Tashu Stalker1GB
Creature - Vampire (Uncommon)
Drain 4 (When you cast this spell, you lose 4 life.)
Pay 2 life: Tap Tashu Stalker and it gains indestructible until end of turn. "Our livestock dwindle with each passing day. These woodlanders must be brought to justice!"
-Licia, Blood Empress
4/2
Edgelord Volth, Psychic Vampire - 3BU
Legendary Creature - Vampire Wizard(M)
Flying, Hexproof 2BU, : ~ deals 2 damage to target player and exiles the top two cards of that player's deck. You may cast those cards until end of turn, and you may spend mana as if it were mana of any type to cast them. At the beginning of the next end step, if any of those cards remain exiled, put them in their owner's graveyards.
2/5
IIW: "You may spend mana as if it were mana of any type"
Vampire Huntmaster - 3GG
Legendary Creature - Vampire Warrior (R)
When Vampire Huntmaster enters the battlefield, you may have it fight target creature you don't control.
Whenever a creature dealt damage by a Vampire you control this turn dies, put a +1/+1 counter on Vampire Huntmaster and you gain 2 life.
3/3
Hermitted Fang - G
creature - Vampire Shaman (U)
At the beginning of your upkeep, if you control another vampire sacrifice Hermitted Fang.
Hermitted Fang gets +1/+1 as long as you don't control another Vampire Creature.
2/1
Valkrin Brutalizer3G
Creature - Vampire Warrior {U}
Whenever a creature dealt damage by Valkrin Brutalizer this turn dies, Valkrin Brutalizer deals damage to that creature’s controller equal to the amount of excess damage marked on that creature by Valkrin Brutalizer and put a +1/+1 counter on Valkrin Brutalizer. The appetites of the Valkrin extend to flesh and bone.
3/3
IIW: A card for a currently token exclusive sub-type (Camarid, Caribou, Citizen, Clue, Deserter, Germ, Graveborn, Orb, Pentavite, Pincher, Prism, Sand, Saproling, Scion, Serf, Servo, Splinter, Survivor, Tetravite and Triskelavite)
Pulse Robber 1UR
Creature - Vampire Shaman
When ~ enters the battlefield, tap target creature an opponent controls. If you do, ~ gains haste until end of turn, and that creature doesn't untap during its controller's next untap step.
3/2
IIW: enchantment or equipment that give attached creature an extra or set creature type
Sephon19 - This feels like a Vampire, and green. In fact it feels a bit too much like a specific Vampire - Mathas, Fiend Hunter, which is certainly not a great legend yet this is probably too much of an upgrade. The Tarzan/Tazan connection also seems too much on the nose.
VolrathTheRisen - Undying in a Vampire context is maybe obvious yet also would probably play very well. No rarity given but I assume this could be uncommon, which would make it a great Limited tool, and I love vigilance + tap ability very greatly. Anyway I'm quite pleased with a mini-Mikaeus, the Unhallowed in this context.
Mergatroid_Jones - Vanishing as a set theme is all well and good for Collaborative Create-A-Booster but I feel like it would lead to exhausting amounts of tracking complexity. It's also a "pure" drawback. The Reality Acid ability is a pie bend but at the same time that's the sort of thing that happens in contexts like this. As for the "extra" cards I like the idea of a Vampire Spawn theme and wish you'd carried it through. Feral Strigoi is flavorful but feels black and not green. Blood Farm makes me want to say "pick Spawn or Human, dammit."
Subject16 - Ouch, drain is a drawback theme and even harder to build around than vanishing is. Tashu Stalker is, of course, part black, which sort of belies the point of the five-color aspect of the challenge. I'm positive the design could easily be monoblack too. I don't see Licia, Sanguine Tribune's home plane as a specifically Vampire-ridden one.
