Fjelkir the Skald2UU
Legendary Creature- Human Bard (M)
Hexproof
When Fjelkir enters the battlefield, put the top two cards of your library into your graveyard, then return Fjelkir to its owner's hand unless you exile exactly two instant and/or sorcery cards from your graveyard. If you do, mark one as first and the other as second. Then create a blue Saga Enchantment token with
"[II]: Cast a copy of the first spell exiled with Fjelkir the Skald without paying its mana cost.
[III]: Cast a copy of the second spell exiled with Fjelkir the Skald without paying its mana cost.
1/4
It's a little convoluted, but he knows many different sagas. The first part of the story is always exposition.
Odunos Raptors2BB
Enchantment Creature - Bird Horror (Uncommon)
Flying, menace 1B, Sacrifice another creature: Put a +1/+1 counter on Odunos Raptors. If that creature was a Human or an enchantment creature, Odunos Raptors gains lifelink until end of turn. The more Ashiok toyed with Nylea's dreams, the more twisted her beasts became.
2/2
well, somebody could make a new Club Flamingo thread on the new site.
To be clear I'm referring to myself there.
I wasn't expecting to have to make a new post so soon after the last one, but I guess my hand was forced.
When the time comes and the new site is up I'll make a new Club Flamingo there, as well as providing one final retrospective post here. End of an era indeed, but just like last time it'll rise again.
The question being, what form will the new CF take? Will it be the devil-may-care current contests we have, or will it revert to its initial state, much like a resurrectedTranscendent Master (ten entries per challenge, rubric scoring for judgments)?
Private Mod Note
():
Rollback Post to RevisionRollBack
May your games be chaotic and your decks be Rogue.
I laughed when hundred-handed ones were lumped together with the non-original-myth ones.
Trúa, the First Guardian1RW
Legendary Creature - Warrior R
Defender, first strike
Trúa, the First Guardian can block an additional two creatures each combat. "The Jotun are a mighty foe to those in Midgard, it is true, but don't worry, children, for any who wish to threaten us must first face Trúa, who is mightier by far."
-Móðir Fjalltindr
5/2
IIW: Lands which directly interact with win conditions, two examples would be (1) introducing new win conditions or (2) making it so that certain players can't win or lose.
Flittering Sneeze (W/U)
Creature- Fairie {U}
Flying T:Tap another target creature. At the beginning of the next end step, each player draws a card. Though sneezes could be involuntary and inconvenient, they were seen as omens of good fortune from the gods of Theros, promising a pleasant surprise in the near future.
1/1
IIW: Use an existing mechanic in a new or unusual way
Clamorous Aftmun3UR
Creature - Wolf Giant (R) T: Exile the top card of your library, then counter target spell. That spell's controller may cast the exiled card without paying its mana cost. The Dukulans believe that one of the hairy giants called aftmun makes the weather during the day, and that his dead brother does so at night from the afterworld.
6/3
IIW: Atypical strategies/Limited archetypes for color pairs (such as WB ramp)
Oops, I forgot about the 100 hand titans. I may have assumed Hundred Hands was "Greek Bodhisvatta" haha.
Reviews
I'm going to be a bit more brief this time.
Sephon19
Kunmangwag, the Prismatic
I'm a big sucker for 5 color things, and in this case it makes a lot of sense as a creator myth. Also the idea of it kind of swooping in and enhancing all of its creations is quite cool
Cardz5000
Valen, The War King
Interesting take on the Amonkhet mechanic, but this flavorwise if it seems a bit off. Sitting back and making other people fight doesn't seem to fit a BWR "War King" 7/4. Perhaps a ruler (or even a non-creature palace type thing) with many champions in UW or W would have made a bit more sense.
TheRavenManIsSquee
Mischievous Cow
Originality points, as cows are basically always life givers, farmers, or strength symbols in mythology. However, the card really should be blue given the trickster, flipping coins, and shuffling cards.
LnGrrrR
Laughing Coyote
I actually like this card a lot. It's simple, but it tells the story well even without any flavor text. It has a very Native American feel which I'm currently a fan of as well.
