meh...I'll pass...btw, what did you/your wife think of my card?
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Top 16 - 2012 Indiana State Championships Currently Playing: GBStandard - Golgari Safari MidrangeBG RBWModern - Mardu PyromancerWBR RLegacy - Good Old Fashioned BurnR
Bringer of Rebirth :2mana::symw::symu::symb::symr::symg:
Legenadry Creature-Avatar
Defender, Flying, Trample, Firststrike, Fear
When Bringer of Rebirth comes into play, All players sacrifice all other permanents. At the begining each players upkeep, they may returrn up to two permanents from their graveyard to play.
:3mana:: Bringer of Rebirth loses defender untill end of turn "Some say that this is the end of the world. I belive it is the start of a new one." -Himono, High Cleric
10/10
D'nak, Harbinger of the End (Rare) 3RW
Legendary Creature - Avatar
3/3
Cumulative Upkeep - Sacrifice a permanent other than D'nak
At the beginning of your draw step, each opponent sacrifices a permanent for each age counter on D'nak.
If D'nak is the only permanent in play, flip it.
//
Kan'd, Who Restores from Oblivion
Legendary Creature - Avatar
3/3
Kan'd is green.
Each player may play land cards in his or her graveyard.
Each player may play an additional land each turn if that card is played from a graveyard. If he or she does, that land comes into play tapped.
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
The Challenge:
I want a card that symbolizes the destruction of a world and the birth of a new world from the ashes of the old one. But here's the qwirk: it's got to be a creature card. Have fun!.
Points will be awarded this way:
Design
Mechanics (does it feel like a cycle? is it coherent? synergetic? Fun?. Note I'll be judging the whole cycle and not each card): 0-5 points
Flavor (Art, name, flavor, interaction with mechanics): 0-4 points Development
Power (is it balanced? correctly costed? interesting? useful?): 0-5 points
Style (grammar, wording, attention to detail): 0-3 points Subjective
Wow me! be clever, surprise me with stuff I havent thought of and earn up to 3 bonus points!
Max: 20 points
Armageddon's Phoenix3RRR
Creature -- Phoenix
Flying
When Armageddon's Phoenix is put into a graveyard from play, destroy all permanents. Then remove it from the game with five time counters on it and it gains suspend.
Whenever a time counter is removed from Armageddon's Phoenix, if it's suspended, each player may return up to three permanent cards from his or her graveyard to play. When she fades, she takes the world with her.
2/2
Design
Mechanics: Interesting, an Obliterate in wings. Neat and innovative approach. I kinda dislike throwing block mechanics such as suspend in off-block cards, but I think is justified in this one. I see you made the phoenix a 2/2 to make up for the sheer power of the card, but that just makes the phoenix un-"sexay" as a creature and doesn't stop people from abusing it in combos. I'd make it 3/3 which feels just right with the 3 permanents it returns per turn. 4/5
Flavor: Phoenix was a great choice for the kind of creature I asked. The name is fitting but a bit lacking and unimaginative. Flavor text is good but I'd have like to see exposition on why the other permanents resurrect. (I believe there's great potential in a phoenix that phoenix-izes everything else). 3/4 Development
Power: This + Thormod's Crypt + Greater Gargadon make baby kitties cry. Is the first thing that came to mind but Im sure the phoenix is quite abusable. I'd up the cost in R or maybe 1R. Still, it depends much on other cards to get ridiculous, so it's not totally bah-roken 3.5/5
Style: Good grammar and good base wording, but to avoid confusion and make it more interactive with other cards it should read: "whenever ~ would be put into a graveyard from play, instead, remove it from the game. If you do, destroy all permanents and put 5 time counters....etc" 1.5/3 Subjective
Very clever but I worry it's too abusable and/or lead to many unfunny games. 1/3
Total: 13/20
Wastelings :2mana::symrb::symr::symb:
Creature - Elemental
When Wastelings comes into play, each player destroys a target permanent other than Wastelings.
At the beginning of your upkeep, each player destroys a target permanent other than Wastelings and puts a token copy of Wastelings into play. Some call them abominations, but not for long. 2/2
Design
Mechanics: Uh, not very good, I'm afraid. When Wastelings comes into play each player sacs a perm. (1) Then at your next upkeep each player sacrifices a perm (2) and puts a copy of Wastelings into play. As copies, they have all the rules text of the original so they trigger when they come into play and each player sacs a permanent /per/ wastelings. (4). Then, at the beginning of your opponent's step, his wastelings copy's second ability triggers and each of you sac 3 perms and get a wastelings (7). At the beginning of your next upkeep you'll have 3 separated wastelings triggers, so you'll sac 3, get 3 wastelings and sac other 3 (13). So, by your second upkeep from playing it, each of you would have sacced up to 13 permanents and have a bunch of exponentially-growing wastelings and the game would have come to a stalemate that you'll eventually win because you'll always have one wastelings more than your opponent. You wouldn't even have to bother packing untargettable/indestructible creatures because you win nevertheless. Unfun and bad design (I get this wasn't what you had in mind, but it'd take heavy overmaking to achieve it, sorry) 0/5
Flavor: I like the flavor a lot. An elemental of Waste that plagues on everything and reproduces until there's nothing else. The flavor text is cool/funny. Bonus points for including render. 4/4 Development
Power: a 2/2 for 5 that replaces permanents for copies of itself symmetrically, sounds ok for me. Sadly the design flaws make the card unfun and pointless. It warps the game unfairly, but I wouldnt call it "powerful"..just.. "annoying" 1.5/5
Style: Good grammar, minor wording flaws, but I hate, hate, hate random hybrid costs tacked along other mana symbols. It barely affects flavor or casting cost issues, but it does looks plain ugly. 1.5/3 Subjective
Sorry, but I think you understand why. 0/3
Total: 7/20
Death Spirit of Chaos 5RRR
Creature - Spirit
When Death Spirit of Chaos comes into play each player sacrifices all permanents he or she controls, each player discards his or her hand.