Spelldreamer - "Edgelord" made me roll my eyes. The name is a bit too long; you could just say "[Title] Volth" because he's quite obviously a psychic Vampire. The activated ability, while possibly fun in Commander, is also getting cliched for that color combination at this point and this doesn't feel especially suited for the challenge when there have been several blue-black Vampire legends before.
Superbajt - Legend without a proper name? Boo! I like the whole "take everyone's kills" feel of the Sengir riff ability yet this doesn't feel quite monogreen; there's definitely a black aspect here. In a Vampire set, though, again, this could just be what green is like, so maybe that's not a fair critique.
Ulka - In practice this would be a vanilla 3/2 for G in Constructed; even if Vampires were so prevalent in the set that the drawback became relevant in Limited, that is still asking for the second coming of Zoo.dek. However, there's something to be said for the "loner" theme plus Vampires...
Cardz5000 - This is my kinda card, by which I mean an uncommon Timmy-Johnny beater with a fringe ability. This spends a lot of words on what's usually going to be trample-plus/the Meglonoth ability, and I both love and hate the reference to marked damage. Is fight a thing that's associated with Vampires in people's minds?
JaceTheBodySculptor - Chinese-menu! Stealing... summoning sickness...? from a creature feels like a new take on a Vampire ability, but also like Urabrask the Hidden.
HMs: Cardz5000, JaceTheBodySculptor
Winner: VolrathTheRisen
Next: A new take on Dryads, Trolls or Skeletons
Egenweald Leafskin 1G
Creature - Dryad C
Flourishing 1 (This creature gets +1/+1 as long as you control more Forests than creatures.) "Planting oaks." - Egenweald proverb about making a bad decision
2/2
Gnarled Stones
Land (U)
Sunrise (When this enters the battlefield, if there is no Day/Night counter, you set it to Day. At the beginning of your upkeep, switch this counter from day to night or from night to day.) 1,T: Add CC to your mana pool.
When it becomes night, transform Gnarled Stones.
/////////////////////////////////////////////// Bickering Trolls
(R) Creature- Troll (U)
When Bickering Trolls attacks, it deals 1 damage to itself, and 1 damage to you.
When it becomes day, transform Bickering Trolls.
2/2
Eater of Children2RB
Creature- Troll (R)
Sunset (When this enters the battlefield, if there is no Day/Night counter, you set it to Night. At the beginning of your upkeep, switch this counter from day to night or from night to day.)
Haste
When Eater of Children Attacks, you may destroy target creature with power 2 or less.
When it becomes Day, transform Eater of Children.
4/3
////////////////////////////// Foreboding Boulders
Land (R) T: Add R or B. Target creature attacks if able during its controller's next combat step.
When it becomes Night, transform Foreboding Boulders.
Bone Bearer 2W
Creature - Skeleton Flagbearer(U)
While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least one Flagbearer on the battlefield if able.
When ~ dies, create an Equipment artifact token named Bone Club with “Equipped creature gets +1/+0 and has first strike,” and equip 1.
2/2
Bone Warrior1B
Creature - Skeleton Warrior(C)
Prevent all damage that would be dealt to Bone Warrior by Archers. Malaviel's training to shoot between ribs was the reason of his demise.
2/2
Mulch Maker1GG
Creature - Troll Shaman (Rare)
This spell can't be countered. 2, Sacrifice a land: For each basic land type among land cards in your graveyard, add one mana of the same type that land would produce. (For example if you have two forests, a mountain and an island in your graveyard, then add GUR.)
Some see the Trolls as an environmental threat. They prefer the title "long-term landscapers".
3/3
Gruff Troll - 1WG
Creature - Troll(C)
Reach
Attack Toll - Whenever an opponent attacks you or a planeswalker you control, they must tap an untapped creature they control if available.
2/3
______________________________
Spellbridge Troll - 3G
Creature - Troll(U)
Trample
Instant Toll - Whenever an opponent casts an instant spell, they must pay 1 more to cast it.
