Welcome to the Card Creation League! Everyone is free to participate in either or both of the first two rounds. Come join us!
Theme
As a designer, one of the most gratifying feelings is when you see players take your game and enjoy it at the highest level. These players have poured countless hours into testing, revising, and honing their skills to a refined edge that few can say they have achieved. More importantly, these are often the best players to stress test your game – to look for the weakest fracture points in your designs and show you where your biggest oversights may have been. While we look at psychographics like Timmy, Johnny, and Spike – we rarely ever consider that even among those demographics are some wizened elders who (fairly or unfairly) have earned the title of “master.” This challenge asks you to look at that subgroup and to establish the strong connection they have to your game/game mechanic from Round 1.
PLEASE NOTE: that the choices you make in the first two rounds will softly determine some of your design stipulations if you advance to the Top 8 and beyond. This will not be a hard constraint, but should keep your challenges focused on the task at hand.
Good luck!
Challenge
Design a creature who synergizes with your Round 1 card and flavorfully would represent either a player who is specialized at your non-Magic game (by any means) or who could serve as a master/mentor of your non-Magic game.
If you did not do the first challenge, choose a non-Magic game and design a card around its mechanics to complete alongside this challenge.
None so far.
Stay tuned for the August CCL Final Poll. Anyone who votes will receive 2 bonus points for the September CCL, divided between the first two rounds.
PLEASE NOTE: This month we will continue with the mandatory Top 3 rule. Your card will receive NO POINTS in any round you fail to submit a Top 3 by the judging deadline. Submitting critiques will still be optional (but encouraged!), and will be worth 2 bonus points per round on its own.
Your round 2 submissions are due before Sunday, September 10, 23:59 EST.
Schedule Round 1 – Open to Everyone (August 27th – Sept 4th) Round 2 – Open to Everyone (Sept 5th – Sept 10th) Rounds 1 and 2 Critiques (Due Sept 14th) Top 8 – Open to Top 8 finishers (Sept 15th – Sept 19th) Top 8 Critiques (Due Sept 21st) Top 4 – Open to Top 4 finishers from last round (Sept 22nd – Sept 26th) Top 4 Critiques (Due Sept 28th) Final (End of month, winner determined by public poll)
Royal Flash5RR
Sorcery (Mythic)
Reveal your hand. You win the game if you have cards in your hand with every converted mana cost from 0 to 6. The gambling hall was mute. Suddenly, the Mahamothi Djinn realized he had lost, and the human just sat there, smirking.
Elisha, the Gambler2UR
Legendery Creature - Human Rogue (Mythic) t: Draw two cards, then put one card from your hand on either the top or the bottom of your library. t: Search your library for a card named Royal Flash, and you may cast it without paying it's converted mana cost. "It is not a gamble if you know you're gonna win."
1/4
O-yoroi3
Artifact - Equipment (U)
Equipped creature has “Prevent the next 1 damage that would be dealt to it this turn”.
If equipped creature is a samurai instead it has “If a source would deal damage to this creature, prevent 1 damage for each point of bushido it has.”
Equip 2
Gaikokujin1W
Creature - Human Samurai
As long @ is equipped gets Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.) There are no strange lands. Whoever travels is the only stranger.
2/2
Private Mod Note
():
Rollback Post to RevisionRollBack
"Over time, all trips end up in the same place, at home."
Another Brick in the Wall1G
Sorcery (C)
Put a +1/+1 counter on target creature.
Accumulation (When you cast this spell, copy it for each card with the same name in your graveyard. You may choose new targets for the copies.)
For those who still didn't get it: it's TETRIS.
Tetromino Master2BG
Creature - Naga Wizard (R) G, t: Put a +1/+1 counter on target creature you control. BG, t, Remove four counters from permanents you control: Destroy target artifact or creature. It can't be regenerated.
4/4
Loot the Bodies1WB
Enchantment (R)
Whenever a creature you don't control dies, reveal the top card of your library. If that card is an Equipment or Aura card, you may put it onto the battlefield attached to target creature you control. Otherwise, put that card on the bottom of your library. "Why was it even carrying a sword? It doesn't have hands... oh well. I suppose it's still useful." - Kelan, adventurer
And for those who didn't quite understand it, I'm specifically referencing games like Diablo and their loot system, where drops are not things that the enemy was actually using but just randomly generated when the enemy is killed.
