Renegade Myr1
Artifact Creature - Myr
Haste
Renegade Myr attacks each turn if able.
At end of turn, if Renegade Myr attacked, the player who was attacked by Renegade Myr this turn gains control of it. A failed experiment in self-sentience, it was one of Memnarch's creations that no longer bowed to any master. 2/2
I don't know if I want to change to an "upkeep" card or not. It could get pretty nasty with Paradox Haze.
Atog Hatchling R
Creature - Atog R, Sacrifice a permanent: Atog Hatchling gets +2/+0 until end of turn. " They grow so fast. They get ugly too. " 0/1
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RG WurmBall RG Gruul Prototype UG Maddening Mongrel UU The Spellshifts Have Eyes RR Legal, Lethal Goblins UB Planeswalkers RR Zodiac Arrest GB New Elves BB Disciple of the Artifacts
Rolling Elemental
Creature - Elemental
Trample
Whenever ~ attacks, put a +1/+1 counter on it.
At the end of your turn, if ~ did not attack this turn, remove all +1/+1 counters from it.
1/1 A rolling stone gathers no moss... though a rolling brambleweed gathers plenty.
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-This signature intentionally left blank to increase general intrigue and mystery-
Never Ending Mass
Creature-Ooze Horror
Whenever Never Ending Mass is put into a graveyard from play, you may pay :symb:. If you do return Never Ending Mass to play with a token that is a copy of Never Ending Mass.
Whenever there are four or more Ooze creatures in play, sacrfice them all. Then you may pay :2mana::symb:. If you do, target player losses half their life rounded up. Once you make a pact with an Ooze, your fate is sealed..or should I say slimed
0/1
Geyser ElementalR
Creature - Elemental
Echo 2RR
If Geyser Elemental is put into a graveyard from play it deals 5 damage to all creatures and players.
4/4 "These blasted elementals, if you don't stop them they threaten civilization and if you stop them they destroy everything around them" - Isme, Merfolk Engineer
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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
Simic NullmageXXU
Creature - Mutant Wizard
Graft X
Whenever a player plays a spell, counter that spell, and remove X +1/+1 counters from among creatures you control, where X is the converted mana cost of that spell. If you can't, sacrifice Simic Nullmage. XXUG: Add X +1/+1 counters to Simic Nullmage. Magic is much easier contained in flesh than metal.
0/1
Planar Atogomaton
Artifact Creature- Atog Construct
Affinity for Planeswalkers
Remove a Loyalty counter from a Planeswalker you control: Planar Atogomatorn gets +1/+1 until end of turn. Servant.. or parasite?
1/1
Rift Spark U
Creature - Elemental
Haste
Rift Spark is unblockable.
At the beginning of your upkeep, sacrifice Rift Spark unless you remove a time counter from a permanent you control or suspended card you own.
2/1 "Damn the Blind Eternitites!" Ajani roared, striking wildly at the advancing time-field. Though the rift gave no more resistance than water, the touch of his blade sent forth brilliant blue fire.
That's ten entries, so this round is technically closed.