4/2
_______________________________
Manabond Troll - 3WG
Creature - Troll(R)
Vigilance
Land Toll - Whenever a player plays a land, they must tap a land they control.
3/5
IIW: Cards that support mono-colored deck structure over multicolored(think mechanics like devotion)
Traverse the Root Network1G
Enchantment - Aura (U)
Enchant land
When ~ enters the battlefield, put a dryad counter on a creature you control.
Enchanted land is a forest.
All creatures with dryad counters on them have forestwalk. Some claim that all trees are connected by a lattice of roots enclosing the whole planet. Supposedly the dryads can navigate these paths to anywhere in the world in the blink of an eye.
I haven't done any custom card games in ages, so I'm pretty rusty. Even if I don't win, feedback is appreciate from anyone.
For reference, this was originally going to give one creature forestwalk along side the land-type-change effect, but I figured that if blinking Spreading Seas gives you an extra draw, then blinking this should at least give you an extra unblockable creature. Unfortunately this makes it too complex for Common (like Spreading Seas), so it goes to Uncommon.
IIW: A legendary creature, with CMC 7 or greater, that likes to attack and is damn good at it (both in flavor and mechanics, see Thraximundar)
Riddling Troll1RR
Creature - Troll Wizard (R)
Prowess
At the beginning of each upkeep, secretly choose a card name.
Whenever an opponent casts a spell that could target Riddling Troll, reveal the last card name you chose. If that spell has that name and it targets Riddling Troll, counter that spell. If that spell has that name and doesn't target Riddling Troll, change one of its targets to Riddling Troll.
3/2
IIW: A vertical cycle where the common costs the most mana and the rare the least.
Judged across two categories. Marks out of five for each, to give a total score out of ten.
1. Standalone Card Rating (SCR)
2. New Take on Tribe Rating (NTTR)
SCR: 3/3 for 1G is pushy but probably printable in green, given the restriction. Rewards playing monocolor with basic lands - which as a traditionalist I like. Sadly I can't be okay with creating a whole new keyword just to make some slightly efficient mono-green beaters. I'd have liked this way more if you'd called it "Forest Flourishing - 1". Then I could imagine that I'd also see a creature with "Enchantment Flourishing - 5" in the same block. As it is, this feels a bit narrow & gimmicky. Still a balanced card which I could see being used in the right sort of deck.
2/5
NTTR: Okay, Dryads <3 Forests. That part checks out. Do Dryads like there not being many other creatures around? I guess they might prefer everyone else to stay out of the forests? Being the most efficient small beater in monogreen does not feel like a Dryad thing though.
3/5
TOTAL SCORE: 5/10
SCR: First one is a well-worked way to make a "free" 2/2 okay. Second one is fun & original, plus I'd love to see it printed under that name. My only concern is that I don't think you needed to reinvent Innistrad's Day/Night mechanic.
Your idea is exactly how I'd have built a Day/Night mechanic if I'd had to - but looking at this has helped me understand why Wizards didn't do it this way! It's weird how whoever plays one of these cards first becomes the "keeper" of flipping the Day/Night token (...I think?). It's also a little odd that Day/Night flips stop happening if there's no cards with the mechanic in play (...I think?). That's definitely better than having to keep doing the flips for the whole game just because someone played a Troll on turn 1 which then died on turn 2... but it's going to be really common for people to forget to stop (or restart) doing the flip.
3/5 (...but would have been 5/5 if you'd built these on the Innistrad Day/Night mechanic.)
NTTR: Even though I don't usually like transform, I love everything about this. Everything from the stylish Tolkein references to the fact that the bigger Troll starts out as a creature with Haste. That's a great way to explain in two cards how this really is an idea you could build the tribe around.
5/5
TOTAL SCORE: 8/10
SCR: Always nice to see a callback to an old mechanic. Only just noticed that you fixed the bone which drops off it so that now it's a club not a flag. Fair enough, because if -anyone- drops a flag then it can be picked up... so that wasn't really a skeleton thing.
