I think this card is way too wordy. It does weird things of making things different colours, making colourless things uncounterable but more expensive... it feels like two or three solid ideas for cards mashed together for an inelegant result. That being said, I think the component ideas of this card could be quite interesting on their own, and I’ll also add that this is the only appropriately costed entry.
Cheetos:
Yeah, this is underpriced for draw 3 plus mind control plus conditionally winning the game. I also feel like the mind control effect is mechanically disconnected from the other two effects. Apart from this disconnect and the fact that this is massively under costed, I really like this though. The hand size as a win con is interesting and as I said I would love this if it wasn’t for the random mind control tacked on.
Mergatroid Jones:
I like the cleanness of the effect but I think that as an instant this card would lead to a lot of unfun moments. All of a sudden, as soon as Your Mardu opponent hits 5 mana, you are all of a sudden in a really bad spot if you don’t play countermagic. You can’t try to win, since your opponent could just cast this and win in response. I personally think that this effect is interesting, but would work better on a Sorcery (which forces you to actually loose the game rather than just wait for your opponent to try to kill you), or on a creature (which then your opponent can at least kill to try to get back into the game).
I’m going to give to cheetos with an Honorable Mention to Mergatroid.
Up next: UN4 is on Ravnica. Design a silver border legendary creature for a guild. Use Unstable as a reference.
Borborygmos REALLY Enraged
5RRGG
Legendary Creature - Cyclops
Trample
When Borborygmos REALLY Enraged deals combat damage to a player, you may throw any number of permanents you control onto the table from a distance of at least 3 ft (1m). Destroy each permanent thrown this way, and each permanent that is both touching one of the thrown permanents when it stops moving and shares at least one card type with it.
7/7
Edit: Thought of a more fun version.
Borborygmos, the Strongest
4RRGG
Legendary Creature - Cyclops
Trample
When Borborygmos enters the battlefield, you may challenge target opponent to an arm wrestle. If you win, Borborygmos gains protection from Non-Creatures that player controls. If that opponent wins, exile Borborygmos (a player must be physically able to arm wrestle to be a legal target).
8/7
Rakdos, Heck UnleashedBBRR
Legendary Creature - Demon {M}
This costs 1 more to cast for each card in your hand.
Flying, trample
Each opponent’s maximum hand size is equal to the number of cards in your hand.
Each card in an opponent's hand has madderness. The madderness cost is equal to its mana cost. (If you discard a card with madderness, discard it into exile. When you do, each opponent, in turn order, may cast it for its madderness cost. If no one does, put it into your graveyard.)
6/6
IIW: Wedges focused on the enemy color (unlike Khans which were focused on one of the allied colors)
Jake, Ghost of the (Partially) Haunted Art Gallery1WB
Legendary Enchantment Creature- Saga Spirit {Rarity is ???}
(Card is formatted like a saga, but each chapter has it's own P/T box similar to a level-up creature)
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI. Opponents may not look at the back side of this card before it transforms.)
I, II, III
Defender, flying, shroud
At the beginning of your upkeep, you may exclaim "Damn this stupid painting!" If you do, add a lore counter and you lose 2 life.
0/2
IV,V
Shroud, Fear, Flying
Jake can only attack alone.
At the beginning of your upkeep, you may softly say "Finally" in a proper British accent. (Your accent may be deemed unworthy by the tournament moderator or judge). If you do, your opponents become scared until your next turn. (Scared players lose 3 life whenever they speak louder than a whisper)
5/2
VI
Transform Jake.
(There would be 4 variants of this card, one for each rarity level, with identical fronts but different backs.)
Stereotypically Disgruntled Former Curator (W color identifier)
Creature- Human (C)
When Jake, Ghost of the (Partially) Haunted Art Gallery transforms into Stereotypically Disgruntled Former Curator, you lose the game if you don't loudly say "And I would've gotten away with it too, if it weren't for you meddling kids!"
0/2
Spooky Scary (WB color identifier)
Enchantment (U)
Your opponents are scared. (W/B)(W/B): Target creature gains fear until your next turn.
Jake, Lord of HELL (The L's would be replaced by very small hockey sticks) (B color identifier)
Legendary Creature- Demon (R)
Your opponents are super scared. (Super scared counts as three instances of scared. In addition, super scared players play with their hands revealed)
Say Mwahahahaha: Creatures you control gain shadow until end of turn. (Creatures with shadow can only block or be blocked by other creatures with shadow)
7/7
You didn't expect this! (Every color identifier)
Legendary Enchantment (M)
Say a quote you haven't said this game from a Monty Python movie or TV show: Choose two. Activate this ability only once per turn.