Mergatroid_Jones
Fjelkir the Skald
I really like the idea of a legendary bard, and the putting a saga into play is very thematic. Getting cards from the graveyard is a nice touch (retelling history). The card is a bit overcomplicated though, it may have been preferable for him to create a Saga on ETB.
Subject16
Odunos Raptors
I actually forgot the stymphalian birds were swamp-dwelling, and the flavor here is quite nice. Also I imagine the artwork for such a card could be really interesting. All around a nice card.
Mr.Rithaniel
Trua, the First Guardian
The name is a nice touch, and the design is quite interesting (there aren't many 5/2 defenders). Overall a solid card that serves its story well.
TotallyHaywirer
Flittering Sneeze
Interesting that people could have developed a positive superstition regarding sneezes; I suppose Theros must have been quite resistant to disease! Having a faerie cause them is very much in line, and the effect works well, especially since it's global.
void_nothing
Clamorous Aftmun
I think this one has the best story potential out of all of them, just because it actually introduces an original myth in the flavor text. Initially I thought this would win, but I'm not really sure how to relate a hairy wolf giant who controls the weather to the actual card effect, which seems more like a momentary delay or inconvenience. Perhaps I am missing the reference here.
Winner:
Winner: TotallyHaywire
Overall the sneeze ability was too thematically appropriate with the flavor text to pass up.
Honorable mention to Laughing Coyote , which was almost as good as a complete card (also I wanted to make a super hero magic card), and to Clamorous Aftmun, which would make a great addition to an actual story.
IIW: Use an existing mechanic in a new or unusual way
Xaethier, the Mana-Starved WUBRG
Ledgendary creature- Serpent (M)
Whenever a land you control would tap for colored mana, instead exile that land. At the beginning of your next upkeep, return it to the battlefield tapped, and add one mana of any color to your mana pool.
WUBRG: Transform Xaethier, the Mana-Starved
5/5
///////////////////////////////
Xaethier, God of Destruction
Legendary creature- serpent god
Flying, deathtouch, indestructible
8/6
IIW: Un cards(silly)
Everted Valley
Plane - Yharik
Nonland cards each player owns have flash.
Players can’t cast spells during their turn.
: Whenever you roll , you may cast spells until end of turn. Opponents can't cast spells until the beginning of the next upkeep.
Council's Decision2UU
Sorcery (C)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature’s color.)
Counter target spell with converted mana cost equal to or greater than the amount of mana you spent to cast this spell. "Your motion is an outstanding example of a complete failure."
Hey so I've never actually won one of these before, what is judging supposed to be based on? Quality, design, flavor, whether it meets the challenge?
And how strict am I supposed to be on wording/ rules viability of the cards?
And how long should I wait to judge?
Hey so I've never actually won one of these before, what is judging supposed to be based on? Quality, design, flavor, whether it meets the challenge?
And how strict am I supposed to be on wording/ rules viability of the cards?
And how long should I wait to judge?
That's basically all up to you. You should probably take all those things into consideration. Sometimes I like to assign a point value to different qualities (4/5 Design, 3/5 Flavor, 5/5 Printability), and sometimes I just go with the card that feels the best. Everybody has a different judging style.
With judging I wait until there are at least five entries, or do it after three days regardless.
Machinations of Ezuri4U
Instant (R)
You get two experience counters, then return up to X creatures and/or planeswalkers to their owner's hand, where X is the number of experience counters you have.
Flashback 6U
IIW: Atypical strategies/Limited archetypes for color pairs (such as WB ramp)
Hyacinth Dreamscape
Land (U)
Bestow 2G(If you cast this card for its bestow cost, it's a green Aura spell with enchant creature. It becomes a land again if it's not attached to a creature.)
Hyacinth Dreamscape enters the battlefield tapped if it's a land. T: Add G. Activate this ability only if Hyacinth Dreamscape is a land.
Enchanted creature has "T: Add GG".
