Alright, the noob didn't show up after nearly 4 days since he posted the challenge, so I'll give you guys the judgings. =/
Here's the challenge for those that forgot:
Make a card with this ability in the text box:
"Players may only play spells with converted mana cost equal to the number of BLANK counters on CARDNAME."
Leonin Devastator :3mana::symg::symg:
Legendary Creature - Cat Elemental
~ enters the battlefield with four +1/+1 counters on it.
, remove a +1/+1 counter from ~: Destroy target artifact or land.
Players may only play spells with converted mana cost equal to the number of +1/+1 counters on ~.
0/0 Take me tonight to the river,
And wash my illusions away.
Green LD is back eh? Interesting flavor. Seems a bit overpowered; LD or Artifact Destruction each turn. Not only that, this is a bit inhibitory to yourself as Green generally favors creatures/spells with high converted mana costs. Nice attempt. 85 B
Ein, Restrictive Summoner :1mana::symg::symw:
Legendary Creature - Human Shaman (MR)
Players may only play spells with converted mana cost equal to the number of +1/+1 counters on Ein.
:1mana:: Put a +1/+1 counter on Ein, any player may play this ability.
:1mana:: Remove a +1/+1 counter from Ein, any player may play this ability.
2/2
Interesting.. it certainly is a lot like Gaddock Teeg. I like where you were going with this, nice concept of players getting to determine the restrictions. This has a lot of versatility, I like that a lot. You could put +1/+1 counters on it, increasing it's power (In this regard it's strictly better than Shivan Dragon). If your opponent is willing, he can remove those counters so he doesn't get hit by a huge monster, but that will also restrict that player's spell options. Interesting card, I like it. 95 A
Earthly Prayer and Heavenly Response Rare Sorcery
Suspend 4 - :symw::symw::symu:
As long as ~ is suspended players can only cast spells with a converted mana cost equal to the number of time counters on this.
Until the beginning of the next end step creatures target player controls have power and toughness equal to that of the creature with the lowest converted mana cost among those creatures.
I like this card's concepts, but it's over complexity is a major turn off for me. This card would have been great were it not for the challenge; seems to me like you twisted a great card just to fit the challenge (meaning the "only cast spells with CMC" part feels tacked on). 80 B
AEther Door :1mana::symw::symu:
Legendary Artifact {MR}
Players may only cast spells with converted mana cost equal to the number of charge counters on ~.
:1mana:: Choose one - Put a charge counter on ~; or remove a charge counter from ~. Any player may activate this ability.
Seems very similar to Crimsoncrossfire's card, though not nearly as versatile or useful. This isn't always going to be a use for you. If played right, it can be a great anti-ramp card, but still I don't get a great feeling from this card. Passable. 75 C
Leyline of Control :2mana::symw::symu:
Enchantment {R}
If Leyline of Control is in your opening hand, you may begin the game with it on the battlefield.
At the beginning of your upkeep, put a charge counter on Leyline of Control.
Players can only cast spells with converted mana cost equal to the number of charge counters on Leyline of Control.
:0mana:: Destroy Leyline of Control. You skip your next turn. Any player may activate this ability.
I'm pretty sure this is microtext. It's a good card to use later on in the game as it grows less restrictive the longer you keep it, but it also ensures you don't get, say, Dark Ritual'd turn one. Turn skipping is a heavy draw back, balances the card out. If only this had flash. Nice cool card, but not outstanding. 85 B
Mind Field :2mana::symw::symw:
Enchantment
At the beginning of each player's upkeep, that player may reveal a nonland card from his or her hand. If he or she does, put X charge counters on Mind Field where X is equal to the converted mana cost of the revealed card.
Players may only cast spells with converted mana cost equal to the number of charge counters on Mind Field.
At the end of turn, remove all charge counters from Mind Field.
I really like the at the end of turn thing on this card, very cool. I like the mechanics of this card a lot, and that seems to be what this challenge has boiled down into - a battle between mechanics. (Note: I think for the intended effect it should say "at the end of each players turn") 95 A
Æther Ripple :2mana::symw::symu:
Enchantment (R)
Vanishing 2
When Æther Ripple enters the battlefield, exile all other non-land permanents you control.
Players may only play spells with converted mana cost equal to the number of time counters on Æther Ripple.
Seems rather expensive to me. 4 CMC and exile your non-land permanents? I could see this working well in a UW control deck, but that's a very narrow card to play with. It's alright, decent concept. Feel like it would have been better if it weren't so narrow or did something other than restricting the spells for two turns. 80 B
Rule Enforcer :1mana::symu::symu:
Creature - Vedalken Wizard (R)
:2mana:: Put a rule counter on ~.
:1mana:: Remove a rule counter from ~. Any player may activate this ability.
If ~ has a rule counter on it, players may only play spells with converted mana cost equal to the number of rule counters on ~."
Spells or abilities that target ~ cost more to play for each rule counter on ~.