-Create The Rabbit of Caerbannog, a 1/1 legendary white Rabbit creature token with "Whenever this blocks or becomes blocked by another creature, destroy that creature and remove it from your opponents deck. Your opponent may not play cards with that name in a silver-bordered game today."
-Target opponent creates a 0/1 blue and green Dead/Resting Parrot creature token with "At the beginning of your upkeep, say a synonym you haven't said yet for either dead or resting. If you can't, you lose the game"
-Target opponent may take a card they own from outside the game named The Rack and place it onto the battlefield under your control. If they don't, you may create 3 2/2 red Idiot Cleric creature tokens with haste and first strike.
-Create a 5/5 black Knight creature token with "This creature can't attack or block" and "[mana]
T[/mana]: Destroy target creature with ankles in its art."
Sorry about the novel, I had way too much fun doing this, especially the Monty Python part.
Yeah, the story point I was going for was when Jace triggers the memories he's left behind in Vraska, from the end of the Rivals of Ixalan storyline, that's the mind control part of it that's tacked on, but you're right, it should cost at least 1 or 2 more.
That said, I am loving the designs I've seen so far, though I do think some of you guys are pushing Silver border a little much.
Obzedat, Ghost BuddiesBBWW
Legendary Creature- Spirit (R)
When you cast Obzedat, Ghost Buddies, you may search your library for another copy of it, and exile it.
When Obzedat, Ghost Buddies enters the battlefield, each opponent loses 1/2 life, and you gain 1/2 life. 1, Exile Obzedat, Ghost Buddies: return the exiled Obzedat, Ghost Buddies to the battlefield. If there is no exiled Obzedat, Ghost Buddies, return this Obzedat, Ghost Buddies to the battlefield at the beginning of the next end step.
4/4
IIW: Auras that don't enchant creatures.
EDIT: I'm going on an amazing, life-changing trip (without internet) for the next several days, so I shouldn't win.
Alright so I'm now sober and scooby doo/Monty pythons flying circus is not playing in the background, so here's a real Un-try (I'm leaving the other one up for posterity though lol)
Experiment 1002GGUU
Legendary Creature- Ooze God
Indestructible
Evolve But Better (Whenever another creature enters the battlefield, if it has greater power and toughness than this creature, this creature gains the flavor text of that creature in addition to this creature's flavor text, and gets +X/+Y, where X and Y are that creature's power and toughness, respectively.)
As long as Experiment 100 has power and toughness greater than 10, other creatures you control have Evolve but Better.
At the beginning of your upkeep, if creatures you control have 100 lines of flavor text total, you win the game.
2/2
I want to give a little bit of explanation of my judging here before I start. For this kind of thing, I'm looking for three things: Flashy effects that are easy to understand but can't be done in black border (see split screen, super-duper death ray, or three-headed goblin)
I'm also looking for mechanics that are either from Ravnica, or aren't but make complete sense for the guild they are being used for. So transform is Innistrad, not Ravnica, and therefore isn't terribly accurate for this, but evolve, or raid, or even enrage? I could see those being guild mechanics.
Finally, are they fun designs? Unsets are magic's parody funny sets, so if a design isn't fun to me to see and imagine playing, it's going to lose some points.
KarmaHoudini
Borborygmos, the Strongest
4RRGG
Legendary Creature - Cyclops
Trample
When Borborygmos enters the battlefield, you may challenge target opponent to an arm wrestle. If you win, Borborygmos gains protection from Non-Creatures that player controls. If that opponent wins, exile Borborygmos (a player must be physically able to arm wrestle to be a legal target).
8/7
The name could stand to be a little bit funnier, but this is design, not flavor or play design. This is a very easy to understand design, and I can even imagine it being very fun to play, just offering your arm to wrestle them, but protection from so much seems a little strong for this. It's already a huge trampler, and while I understand the idea, maybe just make something of theirs leave in shame?
Cardz5000
Rakdos, Heck Unleashed BBRR
Legendary Creature - Demon {M}
This costs 1 more to cast for each card in your hand.
Flying, trample
Each opponent’s maximum hand size is equal to the number of cards in your hand.
Each card in an opponent's hand has madderness. The madderness cost is equal to its mana cost. (If you discard a card with madderness, discard it into exile. When you do, each opponent, in turn order, may cast it for its madderness cost. If no one does, put it into your graveyard.)
6/6
I was prepared to give this a poor score, since I recalled a version from before this, where it didn't have the last ability (and the other abilities were different.) This one, I love, though. It's very Rakdos, both color pie and guild and even legendary creature wise, and its third ability is a perfect unability. Casting spells from other people's discarded cards is a wonderful idea, and I'd actually like to see some cards in the set have this ability naturally, to make for interesting game states. This card is a wonderful example of what I was imagining.