Nightmare Dreamscape
Land (U)
Bestow 2B(If you cast this card for its bestow cost, it's a black Aura spell with enchant creature. It becomes a land again if it's not attached to a creature.)
Noxious Dreamscape enters the battlefield tapped if it's a land. T: Add B. Activate this ability only if Noxious Dreamscape is a land.
At the beginning of the upkeep of enchanted creature's controller, that player loses 1 life.
Placid Dreamscape
Land (U)
Bestow 3UU(If you cast this card for its bestow cost, it's a blue Aura spell with enchant creature. It becomes a land again if it's not attached to a creature.)
Placid Dreamscape enters the battlefield tapped if it's a land. T: Add U. Activate this ability only if Placid Dreamscape is a land.
Enchanted creature doesn't untap during its controller's untap step.
Thunderflash Dreamscape
Land (U)
Bestow R(If you cast this card for its bestow cost, it's a red Aura spell with enchant creature. It becomes a land again if it's not attached to a creature.)
Thunderflash Dreamscape enters the battlefield tapped if it's a land. T: Add R. Activate this ability only if Thunderflash Dreamscape is a land.
Enchanted creature has "Sacrifice this creature: Thunderflash Dreamscape deals 1 damage to any target."
Skybound Dreamscape
Land (U)
Bestow 2WW(If you cast this card for its bestow cost, it's a white Aura spell with enchant creature. It becomes a land again if it's not attached to a creature.)
Skybound Dreamscape enters the battlefield tapped if it's a land. T: Add W. Activate this ability only if Skybound Dreamscape is a land.
Enchanted creature gets +2/+2 and has flying.
IIW: Any planeswaker who wasn't uncommon in War of the Spark as a WAR uncommon planeswalker (One static ability and one loyalty ability).
Hammar Awakened
Legendary Land - Mountain (Rare) T: Add R. If Hammar Awakened is monstrous, it deals 1 damage to each opponent.
Monstrosity 7 3RR,Sacrifice two Mountains. (If this permanent isn't monstrous, put seven +1/+1 counters on it and it becomes monstrous.)
As long as Hammar Awakened is monstrous, it's a 0/0 Elemental creature with trample and "Whenever this creature becomes blocked, defending player sacrifices a land." in addition to its other types.
Fortified Clearing
Land {R}
Fortified Clearing enters the battlefield tapped.
Champion a land (When this enters the battlefield, sacrifice it unless you exile another land you control until this leaves the battlefield.) T: Add two mana in any combination of R, G, and/or W.
Marken, Twisted Predestinator WW
Legendary Creature - Human Cleric R
Creatures your opponents control have "3: Monstrosity 2." T: Destroy all attacking monstrous creatures you don't control. "I told you all what they would become before the war. Then their soldiers fought back. Their wives made poisons. And after we forgave the last, they transformed into those things. And now you want me to spare the children? The others always turn vile. Let me clean them up."
4/4
(Sheesh this is hard to concept.
I hope it's clear that Marken is the problem in the presented conflict. It's very hard to express on a Magic card.
Next: Remake a card from Alpha/Beta, keeping its name but changing its card type.
Ok, judging. Sorry for tardiness, 6 hours of finals can really drain you.
Xaethier, the Mana-Starved
I like big rainbow-colored snake gods as much as the next guy, but I don't know if the bad is worth the good with Xaethier. Either you cast him on turn 5, next turn you exile lands, and the turn after that you can flip him, assuming he hasn't been removed in which case you just timewalked yourself twice. Maybe if the downside was a little less harsh, like the lands coming back at your precombat main phase so you could at least use the mana, I could definitely get behind this.
Everted Valley
Plain old "screw with everybody's game plan" cards are always fun (I mean that sincerely, I have a Norin, the Wary EDH deck), and Everted Valley does it well. Aside from some issues with can't/can overrulings, I really like the chaos ability, because opponents can't respond once you roll, so they have to risk playing their cards at an inopportune time or losing the ability to play them at all.