Harad, the Endless Seeker3WB
Legendary Creature - Human Rogue (M)
Whenever Harad, the Endless Seeker deals combat damage to a player, destroy up to one target nonland permanent that player controls for each permanent attached to Harad.
1/1 "There's always something better out there to find - and I'll find it, no matter how many stand in my way."
Promotion1WWW
Enchantment (R)
Whenever a creature with power 1 you control deals combat damage to an opponent, you may exile it. If you do, create a 5/5 white Angel creature token with flying and vigilance. Even the lowly can rise to the greatest heights of power with enough determination.
Lady of the EnlightenedWW
Creature - Human Cleric (R)
When Lady of the Enlightened enters the battlefield, create two 1/1 red Human Warrior creature tokens.
Whenever you cast an enchantment spell, you may return Lady of the Enlightened to your hand. "It is the miracles that bring sheep into the fold. It is the skill and determination of clerics that turns those sheep into wolves."
0/1
Trade Offer2U
Sorcery (R)
As additional cost to cast Trade Offer reveal a card from your hand.
Each opponent may reveal a card from his or her hand. You may choose one of them. If you do, exile the card you revealed and the chosen card. Players may play cards they don't own exiled with Trade Offer without paying their mana cost for as long as they remain exiled.
Zedruu's Settlers4UU
Creature - Minotaur (U)
At the beginning of your upkeep, if you don't own Zedruu's Settlers, you and the owner of Zedruu's Settlers each draw a card and create a 1/1 white Minotaur token.
5/5
Private Mod Note
():
Rollback Post to RevisionRollBack
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Going with Chess Reshif, the Stalwart King3WB
Legendary Creature - Human (M)
Opponents cannot play more than one spell each turn. WBT, sacrifice a nonland permanent: Destroy target nonland permanent an opponent controls. Play this ability only as a sorcery.
4/4
Adventuring PartyWURB
Sorcery (R)
Search your library for a Cleric, Rogue, Warrior and Wizard, reveal those cards, and put them into your hand. Then shuffle your library. Be it a dungeon or dragon, a well prepared group can handle any obstacle.
Retlyx, Dungeon Master1GU
Legendary Creature - Human Wizard (M)
Hexproof
At the beginning of your upkeep, if you control a Wall, search you library for a creature card, reveal it, and add it to your hand. Then shuffle your library. "Roll initiative."
1/4
Sacred Ballgame2RW
Enchantment (R)
During each combat, if a creature would die, instead it gains indestructible until end of turn and the controller of each source that damaged it this turn scores a point.
At end of combat on each turn, if one player who controls a creature that attacked or blocked has fewer points than another such player, that player sacrifices each creature he or she controls that attacked or blocked this turn. Then remove all points from all players.
Ulama Champion2R
Creature — Human Soldier (R)
You may assign Ulama Champion’s combat damage divided as you choose among attacking or blocking creatures.
2/2
Rhen Sholos, Roilmage Reliever2WU
Legendary Creature - Merfolk Wizard (R) 2WU, T: Shuffle target attacking creature into its owner's library. Activate this ability only during the end of combat step.
As long as Rhen Sholos is tapped, whenever a creature attacks you, that creature can't be blocked this combat and prevent all but 1 combat damage it would deal this combat.
3/3
Playing off the idea that Zendikaris play Roil Baseball -
Yeyiti, Lightning Catcher1RW
Legendary Creature - Kor Cleric (R)
Whenever a creature attacks, put a charge counter on Yeyiti, Lightning Catcher. 1W, Remove a charge counter from Yeyiti: Yeyiti deals 1 damage to target attacking creature. Activate this ability only during the end of combat step. 4RR, Remove X charge counters from Yeyiti: Create an X/1 red Elemental creature token with haste and trample. The elite battlemage Rhen Sholos awaits her signals, and all the while she prepares her terrific assault.
2/2
The deadline has passed, and Round 2 is now closed. Before I can post Round 3, which will be a Top 8 competition, please make sure to complete your critiques. Please submit a Top 3 ranking of the six entries above yours on the following list, restarting from the top as necessary:
As a reminder, submitting a Top 3 is required in order to receive any points for the round. Critiquing each entry in your bracket is optional, and will earn your entry an additional 2 points.