Each player puts a 2/1 Forglings token into play under his/her control for each land card he or she sacrificed or discard, a 1/1 Spirit token with flying into play under his/her control for each enchantment card he or she sacrificed or discard, a 1/3 Myr token into play under his/her control for each Artifact card he or she sacrificed or discard, a 3/3 Centaur token into play under his/her control for each land card he or she sacrificed or discard.
Death Spirit of Chaos cant be sacrificed.
Each player skips his or her draw step.
4/2
Design
Mechanics: Flavorful design but conduces to many unfun and confusing games. Confusing because (wotc is always trying to avoid this as much as possible) the board will get cluttered with many different tokens, which makes a pain to keep account of the game unless proper tokens are used (a fairly seldomly seen occurrence); and unfun because for the Spirit's owner will not be too hard to ramp up permanents, specially the kind that lends the more powerful tokens, lands and creatures. The "skip draw" then, leaves no ways out to the player with the least tokens and the game comes to an end immediately. (compare to warp world that works similarly but allows luck to even up the fields). Finally the "can't be sacrificed" clause is moot and only clutters your rule text, since no one on his right mind would sac the creature that's winning the game alone. Also, since no spells will be played anymore and all other permanents were destroyed, there are no ways of saccing it. 1/5
Flavor: The mechanic is very flavorful indeed, but the creature itself not so much. Death Spirit of Chaos sounds very black and it's not tied at all to the card itself. 2/4 Development
Power: As I explained before, with a good deck built around this, and reasonable playing/luck, dropping the spirit wins you the game instantly. That's a bit too much. Then again is properly costed. 2/5
Style: Many wording mistakes (such as not giving color to the tokens or putting "lands" instead of "creatures" 0.5/3 Subjective
Cant like the way it wins instantly or the mess the board will become 0/3
Total: 5.5/20
Kyrtiol, the Wheel-Turner5GB
Legendary Creature - Acara
During your upkeep each player sacrifices three permenants.
Whenever Kyrtiol, the Wheel-Turner becomes sacrificed, each player draws five cards and may put any number of land from their hand into play. Eternally misunderstood as a destroyer of worlds, mortals will never see the other half of his purpose.
5/5
Design
Mechanics: Nice design. Encourages interesting playing choices while giving you a fair fattie. The symmetric, simultaneous effects rewards skillful playing. Only thing I dislike is the "becomes sacrificed" (which should be "is sacrificed"). It sounds ugly, unflavorful and making you able to get the effect at any time actually cheapens the card. It should be "if ~ is put into a graveyard by this effect...etc" 4/5
Flavor: Intriguing name and nice tie-ins of the flavor with the mechanics. I'd like to know what an acara is, though. 3.5/4 Development
Power: Fair power, fair casting cost. There's nothing to complain here. 4.5/5
Style: Here's where you dropped the ball; several grammar and wording mistakes made me think poorly of the card before I grasped it's fine design 0/3 Subjective
I like it but I dont find it very spectacular 1/3
Total: 13/20
Delve, Dredge 4, Convoke
When ~ comes into play, if you played it from your hand, destroy all creatures and all lands. For each permanent destroyed this way, it´s controller puts a green and black 2/2 zombie elf token into play with: T: Add B or G to your mana pool.
'I came, I saw ugly diversity and I replaced it with simple beauty.' -Mhoyrgool-
9/9
Design
Mechanics: The mechanics work together and have a well crafted synergy. Clever way of showing the "rebirth" of a world. I believe artifacts and enchantments should blow off as well, bot for flavor sake and to prevent absurd combos. 4.5/5
Flavor: Love the flavor and the flavor text. It's a pity that spite for diversity feels blue-ish and against green. It's one of the cases where pie mechanics conflict with the logical flavor of a card 3/4 Development
Power: Is a well balanced effect but I could see it happening in a cheaper, weaker body. Even with dredge-helped delve + convoke, 17 is too much. It would scare most players away and it would rarely see play. Also, p/t of 9/9 almost makes irrelevant the bunch of 2/2 left in the board. I'd like it a lot better as a 6/6 for 12 3/5
Style: Minor grammar mistakes but it's nice you thought of stuff as restricting it to be played from hand. the triple green, triple black would look ugly as sin on cardboard, specially with such a long name at it's left. 2/3 Subjective
Very nice. I'm really sold on 2/2 zombie elves that produce mana 2/3
Total: 14.5/20
Armageddon Engine 5
Artifact Creature - Construct
Vanishing 3
When CARDNAME is put into a graveyard from play, remove it from the game with a rebirth counter. If you do, turn all cards in play face-down. (They are 2/2 colorless creatures).
As long as CARDNAME is removed from the game with a rebirth counter, all face-down creatures have: "sacrifice this creature: draw a card"
4/4
Design
Mechanics: Wow I didnt expect an artifact creature but it makes a lot of sense. I like how "resources become resourceless creatures become resources" and how vanish is used to ensure it goes that way. I just wish there was a way of doing it other than morph. It adds a layer of flavor and mechanical possibilities (actual morphs that can unmorph) that somehow rings wrong. But the intention is great. I've always thought that Ixidron feels like a pseudo wrath. 4/5
Flavor: Very Nice name and concept. There's little flavor besides that and morph actually attempts against the flavor of the whole. 1.5/4 Development
Power: The card is well balanced. But since the effect could turn the tables so drastically I'd prefer the effect would be more conditional, like the Planar Chaos cards: the effect only triggers when they are put into graveyard by removing last time counter. As it is shouldnt be too much of a trouble anyway 4/5
Style: No complaints at all 3/3 Subjective
Very simple and nice. I dig that 2/3
Total: 14.5/20
Armegeddon :4mana::symr::symr:
Legendary Creature-Incarnation
Armegeddon can't be discarded.