Mergatroid Jones
Obzedat, Ghost Buddies BBWW
Legendary Creature- Spirit (R)
When you cast Obzedat, Ghost Buddies, you may search your library for another copy of it, and exile it.
When Obzedat, Ghost Buddies enters the battlefield, each opponent loses 1/2 life, and you gain 1/2 life.
1, Exile Obzedat, Ghost Buddies: return the exiled Obzedat, Ghost Buddies to the battlefield. If there is no exiled Obzedat, Ghost Buddies, return this Obzedat, Ghost Buddies to the battlefield at the beginning of the next end step.
4/4
I like the aspect of them that looks for other buddies, even if the wording is slightly off (card named Obzedat, but that's neither here nor there), and the half aspect is very unset, though I doubt they'd continue using that for future ones, but again, I'm not here to judge mana costs or life loss amounts, this is set design, not play design. I do even like the activated ability, imagining them high fiving as they phase in and out of reality, though I do think that the colon should be moved before the word Exile. A solid card all around.
TotallyHaywire
Experiment 1002GGUU
Legendary Creature- Ooze God
Indestructible
Evolve But Better (Whenever another creature enters the battlefield, if it has greater power and toughness than this creature, this creature gains the flavor text of that creature in addition to this creature's flavor text, and gets +X/+Y, where X and Y are that creature's power and toughness, respectively.)
As long as Experiment 100 has power and toughness greater than 10, other creatures you control have Evolve but Better.
At the beginning of your upkeep, if creatures you control have 100 lines of flavor text total, you win the game.
2/2
I'm very glad that you added this post, because your other one was very unwieldy and would never be printed, beyond just the transform being nearly impossible to do in limited amounts in a set, but also having it be different rarities, a saga as well, and add in the plethora of effects on the backside? But yes, back to experiment 100. I do love the aspect of it acting like maderness from the previous one, where it adds an unset twist on an existing mechanic, though you should have gone and copied the wording from an evolve creature to better match. I know what you were going for, though, so it's fine. That said, I'm not sure how well you thought out the other parts. I like the idea of it growing to be huge, but it's harder and harder to keep evolving but better each time, plus having 100 lines of flavor text is going to be nearly impossible unless you build your deck around it. A very fun card, and certainly strong, especially with Evolve but Better (is that supposed to be counters?).
My winner for this round is Rakdos, Heck unleashed! It was the strongest card that pushed boundaries, without being either unwieldy or potentially unfun, while also adding a fun game inside the game, like all the best uncards do. Honorable mention goes to Experiment 100, if only because I have a soft spot for simic, and can clearly see the potential of what you wanted to bring out, Totally.
IIW: Wedges focused on the enemy color (unlike Khans which were focused on one of the allied colors)
Update: new IIW: multicolored sagas.
The Rise of Xenagos 3RG
Enchantment - Saga (Rare or mythic, unsure) Saga's reminder text
|- You may reveal a creature card from your hand with CMC less than the number of creatures you control. If you do, put that card onto the battlefield
||- Creatures you control get +1/+1 and gain trample until end of turn
|||-Put 3 +1/+1 counters on target creature you control. That creature gains trample, first strike, and hexproof until end of turn.
First, in Xenagos's story, he arrives to the party, then the party grows out of control, then he becomes a god.
IIW: Changing Un4's premise now: your multiversal threat of choice (eldrazi, phyrexians, bolas, etc) comes to Bablovia (Unstable's plane). Design cards of the villain's forces either attacking or converting the denizens of the plane.
Wedge design:
Purify the Profane WWBR
Sorcery
Escalate W or (B/R)(B/R) - This card costs W or (B/R)(B/R) more for each mode chosen beyond the first.
Choose one or more, you may make the same choice more than once:
-Exile a creature of your choice with the greatest CMC on the battlefield
-Exile an artifact of your choice with the greatest CMC on the battlefield
-Exile an enchantment of your choice with the greatest CMC on the battlefield.
-Exile a planeswalker of your choice with the greatest CMC on the battlefield
The idea is that this would be part of a cycle. It’s very much centered on its ‘white’ abilities but it showcases how it gets to be ‘better’ by overlapping with its enemy colours.
For multi-coloured saga:
Mirridin Beseiged 3UBG
Enchantment - Saga
1: Each player gets a poison counter.
2: Proliferate, then create a 1/1 green insect creature token with infect for each poison counter on each player.