1/3
Nice name (though it seems more UW to me; When did blue care about rules?). In any case, I like this card quite a bit because of the way it's mechanics work, and it seems like mechanics are the determinant factor of this challenge. I like that it costs more to remove the rule counters than to leave them on, but either ways, players are at a draw back. I like the idea of forcing players into a catch 22 situation. Don't know if it should be blue though, see Gaddock Teeg. Nice card, awesome mechanics, not sure on the flavor. 90 A
Aether Stasis :1mana::symu:
Sorcery (R)
Draw a card.
Suspend X: :xmana::1mana::symu::symu:, X can't be 0.
Whilst ~ is removed from the game, if it has one ore more time counters, players may only cast spells with converted mana cost equal to the number of time counters on ~.
This might be a bit too powerful. Two mana to draw with no draw backs? That's awesome, better than See Beyond. The suspend mechanic is overused in this challenge (and it seems like you have some templating issues) but it works. I'm afraid of this card's power level, but it's alright. Nothing outstanding. 75 C
Namra, Hindering Assassin :5mana::symu::symb:
Legendary Creature - Human Wizard Assassin
Players may only play spells with converted mana cost equal to the number of hinder counters on ~.
:2mana::symb::symb:, Put an hinder counter on ~ : Destroy target creature with converted mana cost equal to or less than the number of Assassin counters on ~.
Return a land you control to owner's hand: Add or Remove an hinder counter from ~. Any player may play this ability. The life I take today prevents new life from forming 5/4
The name is rather uncreative. "Hindering Assassin"? Really? It has the mechanic hinder and the type assassin, so you just stuck that on there. The card is alright, but it shuts down your opponents as soon as you play it; Because it comes into play with no hinder counters, players can only play spells with CMC 0. Since this is a late game card, that will suit you just fine. If players want to change that, they have to reduce their mana pool. Now one more issue I see is that this card uses two types of counters - Hinder counters and Assassin counters; How exactly do you obtain assassin counters? Left that part blank there...
Me no like this card. Nice attempt. 65 D
Yawgmoth's Boneyard - :4mana::symb::symb:
Enchantment
Players may cast spells from their graveyards.
If a card would be put into a graveyard from anywhere, exile it instead.
Pay 1 Life: Put a bone counter on Yawgmoth's Boneyard. Any player may play this ability but only during his or her turn.
Players may only cast spells with converted mana cost equal to the number of bone counters on Yawgmoth's Boneyard.
At the beginning of each end step, remove all bone counters from Yawgmoth's Boneyard.
It's complexity is a bit of a turn off and this card is doing two separate things at once. I feel like the part pertaining to the challenge has merely been stuck on. I like the concept, but it's trying to accomplish too much. Seems balanced enough, nice flavor. 80 B
Good job guys.
We have a tie! Here were the two tying cards and their judgments:
Ein, Restrictive Summoner :1mana::symg::symw:
Legendary Creature - Human Shaman (MR)
Players may only play spells with converted mana cost equal to the number of +1/+1 counters on Ein.
:1mana:: Put a +1/+1 counter on Ein, any player may play this ability.
:1mana:: Remove a +1/+1 counter from Ein, any player may play this ability.
2/2
Interesting.. it certainly is a lot like Gaddock Teeg. I like where you were going with this, nice concept of players getting to determine the restrictions. This has a lot of versatility, I like that a lot. You could put +1/+1 counters on it, increasing it's power (In this regard it's strictly better than Shivan Dragon). If your opponent is willing, he can remove those counters so he doesn't get hit by a huge monster, but that will also restrict that player's spell options. Interesting card, I like it. 95 A
Mind Field :2mana::symw::symw:
Enchantment
At the beginning of each player's upkeep, that player may reveal a nonland card from his or her hand. If he or she does, put X charge counters on Mind Field where X is equal to the converted mana cost of the revealed card.
Players may only cast spells with converted mana cost equal to the number of charge counters on Mind Field.
At the end of turn, remove all charge counters from Mind Field.
I really like the at the end of turn thing on this card, very cool. I like the mechanics of this card a lot, and that seems to be what this challenge has boiled down into - a battle between mechanics. (Note: I think for the intended effect it should say "at the end of each players turn") 95 A
Final WINNER:
Crimson Crossfire wins the challenge; I like the versatility of his card and it's elegance. Good job everyone!
Alright, there you go. As thanks, I would GREATLY appreciate it if any/some were to judge my card:
"Players may only play spells with converted mana cost equal to the number of BLANK counters on CARDNAME."
Economic Distress :2mana::symu::symb:
Enchantment
~ enters the battlefield with 5 economy counters on it.
At the begging of your upkeep, remove two economy counters from ~, then put an economy counter on it.
Players may only play spells with CMC equal to the number of economy counters on ~
The way I've designed this card, at the begging of your upkeep, you lose 2 and gain 1, that way you can never have zero.
I apologize to everyone for that everyone. I went out of town and haven't had an account here in a while so I'm not used to checking regularly.
I want to say that the card that won and the card in second place were nearly identical to the card I designed, which was:
Rune Rings 4
Artifact 1: Put a charge counter on Rune Rings or remove one. Any player may play this ability.
Plays may only play spells with converted mana cost equal to the number of charge counters on Rune Rings.
However, I think that this card (along with the two tied winning cards) are fairly degenerate. If one player has decisive advantage on the board and significantly more mana, they can ramp up the counters to around twenty and the other player is completely locked out of playing spells by just one card. That is the problem I was trying to solve.
