Stitcher's Workshop3BB
Enchantment (Rare)
Echo - Sacrifice two creatures.
Whenever one or more creatures you control deals combat damage to an opponent, you may return target creature card from your graveyard to your hand. In Ludevic's laboratory, nothing goes to waste.
IIW: Make a card that works exponentially (like Thromok the Insatiable). Bonus points if you can do it without an XX cost somewhere.
Hall of Infinite Echoes 3UU
Enchament- Aura Curse
Nonland permanents enchanted player controls have echo. Their echo cost is equal to their mana cost. 8WW: Exile all nonland permanents enchanted player controls, then return them to the battlefield. Activate this ability only any time you could cast a sorcery.
Ukor's Hex - Super sexy card. Has potential to be both back-breaking and low impact, with the most devastating case being playing this against an opponent stuck on two lands and nothing else to sacrifice, and the worst case this never interrupting the opponent in a significant way, similar to Torment of Scarabs. At first I was put off by the second color in the Echo. Can't black do this all by itself? But I appreciate that this card could be annoying to play against as an uncommon in limited, where it does belong in terms of complexity, so it's nice to limit its full effect to Rakdos players or black players paying the price of splashing red.
Pupating Hydra - I'm not much of a Timmy, but I like this big monster. It is flexible. It is modal: if you'd like, you could play it with the intention of sacrificing it to Echo to get the insects immediately; plus you get to decide the X in the Echo. I like the triple green as the minimum Echo cost because it is not as trivial to pay as a single mana but also may leave you with some mana open if that's your game plan. I like that this guy doesn't have trample because it is already a sweet rare, and I'm not a fan of piling on extra power where it's not needed.
Tibalt, Cackling Fiend - Oh boy. When I made Echo the challenge I knew I was in for cards that would be difficult to evaluate, since Echo lets you cram in more power on layaway. Now you put it on a planeswalker, the most difficult card type to evaluate! The most interesting thing about a planeswalker with Echo is that you don't need to pay the Echo if your opponent kills it before your next turn. So your opponent must decide (if they have a choice) if they want to attack it immediately or wait for you to spend more mana on it. That's a fun mini-game to play. It does look like Tibalt is the kind of guy you want sticking around, not to play for a one time effect. The land transfer ability is too weak to intend to play this and not pay the Echo, unless there's an important utility land you want to blow up. It's neat that you can target your own land with the second ability. After paying Echo, or even after playing him for the first time, you can destroy your tapped mountain and search up a fresh one. That's a big deal at such early turns when one mana is 50% or 1/3 of all the mana you have access to. It's good that he costs RR otherwise the ability might be used too often as color fixing. Overall I like him and think he's printable, which is higher praise than it sounds given how difficult it is to design a fair planeswalker with Echo.
Stitcher's Workshop - I'm a little torn here. I really like the kind of flexibility seen in Ukor's Hex, where you can play a card with the intention of not paying Echo and get fair value. You can't do that here at a steep 5 mana, and I wish you could, but I also see that it's not necessarily correct to fiddle with the costs and make it cheaper by putting some mana in the Echo, because part of the appeal of this card is that there is no mana at all in the Echo, so you can spend your whole turn paying for a creature you return. Letting go of that desire for flexibility, I see a fun card that is conservatively costed. Hitting the opponent ranges from nearly free to very difficult. To go along with the Stitcher's theme I would like to switch the combat requirement with an EOT trigger that checks whether one of your creatures has died this turn, that way you have a constant churning of corpses.
Hall of Infinite Echoes - I like that although this has nearly zero immediate impact, it can have some immediate impact if any permanents entered last turn. 5 mana looks right. Extra curses are always appreciated. Might want to be legendary. The blink effect seems too good even at 10 mana. Not that 10 mana is too cheap, but that you can do it repeatably. It needs another meaningful cost, something that stops you from spamming it over and over, maybe exiling some number of cards from your library like Arc-Slogger, or sacrificing two lands. Other than that, sweet prison card.
Lots of great cards this challenge. Win goes to void_nothing's Ukor's Hex because I'm biased towards simplicity and lower rarities designed for limited.
