Wanted to make a green card that feels equal parts Selesnya & Golgari... think this fits the bill pretty well.
Life Finds a Way3GG
Sorcery
Create a 3/3 green plant creature token with the abilities of target creature in your graveyard.
Populate (Put a token onto the battlefield that's a copy of a creature token you control.) "Painfully, perhaps even dangerously, But life always finds a way."
Howdy folks! I'm excited to vehemently judge your hard work! I'll be using the following scales.
Guild-y: Up to 5 points awarded for accurately capturing the feeling of a guild (also flavor).
Design Space: Did you do something new or interesting with the established mechanics? Cool! You get up to 5 points.
Rarity: Does your rarity make sense? Up to 3 points if it does!
Melvin: How do the mechanics and rules of the game and card interact? Lend themselves to interesting plays and synergy between other rules? Also, here you can lose points for brokenness or similar design issues. 5 more points.
mirrislegend
As someone who chose Boros in their prerelease sealed event, I'm glad someone chose to make Battalion much less disappointing (yes, I'm still bitter about a 7-year-old set's prerelease). And who doesn't love a feisty 1/1 underdog(under-goblin?). Let's get to scoring!
Guildy: We have a history of BorosGoblins, and they're also weenies. This card does support the idea that the Boros find strength in numbers AND in strength. As a militant community, this card really sets up the idea of an army taking down a problem. Shoutout to flavor text for making this goblin likable. 4 points.
Design Space: Red and r/w have a history of the +X/+0 for attacking creatures, so we have a strong color and guild identity here! The ability also lends itself well to Battalion as you are required to attack with multiple creatures to get the abiltiy off anyways. But, this isn't unique in its concept (a pitfall of r/w mind you). 3 points.
Rarity: This card seems stronger than it's friends for uncommon as compared to other cards in r/w and with Battalion. There isn't a direct comparison, as there are 14 battalion cards. At 3 CMC and easier colors, Warmind Infantry is a common that gives only itself +2/+0. At 4 CMC, Ordruun Veteran gives itself doublestrike, essentially +3/+0 in terms of damage. The aforementioned Akroan Hoplite is 1 mana less but only helps itself. To be fair, it has 1 more toughness and is easier to go off than the Battalion version. 2/3
Melvin: We discussed some amount of mechanics and self-synergy aspects already, but one thing I like too, is that self-sacrificial aspect. It is going to be an x/1 regardless of the amount of attacking creatures. This little dude has an alpha strike ability, that forces you to make strategic decisions of when to attack and to utilize all aspects of the card in order to optimize its influence on the game state. 4/5
Total: 13
Mergatroid_Jones
Lands are the bread and butter of all decks! Okay maybe not Oops, All Spells and Manaless Dredge, but let's ignore those and pretend I'm right. This card has some sweet potential!
Guildy: Orzhov territory is often detailed by its ornate cathedrals, imposing bank buildings, and impressive mansions. If any guild would have a non-legendary land known for being grand in appearance, it is the Orzhov. Also worth mentioning, a basilica is like a church building, a place you would reasonably pay tithes--or be extorted by a corrupt mafia-run church. It also feels like the life you pay is an investment, that you will get returned to you in blood. Noice, 5/5.
Design Space: We've had creatures and enchantments, but lands are definitely new for extorting, and that is super exciting. There isn't, much more to this card, mind you, but this is tight. 4/5.
Rarity: Extort is mainly a common mechanic, that is seemingly slapped on cards purely for the point of having Extort. The rarity of cards seems more dependent on the other, more overtly powerful cards. The next section will also talk about how good I think this card is, which implies it should be a high rarity. Sadly, there isn't a precedent for this kind of ability on land so it is hard to say. 2/3
Melvin: Here is another way to read this card "T: your opponent loses 1 life." And that is only in a 1v1 game. Assuming you have a card to play each turn, this is just a crazy clock, that mitigates its own drawback. Extort is already harder to balance with multiplayer games, but in a traditional 4 player game this card reads "T: each opponent loses 1 life and you gain 2." I like the damage being dealt as a way to make the life gain more important, and as a way to invest in more life gain, but boy this just seems too strong to me. 2/5
Total: 13
Legend
The first of three entries TOTALLY MIXIN MY SHIZ UP. Let's do this!