If Armegeddon were to be put from graveyard to library shuffle it back into your library.
When Armegeddon comes into play destroy all permenents, they can't be regenerated.
At the begining of your upkeep, if Armegeddon is in your graveyard and you control a land, piut a 1/1 Colorless Spirit creature token into play with ":symtap:: Add one mana to your mana pool" under each player's control.
2/2
Design
Mechanics: Well, I like the undergoing idea but the design is too flawed. It's a 2 cheaper Obliterate that leaves you with a 2/2.. or not, because it destroys itself when it comes into play (lacks the "other" clause). If that was the intention..why would it need a p/t at all? Actually...why is it a creature? I find interesting how the card can't go to grave from anywhere but from play, but then again, the graveyard effect, while interesting and flavorful is not that powerful as to be so careful. 2/5
Flavor: There's already (a very famous) card with that name. That's not good. It's good as an incarnation but it bears few more flavor beyond that. 0.5/4 Development
Power: The card is badly undercosted. The symmetrical effect makes it fairer though. 2/5
Style: Many grammar and wording mistakes dont help this card at all. 0/3 Subjective
The card has certain appeal to me, but the many flaws keep me from liking it 0.5/3
Total: 5/20
Mnamu, the Pacifier 3WW
Creature - Angel Avatar
Shroud
When Mnamu, the Pacifier comes in to play, all players tap all non-land permanents they control.
Permanents do not untap during the untap phase. 2: Untap target non-land permanent. Any player pay play this ability, during their upkeep. With her coming, a new age of blissful tranquility descended over all the lands.
0/5
Design
Mechanics: While the card is useful and is a great design for a white creature, falls short to represent what I asked for. I like it a lot but it really doesnt how a world being destroyed 2.5/5 Flavor: There's lot of well built flavor around this card, sadly not the flavor I expected. Render does helps your case a lot, though 3/4 Development
Power: The card is very well balanced. I like how it doesnt tap lands but doesnt let them untap either. I feel it could have a bit more p or t so it wouldnt be just a glorified wall. 4.5/5
Style: Wording and grammar are generally ok. The last ability should be worded "only during their upkeep" 2.5/3 Subjective
Nice, round card. I like it a lot despite not being what I asked for 1.5/3
Total: 14/20
Chaos Unleashed4RRRR
Legendary Creature - Avatar
Haste, First Strike
When Chaos Unleashed comes into play from your hand, Destroy all land cards you control.
For each land destroyed this way put a +1/+1 counter on Chaos Unleashed.
If chaos Unleashed is put into a graveyard from play return all land cards in your graveyard to play.
0/0 "Chaos existed before the beginning of time and it will exist even after the end of time"
Design
Mechanics: Nice and simple. Chaos consumes the world and becomes as strong as it, and then from it's corpse the world is reborn. Yet, I dont like that it returns lands that weren't sacrificed for him. Upon coming itno play the lands should be removed and when dying only the lands removed by its ability would return. This protects you, as well, from a wreaking :You lose the game in the form of Thormod's Crypt. Also, I'd have liked trample better than first strike. Since it is most likely the last spell you'll be playing (unless they kill it and you get your lands back) it would be depressing to have it chump blocked forever.
Quote from Alx2 »
The problem with this card is that it dies immediately upon coming into play. It comes in as a 0/0, the land-destruction is placed on the stack, and ... it dies as an SBE. So you're paying 8 mana for a 0/0 and a self-Armageddon.
2/5
Flavor: The flavor is very well rounded and feels very red indeed. Would have been nice to see a render 3.5/4 Development
Power: Well balanced. The risk-benefit aspect is fair, but lacking trample or another form of evasion tips a bit the odds against the owner which would prevent it seeing that much play. 4/5
Style: A few wording mistakes. 2.5/3 Subjective
While the card is very good, it doesn't feel that innovative, as there have been cards in the same vein before. It's that the wording makes it useless as it is now. 1/3
Total: 13/20
Bringer of Rebirth :2mana::symw::symu::symb::symr::symg:
Legenadry Creature-Avatar
Defender, Flying, Trample, Firststrike, Fear
When Bringer of Rebirth comes into play, All players sacrifice all other permanents. At the begining each players upkeep, they may returrn up to two permanents from their graveyard to play.
:3mana:: Bringer of Rebirth loses defender untill end of turn "Some say that this is the end of the world. I belive it is the start of a new one." -Himono, High Cleric
10/10
Design
Mechanics: I don't like much the mix of abilities. Fear + Flying are already a bit too much and make Trample and First Strike moot. I know you tried to give it an ability per color but it came up feeling just weird. I'd leave just Defender, Trample or Flying and First Strike. I really like how you gave it defender and a cost to make it lose it, so it can't swing immediately, since usually by that point 10 damages should settle the deal. I'd maybe up the cost to 4, so you wont get to swing if you kept a land in hand and your opponent will have another chance to get back into game. 3.5/5
Flavor: The flavor feels a bit tacked on. The name and flavor text are straight to the obvious and a bit unimaginative 1.5/4 Development
Power: The design flaws I pointed before will usually win you the game the turn after and while there are ways around it, it would make many games repetitive and unfun. 3.5/5
Style: Several grammar and wording mistakes substract from the goodness of the card. 0/3 Subjective
After fixing this card I'd really like to play with it. I see it leading to many interesting play choices 1.5/3
Total: 10/20
D'nak, Harbinger of the End (Rare) 3RW
Legendary Creature - Avatar
3/3
Cumulative Upkeep - Sacrifice a permanent other than D'nak
At the beginning of your draw step, each opponent sacrifices a permanent for each age counter on D'nak.