Next: Alternate win conditions on things other than enchantments and/or alternate win condition keywords.
Nice on ice, thanks. (The off color echo was due to reversing the color requirements from Henchfiend of Ukor and the fact that it's an effect that sits at the border of the black and red pie.)
Grandmaster Armstrong 4GG
Legendary Creature - Human Warrior
Whenever one or more creatures you control deal combat damage to creatures, put that many fight counters on Grandmaster Armstrong.
At the beginning of your upkeep, if there are [number to be decided, I think 30 seems good to start with] or more fight counters on Grandmaster Armstrong, you win the game. G, remove 4 fight counters from Grandmaster Armstrong: Target creature gets +2/+2 until end of turn. "My power is an ancient family secret, passed down to me."
5/5
Conqueror Rat BBB
Creature - Rat
You may have any number of cards named Conqueror Rat in your deck.
Conqueror Rat gets +1/+1 for each other creature named Conqueror Rat you Control.
At the beginning of upkeep, if you control 13 or more creatures named Conqueror Rat, you win the game.
[i]”Be sure to kill any rats you see, otherwise they will breed and grow until they push everything else out of the city”
2/1
Ambitious Hermit Crab UB
Creature - Crab X, T: Attach target creature or artifact card with converted mana cost X in a graveyard to ~ and unattach any other cards in graveyards. As long as a card is attached this way, ~ gets +0/+X.
At the beginning of your upkeep, if ~ has 12 or more toughness, you win the game.
1/3
Bloodsire Nosferatu3BBR
Creature - Vampire (Mythic)
Whenever a non-Vampire creature is dealt damage by a Vampire, that creature becomes a Vampire in addition to its other types.
Whenever a Vampire deals combat damage to a player, put a +1/+1 counter on it.
Other Vampires attack each turn if able unless they have a counter on them.
At the beginning of your upkeep, if each creature is a Vampire, you win the game. "Blood begets blood, and still my family grows."
4/4
IIW: Design a one mana card with a three color identity.
Alright, not that much interest, so I'll just judge.
chetoos - This isn't even a complete card technically, is it? You never filled in that number. Regardless, I like counter manipulation and things like this but the win-con just seems clunky to keep track of. Is this supposed to be an FMA reference? Assuming the thirty counters, the scale seems reasonable at least, and I like that it's a way to win through creature-to-creature combat and very interactive, but... getting fight counters not through fighting feels confusing kappa.
KarmaHoudini - Obviously derivative of the original but although this is the least creative design here it might be the best gameplay-wise. Sure the win-con is quite linear and could be achieved by "dumb" decks but at the same time it's quite hard to get thirteen identical duders on the board. While the flavor and mechanics here are seemingly perfect for an Innistrad set, on yet another hand, thirteen 14/13s should be a win in and of itself regardless of the format, so.
JaceTheBodySculptor - My absolute favorite here. The flavor is fun and hilarious, the card is very innovative, and I have a personal love for high toughness, so brownie points here. I'd argue that this is mechanically more white than black, at least almost, but the colors do work. However... no IIW.
Subject16 - Great flavor, but the wincon might be too easy to achieve; if you can get this as the only creature on the board by your upkeep, then that's an autowin, and that seems a little wrong in the part of the execution. I like how the first ability means that creature combat always contributes to the win whether by killing or converting non-Vamps though.
JaceTheBodySculptor wins it in moral terms but I have to let an IIW-haver win, so Subject16 wins in their stead.
Next: Design a one mana card with a three color identity.
Anabolic Sacrament(W/B)
Instant - (U)
Until end of turn, target creature gains lifelink and has "This creature gets +X/+X, where X is the amount of G in your mana pool".
IIW
8+CMC monocolored Planeswalker
Private Mod Note
():
Rollback Post to RevisionRollBack
MtG is where you can hate white players or black players, and still not be racist.
Curse of Colossal PrideW
Enchantment - Aura Curse (R)
Enchant player
At the beginning of enchanted player's end step, destroy all creatures with power 7 or greater that player controls. 2BR: Creatures enchanted player controls get +1/+0 and gain haste until end of turn. Activate this ability only before combat.