3: Creatures you Control with infect get +1/+1 until end of turn.
Mind of Fire 2UR
Enchantment- Saga [R]
I, II- Draw 3 cards, then discard 3 cards. Mind of Fire deals 2 damage to any target.
III- Until your next turn, you may cast instant and sorcery cards from your graveyard. Whenever a spell cast this way would be put into a graveyard from anywhere, exile it instead.
Invention of the Thopter UR
Enchantment - Saga (U)
I- Create two 1/1 colorless Servo artifact creature tokens.
II- Servos you control gain flying until end of turn. Sacrifice each Servo you control at the beginning of the next end step.
III- Create two 1/1 colorless Thopter artifact creature tokens with flying.
Cymede's Prophecy1UR
Enchantment - Saga (MR)
I, II, III, IV, V - Exile the top two cards of your library.
VI - Reveal the top thirteen cards of your library, you may cast each card with the same name as an exiled card without paying it's mana cost.
IIW
6+CMC Planeswalkers, one color or two color
Private Mod Note
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Rollback Post to RevisionRollBack
MtG is where you can hate white players or black players, and still not be racist.
You guys are really adamant about not putting reminder text down...
chetoos - I get what you were going for here, but it just doesn't quite click for me. KarmaHoudini - Purify the Profane has WAY too much text on it (even when you drop the unnecessary "on the battlefield" clause from each option (another side note: when talking about converted mana cost (Spell it out) you use highest, not greatest) This wording actually allows the effect to fit on a card. Balance wise, I feel like this is expensive enough to be balanced, but it is a strong card. (also include rarities on your cards) KarmaHoudini 2 - Mirridin Beseiged (Mirrodin Besieged, check your spelling) doesn't really tell the story it advertises. Mechanically the card is fine... not sure what blue brings to the card... AspiringInsomniac - Burning time is just... bad? I feel like I must be missing out on something here. TotallyHaywire - Mind of Fire is excellent in all but name. I like the build up, the card filtering is really strong, the damage I would rather see restricted to creatures ("up to one" tech could be used to prevent you from having to blast your own), and the final chapter really feels like a payoff. Balance wise this needs to either cost 2-3 more, or reduce the draw and discard amounts by 1. As it stands, you get 2RU worth of abilities on the turn you play it, and that's not a good thing for sagas. JaceTheBodySculptor - I really like the flavor of Invention of the Thopter as homage to the Mirrodin flavor text of Ornithopter. My only nitpick on the card is that I wish the second chapter just had you sacrifice two servos, as it feels super wrong when you play multiples. Forestsguy - Cymede's Prophecy is a great flavor for a saga. This plays in the big risk big reward section of the RU color pie, and with the right cards supporting this it could be really good, but I'm not sure how often this will actually hit chapter six. an excellent example of mythic rare.
Winner is JaceTheBodySculptor
HMs to Forestsguy and TotallyHaywire
Fomori Watch Captain3RW
Creature - Giant Warrior {R}
Vigilance
Whenever Fomori Watch Captain blocks or becomes blocked, flip a coin. If you win the flip, Fomori Watch Captain gains backswing until end of turn. (It deals regular, and last-strike combat damage.)
3/7
I'm gonna design a non-red coin flip card here, because randomness is usually in Red's section of the color pie, and I wanna try to go in a different direction.
Conclave's charge 1GW
Sorcery
Populate, then that creature gains haste. Flip a coin. If the coin comes up heads, creatures you control get +1/+1 and gain Trample until end of turn. If the coin comes up tails, creatures you control get +1/+1 and gain vigilance until end of turn.
IIW: Changing Un4's premise now: your multiversal threat of choice (eldrazi, phyrexians, bolas, etc) comes to Bablovia (Unstable's plane). Design cards of the villain's forces either attacking or converting the denizens of the plane.
Pyrochemister2R
Creature- Goblin Wizard (R) R: Choose target creature, then flip a coin. If you win the flip, that creature gets +1/+0 and haste until end of turn. If you lose the flip, Pyrochemister deals 1 damage to that creature. T: Ignore the result of target coin-flip. Flip that coin again.
1/3
Goblin Gambler1R
Creature — Goblin (U)
Whenever you win a coin flip, Goblin Gambler get +1/+1 until end of turn. t: Flip a coin. If you win the flip, untap Goblin Gambler. "Dang it! I should have quit while I was ahead!"
1/1
IIW: A tri-colored card from Alara.
Private Mod Note
():
Rollback Post to RevisionRollBack
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Rakdos Impugner R(B/R)
Creature- Human Warrior
Rakdos Impugner attacks each combat if able.
