job on the +1/-1
which makes it more likely that both guards are killed.
On your comment, there are no problems with simple cards, but
they are often less likely to be rewarded with additional items etc.
Also, you may have noticed what I wrote about "I know who you are",
nevermind that, I thought you were someone I knew but turns out you're not him
What happens:
You cast Hydrogen Shield on yourself, and activate its ability.
You lift yourself in the air, carefully flying high enough where
the fire won't reach you. As you reach the other side, you see a
small niche in the wall where you find a gold piece.
The flying wears off before you enter the new room (but your Shield stays)
Comments:
Similarly to Prophylaxis solution: The way to cross the room
is straightforward, but the card is a very elegant, yet simple
design, that I could easily see printed this way
Maybe a cycle of one-mana enchantments that grant an ability of the color
with an off-color activation for an ability of another color.
Note: Store A has been added, and the second floor with Rooms 4, 5 and 6 (I chose a unique numbering, not 2-1, 2-2, 2-3)
will be added soon.
I tend to design a lot of cards with some kind of love theme in the back of my head. I think that if I ever feel like designing a set, love will be very present.
Being awestruck is an extension of the love idea.
I indeed chose white for the added flavor. Blue and red both steal artifacts, and because of the possible blowout this card can be, it seemed right to make it 3 colors.
Floor 1, level 3
Truth revealedU
Instant
Name a card. Target opponent reveals the named card from his hand if able.
Repeat this process until a card is revealed.
I cast the spell and name symbol after symbol, until only the correct symbols remain visible on the walls. I press those symbols.
Illuminating TruthU Sorcery (C)
Look at each opponent's hand.
I cast Illuminating Truth. Some symbols light up. As they should tell me the truth, I try to put them in as the code.
Well, maybe we do know each other. We just don't know that we do. I mean we're both from Zurich so it's possible that we met on a pre-release, if you attend them.
KoolKoal: Feel free to take this with a grain of salt since self meta isn't particularly helpful, but I think I get scumread mostly for style over substance, but also for a certain lack of substance over style. It's not so much what I AM posting most of the time (though sometimes that can seem bad) but what I'm NOT posting. I've been told I come to non-obvious conclusions a lot, so when I post, quite a bit of the time there's jumps in logic that people can't follow and they think that's scummy. I get that accusation about a lot of questions I ask specifically. People call them "busy work" when the questions are legit etc.
As far as things to ignore, I can't think of anything. I would suggest you focus less on what I'm doing and more on how I'm doing it. That's probably more likely to be accurate. Like I've just said, what I do tends to come off a little weird, but if you look for how I do it, mindset comes into play and maybe you figure out something useful.
What happens:
You cast your spell, only to realize that you have no idea
what the names of these strange symbols might be. Mumbling
some nonsense, you feel exhausted [- 1 HP].
> No progress. Still in Room 3.
> Health: 9 - 1 = 8
> Mana: 7 - 1 = 6
Comments:
This card doesn't work (as a Magic card) for several reasons:
- Your opponent could pretend not to have the card. This is why
all cards that said "put a *** card from your hand onto the
battlefield" now have a "may" added, see Elvish Piper.
- It can just drag the game on and on as you ask card after card.
- It's very, very weak. See Telepathy.
What happens:
You cast your spell. Some symbols light up very shortly,
but not long enough for you to remember them.
You'll have to try again.
> No progress. Still in Room 3.
> Mana: 8 - 1 = 7
Comments:
It's just a weak (see Telepathy)
and uninteresting card so it's not good enough
here even though the effect was suitable.
(You didn't make many mistakes: I liked your card.
It's just that it should cost at least two mana)
What happens:
You cast your spell on the guards and they fall down, one of
them losing his spear. As you try to grab the spear, they are
already getting up, though, so you have to abandon it and get
going quickly.
> Proceed to Room 3
> Mana: 10 - 2 + 1 = 9
Comments:
The card definitely works and is probably also balanced,
but the two effects feel a bit disconnected and there are
some wording issues:
- two target creatures
- unattach target Equipment (no "from creature")
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
Yeh, my card is bad. I don't know what got into me to submit such a terrible entry. Let's pretend that never happened
Expanded mindUU
Sorcery
Target opponent reveals his or her hand. You may cast an instant or sorcery card revealed this way without paying its casting cost.