Guildy: As a card with both Overload and Detain, I'm trying to see how I should rate this bad boy. It feels more Azorious to me, the idea of mass detention and incarceration is definitely Azorius in flavor, and that is what this spell does. Also, it's called Regulate. But I like the feel! This also matches the current storyline well, for you flavor buffs out there. 5/5
Design Space: I love how you guys decided to switch things up, mix and match abilities and try new things--gets me stoked! Mixing mechanics to get a strong and diverse spell works here! I also think Overload has a leg up in the sense that it allows designers to play with wording in new and creative ways. Other than using two keywords, there isn't much more to this card: 3/5
Rarity: 2U to detain something is a bit much. Most cards seem to value detaining a creature at 1 mana. And that's at common. But at 4UU, detaining all non-lands seems awesome! feels like a less broken Cyclonic Rift. I feel like if this card was just the Overload version it'd be rare, so the weak normal mode seems alright. 3/3
Melvin: I think this card does lose points by making you heavily disincentivized to use the normal mode. With the previously compared Cyclonic Rift, bouncing one thing feels bad, but at 2 mana and making your opponent lose that tempo is great. 3 mana to basically tap something doesn't feel as good. However, I still love the overload synergy within a cards own rules. Either way, 4/5
Total: 15
Subject16
An off color ability. Sadly, it may suffer from my "guildy" metric, but maybe it'll make it up in design!
Guildy: So I was trying to see who Jasna was to see if I could get a hint on how to rate this part. But there are, what, 4 white guilds? Let's discuss who it fits best. The ability seems to be similar to Merciless Eviction and fits the idea of Orzhov seeking "retribution" for your sins. The ability itself is most similar to Pernicious Deed which is green black, white would imply to me Orzhov fits even better as the CMC matters seems moreblack. Maybe this card shouldn't be white, but points for feeling Orzhov-y! 3/5
Design Space: Branching out into a bold new color for Overload is exciting, and I find it very interesting that this Overload card doesn't include the "you don't control" clause that most similar Overload effects use. So this has definitely delved into a new and interesting design space! 4/5
Rarity: Definitely rare. The default mode would like to be instant speed, but at sorcery speed isn't rare itself, but the overload ability screams rare to me. 3/3
Melvin: I do think this card should be black or green/black. With Pernicious Deed as the most direct comparison, this helps. It also seems to me that, with the symmetrical effect, white has shifter too much more caring about killing big things as opposed to small things. Just look at Citywide Bust and Elspeth, Sun's Champion. Now, again, these are toughness/power, but that is another reason why this isn't a white card. It doesn't synergize within its card space. 3/5
Total: 13
graffd02
Guildy: You even mentioned that attempt at an equally Selesnya and Golgari card. This evokes that! The Populate and token creation, and elephant (just, feels Selesyna to me) VS the caring about the graveyard helps. However, Jurassic Park seems more like a Selesnya-made documentary about why Simic is bad. Still! 5/5 for capturing two guilds well.
Design Space: Green definitely has tokens, recursion (sort of in this scenario) and graveyard matters abilities that all fit well for this card. And this tries to introduce them together! That's cool. But this card doesn't do anything new than makes a double-green-body double. More flavorfully originally I think, as opposed to design. 4/5
Rarity: Oh no! No rarity! 0/3
Melvin: This card does play off of itself in the populate-after-making-a-token way, which is one cool part about Populate that already exists. It also makes a potentially powerful token for future token and Populate shenanigans. Also, imagine this: cast this having it copy body double with any two card creature combo in the bin! Fun! 5/5
Total: 14
CONGRATS TO LEGEND!
