BR3
Sadomasochist
Flash
Must block if able.
May only be played during your opponents declare attackers step.
All damage dealt to ~ is also dealt to target opponent.
At the end of combat ~ deals damage to itself equal to its power.
3/3 "Sometimes pain is pleasure."
Ensure Fairness 1W
Instant
Play ~ only during combat.
Counter target spell. They shall have their swords and their shields and their own wits, but not the help of their masters.
Sorrow's Path
Land T: Exchange two of opponent's blocking creatures. This exchange may n...
Wait...that's not right...
Bail OutR
Tribal Instant - Goblin
Remove target attacking creature from combat. Play this only before any combat damage has been assigned during the current combat phase. "You're on your own, buddy."
Pollen Fog 0
Instant
Split-Second
~ is green.
You may only play ~ when you block with three or more creatures.
Prevent all combat damage this turn.
Creatures do not untap during their controller's next untap step. The battle raged across the forest, trampling the flowers underfoot. The blooms responded with their own, subtle, fury.
Planned Ambush 2RW
Instant
You may only play ~ before the declare blockers step.
The defending player chooses the order of defending creatures for the attacking player. Even the best laid plans of attack can be thwarted by a valley every now and then.
Ith's Labyrinth
Land
: Add 1 mana of any color to your mana pool.
Flash only during combat (You may play this land any time you could play an instant, but only during combat.) When Ith's Labyrinth comes into play, untap target creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Ith's Labyrinth may be played only during combat.
Reckless Ruckus :3mana::symr::symr::symr:
Instant
Play ~ only during the beginning of combat step.
Set aside all creatures on the battlefield. The active player sets aside a creature, then another player of your choice sets aside a creaure. Repeat this process until all creatures have been set aside. Each player gains control of each creature he set aside until end of turn. Those creatures gain haste until end of turn. Each creature must attack or block if able this turn. At its most basic level, war is just attacking to guy in front of you.
Balance 2/8: The effect could potentially become a one-sided Evacaution. And that is too powerful even with a mandatory condition that the creatures should be blocking. If memory serves there is no card that returns all blocking creatures. The closest is Trial of Trial/Error and it only returns one. Creativity 4/5: Not much cards out there that returns blocking creatures to owner's hand. I know, i've searched Gatherer. It has been done before, but never in a large scale like this. Flavor 5/5: The effect is very much blue since it's bounce. Cowardice (the card) is in fact blue. Burst means the creatures were brave to start with then - surprise! - they start running off the battlefield. Perfect. Templating 2/2: Worded just about right. Score: 13/20
Duel
Balance 6/8: The concept is nice. Its combo card will be none other than: Unsummon. With an extra U this card becomes Chord of Calling minus the convoke. Green does it, so why not blue/white. In limited its a risky bomb. Risky because its a potential 'end game' card when the right creature is tutored by any of the players. Creativity 5/5: Quite creative, impressively so. Two creatures direct from the ranks dueling it out for a chance to continue the fight to the end! Hey, that could be the flavored text since you don't have any. Flavor 1/5: I really, really think white is not the color of choice. I'm sure red probably crossed your mind, but i'm wondering why you sided to white? First, red is more of the initiator compared to white. Second, Tahngarth, Talruum Hero is red. Finally, red is the risk taker and this spell still has a level of risk for white's tastes. The name is perfect, undoubtedly, but color pie issues take precedence in flavor. Templating 0/2: You missed out on two points: I think it should target an opponent rather than just a player. And it should say "Both players shuffle their libraries". Score: 12/20
Sudden Transposition
Balance 3/8: Dude, your card is quite a handful. I swear it gave me a headache after reading it for the first time. But i get it, i get it, i think. Okay, here goes: The only time this spell is actually beneficial is when the caster is the defending player and both creatures are attacking him/her. That way defending player takes less (or none) combat damage and a chance both or one creature dies. Also, it isn't clear where the surviving creature/s that was targeted end up after the combat. If caster ends up stealing a creature (or two) after combat, then this card is over-powered at UUU. If not, at worst this card lessens combat damage or at best it destroys two creatures (by having the two creatures destroy each other) of the opponent. Creativity 2/5: Its too clutered for my tastes. There should be a better, simpler way of stating what you want the spell to achieve. Flavor 3/5: Blue definitely has the skills for this. But it feels more red and/or black. Templating 0/2: There's nothing wrong with the template since there's a reminder text of what exactly combat positions mean. Although if the reminder texts need additional reminders then its not as elegant as it should be. Score: 8/20