Please note that you can still complete your critiques and Top 3 for Round 1 as well, so long as both sets are complete by Thursday, September 14, 23:59 EST.
Okay yeah, so this synergizes with your card. You "mark" the creatures that would die and always score two points with this (shouldn't it be attacking and/or blocking for that purpose?). But have you stepped back and evaluated this card outside of any situation with that enchantment? A 3 mana 2/2 is incredibly underwhelming. Sure, you get to choose which creatures it damages, but only amongst attackers/blockers. That's 3 mana for a bad shock. I really dig the mechanic though, even if it's on the complex side.
Sounds like a cool commander. Well, lots of searching and shuffling is a bit tedious for the highlander format, so maybe revealing off the top would have been better. "Random encounters" sort of. I like the flavor that's going on here.
I think you were supposed to make two cards if you haven't played in the first round, but nevermind that. Sacrificing pieces to take other pieces has a very chessy feeling to it. Not sure about the one-spell restriction. Shouldn't it be for all players if it represents the one-move-per-turn rule? A simple and elegant design that still manages to bring across flavor. Very nice.
With a 4/4 body I'd try to find a way to distribute +1/+1 counters without tapping, so you can attack. Other than that it's a neat design that plays well with lots of other cards. Real solid.
A simple solid design. Certainly makes for a nice common. Nothing overly exciting though.
As Ink-Treader hasn't submitted a card I'll include JimmyGroove instead I guess.
Would have been nice for this to be a 1/1 for maximum synergy, right? It's a nice card alright. It's cool how it's a creature itself for Anthem effects. Mostly a non-instant Raise the Alarm with enchantment-affinity though.
1. Raptorchan
2. IcariiFA
3. Drewdagreek
Private Mod Note
():
Rollback Post to RevisionRollBack
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Legend - This is frankly a pretty unoriginal design that also isn't really a Magus (who are Human Wizards) and doesn't have anything flavorfully to do with the actual game of Fugitive. I get that it combos with the mechanic itself which sort of fits the requirement but the flavor's just not there for me.
BluesEclipse - Interesting idea for a dungeon crawler character, but it's almost not even ever worth it to use this guy because he's a base 1/1 for five mana - he's so completely outclassed by the likes of Krond the Dawn-Clad, not exactly a spectacular card, at one more mana it's a little silly. If there had been better base stats here and synergistic keywords, or if he had cost about WB, I would have loved this card.
netn10 - This does very much fit the flavor of a master of poker, but the abilities - including searching for the very card from your first-round entry - are a little too obvious and on-the-nose.
mirrodin71 - Is the game you were referencing Legend of the Five Rings? LARPing as a Samurai? The name is definitely not something that would go on a real Magic card and seems a little politically insensitive with Japan's history with foreigners. A 2/2 for 1W isn't unplayable in Limited but it seems like the reward for equipping should be greater.
doomfish - Rad stuff for variant formats specifically. I definitely like blue Minotaurs and the group-hugginess of it is a great touch for Commander. Also does fit in with the flavor of your chosen game!
picnic_bomber - I get that this is supposed to very closely represent Dark Souls, but all in all the card's fairly parasitic with an (admittedly deciduous) enchantment type and then also with... one specific Curse that already costs a hefty amount of mana.
Netn10: Strong card with obvious synergy. Decent overall if on the nose.
Void_nothing: Neat creature. Feels a little inelegant. Not seeing much synergy.
BluesEclipse Good synergy. Weak card. Costing this in a way you could give it a relevant starting body would make it better.
Legend: Less obvious synergy is nice. Card reference to greed is good. Creativity is a little lacking, should of had flavor text.
JimmyGroove: Feel clunky as a token generator. Decent Synergy. Flavor text reference to wolves feels odd, since the card mechanically doesn't turn your 1/1s into better creatures, your other card does.
WillowsThis isn't a rare even in an environment with you first card. Makes sense as an uncommon with maybe a boost in stats. Flavor text would of been nice. Good synergy.
