Order of the Eclipse 1
Creature - Human Knight U
First Strike, Lifelink
Exile creatures blocked by ~. Their swords strike souls from the Book of Life.
2/2
I can't remember if I submitted this before, but worth recycling...
Sunstrike Knight WR
Creature - Elemental Knight (U) R: If Sunstrike Knight is attacking, it gets +1/+0 until end of turn. W: If Sunstrike Knight is blocking, it gets +0/+1 until end of turn.
2/2
You might sacrifice 3 elfs instead of paying ~'s summoning cost.
When ~ enters the battlefield if you payed G only to summon it all other elfs you control get a +1/+1 counter on them and are unblockable.
When the counter is removed, remove the ability "unblockable" that comes with this effect (what i mean by this is that if a creature already had unblockable it isn't removed, specifying just in case).
Remove the counter at the beginning of your upkeep unless you pay 1
You might sacrifice 3 elfs instead of paying ~'s summoning cost.
When ~ enters the battlefield if you payed G only to summon it all other elfs you control get a +1/+1 counter on them and are unblockable.
When the counter is removed, remove the ability "unblockable" that comes with this effect (what i mean by this is that if a creature already had unblockable it isn't removed, specifying just in case).
Remove the counter at the beginning of your upkeep unless you pay 1
2/2
Please fix this templating as it makes no sense. Also, this doesn't appear to be a knight. My recommendation would be to just do a different ability, since a resolved permanent is an object that doesn't remember how its cost was paid. Or at the very least, it won't work with your wording.
Neutral KnightWB
Creature - Human Knight {R}
First Strike
Protection from white and from black.
White creatures and black creatures have protection from Neutral Knight. "Just leave me out of it!"
2/2
Hellsworn Champion2BR
Creature - Demon Knight {R}
Haste, Double Strike, Lifelink
Whenever Hellsworn Champion deals damage to a creature, you may exile Hellsworn Champion and that creature.
3/3 Having failed to save his maiden during his mortal life, he returns to life with Satan's blessing to bring his lover's killers back with him to the damned land of hell.
Private Mod Note
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IIW:
Multicolored millcards in something other than dimir.
The Eighth Knight2WB Legendary Creature - Human Rebel Knight
First strike
When The Eighth Knight enters the battlefield, if you control seven other knights, tap all knights you control. An opponent of your choice loses X life, where X is equal to the combined power of all knights tapped this way.
4/4
I'm not going to lie - in most cases, a 4cmc creature that usually ends the game on the spot without the need to even attack or activate an ability is USUALLY underpriced. The ability matches the name, so the flavor is spot on. I'm pretty good with the colors on the ability and meat of the creature, so to speak. I also like the nod to my name. On a final note, I will stress the fact this card would probably not be printed at 4cmc.
I actually made a cycle of Legendary Knights at one point, as my playgroup was discussing generals we made. They represented the seasons. I no longer have it typed up, but might as well submit one from memory.
Liana, Knight of Autumn2WB
Legendary Creature-Human Knight R
When Liana, Knight of Autumn deals damage to a player, that player discards a card at random.
First Strike, Swampwalk
2/2
As far as meat goes, the price per pound is good on this one. I think you could've pushed for 3/2 and get away with it. It's difficult to judge the flavor of Autumn without comparing it to the rest of your cycle, but in my personal opinion Autumn feels like red and green combination (that won't be held against your entry). The fact that this legend is wrapped up in a predictable body is not a bad thing; in fact I think the First Strike is good for creating tough choices for your opponent.
Adrium, Steel Champion(2/U)(2/W)
Legendary Artifact Creature - Knight Construct (R)
If you spent U to cast ~, ~ has flying.
If you spent W to cast ~, ~ has vigilance.
If you only spent colorless mana to cast ~, ~ gets +2/+2 and is indestructible.
2/2
A 2/2 flying, a 2/2 vigilance, a 2/2 flying/vigilance, or a 4/4 indestructible. 4 for 4/4 indestructible is underpriced, and seeing that meat can be tossed into anyone's market is a little unfair. I like the flavor and how it's potentially 3 different creatures all depending on how you cast it, and on top of that it's creative to me.