Psychic Punches
Balance 7/8: Mana cost is about right for the effect that is somewhat still relying on opponent's decision. It boils down to whether defending is willing to trade his creature for a card draw. +1/+0 for each card in hand may seem right since red and blue tends to empty their hand preventing a 100% chance of destroying a blocking creature, thus balancing the effect. Creativity 4/5: Very creative indeed. Haven't seen anything like this yet. Flavor 3/5: Blue/red is perfect. Not a fan of the word "punches" in the name, so minus 1 for that. Another minus 1 as I think the name is some effect that comes directly from the caster of the spell, so why does your creatures get a bonus. Those may be your creatures but it doesn't mean you and your creatures share a single mind. Same reason why i think the flavor text doens't go with the effect of the card either. I'm nitpicking, i'm sorry. Templating 2/2: I'm not a rules guru so i'm not sure if there's a better way of setting it up differently. So perfect score. Score: 16/20
Cruel Translocation
Balance 2/8: It has a potential to be too powerful. If you time it right this could very well say: You win the game. If all creatures attack, that would leave opponent defenseless on the next turn. The fact that the opponont only has less than a whole turn to something about it, it pretty much game over. Its not very fun to play with because it not fun to play against it.
Creativity 3/5: Quite creative, but the approach could be revised a little. Limiting the spell to one creature instead would have been very balanced, and very cool. Flavor 4/5: Not a fan of the name. Color is about right Templating 2/2: just about right. Score: 11/20
Chaotic Attack
Balance 3/8: Your overstating what you want the card to do. Why not just make the card say, attacking creatures you control get +1/+0 and first strike until end of turn. I mean, would you ever cast this when you have an odd number of attacking creatures? I think not. At RR, the effect is just about right however. Creativity 3/5: +1/+0 and first strike is hardly awe-inspiring in card design. But i think this is a case of over-designing (that's a word, right). Flavor 2/5: Chaotic attack is a nice name, but if you plan ahead before combat of what you'll do. It won't be as a chaotic attack anymore. Templating 0/2: I think there's case here of overstating what you want the card to achieve, here. Score: 8/20
Hearty Strength
Balance 8/8: I love it. perfectly balanced. +4 on toughness makes sure the creature has a good chance to survive. +2 on power makes gives it a chance to strike back and destroy the creature. Perfect. The free cost because of being attacked is just balanced. Since its white, i'll got for it. Creative 5/5: There have been auras with flash before. But not like this. I simply love it. And the pro red is a nice unexpected twist. Flavor 5/5: You could do better for the name but i'll take it. Color is perfect. Templating 1/2: Free spells tend to associate themselves with their color and/or basic land. ie. Play only if you control a Plains. So for this card, if you still insist on the 0 cost, it should be targeting a white creature, or played only if you control a plains. I prefer the white condition for the creature. Score :19/20
Sadomasochist
Balance 5/8: Paired with regeneration this is a lightning bolt generator. With indestructibility and Firebreathing, it becomes a lightning bolt with steroids generator. The high manacost and mandatory block keeps it in check. If you can keep it play long enough for something like regenation you can take advantage of its ability long term. Creativity 5/5: Definitely creative. a very top-down card. Maro would be proud. Flavor 5/5: Needless to say, color is perfect and so is the name. Templating 2/2 Worded ust right Score: 17/20
Ensure Fairness
Balance 3/8: I love this card, I got to say. But you could've given more thought into it. Its pretty weak. Its a card that'll be used to save your creatures, no doubt. But there are other ways of doing that that is more flexible and more powerful. My suggestion is add the Stifle effect to it then reduce to W for mana cost. Creativity 4/5: Like i said i love where this card is headed. With a few tweaks, the concept behind the card is very very creative. Flavor 5/5: White is a perfect color with blue as well. Could see it as hybrid blue/white. Name is just perfect. Templating 2/2: Worded just right, IMO. Score: 14/20