Whenever Rakdos Impugner attacks, flip a coin. If you win the flip, create a copy of Rakdos Impugner tapped and attacking. XB(B/R), tap X creatures you control named Rakdos Impugner: Exile target creature with power X or less. Flip a coin. If you win the flip, search that player's hand, library and graveyard for any number of cards with the same name as the exiled creature and exile them.
2/1
IIW: create a new guild mechanic for one of the guilds of ravnica guilds (guilds in this one are selesnya, boros, golgari, dimir and izzet.)
Totallyhaywire:
I think this card is way too wordy. It does weird things of making things different colours, making colourless things uncounterable but more expensive... it feels like two or three solid ideas for cards mashed together for an inelegant result. That being said, I think the component ideas of this card could be quite interesting on their own, and I’ll also add that this is the only appropriately costed entry.
Cheetos:
Yeah, this is underpriced for draw 3 plus mind control plus conditionally winning the game. I also feel like the mind control effect is mechanically disconnected from the other two effects. Apart from this disconnect and the fact that this is massively under costed, I really like this though. The hand size as a win con is interesting and as I said I would love this if it wasn’t for the random mind control tacked on.
Mergatroid Jones:
I like the cleanness of the effect but I think that as an instant this card would lead to a lot of unfun moments. All of a sudden, as soon as Your Mardu opponent hits 5 mana, you are all of a sudden in a really bad spot if you don’t play countermagic. You can’t try to win, since your opponent could just cast this and win in response. I personally think that this effect is interesting, but would work better on a Sorcery (which forces you to actually loose the game rather than just wait for your opponent to try to kill you), or on a creature (which then your opponent can at least kill to try to get back into the game).
I’m going to give to cheetos with an Honorable Mention to Mergatroid.
Up next: UN4 is on Ravnica. Design a silver border legendary creature for a guild. Use Unstable as a reference.
5RRGG
Legendary Creature - Cyclops
Trample
When Borborygmos REALLY Enraged deals combat damage to a player, you may throw any number of permanents you control onto the table from a distance of at least 3 ft (1m). Destroy each permanent thrown this way, and each permanent that is both touching one of the thrown permanents when it stops moving and shares at least one card type with it.
7/7
Edit: Thought of a more fun version.
Borborygmos, the Strongest
4RRGG
Legendary Creature - Cyclops
Trample
When Borborygmos enters the battlefield, you may challenge target opponent to an arm wrestle. If you win, Borborygmos gains protection from Non-Creatures that player controls. If that opponent wins, exile Borborygmos (a player must be physically able to arm wrestle to be a legal target).
8/7
IIW: CMC of 3.
Legendary Creature - Demon {M}
This costs 1 more to cast for each card in your hand.
Flying, trample
Each opponent’s maximum hand size is equal to the number of cards in your hand.
Each card in an opponent's hand has madderness. The madderness cost is equal to its mana cost. (If you discard a card with madderness, discard it into exile. When you do, each opponent, in turn order, may cast it for its madderness cost. If no one does, put it into your graveyard.)
6/6
IIW: Wedges focused on the enemy color (unlike Khans which were focused on one of the allied colors)
Legendary Enchantment Creature- Saga Spirit {Rarity is ???}
(Card is formatted like a saga, but each chapter has it's own P/T box similar to a level-up creature)
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI. Opponents may not look at the back side of this card before it transforms.)
I, II, III
Defender, flying, shroud
At the beginning of your upkeep, you may exclaim "Damn this stupid painting!" If you do, add a lore counter and you lose 2 life.
0/2
IV,V
Shroud, Fear, Flying
Jake can only attack alone.
At the beginning of your upkeep, you may softly say "Finally" in a proper British accent. (Your accent may be deemed unworthy by the tournament moderator or judge). If you do, your opponents become scared until your next turn. (Scared players lose 3 life whenever they speak louder than a whisper)
5/2
VI
Transform Jake.
(There would be 4 variants of this card, one for each rarity level, with identical fronts but different backs.)
Creature- Human (C)
When Jake, Ghost of the (Partially) Haunted Art Gallery transforms into Stereotypically Disgruntled Former Curator, you lose the game if you don't loudly say "And I would've gotten away with it too, if it weren't for you meddling kids!"
0/2
Enchantment (U)
Your opponents are scared.
(W/B)(W/B): Target creature gains fear until your next turn.
Legendary Creature- Demon (R)
Your opponents are super scared. (Super scared counts as three instances of scared. In addition, super scared players play with their hands revealed)
Say Mwahahahaha: Creatures you control gain shadow until end of turn. (Creatures with shadow can only block or be blocked by other creatures with shadow)
7/7
Legendary Enchantment (M)
Say a quote you haven't said this game from a Monty Python movie or TV show: Choose two. Activate this ability only once per turn.