If D'nak is the only permanent in play, flip it.
//
Kan'd, Who Restores from Oblivion
Legendary Creature - Avatar
3/3
Kan'd is green.
Each player may play land cards in his or her graveyard.
Each player may play an additional land each turn if that card is played from a graveyard. If he or she does, that land comes into play tapped.
Design
Mechanics: I find interesting and fitting the use of a flip creature for this challenge. The card is, though, harder to flip than Bushi Tenderfoot! You need to have exactly 3, 6 or 10 permanents to avoid having to sacrifice D'nak itself as the turns go. Also you have to expect that you opponent has less permanents than you. Since your opponent sacrifices after you do, a removal instant would wreck you badly, as well. But the worst thing is that the outcome is not worthy all the hard work! You get a symmetrical effect and nothing else (I'm assuming that the creature keeps being 3/3 since you didnt put another p/t). The most you could probably get from it is to swing once with your "huge" 3/3 into an empty board and to return your lands first (not that you'll get real benefit from it since they citp tapped). The intention is very nice but the execution falls very short. 1.5/5
Flavor: Like most flip cards, this one drips with flavor. The choice of colors is right but Im not sure how good would that combination look in cardboard. The play in the names is a bit cheesy in a 50's DC comics fashion. 3/4 Development
Power: The card is fair to say the most. It isn't powerful by any means and the constant strain it puts on you to get the card flipped for such a poor outcome would scare most players away from this. 2.5/5
Style: Minor wording flaws 2.5/3 Subjective
Sorry, this card doesn't excites me at all and I'm the guy who tried to reliably flip bushi tenderfoot for as long as kamigawa was legal 0/3
Total: 9.5/20
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
Sorry about the delay guys! Without further ado:
EDIT: Changed the winner after discovering a fatal flaw in former winner's card.
Nakaraton and Alx2 tie for a photo-finish finale. In the end Alx2 rules expertise pushes him the last inch to the top and manages to bring the prize home! Congratulations!
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
I read the first judgings yesterday and the remaining 3 today and thought yep 15,5 Points, gimmie that trophy, but then i realized 1 point has been substracted from my points. Congrats to Krey. Give us a nice task.
Nevertheless i wanted to present the modified version ofMhoyrgool.
Mhoyrgool, World Compostor :11mana::symg::symg::symb::symb:
Legendary Creature - Ancient
Delve, Dredge 4, Convoke
When ~ comes into play, if you played it from your hand, destroy all permanents. For each permanent put into the graveyard this way, it´s controller puts a green and black 2/2 Zombie Elf token into play with: T: Add or to your mana pool.
'I came, I saw ugly diversity and I replaced it with simple beauty.' -Mhoyrgool-
9/9
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To succeed with the opposite sex, tell her you're impotent. She can't wait to disprove it. -Cary Grant
Yeah, sorry abut that Nakraton. I almost gave you as the winner but, as I re-read all the judgings I noticed that for the concerns I had with the power and playability of your card I had given you a too high "power" score, compared to how I scored others. Great card, though! One of my favs definitely.
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
Chaos Unleashed :4mana::symr::symr::symr::symr:
Legendary Creature - Avatar
Haste, First Strike
When Chaos Unleashed comes into play from your hand, Destroy all land cards you control.
For each land destroyed this way put a +1/+1 counter on Chaos Unleashed.
If chaos Unleashed is put into a graveyard from play return all land cards in your graveyard to play.
0/0
"Chaos existed before the beginning of time and it will exist even after the end of time"
The problem with this card is that it dies immediately upon coming into play. It comes in as a 0/0, the land-destruction is placed on the stack, and ... it dies as an SBE. So you're paying 8 mana for a 0/0 and a self-Armageddon. This would've worked:
Chaos Unleashed :4mana::symr::symr::symr::symr:
Legendary Creature - Avatar
Haste, First Strike As Chaos Unleashed comes into play from your hand, Destroy all land cards you control.
For each land destroyed this way Chaos Unleashed comes into play with a +1/+1 counter.
If chaos Unleashed is put into a graveyard from play return all land cards in your graveyard to play.
0/0
"Chaos existed before the beginning of time and it will exist even after the end of time"
It has to get the counters before coming into play...
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
Nakaraton and Alx2 tie for a photo-finish finale. In the end Alx2 rules expertise pushes him the last inch to the top and manages to bring the prize home! Congratulations!
I believe that taking the win on a technicality would be against the spirit of the contest. As said in my previous post, while the winner's card technically doesn't work, it could be very easily made to work with only a minor change, without hurting the overall function and look&feel of the card. I think it should still go to Krey.
Cmon Krey give us a task. I think the Winners should be determined by the Judge, and mostly by what idea he likes best. Technical issues may play a role by evaluation, but the solution of the task should be in first place when determining the winner. I don´t mind losing, what I wanna get is critique and feedback, there have been flaws in my presentation. I just wanted to know what you think about the bias against diversity, true it is against green, but black has a strong spite against diversity, in a multicolor card like this is it ok?
I´m keen on becoming better and clearer I usually don´t have to few ideas, but i have to get a better focus on it.
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Sorry for the lateness, my pc was sick and it needed some rest.
Well, thanks to Maokun, axl2 and Nakraton.
I tried to make the card with the same effect as the spikes but i think i messed that up.
Thanks for still letting me judge the next one.