This does feel quite disjointed now though. It's a small, expensive creature which does two unrelated & slightly fiddly things. Doesn't do a lot to make me want to play it in any format. That said, I quite like how this protects your attacking team & then buffs it. That feels very white.
3/5
NTTR: It's a skeleton. When it gets hit, parts fall off it. Seems legit... and it's also kiiinda appropriate for W skeletons to be used as flagbearers. You couldn't really put this mechanic on the whole Tribe because you'd have a mess of different token Equipment all over the place, which sounds like a nightmare. If this is a one-off card then I'd have liked it to be a bit more splashy.
3/5
TOTAL SCORE: 6/10
SCR: I see what you did there. So basically this is a cheap block-specific gag very much like Dinosaur Hunter? The inspiration is fine! Even at Uncommon this would probably have been okay as "Prevent all noncombat damage that would be dealt to Boner by creatures" or something like that. Something which would be useful in the right deck. As is, this is a fairly forgettable filler common.
2/5
NTTR: Arrows don't hurt skeletons. I remember that from Diablo so it must be true. Not the most interesting thing you could do with the tribe - but perfectly acceptable.
2/5
TOTAL SCORE: 4/10
SCR: This seems counterproductive in most circumstances but then goes nuclear in a deck stuffed with random shocklands which wants to win the game in one big turn. You could pay 6 & sacrifice three lands to add 12-15 colored mana! That seems pretty jank & maybe even a little degenerate - but fun with it.
The more I think about what I might do with this card, the more I like it... so I'm going to rate it way higher than I originally intended. I'm not even going to pretend that I know whether this is broken &/or costed appropriately - but if I was making a set I'd at least put it into play testing!
4/5
NTTR: Trolls which can't be countered isn't really a new thing. Midrange green creatures which can't be countered certainly aren't. But... that's clearly not what this card is about! The question here is, should trolls be able to break lands to create a giant thermonuclear mana geyser? I'm kind of fine with the idea of trolls mulching stuff down in a pot - that's what Sedge Troll did from day one. I'm just not seeing the giant thermonuclear reaction as a troll thing though. Sorry!
2/5
TOTAL SCORE: 6/10
SCR: OH NO. It's a tax tribe. Not even an optional tax with fun bad consequences when you don't pay - a compulsory tax. It's a little weird how if they can't pay the tax, that sometimes means nothing bad happens (e.g. with Gruff they can attack with everything & it has nothing to say) but it sometimes stops them dead (e.g. Spellbridge just prevents them casting that instant).
That said, this is a mechanic you can do a lot with. The examples are on color & well-costed. Also nothing here is quite as obnoxious as I expected at first glance. So this is all good stuff.
3/5
NTTR: Trolls do charge tolls. There's even a song about it. This is also a mechanic which you can put on the whole tribe in a variety of thematically interesting ways. It would make the tribe feel a lot like the IRS, but I think that's okay in the color pair you've picked. Maybe the world is ready for Hedge Troll to grow up & get a job in the city?
4/5
TOTAL SCORE: 7/10
SCR: Delicious, delicious flavor. Ohmygod so good.
I'm not usually a slave to the color pie, but if you look at what this actually does it's pretty much Cloak of Mists in green with a free Evil Presence tagged on the end. I do remember that Gaea's Liege and Thelonite Monk say that green can grow trees on things aggressively... but they're both unusual/ancient cards & I remember that I could never make either of them efficient. This... is efficient at both the things it does.
In short, this is a viable & well-designed card. It just wants to be colorshifted into blue.
2.5/5
NTTR: Could make much the same points here. The flavor is wonderful & I'd be interested to see what else you would do with your idea of dryads. Conceptually this is a bit of a mashup between Yavimaya Dryad, Unseen Walker and Deepwood Elder... which I'm okay with, even though it means it's not brand new.