If you do, that player draws cards equal to half its converted mana cost (rounded up).
I cast my new spell, hoping the room will reveal what buttons I should press to get out.
Flimsy Replica
Artifact
You may have Flimsy Replica enter the battlefield as a copy of any artifact on the battlefield, except it has "At the beginning of the end step, sacrifice this permanent" and haste.
I create a magical copy of the lock in order to figure out how it was created. I then exploit that knowledge to either open the lock or break it.
Ouphe's Mischief1(U/G)
Enchantment - Aura
Enchant Artifact
Activated abilities of enchanted artifact can't be activated.
Using a little trick learned from wild Ouphe's, I'll try and disable the mechanism expelling the fire permanently. If it works I'll do some poking around inside. For curiosity's sake.
I owe you an apology. I have been very busy the last two weeks, first with a project, then with Christmas and family and stuff... so I just didn't have the time for this game. I figured I'd take a small break, but I should have told you.
HOWEVER, now I have more time again. So, better late then never, here are the judgings for your last posts - I hope you still remember what you did
What happens:
You cast your spell on the lock.
It vanishes. You try to absorb its
energy, but the dungeon has already
reclaimed it.
> Proceed to Store A
> Mana: 7 - 3 + 1 = 5
Comments:
Fine card, very similar to Divine Offering, though,
and exiling the lock is very straightforward.
That's why you're not gaining the life your card implies here.
What happens:
You wait for the fire to emerge, then timely
cast your spell. The fire stops and you can
walk past. You even find a gold piece on the floor
while crossing to the door.
Comments:
I really like the spell and the approach for solving
the room. I'm not sure if the wording is right but
that's probably because this effect doesn't exist yet Torpor Orb was the closest I could find.
I like your card as it's more effective against some
combos than a counterspell. It's narrow, but cool.
Feels good at rare, too.
What happens:
You manage to stab the other guard with your spear.
> Proceed to Room 3
Comments:
You are allowed to announce "if this happens, I'll do this"
statements in the form of:
"If this spell isn't enough to kill one of the guards,
I'll fight it."
(So you don't have to do this in an extra post)
What happens:
You cast the spell and feel how your mind becomes one
with the dungeon's walls. You clearly see the symbols
that are relevant and those that are not, you know
everything you need to know about this room. Using
this knowledge, you manage to open the lock.
However, you feel that the dungeon has also manage
to penetrate your mind, becoming stronger against you. (-1 HP)
> Proceed to Store A
> Mana: 6 - 2 + 1 = 5
> Health: 8 - 1 = 7
> Your temporary effects vanish as you enter the store
Comments:
The small health loss is just a penalty for
how much you give to your opponent.
I like your spell, I'd love to use it, but my opponent
is often getting just a big advantage as I am...
This could be printed with a smaller drawback.
You cast Earthen Armor on yourself and
try to walk through the fire.
Unfortunately, the shield makes you slower
and the flames again and again whip at it
until it breaks and you are slightly
burnt before you reach the exit (-1 HP).
Comments:
Sorry, but I think your card is not
particularly interesting, neither as
a design nor as a way to handle the room,
so this is why you get this mediocre result.
What happens:
You create a replica of the lock and examine it thouroughly.
You first look at its outside, and it breaks just in time
so you have the time to look at its inside as well. You find
that there are two mechanisms: One opening the door and one
opening a secret chamber.
You activate these mechanisms on the real lock, first opening
the chamber, which contains a gold piece, then opening the door.
> Proceed to Store A
> Mana: 6 - 2 + 1 = 5
> Gold Pieces: 2 + 1 = 3
> Your temporary effects vanish as you enter the store
Comments:
This is my favorite solution for this room so far as it
interacts with the lock in a non-obvious way (not destroying)
and is a cool and well-balanced card by itself
(compared to Sculpting Steel, 1 mana off for
getting only 1 turn seems fair. Certainly not broken,
hopefully playable with some artifacts you want to sacrifice anyway.