Not familiar with the game this is based on, so I'm going to judge it by its own merits, and its synergy with the previous card. And by its own merits, it's a solid card - repeatable card draw attached to a decent body, and with a cost that feels appropriate. It has decent synergy with the prior card, as well, since the card draw doesn't require a tap. I like it overall.
Interesting way of tying the mechanics together between the two cards. Also, the second ability should say 'Pay 2 Soul Counters'. The biggest issue I have is that nothing about this card really feels white, though.
This is a solid card, and creates a very interesting choice of whether you want to keep this to cast it yourself, or trade it to someone else with your prior card in order to get a steady supply of tokens and card draw. However, the opponent will benefit more, due to them having the original creature (so while you have creatures from it, they have N+1). It's interesting, and creates some interesting considerations.
This is an interesting card, though the fact that you made a Samurai which doesn't natively have Bushido bothers me a bit. It works well with the equipment you made, though.
Ink-Treader did not submit a card, so I've moved to the next person up on the list, which will be Drewdagreek - see below.
Very interesting - I would never have thought of using +1/+1 counters for tetriminos. And the idea of getting to destroy a creature whenever you get a 'tetris' is pretty nice. Not necessarily the route I would've taken myself, but it works. It does seem rather powerful for the cost, though.
I do like this one. I can see the chess themes here (though I would've made it restrict attackers/blockers each turn, rather than spells cast, to better simulate the idea of moving one piece each turn). And the idea of forcing trades with your opponent's pieces is interesting as well. The only real issues that I have are that this doesn't really represent what I'd think of as a King in chess (the power level makes me think of a Queen instead), and that it seems a bit strong for the cost.
netn10 - I was unable to judge your card from the first round, but I honestly think it was a literal perfection. Nice to see another card that intercats with it and makes play even more elegant and fabulous. Excellent job here!
void_nothing - to be honest, I don't know much about baseball but seeing cards about sports is always nice, especially a member of opposing team from the round 1. It's a bit wordy and complex but I guess it can be a nice commander for players who like to build around and play with specific resourses.
RaikouRider - ...
Groovelord - ...
JimmyGroove - Promotion was good and this card sure helps. Simple and powerful enough and the synergy is great.
Willows - as I said before, sports cards are totally nice but your first card gave me a serious headache. I am almost sure your secoud card interacts well with it, but still...
IcariiFA - To be quite honest, I was much more impressed about your first card (such shame I was unable to judge it) than about second one. I get how it works but I don't know, maybe it's not my cup of tea.
Drewdagreek - What I like the most about chess: it's a fair game. Your card is, too, and I personally like how it represents both colors because two opposing chess fractions in different colors would have been unfair.
Unfortunately, I can promote only three cards to the TOP, but you can be sure, 4th place is yours.
Legend - Aegis of the Innocent: A solid Magus interpretation of the classic proto-Necropotence. The game rewards its downside, so the synergy is clear enough.
BluesEclipse - That body, without anything to protect it, is just too small for the mana cost, even if the intent is to pump it up with equipment.
Netn10 - Elisha the Gambler: The ability to put cards on the top or bottom of the deck really invokes the flavor of someone cheating at poker. The second ability is pretty unique, but it also captures the flavor perfectly, and I think the overall card actually makes that a fun and somewhat possible win condition, while the need to wait a turn or grant it haste keeps it from being too much.
Void_nothing - Yeyiti, Lightning Catcher: Seems a bit wordy, but flavor is strong.
RaikouRider - no show
Groovelord - no show
Doomfish - Zedruu's Settlers: The benefit of having traded it being for both players, while strong flavor-wise, creates a card that doesn't really warrant the complication it brings.
Picnic_bomber - Fire Keeper: Works well with your original card, but I'm worried about the soul token implementation. This loses a lot of impact if you don't have any cards that generate soul tokens, but if you make more than one with a trigger like that each one will trigger independantly and people will be rolling in souls.
BluesEclipse - a bit contrived in relation to the first round, but nonetheless very cool.
Netn10 - the second ability is overkill
Void_nothing - funky but neet.
RaikouRider - no submission
Groovelord - no submission
JimmyGroove - strange. Seems like something from legends or the dark. Cool though.
Jimmy Groove: in the context of the chess motif it's super strange to make tokens that are a different color than progenitor.