Just two downsides here:
1) This feels like a blue thing. Specifically, this feels like a Merfolk thing.
2) This doesn't actually involve Dryads, unless the "new take on Dryads" is that they're all about magic which gives their blessings to other creatures? If so then okay... but I'm not sure you could do much more with that theme before you'd run out of road.
2.5/5
TOTAL SCORE: 5/10
SCR: My first reaction is that I love this because it's a load of fun. But then I worry that some of the fun would turn into boredom with having to secretly choose a card name every single turn. I get that you can stick with the name you picked previously - but often that will be a poor play, especially if you're picking a sorcery or aura on your opponent's turn.
Maybe if the troll is targeted by the named spell it should hurt the caster rather than countering it? The riddling is definitely red though!
3/5
NTTR: I'm completely fine with Trolls doing riddle games. You wouldn't use this theme across the whole tribe, but you don't have to. This is one iconic card which expresses the concept so well that you don't need to do it again. I'm completely happy with that.
4.5/5
Creature - Vampire (Uncommon)
Drain 4 (When you cast this spell, you lose 4 life.)
Pay 2 life: Tap Tashu Stalker and it gains indestructible until end of turn.
"Our livestock dwindle with each passing day. These woodlanders must be brought to justice!"
-Licia, Blood Empress
4/2
Next: Secretly choose a player.
Legendary Creature - Vampire Wizard(M)
Flying, Hexproof
2BU, : ~ deals 2 damage to target player and exiles the top two cards of that player's deck. You may cast those cards until end of turn, and you may spend mana as if it were mana of any type to cast them. At the beginning of the next end step, if any of those cards remain exiled, put them in their owner's graveyards.
2/5
IIW: "You may spend mana as if it were mana of any type"
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Legendary Creature - Vampire Warrior (R)
When Vampire Huntmaster enters the battlefield, you may have it fight target creature you don't control.
Whenever a creature dealt damage by a Vampire you control this turn dies, put a +1/+1 counter on Vampire Huntmaster and you gain 2 life.
3/3
IIW: top-down IT device/concept
creature - Vampire Shaman (U)
At the beginning of your upkeep, if you control another vampire sacrifice Hermitted Fang.
Hermitted Fang gets +1/+1 as long as you don't control another Vampire Creature.
2/1
If I win: Card of the hypothetical Land tax cycle
Creature - Vampire Warrior {U}
Whenever a creature dealt damage by Valkrin Brutalizer this turn dies, Valkrin Brutalizer deals damage to that creature’s controller equal to the amount of excess damage marked on that creature by Valkrin Brutalizer and put a +1/+1 counter on Valkrin Brutalizer.
The appetites of the Valkrin extend to flesh and bone.
3/3
IIW: A card for a currently token exclusive sub-type (Camarid, Caribou, Citizen, Clue, Deserter, Germ, Graveborn, Orb, Pentavite, Pincher, Prism, Sand, Saproling, Scion, Serf, Servo, Splinter, Survivor, Tetravite and Triskelavite)
Creature - Vampire Shaman
When ~ enters the battlefield, tap target creature an opponent controls. If you do, ~ gains haste until end of turn, and that creature doesn't untap during its controller's next untap step.
3/2
IIW: enchantment or equipment that give attached creature an extra or set creature type
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
VolrathTheRisen - Undying in a Vampire context is maybe obvious yet also would probably play very well. No rarity given but I assume this could be uncommon, which would make it a great Limited tool, and I love vigilance + tap ability very greatly. Anyway I'm quite pleased with a mini-Mikaeus, the Unhallowed in this context.
Mergatroid_Jones - Vanishing as a set theme is all well and good for Collaborative Create-A-Booster but I feel like it would lead to exhausting amounts of tracking complexity. It's also a "pure" drawback. The Reality Acid ability is a pie bend but at the same time that's the sort of thing that happens in contexts like this. As for the "extra" cards I like the idea of a Vampire Spawn theme and wish you'd carried it through. Feral Strigoi is flavorful but feels black and not green. Blood Farm makes me want to say "pick Spawn or Human, dammit."