Noble CouncilG
Sorcery (R)
Kicker WU
Look at the top three cards of your library. You may reveal a blue, green, or white creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
If Noble Council was kicked, put that creature onto the battlefield instead.
IIW: design a multicolored Liliana (which colors, up to you) that represents her while under Nico Bolas's command.
Secret Study R
Enchantment
When ~ enters the battlefield, choose a card type, then exile the top card of your library. If the exiled card is of the chosen type, until the end of the turn you may play that card from exile. WU: Exile ~, then return it to the battlefield under your control. Activate this ability only at any time that you could cast a sorcery. ”The great teacher has many lessons, but none of of them lead to learning”
Bag of Tricks1
Artifact (U) R,T, Sacrifice Bag of Tricks: Target creature gets +1/+0, and gains menace until end of turn. W,T, Sacrifice Bag of Tricks: Destroy target creature with power 6 or greater. U,T, Sacrifice Bag of Tricks: Return target tapped creature to its owner's hand.
Nefarious ConjurerB
Creature - Human Wizard {R}
When Nefarious Conjurer enters the battlefield, reveal the top card of your library and put that card into your hand. You lose life equal to its converted mana cost.
Megamorph (U/R)(You may cast this card face down as a 2/2 creature for 3. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
When Nefarious Conjurer is turned face up, you may choose new targets for target spell or ability.
1/1
Bandana of the Free 1
Artifact - Equipment R: Equipped creature gets +1/+0 until end of turn. W: Equipped creature gets +0/+1 until end of turn. U: Untap equipped creature.
Equip 2
Bandana of the Free costs 2 less to equip if you are a citizen of the United States of America
Grixling B
Creature- Human Cleric U: Return this creature to your hand. Scry 1. R: This creature gains your choice of haste or first strike until end of turn. UB: Until end of turn, whenever this creature deals combat damage to a player, that player discards a card and you draw a card. Activate this ability only any time you could cast a sorcery. BR: You may sacrifice a creature or exile a creature card from your graveyard. If you do, Grixling gets +X/+X until end of turn, where X is it's power. UR: Grixling gains prowess until end of turn. You may exile cards from the top of your library until you exile an instant or sorcery card, then put that card into your hand.
1/2
Anafenza's Ancient Teachings XG
Legendary Sorcery
Put X +1/+1 counters on target creature. Gain X life if W was spent to cast this spell. Deal X damage to target creature or planeswalker if B was spent to cast this spell.
Forestsguy - Interesting design space, odd flavor. I'd have worded this as "Target creature gets +X/+X and gains lifelink until end of turn, where X..." instead of granting a static ability that grants the bonus; that just plays badly for reasons I hope I shouldn't have to explain.
FuneralofGod - Very Bant (or Planeshift, actually) and definitely the sort of card I'd find fun, but also swingy and dangerous. I'm not saying it has the potential to be CoCo 2.0, but I'm not happy with turn-three (two if you have a mana dork) Progenitus.
KarmaHoudini - The use of blink to repeat the effect here seems a little contrived.
Mergatroid_Jones - Reasonable effects, and ha ha I get it combat tricks, but my word is that flavor generic.
Cardz5000 - I like this whole thing with using morph to make an effective modal, alt-cost creature. Execution is a little clumsy and the effects are nothing to do with another (so "Chinese-menu multicolor") but this definitely has the best design ideas.
TotallyHaywire - Jesus that's a lotta . I went to the trouble of writing it out using proper wording in MTG.design and this is what it looks like. Also, why a Human Cleric considering this is the classic effect of a cycle of, yknow, Shapeshifters?
chetoos - I think damage to creatures is a bleed in black, even though it gets -X/-X. This prevents me from enjoying this card fully, even though I mostly like it.
Winner: Cardz5000
Next: Allied Color "Partners with" cards
When you say bleed, do you mean that it's a color pie bend (getting an effect it shouldn't, even if that doesn't undercut its weakness), or that it's an ability that is in black's color pie, but actually shouldn't be? Just curious. Because I could change it to be -X/-X.