Also, I'd totally copy a Myr Battlesphere with this ).
What happens:
You buy and drink a mana potion (-2 Gold Pieces, +3 Mana).
Comments:
I just realized that I didn't deduct you 2 HP as I
said I would, but I won't do it now because, in
retrospect, your card was good and doesn't deserve
the punishment.
Destroying the lock with a creative destruction card
should be fine.
What happens:
You reforge the lock into a piece of armor.
However, you touch it while it's still very hot
and burn yourself [-1 HP].
However, the lock is gone and you can proceed.
> Proceed to Store A
> Health: 8 - 1 = 7
> Mana: 9 - 2 + 1 = 8
Comments:
I like the concept of the card. Even though you
"just destroy the lock", your card doesn't feel
like destruction that much.
For flavor reasons, you might have wanted to exile
the artifact (it's not destroyed, it became something else),
but then the spell would at least partially be white...
One note about wording, and your language in general:
Pay attention to use "a/an", "the", "my". It makes your
text hard to read if some of those are missing.
What happens:
You look around in the room, identifying the mechanism
that causes the fire to emerge. You cast your spell on it
and disable it.
The mechanism is now permanently out of order. You take your
time to look through the room and find a gold piece on the floor!
Comments:
I like your card. Simple, yet elegant design, one sentence
where you think "this card might already exist", but it doesn't.
I first thought it was weak, but as it can be played
in mono-blue that doesn't just get artifact destruction,
it's probably just fine.
As for handling the situation, if the fire can be interpreted
as a triggered ability, it can surely also be an activated ability.
That's part of the fun of the dungeon
I will also update the main posts and Room 4 - 6 (that is, Floor 2) should be up soon.
A maze, huh? The best way to get through a maze? Get rid of the maze!
Detonation Seige1R Sorcery (U)
Destroy target creature with defender you do not control
Overload 1RR
I'll cast Detonation Seige for it's overload cost, hopefully destroying all the walls that make up the maze, and then dash for the door. If I see anything interesting on the way I will nab it
Sink Into StoneUR
{The art should display two or three generic soldier/goblin/citizen types sinking into brick walls and cobblestone streets.}
Instant
Target creature get's -3/-0 and can't block.
Replicate R
In an attempt to incapacitate the guards without hurting them I'll pump a little mana into the wall and get them stuck up in into it. (Replicated once to target both guards for a total expenditure of URR.)
Wonderful reimagining of The Dungeon you have here, Finrod. I love the addition of challenges - a genius idea!
I'm gonna hop in, as a :symr::symw: soldier dude.
I'll stave off the flames by casting a protective ward on myself.
Justice's Shield1W
Instant (C)
Target creature gains protection from the color or colors of your choice until end of turn. "May justice be on your side. And your front and back too, I guess."
I'm surprised this card hasn't been done yet.
Private Mod Note
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Rollback Post to RevisionRollBack
Known as Inanimate at Goblin Artisans, and TyrRev at /r/custommagic!
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
What happens:
You find a hole in the wall about the size of a gold piece
and put one of your gold pieces inside it.
With a clicking sound, a tiny hidden room opens that contains
a code. You use it to unlock the door.
> Proceed to Store A
> Mana: 5 - 2 + 1 = 4
> Gold Pieces: 3 - 1 = 2
> Your temporary effects wear off as you enter the store
Comments:
I don't know how you would get gold counters, but I've also
experimented with a resource you build up and spend throughout
the game and like the concept. But usually, you'd want to get
an advantage out of something like that which is more relevant than saving
one mana (compared to Divination)... unless getting
gold was really easy.
What happens:
You're not the kind of person to think about riddles
or ways through mazes. Time to get rid of that stuff.
You cast your spell overloaded, and with a huge blow,
every single wall except for the outermost walls of
the room crumble.
While searching through the remains of the maze, which
you still have time for, you find a broken statue.
It might still have some worth, but if only your destructive
spell didn't break it...