Bail Out
Balance 8/8: At one to cast, you do get what you pay for. This is more flexible than Fog since you can use it to save your creature as well but still allow other attacking creatures to inflick damage. Creativity 1/5: Well, i'm not awed so much by the design. It's fog but it isn't. It's Reconnasiance but it isn't. Low score as there are strickly better cards like it. (Fog is still better since red doesn't need this kind of effect in the first place). Don't know why it had to be tribal. Flavor 0/5: No way this is red. Blue maybe, but this has to be white. ie Reconnasiance. Besides red doesn't bail out. It sticks to its resolve and sees it through, whatever it is. That's red for you. Templating 2/2: I see nothing wrong. Score: 11/20
Pollen Fog
Balance 5/8: Zero cost spells are dangerously overpowered, IMO. Even if the effect is marginal like this one. Creativity 3/5: The combination of split second, fog, and snake vemon effect is quite novel. But for me the combination is not that compelling or awe-inspiring that it should be. Flavor 3/5: Green fits the bill, as all effects are green-aligned. making it zero casting is actually anti-flavor for the card as green is the "mana color", if you know what i mean. Templating 2/2: just about right Score 13/20
Planned Ambush
Balance 0/8: "The defending player chooses the order of defending creatures for the attacking player." - Doesn't that what the defending player actually does in the first place, without this card telling him that. Why would the attacking player have defending creatures? I think there's a mis-type here somewhere.
Creativity ?/5:
Flavor ?/5:
Templating ?/2:
Score: ?/20
Mirror Match
Balance 6/8: This spell can be used in two ways: (1) The caster of Mirror Match is the defending player. Or, (2) the caster the offensive player.
First, as the defensive player: Creature hordes take full advantage of the spell's effect. If two creatures are assigned to block one attacking creature, attacking creature is surely destroyed, in the absence of regeneration (or the like) of course. More creatures, better results.
Second, as the offensive player. Of course, creatures will be tailor-fitted for this spell's effect to be maximized. Creatures with regeneration that require an activation cost that is color depended such as "2G: Regenerate ~.' This ensures your creatures stay alive while a good chance the other doesn't.
One question arises however: What if the attacking creature has an ability "~ cannot block" or has protection from its own color? What happens then? Creativity 5/5: Very creative. I love it. Flavor 5/5: very flavorful and blue/white is a perfect fit. Couldn't think of a better name. Not a fan of the flavored text however, but i'll let it slide. Templating: 1/2: I think it should say "Blocking creatures become a copy of..." Score: 17/20
Ith's Labyrinth
Balance 4/8: Pretty complicated card for an effect that is used once: "When Ith's Labyrinth comes into play, untap target creature." I dont really know what your intial intentions are for the card, but i think you've over-thought it and ended up making complicated than it should be. Creativity 2/5: A maze made by Ith where the creature gets lost in and ends up not being able to deal damage. I'm pretty sure we've seen this before. Flavor 3/5: Love the name. Love using Ith as reference to another great card. I don't knw why you made it a one time effect, though. Made it look like the labyrinth was easy to get out to. Templating 0/2: It was mentioned twice in the card that it could only be played during combat, that's not very elegant. Score: 9/20
Reckless Ruckus
Balance 4/8: Let me see, if there are a total of even number of creatures then two players get equal amount. Since its alternate starting with active player, the active gets the slight edge. Take note of the word slight. If there are a total of odd number of creatures then the active player has a better advantage having one extra creature than the other. Its all boils down the the types of creatures in play whether this spell is a bust move or a great move when played. The wording brecomes totally obscure when there are three or more players. Creativity: 3/5: The execution could have been done better. Instead of patterning it too much to Struggle of Sanity.
Flavor 3/5: This is just complicated version of Brawl. Templating: 1/2 not as elegant as it should be. Score: 14/20
@Planned Ambush: Under the new combat rules, when you block an attacker w/ more than one creature, the attacking player orders the blockers by which ones he wants to deal lethal damage to first before moving the remaining damage to the next creature. This would allow the defending player to choose the order instead, therefore potentially saving a creature or two.