When you say bleed, do you mean that it's a color pie bend (getting an effect it shouldn't, even if that doesn't undercut its weakness), or that it's an ability that is in black's color pie, but actually shouldn't be?
A bend, because black gets plenty of creature (and indeed some planeswalker) removal but not executed in that way. It of course does get drain-burn, but since you don't gain life off this unless you spend W on it, it'd be technically acceptable (if odd aesthetically) with all colors spent to cast it but a bend with just BG.
That's more than fair, and I guess Skeleton Archer doesn't really count as a rebuttal. Thank you for explaining your side.
Anyway, here's wonderwall.
Scodill, Wonder of Battle 2W
Legendary Creature - Elf Warrior
Partners with Sumont, Wall of the arena
Defender, Lifelink
Whenever a creature with defender your team controls blocks, it gets +2/+0 and gains first strike until end of turn
2/2
Sumont, Wall of the Arena 4G
Legendary Creature - Giant Warrior
Partners with Scodill, Wonder of Battle
Defender, Trample
Whenever a creature dealt combat damage by a blocking creature your team controls with defender this turn dies, creatures you control with defender may attack as though they didn't have defender during your next combat step.
4/4
IIW: Make a card for your favorite meme song (Rickroll, Africa, Despacito, or branch out. Just include a link to the song in your post)
Now that that's out of the way, I'll use this space later for my actual entry. Feel free to judge that one seperately if you wish, as it has its own separate IIW.
Pir, Imagination Unbound 2G
Legendary Creature - Human
Partners with Teeth, Imagination's horde.
If one or more tokens would be created under your team's control, that many plus 1 are created instead.
Creature tokens your team controls get +0/+1 and have vigilance.
1/2
Pir here is back for a new round in the arena, and he's got some new friends to show off. Similar to how his first card is an update to doubling season's counter half, I made this one an update to the token's half, with some other small upgrades to balance the slightly weaker effect that he has now. (See the mini intangible virtue he has.)
Teeth, Imagination's Horde 3W
Legendary Creature - Illusion
Partners with Pir, Imagination unbound
Vigilance
Whenever one or more non-token creatures your team controls attacks, create a 2/2 white illusion creature token named "Tooth".
2/3
And here's Pir's new imaginary friend. Not only does he seem to have a theme, but he also has grown less imaginative over time. Either way, the idea here is that Pir has a main creature that he imagines, then that one makes copies of itself until there's just a swarm of teeth, gnashing and attacking. I also adjusted Teeth's stats so that the tooth tokens need Pir on the battlefield to be equal, but otherwise, they're the same. BTW, all of my entries are rares because the partner pairs in Battlebond are rare for the legends, and uncommon for the non-legends.
IIW: Dual colored dinosaurs where at least one of the colors is Blue or Black. (IE no GW, RG, or RW dinos.)
Enchantment (Rare)
Echo - Sacrifice two creatures.
Whenever one or more creatures you control deals combat damage to an opponent, you may return target creature card from your graveyard to your hand.
In Ludevic's laboratory, nothing goes to waste.
IIW: Make a card that works exponentially (like Thromok the Insatiable). Bonus points if you can do it without an XX cost somewhere.
judging either late tonight or tomorrow afternoon
Enchament- Aura Curse
Nonland permanents enchanted player controls have echo. Their echo cost is equal to their mana cost.
8WW: Exile all nonland permanents enchanted player controls, then return them to the battlefield. Activate this ability only any time you could cast a sorcery.
IIW: Bestow
Pupating Hydra - I'm not much of a Timmy, but I like this big monster. It is flexible. It is modal: if you'd like, you could play it with the intention of sacrificing it to Echo to get the insects immediately; plus you get to decide the X in the Echo. I like the triple green as the minimum Echo cost because it is not as trivial to pay as a single mana but also may leave you with some mana open if that's your game plan. I like that this guy doesn't have trample because it is already a sweet rare, and I'm not a fan of piling on extra power where it's not needed.