Void_nothing:
netn10: This would be OP even if it didn't tutor for an alt win condition that's super hard to achieve due to its extremely high-quality card advantage engine.
BluesEclipse: I think this is a good concept that needs some workshopping; destroying permanents doesn't feel like quite the right effect to match the flavor.
Legend: This is funny and you did a gj finding an iconic card that interacts well with your theme game.
Picnic_bomber: Two cards in I still have no idea what your theme game is.
As a designer, one of the most gratifying feelings is when you see players take your game and enjoy it at the highest level. These players have poured countless hours into testing, revising, and honing their skills to a refined edge that few can say they have achieved. More importantly, these are often the best players to stress test your game – to look for the weakest fracture points in your designs and show you where your biggest oversights may have been. While we look at psychographics like Timmy, Johnny, and Spike – we rarely ever consider that even among those demographics are some wizened elders who (fairly or unfairly) have earned the title of “master.” This challenge asks you to look at that subgroup and to establish the strong connection they have to your game/game mechanic from Round 1.
PLEASE NOTE: that the choices you make in the first two rounds will softly determine some of your design stipulations if you advance to the Top 8 and beyond. This will not be a hard constraint, but should keep your challenges focused on the task at hand.
If you did not do the first challenge, choose a non-Magic game and design a card around its mechanics to complete alongside this challenge.
PLEASE NOTE: This month we will continue with the mandatory Top 3 rule. Your card will receive NO POINTS in any round you fail to submit a Top 3 by the judging deadline. Submitting critiques will still be optional (but encouraged!), and will be worth 2 bonus points per round on its own.
Round 1 – Open to Everyone (August 27th – Sept 4th)
Round 2 – Open to Everyone (Sept 5th – Sept 10th)
Rounds 1 and 2 Critiques (Due Sept 14th)
Top 8 – Open to Top 8 finishers (Sept 15th – Sept 19th)
Top 8 Critiques (Due Sept 21st)
Top 4 – Open to Top 4 finishers from last round (Sept 22nd – Sept 26th)
Top 4 Critiques (Due Sept 28th)
Final (End of month, winner determined by public poll)
Sorcery (Mythic)
Reveal your hand. You win the game if you have cards in your hand with every converted mana cost from 0 to 6.
The gambling hall was mute. Suddenly, the Mahamothi Djinn realized he had lost, and the human just sat there, smirking.
Legendery Creature - Human Rogue (Mythic)
t: Draw two cards, then put one card from your hand on either the top or the bottom of your library.
t: Search your library for a card named Royal Flash, and you may cast it without paying it's converted mana cost.
"It is not a gamble if you know you're gonna win."
1/4
Artifact - Equipment (U)
Equipped creature has “Prevent the next 1 damage that would be dealt to it this turn”.
If equipped creature is a samurai instead it has “If a source would deal damage to this creature, prevent 1 damage for each point of bushido it has.”
Equip 2
Gaikokujin 1W
Creature - Human Samurai
As long @ is equipped gets Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
There are no strange lands. Whoever travels is the only stranger.
2/2
For those who still didn't get it: it's TETRIS.
Tetromino Master 2BG
Creature - Naga Wizard (R)
G, t: Put a +1/+1 counter on target creature you control.
BG, t, Remove four counters from permanents you control: Destroy target artifact or creature. It can't be regenerated.
4/4
Enchantment (R)
Whenever a creature you don't control dies, reveal the top card of your library. If that card is an Equipment or Aura card, you may put it onto the battlefield attached to target creature you control. Otherwise, put that card on the bottom of your library.
"Why was it even carrying a sword? It doesn't have hands... oh well. I suppose it's still useful." - Kelan, adventurer
And for those who didn't quite understand it, I'm specifically referencing games like Diablo and their loot system, where drops are not things that the enemy was actually using but just randomly generated when the enemy is killed.
Harad, the Endless Seeker 3WB
Legendary Creature - Human Rogue (M)
Whenever Harad, the Endless Seeker deals combat damage to a player, destroy up to one target nonland permanent that player controls for each permanent attached to Harad.
1/1
"There's always something better out there to find - and I'll find it, no matter how many stand in my way."