Flavor: 3.5/5. It's a sentient machine, all right, but I'm not sure what it has to do with adding mana to players' pools. Balance: 3/5. It's effectively a free creature that might sting your opponent for one, and is open to combo potential. Originality: 4/5. It's a creative ability that isn't quite in the same league as anything else. Bonus: 4/5. This doesn't feel rare to me, somehow. TOTAL: 14.5
Flavor: 4.5/5. "Sunrise" feels like a white concept, and there's an anachronistic "plane" reference in the flavor text. Everything else is great, though. Balance: 1/5. It's an evasive 2/1 for one mana, and its drawback isn't really a drawback at all. Originality: 3.5/5. The "you draw a card only if your opponent does" clause is an interesting condition. I'm just not sure if it works as a harsh enough drawback in this case. Bonus: 4/5. Setting aside the fact that it may be overpowered, a 2/1 flyer with an uncomplicated ability might be more realistic at uncommon. TOTAL: 13
Flavor: 4/5. Apart from the fact that it feels red to me; the name, the ability and the flavor text all mesh together. Balance: 3/5. As an artifact, the Renegade can go into too many decks. That said, it's only really powerful in the early game, and is fairly easy to stop afterwards. Originality: 3.5/5. There are a few "traitorous" creatures floating around, but nothing quite like this... possibly for good reason, though. Bonus: 5/5. TOTAL: 15.5
Flavor: 3.5/5. I find it hard to imagine that Atogs are egg-layers, somehow. Balance: 4/5. I don't think it's likely to survive its first combat, but I think that it's printable and playable. Originality: 2/5. It doesn't seem much more different than any other card that sacrifices cards for an effect. Bonus: 4/5. I don't think that this would make the cut as a rare. TOTAL: 13.5
Flavor: 3/5. I feel that the name deserves a lot more description; it doesn't bring any solid image to mind at all. Balance: 3/5. I think that this would be too powerful early in the game -- it will most likely deal a ton of early damage and then probably trade with the first piece of removal that your opponent draws. Beyond that point, though, it takes a significant drop in usefulness. Originality: 3/5. It's an innovative way to get a "growing" creature, but the approach rewards attacking as opposed to just simple growth, which doesn't feel quite green. Bonus: 5/5. TOTAL: 14
Flavor: 3.5/5. I like the concept of ooze that multiplies every time you try to kill it. However, the name is a little vague and the flavor text could be a lot better. Balance: 2/5. I think that this is a tad too abusive. Having a single sacrifice outlet means that you'll be able to reach the four-ooze threshold easily, and how is an opponent supposed to deal with this once you have it in play? Originality: 3.5/5. Try as I might, I can't think of anything like it. The wording needs to be clarified a little, though, and this might end up a rules nightmare otherwise. Bonus: 5/5. I wouldn't want this in anywhere but the rare slot. TOTAL: 14
Flavor: 4.5/5. Everything works for me except for the "geyser" reference, which implies that water should enter the equation somewhere... Balance: 1/5. It's effectively a board-clearer for one red mana, and leaves the opponent mostly helpless to do anything about it. If he kills it, then he triggers the ability. If he doesn't, then you refuse to pay the echo cost and trigger the ability anyway. Originality: 2.5/5. Putting a leaves-play trigger on an echo creature isn't a new idea, but the Elemental at least offers a choice between having a 4/4 creature and having its trigger effect for a lower cost. Bonus: 5/5. Power aside, this feels as though it could make it to uncommon... but you could make a case for a rare slot. TOTAL: 13
Flavor: 4.5/5. It's definitely Simic, and it's definitely a "nullmage" in ability... although all other Graft creatures are printed 0/0s. Balance: 2/5. I think that it's overcosted, and that it's difficult to work with -- note that it will counter your own spells. Originality: 3.5/5. It's a lockdown card that's not too convenient to play, and it gives +1/+1 counters an alternative purpose. Bonus: 5/5. It's a powerful effect in the right deck, and under the right conditions... but only marginally useful otherwise. TOTAL: 15
Flavor: 2.5/5. It makes for a strange mental image. I mean... it's a robotic Atog that acts as a companion to Planeswalkers. Balance: 1.5/5. It's only really playable if you control a Planeswalker, and even then I wonder why the Planeswalker wouldn't just use the counters him/herself. Originality: 3/5. It's original, but only because not many cards interact with Planeswalkers yet. For something of it's type, though, it's a little disappointing. Bonus: 5/5. I don't think it's a good rare, but it's narrow enough that I can see it as a rare. TOTAL: 12
Flavor: 4.5/5. I love the flavor text, and I'm willing to partially forgive the "blue creature with Haste" aspect because it feels like an inside-out suspended creature. Balance: 2/5. So... for one mana, I can hit my opponent for two unblockable damage each turn and accelerate any suspended card I own? Originality: 3.5/5. Rift Spark doesn't just remove counters as an upkeep cost -- it also opens up the possibility of doing this to your advantage. Bonus: 5/5. As a card that feeds off other cards' counters while having none itself, it's bound to be rare. TOTAL: 15
For the next round, I'd like to see a card that involves one of the ten Ravnica Block mechanics (yes, this is just about the same criteria I set for Round VIII in the CtCC - November). The ten mechanics, for reference, are:
Scoring:
Flavor (5/5)
Balance (5/5)
Originality (5/5) Bonus:
Guild/hybrid mana in the card's cost or text, as used above to define each guild. (1/1)
So out of 16 points. I'll do my best to watch this thread and close it at the right time, but I've got three essays pounding me, so I'll try to do the judging when possible. Let's aim for...10 or 12 entries? Begin!