Machinations of Ezuri
I like this card conceptually a lot, gaining some experience and clearing the board or buying back etb/cast triggers. I can't decide if it feels more Ezuri or Mixxix though, between flashback and being an instant with high generic cost. It feels extremely strong, however, especially as the fact that it doesn't target means it ignores hexproof/shroud and your opponents can't really interact with it besides just countering it.
Dreamscapes
I'm always a sucker for bestow, and putting it on lands feels very interesting. Some, like Placid, seem overcosted and very typical of what you'd expect, but the ramping benefit can't be overlooked, especially in red, where Thunderflash becomes "Sac a creature: Ping 1 and put a land into play", which is an interaction that seems just abusable enough to be fun.
Hammar Awakened
I'm reviewing this one instead of Council's Decision as it's newer and I didn't much care for the sorcery speed counterspell regardless. Better-than-basic lands are always powerful, and hammar is no exception. A land that can become a big creature and swing t6 with no ramp is a very powerful threat, especially with as much blocker dissuasion as it has.
Fortified Clearing
This feels like a spiritual relative of the bouncelands, but comparing the two isn't quite as fair. This is a tapland that ramps and fixes, and is resilient to destruction, whereas the bounces smooth out curves by floating your playable land count. Regardless it's a solid, robust card, but not the most exciting thing ever.
Marken, Twisted Predestinator
I had to reread a few times to figure out the flavor, but I got there. The tradeoffs of your opponents being able to pump their creatures vs making them vulnerable to Marken's purge ability are interesting, but I think being a 2 mana 4/4 might be a tad bit strong for everything he does. If he lands on curve, he's swinging on t3 and your opponents are forced into a bad monstrous to trade or they just get punched, and if Marken lives, they're gonna be on the back foot for a while. Plus, in white, cards like path and swords make having your opponents creatures become bigger no big deal. Very interesting concept though, favorite flavor.
Mergatroid_Jones
Being able to provide an effect as well as disincentivize your opponents from killing a certain creature, plus the possibility of using it as a way to ramp in big red combined all just pique my curiosity, and casting lands definitely fits the unusual bill.
That makes our next challenge: Any planeswaker who wasn't uncommon in War of the Spark as a WAR uncommon planeswalker (One static ability and one loyalty ability).
Rowan, the Last Kenrith4R
Legendary Planeswalker (U)
Whenever Rowan or another planeswalker you control dies, Rowan deals 2 damage to target creature and 2 damage to that creature's controller.
{-2}: Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Starting Loyalty: 5
IIW: Morph
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():
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Club Flamingo Wins: 1!
Legendary Creature- Human Bard (M)
Hexproof
When Fjelkir enters the battlefield, put the top two cards of your library into your graveyard, then return Fjelkir to its owner's hand unless you exile exactly two instant and/or sorcery cards from your graveyard. If you do, mark one as first and the other as second. Then create a blue Saga Enchantment token with
"[II]: Cast a copy of the first spell exiled with Fjelkir the Skald without paying its mana cost.
[III]: Cast a copy of the second spell exiled with Fjelkir the Skald without paying its mana cost.
1/4
It's a little convoluted, but he knows many different sagas. The first part of the story is always exposition.
IIW: Segovia (the tiny plane. See Segovian Leviathan and Segovian Angel.)
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.
Odunos Raptors 2BB
Enchantment Creature - Bird Horror (Uncommon)
Flying, menace
1B, Sacrifice another creature: Put a +1/+1 counter on Odunos Raptors. If that creature was a Human or an enchantment creature, Odunos Raptors gains lifelink until end of turn.
The more Ashiok toyed with Nylea's dreams, the more twisted her beasts became.
2/2
IIW: Escalate
The question being, what form will the new CF take? Will it be the devil-may-care current contests we have, or will it revert to its initial state, much like a resurrected Transcendent Master (ten entries per challenge, rubric scoring for judgments)?
Trúa, the First Guardian 1RW
Legendary Creature - Warrior R
Defender, first strike
Trúa, the First Guardian can block an additional two creatures each combat.