Here's the next challenge.
Make a card that does something that is not currently related to its color but it should make sense to be of said color.
Example: Black counterspellgreen card drawing
Creativity rules, so here's the judging criteria.
Creativity: 5
Does the card makes sense in that color?: 3
Flavor: 2
About Renders: Renders are cool, but it would not affect any points here.
By the way, Is there any place in here that has a tutorial about how to display images ????
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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
meh, pictures isn't something I'm good at. I'll still make a card, but don't expect anything from MSE...
My entry:
Quicksand Spider-Wurm 2GG
Creature - Wurm
Reach
If ~ deals damage to a non-flying creature, destroy it at the end of combat
When ~ blocks a flying creature, that creature loses flying until the end of its controller's next turn.
2/3
Top 16 - 2012 Indiana State Championships Currently Playing: GBStandard - Golgari Safari MidrangeBG RBWModern - Mardu PyromancerWBR RLegacy - Good Old Fashioned BurnR
Infestious Parasites 3U
Instant
Target creature gets +1/-1 until end of turn, remove Infestious Parasites from the game.
Whenever a creature targeted by Infestious Parasites is put into a graveyard from play, if Infestious Parasites is removed from game face up, play it without paying its mana cost.
Gildraff, Dwarven Heretic :2mana::symr::symb:
Legendary Creature - Dwarf Mage
Sacrifice all your lands: Destroy all enchantments.
Discard four sorceries: Return all creatures to their owners' hands.
Sacrifice three Dwarves: Counter target spell. "If you are willing to pay the price, anything can be achieved." -Gildraff
4/3
Ease the Passage 2W
Enchantment
Creatures you control have haste. All around her was strangeness, but for some reason it all felt right. Her disorientation fell away, and she knew how to help the cause.
Delay Fate :symr::symr:
Instant
When Delay Fate is put on the stack, if you didn't play it from your hand, you lose the game.
You gain 20 life.
Remove Delay Fate from the game with three time counters on it. It gains suspend. Some wizards that were hunted for their cruel deeds tried to evade their fate by manipulating the time streams. They didn't manage to evade their fate completely, however, they could delay it long enough to hunt down those who hunted them.
I'm not here until 23.6. - so should it be over before that and should I win, someone else may post a new task.
Target artifact or enchantment looses all abilitys until his owner pays its mana cost.
this thingy returns the artifact/enchantment to his "natural" form, greenish. but the point here is you are red, you dont think too far, instead of destroying it you are good with taking the energy away, and dont understand he can simply put energy back in...can make your life easier if you play mono R or BR though...
Powerful Insight :1mana::symg::symg:
Sorcery
Choose a creature. Draw X cards, where X is equal to that creatures power.
At end of turn, discard Y cards, where Y equals that creatures toughness. If Knowledge is power, then power must be knowledge according to the communitive property...right?
Rare
In terms of color, coin flipping has always been R or R/, and that bothers me. Other cards should be given a shot to be random, so here it goes;
Paths of DestinyWB
Instant
Flip a coin. If you win the flip, double your life total. If you lose the flip, lose half your life, rounded down. We all make choices; We all die. Yet in decisive moments, the choices we make affect how and when we will die.
Private Mod Note
():
Rollback Post to RevisionRollBack
Never ever create a card without taking the extra minute to double check it.
Goblin Researcher1R
Creature - Goblin
Whenever a Goblin you control deals combat damage to a player, you may sacrifice it. If you do, draw a card "Experienced Goblins inherit more knowledge than exspected, unfortunately they have to die to extract it."
-Keldon rime- 1/2
Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
Legenadry Creature-Avatar
Defender, Flying, Trample, Firststrike, Fear
When Bringer of Rebirth comes into play, All players sacrifice all other permanents.
At the begining each players upkeep, they may returrn up to two permanents from their graveyard to play.
:3mana:: Bringer of Rebirth loses defender untill end of turn
"Some say that this is the end of the world. I belive it is the start of a new one."
-Himono, High Cleric
10/10
I kinda liked it. She didn't get it. 'Why would I want to remove my own cards from the game?'
Sorry.
3RW
Legendary Creature - Avatar
3/3
Cumulative Upkeep - Sacrifice a permanent other than D'nak
At the beginning of your draw step, each opponent sacrifices a permanent for each age counter on D'nak.
If D'nak is the only permanent in play, flip it.
//
Kan'd, Who Restores from Oblivion
Legendary Creature - Avatar
3/3
Kan'd is green.
Each player may play land cards in his or her graveyard.
Each player may play an additional land each turn if that card is played from a graveyard. If he or she does, that land comes into play tapped.
Hey, how about mine? Just curious.
Thanks to Aether for this banner.
Creating a fantasy epic:Come join us!
Your card was, IIRC, her second-favorite.
I want a card that symbolizes the destruction of a world and the birth of a new world from the ashes of the old one. But here's the qwirk: it's got to be a creature card. Have fun!.
Points will be awarded this way:
Design
Mechanics (does it feel like a cycle? is it coherent? synergetic? Fun?. Note I'll be judging the whole cycle and not each card): 0-5 points
Flavor (Art, name, flavor, interaction with mechanics): 0-4 points
Development
Power (is it balanced? correctly costed? interesting? useful?): 0-5 points
Style (grammar, wording, attention to detail): 0-3 points
Subjective
Wow me! be clever, surprise me with stuff I havent thought of and earn up to 3 bonus points!