Riddle's Mine Field card seems like the best solution to me, but I certainly have no authority to judge, having forgotten about it.
I agree with Ni3 kan4 zhe4ge ju1zi ma? here; I think the ability to prevent spells to be cast is incredibly powerful, and a lot of the submissions were really overpowered. The winning card, for example, is way broken, imo.
I agree with Ni3 kan4 zhe4ge ju1zi ma? here; I think the ability to prevent spells to be cast is incredibly powerful, and a lot of the submissions were really overpowered. The winning card, for example, is way broken, imo.
I don't know if you can say it is broken as it's power level is determined by how much mana is pumped into it, or how much is used to make it smaller. At mythic rarity, it can be extremely powerful, I don't know about broken.
Also, as I had previously stated in my judgings, I based these more on the mechanics of the card rather than the card itself (I really didn't look at the card's costs, etc., as I judged this, but rather their mechanics and how they fit the challenge).
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IIW:
Multicolored millcards in something other than dimir.
Responding to someone casting a spell by altering the number of counters would do nothing; the spell is already cast. Same reason casting Silence in response to a spell won't counter it, nor altering the number of counters on Chalice of the Void. Once it's cast, it's cast - you can counter it, but you can't "uncast" it.
yeah, my intent was to create a powerful shut-down card that allowed each player to at least cast one spell on their turn (acting somewhat like a Rule of Law), but also helped shut down counterspells (in a limited way). i like my card because it can be quite powerful, but nothing about it is absolute. it's also rather simple to play with. no offense, but the timing issues around CrimsonCrossfire's card would confuse a lot of players.
Sorry guys I was overloaded with work...
NEXT CHALLENGE!
I'm looking for something new....
So, Bring me something new.
It can be a mechanic, card type, ability, anything you want really.
I'll judge on originality mainly, but with balance and stuff also.
GO!
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Treacherous Tactician :1mana::symwb: Common Creature - Kithkin Soldier
Insight (Whenever this creature successfully deals damage to target player you may have that player reveal a card at random from his or her hand.)
If ~ were to become blocked you may have that blocking creature block another attacking creature you control instead.
1/1
Seeing Pendant 2
Artifact (Rare)
When Seeing Pendant enters the battlefield, name a card.
When an opponent plays the named card, draw a card and name another card.
You may not name the same card twice.
Reversal Turn1UR InstantC
Choose a creature you control. That creature deals 3 damage to target creature, then return the chosen creature to it's owners hand. What a soaring goblin's Immelmann Turn can do from the ground-up.
No mechanic, but something that hasn't really seen print on Paper magic yet.
Aether Concussion :symu::symg: Uncommon
Instant
Split Second
Planeswalkers can't use abilities this turn. There are some forces even a 'Walker can't predict.
How about a creature that utilizes loyalty counters?
Atheos, Master of Bribes3UB
Legendary Creature - Human Merchant
~ enters the battlefield with two loyalty counters on it.
[+1] Put a loyalty counter on target planeswalker
[-X] Gain control of target planeswalker with X or less loyalty counters on it.
3/3 "You priests say bribery is immoral? What does it matter to me if I could pay you to preach the opposite?"
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Multicolored millcards in something other than dimir.
Ixidor Worldshaper - 3UU
Planeswalker - Ixidor
Morph UU
As Ixidor is turned face up, put 5 loyalty counters on it.
[+2] Turn another target permanent face down or face up.
[-10] Search your library for 10 permanent cards and reveal them. Then turn those cards face down and shuffle them. Look at those cards, then you may put any number of them onto the battlefield face-down.
<4>
((As a note of explanation: The last ability is worded oddly, but it has to be - you have to prove you're not putting instants and sorceries onto the battlefield (which is illegal), but I also wanted you to be able to bluff which creatures are what. So the opponent will know that there's an Akroma or a Memnarch in there SOMEwhere, but not which one it is. Also, only two abilities because I figured that's all there'd be room for. Note #2: If you turn him face-up, he ends up with 5 loyalty, not 9. The bottom printed loyalty only happens when it enters the battlefield.))
Infiltrate the Darkness3BB
Enchantment
When Infiltrate the Darkness enters the battlefield, it becomes night. (It is now night until a spell or ability makes it become day.)
As long as it is night, creatures you control get +1/+1 and intimidate.
[no name] Creature
Morph 0
All permanents have morph. Their morph cost is equal to their mana cost.
2/2
Don't know how it would work ruleswise with no name. Could you play any number of copies?
There is already a card with no name: _____.
(From the FAQTIWDAWCC: "The card in its natural state has no name. It's official name is, well, nothing.")
A fable is like an enchantment mixed with a passive planeswalker. Fables can be attacked, and lose counters in the same way as planeswalkers do. Damage can be redirected to fables.
A fable's abilities are on or off depending on how many story counters are on the fable. For example, if a fable has 4 counters on it, and an effect at 1, 3, and 5, effects 1 and 3 will be active. Rather than adding or subtracting counters, a fable gains counters each turn unless attacked.