Tibalt, Cackling Fiend - Oh boy. When I made Echo the challenge I knew I was in for cards that would be difficult to evaluate, since Echo lets you cram in more power on layaway. Now you put it on a planeswalker, the most difficult card type to evaluate! The most interesting thing about a planeswalker with Echo is that you don't need to pay the Echo if your opponent kills it before your next turn. So your opponent must decide (if they have a choice) if they want to attack it immediately or wait for you to spend more mana on it. That's a fun mini-game to play. It does look like Tibalt is the kind of guy you want sticking around, not to play for a one time effect. The land transfer ability is too weak to intend to play this and not pay the Echo, unless there's an important utility land you want to blow up. It's neat that you can target your own land with the second ability. After paying Echo, or even after playing him for the first time, you can destroy your tapped mountain and search up a fresh one. That's a big deal at such early turns when one mana is 50% or 1/3 of all the mana you have access to. It's good that he costs RR otherwise the ability might be used too often as color fixing. Overall I like him and think he's printable, which is higher praise than it sounds given how difficult it is to design a fair planeswalker with Echo.
Stitcher's Workshop - I'm a little torn here. I really like the kind of flexibility seen in Ukor's Hex, where you can play a card with the intention of not paying Echo and get fair value. You can't do that here at a steep 5 mana, and I wish you could, but I also see that it's not necessarily correct to fiddle with the costs and make it cheaper by putting some mana in the Echo, because part of the appeal of this card is that there is no mana at all in the Echo, so you can spend your whole turn paying for a creature you return. Letting go of that desire for flexibility, I see a fun card that is conservatively costed. Hitting the opponent ranges from nearly free to very difficult. To go along with the Stitcher's theme I would like to switch the combat requirement with an EOT trigger that checks whether one of your creatures has died this turn, that way you have a constant churning of corpses.
Hall of Infinite Echoes - I like that although this has nearly zero immediate impact, it can have some immediate impact if any permanents entered last turn. 5 mana looks right. Extra curses are always appreciated. Might want to be legendary. The blink effect seems too good even at 10 mana. Not that 10 mana is too cheap, but that you can do it repeatably. It needs another meaningful cost, something that stops you from spamming it over and over, maybe exiling some number of cards from your library like Arc-Slogger, or sacrificing two lands. Other than that, sweet prison card.
Lots of great cards this challenge. Win goes to void_nothing's Ukor's Hex because I'm biased towards simplicity and lower rarities designed for limited.
Next: Alternate win conditions on things other than enchantments and/or alternate win condition keywords.
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Legendary Creature - Human Warrior
Whenever one or more creatures you control deal combat damage to creatures, put that many fight counters on Grandmaster Armstrong.
At the beginning of your upkeep, if there are [number to be decided, I think 30 seems good to start with] or more fight counters on Grandmaster Armstrong, you win the game.
G, remove 4 fight counters from Grandmaster Armstrong: Target creature gets +2/+2 until end of turn.
"My power is an ancient family secret, passed down to me."
5/5
IIW: Non-boros enemy colored dinosaurs.
BBB
Creature - Rat
You may have any number of cards named Conqueror Rat in your deck.
Conqueror Rat gets +1/+1 for each other creature named Conqueror Rat you Control.
At the beginning of upkeep, if you control 13 or more creatures named Conqueror Rat, you win the game.
[i]”Be sure to kill any rats you see, otherwise they will breed and grow until they push everything else out of the city”
2/1
IIW: Wedge colour legendary permanents
Creature - Crab
X, T: Attach target creature or artifact card with converted mana cost X in a graveyard to ~ and unattach any other cards in graveyards. As long as a card is attached this way, ~ gets +0/+X.
At the beginning of your upkeep, if ~ has 12 or more toughness, you win the game.
1/3
Creature - Vampire (Mythic)
Whenever a non-Vampire creature is dealt damage by a Vampire, that creature becomes a Vampire in addition to its other types.
Whenever a Vampire deals combat damage to a player, put a +1/+1 counter on it.
Other Vampires attack each turn if able unless they have a counter on them.
At the beginning of your upkeep, if each creature is a Vampire, you win the game.
"Blood begets blood, and still my family grows."