Order of the Eclipse 1
Creature - Human Knight U
First Strike, Lifelink
Exile creatures blocked by ~. Their swords strike souls from the Book of Life.
2/2
Flavorful, relatively balanced, the colors feel right at home, and what's a knight without first strike? However, I see one oversight in the design - it doesn't get much use out of its two keywords when it blocks. That creates a choice between using its offensive power or causing your opponent to sweat - I suppose that would cleverly separate the men from the boys in terms of who could comptetively use this card well.
Cult Crusader1WB
Creature - Zombie Knight {U}
First Strike, Vigilance
Sacrifice a creature: ~ gets +2/+1 until end of turn.
2/3
Fallen Angel's little brother! Only he's on the ground and better at killing blockers. I'll be honest, I feel like I'm getting more than what I paid for when I see his size versus cmc. The flavor checks on name and activated ability.
I can't remember if I submitted this before, but worth recycling...
Sunstrike Knight WR
Creature - Elemental Knight (U) R: If Sunstrike Knight is attacking, it gets +1/+0 until end of turn. W: If Sunstrike Knight is blocking, it gets +0/+1 until end of turn.
2/2
This is one of the more believable entries I've seen lately, as I could imagine this coming out in the next non-artifact themed set. It fits in flavor, and is fairly balanced. The design takes no risks - it's all I see wrong with this.
Groundbound Spectre :symb::symr:
Creature - Spectre Knight (R)
First Strike
Whenever ~ deals damage to a player, that player discards a card
2/2
not expecting to win with something this simple, but I always loved the concept of this card: early game,you can't really block it easily without losing a creature, the path is more easily cleared by burn and removal and coming down a turn earlier is what makes it playable again.
Fits in colors, has first strike, and the flavor-meter is through the roof because of the name. Thumbs up.
Whenever ~ deals combat damage to a creature, put a frost counter on it.
Permanents with frost counters on them don't untap during their controller's untap step.
Whenever ~ deals combat damage to a player, you may draw.
3/4
This would work for 5cmc methinks. So I'm not entirely sure what you're going to tap down without killing it with the 3 power, unless it kills your knight too. There's bad templating for the second triggered ability too. Very creative entry overall in spite of these points.
You might sacrifice 3 elfs instead of paying ~'s summoning cost.
When ~ enters the battlefield if you payed G only to summon it all other elfs you control get a +1/+1 counter on them and are unblockable.
When the counter is removed, remove the ability "unblockable" that comes with this effect (what i mean by this is that if a creature already had unblockable it isn't removed, specifying just in case).
Remove the counter at the beginning of your upkeep unless you pay 1
2/2
I can't really judge this because you need to work on your templating. I somewhat understand what you're trying to do with this card, but effects simply need to be worded properly, and they have somewhat established rules of thumb for the game's templating. It's also not a knight.
Neutral KnightWB
Creature - Human Knight {R}
First Strike
Protection from white and from black.
White creatures and black creatures have protection from Neutral Knight. "Just leave me out of it!"
2/2
Interestingly enough, he has protection from himself. The protection isn't entirely neutral, as he can't be targeted by white or black spells and since he doesn't have any targeted activated abilities he isn't doing anything to other creatures. (Think about it - since there will be no legal combat interaction involving him and another black or white creature, it's imbalanced.) It's still a creative take and flavorful to boot.
Hellsworn Champion2BR
Creature - Demon Knight {R}
Haste, Double Strike, Lifelink
Whenever Hellsworn Champion deals damage to a creature, you may exile Hellsworn Champion and that creature.
3/3 Having failed to save his maiden during his mortal life, he returns to life with Satan's blessing to bring his lover's killers back with him to the damned land of hell.
Wait, a white-flavored triggered ability on a BR creature? Everything else fits but this.
Malmutation2BB
Sorcery
When you cast Malmutation, each player may remove a counter from each of any number of permanents of that player's choice.
You may simultaneously replace all -1/-1 counters with +1/+1 counters and all +1/+1 counters with -1/-1 counters. Some yearned to rid themselves of blessings while others struggled to maintain their curses.
NB: 'May' is important, as you don't choose until resolution.