So the new theme then is "vigilance and/or hexproof on a creature with color identity monoblack"
P.S. Jeezey Peetes. I promise I won't write so much in the future, this was extensive. I just got real excited to delve into the mechanics and flavor of my first judging post!
Vengeful Cavalier3B
Creature- Spirit Knight (R)
Vigilance
When Vengeful Cavalier enters the battlefield, destroy target white creature. Over generations of the curse, House Veldgelt has grown accustomed to the sudden violent deaths.
2/4
Esper Demon (Uncommon) 5BB
Creature - Demon
5/5
Flying
As long as you control a white creature, Esper Demon has vigilance.
As long as you control a blue creature, Esper Demon has hexproof.
Krys Dzennur2BB
Legendary Creature - Demon (R)
Flying, vigilance
Whenever Krys Dzennur attacks or blocks, each player draws a card unless you pay 3. The Demon works hard but Krys Dzennur works harder.
6/8
Falkenrath Sentry2B
Creature - Vampire Soldier (Uncommon)
Vigilance
Falkenrath Sentry gets +1/+1 and has lifelink as long as an opponent controls a Vampire. "Our coven has weakened. We must shore up our defenses, lest another line supplant our rule."
2/2
Scavenge for Parts2GB
Tribal Sorcery - Zombie (R)
Create a 3/3 black Zombie Beast Bird Human creature token with flying and vigilance. One part human, two parts baloth, dash of falcon...
Inconspicuous Host1BB
Creature - Human Horror
Hexproof, skulk
Whenever Inconspicuous Host attacks & is not blocked, its base power & toughness become 4/1 and it loses all abilities. (These changes are permanent.)
0/2 "Don't ya worry, that's just ol' Mr Grafsley shuffling about. He wouldn't hurt a fly! Eat 'em, maybe, but not hurt 'em." - Thraben guardsman, last words
Ever-Vigilant Tomb Guardian2B
Creature - Spirit {U}
Vigilance
~ can block an additional creature each combat
1/4 It's unhallowed eyes never need rest. It's unhallowed touch outnumbers the enemy.
IIW:
Deadpool or Deadpool-related or Deadpool-themed
Obstinate Guardian 6
Artifact Creature - Golem U
Vigilance 2BB: Return Obstinate Guardian from your graveyard to the battlefield. A century after the fall of Bacharun, it still guards the city gates.
4/4
Mergatroid_Jones: correct me if I'm wrong, but this comes across as a soldier's ghost whose death was the result of his compatriots incompetence or disloyalty. I like it.
Legend: wow. just wow. easily one of the best cards ever designed. wotc should hire you immediately.
graffd02: sure. the old "black can and will do anything to win".
Forestsguy: the drawback doesn't seem sufficient to me.
Subject16: a rook in a coven war. cool.
RileyMcAwesome: has too much green.
VolrathTheRisen: naughty and novel.
mirrislegend: vigilance in black is already pushing it so i guess you decided to go all the way and have it block additional creatures as well.
Sephon19: cool but probably too strong. the resurrect should probably cost more.
WINNER: VolrathTheRisen
NEXT CHALLENGE: "Red interacting with enchantments"
Burning Bonds R
Enchantment U
At the beginning of your end step, put a bond counter on each other enchantment. 1: Remove all bond counters from target enchantment. Burning Bonds deals damage to its controller equal to the number of counters removed this way unless they sacrifice that enchantment.
Cleansing FireRR
Sorcery {U}
~ deals damage to each player equal to the number of artifacts that player controls.
~ deals damage to each player equal to twice the number of enchantments that player controls. It only hurts if there's filth that needs removing.
IIW:
Make Zoo (WRG aggro, with some burn) competitive in Modern
Thunderborn Oread2R
Enchantment Creature- Nymph (U)
When an aura becomes attached to a creature, player, or planeswalker, Thunderborn Oread deals 3 damage to that creature, player, or planeswalker.