> Proceed to Room 5
> Mana: 7 - 3 + 2 = 6
> Items: Gain Broken Statue
Comments:
Well, when you use spells like that, accidents can happen
to your possible loot. However, you solved the challenge
nicely, I could see that card printed this way and I
want to play it against Wall of Denial
You manage to get the guards stuck in the wall as you described.
As you make your escape, one of them throws his spear at you,
but only slightly damages you [-1 HP].
Comments:
I like the flavor of your card, but I think it has some problems:
- Wording: It should say until end of turn, I suppose?
- Effect disconnection: When the -3/-0 is relevant, the "can't block"
is not relevant, and vice versa, which feels a little off.
- Replicate cost: It's fine to not always have the same Replicate cost
than casting cost, but whi is it for this spell which has one
blue and one red effect?
First of all, thanks and I hope you'll have fun
What happens:
You cast your spell on yourself, giving you just
enough time to get to the other side unharmed.
> Proceed to Room 2
> Mana: 10 - 2 + 1 = 9
Comments:
You Stave Off the flames?
I see what's different in your card, though.
I was not so surprised that it hadn't been done,
I was honestly more surprised that Stave Off
actually also just says "target creature" because most of
the times, effects like this say "target creature you control"
so you can't use it to destroy opposing Auras or counter pump spells.
(Which is often against the flavor or "spirit" of such a card)
What happens:
You buy and drink a mana potion [-2 Gold Pieces, +3 Mana].
Then, you proceed to Room 4.
When you get there, you summon the Giant Toddler, but you
see that it has big problems trying to crush the first wall.
You have to help him and the floor keeps descending upon you.
After what seems like an eternity to you, you finally manage
to break through the first wall. Having achieved this, your
toddler becomes angry, and breaks the remaining walls much
more easily. You manage to escape just in time, but you have to
leave your creature behind to save yourself.
Comments:
What I like about your card is that it's a creature, first
time I've seen one in this thread. However, it's just a little
weak, both for what you're trying to accomplish, and as a card
itself (remember that Rampage only works with each creature blocking
beyond the first).
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Enchantment - Aura
Enchant creature
Enchanted creature has hexproof.
U: Enchanted creature gains flying until end of turn.
I cast my shields and use 1 U to gain flying. I fly over the flames.
This sig is by the amazing Rivenor
The problem I had was that it wasn't obvious to me what you wanted to do. But you don't have to submit a new card now, I'll revise your last judging (fighting the second guard without weakening it only makes sense since you have the Hide and the counters on you) and take your action to be "cast your spell on one guard, then fight the other".
However, these are two points that might need clarification:
- Please always state what you want to do even if it might be obvious to you.
- Without items or secondary effects, your character is very weak on its own. So fighting something without weakening it through a card can only work if you are buffed in some way. (Note that you still need to submit a card)
Also, I added this rule, even though it hasn't come up yet:
- There is no way to go to rooms already visited, or to skip rooms. You must conquer the dungeon one room at a time.
This is the revised judging for Room 2.
What happens:
You cast Energy Sap on one of the guards, and it falls to the ground,
severely weakened by the spell. However, your action made the other
guard angry that is now charging at you. The guard tries to pierce
his spear through you, but it breaks at your Hydra Hide that has
grown strong. You manage to defeat the now unarmed guard with the
power gained through your +1/+1 counters.
> Proceed to Room 3
> Mana: 6 - 1 + 1 = 6
Comments:
The card is fine and certainly not too strong, I could even
see this effect printed without a power restriction for :symu:.
(When compared to Telekinesis or Crippling Chill).
This judging should reflect your actions and states better.
Note that you wouldn't have won a fight against an armed guard without
temporary effects.
What happens:
You drink twice from the Jar [+2 HP] and feel confident, maybe a little
overconfident. You take all the time in the world to walk through
the fire, not realizing your protection is wearing off. You manage
to get to the other side, but are burnt before reaching it [- 4 HP].