Max: 20 points
Design
Mechanics: Interesting, an Obliterate in wings. Neat and innovative approach. I kinda dislike throwing block mechanics such as suspend in off-block cards, but I think is justified in this one. I see you made the phoenix a 2/2 to make up for the sheer power of the card, but that just makes the phoenix un-"sexay" as a creature and doesn't stop people from abusing it in combos. I'd make it 3/3 which feels just right with the 3 permanents it returns per turn. 4/5
Flavor: Phoenix was a great choice for the kind of creature I asked. The name is fitting but a bit lacking and unimaginative. Flavor text is good but I'd have like to see exposition on why the other permanents resurrect. (I believe there's great potential in a phoenix that phoenix-izes everything else). 3/4
Development
Power: This + Thormod's Crypt + Greater Gargadon make baby kitties cry. Is the first thing that came to mind but Im sure the phoenix is quite abusable. I'd up the cost in R or maybe 1R. Still, it depends much on other cards to get ridiculous, so it's not totally bah-roken 3.5/5
Style: Good grammar and good base wording, but to avoid confusion and make it more interactive with other cards it should read: "whenever ~ would be put into a graveyard from play, instead, remove it from the game. If you do, destroy all permanents and put 5 time counters....etc" 1.5/3
Subjective
Very clever but I worry it's too abusable and/or lead to many unfunny games. 1/3
Total: 13/20
Design
Mechanics: Uh, not very good, I'm afraid. When Wastelings comes into play each player sacs a perm. (1) Then at your next upkeep each player sacrifices a perm (2) and puts a copy of Wastelings into play. As copies, they have all the rules text of the original so they trigger when they come into play and each player sacs a permanent /per/ wastelings. (4). Then, at the beginning of your opponent's step, his wastelings copy's second ability triggers and each of you sac 3 perms and get a wastelings (7). At the beginning of your next upkeep you'll have 3 separated wastelings triggers, so you'll sac 3, get 3 wastelings and sac other 3 (13). So, by your second upkeep from playing it, each of you would have sacced up to 13 permanents and have a bunch of exponentially-growing wastelings and the game would have come to a stalemate that you'll eventually win because you'll always have one wastelings more than your opponent. You wouldn't even have to bother packing untargettable/indestructible creatures because you win nevertheless. Unfun and bad design (I get this wasn't what you had in mind, but it'd take heavy overmaking to achieve it, sorry) 0/5
Flavor: I like the flavor a lot. An elemental of Waste that plagues on everything and reproduces until there's nothing else. The flavor text is cool/funny. Bonus points for including render. 4/4
Development
Power: a 2/2 for 5 that replaces permanents for copies of itself symmetrically, sounds ok for me. Sadly the design flaws make the card unfun and pointless. It warps the game unfairly, but I wouldnt call it "powerful"..just.. "annoying" 1.5/5
Style: Good grammar, minor wording flaws, but I hate, hate, hate random hybrid costs tacked along other mana symbols. It barely affects flavor or casting cost issues, but it does looks plain ugly. 1.5/3
Subjective
Sorry, but I think you understand why. 0/3
Total: 7/20
Design
Mechanics: Flavorful design but conduces to many unfun and confusing games. Confusing because (wotc is always trying to avoid this as much as possible) the board will get cluttered with many different tokens, which makes a pain to keep account of the game unless proper tokens are used (a fairly seldomly seen occurrence); and unfun because for the Spirit's owner will not be too hard to ramp up permanents, specially the kind that lends the more powerful tokens, lands and creatures. The "skip draw" then, leaves no ways out to the player with the least tokens and the game comes to an end immediately. (compare to warp world that works similarly but allows luck to even up the fields). Finally the "can't be sacrificed" clause is moot and only clutters your rule text, since no one on his right mind would sac the creature that's winning the game alone. Also, since no spells will be played anymore and all other permanents were destroyed, there are no ways of saccing it. 1/5
Flavor: The mechanic is very flavorful indeed, but the creature itself not so much. Death Spirit of Chaos sounds very black and it's not tied at all to the card itself. 2/4
Development
Power: As I explained before, with a good deck built around this, and reasonable playing/luck, dropping the spirit wins you the game instantly. That's a bit too much. Then again is properly costed. 2/5
Style: Many wording mistakes (such as not giving color to the tokens or putting "lands" instead of "creatures" 0.5/3
Subjective
Cant like the way it wins instantly or the mess the board will become 0/3
Total: 5.5/20
Design
Mechanics: Nice design. Encourages interesting playing choices while giving you a fair fattie. The symmetric, simultaneous effects rewards skillful playing. Only thing I dislike is the "becomes sacrificed" (which should be "is sacrificed"). It sounds ugly, unflavorful and making you able to get the effect at any time actually cheapens the card. It should be "if ~ is put into a graveyard by this effect...etc" 4/5
Flavor: Intriguing name and nice tie-ins of the flavor with the mechanics. I'd like to know what an acara is, though. 3.5/4
Development
Power: Fair power, fair casting cost. There's nothing to complain here. 4.5/5
Style: Here's where you dropped the ball; several grammar and wording mistakes made me think poorly of the card before I grasped it's fine design 0/3
Subjective
I like it but I dont find it very spectacular 1/3
Total: 13/20
Design
Mechanics: The mechanics work together and have a well crafted synergy. Clever way of showing the "rebirth" of a world. I believe artifacts and enchantments should blow off as well, bot for flavor sake and to prevent absurd combos. 4.5/5
Flavor: Love the flavor and the flavor text. It's a pity that spite for diversity feels blue-ish and against green. It's one of the cases where pie mechanics conflict with the logical flavor of a card 3/4
Development
Power: Is a well balanced effect but I could see it happening in a cheaper, weaker body. Even with dredge-helped delve + convoke, 17 is too much. It would scare most players away and it would rarely see play. Also, p/t of 9/9 almost makes irrelevant the bunch of 2/2 left in the board. I'd like it a lot better as a 6/6 for 12 3/5
Style: Minor grammar mistakes but it's nice you thought of stuff as restricting it to be played from hand. the triple green, triple black would look ugly as sin on cardboard, specially with such a long name at it's left. 2/3