3/2
Hrothgarn the Enchanter3R
Legendary Creature- Dwarf Wizard (R) 1R,T: Destroy target enchantment. Its controller reveals cards from the top of their library until they reveal an enchantment card. The player puts that card onto the battlefield, then shuffles all other cards revealed this way into their library.
2/4
IIW: Uncommon planeswalkers (since that seems like it might be a thing in the next set).
That seems like enough to be worth judging! Shortish judgments this time, since I’m on my mobile while chaperoning an American tourist (not werewolf) in London... but this was a nice, punchy challenge. Thanks to all who entered!
Sephon19 - Love the concept, very flavorful. This is a lot of sizzle (aka use of unique counters) for not much steak (aka excitement or viability) though. Also, I’m preferring entries where “interacting with enchantments” doesn’t just mean “punishing playing enchantments with damage”. 5/10
mirrislegend - Pros: Very interesting & positive full-on multiplayer burn card to punish jank combo decks. Strongly characterful. Not too busy. Genuinely viable as a sideboard card. Exactly the right cost. Cons: This is such pure punishment that I’m not sure I can honestly say it’s “interacting” with enchantments to a meaningful degree. 7/10
Legend - Eminently printable junk common! So a sleek piece of design professionalism... just not very exciting. Goes in a red deck with Curses, so that’s fun (...but see next entry). 6/10
Mergatroid_Jones - Absolutely nailed it. The oread can punish Enchant Creature usage... but mostly it’s crying out to be in a deck packed with Curses. And looking down the Gatherer list of red Curses, it actually makes me want to build that deck. Bravo.
Afterthought: The deck would totally splash for Mirrorweave as a win condition. Fun times.
Hrothgar is nice iceing on the cake. As a general in EDH he proactively transmutes tiny aggressive red auras (ideally on creatures whicb are about to die) into the infamous swingy & massively overcosted red chaos enchantments. In constructed he semi-subtly hoses combo decks by disrupting & selectively milling away their combo pieces. Maybe I’m overanalysing this guy... but this is exactly the sort of imaginatively unconventional stuff which I was hoping people would enter with. 9/10
graffd02 - At first I liked this as an elegant & straightforward design which probably could be printed. It’s the purest form of an enchantment punisher. But then while I was judging Mergatroid’s oread I read through the list of red Curses... which made me realise this is just Curse of the Pierced Heart with a serious limitation on its playability. So that’s less fun. 5/10
Liliana Allegiant2BB
Legendary Planeswalker - Liliana (Uncommon)
+1] Liliana deals 1 damage to target opponent and you gain 1 life.
-4] Return up to two target creature cards from your graveyard to your hand.
-6] Create a 5/5 black Zombie creature token. Scry 2.
4
Kaya, Orzhov Fugitive1WB
Legendary Planeswalker - Kaya (Uncommon)
[+1:] You may exile a creature card from your graveyard. If you do, you gain 2 life.
[-2:] Exile another target permanent you control, then return it to the battlefield under its owner's control.
[-6:] Destroy all creatures.
3
Dack Fayden, Master Thief 2UU
Legendary Plainswalker - Dack (U)
-1: draw a card then discard a card, if you discarded a nonland card, draw a card.
-3: gain control of target creature with power 4 or less.
{3}
Garruk, Wildslord (Uncommon) 4GG
Legendary Planeswalker - Garruk
[4]
[0]: Create a 2/2 green Wolf creature token.
[-2]: Put two +1/+1 counters on each creature you control.
[-4]: Destroy target permanent.
Life Finds a Way3GG
Sorcery
Create a 3/3 green plant creature token with the abilities of target creature in your graveyard.
Populate (Put a token onto the battlefield that's a copy of a creature token you control.)
"Painfully, perhaps even dangerously, But life always finds a way."
IIW: Staffs & Wands
Guild-y: Up to 5 points awarded for accurately capturing the feeling of a guild (also flavor).