When you say "the guild's mana" do you mean hybrid mana or just multicolor?
I'm assuming that you mean hybrid mana for my entry
Mind Numbing Ideas :1mana::symru::symru:
Sorcery
Replicate :1mana::symru:
Each player draws a card and Mind Numbing Ideas deals 2 damage to him or her.
Trial of Skulls :symwb::symwb:
Sorcery {R}
Target player loses 1 life, and you gain 1 for each haunted creature in play.
Haunt
When the creature Trial of Skulls haunts is put into a graveyard, Target player loses 1 life, and you gain 1 for each haunted creature in play.
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-This signature intentionally left blank to increase general intrigue and mystery-
Rakdos Reanimator
:2mana::symrb::symrb:
Creature - Zombie Cleric
Sacrifice a creature, t: Return target creature card from your graveyard to play. Play this ability only during your upkeep. Hellbent - Whenever a creature comes into play under your control or a creature under your control is put into a graveyard from play, Rakdos Reanimator deals 1 damage to target creature or player.
1/2 The Rakdos use anything, even their dead, as weapons.
Ancestral Drain :2mana::symwb::symwb:
Sorcery
Ancestral Drain deals three damage to target creature. You gain 3 life.
Haunt
Haunted creature gets +1/+1 and gains lifelink. If an Orzhov priest starts praying to his ancestors, you better start praying.
Mangled Swampscum 1BG
Creature - Ooze
Dredge 5
If you would return CARDNAME from your graveyard to your hand, you may pay 3 life. If you do, return it to play instead. BG, T: Put a -1/-1 counter on CARDNAME and target creature. Taking its own life to take yours.
2/2
Skarrgan War Master1:symrg::symrg:
Legendary Creature - Human Warrior
Haste Trample
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature comes into play with two +1/+1 counters on it.)
Creatures that come into play under your control has Bloodthirst 1
2/1 "For Borborygmos, for Victory"
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
Rtyuru, Master Manipulator 1
Creature - Human Wizard
Flash, Graft 3, Shroud
Whenever you would counter a spell, instead you may have that spell gain "This spell cannot be countered by spells or abilities" if you do, put X +1/+1 counters on Rtyuru, Master Manipulator. Where X is that spell's converted mana cost.
At the beginning of your upkeep, you may remove a +1/+1 counter off Rtyuru, Master Manipulator, if you do, draw a card.
0/0
Spellfire Conscription :2mana::symur::symur:
Sorcery
Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.
Replicate :symur:, lose 2 life. It may sting you, but rest assured it is your enemies who die.
Thanks Darthmonkey at Damnation Studios for the sig.
(experiencing technical difficulties. If I weren't busy and tired, your eyeballs would be exploding due to excess magnificence)
Thanks mchief111 for the avvy.
Rakdos Lunatic
Creature-Human Rogue
Haste
:symbr:: Rakdos Lunatic gets +2/-1 until end of turn. Hellbent-If you have no cards in your hand, Rakdos Lunatic gets +2/+1. To the Rakdos, insanity is not a disability, but a gateway to immense power
0/2
Ravnican Wastes
Land
:symtap:, Discard a card: Add :symb::symr: to your mana pool.
Creatures you control have "Hellbent- This creature has deathtouch as long as you have no cards in hand." (Whenever this creature deals damage to a creature, destroy that creature.)
Its nothingness would be Satori if it weren't so sinister.