Anansi 1G
Fable
At the beginning of your upkeep, put a story counter on Anansi.
@1 - Spiders you control get +1/+1 and vigilance.
@3 - Creatures you control assign combat damage equal to their toughness instead of their power.
@5 - You declare attackers and blockers for every player.
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I'll be sad if people don't start calling The Chain Veil "Fleetwood Mac."
New Ideas 3U
Sorcery (common)
Draw two cards. Novelty - You may reveal New Ideas as you draw it. If you do, you may pay U. If you do, you may cast New Ideas without paying its mana cost. Once genius starts, it's hard to stop.
There is already a card with no name: _____.
(From the FAQTIWDAWCC: "The card in its natural state has no name. It's official name is, well, nothing.")
Seraph of Prophesy2WW
Creature - Angel
Flying, Vigilance, Immortal (If a non-token permanent with Immortal would leave the battlefield for any reason, put it on top of its owner's library instead.)
3/3
Newness 7/10 Now, new keyword, but what is the point? A hand peek can be done with something as simple as Duress, and that nets you more cards to look at. Also, its second ability is pretty much a more flavorful unblockable. Also, what happens if it is blocked by more than one creature?
Balance 5/5 Not broken, not overpowered.
Playability 4/10 Nobody is gonna play this card. At best its hitting for one. WHOO 20 TURN CLOCK!. I would have liked to see some power, or at least some crazy combo potential.
Flavor 5/5 I do like your flavor though...
Bonus 1/0 New keyword.
22/30
Ni3 kan4
Newness 6/10 Nothing is new except the mechanic. I'm not quite sure how this would actually be used, but it could be a great metagame tool.
Balance 3/5 Now being an artifact, and costing 2, any deck could play this. If you know the big decks, you can net around 3-4 cards, and that is just one copy of the card. Fun, but probably a little metagame warping.
Playability 8/10 Everybody would put a copy in their sideboard, and it would give some aggro decks lategame gas.
Flavor 4/5 I don't see any immediate flavor. When I think of a seeing pendant, I would think of revealing draws, and looking at hands.
Bonus 0/0
21/30
Impulsive Knowledge
Newness 8/10 This mechanic is way cool. It could be used to get around protection for damage, by targeting an ornithopter or something, and it saves your creature from certain doom. Also with ETB abilities, this is amazing. Sick entry.
Balance 5/5 It is pretty powerful, but demands planning. So while new players might not like it, the rest of us do.
Playability 8/10 Not a staple per say, but it would find a home, most definitely.
Flavor 5/5 Best flavor out of the bunch. Immelman Turns FTW.
Bonus 0/0
26/30
Blinx511
Newness 7/10 Yay, an instant.... Oh lookie here, it shuts down planeswalkers! I don't have much to say.
Balance 4/5 Well, I'm against targeting planeswalkers.... I would have rather used a No non mana abilities may be used this turn, or something like that.
Playability 6/10 How many decks run these two colors? Funny thing is, Bant and the like would probably suffer the most from this card, and they are the only ones that could play it....
Flavor 2/5 I kinda get it... Not really.
Bonus 0/0
19/30
Brofaux
Newness 9/10 New stuff here! Now how does this kind of stuff work on a creature? Can you attack it? What about hitting it with direct damage that is player only? What does combat damage do? So many questions, and that is probably why they actually made planeswalkers their own card type. XP
Balance 4/5 No real problems, legendary keeps this in check.
Playability 6/10 Rules headache.... But this could be useful in decks that cna support it.
Flavor 4/5 Planeswalker dealing merchant?
Bonus 1/0 For giving me a headache.
24/30
FponkDamn
Newness 7/10 Planeswalker with morph. That is all.
Balance 4/5 Why is it better when you play it for less? That is where i took off the point.
Playability 8/10 I smell potential. Protect this guy, fill your deck with fatties, ???, Profit. Now, only one kind of deck would play this, but it is still fun.
Flavor 5/5 He warps reality, next.
Bonus 1/0 For morph.
25/30
Bloodyspasm
Newness 3/10 Sadly, Reaper King. I gave you points for the second mechanic.
Balance 4/5 I think these are a little underpowered. But I could be wrong.
Playability 7/10 We can pop these in any deck we want, and they are better for it.... Wait, shouldn't the color only be better? It kinda is.... Stupid choices.
Flavor 5/5 I see how each is its own variation on a theme... Fun.
Bonus 2/0 for cycle goodness.
21/30
Hoyerhan
Newness 7/10 Morph... Yay. Facedown madness.... SUCKS.
Balance 5/5 I don't have any problems with this...
Playability 7/10 Other than the fact that everything facedown is going to be annoying. Also, I block with my land then turn it face up.... HEADACHE.
Flavor 1/5 No flavor.
Bonus 1/0 Morph..
21/30
The Motley Fool
Newness 9/10 Super cool mechanic. I've actually been working on a way to make it night, and this just blows everything I tried out of the water. Awesome.
Balance 5/5 Black decks finally get their Bad Moon back! More expensive though, but ehh, whatever.
Playability 8/10 Lets put this in any black deck as a finisher?
Flavor 5/5 Nighttime makes things scary
Bonus 1/0 For making this work.