Design Space: Did you do something new or interesting with the established mechanics? Cool! You get up to 5 points.
Rarity: Does your rarity make sense? Up to 3 points if it does!
Melvin: How do the mechanics and rules of the game and card interact? Lend themselves to interesting plays and synergy between other rules? Also, here you can lose points for brokenness or similar design issues. 5 more points.
mirrislegend
As someone who chose Boros in their prerelease sealed event, I'm glad someone chose to make Battalion much less disappointing (yes, I'm still bitter about a 7-year-old set's prerelease). And who doesn't love a feisty 1/1 underdog(under-goblin?). Let's get to scoring!
Guildy: We have a history of Boros Goblins, and they're also weenies. This card does support the idea that the Boros find strength in numbers AND in strength. As a militant community, this card really sets up the idea of an army taking down a problem. Shoutout to flavor text for making this goblin likable. 4 points.
Design Space: Red and r/w have a history of the +X/+0 for attacking creatures, so we have a strong color and guild identity here! The ability also lends itself well to Battalion as you are required to attack with multiple creatures to get the abiltiy off anyways. But, this isn't unique in its concept (a pitfall of r/w mind you). 3 points.
Rarity: This card seems stronger than it's friends for uncommon as compared to other cards in r/w and with Battalion. There isn't a direct comparison, as there are 14 battalion cards. At 3 CMC and easier colors, Warmind Infantry is a common that gives only itself +2/+0. At 4 CMC, Ordruun Veteran gives itself doublestrike, essentially +3/+0 in terms of damage. The aforementioned Akroan Hoplite is 1 mana less but only helps itself. To be fair, it has 1 more toughness and is easier to go off than the Battalion version. 2/3
Melvin: We discussed some amount of mechanics and self-synergy aspects already, but one thing I like too, is that self-sacrificial aspect. It is going to be an x/1 regardless of the amount of attacking creatures. This little dude has an alpha strike ability, that forces you to make strategic decisions of when to attack and to utilize all aspects of the card in order to optimize its influence on the game state. 4/5
Total: 13
Mergatroid_Jones
Lands are the bread and butter of all decks! Okay maybe not Oops, All Spells and Manaless Dredge, but let's ignore those and pretend I'm right. This card has some sweet potential!
Guildy: Orzhov territory is often detailed by its ornate cathedrals, imposing bank buildings, and impressive mansions. If any guild would have a non-legendary land known for being grand in appearance, it is the Orzhov. Also worth mentioning, a basilica is like a church building, a place you would reasonably pay tithes--or be extorted by a corrupt mafia-run church. It also feels like the life you pay is an investment, that you will get returned to you in blood. Noice, 5/5.
Design Space: We've had creatures and enchantments, but lands are definitely new for extorting, and that is super exciting. There isn't, much more to this card, mind you, but this is tight. 4/5.
Rarity: Extort is mainly a common mechanic, that is seemingly slapped on cards purely for the point of having Extort. The rarity of cards seems more dependent on the other, more overtly powerful cards. The next section will also talk about how good I think this card is, which implies it should be a high rarity. Sadly, there isn't a precedent for this kind of ability on land so it is hard to say. 2/3
Melvin: Here is another way to read this card "T: your opponent loses 1 life." And that is only in a 1v1 game. Assuming you have a card to play each turn, this is just a crazy clock, that mitigates its own drawback. Extort is already harder to balance with multiplayer games, but in a traditional 4 player game this card reads "T: each opponent loses 1 life and you gain 2." I like the damage being dealt as a way to make the life gain more important, and as a way to invest in more life gain, but boy this just seems too strong to me. 2/5
Total: 13
Legend
The first of three entries TOTALLY MIXIN MY SHIZ UP. Let's do this!