@Ith's Labrynth: The effect and the card itself were a tribute to maze of ith. If he made it less complicated it would have ruined the point of the tribute.
If you unsummon the opposing creature he/she is up one card in hand (since the creature he/she got was from the library) while you just spent two cards. So not quite Cord of Calling.
Some cards work in multiple colors for different reasons. I made Duel is white because it affects two players symmetrically. White wants to treat everyone equally. It would also work in red as you suggested. (Example: Damnation/Wrath of God works in both black and white. Black because it kills creatures and white because it hits all creatures.)
@Planned Ambush: Under the new combat rules, when you block an attacker w/ more than one creature, the attacking player orders the blockers by which ones he wants to deal lethal damage to first before moving the remaining damage to the next creature. This would allow the defending player to choose the order instead, therefore potentially saving a creature or two.
Thank you. That's exactly what it's supposed to do.
Light of HonorWW
Enchantment (U)
White creatures you control get +1/+1.
Sacrifice Light of Honor: Black and red creatures you do not control get -1/-1 until the end of turn. "The light of honor not only lights the path of the worthy ones, it also strikes fear in the hearts of the evil ones."
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"Those who endure in the face of suffering, those whose faith shines long in evil days, they shall see salvation." -Song of All, canto 904
Mana WaveUU
Enchantment
Mave Wave comes into play with one swell counter on it.
Whenever a player casts a spell with converted mana cost equal to the number of swell counters on Mana Wave, draw a card, and then add swell counter to Mana Wave.
Subterranean Vibrations RR
Enchantment
Whenever you sacrifice a land, target opponent sacrifices a land. "Lord False digs deep and consumes much in his preparation, and though the war's not yet begun we feel the devastation."--Multisolio, Warrior Augur Poet King of Sood-tol-kin.
Eh, I'll throw my hat in here. Someone PM me if I should somehow happen to win (which I seriously doubt, what with all the awesome people who do this.)
EnlightenmentUU
Enchantment
Vanishing 150
Shroud
Pay 1 life: Remove two time counters from Enlightenment.
Discard a card: Remove three time counters from Enlightenment.
Sacrifice a nontoken permanent: Remove four time counters from Enlightenment.
When Enlightenment leaves play, if it had no time counters on it, you win the game.
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When editing cards in the first post of a thread, PLEASE leave the original so that everyone can comment on the thread and not just those who saw the original. Those who did not see the original can't leave comments as we don't have any idea WTF is going on.
Colourless mana comes FIRST! Try actually looking at a Magic card some time. It is NOT UU3, it's 3UU. What game are you making cards for?
I can no longer tell people to check their card names, because I am made of suck and fail.
Eh, I'll throw my hat in here. Someone PM me if I should somehow happen to win (which I seriously doubt, what with all the awesome people who do this.)
EnlightenmentUU
Enchantment
Vanishing 150
Shroud
Pay 1 life: Remove two time counters from Enlightenment.
Discard a card: Remove three time counters from Enlightenment.
Sacrifice a nontoken permanent: Remove four time counters from Enlightenment.
When Enlightenment leaves play, if it had no time counters on it, you win the game.
Æther Snap
dont mind if I do!
_______________________________
Shared MightGG
Enchantment- R
Whenever a creature you control has any +1/+1 counters placed on it, all creatures you control get +1/+1 until the end of the turn. "We are unified by our strength, and it is that unity that will overwhelm our foes." -Eladamri
Recycling Equilibrium :symb::symb:
Enchantment
Cumulative upkeep: shuffle target card in your graveyard into your library, then put the top card of your library into your graveyard. Every night the undead rise, but by morning they've killed enough that the graveyard's full again.
Balancing Fountain UU
Enchantment (R)
At the beginning of each player’s upkeep, if that player controls a creature and the total power and toughness of all creatures he or she controls is even, that player may draw a card.
Flowstone InfusionRR
Enchantment {R}
:symr:: Target creature you control gets +1/-1 until end of turn.
At the beginning of your upkeep, sacrifice a land. If you do, destroy target land.