Forgeburst Alarm1
Instant Radiance - Forgeburst Alarm deals 1 damage to target attacking creature and each other creature that shares a color with it. Then put a 1/1 Goblin Soldier creature token with first strike into play for each damage dealt this way.
Secret Negotiations3:symub::symub:
Enchantment
Whenever you would search your library, reveal a card for which you searched. Draw cards equal to that card's converted mana cost.
Transmute 1UB
Azorius Shackles 2(W/U)(W/U)
Sorcery
Remove all tapped permanents from the game
Forecast-UW, reveal ~ from your hand: Tap target permanent, that permanent doesn't untap during it's controller's next untap step.(Play this ability only during your upkeep and only once each turn.)
Renegade Myr 1
Artifact Creature - Myr
Haste
Renegade Myr attacks each turn if able.
At end of turn, if Renegade Myr attacked, the player who was attacked by Renegade Myr this turn gains control of it.
A failed experiment in self-sentience, it was one of Memnarch's creations that no longer bowed to any master.
2/2
[GTC] Gatecrash Patch for MWS (249/249)
Atog Hatchling R
Creature - Atog
R, Sacrifice a permanent: Atog Hatchling gets +2/+0 until end of turn.
" They grow so fast. They get ugly too. "
0/1
RG WurmBall
UB PlaneswalkersRG Gruul Prototype
UG Maddening Mongrel
UU The Spellshifts Have Eyes
RR Legal, Lethal Goblins
RR Zodiac Arrest
GB New ElvesBB Disciple of the Artifacts
Creature - Elemental
Trample
Whenever ~ attacks, put a +1/+1 counter on it.
At the end of your turn, if ~ did not attack this turn, remove all +1/+1 counters from it.
1/1
A rolling stone gathers no moss... though a rolling brambleweed gathers plenty.
Creature-Ooze Horror
Whenever Never Ending Mass is put into a graveyard from play, you may pay :symb:. If you do return Never Ending Mass to play with a token that is a copy of Never Ending Mass.
Whenever there are four or more Ooze creatures in play, sacrfice them all. Then you may pay :2mana::symb:. If you do, target player losses half their life rounded up.
Once you make a pact with an Ooze, your fate is sealed..or should I say slimed
0/1
Creature - Elemental
Echo 2RR
If Geyser Elemental is put into a graveyard from play it deals 5 damage to all creatures and players.
4/4
"These blasted elementals, if you don't stop them they threaten civilization and if you stop them they destroy everything around them" - Isme, Merfolk Engineer
Creature - Mutant Wizard
Graft X
Whenever a player plays a spell, counter that spell, and remove X +1/+1 counters from among creatures you control, where X is the converted mana cost of that spell. If you can't, sacrifice Simic Nullmage.
XXUG: Add X +1/+1 counters to Simic Nullmage.
Magic is much easier contained in flesh than metal.
0/1
Artifact Creature- Atog Construct
Affinity for Planeswalkers
Remove a Loyalty counter from a Planeswalker you control: Planar Atogomatorn gets +1/+1 until end of turn.
Servant.. or parasite?
1/1
Thanks to Aether for this banner.
Creating a fantasy epic:Come join us!
U
Creature - Elemental
Haste
Rift Spark is unblockable.
At the beginning of your upkeep, sacrifice Rift Spark unless you remove a time counter from a permanent you control or suspended card you own.
2/1
"Damn the Blind Eternitites!" Ajani roared, striking wildly at the advancing time-field. Though the rift gave no more resistance than water, the touch of his blade sent forth brilliant blue fire.
Balance: 3/5. It's effectively a free creature that might sting your opponent for one, and is open to combo potential.
Originality: 4/5. It's a creative ability that isn't quite in the same league as anything else.
Bonus: 4/5. This doesn't feel rare to me, somehow.
TOTAL: 14.5
Balance: 1/5. It's an evasive 2/1 for one mana, and its drawback isn't really a drawback at all.