28/30
Promatim
Newness 9/10 Fable is like a planeswalker that you don't get to choose abilities. It is kinda cool though.
Balance 4/5 I would have liked the first ability to go better with the second. +0/+2 could have proved better.
Playability 7/10 Borderline playable in some green decks, fun in spider tribal.
Flavor 5/5 It tells a story.
Bonus 1/0 New card type.
26/30
GetItWrong
Newness 7/10 Cool mechanic, one problem though. Next to the Novelty, it should have the mana cost for it.
Balance 3/5 Killer blue draw.... Really killer, 2 for one makes it almost broken, especially at common.
Playability 9/10 Draw, novelty new ideas, go. Cryptic command, counter draw. Untap, JTMS, Bounce whatever, go, ???, Profit.
Flavor 3/5 Its flavor is kinda cheesy.
Bonus 1/0 A cool new mechanic.
23/30
Riddle
FAIL
Nope
Newness 6/10 Overpowered legendaries are lame. Appease is worded wrong. It needs to say any player may play this ability. Also, its just Vigilance, Trample,
Balance 1/5 Broken. Needs to have less P/T, or something, people aren't gonna want to save mana for this.
Playability 5/10 For sheer edh purposes.
Flavor 5/5 Big legend.
Bonus -1/0 For all of those templating errors.
16/30
Riddle (for reals)
Newness 8/10 An angel, now featuring new keyword!
Balance 5/5 Now this is the kind of balance most cards should have. Serra angel is crying though.
Playability 8/10 Everywhere you could put serra, put this instead.
Flavor 3/5 Prophesy isn't represented anywhere here.
Bonus 1/0 For Immortal.
25/30
WINNER!
The Motley Fool!
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Here's the challenge for those that forgot:
Legendary Creature - Cat Elemental
~ enters the battlefield with four +1/+1 counters on it.
, remove a +1/+1 counter from ~: Destroy target artifact or land.
Players may only play spells with converted mana cost equal to the number of +1/+1 counters on ~.
0/0
Take me tonight to the river,
And wash my illusions away.
Green LD is back eh? Interesting flavor. Seems a bit overpowered; LD or Artifact Destruction each turn. Not only that, this is a bit inhibitory to yourself as Green generally favors creatures/spells with high converted mana costs. Nice attempt. 85 B
Legendary Creature - Human Shaman (MR)
Players may only play spells with converted mana cost equal to the number of +1/+1 counters on Ein.
:1mana:: Put a +1/+1 counter on Ein, any player may play this ability.
:1mana:: Remove a +1/+1 counter from Ein, any player may play this ability.
2/2
Interesting.. it certainly is a lot like Gaddock Teeg. I like where you were going with this, nice concept of players getting to determine the restrictions. This has a lot of versatility, I like that a lot. You could put +1/+1 counters on it, increasing it's power (In this regard it's strictly better than Shivan Dragon). If your opponent is willing, he can remove those counters so he doesn't get hit by a huge monster, but that will also restrict that player's spell options. Interesting card, I like it. 95 A
Earthly Prayer and Heavenly Response
Rare
Sorcery
Suspend 4 - :symw::symw::symu:
As long as ~ is suspended players can only cast spells with a converted mana cost equal to the number of time counters on this.
Until the beginning of the next end step creatures target player controls have power and toughness equal to that of the creature with the lowest converted mana cost among those creatures.
I like this card's concepts, but it's over complexity is a major turn off for me. This card would have been great were it not for the challenge; seems to me like you twisted a great card just to fit the challenge (meaning the "only cast spells with CMC" part feels tacked on). 80 B
Legendary Artifact {MR}
Players may only cast spells with converted mana cost equal to the number of charge counters on ~.
:1mana:: Choose one - Put a charge counter on ~; or remove a charge counter from ~. Any player may activate this ability.
Seems very similar to Crimsoncrossfire's card, though not nearly as versatile or useful. This isn't always going to be a use for you. If played right, it can be a great anti-ramp card, but still I don't get a great feeling from this card. Passable. 75 C
Enchantment {R}
If Leyline of Control is in your opening hand, you may begin the game with it on the battlefield.
At the beginning of your upkeep, put a charge counter on Leyline of Control.
Players can only cast spells with converted mana cost equal to the number of charge counters on Leyline of Control.
:0mana:: Destroy Leyline of Control. You skip your next turn. Any player may activate this ability.
I'm pretty sure this is microtext. It's a good card to use later on in the game as it grows less restrictive the longer you keep it, but it also ensures you don't get, say, Dark Ritual'd turn one. Turn skipping is a heavy draw back, balances the card out. If only this had flash. Nice cool card, but not outstanding. 85 B
Enchantment
At the beginning of each player's upkeep, that player may reveal a nonland card from his or her hand. If he or she does, put X charge counters on Mind Field where X is equal to the converted mana cost of the revealed card.
Players may only cast spells with converted mana cost equal to the number of charge counters on Mind Field.
At the end of turn, remove all charge counters from Mind Field.