"The Jotun are a mighty foe to those in Midgard, it is true, but don't worry, children, for any who wish to threaten us must first face Trúa, who is mightier by far."
-Móðir Fjalltindr
5/2
IIW: Lands which directly interact with win conditions, two examples would be (1) introducing new win conditions or (2) making it so that certain players can't win or lose.
Creature- Fairie {U}
Flying
T:Tap another target creature. At the beginning of the next end step, each player draws a card.
Though sneezes could be involuntary and inconvenient, they were seen as omens of good fortune from the gods of Theros, promising a pleasant surprise in the near future.
1/1
IIW: Use an existing mechanic in a new or unusual way
Creature - Wolf Giant (R)
T: Exile the top card of your library, then counter target spell. That spell's controller may cast the exiled card without paying its mana cost.
The Dukulans believe that one of the hairy giants called aftmun makes the weather during the day, and that his dead brother does so at night from the afterworld.
6/3
IIW: Atypical strategies/Limited archetypes for color pairs (such as WB ramp)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
UWUW ControlUW
UGWSpiritsUGW
GHardened ScalesG
WGRUKiki PodWGRU [RIP]
Reviews
I'm going to be a bit more brief this time.
Sephon19
Kunmangwag, the Prismatic
I'm a big sucker for 5 color things, and in this case it makes a lot of sense as a creator myth. Also the idea of it kind of swooping in and enhancing all of its creations is quite cool
Cardz5000
Valen, The War King
Interesting take on the Amonkhet mechanic, but this flavorwise if it seems a bit off. Sitting back and making other people fight doesn't seem to fit a BWR "War King" 7/4. Perhaps a ruler (or even a non-creature palace type thing) with many champions in UW or W would have made a bit more sense.
TheRavenManIsSquee
Mischievous Cow
Originality points, as cows are basically always life givers, farmers, or strength symbols in mythology. However, the card really should be blue given the trickster, flipping coins, and shuffling cards.
LnGrrrR
Laughing Coyote
I actually like this card a lot. It's simple, but it tells the story well even without any flavor text. It has a very Native American feel which I'm currently a fan of as well.
Mergatroid_Jones
Fjelkir the Skald
I really like the idea of a legendary bard, and the putting a saga into play is very thematic. Getting cards from the graveyard is a nice touch (retelling history). The card is a bit overcomplicated though, it may have been preferable for him to create a Saga on ETB.
Subject16
Odunos Raptors
I actually forgot the stymphalian birds were swamp-dwelling, and the flavor here is quite nice. Also I imagine the artwork for such a card could be really interesting. All around a nice card.
Mr.Rithaniel
Trua, the First Guardian
The name is a nice touch, and the design is quite interesting (there aren't many 5/2 defenders). Overall a solid card that serves its story well.
TotallyHaywirer
Flittering Sneeze
Interesting that people could have developed a positive superstition regarding sneezes; I suppose Theros must have been quite resistant to disease! Having a faerie cause them is very much in line, and the effect works well, especially since it's global.
void_nothing
Clamorous Aftmun
I think this one has the best story potential out of all of them, just because it actually introduces an original myth in the flavor text. Initially I thought this would win, but I'm not really sure how to relate a hairy wolf giant who controls the weather to the actual card effect, which seems more like a momentary delay or inconvenience. Perhaps I am missing the reference here.
Winner:
Winner: TotallyHaywire
Overall the sneeze ability was too thematically appropriate with the flavor text to pass up.
Honorable mention to Laughing Coyote , which was almost as good as a complete card (also I wanted to make a super hero magic card), and to Clamorous Aftmun, which would make a great addition to an actual story.
IIW: Use an existing mechanic in a new or unusual way
UWUW ControlUW
UGWSpiritsUGW
GHardened ScalesG
WGRUKiki PodWGRU [RIP]
Ledgendary creature- Serpent (M)
Whenever a land you control would tap for colored mana, instead exile that land. At the beginning of your next upkeep, return it to the battlefield tapped, and add one mana of any color to your mana pool.