4/4
IIW: Design a one mana card with a three color identity.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
chetoos - This isn't even a complete card technically, is it? You never filled in that number. Regardless, I like counter manipulation and things like this but the win-con just seems clunky to keep track of. Is this supposed to be an FMA reference? Assuming the thirty counters, the scale seems reasonable at least, and I like that it's a way to win through creature-to-creature combat and very interactive, but... getting fight counters not through fighting feels confusing kappa.
KarmaHoudini - Obviously derivative of the original but although this is the least creative design here it might be the best gameplay-wise. Sure the win-con is quite linear and could be achieved by "dumb" decks but at the same time it's quite hard to get thirteen identical duders on the board. While the flavor and mechanics here are seemingly perfect for an Innistrad set, on yet another hand, thirteen 14/13s should be a win in and of itself regardless of the format, so.
JaceTheBodySculptor - My absolute favorite here. The flavor is fun and hilarious, the card is very innovative, and I have a personal love for high toughness, so brownie points here. I'd argue that this is mechanically more white than black, at least almost, but the colors do work. However... no IIW.
Subject16 - Great flavor, but the wincon might be too easy to achieve; if you can get this as the only creature on the board by your upkeep, then that's an autowin, and that seems a little wrong in the part of the execution. I like how the first ability means that creature combat always contributes to the win whether by killing or converting non-Vamps though.
JaceTheBodySculptor wins it in moral terms but I have to let an IIW-haver win, so Subject16 wins in their stead.
Next: Design a one mana card with a three color identity.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Instant - (U)
Until end of turn, target creature gains lifelink and has "This creature gets +X/+X, where X is the amount of G in your mana pool".
IIW
8+CMC monocolored Planeswalker
Enchantment - Aura Curse (R)
Enchant player
At the beginning of enchanted player's end step, destroy all creatures with power 7 or greater that player controls.
2BR: Creatures enchanted player controls get +1/+0 and gain haste until end of turn. Activate this ability only before combat.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Sorcery (R)
Kicker WU
Look at the top three cards of your library. You may reveal a blue, green, or white creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
If Noble Council was kicked, put that creature onto the battlefield instead.
IIW: design a multicolored Liliana (which colors, up to you) that represents her while under Nico Bolas's command.
Draft My Cube!
R
Enchantment
When ~ enters the battlefield, choose a card type, then exile the top card of your library. If the exiled card is of the chosen type, until the end of the turn you may play that card from exile.
WU: Exile ~, then return it to the battlefield under your control. Activate this ability only at any time that you could cast a sorcery.
”The great teacher has many lessons, but none of of them lead to learning”
IIW: Colour matters.
Artifact (U)
R,T, Sacrifice Bag of Tricks: Target creature gets +1/+0, and gains menace until end of turn.
W,T, Sacrifice Bag of Tricks: Destroy target creature with power 6 or greater.
U,T, Sacrifice Bag of Tricks: Return target tapped creature to its owner's hand.
IIW: Underused creature types.
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 - Human Wizard {R}
When Nefarious Conjurer enters the battlefield, reveal the top card of your library and put that card into your hand. You lose life equal to its converted mana cost.
Megamorph (U/R) (You may cast this card face down as a 2/2 creature for 3. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
When Nefarious Conjurer is turned face up, you may choose new targets for target spell or ability.
1/1
IIW: Allied Color "Partners with" cards
Artifact - Equipment
R: Equipped creature gets +1/+0 until end of turn.
W: Equipped creature gets +0/+1 until end of turn.
U: Untap equipped creature.
Equip 2
Bandana of the Free costs 2 less to equip if you are a citizen of the United States of America
IIW: Explosive things
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature- Human Cleric
U: Return this creature to your hand. Scry 1.
R: This creature gains your choice of haste or first strike until end of turn.
UB: Until end of turn, whenever this creature deals combat damage to a player, that player discards a card and you draw a card. Activate this ability only any time you could cast a sorcery.
BR: You may sacrifice a creature or exile a creature card from your graveyard. If you do, Grixling gets +X/+X until end of turn, where X is it's power.
UR: Grixling gains prowess until end of turn. You may exile cards from the top of your library until you exile an instant or sorcery card, then put that card into your hand.
1/2
IIW: Flipwalkers for PWs that haven't had flips.