I really like the at the end of turn thing on this card, very cool. I like the mechanics of this card a lot, and that seems to be what this challenge has boiled down into - a battle between mechanics. (Note: I think for the intended effect it should say "at the end of each players turn") 95 A
Enchantment (R)
Vanishing 2
When Æther Ripple enters the battlefield, exile all other non-land permanents you control.
Players may only play spells with converted mana cost equal to the number of time counters on Æther Ripple.
Seems rather expensive to me. 4 CMC and exile your non-land permanents? I could see this working well in a UW control deck, but that's a very narrow card to play with. It's alright, decent concept. Feel like it would have been better if it weren't so narrow or did something other than restricting the spells for two turns. 80 B
Rule Enforcer :1mana::symu::symu:
Creature - Vedalken Wizard (R)
:2mana:: Put a rule counter on ~.
:1mana:: Remove a rule counter from ~. Any player may activate this ability.
If ~ has a rule counter on it, players may only play spells with converted mana cost equal to the number of rule counters on ~."
Spells or abilities that target ~ cost more to play for each rule counter on ~.
1/3
Nice name (though it seems more UW to me; When did blue care about rules?). In any case, I like this card quite a bit because of the way it's mechanics work, and it seems like mechanics are the determinant factor of this challenge. I like that it costs more to remove the rule counters than to leave them on, but either ways, players are at a draw back. I like the idea of forcing players into a catch 22 situation. Don't know if it should be blue though, see Gaddock Teeg. Nice card, awesome mechanics, not sure on the flavor. 90 A
Sorcery (R)
Draw a card.
Suspend X: :xmana::1mana::symu::symu:, X can't be 0.
Whilst ~ is removed from the game, if it has one ore more time counters, players may only cast spells with converted mana cost equal to the number of time counters on ~.
This might be a bit too powerful. Two mana to draw with no draw backs? That's awesome, better than See Beyond. The suspend mechanic is overused in this challenge (and it seems like you have some templating issues) but it works. I'm afraid of this card's power level, but it's alright. Nothing outstanding. 75 C
Namra, Hindering Assassin :5mana::symu::symb:
Legendary Creature - Human Wizard Assassin
Players may only play spells with converted mana cost equal to the number of hinder counters on ~.
:2mana::symb::symb:, Put an hinder counter on ~ : Destroy target creature with converted mana cost equal to or less than the number of Assassin counters on ~.
Return a land you control to owner's hand: Add or Remove an hinder counter from ~. Any player may play this ability.
The life I take today prevents new life from forming
5/4
The name is rather uncreative. "Hindering Assassin"? Really? It has the mechanic hinder and the type assassin, so you just stuck that on there. The card is alright, but it shuts down your opponents as soon as you play it; Because it comes into play with no hinder counters, players can only play spells with CMC 0. Since this is a late game card, that will suit you just fine. If players want to change that, they have to reduce their mana pool. Now one more issue I see is that this card uses two types of counters - Hinder counters and Assassin counters; How exactly do you obtain assassin counters? Left that part blank there...
Me no like this card. Nice attempt. 65 D
Yawgmoth's Boneyard - :4mana::symb::symb:
Enchantment
Players may cast spells from their graveyards.
If a card would be put into a graveyard from anywhere, exile it instead.
Pay 1 Life: Put a bone counter on Yawgmoth's Boneyard. Any player may play this ability but only during his or her turn.
Players may only cast spells with converted mana cost equal to the number of bone counters on Yawgmoth's Boneyard.
At the beginning of each end step, remove all bone counters from Yawgmoth's Boneyard.
It's complexity is a bit of a turn off and this card is doing two separate things at once. I feel like the part pertaining to the challenge has merely been stuck on. I like the concept, but it's trying to accomplish too much. Seems balanced enough, nice flavor. 80 B
Good job guys.
We have a tie! Here were the two tying cards and their judgments:
Legendary Creature - Human Shaman (MR)
Players may only play spells with converted mana cost equal to the number of +1/+1 counters on Ein.
:1mana:: Put a +1/+1 counter on Ein, any player may play this ability.
:1mana:: Remove a +1/+1 counter from Ein, any player may play this ability.
2/2
Interesting.. it certainly is a lot like Gaddock Teeg. I like where you were going with this, nice concept of players getting to determine the restrictions. This has a lot of versatility, I like that a lot. You could put +1/+1 counters on it, increasing it's power (In this regard it's strictly better than Shivan Dragon). If your opponent is willing, he can remove those counters so he doesn't get hit by a huge monster, but that will also restrict that player's spell options. Interesting card, I like it. 95 A
Enchantment
At the beginning of each player's upkeep, that player may reveal a nonland card from his or her hand. If he or she does, put X charge counters on Mind Field where X is equal to the converted mana cost of the revealed card.
Players may only cast spells with converted mana cost equal to the number of charge counters on Mind Field.
At the end of turn, remove all charge counters from Mind Field.
I really like the at the end of turn thing on this card, very cool. I like the mechanics of this card a lot, and that seems to be what this challenge has boiled down into - a battle between mechanics. (Note: I think for the intended effect it should say "at the end of each players turn") 95 A
Final WINNER:
Alright, there you go. As thanks, I would GREATLY appreciate it if any/some were to judge my card:
Alright guys.