Originality: 3.5/5. The "you draw a card only if your opponent does" clause is an interesting condition. I'm just not sure if it works as a harsh enough drawback in this case.
Bonus: 4/5. Setting aside the fact that it may be overpowered, a 2/1 flyer with an uncomplicated ability might be more realistic at uncommon.
TOTAL: 13
Balance: 3/5. As an artifact, the Renegade can go into too many decks. That said, it's only really powerful in the early game, and is fairly easy to stop afterwards.
Originality: 3.5/5. There are a few "traitorous" creatures floating around, but nothing quite like this... possibly for good reason, though.
Bonus: 5/5.
TOTAL: 15.5
Balance: 4/5. I don't think it's likely to survive its first combat, but I think that it's printable and playable.
Originality: 2/5. It doesn't seem much more different than any other card that sacrifices cards for an effect.
Bonus: 4/5. I don't think that this would make the cut as a rare.
TOTAL: 13.5
Balance: 3/5. I think that this would be too powerful early in the game -- it will most likely deal a ton of early damage and then probably trade with the first piece of removal that your opponent draws. Beyond that point, though, it takes a significant drop in usefulness.
Originality: 3/5. It's an innovative way to get a "growing" creature, but the approach rewards attacking as opposed to just simple growth, which doesn't feel quite green.
Bonus: 5/5.
TOTAL: 14
Balance: 2/5. I think that this is a tad too abusive. Having a single sacrifice outlet means that you'll be able to reach the four-ooze threshold easily, and how is an opponent supposed to deal with this once you have it in play?
Originality: 3.5/5. Try as I might, I can't think of anything like it. The wording needs to be clarified a little, though, and this might end up a rules nightmare otherwise.
Bonus: 5/5. I wouldn't want this in anywhere but the rare slot.
TOTAL: 14
Balance: 1/5. It's effectively a board-clearer for one red mana, and leaves the opponent mostly helpless to do anything about it. If he kills it, then he triggers the ability. If he doesn't, then you refuse to pay the echo cost and trigger the ability anyway.
Originality: 2.5/5. Putting a leaves-play trigger on an echo creature isn't a new idea, but the Elemental at least offers a choice between having a 4/4 creature and having its trigger effect for a lower cost.
Bonus: 5/5. Power aside, this feels as though it could make it to uncommon... but you could make a case for a rare slot.
TOTAL: 13
Balance: 2/5. I think that it's overcosted, and that it's difficult to work with -- note that it will counter your own spells.
Originality: 3.5/5. It's a lockdown card that's not too convenient to play, and it gives +1/+1 counters an alternative purpose.
Bonus: 5/5. It's a powerful effect in the right deck, and under the right conditions... but only marginally useful otherwise.
TOTAL: 15
Balance: 1.5/5. It's only really playable if you control a Planeswalker, and even then I wonder why the Planeswalker wouldn't just use the counters him/herself.
Originality: 3/5. It's original, but only because not many cards interact with Planeswalkers yet. For something of it's type, though, it's a little disappointing.
Bonus: 5/5. I don't think it's a good rare, but it's narrow enough that I can see it as a rare.
TOTAL: 12
Balance: 2/5. So... for one mana, I can hit my opponent for two unblockable damage each turn and accelerate any suspended card I own?
Originality: 3.5/5. Rift Spark doesn't just remove counters as an upkeep cost -- it also opens up the possibility of doing this to your advantage.
Bonus: 5/5. As a card that feeds off other cards' counters while having none itself, it's bound to be rare.
TOTAL: 15
For the next round, I'd like to see a card that involves one of the ten Ravnica Block mechanics (yes, this is just about the same criteria I set for Round VIII in the CtCC - November). The ten mechanics, for reference, are:
Convoke - (G/W)
Radiance - (R/W)
Transmute - (U/B)
Dredge - (B/G)
----
Replicate - (U/R)
Bloodthirst - (R/G)
Haunt - (W/B)
----
Graft - (U/G)
Forecast - (W/U)
Hellbent - (B/R)
Scoring:
Flavor (5/5)
Balance (5/5)
Originality (5/5)
Bonus:
Guild/hybrid mana in the card's cost or text, as used above to define each guild. (1/1)
So out of 16 points. I'll do my best to watch this thread and close it at the right time, but I've got three essays pounding me, so I'll try to do the judging when possible. Let's aim for...10 or 12 entries? Begin!