Subjective
Very nice. I'm really sold on 2/2 zombie elves that produce mana 2/3
Total: 14.5/20
Design
Mechanics: Wow I didnt expect an artifact creature but it makes a lot of sense. I like how "resources become resourceless creatures become resources" and how vanish is used to ensure it goes that way. I just wish there was a way of doing it other than morph. It adds a layer of flavor and mechanical possibilities (actual morphs that can unmorph) that somehow rings wrong. But the intention is great. I've always thought that Ixidron feels like a pseudo wrath. 4/5
Flavor: Very Nice name and concept. There's little flavor besides that and morph actually attempts against the flavor of the whole. 1.5/4
Development
Power: The card is well balanced. But since the effect could turn the tables so drastically I'd prefer the effect would be more conditional, like the Planar Chaos cards: the effect only triggers when they are put into graveyard by removing last time counter. As it is shouldnt be too much of a trouble anyway 4/5
Style: No complaints at all 3/3
Subjective
Very simple and nice. I dig that 2/3
Total: 14.5/20
Design
Mechanics: Well, I like the undergoing idea but the design is too flawed. It's a 2 cheaper Obliterate that leaves you with a 2/2.. or not, because it destroys itself when it comes into play (lacks the "other" clause). If that was the intention..why would it need a p/t at all? Actually...why is it a creature? I find interesting how the card can't go to grave from anywhere but from play, but then again, the graveyard effect, while interesting and flavorful is not that powerful as to be so careful. 2/5
Flavor: There's already (a very famous) card with that name. That's not good. It's good as an incarnation but it bears few more flavor beyond that. 0.5/4
Development
Power: The card is badly undercosted. The symmetrical effect makes it fairer though. 2/5
Style: Many grammar and wording mistakes dont help this card at all. 0/3
Subjective
The card has certain appeal to me, but the many flaws keep me from liking it 0.5/3
Total: 5/20
Design
Mechanics: While the card is useful and is a great design for a white creature, falls short to represent what I asked for. I like it a lot but it really doesnt how a world being destroyed 2.5/5
Flavor: There's lot of well built flavor around this card, sadly not the flavor I expected. Render does helps your case a lot, though 3/4
Development
Power: The card is very well balanced. I like how it doesnt tap lands but doesnt let them untap either. I feel it could have a bit more p or t so it wouldnt be just a glorified wall. 4.5/5
Style: Wording and grammar are generally ok. The last ability should be worded "only during their upkeep" 2.5/3
Subjective
Nice, round card. I like it a lot despite not being what I asked for 1.5/3
Total: 14/20
Design
Mechanics: Nice and simple. Chaos consumes the world and becomes as strong as it, and then from it's corpse the world is reborn. Yet, I dont like that it returns lands that weren't sacrificed for him. Upon coming itno play the lands should be removed and when dying only the lands removed by its ability would return. This protects you, as well, from a wreaking :You lose the game in the form of Thormod's Crypt. Also, I'd have liked trample better than first strike. Since it is most likely the last spell you'll be playing (unless they kill it and you get your lands back) it would be depressing to have it chump blocked forever. 2/5
Flavor: The flavor is very well rounded and feels very red indeed. Would have been nice to see a render 3.5/4
Development
Power: Well balanced. The risk-benefit aspect is fair, but lacking trample or another form of evasion tips a bit the odds against the owner which would prevent it seeing that much play. 4/5
Style: A few wording mistakes. 2.5/3
Subjective
While the card is very good, it doesn't feel that innovative, as there have been cards in the same vein before. It's that the wording makes it useless as it is now. 1/3
Total: 13/20
Design
Mechanics: I don't like much the mix of abilities. Fear + Flying are already a bit too much and make Trample and First Strike moot. I know you tried to give it an ability per color but it came up feeling just weird. I'd leave just Defender, Trample or Flying and First Strike. I really like how you gave it defender and a cost to make it lose it, so it can't swing immediately, since usually by that point 10 damages should settle the deal. I'd maybe up the cost to 4, so you wont get to swing if you kept a land in hand and your opponent will have another chance to get back into game. 3.5/5
Flavor: The flavor feels a bit tacked on. The name and flavor text are straight to the obvious and a bit unimaginative 1.5/4
Development
Power: The design flaws I pointed before will usually win you the game the turn after and while there are ways around it, it would make many games repetitive and unfun. 3.5/5
Style: Several grammar and wording mistakes substract from the goodness of the card. 0/3
Subjective
After fixing this card I'd really like to play with it. I see it leading to many interesting play choices 1.5/3
Total: 10/20
Design
Mechanics: I find interesting and fitting the use of a flip creature for this challenge. The card is, though, harder to flip than Bushi Tenderfoot! You need to have exactly 3, 6 or 10 permanents to avoid having to sacrifice D'nak itself as the turns go. Also you have to expect that you opponent has less permanents than you. Since your opponent sacrifices after you do, a removal instant would wreck you badly, as well. But the worst thing is that the outcome is not worthy all the hard work! You get a symmetrical effect and nothing else (I'm assuming that the creature keeps being 3/3 since you didnt put another p/t). The most you could probably get from it is to swing once with your "huge" 3/3 into an empty board and to return your lands first (not that you'll get real benefit from it since they citp tapped). The intention is very nice but the execution falls very short. 1.5/5
Flavor: Like most flip cards, this one drips with flavor. The choice of colors is right but Im not sure how good would that combination look in cardboard. The play in the names is a bit cheesy in a 50's DC comics fashion. 3/4
Development
Power: The card is fair to say the most. It isn't powerful by any means and the constant strain it puts on you to get the card flipped for such a poor outcome would scare most players away from this. 2.5/5
Style: Minor wording flaws 2.5/3
Subjective
Sorry, this card doesn't excites me at all and I'm the guy who tried to reliably flip bushi tenderfoot for as long as kamigawa was legal 0/3
Total: 9.5/20
EDIT: Changed the winner after discovering a fatal flaw in former winner's card.