Bloodsworn Tome2
Artifact (Rare)
Bloodsworn Tome enters the battlefield locked. (Bloodsworn Tome enters the battlefield with a Lock Counter on it. A permanent is locked as long as it has a Lock Counter on it.)
Sacrifice two Creatures: Unlock Bloodsworn Tome. t: Draw two cards, then lock Bloodsworn Tome unless you discard three cards. Activate this ability only if Bloodsworn Tome is unlocked. (To lock a permanent, put a Lock Counter on it.)
The locked/unlocked stuff in theory would only be on artifacts and lands.
EDIT: Modified the Lock mechanic so that it wasn't a ripoff of suspend.
Corruption Monitor5
Artifact (R)
Whenever a counter is placed on any permanent or player, put a warning counter on ~. ,t, Remove X warning counters from ~: Choose one - Destroy target permanent with converted mana cost X; or, target player loses X life, where X is the number of warning counters removed from ~.
Private Mod Note
():
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"Here only miracles. Here, only the rising of spirit. And yes, love if it was pertinent (which it was so often); and sometimes bloodletting. But never the prosaic, never the trivial. Here the man who brought the strangest tale was the most welcome. Here every excess was celebrated if it brought visions, and every vision analyzed for the hints it held to the nature of the Everlasting." - Clive Barker's Imajica
Crenshinibon5
Artifact - {R} t Remove a counter from each other permanent or player with a counter on it, then put that many counters on ~.
Whenever ~ has 10 or more counters on it, you may pay ,t, and sacrifice ~. If you do, ~ deals 10 damage to each opponent and each creature they control. Even a fragment of the terrible crystal holds immense power.
Shadow SealB Enchantment
Sacrifice Shadow Seal: Exile target creature card in a graveyard.
Whenever a creature is put into a graveyard from the battlefield, if Shadow Seal is in your graveyard, you may return it to the battlefield.
Had semenulative upkeep before it was fashionable. Look what you forced me to do, Wizards! IT DIDN'T HAVE TO GO DOWN LIKE THIS!
Quote from LandBoySteve »
Like I said, I can only go by my own experience, which is now 18 years. Kind of disheartening when you think you know something and you find out that you're a notch below a low grade moron.
Draconic Umbra2RR
Enchantment - Aura
Enchant Creature
Whenever you play an instant or sorcery, enchanted creature gets +2/+0 and gains flying until end of turn.
Sacrifice Draconic Umbra: Enchanted creature deals damage equal to it's power to target creature.
Totem Armor
Private Mod Note
():
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IIW:
Multicolored millcards in something other than dimir.
Whenever you draw a card, you may put a theory counter on Theorycraft.
Remove X theory counters from Theorycraft: Search your library for a nonland card with converted mana cost X or less and exile it. Then shuffle your library. Activate this ability only once each turn and only any time you could cast a sorcery.
Sacrifice Theorycraft: You may cast any number of cards exiled with Theorycraft without paying their mana costs.
Mages are fond of elegant solutions to complex problems. "Use Theorycraft" is one of them.
Quest for the Spellheart
Enchantment
Whenever you cast a spell, put a quest counter on Quest for the Spellheart.
Remove X quest counters from Quest for the Spellheart, sacrifice Quest for the Spellheart: Spells you cast cost X less to cast this turn.
Hammer FallRR
Enchantment {R}
Whenever a creature would enter the battlefield under your control, exile it instead.
Sacrifice ~: Return the cards exiled by ~ to the battlefield under their owners' control. They have haste.
Hazardous Renovations2UB
Enchantment (R)
Players skip their draw step. 4, Sacrifice a creature you control: Draw a card and put a crumble counter on ~. Any player may activate this ability.
Sacrifice ~: Target player loses X life, where X is the number of crumble counters on ~. "With the library closed, the only way to glean knowledge is from the minds of the repair workers."
Private Mod Note
():
Rollback Post to RevisionRollBack
"Here only miracles. Here, only the rising of spirit. And yes, love if it was pertinent (which it was so often); and sometimes bloodletting. But never the prosaic, never the trivial. Here the man who brought the strangest tale was the most welcome. Here every excess was celebrated if it brought visions, and every vision analyzed for the hints it held to the nature of the Everlasting." - Clive Barker's Imajica
Creature - Human Knight U
First Strike, Lifelink
Exile creatures blocked by ~.