-Create The Rabbit of Caerbannog, a 1/1 legendary white Rabbit creature token with "Whenever this blocks or becomes blocked by another creature, destroy that creature and remove it from your opponents deck. Your opponent may not play cards with that name in a silver-bordered game today."
-Target opponent creates a 0/1 blue and green Dead/Resting Parrot creature token with "At the beginning of your upkeep, say a synonym you haven't said yet for either dead or resting. If you can't, you lose the game"
-Target opponent may take a card they own from outside the game named The Rack and place it onto the battlefield under your control. If they don't, you may create 3 2/2 red Idiot Cleric creature tokens with haste and first strike.
-Create a 5/5 black Knight creature token with "This creature can't attack or block" and "[mana]
T[/mana]: Destroy target creature with ankles in its art."
Sorry about the novel, I had way too much fun doing this, especially the Monty Python part.
IIW: Unset TV/Movie references
That said, I am loving the designs I've seen so far, though I do think some of you guys are pushing Silver border a little much.
Legendary Creature- Spirit (R)
When you cast Obzedat, Ghost Buddies, you may search your library for another copy of it, and exile it.
When Obzedat, Ghost Buddies enters the battlefield, each opponent loses 1/2 life, and you gain 1/2 life.
1, Exile Obzedat, Ghost Buddies: return the exiled Obzedat, Ghost Buddies to the battlefield. If there is no exiled Obzedat, Ghost Buddies, return this Obzedat, Ghost Buddies to the battlefield at the beginning of the next end step.
4/4
IIW: Auras that don't enchant creatures.EDIT: I'm going on an amazing, life-changing trip (without internet) for the next several days, so I shouldn't win.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Experiment 1002GGUU
Legendary Creature- Ooze God
Indestructible
Evolve But Better (Whenever another creature enters the battlefield, if it has greater power and toughness than this creature, this creature gains the flavor text of that creature in addition to this creature's flavor text, and gets +X/+Y, where X and Y are that creature's power and toughness, respectively.)
As long as Experiment 100 has power and toughness greater than 10, other creatures you control have Evolve but Better.
At the beginning of your upkeep, if creatures you control have 100 lines of flavor text total, you win the game.
2/2
IIW: Saga Curses
I'm also looking for mechanics that are either from Ravnica, or aren't but make complete sense for the guild they are being used for. So transform is Innistrad, not Ravnica, and therefore isn't terribly accurate for this, but evolve, or raid, or even enrage? I could see those being guild mechanics.
Finally, are they fun designs? Unsets are magic's parody funny sets, so if a design isn't fun to me to see and imagine playing, it's going to lose some points.
KarmaHoudini
Borborygmos, the Strongest
4RRGG
Legendary Creature - Cyclops
Trample
When Borborygmos enters the battlefield, you may challenge target opponent to an arm wrestle. If you win, Borborygmos gains protection from Non-Creatures that player controls. If that opponent wins, exile Borborygmos (a player must be physically able to arm wrestle to be a legal target).
8/7
The name could stand to be a little bit funnier, but this is design, not flavor or play design. This is a very easy to understand design, and I can even imagine it being very fun to play, just offering your arm to wrestle them, but protection from so much seems a little strong for this. It's already a huge trampler, and while I understand the idea, maybe just make something of theirs leave in shame?
Legendary Creature - Demon {M}
This costs 1 more to cast for each card in your hand.
Flying, trample
Each opponent’s maximum hand size is equal to the number of cards in your hand.
Each card in an opponent's hand has madderness. The madderness cost is equal to its mana cost. (If you discard a card with madderness, discard it into exile. When you do, each opponent, in turn order, may cast it for its madderness cost. If no one does, put it into your graveyard.)
6/6
I was prepared to give this a poor score, since I recalled a version from before this, where it didn't have the last ability (and the other abilities were different.) This one, I love, though. It's very Rakdos, both color pie and guild and even legendary creature wise, and its third ability is a perfect unability. Casting spells from other people's discarded cards is a wonderful idea, and I'd actually like to see some cards in the set have this ability naturally, to make for interesting game states. This card is a wonderful example of what I was imagining.
Legendary Creature- Spirit (R)
When you cast Obzedat, Ghost Buddies, you may search your library for another copy of it, and exile it.
When Obzedat, Ghost Buddies enters the battlefield, each opponent loses 1/2 life, and you gain 1/2 life.