WUBRG: Transform Xaethier, the Mana-Starved
5/5
///////////////////////////////
Xaethier, God of Destruction
Legendary creature- serpent god
Flying, deathtouch, indestructible
8/6
IIW: Un cards(silly)
I was making a weird version of a mana dork.
Plane - Yharik
Nonland cards each player owns have flash.
Players can’t cast spells during their turn.
: Whenever you roll , you may cast spells until end of turn. Opponents can't cast spells until the beginning of the next upkeep.
IIW: Better-than-a-basic Lands.
Sorcery (C)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature’s color.)
Counter target spell with converted mana cost equal to or greater than the amount of mana you spent to cast this spell.
"Your motion is an outstanding example of a complete failure."
IIW: Creature mechanics on noncreatures
And how strict am I supposed to be on wording/ rules viability of the cards?
And how long should I wait to judge?
Judge however you want to.
That's basically all up to you. You should probably take all those things into consideration. Sometimes I like to assign a point value to different qualities (4/5 Design, 3/5 Flavor, 5/5 Printability), and sometimes I just go with the card that feels the best. Everybody has a different judging style.
With judging I wait until there are at least five entries, or do it after three days regardless.
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.
Instant (R)
You get two experience counters, then return up to X creatures and/or planeswalkers to their owner's hand, where X is the number of experience counters you have.
Flashback 6U
IIW: Atypical strategies/Limited archetypes for color pairs (such as WB ramp)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Land (U)
Bestow 2G (If you cast this card for its bestow cost, it's a green Aura spell with enchant creature. It becomes a land again if it's not attached to a creature.)
Hyacinth Dreamscape enters the battlefield tapped if it's a land.
T: Add G. Activate this ability only if Hyacinth Dreamscape is a land.
Enchanted creature has "T: Add GG".
Nightmare Dreamscape
Land (U)
Bestow 2B (If you cast this card for its bestow cost, it's a black Aura spell with enchant creature. It becomes a land again if it's not attached to a creature.)
Noxious Dreamscape enters the battlefield tapped if it's a land.
T: Add B. Activate this ability only if Noxious Dreamscape is a land.
At the beginning of the upkeep of enchanted creature's controller, that player loses 1 life.
Placid Dreamscape
Land (U)
Bestow 3UU (If you cast this card for its bestow cost, it's a blue Aura spell with enchant creature. It becomes a land again if it's not attached to a creature.)
Placid Dreamscape enters the battlefield tapped if it's a land.
T: Add U. Activate this ability only if Placid Dreamscape is a land.
Enchanted creature doesn't untap during its controller's untap step.
Thunderflash Dreamscape
Land (U)
Bestow R (If you cast this card for its bestow cost, it's a red Aura spell with enchant creature. It becomes a land again if it's not attached to a creature.)
Thunderflash Dreamscape enters the battlefield tapped if it's a land.
T: Add R. Activate this ability only if Thunderflash Dreamscape is a land.
Enchanted creature has "Sacrifice this creature: Thunderflash Dreamscape deals 1 damage to any target."
Skybound Dreamscape
Land (U)
Bestow 2WW (If you cast this card for its bestow cost, it's a white Aura spell with enchant creature. It becomes a land again if it's not attached to a creature.)
Skybound Dreamscape enters the battlefield tapped if it's a land.
T: Add W. Activate this ability only if Skybound Dreamscape is a land.
Enchanted creature gets +2/+2 and has flying.
IIW: Any planeswaker who wasn't uncommon in War of the Spark as a WAR uncommon planeswalker (One static ability and one loyalty ability).
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.
Legendary Land - Mountain (Rare)
T: Add R. If Hammar Awakened is monstrous, it deals 1 damage to each opponent.
Monstrosity 7 3RR,Sacrifice two Mountains. (If this permanent isn't monstrous, put seven +1/+1 counters on it and it becomes monstrous.)
As long as Hammar Awakened is monstrous, it's a 0/0 Elemental creature with trample and "Whenever this creature becomes blocked, defending player sacrifices a land." in addition to its other types.