Their swords strike souls from the Book of Life.
2/2
[Clan Flamingo]
Creature - Zombie Knight {U}
First Strike, Vigilance
Sacrifice a creature: ~ gets +2/+1 until end of turn.
2/3
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Sunstrike Knight WR
Creature - Elemental Knight (U)
R: If Sunstrike Knight is attacking, it gets +1/+0 until end of turn.
W: If Sunstrike Knight is blocking, it gets +0/+1 until end of turn.
2/2
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Creature - Elf U
You might sacrifice 3 elfs instead of paying ~'s summoning cost.
When ~ enters the battlefield if you payed G only to summon it all other elfs you control get a +1/+1 counter on them and are unblockable.
When the counter is removed, remove the ability "unblockable" that comes with this effect (what i mean by this is that if a creature already had unblockable it isn't removed, specifying just in case).
Remove the counter at the beginning of your upkeep unless you pay 1
2/2
Please fix this templating as it makes no sense. Also, this doesn't appear to be a knight. My recommendation would be to just do a different ability, since a resolved permanent is an object that doesn't remember how its cost was paid. Or at the very least, it won't work with your wording.
Creature - Human Knight {R}
First Strike
Protection from white and from black.
White creatures and black creatures have protection from Neutral Knight.
"Just leave me out of it!"
2/2
A direct slap in the face to Righteous War.
Creature - Demon Knight {R}
Haste, Double Strike, Lifelink
Whenever Hellsworn Champion deals damage to a creature, you may exile Hellsworn Champion and that creature.
3/3
Having failed to save his maiden during his mortal life, he returns to life with Satan's blessing to bring his lover's killers back with him to the damned land of hell.
Multicolored millcards in something other than dimir.
I'm not going to lie - in most cases, a 4cmc creature that usually ends the game on the spot without the need to even attack or activate an ability is USUALLY underpriced. The ability matches the name, so the flavor is spot on. I'm pretty good with the colors on the ability and meat of the creature, so to speak. I also like the nod to my name. On a final note, I will stress the fact this card would probably not be printed at 4cmc.
As far as meat goes, the price per pound is good on this one. I think you could've pushed for 3/2 and get away with it. It's difficult to judge the flavor of Autumn without comparing it to the rest of your cycle, but in my personal opinion Autumn feels like red and green combination (that won't be held against your entry). The fact that this legend is wrapped up in a predictable body is not a bad thing; in fact I think the First Strike is good for creating tough choices for your opponent.
A 2/2 flying, a 2/2 vigilance, a 2/2 flying/vigilance, or a 4/4 indestructible. 4 for 4/4 indestructible is underpriced, and seeing that meat can be tossed into anyone's market is a little unfair. I like the flavor and how it's potentially 3 different creatures all depending on how you cast it, and on top of that it's creative to me.
Flavorful, relatively balanced, the colors feel right at home, and what's a knight without first strike? However, I see one oversight in the design - it doesn't get much use out of its two keywords when it blocks. That creates a choice between using its offensive power or causing your opponent to sweat - I suppose that would cleverly separate the men from the boys in terms of who could comptetively use this card well.
Fallen Angel's little brother! Only he's on the ground and better at killing blockers. I'll be honest, I feel like I'm getting more than what I paid for when I see his size versus cmc. The flavor checks on name and activated ability.
This is one of the more believable entries I've seen lately, as I could imagine this coming out in the next non-artifact themed set. It fits in flavor, and is fairly balanced. The design takes no risks - it's all I see wrong with this.
Fits in colors, has first strike, and the flavor-meter is through the roof because of the name. Thumbs up.
This would work for 5cmc methinks. So I'm not entirely sure what you're going to tap down without killing it with the 3 power, unless it kills your knight too. There's bad templating for the second triggered ability too. Very creative entry overall in spite of these points.
I can't really judge this because you need to work on your templating. I somewhat understand what you're trying to do with this card, but effects simply need to be worded properly, and they have somewhat established rules of thumb for the game's templating. It's also not a knight.