> Proceed to Room 2
> Health: 10 + 2 - 4 = 8
> Mana: 10 - 1 + 1 = 10
Comments:
The card is too strong for one mana - it gains you 2 life
every turn including the turn you cast it in AND saves a
creature. Not only red decks would have trouble beating
this card cast on turn one.
What happens:
You cast your spell on one of the guards. With a sudden
move, the guard turns towards the other and pierces him,
letting his own defense down. This allows the other guard
to retaliate, and in the end, they are both dead.
> Proceed to Room 3
> Mana: 10 - 3 + 1 = 8
Comments:
Once again, pretty straightforward, but good job on the +1/-1
which makes it more likely that both guards are killed.
On your comment, there are no problems with simple cards, but
they are often less likely to be rewarded with additional items etc.
Also, you may have noticed what I wrote about "I know who you are",
nevermind that, I thought you were someone I knew but turns out you're not him
What happens:
You cast Hydrogen Shield on yourself, and activate its ability.
You lift yourself in the air, carefully flying high enough where
the fire won't reach you. As you reach the other side, you see a
small niche in the wall where you find a gold piece.
The flying wears off before you enter the new room (but your Shield stays)
> Proceed to Room 2
> Mana: 10 - 2 + 1 = 9
> Gold Pieces: 2 + 1 = 3
> Temporary Effect: Hydrogen Shield
Comments:
Similarly to Prophylaxis solution: The way to cross the room
is straightforward, but the card is a very elegant, yet simple
design, that I could easily see printed this way
Maybe a cycle of one-mana enchantments that grant an ability of the color
with an off-color activation for an ability of another color.
Note: Store A has been added, and the second floor with Rooms 4, 5 and 6 (I chose a unique numbering, not 2-1, 2-2, 2-3)
will be added soon.
Being awestruck is an extension of the love idea.
I indeed chose white for the added flavor. Blue and red both steal artifacts, and because of the possible blowout this card can be, it seemed right to make it 3 colors.
Floor 1, level 3
Instant
Name a card. Target opponent reveals the named card from his hand if able.
Repeat this process until a card is revealed.
I cast the spell and name symbol after symbol, until only the correct symbols remain visible on the walls. I press those symbols.
Sorcery (C)
Look at each opponent's hand.
I cast Illuminating Truth. Some symbols light up. As they should tell me the truth, I try to put them in as the code.
Fireform RRR
Enchantment
Enchant creature.
Enchanted creature is red and gains protection from red. This protection does not remove ~.
Enchanted creature has RR: This creature deals 1 damage to all creatures.
I cast my spell and walk through the fire to the door.
What happens:
You cast your spell, only to realize that you have no idea
what the names of these strange symbols might be. Mumbling
some nonsense, you feel exhausted [- 1 HP].
> No progress. Still in Room 3.
> Health: 9 - 1 = 8
> Mana: 7 - 1 = 6
Comments:
This card doesn't work (as a Magic card) for several reasons:
- Your opponent could pretend not to have the card. This is why
all cards that said "put a *** card from your hand onto the
battlefield" now have a "may" added, see Elvish Piper.
- It can just drag the game on and on as you ask card after card.
- It's very, very weak. See Telepathy.
What happens:
You cast your spell. Some symbols light up very shortly,
but not long enough for you to remember them.
You'll have to try again.
> No progress. Still in Room 3.
> Mana: 8 - 1 = 7
Comments:
It's just a weak (see Telepathy)
and uninteresting card so it's not good enough
here even though the effect was suitable.
(You didn't make many mistakes: I liked your card.
It's just that it should cost at least two mana)
What happens:
You cast your spell on the guards and they fall down, one of
them losing his spear. As you try to grab the spear, they are
already getting up, though, so you have to abandon it and get
going quickly.
> Proceed to Room 3
> Mana: 10 - 2 + 1 = 9
Comments:
The card definitely works and is probably also balanced,
but the two effects feel a bit disconnected and there are
some wording issues:
- two target creatures
- unattach target Equipment (no "from creature")
Sorcery
Exile target artifact. You gain life equal to it's converted mana cost.
Since finding out the code seems to be more difficult than I thought, I just try to get rid of this damn thing!