IIW: One mana flyers
Land {R}
Fortified Clearing enters the battlefield tapped.
Champion a land (When this enters the battlefield, sacrifice it unless you exile another land you control until this leaves the battlefield.)
T: Add two mana in any combination of R, G, and/or W.
IIW: Copy things
Legendary Creature - Human Cleric R
Creatures your opponents control have "3: Monstrosity 2."
T: Destroy all attacking monstrous creatures you don't control.
"I told you all what they would become before the war. Then their soldiers fought back. Their wives made poisons. And after we forgave the last, they transformed into those things. And now you want me to spare the children? The others always turn vile. Let me clean them up."
4/4
(Sheesh this is hard to concept.
Next: Remake a card from Alpha/Beta, keeping its name but changing its card type.
Xaethier, the Mana-Starved
I like big rainbow-colored snake gods as much as the next guy, but I don't know if the bad is worth the good with Xaethier. Either you cast him on turn 5, next turn you exile lands, and the turn after that you can flip him, assuming he hasn't been removed in which case you just timewalked yourself twice. Maybe if the downside was a little less harsh, like the lands coming back at your precombat main phase so you could at least use the mana, I could definitely get behind this.
Everted Valley
Plain old "screw with everybody's game plan" cards are always fun (I mean that sincerely, I have a Norin, the Wary EDH deck), and Everted Valley does it well. Aside from some issues with can't/can overrulings, I really like the chaos ability, because opponents can't respond once you roll, so they have to risk playing their cards at an inopportune time or losing the ability to play them at all.
Machinations of Ezuri
I like this card conceptually a lot, gaining some experience and clearing the board or buying back etb/cast triggers. I can't decide if it feels more Ezuri or Mixxix though, between flashback and being an instant with high generic cost. It feels extremely strong, however, especially as the fact that it doesn't target means it ignores hexproof/shroud and your opponents can't really interact with it besides just countering it.
Dreamscapes
I'm always a sucker for bestow, and putting it on lands feels very interesting. Some, like Placid, seem overcosted and very typical of what you'd expect, but the ramping benefit can't be overlooked, especially in red, where Thunderflash becomes "Sac a creature: Ping 1 and put a land into play", which is an interaction that seems just abusable enough to be fun.
Hammar Awakened
I'm reviewing this one instead of Council's Decision as it's newer and I didn't much care for the sorcery speed counterspell regardless. Better-than-basic lands are always powerful, and hammar is no exception. A land that can become a big creature and swing t6 with no ramp is a very powerful threat, especially with as much blocker dissuasion as it has.
Fortified Clearing
This feels like a spiritual relative of the bouncelands, but comparing the two isn't quite as fair. This is a tapland that ramps and fixes, and is resilient to destruction, whereas the bounces smooth out curves by floating your playable land count. Regardless it's a solid, robust card, but not the most exciting thing ever.
Marken, Twisted Predestinator
I had to reread a few times to figure out the flavor, but I got there. The tradeoffs of your opponents being able to pump their creatures vs making them vulnerable to Marken's purge ability are interesting, but I think being a 2 mana 4/4 might be a tad bit strong for everything he does. If he lands on curve, he's swinging on t3 and your opponents are forced into a bad monstrous to trade or they just get punched, and if Marken lives, they're gonna be on the back foot for a while. Plus, in white, cards like path and swords make having your opponents creatures become bigger no big deal. Very interesting concept though, favorite flavor.
Mergatroid_Jones
Being able to provide an effect as well as disincentivize your opponents from killing a certain creature, plus the possibility of using it as a way to ramp in big red combined all just pique my curiosity, and casting lands definitely fits the unusual bill.
That makes our next challenge: Any planeswaker who wasn't uncommon in War of the Spark as a WAR uncommon planeswalker (One static ability and one loyalty ability).
Legendary Planeswalker (U)
Whenever Rowan or another planeswalker you control dies, Rowan deals 2 damage to target creature and 2 damage to that creature's controller.
{-2}: Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Starting Loyalty: 5
IIW: Morph