Guildy: As a card with both Overload and Detain, I'm trying to see how I should rate this bad boy. It feels more Azorious to me, the idea of mass detention and incarceration is definitely Azorius in flavor, and that is what this spell does. Also, it's called Regulate. But I like the feel! This also matches the current storyline well, for you flavor buffs out there. 5/5
Design Space: I love how you guys decided to switch things up, mix and match abilities and try new things--gets me stoked! Mixing mechanics to get a strong and diverse spell works here! I also think Overload has a leg up in the sense that it allows designers to play with wording in new and creative ways. Other than using two keywords, there isn't much more to this card: 3/5
Rarity: 2U to detain something is a bit much. Most cards seem to value detaining a creature at 1 mana. And that's at common. But at 4UU, detaining all non-lands seems awesome! feels like a less broken Cyclonic Rift. I feel like if this card was just the Overload version it'd be rare, so the weak normal mode seems alright. 3/3
Melvin: I think this card does lose points by making you heavily disincentivized to use the normal mode. With the previously compared Cyclonic Rift, bouncing one thing feels bad, but at 2 mana and making your opponent lose that tempo is great. 3 mana to basically tap something doesn't feel as good. However, I still love the overload synergy within a cards own rules. Either way, 4/5
Total: 15
Subject16
An off color ability. Sadly, it may suffer from my "guildy" metric, but maybe it'll make it up in design!
Guildy: So I was trying to see who Jasna was to see if I could get a hint on how to rate this part. But there are, what, 4 white guilds? Let's discuss who it fits best. The ability seems to be similar to Merciless Eviction and fits the idea of Orzhov seeking "retribution" for your sins. The ability itself is most similar to Pernicious Deed which is green black, white would imply to me Orzhov fits even better as the CMC matters seems more black. Maybe this card shouldn't be white, but points for feeling Orzhov-y! 3/5
Design Space: Branching out into a bold new color for Overload is exciting, and I find it very interesting that this Overload card doesn't include the "you don't control" clause that most similar Overload effects use. So this has definitely delved into a new and interesting design space! 4/5
Rarity: Definitely rare. The default mode would like to be instant speed, but at sorcery speed isn't rare itself, but the overload ability screams rare to me. 3/3
Melvin: I do think this card should be black or green/black. With Pernicious Deed as the most direct comparison, this helps. It also seems to me that, with the symmetrical effect, white has shifter too much more caring about killing big things as opposed to small things. Just look at Citywide Bust and Elspeth, Sun's Champion. Now, again, these are toughness/power, but that is another reason why this isn't a white card. It doesn't synergize within its card space. 3/5
Total: 13
graffd02
Guildy: You even mentioned that attempt at an equally Selesnya and Golgari card. This evokes that! The Populate and token creation, and elephant (just, feels Selesyna to me) VS the caring about the graveyard helps. However, Jurassic Park seems more like a Selesnya-made documentary about why Simic is bad. Still! 5/5 for capturing two guilds well.
Design Space: Green definitely has tokens, recursion (sort of in this scenario) and graveyard matters abilities that all fit well for this card. And this tries to introduce them together! That's cool. But this card doesn't do anything new than makes a double-green-body double. More flavorfully originally I think, as opposed to design. 4/5
Rarity: Oh no! No rarity! 0/3
Melvin: This card does play off of itself in the populate-after-making-a-token way, which is one cool part about Populate that already exists. It also makes a potentially powerful token for future token and Populate shenanigans. Also, imagine this: cast this having it copy body double with any two card creature combo in the bin! Fun! 5/5
Total: 14
CONGRATS TO LEGEND!
So the new theme then is "vigilance and/or hexproof on a creature with color identity monoblack"
P.S. Jeezey Peetes. I promise I won't write so much in the future, this was extensive. I just got real excited to delve into the mechanics and flavor of my first judging post!
Modern
URGTemur ScapeshiftGRU
EDH
WGKarametra EnchantressGW
UBGSidisi, Brood Tyrant ReanimatorGBU
UBRKess DoomsdayRBU
WBGGhave TokensGBW
WUBZur RebelsBUW
WUBErtai CursesBUW
WRFiresong and Sunspeaker Spell SlingerRW
Vengeful Cavalier 3B
Creature- Spirit Knight (R)
Vigilance
When Vengeful Cavalier enters the battlefield, destroy target white creature.