Pause 1U
Instant (R)
Counter target triggered ability.
Until end of turn triggered abilities don't trigger.
I use this spell to lengthen temporarily the lapse of time when the fire remains down and cross through quickly to the door.
Expanded mind UU
Sorcery
Target opponent reveals his or her hand. You may cast an instant or sorcery card revealed this way without paying its casting cost.
If you do, that player draws cards equal to half its converted mana cost (rounded up).
I cast my new spell, hoping the room will reveal what buttons I should press to get out.
Earthen Armor 1G
Enchantment - Aura
Enchant Creature
Enchant Creature gets +0/+4
And try to hopefully pass through unscathed.
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Flimsy Replica
Artifact
You may have Flimsy Replica enter the battlefield as a copy of any artifact on the battlefield, except it has "At the beginning of the end step, sacrifice this permanent" and haste.
I create a magical copy of the lock in order to figure out how it was created. I then exploit that knowledge to either open the lock or break it.
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%
I will spend my 2 gold for a Mana potion and drink it, then proceed to the second level
Ouphe's Mischief 1(U/G)
Enchantment - Aura
Enchant Artifact
Activated abilities of enchanted artifact can't be activated.
Using a little trick learned from wild Ouphe's, I'll try and disable the mechanism expelling the fire permanently. If it works I'll do some poking around inside. For curiosity's sake.
Dear Dungeoncrawlers,
I owe you an apology. I have been very busy the last two weeks, first with a project, then with Christmas and family and stuff... so I just didn't have the time for this game. I figured I'd take a small break, but I should have told you.
HOWEVER, now I have more time again. So, better late then never, here are the judgings for your last posts - I hope you still remember what you did
What happens:
You cast your spell on the lock.
It vanishes. You try to absorb its
energy, but the dungeon has already
reclaimed it.
> Proceed to Store A
> Mana: 7 - 3 + 1 = 5
Comments:
Fine card, very similar to Divine Offering, though,
and exiling the lock is very straightforward.
That's why you're not gaining the life your card implies here.
What happens:
You wait for the fire to emerge, then timely
cast your spell. The fire stops and you can
walk past. You even find a gold piece on the floor
while crossing to the door.
> Proceed to Room 2
> Mana: 10 - 2 + 1 = 9
> Gold Pieces: 2 + 1 = 3
Comments:
I really like the spell and the approach for solving
the room. I'm not sure if the wording is right but
that's probably because this effect doesn't exist yet
Torpor Orb was the closest I could find.
I like your card as it's more effective against some
combos than a counterspell. It's narrow, but cool.
Feels good at rare, too.
What happens:
You manage to stab the other guard with your spear.
> Proceed to Room 3
Comments:
You are allowed to announce "if this happens, I'll do this"
statements in the form of:
"If this spell isn't enough to kill one of the guards,
I'll fight it."
(So you don't have to do this in an extra post)
What happens:
You cast the spell and feel how your mind becomes one
with the dungeon's walls. You clearly see the symbols
that are relevant and those that are not, you know
everything you need to know about this room. Using
this knowledge, you manage to open the lock.
However, you feel that the dungeon has also manage
to penetrate your mind, becoming stronger against you. (-1 HP)
> Proceed to Store A
> Mana: 6 - 2 + 1 = 5
> Health: 8 - 1 = 7
> Your temporary effects vanish as you enter the store
Comments:
The small health loss is just a penalty for
how much you give to your opponent.
I like your spell, I'd love to use it, but my opponent
is often getting just a big advantage as I am...
This could be printed with a smaller drawback.
You cast Earthen Armor on yourself and
try to walk through the fire.
Unfortunately, the shield makes you slower
and the flames again and again whip at it
until it breaks and you are slightly
burnt before you reach the exit (-1 HP).
What happens:
> Proceed to Room 2
> Mana: 10 - 2 + 1 = 9
> Health: 10 - 1 = 9
Comments:
Sorry, but I think your card is not
particularly interesting, neither as
a design nor as a way to handle the room,
so this is why you get this mediocre result.
What happens:
You create a replica of the lock and examine it thouroughly.