Interestingly enough, he has protection from himself. The protection isn't entirely neutral, as he can't be targeted by white or black spells and since he doesn't have any targeted activated abilities he isn't doing anything to other creatures. (Think about it - since there will be no legal combat interaction involving him and another black or white creature, it's imbalanced.) It's still a creative take and flavorful to boot.
Wait, a white-flavored triggered ability on a BR creature? Everything else fits but this.
Malmutation 2BB
Sorcery
When you cast Malmutation, each player may remove a counter from each of any number of permanents of that player's choice.
You may simultaneously replace all -1/-1 counters with +1/+1 counters and all +1/+1 counters with -1/-1 counters.
Some yearned to rid themselves of blessings while others struggled to maintain their curses.
NB: 'May' is important, as you don't choose until resolution.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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Artifact (Rare)
Bloodsworn Tome enters the battlefield locked. (Bloodsworn Tome enters the battlefield with a Lock Counter on it. A permanent is locked as long as it has a Lock Counter on it.)
Sacrifice two Creatures: Unlock Bloodsworn Tome.
t: Draw two cards, then lock Bloodsworn Tome unless you discard three cards. Activate this ability only if Bloodsworn Tome is unlocked. (To lock a permanent, put a Lock Counter on it.)
The locked/unlocked stuff in theory would only be on artifacts and lands.
EDIT: Modified the Lock mechanic so that it wasn't a ripoff of suspend.
Artifact (R)
Whenever a counter is placed on any permanent or player, put a warning counter on ~.
,t, Remove X warning counters from ~: Choose one - Destroy target permanent with converted mana cost X; or, target player loses X life, where X is the number of warning counters removed from ~.
Creature - Elf Rogue {UC}
Shroud
:symug::symug:, :symtap:: Remove target counter from target creature and put it on Rune Thief.
2/1
Multicolored millcards in something other than dimir.
Artifact - {R}
t Remove a counter from each other permanent or player with a counter on it, then put that many counters on ~.
Whenever ~ has 10 or more counters on it, you may pay ,t, and sacrifice ~. If you do, ~ deals 10 damage to each opponent and each creature they control.
Even a fragment of the terrible crystal holds immense power.
Next Challenge: Make an Enchantment with a global or triggered ability AND also a "sacrifice (this)" ability. It should cost no more than 4cmc.
Enchantment
Sacrifice Shadow Seal: Exile target creature card in a graveyard.
Whenever a creature is put into a graveyard from the battlefield, if Shadow Seal is in your graveyard, you may return it to the battlefield.
Enchantment - Aura
Enchant Creature
Whenever you play an instant or sorcery, enchanted creature gets +2/+0 and gains flying until end of turn.
Sacrifice Draconic Umbra: Enchanted creature deals damage equal to it's power to target creature.
Totem Armor
Multicolored millcards in something other than dimir.
Enchantment-Rare
Spells can't be countered.
Sacrifice Witching Hour: counter target spell.
UUUJin-Gitaxias, Core AugurUUU
Modern
WWWHatebearsWWW
Enchantment (M)
Whenever you draw a card, you may put a theory counter on Theorycraft.
Remove X theory counters from Theorycraft: Search your library for a nonland card with converted mana cost X or less and exile it. Then shuffle your library. Activate this ability only once each turn and only any time you could cast a sorcery.
Sacrifice Theorycraft: You may cast any number of cards exiled with Theorycraft without paying their mana costs.
Mages are fond of elegant solutions to complex problems. "Use Theorycraft" is one of them.
Enchantment
Whenever you cast a spell, put a quest counter on Quest for the Spellheart.
Remove X quest counters from Quest for the Spellheart, sacrifice Quest for the Spellheart: Spells you cast cost X less to cast this turn.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Enchantment {R}
Whenever a creature would enter the battlefield under your control, exile it instead.
Sacrifice ~: Return the cards exiled by ~ to the battlefield under their owners' control. They have haste.
Enchantment (R)
Players skip their draw step.
4, Sacrifice a creature you control: Draw a card and put a crumble counter on ~. Any player may activate this ability.
Sacrifice ~: Target player loses X life, where X is the number of crumble counters on ~.
"With the library closed, the only way to glean knowledge is from the minds of the repair workers."