Over generations of the curse, House Veldgelt has grown accustomed to the sudden violent deaths.
2/4
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.
5BB
Creature - Demon
5/5
Flying
As long as you control a white creature, Esper Demon has vigilance.
As long as you control a blue creature, Esper Demon has hexproof.
Creature - Demon (M)
Flying
Sacrifice a creature: ~ gains vigilance and hexproof until end of turn.
7/7
IIW: Black Elemental
Legendary Creature - Demon (R)
Flying, vigilance
Whenever Krys Dzennur attacks or blocks, each player draws a card unless you pay 3.
The Demon works hard but Krys Dzennur works harder.
6/8
IiW
Artifact or enchantment hate with bonus
Creature - Vampire Soldier (Uncommon)
Vigilance
Falkenrath Sentry gets +1/+1 and has lifelink as long as an opponent controls a Vampire.
"Our coven has weakened. We must shore up our defenses, lest another line supplant our rule."
2/2
IIW: Tribe hate
Tribal Sorcery - Zombie (R)
Create a 3/3 black Zombie Beast Bird Human creature token with flying and vigilance.
One part human, two parts baloth, dash of falcon...
IIW: Lich cards
Modern
URGTemur ScapeshiftGRU
EDH
WGKarametra EnchantressGW
UBGSidisi, Brood Tyrant ReanimatorGBU
UBRKess DoomsdayRBU
WBGGhave TokensGBW
WUBZur RebelsBUW
WUBErtai CursesBUW
WRFiresong and Sunspeaker Spell SlingerRW
Creature - Human Horror
Hexproof, skulk
Whenever Inconspicuous Host attacks & is not blocked, its base power & toughness become 4/1 and it loses all abilities. (These changes are permanent.)
0/2
"Don't ya worry, that's just ol' Mr Grafsley shuffling about. He wouldn't hurt a fly! Eat 'em, maybe, but not hurt 'em." - Thraben guardsman, last words
IIW: Red interacting with enchantments
Creature - Spirit {U}
Vigilance
~ can block an additional creature each combat
1/4
It's unhallowed eyes never need rest. It's unhallowed touch outnumbers the enemy.
IIW:
Deadpool or Deadpool-related or Deadpool-themed
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
Artifact Creature - Golem U
Vigilance
2BB: Return Obstinate Guardian from your graveyard to the battlefield.
A century after the fall of Bacharun, it still guards the city gates.
4/4
Legend: wow. just wow. easily one of the best cards ever designed. wotc should hire you immediately.
graffd02: sure. the old "black can and will do anything to win".
Forestsguy: the drawback doesn't seem sufficient to me.
Subject16: a rook in a coven war. cool.
RileyMcAwesome: has too much green.
VolrathTheRisen: naughty and novel.
mirrislegend: vigilance in black is already pushing it so i guess you decided to go all the way and have it block additional creatures as well.
Sephon19: cool but probably too strong. the resurrect should probably cost more.
WINNER: VolrathTheRisen
NEXT CHALLENGE: "Red interacting with enchantments"
Enchantment U
At the beginning of your end step, put a bond counter on each other enchantment.
1: Remove all bond counters from target enchantment. Burning Bonds deals damage to its controller equal to the number of counters removed this way unless they sacrifice that enchantment.
Next: Hybrid commons
Sorcery {U}
~ deals damage to each player equal to the number of artifacts that player controls.
~ deals damage to each player equal to twice the number of enchantments that player controls.
It only hurts if there's filth that needs removing.
IIW:
Make Zoo (WRG aggro, with some burn) competitive in Modern
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
2R
Instant
Aetherburn deals 3 damage to any target. If that target is enchanted, Aetherburn deals 5 damage to it instead.
IIW: graveyard order matters
(All such cards for reference.)