You first look at its outside, and it breaks just in time
so you have the time to look at its inside as well. You find
that there are two mechanisms: One opening the door and one
opening a secret chamber.
You activate these mechanisms on the real lock, first opening
the chamber, which contains a gold piece, then opening the door.
> Proceed to Store A
> Mana: 6 - 2 + 1 = 5
> Gold Pieces: 2 + 1 = 3
> Your temporary effects vanish as you enter the store
Comments:
This is my favorite solution for this room so far as it
interacts with the lock in a non-obvious way (not destroying)
and is a cool and well-balanced card by itself
(compared to Sculpting Steel, 1 mana off for
getting only 1 turn seems fair. Certainly not broken,
hopefully playable with some artifacts you want to sacrifice anyway.
Also, I'd totally copy a Myr Battlesphere with this ).
What happens:
You buy and drink a mana potion (-2 Gold Pieces, +3 Mana).
> Proceed to Room 4
> Mana: 4 + 3 = 7
> Gold Pieces: 2 - 2 = 0
Comments:
I just realized that I didn't deduct you 2 HP as I
said I would, but I won't do it now because, in
retrospect, your card was good and doesn't deserve
the punishment.
Destroying the lock with a creative destruction card
should be fine.
What happens:
You reforge the lock into a piece of armor.
However, you touch it while it's still very hot
and burn yourself [-1 HP].
However, the lock is gone and you can proceed.
> Proceed to Store A
> Health: 8 - 1 = 7
> Mana: 9 - 2 + 1 = 8
Comments:
I like the concept of the card. Even though you
"just destroy the lock", your card doesn't feel
like destruction that much.
For flavor reasons, you might have wanted to exile
the artifact (it's not destroyed, it became something else),
but then the spell would at least partially be white...
One note about wording, and your language in general:
Pay attention to use "a/an", "the", "my". It makes your
text hard to read if some of those are missing.
What happens:
You look around in the room, identifying the mechanism
that causes the fire to emerge. You cast your spell on it
and disable it.
The mechanism is now permanently out of order. You take your
time to look through the room and find a gold piece on the floor!
> Proceed to Room 2
> Mana: 10 - 2 + 1 = 9
> Gold Pieces: 2 + 1 = 3
Comments:
I like your card. Simple, yet elegant design, one sentence
where you think "this card might already exist", but it doesn't.
I first thought it was weak, but as it can be played
in mono-blue that doesn't just get artifact destruction,
it's probably just fine.
As for handling the situation, if the fire can be interpreted
as a triggered ability, it can surely also be an activated ability.
That's part of the fun of the dungeon
I will also update the main posts and Room 4 - 6 (that is, Floor 2) should be up soon.
I hope most of you are still motivated.
It comes with a feature I hope you'll like: Challenges. It's explained in the post with the rooms.
A quick note to everyone who is currently or will soon be in the Store A:
You may choose to directly (i.e., in one post) buy something from the store, proceed to Room 4 and try to solve the room, if you want to save time.
Sorcery (U)
You may pay 1U and a gold counter rather than pay Knowledge Vault's mana cost.
Draw two cards.
I will use a gold piece to unlock the vault.
A maze, huh? The best way to get through a maze? Get rid of the maze!
Detonation Seige 1R
Sorcery (U)
Destroy target creature with defender you do not control
Overload 1RR
I'll cast Detonation Seige for it's overload cost, hopefully destroying all the walls that make up the maze, and then dash for the door. If I see anything interesting on the way I will nab it
Sink Into Stone UR
{The art should display two or three generic soldier/goblin/citizen types sinking into brick walls and cobblestone streets.}
Instant
Target creature get's -3/-0 and can't block.
Replicate R
In an attempt to incapacitate the guards without hurting them I'll pump a little mana into the wall and get them stuck up in into it. (Replicated once to target both guards for a total expenditure of URR.)
I'm gonna hop in, as a :symr::symw: soldier dude.
I'll stave off the flames by casting a protective ward on myself.
Justice's Shield 1W
Instant (C)
Target creature gains protection from the color or colors of your choice until end of turn.