Multicolored millcards in something other than dimir.
I want to say that the card that won and the card in second place were nearly identical to the card I designed, which was:
Rune Rings 4
Artifact
1: Put a charge counter on Rune Rings or remove one. Any player may play this ability.
Plays may only play spells with converted mana cost equal to the number of charge counters on Rune Rings.
However, I think that this card (along with the two tied winning cards) are fairly degenerate. If one player has decisive advantage on the board and significantly more mana, they can ramp up the counters to around twenty and the other player is completely locked out of playing spells by just one card. That is the problem I was trying to solve.
Riddle's Mine Field card seems like the best solution to me, but I certainly have no authority to judge, having forgotten about it.
Sorry again guys,
Ni3 kan4 zhe4ge ju1zi ma?
I don't know if you can say it is broken as it's power level is determined by how much mana is pumped into it, or how much is used to make it smaller. At mythic rarity, it can be extremely powerful, I don't know about broken.
Also, as I had previously stated in my judgings, I based these more on the mechanics of the card rather than the card itself (I really didn't look at the card's costs, etc., as I judged this, but rather their mechanics and how they fit the challenge).
Multicolored millcards in something other than dimir.
Standard: In Transition
Modern: RG Urzatron
Legacy: W Mighty Quinn
UW Stoneblade
Vintage: GWU "Classic" Angel Oath
GW Enchantress
NEXT CHALLENGE!
I'm looking for something new....
So, Bring me something new.
It can be a mechanic, card type, ability, anything you want really.
I'll judge on originality mainly, but with balance and stuff also.
GO!
T2
GRMistcutter GrullGR
Modern
UGRSelkie GoodstuffUGR
BRLavaclaw ComboBR
Thanks to Venser, Shaper Savant for the signature!
Common
Creature - Kithkin Soldier
Insight (Whenever this creature successfully deals damage to target player you may have that player reveal a card at random from his or her hand.)
If ~ were to become blocked you may have that blocking creature block another attacking creature you control instead.
1/1
He puts his friends in all the right places.
Artifact (Rare)
When Seeing Pendant enters the battlefield, name a card.
When an opponent plays the named card, draw a card and name another card.
You may not name the same card twice.
Instant C
Choose a creature you control. That creature deals 3 damage to target creature, then return the chosen creature to it's owners hand.
What a soaring goblin's Immelmann Turn can do from the ground-up.
No mechanic, but something that hasn't really seen print on Paper magic yet.
Uncommon
Instant
Split Second
Planeswalkers can't use abilities this turn.
There are some forces even a 'Walker can't predict.
Atheos, Master of Bribes 3UB
Legendary Creature - Human Merchant
~ enters the battlefield with two loyalty counters on it.
[+1] Put a loyalty counter on target planeswalker
[-X] Gain control of target planeswalker with X or less loyalty counters on it.
3/3
"You priests say bribery is immoral? What does it matter to me if I could pay you to preach the opposite?"
Multicolored millcards in something other than dimir.
Planeswalker - Ixidor
Morph UU
As Ixidor is turned face up, put 5 loyalty counters on it.
[+2] Turn another target permanent face down or face up.
[-10] Search your library for 10 permanent cards and reveal them. Then turn those cards face down and shuffle them. Look at those cards, then you may put any number of them onto the battlefield face-down.
<4>
((As a note of explanation: The last ability is worded oddly, but it has to be - you have to prove you're not putting instants and sorceries onto the battlefield (which is illegal), but I also wanted you to be able to bluff which creatures are what. So the opponent will know that there's an Akroma or a Memnarch in there SOMEwhere, but not which one it is. Also, only two abilities because I figured that's all there'd be room for. Note #2: If you turn him face-up, he ends up with 5 loyalty, not 9. The bottom printed loyalty only happens when it enters the battlefield.))
Creature
Morph 0
All permanents have morph. Their morph cost is equal to their mana cost.
2/2
Don't know how it would work ruleswise with no name. Could you play any number of copies?
Enchantment
When Infiltrate the Darkness enters the battlefield, it becomes night. (It is now night until a spell or ability makes it become day.)
As long as it is night, creatures you control get +1/+1 and intimidate.
There is already a card with no name: _____.
(From the FAQTIWDAWCC: "The card in its natural state has no name. It's official name is, well, nothing.")
A fable is like an enchantment mixed with a passive planeswalker. Fables can be attacked, and lose counters in the same way as planeswalkers do. Damage can be redirected to fables.
A fable's abilities are on or off depending on how many story counters are on the fable. For example, if a fable has 4 counters on it, and an effect at 1, 3, and 5, effects 1 and 3 will be active. Rather than adding or subtracting counters, a fable gains counters each turn unless attacked.
Anansi 1G
Fable
At the beginning of your upkeep, put a story counter on Anansi.
@1 - Spiders you control get +1/+1 and vigilance.
@3 - Creatures you control assign combat damage equal to their toughness instead of their power.
@5 - You declare attackers and blockers for every player.
3U
Sorcery (common)
Draw two cards.
Novelty - You may reveal New Ideas as you draw it. If you do, you may pay U. If you do, you may cast New Ideas without paying its mana cost.