1, Exile Obzedat, Ghost Buddies: return the exiled Obzedat, Ghost Buddies to the battlefield. If there is no exiled Obzedat, Ghost Buddies, return this Obzedat, Ghost Buddies to the battlefield at the beginning of the next end step.
4/4
I like the aspect of them that looks for other buddies, even if the wording is slightly off (card named Obzedat, but that's neither here nor there), and the half aspect is very unset, though I doubt they'd continue using that for future ones, but again, I'm not here to judge mana costs or life loss amounts, this is set design, not play design. I do even like the activated ability, imagining them high fiving as they phase in and out of reality, though I do think that the colon should be moved before the word Exile. A solid card all around.
Legendary Creature- Ooze God
Indestructible
Evolve But Better (Whenever another creature enters the battlefield, if it has greater power and toughness than this creature, this creature gains the flavor text of that creature in addition to this creature's flavor text, and gets +X/+Y, where X and Y are that creature's power and toughness, respectively.)
As long as Experiment 100 has power and toughness greater than 10, other creatures you control have Evolve but Better.
At the beginning of your upkeep, if creatures you control have 100 lines of flavor text total, you win the game.
2/2
I'm very glad that you added this post, because your other one was very unwieldy and would never be printed, beyond just the transform being nearly impossible to do in limited amounts in a set, but also having it be different rarities, a saga as well, and add in the plethora of effects on the backside? But yes, back to experiment 100. I do love the aspect of it acting like maderness from the previous one, where it adds an unset twist on an existing mechanic, though you should have gone and copied the wording from an evolve creature to better match. I know what you were going for, though, so it's fine. That said, I'm not sure how well you thought out the other parts. I like the idea of it growing to be huge, but it's harder and harder to keep evolving but better each time, plus having 100 lines of flavor text is going to be nearly impossible unless you build your deck around it. A very fun card, and certainly strong, especially with Evolve but Better (is that supposed to be counters?).
My winner for this round is Rakdos, Heck unleashed! It was the strongest card that pushed boundaries, without being either unwieldy or potentially unfun, while also adding a fun game inside the game, like all the best uncards do. Honorable mention goes to Experiment 100, if only because I have a soft spot for simic, and can clearly see the potential of what you wanted to bring out, Totally.
IIW: Wedges focused on the enemy color (unlike Khans which were focused on one of the allied colors)Update: new IIW: multicolored sagas.
Enchantment - Saga (Rare or mythic, unsure) Saga's reminder text
|- You may reveal a creature card from your hand with CMC less than the number of creatures you control. If you do, put that card onto the battlefield
||- Creatures you control get +1/+1 and gain trample until end of turn
|||-Put 3 +1/+1 counters on target creature you control. That creature gains trample, first strike, and hexproof until end of turn.
First, in Xenagos's story, he arrives to the party, then the party grows out of control, then he becomes a god.
IIW: Changing Un4's premise now: your multiversal threat of choice (eldrazi, phyrexians, bolas, etc) comes to Bablovia (Unstable's plane). Design cards of the villain's forces either attacking or converting the denizens of the plane.
Wedge design:
Purify the Profane
WWBR
Sorcery
Escalate W or (B/R)(B/R) - This card costs W or (B/R)(B/R) more for each mode chosen beyond the first.
Choose one or more, you may make the same choice more than once:
-Exile a creature of your choice with the greatest CMC on the battlefield
-Exile an artifact of your choice with the greatest CMC on the battlefield
-Exile an enchantment of your choice with the greatest CMC on the battlefield.
-Exile a planeswalker of your choice with the greatest CMC on the battlefield
The idea is that this would be part of a cycle. It’s very much centered on its ‘white’ abilities but it showcases how it gets to be ‘better’ by overlapping with its enemy colours.
For multi-coloured saga:
Mirridin Beseiged
3UBG
Enchantment - Saga
1: Each player gets a poison counter.
2: Proliferate, then create a 1/1 green insect creature token with infect for each poison counter on each player.
3: Creatures you Control with infect get +1/+1 until end of turn.
Enchantment - Saga M
I,II-Draw 2 cards, then discard a card. Return a random permanent to its owner's hand.
III-You lose the game.
IIW: non-legendary planeswalkers
Enchantment- Saga [R]
I, II- Draw 3 cards, then discard 3 cards. Mind of Fire deals 2 damage to any target.
III- Until your next turn, you may cast instant and sorcery cards from your graveyard. Whenever a spell cast this way would be put into a graveyard from anywhere, exile it instead.
IIW: Alternative costs on permanents
Invention of the Thopter UR
Enchantment - Saga (U)
I- Create two 1/1 colorless Servo artifact creature tokens.