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-This signature intentionally left blank to increase general intrigue and mystery-
Chilly :symu::symu:
Enchantment
:symu:: Tap target creature your opponent controls. That player may pay to counter this ability. S: Tap target creature your opponent controls. That player may pay to counter this ability. S, :symtap:: Tap target permanent. That permanent doesn't untap during its controller's next untap step. "When Garg told Grum that it is going to be chilly for dinner, this wasn't what he had in mind."
Robbing art from another card, but this is the idea I had for the art.
Sadomasochist
Flash
Must block if able.
May only be played during your opponents declare attackers step.
All damage dealt to ~ is also dealt to target opponent.
At the end of combat ~ deals damage to itself equal to its power.
3/3
"Sometimes pain is pleasure."
Instant
Play ~ only during combat.
Counter target spell.
They shall have their swords and their shields and their own wits, but not the help of their masters.
Land
T: Exchange two of opponent's blocking creatures. This exchange may n...
Wait...that's not right...
Bail Out R
Tribal Instant - Goblin
Remove target attacking creature from combat. Play this only before any combat damage has been assigned during the current combat phase.
"You're on your own, buddy."
Instant
Split-Second
~ is green.
You may only play ~ when you block with three or more creatures.
Prevent all combat damage this turn.
Creatures do not untap during their controller's next untap step.
The battle raged across the forest, trampling the flowers underfoot. The blooms
responded with their own, subtle, fury.
[Clan Flamingo]
Maybe I should go with converted mana cost...
Instant
You may only play ~ before the declare blockers step.
The defending player chooses the order of defending creatures for the attacking player.
Even the best laid plans of attack can be thwarted by a valley every now and then.
instant
You may only play ~ after the declare blocker step.
Defending creatures become a copy of creatures they are blocking
" Who`s on our team again?
WHY!?1BW
Sorcery
Destroy all permanents you control.
"We were fully prepared to die.
But when given the button to our own demise,
Im not entirely sure what we were thinking..."
Land
: Add 1 mana of any color to your mana pool.
Flash only during combat (You may play this land any time you could play an instant, but only during combat.)
When Ith's Labyrinth comes into play, untap target creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Ith's Labyrinth may be played only during combat.
Instant
Play ~ only during the beginning of combat step.
Set aside all creatures on the battlefield. The active player sets aside a creature, then another player of your choice sets aside a creaure. Repeat this process until all creatures have been set aside. Each player gains control of each creature he set aside until end of turn. Those creatures gain haste until end of turn. Each creature must attack or block if able this turn.
At its most basic level, war is just attacking to guy in front of you.
Templating guided by Struggle for Sanity.
Burst of Cowardice
Balance 2/8: The effect could potentially become a one-sided Evacaution. And that is too powerful even with a mandatory condition that the creatures should be blocking. If memory serves there is no card that returns all blocking creatures. The closest is Trial of Trial/Error and it only returns one.
Creativity 4/5: Not much cards out there that returns blocking creatures to owner's hand. I know, i've searched Gatherer. It has been done before, but never in a large scale like this.
Flavor 5/5: The effect is very much blue since it's bounce. Cowardice (the card) is in fact blue. Burst means the creatures were brave to start with then - surprise! - they start running off the battlefield. Perfect.
Templating 2/2: Worded just about right.
Score: 13/20
Balance 6/8: The concept is nice. Its combo card will be none other than: Unsummon. With an extra U this card becomes Chord of Calling minus the convoke. Green does it, so why not blue/white. In limited its a risky bomb. Risky because its a potential 'end game' card when the right creature is tutored by any of the players.
Creativity 5/5: Quite creative, impressively so. Two creatures direct from the ranks dueling it out for a chance to continue the fight to the end! Hey, that could be the flavored text since you don't have any.
Flavor 1/5: I really, really think white is not the color of choice. I'm sure red probably crossed your mind, but i'm wondering why you sided to white? First, red is more of the initiator compared to white. Second, Tahngarth, Talruum Hero is red. Finally, red is the risk taker and this spell still has a level of risk for white's tastes. The name is perfect, undoubtedly, but color pie issues take precedence in flavor.
Templating 0/2: You missed out on two points: I think it should target an opponent rather than just a player. And it should say "Both players shuffle their libraries".