Once genius starts, it's hard to stop.
Make a card called Long For This World.
T2
GRMistcutter GrullGR
Modern
UGRSelkie GoodstuffUGR
BRLavaclaw ComboBR
Thanks to Venser, Shaper Savant for the signature!
lol, I didn't know that
Standard: In Transition
Modern: RG Urzatron
Legacy: W Mighty Quinn
UW Stoneblade
Vintage: GWU "Classic" Angel Oath
GW Enchantress
Creature - Angel
Flying, Vigilance, Immortal (If a non-token permanent with Immortal would leave the battlefield for any reason, put it on top of its owner's library instead.)
3/3
Newness X/10
Balance X/5
Playability X/10
Flavor X/5
Bonus X/0
Pendle
Balance 5/5 Not broken, not overpowered.
Playability 4/10 Nobody is gonna play this card. At best its hitting for one. WHOO 20 TURN CLOCK!. I would have liked to see some power, or at least some crazy combo potential.
Flavor 5/5 I do like your flavor though...
Bonus 1/0 New keyword.
22/30
Ni3 kan4
Balance 3/5 Now being an artifact, and costing 2, any deck could play this. If you know the big decks, you can net around 3-4 cards, and that is just one copy of the card. Fun, but probably a little metagame warping.
Playability 8/10 Everybody would put a copy in their sideboard, and it would give some aggro decks lategame gas.
Flavor 4/5 I don't see any immediate flavor. When I think of a seeing pendant, I would think of revealing draws, and looking at hands.
Bonus 0/0
21/30
Impulsive Knowledge
Balance 5/5 It is pretty powerful, but demands planning. So while new players might not like it, the rest of us do.
Playability 8/10 Not a staple per say, but it would find a home, most definitely.
Flavor 5/5 Best flavor out of the bunch. Immelman Turns FTW.
Bonus 0/0
26/30
Blinx511
Balance 4/5 Well, I'm against targeting planeswalkers.... I would have rather used a No non mana abilities may be used this turn, or something like that.
Playability 6/10 How many decks run these two colors? Funny thing is, Bant and the like would probably suffer the most from this card, and they are the only ones that could play it....
Flavor 2/5 I kinda get it... Not really.
Bonus 0/0
19/30
Brofaux
Balance 4/5 No real problems, legendary keeps this in check.
Playability 6/10 Rules headache.... But this could be useful in decks that cna support it.
Flavor 4/5 Planeswalker dealing merchant?
Bonus 1/0 For giving me a headache.
24/30
FponkDamn
Balance 4/5 Why is it better when you play it for less? That is where i took off the point.
Playability 8/10 I smell potential. Protect this guy, fill your deck with fatties, ???, Profit. Now, only one kind of deck would play this, but it is still fun.
Flavor 5/5 He warps reality, next.
Bonus 1/0 For morph.
25/30
Bloodyspasm
Balance 4/5 I think these are a little underpowered. But I could be wrong.
Playability 7/10 We can pop these in any deck we want, and they are better for it.... Wait, shouldn't the color only be better? It kinda is.... Stupid choices.
Flavor 5/5 I see how each is its own variation on a theme... Fun.
Bonus 2/0 for cycle goodness.
21/30
Hoyerhan
Balance 5/5 I don't have any problems with this...
Playability 7/10 Other than the fact that everything facedown is going to be annoying. Also, I block with my land then turn it face up.... HEADACHE.
Flavor 1/5 No flavor.
Bonus 1/0 Morph..
21/30
The Motley Fool
Balance 5/5 Black decks finally get their Bad Moon back! More expensive though, but ehh, whatever.
Playability 8/10 Lets put this in any black deck as a finisher?
Flavor 5/5 Nighttime makes things scary
Bonus 1/0 For making this work.
28/30
Promatim
Balance 4/5 I would have liked the first ability to go better with the second. +0/+2 could have proved better.
Playability 7/10 Borderline playable in some green decks, fun in spider tribal.
Flavor 5/5 It tells a story.
Bonus 1/0 New card type.
26/30
GetItWrong
Balance 3/5 Killer blue draw.... Really killer, 2 for one makes it almost broken, especially at common.
Playability 9/10 Draw, novelty new ideas, go. Cryptic command, counter draw. Untap, JTMS, Bounce whatever, go, ???, Profit.
Flavor 3/5 Its flavor is kinda cheesy.
Bonus 1/0 A cool new mechanic.
23/30
Riddle
Nope
Balance 1/5 Broken. Needs to have less P/T, or something, people aren't gonna want to save mana for this.
Playability 5/10 For sheer edh purposes.
Flavor 5/5 Big legend.
Bonus -1/0 For all of those templating errors.
16/30
Riddle (for reals)
Balance 5/5 Now this is the kind of balance most cards should have. Serra angel is crying though.
Playability 8/10 Everywhere you could put serra, put this instead.
Flavor 3/5 Prophesy isn't represented anywhere here.
Bonus 1/0 For Immortal.
25/30
WINNER!
T2
GRMistcutter GrullGR
Modern
UGRSelkie GoodstuffUGR
BRLavaclaw ComboBR
Thanks to Venser, Shaper Savant for the signature!