Enchantment Creature- Nymph (U)
When an aura becomes attached to a creature, player, or planeswalker, Thunderborn Oread deals 3 damage to that creature, player, or planeswalker.
3/2
Hrothgarn the Enchanter 3R
Legendary Creature- Dwarf Wizard (R)
1R,T: Destroy target enchantment. Its controller reveals cards from the top of their library until they reveal an enchantment card. The player puts that card onto the battlefield, then shuffles all other cards revealed this way into their library.
2/4
IIW: Uncommon planeswalkers (since that seems like it might be a thing in the next set).
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.
Enchantment - Aura (U)
Enchant Enchantment
At the beginning of each upkeep, ~ deals 1 damage to enchanted enchantment's controller.
IIW: Puns. (The cornier the better, make me groan.)
Sephon19 - Love the concept, very flavorful. This is a lot of sizzle (aka use of unique counters) for not much steak (aka excitement or viability) though. Also, I’m preferring entries where “interacting with enchantments” doesn’t just mean “punishing playing enchantments with damage”. 5/10
mirrislegend - Pros: Very interesting & positive full-on multiplayer burn card to punish jank combo decks. Strongly characterful. Not too busy. Genuinely viable as a sideboard card. Exactly the right cost. Cons: This is such pure punishment that I’m not sure I can honestly say it’s “interacting” with enchantments to a meaningful degree. 7/10
Legend - Eminently printable junk common! So a sleek piece of design professionalism... just not very exciting. Goes in a red deck with Curses, so that’s fun (...but see next entry). 6/10
Mergatroid_Jones - Absolutely nailed it. The oread can punish Enchant Creature usage... but mostly it’s crying out to be in a deck packed with Curses. And looking down the Gatherer list of red Curses, it actually makes me want to build that deck. Bravo.
Afterthought: The deck would totally splash for Mirrorweave as a win condition. Fun times.
Hrothgar is nice iceing on the cake. As a general in EDH he proactively transmutes tiny aggressive red auras (ideally on creatures whicb are about to die) into the infamous swingy & massively overcosted red chaos enchantments. In constructed he semi-subtly hoses combo decks by disrupting & selectively milling away their combo pieces. Maybe I’m overanalysing this guy... but this is exactly the sort of imaginatively unconventional stuff which I was hoping people would enter with. 9/10
graffd02 - At first I liked this as an elegant & straightforward design which probably could be printed. It’s the purest form of an enchantment punisher. But then while I was judging Mergatroid’s oread I read through the list of red Curses... which made me realise this is just Curse of the Pierced Heart with a serious limitation on its playability. So that’s less fun. 5/10
Winner: Mergatroid_Jones, decisively
Next: Uncommon planeswalkers
Legendary Planeswalker - Liliana (Uncommon)
+1] Liliana deals 1 damage to target opponent and you gain 1 life.
-4] Return up to two target creature cards from your graveyard to your hand.
-6] Create a 5/5 black Zombie creature token. Scry 2.
4
Liliana is based on other common card from RNA. Ravnica allegiance
They are all black commons with 4 CMC.
Ill-Gotten Inheritance
Dead Revels
Undercity Scavenger
IiW
BLACK Gate matters
Legendary Planeswalker - Kaya (Uncommon)
[+1:] You may exile a creature card from your graveyard. If you do, you gain 2 life.
[-2:] Exile another target permanent you control, then return it to the battlefield under its owner's control.
[-6:] Destroy all creatures.
3
IIW: Drafting Commanders
Legendary Plainswalker - Dack (U)
-1: draw a card then discard a card, if you discarded a nonland card, draw a card.
-3: gain control of target creature with power 4 or less.
{3}
IIW: Zone Manipulation.
4GG
Legendary Planeswalker - Garruk
[4]
[0]: Create a 2/2 green Wolf creature token.
[-2]: Put two +1/+1 counters on each creature you control.
[-4]: Destroy target permanent.
IIW: graveyard order matters
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.