Score: 12/20
Balance 3/8: Dude, your card is quite a handful. I swear it gave me a headache after reading it for the first time. But i get it, i get it, i think. Okay, here goes: The only time this spell is actually beneficial is when the caster is the defending player and both creatures are attacking him/her. That way defending player takes less (or none) combat damage and a chance both or one creature dies. Also, it isn't clear where the surviving creature/s that was targeted end up after the combat. If caster ends up stealing a creature (or two) after combat, then this card is over-powered at UUU. If not, at worst this card lessens combat damage or at best it destroys two creatures (by having the two creatures destroy each other) of the opponent.
Creativity 2/5: Its too clutered for my tastes. There should be a better, simpler way of stating what you want the spell to achieve.
Flavor 3/5: Blue definitely has the skills for this. But it feels more red and/or black.
Templating 0/2: There's nothing wrong with the template since there's a reminder text of what exactly combat positions mean. Although if the reminder texts need additional reminders then its not as elegant as it should be.
Score: 8/20
Balance 7/8: Mana cost is about right for the effect that is somewhat still relying on opponent's decision. It boils down to whether defending is willing to trade his creature for a card draw. +1/+0 for each card in hand may seem right since red and blue tends to empty their hand preventing a 100% chance of destroying a blocking creature, thus balancing the effect.
Creativity 4/5: Very creative indeed. Haven't seen anything like this yet.
Flavor 3/5: Blue/red is perfect. Not a fan of the word "punches" in the name, so minus 1 for that. Another minus 1 as I think the name is some effect that comes directly from the caster of the spell, so why does your creatures get a bonus. Those may be your creatures but it doesn't mean you and your creatures share a single mind. Same reason why i think the flavor text doens't go with the effect of the card either. I'm nitpicking, i'm sorry.
Templating 2/2: I'm not a rules guru so i'm not sure if there's a better way of setting it up differently. So perfect score.
Score: 16/20
Balance 2/8: It has a potential to be too powerful. If you time it right this could very well say: You win the game. If all creatures attack, that would leave opponent defenseless on the next turn. The fact that the opponont only has less than a whole turn to something about it, it pretty much game over. Its not very fun to play with because it not fun to play against it.
Creativity 3/5: Quite creative, but the approach could be revised a little. Limiting the spell to one creature instead would have been very balanced, and very cool.
Flavor 4/5: Not a fan of the name. Color is about right
Templating 2/2: just about right.
Score: 11/20
Balance 3/8: Your overstating what you want the card to do. Why not just make the card say, attacking creatures you control get +1/+0 and first strike until end of turn. I mean, would you ever cast this when you have an odd number of attacking creatures? I think not. At RR, the effect is just about right however.
Creativity 3/5: +1/+0 and first strike is hardly awe-inspiring in card design. But i think this is a case of over-designing (that's a word, right).
Flavor 2/5: Chaotic attack is a nice name, but if you plan ahead before combat of what you'll do. It won't be as a chaotic attack anymore.
Templating 0/2: I think there's case here of overstating what you want the card to achieve, here.
Score: 8/20
Balance 8/8: I love it. perfectly balanced. +4 on toughness makes sure the creature has a good chance to survive. +2 on power makes gives it a chance to strike back and destroy the creature. Perfect. The free cost because of being attacked is just balanced. Since its white, i'll got for it.
Creative 5/5: There have been auras with flash before. But not like this. I simply love it. And the pro red is a nice unexpected twist.
Flavor 5/5: You could do better for the name but i'll take it. Color is perfect.
Templating 1/2: Free spells tend to associate themselves with their color and/or basic land. ie. Play only if you control a Plains. So for this card, if you still insist on the 0 cost, it should be targeting a white creature, or played only if you control a plains. I prefer the white condition for the creature.
Score :19/20
Balance 5/8: Paired with regeneration this is a lightning bolt generator. With indestructibility and Firebreathing, it becomes a lightning bolt with steroids generator. The high manacost and mandatory block keeps it in check. If you can keep it play long enough for something like regenation you can take advantage of its ability long term.
Creativity 5/5: Definitely creative. a very top-down card. Maro would be proud.
Flavor 5/5: Needless to say, color is perfect and so is the name.