II- Servos you control gain flying until end of turn. Sacrifice each Servo you control at the beginning of the next end step.
III- Create two 1/1 colorless Thopter artifact creature tokens with flying.
IIW: coin flipping
Cymede's Prophecy 1UR
Enchantment - Saga (MR)
I, II, III, IV, V - Exile the top two cards of your library.
VI - Reveal the top thirteen cards of your library, you may cast each card with the same name as an exiled card without paying it's mana cost.
IIW
6+CMC Planeswalkers, one color or two color
chetoos - I get what you were going for here, but it just doesn't quite click for me.
KarmaHoudini - Purify the Profane has WAY too much text on it (even when you drop the unnecessary "on the battlefield" clause from each option (another side note: when talking about converted mana cost (Spell it out) you use highest, not greatest) This wording actually allows the effect to fit on a card. Balance wise, I feel like this is expensive enough to be balanced, but it is a strong card. (also include rarities on your cards)
KarmaHoudini 2 - Mirridin Beseiged (Mirrodin Besieged, check your spelling) doesn't really tell the story it advertises. Mechanically the card is fine... not sure what blue brings to the card...
AspiringInsomniac - Burning time is just... bad? I feel like I must be missing out on something here.
TotallyHaywire - Mind of Fire is excellent in all but name. I like the build up, the card filtering is really strong, the damage I would rather see restricted to creatures ("up to one" tech could be used to prevent you from having to blast your own), and the final chapter really feels like a payoff. Balance wise this needs to either cost 2-3 more, or reduce the draw and discard amounts by 1. As it stands, you get 2RU worth of abilities on the turn you play it, and that's not a good thing for sagas.
JaceTheBodySculptor - I really like the flavor of Invention of the Thopter as homage to the Mirrodin flavor text of Ornithopter. My only nitpick on the card is that I wish the second chapter just had you sacrifice two servos, as it feels super wrong when you play multiples.
Forestsguy - Cymede's Prophecy is a great flavor for a saga. This plays in the big risk big reward section of the RU color pie, and with the right cards supporting this it could be really good, but I'm not sure how often this will actually hit chapter six. an excellent example of mythic rare.
Winner is JaceTheBodySculptor
HMs to Forestsguy and TotallyHaywire
Next challenge: Coin Flipping
Thanos' SnapTwo-Face's Justice 3RLegendary Sorcery (R)
For each nonland permanent, flip a coin. If you win the flip, destroy that permanent.
"It's not about what I want, it's about what's fair!"
IIW: non-legendary planeswalkers
Creature - Giant Warrior {R}
Vigilance
Whenever Fomori Watch Captain blocks or becomes blocked, flip a coin. If you win the flip, Fomori Watch Captain gains backswing until end of turn. (It deals regular, and last-strike combat damage.)
3/7
IIW: Last Strike and the like
Conclave's charge 1GW
Sorcery
Populate, then that creature gains haste. Flip a coin. If the coin comes up heads, creatures you control get +1/+1 and gain Trample until end of turn. If the coin comes up tails, creatures you control get +1/+1 and gain vigilance until end of turn.
IIW: Changing Un4's premise now: your multiversal threat of choice (eldrazi, phyrexians, bolas, etc) comes to Bablovia (Unstable's plane). Design cards of the villain's forces either attacking or converting the denizens of the plane.
Creature- Goblin Wizard (R)
R: Choose target creature, then flip a coin. If you win the flip, that creature gets +1/+0 and haste until end of turn. If you lose the flip, Pyrochemister deals 1 damage to that creature.
T: Ignore the result of target coin-flip. Flip that coin again.
1/3
IIW: Board wipes (anything from Tranquility to Sunder to Apocalypse).
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Creature — Goblin (U)
Whenever you win a coin flip, Goblin Gambler get +1/+1 until end of turn.
t: Flip a coin. If you win the flip, untap Goblin Gambler.
"Dang it! I should have quit while I was ahead!"
1/1
IIW: A tri-colored card from Alara.
Creature- Human Warrior
Rakdos Impugner attacks each combat if able.
Whenever Rakdos Impugner attacks, flip a coin. If you win the flip, create a copy of Rakdos Impugner tapped and attacking.
XB(B/R), tap X creatures you control named Rakdos Impugner: Exile target creature with power X or less. Flip a coin. If you win the flip, search that player's hand, library and graveyard for any number of cards with the same name as the exiled creature and exile them.
2/1
IIW: create a new guild mechanic for one of the guilds of ravnica guilds (guilds in this one are selesnya, boros, golgari, dimir and izzet.)