Subject16 - Ouch, drain is a drawback theme and even harder to build around than vanishing is. Tashu Stalker is, of course, part black, which sort of belies the point of the five-color aspect of the challenge. I'm positive the design could easily be monoblack too. I don't see Licia, Sanguine Tribune's home plane as a specifically Vampire-ridden one.
Spelldreamer - "Edgelord" made me roll my eyes. The name is a bit too long; you could just say "[Title] Volth" because he's quite obviously a psychic Vampire. The activated ability, while possibly fun in Commander, is also getting cliched for that color combination at this point and this doesn't feel especially suited for the challenge when there have been several blue-black Vampire legends before.
Superbajt - Legend without a proper name? Boo! I like the whole "take everyone's kills" feel of the Sengir riff ability yet this doesn't feel quite monogreen; there's definitely a black aspect here. In a Vampire set, though, again, this could just be what green is like, so maybe that's not a fair critique.
Ulka - In practice this would be a vanilla 3/2 for G in Constructed; even if Vampires were so prevalent in the set that the drawback became relevant in Limited, that is still asking for the second coming of Zoo.dek. However, there's something to be said for the "loner" theme plus Vampires...
Cardz5000 - This is my kinda card, by which I mean an uncommon Timmy-Johnny beater with a fringe ability. This spends a lot of words on what's usually going to be trample-plus/the Meglonoth ability, and I both love and hate the reference to marked damage. Is fight a thing that's associated with Vampires in people's minds?
JaceTheBodySculptor - Chinese-menu! Stealing... summoning sickness...? from a creature feels like a new take on a Vampire ability, but also like Urabrask the Hidden.
HMs: Cardz5000, JaceTheBodySculptor
Winner: VolrathTheRisen
Next: A new take on Dryads, Trolls or Skeletons
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Egenweald Leafskin 1G
Creature - Dryad C
Flourishing 1 (This creature gets +1/+1 as long as you control more Forests than creatures.)
"Planting oaks." - Egenweald proverb about making a bad decision
2/2
IIW: Green artifact matters card.
Land (U)
Sunrise (When this enters the battlefield, if there is no Day/Night counter, you set it to Day. At the beginning of your upkeep, switch this counter from day to night or from night to day.)
1,T: Add CC to your mana pool.
When it becomes night, transform Gnarled Stones.
///////////////////////////////////////////////
Bickering Trolls
(R) Creature- Troll (U)
When Bickering Trolls attacks, it deals 1 damage to itself, and 1 damage to you.
When it becomes day, transform Bickering Trolls.
2/2
Eater of Children 2RB
Creature- Troll (R)
Sunset (When this enters the battlefield, if there is no Day/Night counter, you set it to Night. At the beginning of your upkeep, switch this counter from day to night or from night to day.)
Haste
When Eater of Children Attacks, you may destroy target creature with power 2 or less.
When it becomes Day, transform Eater of Children.
4/3
//////////////////////////////
Foreboding Boulders
Land (R)
T: Add R or B. Target creature attacks if able during its controller's next combat step.
When it becomes Night, transform Foreboding Boulders.
IIW: Return to Kaladesh
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 - Skeleton Flagbearer(U)
While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least one Flagbearer on the battlefield if able.
When ~ dies, create an Equipment artifact token named Bone Club with “Equipped creature gets +1/+0 and has first strike,” and equip 1.
2/2
IIW: Red enchantment Interaction
Creature - Skeleton Warrior(C)
Prevent all damage that would be dealt to Bone Warrior by Archers.
Malaviel's training to shoot between ribs was the reason of his demise.
2/2
IIW: top-down IT device/concept
Otherwise judging in approx 24hrs & probably not sober. You have been warned!