Templating 2/2 Worded ust right
Score: 17/20
Balance 3/8: I love this card, I got to say. But you could've given more thought into it. Its pretty weak. Its a card that'll be used to save your creatures, no doubt. But there are other ways of doing that that is more flexible and more powerful. My suggestion is add the Stifle effect to it then reduce to W for mana cost.
Creativity 4/5: Like i said i love where this card is headed. With a few tweaks, the concept behind the card is very very creative.
Flavor 5/5: White is a perfect color with blue as well. Could see it as hybrid blue/white. Name is just perfect.
Templating 2/2: Worded just right, IMO.
Score: 14/20
Balance 8/8: At one to cast, you do get what you pay for. This is more flexible than Fog since you can use it to save your creature as well but still allow other attacking creatures to inflick damage.
Creativity 1/5: Well, i'm not awed so much by the design. It's fog but it isn't. It's Reconnasiance but it isn't. Low score as there are strickly better cards like it. (Fog is still better since red doesn't need this kind of effect in the first place). Don't know why it had to be tribal.
Flavor 0/5: No way this is red. Blue maybe, but this has to be white. ie Reconnasiance. Besides red doesn't bail out. It sticks to its resolve and sees it through, whatever it is. That's red for you.
Templating 2/2: I see nothing wrong.
Score: 11/20
Balance 5/8: Zero cost spells are dangerously overpowered, IMO. Even if the effect is marginal like this one.
Creativity 3/5: The combination of split second, fog, and snake vemon effect is quite novel. But for me the combination is not that compelling or awe-inspiring that it should be.
Flavor 3/5: Green fits the bill, as all effects are green-aligned. making it zero casting is actually anti-flavor for the card as green is the "mana color", if you know what i mean.
Templating 2/2: just about right
Score 13/20
Balance 0/8: "The defending player chooses the order of defending creatures for the attacking player." - Doesn't that what the defending player actually does in the first place, without this card telling him that. Why would the attacking player have defending creatures? I think there's a mis-type here somewhere.
Creativity ?/5:
Flavor ?/5:
Templating ?/2:
Score: ?/20
Balance 6/8: This spell can be used in two ways: (1) The caster of Mirror Match is the defending player. Or, (2) the caster the offensive player.
First, as the defensive player: Creature hordes take full advantage of the spell's effect. If two creatures are assigned to block one attacking creature, attacking creature is surely destroyed, in the absence of regeneration (or the like) of course. More creatures, better results.
Second, as the offensive player. Of course, creatures will be tailor-fitted for this spell's effect to be maximized. Creatures with regeneration that require an activation cost that is color depended such as "2G: Regenerate ~.' This ensures your creatures stay alive while a good chance the other doesn't.
One question arises however: What if the attacking creature has an ability "~ cannot block" or has protection from its own color? What happens then?
Creativity 5/5: Very creative. I love it.
Flavor 5/5: very flavorful and blue/white is a perfect fit. Couldn't think of a better name. Not a fan of the flavored text however, but i'll let it slide.
Templating: 1/2: I think it should say "Blocking creatures become a copy of..."
Score: 17/20
Balance 4/8: Pretty complicated card for an effect that is used once: "When Ith's Labyrinth comes into play, untap target creature." I dont really know what your intial intentions are for the card, but i think you've over-thought it and ended up making complicated than it should be.
Creativity 2/5: A maze made by Ith where the creature gets lost in and ends up not being able to deal damage. I'm pretty sure we've seen this before.
Flavor 3/5: Love the name. Love using Ith as reference to another great card. I don't knw why you made it a one time effect, though. Made it look like the labyrinth was easy to get out to.
Templating 0/2: It was mentioned twice in the card that it could only be played during combat, that's not very elegant.
Score: 9/20
Balance 4/8: Let me see, if there are a total of even number of creatures then two players get equal amount. Since its alternate starting with active player, the active gets the slight edge. Take note of the word slight. If there are a total of odd number of creatures then the active player has a better advantage having one extra creature than the other. Its all boils down the the types of creatures in play whether this spell is a bust move or a great move when played. The wording brecomes totally obscure when there are three or more players.