[GTC] Gatecrash Patch for MWS (249/249)
I'm assuming that you mean hybrid mana for my entry
Mind Numbing Ideas :1mana::symru::symru:
Sorcery
Replicate :1mana::symru:
Each player draws a card and Mind Numbing Ideas deals 2 damage to him or her.
Sorcery {R}
Target player loses 1 life, and you gain 1 for each haunted creature in play.
Haunt
When the creature Trial of Skulls haunts is put into a graveyard, Target player loses 1 life, and you gain 1 for each haunted creature in play.
:2mana::symrb::symrb:
Creature - Zombie Cleric
Sacrifice a creature, t: Return target creature card from your graveyard to play. Play this ability only during your upkeep.
Hellbent - Whenever a creature comes into play under your control or a creature under your control is put into a graveyard from play, Rakdos Reanimator deals 1 damage to target creature or player.
1/2
The Rakdos use anything, even their dead, as weapons.
Sorcery
Ancestral Drain deals three damage to target creature. You gain 3 life.
Haunt
Haunted creature gets +1/+1 and gains lifelink.
If an Orzhov priest starts praying to his ancestors, you better start praying.
Thanks to Aether for this banner.
Creating a fantasy epic:Come join us!
Creature - Ooze
Dredge 5
If you would return CARDNAME from your graveyard to your hand, you may pay 3 life. If you do, return it to play instead.
BG, T: Put a -1/-1 counter on CARDNAME and target creature.
Taking its own life to take yours.
2/2
Legendary Creature - Human Warrior
Haste Trample
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature comes into play with two +1/+1 counters on it.)
Creatures that come into play under your control has Bloodthirst 1
2/1
"For Borborygmos, for Victory"
Level 1 DCI Judge
Check out my Commons Cube.
Creature - Human Wizard
Flash, Graft 3, Shroud
Whenever you would counter a spell, instead you may have that spell gain "This spell cannot be countered by spells or abilities" if you do, put X +1/+1 counters on Rtyuru, Master Manipulator. Where X is that spell's converted mana cost.
At the beginning of your upkeep, you may remove a +1/+1 counter off Rtyuru, Master Manipulator, if you do, draw a card.
0/0
Sorcery
Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.
Replicate :symur:, lose 2 life.
It may sting you, but rest assured it is your enemies who die.
(experiencing technical difficulties. If I weren't busy and tired, your eyeballs would be exploding due to excess magnificence)
Thanks mchief111 for the avvy.
Creature-Human Rogue
Haste
:symbr:: Rakdos Lunatic gets +2/-1 until end of turn.
Hellbent-If you have no cards in your hand, Rakdos Lunatic gets +2/+1.
To the Rakdos, insanity is not a disability, but a gateway to immense power
0/2
Land
:symtap:, Discard a card: Add :symb::symr: to your mana pool.
Creatures you control have "Hellbent- This creature has deathtouch as long as you have no cards in hand." (Whenever this creature deals damage to a creature, destroy that creature.)
Its nothingness would be Satori if it weren't so sinister.
Instant
Radiance - Forgeburst Alarm deals 1 damage to target attacking creature and each other creature that shares a color with it. Then put a 1/1 Goblin Soldier creature token with first strike into play for each damage dealt this way.
My Sales Post!
Enchantment
Whenever you would search your library, reveal a card for which you searched. Draw cards equal to that card's converted mana cost.
Transmute 1UB
Sorcery
Remove all tapped permanents from the game
Forecast-UW, reveal ~ from your hand: Tap target permanent, that permanent doesn't untap during it's controller's next untap step.(Play this ability only during your upkeep and only once each turn.)
Sigil: an MMORPCCG ">Mexus: An MMORPCCG