Remember those IIWs, people.
Creature - Troll Shaman (Rare)
This spell can't be countered.
2, Sacrifice a land: For each basic land type among land cards in your graveyard, add one mana of the same type that land would produce. (For example if you have two forests, a mountain and an island in your graveyard, then add GUR.)
Some see the Trolls as an environmental threat. They prefer the title "long-term landscapers".
3/3
IIW: Secretly choose a player.
Judging tomorrow evening (GMT). Keep 'em coming!
Creature - Troll(C)
Reach
Attack Toll - Whenever an opponent attacks you or a planeswalker you control, they must tap an untapped creature they control if available.
2/3
______________________________
Spellbridge Troll - 3G
Creature - Troll(U)
Trample
Instant Toll - Whenever an opponent casts an instant spell, they must pay 1 more to cast it.
4/2
_______________________________
Manabond Troll - 3WG
Creature - Troll(R)
Vigilance
Land Toll - Whenever a player plays a land, they must tap a land they control.
3/5
IIW: Cards that support mono-colored deck structure over multicolored(think mechanics like devotion)
Enchantment - Aura (U)
Enchant land
When ~ enters the battlefield, put a dryad counter on a creature you control.
Enchanted land is a forest.
All creatures with dryad counters on them have forestwalk.
Some claim that all trees are connected by a lattice of roots enclosing the whole planet. Supposedly the dryads can navigate these paths to anywhere in the world in the blink of an eye.
I haven't done any custom card games in ages, so I'm pretty rusty. Even if I don't win, feedback is appreciate from anyone.
For reference, this was originally going to give one creature forestwalk along side the land-type-change effect, but I figured that if blinking Spreading Seas gives you an extra draw, then blinking this should at least give you an extra unblockable creature. Unfortunately this makes it too complex for Common (like Spreading Seas), so it goes to Uncommon.
IIW: A legendary creature, with CMC 7 or greater, that likes to attack and is damn good at it (both in flavor and mechanics, see Thraximundar)
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
Creature - Troll Wizard (R)
Prowess
At the beginning of each upkeep, secretly choose a card name.
Whenever an opponent casts a spell that could target Riddling Troll, reveal the last card name you chose. If that spell has that name and it targets Riddling Troll, counter that spell. If that spell has that name and doesn't target Riddling Troll, change one of its targets to Riddling Troll.
3/2
IIW: A vertical cycle where the common costs the most mana and the rare the least.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
1. Standalone Card Rating (SCR)
2. New Take on Tribe Rating (NTTR)
2/5
NTTR: Okay, Dryads <3 Forests. That part checks out. Do Dryads like there not being many other creatures around? I guess they might prefer everyone else to stay out of the forests? Being the most efficient small beater in monogreen does not feel like a Dryad thing though.
3/5
TOTAL SCORE: 5/10
Your idea is exactly how I'd have built a Day/Night mechanic if I'd had to - but looking at this has helped me understand why Wizards didn't do it this way! It's weird how whoever plays one of these cards first becomes the "keeper" of flipping the Day/Night token (...I think?). It's also a little odd that Day/Night flips stop happening if there's no cards with the mechanic in play (...I think?). That's definitely better than having to keep doing the flips for the whole game just because someone played a Troll on turn 1 which then died on turn 2... but it's going to be really common for people to forget to stop (or restart) doing the flip.
3/5 (...but would have been 5/5 if you'd built these on the Innistrad Day/Night mechanic.)
NTTR: Even though I don't usually like transform, I love everything about this. Everything from the stylish Tolkein references to the fact that the bigger Troll starts out as a creature with Haste. That's a great way to explain in two cards how this really is an idea you could build the tribe around.
5/5
TOTAL SCORE: 8/10
This does feel quite disjointed now though. It's a small, expensive creature which does two unrelated & slightly fiddly things. Doesn't do a lot to make me want to play it in any format. That said, I quite like how this protects your attacking team & then buffs it. That feels very white.