"May justice be on your side. And your front and back too, I guess."
I'm surprised this card hasn't been done yet.
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
I buy a mana potion and advance to the next room.
It seems I don't have the time to search the correct route through the maze with all the walls blocking my view of it.
I decide I need a little help.
Hillborn Giant Toddler RR
Creature - Giant
Rampage 2
1/1
Hillborn Giants are trained on the battlefield at very young age.
I urge the toddler to rampage through the walls, giving me a clear path to the exit.
Pathguider 1UU
Creature — Spirit
Pathguider is unblockable.
Channel — U, Discard Pathguider: Target creature is unblockable this turn.
2/2
I cast Pathguider for it's Channel cost on myself. The spirit guides me through the maze.
What happens:
You find a hole in the wall about the size of a gold piece
and put one of your gold pieces inside it.
With a clicking sound, a tiny hidden room opens that contains
a code. You use it to unlock the door.
> Proceed to Store A
> Mana: 5 - 2 + 1 = 4
> Gold Pieces: 3 - 1 = 2
> Your temporary effects wear off as you enter the store
Comments:
I don't know how you would get gold counters, but I've also
experimented with a resource you build up and spend throughout
the game and like the concept. But usually, you'd want to get
an advantage out of something like that which is more relevant than saving
one mana (compared to Divination)... unless getting
gold was really easy.
What happens:
You're not the kind of person to think about riddles
or ways through mazes. Time to get rid of that stuff.
You cast your spell overloaded, and with a huge blow,
every single wall except for the outermost walls of
the room crumble.
While searching through the remains of the maze, which
you still have time for, you find a broken statue.
It might still have some worth, but if only your destructive
spell didn't break it...
> Proceed to Room 5
> Mana: 7 - 3 + 2 = 6
> Items: Gain Broken Statue
Comments:
Well, when you use spells like that, accidents can happen
to your possible loot. However, you solved the challenge
nicely, I could see that card printed this way and I
want to play it against Wall of Denial
You manage to get the guards stuck in the wall as you described.
As you make your escape, one of them throws his spear at you,
but only slightly damages you [-1 HP].
What happens:
> Proceed to Room 3
> Mana: 9 - 3 + 1 = 7
> Health: 10 - 1 = 9
Comments:
I like the flavor of your card, but I think it has some problems:
- Wording: It should say until end of turn, I suppose?
- Effect disconnection: When the -3/-0 is relevant, the "can't block"
is not relevant, and vice versa, which feels a little off.
- Replicate cost: It's fine to not always have the same Replicate cost
than casting cost, but whi is it for this spell which has one
blue and one red effect?
First of all, thanks and I hope you'll have fun
What happens:
You cast your spell on yourself, giving you just
enough time to get to the other side unharmed.
> Proceed to Room 2
> Mana: 10 - 2 + 1 = 9
Comments:
You Stave Off the flames?
I see what's different in your card, though.
I was not so surprised that it hadn't been done,
I was honestly more surprised that Stave Off
actually also just says "target creature" because most of
the times, effects like this say "target creature you control"
so you can't use it to destroy opposing Auras or counter pump spells.
(Which is often against the flavor or "spirit" of such a card)
What happens:
You buy and drink a mana potion [-2 Gold Pieces, +3 Mana].
Then, you proceed to Room 4.
When you get there, you summon the Giant Toddler, but you
see that it has big problems trying to crush the first wall.
You have to help him and the floor keeps descending upon you.
After what seems like an eternity to you, you finally manage
to break through the first wall. Having achieved this, your
toddler becomes angry, and breaks the remaining walls much
more easily. You manage to escape just in time, but you have to
leave your creature behind to save yourself.
> Proceed to Room 5
> Mana: 5 + 3 - 2 + 2 = 8
> Gold Pieces: 2 - 2 = 0
Comments:
What I like about your card is that it's a creature, first
time I've seen one in this thread. However, it's just a little
weak, both for what you're trying to accomplish, and as a card
itself (remember that Rampage only works with each creature blocking
beyond the first).