Legendary Sorcery
Put X +1/+1 counters on target creature. Gain X life if W was spent to cast this spell. Deal X damage to target creature or planeswalker if B was spent to cast this spell.
IIW: Non-boros enemy colored dinos
Draft My Cube!
Forestsguy - Interesting design space, odd flavor. I'd have worded this as "Target creature gets +X/+X and gains lifelink until end of turn, where X..." instead of granting a static ability that grants the bonus; that just plays badly for reasons I hope I shouldn't have to explain.
FuneralofGod - Very Bant (or Planeshift, actually) and definitely the sort of card I'd find fun, but also swingy and dangerous. I'm not saying it has the potential to be CoCo 2.0, but I'm not happy with turn-three (two if you have a mana dork) Progenitus.
KarmaHoudini - The use of blink to repeat the effect here seems a little contrived.
Mergatroid_Jones - Reasonable effects, and ha ha I get it combat tricks, but my word is that flavor generic.
Cardz5000 - I like this whole thing with using morph to make an effective modal, alt-cost creature. Execution is a little clumsy and the effects are nothing to do with another (so "Chinese-menu multicolor") but this definitely has the best design ideas.
JaceTheBodySculptor - Clever and reasonable but this BLATANT AMERKIAN JINGOISM WILL NOT STAND (seriously don't make discriminatory cards even in Un-sets)
TotallyHaywire - Jesus that's a lotta . I went to the trouble of writing it out using proper wording in MTG.design and this is what it looks like. Also, why a Human Cleric considering this is the classic effect of a cycle of, yknow, Shapeshifters?
chetoos - I think damage to creatures is a bleed in black, even though it gets -X/-X. This prevents me from enjoying this card fully, even though I mostly like it.
Winner: Cardz5000
Next: Allied Color "Partners with" cards
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
That's more than fair, and I guess Skeleton Archer doesn't really count as a rebuttal. Thank you for explaining your side.
Anyway, here's wonderwall.
Legendary Creature - Elf Warrior
Partners with Sumont, Wall of the arena
Defender, Lifelink
Whenever a creature with defender your team controls blocks, it gets +2/+0 and gains first strike until end of turn
2/2
Sumont, Wall of the Arena 4G
Legendary Creature - Giant Warrior
Partners with Scodill, Wonder of Battle
Defender, Trample
Whenever a creature dealt combat damage by a blocking creature your team controls with defender this turn dies, creatures you control with defender may attack as though they didn't have defender during your next combat step.
4/4
IIW: Make a card for your favorite meme song (Rickroll, Africa, Despacito, or branch out. Just include a link to the song in your post)
Now that that's out of the way, I'll use this space later for my actual entry. Feel free to judge that one seperately if you wish, as it has its own separate IIW.
Pir, Imagination Unbound 2G
Legendary Creature - Human
Partners with Teeth, Imagination's horde.
If one or more tokens would be created under your team's control, that many plus 1 are created instead.
Creature tokens your team controls get +0/+1 and have vigilance.
1/2
Pir here is back for a new round in the arena, and he's got some new friends to show off. Similar to how his first card is an update to doubling season's counter half, I made this one an update to the token's half, with some other small upgrades to balance the slightly weaker effect that he has now. (See the mini intangible virtue he has.)
Teeth, Imagination's Horde 3W
Legendary Creature - Illusion
Partners with Pir, Imagination unbound
Vigilance
Whenever one or more non-token creatures your team controls attacks, create a 2/2 white illusion creature token named "Tooth".
2/3
And here's Pir's new imaginary friend. Not only does he seem to have a theme, but he also has grown less imaginative over time. Either way, the idea here is that Pir has a main creature that he imagines, then that one makes copies of itself until there's just a swarm of teeth, gnashing and attacking. I also adjusted Teeth's stats so that the tooth tokens need Pir on the battlefield to be equal, but otherwise, they're the same. BTW, all of my entries are rares because the partner pairs in Battlebond are rare for the legends, and uncommon for the non-legends.
IIW: Dual colored dinosaurs where at least one of the colors is Blue or Black. (IE no GW, RG, or RW dinos.)