3/5
NTTR: It's a skeleton. When it gets hit, parts fall off it. Seems legit... and it's also kiiinda appropriate for W skeletons to be used as flagbearers. You couldn't really put this mechanic on the whole Tribe because you'd have a mess of different token Equipment all over the place, which sounds like a nightmare. If this is a one-off card then I'd have liked it to be a bit more splashy.
3/5
TOTAL SCORE: 6/10
2/5
NTTR: Arrows don't hurt skeletons. I remember that from Diablo so it must be true. Not the most interesting thing you could do with the tribe - but perfectly acceptable.
2/5
TOTAL SCORE: 4/10
The more I think about what I might do with this card, the more I like it... so I'm going to rate it way higher than I originally intended. I'm not even going to pretend that I know whether this is broken &/or costed appropriately - but if I was making a set I'd at least put it into play testing!
4/5
NTTR: Trolls which can't be countered isn't really a new thing. Midrange green creatures which can't be countered certainly aren't. But... that's clearly not what this card is about! The question here is, should trolls be able to break lands to create a giant thermonuclear mana geyser? I'm kind of fine with the idea of trolls mulching stuff down in a pot - that's what Sedge Troll did from day one. I'm just not seeing the giant thermonuclear reaction as a troll thing though. Sorry!
2/5
TOTAL SCORE: 6/10
That said, this is a mechanic you can do a lot with. The examples are on color & well-costed. Also nothing here is quite as obnoxious as I expected at first glance. So this is all good stuff.
3/5
NTTR: Trolls do charge tolls. There's even a song about it. This is also a mechanic which you can put on the whole tribe in a variety of thematically interesting ways. It would make the tribe feel a lot like the IRS, but I think that's okay in the color pair you've picked. Maybe the world is ready for Hedge Troll to grow up & get a job in the city?
4/5
TOTAL SCORE: 7/10
I'm not usually a slave to the color pie, but if you look at what this actually does it's pretty much Cloak of Mists in green with a free Evil Presence tagged on the end. I do remember that Gaea's Liege and Thelonite Monk say that green can grow trees on things aggressively... but they're both unusual/ancient cards & I remember that I could never make either of them efficient. This... is efficient at both the things it does.
In short, this is a viable & well-designed card. It just wants to be colorshifted into blue.
2.5/5
NTTR: Could make much the same points here. The flavor is wonderful & I'd be interested to see what else you would do with your idea of dryads. Conceptually this is a bit of a mashup between Yavimaya Dryad, Unseen Walker and Deepwood Elder... which I'm okay with, even though it means it's not brand new.
Just two downsides here:
1) This feels like a blue thing. Specifically, this feels like a Merfolk thing.
2) This doesn't actually involve Dryads, unless the "new take on Dryads" is that they're all about magic which gives their blessings to other creatures? If so then okay... but I'm not sure you could do much more with that theme before you'd run out of road.
2.5/5
TOTAL SCORE: 5/10
Maybe if the troll is targeted by the named spell it should hurt the caster rather than countering it? The riddling is definitely red though!
3/5
NTTR: I'm completely fine with Trolls doing riddle games. You wouldn't use this theme across the whole tribe, but you don't have to. This is one iconic card which expresses the concept so well that you don't need to do it again. I'm completely happy with that.
4.5/5
TOTAL SCORE: 7.5/10
Winner: Mergatroid Jones
Next: Return to Kaladesh
Creature - Troll
Flash, Haste
~ costs 1 less to cast as long as an opponent has been holding priority for 20 seconds or longer.
3/3
Judgments added to my post above.
>second highest score
is that some h o n o r a b l e m e n t i o n
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Back when I was last spending time in the Club under my old ID, I think a few people did them but most (inc me) didn't.
If you want one you can certainly have one!
Anywho I thirst for them
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