Nakaraton and Alx2 tie for a photo-finish finale. In the end Alx2 rules expertise pushes him the last inch to the top and manages to bring the prize home! Congratulations!
I read the first judgings yesterday and the remaining 3 today and thought yep 15,5 Points, gimmie that trophy, but then i realized 1 point has been substracted from my points. Congrats to Krey. Give us a nice task.
Nevertheless i wanted to present the modified version ofMhoyrgool.
Mhoyrgool, World Compostor :11mana::symg::symg::symb::symb:
Legendary Creature - Ancient
Delve, Dredge 4, Convoke
When ~ comes into play, if you played it from your hand, destroy all permanents. For each permanent put into the graveyard this way, it´s controller puts a green and black 2/2 Zombie Elf token into play with: T: Add or to your mana pool.
'I came, I saw ugly diversity and I replaced it with simple beauty.' -Mhoyrgool-
9/9
-Cary Grant
The problem with this card is that it dies immediately upon coming into play. It comes in as a 0/0, the land-destruction is placed on the stack, and ... it dies as an SBE. So you're paying 8 mana for a 0/0 and a self-Armageddon. This would've worked:
Chaos Unleashed :4mana::symr::symr::symr::symr:
Legendary Creature - Avatar
Haste, First Strike
As Chaos Unleashed comes into play from your hand, Destroy all land cards you control.
For each land destroyed this way Chaos Unleashed comes into play with a +1/+1 counter.
If chaos Unleashed is put into a graveyard from play return all land cards in your graveyard to play.
0/0
"Chaos existed before the beginning of time and it will exist even after the end of time"
It has to get the counters before coming into play...
I believe that taking the win on a technicality would be against the spirit of the contest. As said in my previous post, while the winner's card technically doesn't work, it could be very easily made to work with only a minor change, without hurting the overall function and look&feel of the card. I think it should still go to Krey.
I´m keen on becoming better and clearer I usually don´t have to few ideas, but i have to get a better focus on it.
-Cary Grant
Well, thanks to Maokun, axl2 and Nakraton.
I tried to make the card with the same effect as the spikes but i think i messed that up.
Thanks for still letting me judge the next one.
Here's the next challenge.
Make a card that does something that is not currently related to its color but it should make sense to be of said color.
Example: Black counterspell green card drawing
Creativity rules, so here's the judging criteria.
Creativity: 5
Does the card makes sense in that color?: 3
Flavor: 2
About Renders: Renders are cool, but it would not affect any points here.
By the way, Is there any place in here that has a tutorial about how to display images ????
My entry:
Quicksand Spider-Wurm 2GG
Creature - Wurm
Reach
If ~ deals damage to a non-flying creature, destroy it at the end of combat
When ~ blocks a flying creature, that creature loses flying until the end of its controller's next turn.
2/3
Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
Instant
Target creature gets +1/-1 until end of turn, remove Infestious Parasites from the game.
Whenever a creature targeted by Infestious Parasites is put into a graveyard from play, if Infestious Parasites is removed from game face up, play it without paying its mana cost.
Once its in, theres no way out.
Legendary Creature - Dwarf Mage
Sacrifice all your lands: Destroy all enchantments.
Discard four sorceries: Return all creatures to their owners' hands.
Sacrifice three Dwarves: Counter target spell.
"If you are willing to pay the price, anything can be achieved." -Gildraff
4/3
2W
Enchantment
Creatures you control have haste.
All around her was strangeness, but for some reason it all felt right. Her disorientation fell away, and she knew how to help the cause.
Make a card called Long For This World.
Delay Fate :symr::symr:
Instant
When Delay Fate is put on the stack, if you didn't play it from your hand, you lose the game.
You gain 20 life.
Remove Delay Fate from the game with three time counters on it. It gains suspend.
Some wizards that were hunted for their cruel deeds tried to evade their fate by manipulating the time streams. They didn't manage to evade their fate completely, however, they could delay it long enough to hunt down those who hunted them.
I'm not here until 23.6. - so should it be over before that and should I win, someone else may post a new task.
Energetic Theft 1R
instant
Target artifact or enchantment looses all abilitys until his owner pays its mana cost.
this thingy returns the artifact/enchantment to his "natural" form, greenish. but the point here is you are red, you dont think too far, instead of destroying it you are good with taking the energy away, and dont understand he can simply put energy back in...can make your life easier if you play mono R or BR though...
Powerful Insight :1mana::symg::symg:
Sorcery
Choose a creature. Draw X cards, where X is equal to that creatures power.
At end of turn, discard Y cards, where Y equals that creatures toughness.
If Knowledge is power, then power must be knowledge according to the communitive property...right?
Rare
Paths of Destiny WB
Instant
Flip a coin. If you win the flip, double your life total. If you lose the flip, lose half your life, rounded down.
We all make choices; We all die. Yet in decisive moments, the choices we make affect how and when we will die.
Goblin Researcher 1R
Creature - Goblin
Whenever a Goblin you control deals combat damage to a player, you may sacrifice it. If you do, draw a card
"Experienced Goblins inherit more knowledge than exspected, unfortunately they have to die to extract it."
-Keldon rime-
1/2
-Cary Grant