Creativity: 3/5: The execution could have been done better. Instead of patterning it too much to Struggle of Sanity.
Flavor 3/5: This is just complicated version of Brawl.
Templating: 1/2 not as elegant as it should be.
Score: 14/20
--Kiku
@Ith's Labrynth: The effect and the card itself were a tribute to maze of ith. If he made it less complicated it would have ruined the point of the tribute.
RGW Uril, The Miststalker Beatdown RGW
WUBRG Reaper King Control WUBRG
Vintage:
UR Counter-Burn UR
If you unsummon the opposing creature he/she is up one card in hand (since the creature he/she got was from the library) while you just spent two cards. So not quite Cord of Calling.
Some cards work in multiple colors for different reasons. I made Duel is white because it affects two players symmetrically. White wants to treat everyone equally. It would also work in red as you suggested. (Example: Damnation/Wrath of God works in both black and white. Black because it kills creatures and white because it hits all creatures.)
In any case, thanks for judging.
Thank you. That's exactly what it's supposed to do.
Create a nonaura enchantment that costs two mana of any one color, like :symg::symg:, :symr::symr:, or :symw::symw:
Go and luck.
Enchantment (U)
White creatures you control get +1/+1.
Sacrifice Light of Honor: Black and red creatures you do not control get -1/-1 until the end of turn.
"The light of honor not only lights the path of the worthy ones, it also strikes fear in the hearts of the evil ones."
Enchantment
Mave Wave comes into play with one swell counter on it.
Whenever a player casts a spell with converted mana cost equal to the number of swell counters on Mana Wave, draw a card, and then add swell counter to Mana Wave.
RR
Enchantment
Whenever you sacrifice a land, target opponent sacrifices a land.
"Lord False digs deep and consumes much in his preparation, and though the war's not yet begun we feel the devastation."--Multisolio, Warrior Augur Poet King of Sood-tol-kin.
Make a card called Long For This World.
Enlightenment UU
Enchantment
Vanishing 150
Shroud
Pay 1 life: Remove two time counters from Enlightenment.
Discard a card: Remove three time counters from Enlightenment.
Sacrifice a nontoken permanent: Remove four time counters from Enlightenment.
When Enlightenment leaves play, if it had no time counters on it, you win the game.
Colourless mana comes FIRST! Try actually looking at a Magic card some time. It is NOT UU3, it's 3UU. What game are you making cards for?
I can no longer tell people to check their card names, because I am made of suck and fail.
Æther Snap
dont mind if I do!
_______________________________
Shared Might GG
Enchantment- R
Whenever a creature you control has any +1/+1 counters placed on it, all creatures you control get +1/+1 until the end of the turn.
"We are unified by our strength, and it is that unity that will overwhelm our foes." -Eladamri
Reckless Waif; It's the red Delver of Secrets.
Enchantment
2, discard a basic land: Draw a card.
Fertile ground can yield thoughts, ideas, and even fantasies.
[Clan Flamingo]
Enchantment
Cumulative upkeep: shuffle target card in your graveyard into your library, then put the top card of your library into your graveyard.
Every night the undead rise, but by morning they've killed enough that the graveyard's full again.
Enchantment (R)
At the beginning of each player’s upkeep, if that player controls a creature and the total power and toughness of all creatures he or she controls is even, that player may draw a card.
enchantment
If your life total is equal to your opponent's, creatures you control
get +2/ +2.
"Our differences make us enemies, but our similarites makes this battle interesting"
WHY!?1BW
Sorcery
Destroy all permanents you control.
"We were fully prepared to die.
But when given the button to our own demise,
Im not entirely sure what we were thinking..."
Enchantment {R}
:symr:: Target creature you control gets +1/-1 until end of turn.
At the beginning of your upkeep, sacrifice a land. If you do, destroy target land.
Enchantment
:symu:: Tap target creature your opponent controls. That player may pay to counter this ability.
S: Tap target creature your opponent controls. That player may pay to counter this ability.
S, :symtap:: Tap target permanent. That permanent doesn't untap during its controller's next untap step.
"When Garg told Grum that it is going to be chilly for dinner, this wasn't what he had in mind."
Robbing art from another card, but this is the idea I had for the art.