Promotion 1WWW
Enchantment (R)
Whenever a creature with power 1 you control deals combat damage to an opponent, you may exile it. If you do, create a 5/5 white Angel creature token with flying and vigilance.
Even the lowly can rise to the greatest heights of power with enough determination.
Lady of the Enlightened WW
Creature - Human Cleric (R)
When Lady of the Enlightened enters the battlefield, create two 1/1 red Human Warrior creature tokens.
Whenever you cast an enchantment spell, you may return Lady of the Enlightened to your hand.
"It is the miracles that bring sheep into the fold. It is the skill and determination of clerics that turns those sheep into wolves."
0/1
Trade Offer 2U
Sorcery (R)
As additional cost to cast Trade Offer reveal a card from your hand.
Each opponent may reveal a card from his or her hand. You may choose one of them. If you do, exile the card you revealed and the chosen card. Players may play cards they don't own exiled with Trade Offer without paying their mana cost for as long as they remain exiled.
Zedruu's Settlers 4UU
Creature - Minotaur (U)
At the beginning of your upkeep, if you don't own Zedruu's Settlers, you and the owner of Zedruu's Settlers each draw a card and create a 1/1 white Minotaur token.
5/5
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Reshif, the Stalwart King 3WB
Legendary Creature - Human (M)
Opponents cannot play more than one spell each turn.
WBT, sacrifice a nonland permanent: Destroy target nonland permanent an opponent controls. Play this ability only as a sorcery.
4/4
Legendary Creature - Human Wizard (M)
Hexproof
At the beginning of your upkeep, if you control a Wall, search you library for a creature card, reveal it, and add it to your hand. Then shuffle your library.
"Roll initiative."
1/4
Creature — Human Soldier (R)
You may assign Ulama Champion’s combat damage divided as you choose among attacking or blocking creatures.
2/2
Rhen Sholos, Roilmage Reliever 2WU
Legendary Creature - Merfolk Wizard (R)
2WU, T: Shuffle target attacking creature into its owner's library. Activate this ability only during the end of combat step.
As long as Rhen Sholos is tapped, whenever a creature attacks you, that creature can't be blocked this combat and prevent all but 1 combat damage it would deal this combat.
3/3
Yeyiti, Lightning Catcher 1RW
Legendary Creature - Kor Cleric (R)
Whenever a creature attacks, put a charge counter on Yeyiti, Lightning Catcher.
1W, Remove a charge counter from Yeyiti: Yeyiti deals 1 damage to target attacking creature. Activate this ability only during the end of combat step.
4RR, Remove X charge counters from Yeyiti: Create an X/1 red Elemental creature token with haste and trample.
The elite battlemage Rhen Sholos awaits her signals, and all the while she prepares her terrific assault.
2/2
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Legend
BluesEclipse
Netn10
Void_nothing
RaikouRider
Groovelord
JimmyGroove
Willows
IcariiFA
Drewdagreek
Raptorchan
Ink-Treader
Mirrodin71
Doomfish
Picnic_bomber
As a reminder, submitting a Top 3 is required in order to receive any points for the round. Critiquing each entry in your bracket is optional, and will earn your entry an additional 2 points.
Please note that you can still complete your critiques and Top 3 for Round 1 as well, so long as both sets are complete by Thursday, September 14, 23:59 EST.
2. IcariiFA
3. Drewdagreek
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Legend - This is frankly a pretty unoriginal design that also isn't really a Magus (who are Human Wizards) and doesn't have anything flavorfully to do with the actual game of Fugitive. I get that it combos with the mechanic itself which sort of fits the requirement but the flavor's just not there for me.
BluesEclipse - Interesting idea for a dungeon crawler character, but it's almost not even ever worth it to use this guy because he's a base 1/1 for five mana - he's so completely outclassed by the likes of Krond the Dawn-Clad, not exactly a spectacular card, at one more mana it's a little silly. If there had been better base stats here and synergistic keywords, or if he had cost about WB, I would have loved this card.
netn10 - This does very much fit the flavor of a master of poker, but the abilities - including searching for the very card from your first-round entry - are a little too obvious and on-the-nose.
mirrodin71 - Is the game you were referencing Legend of the Five Rings? LARPing as a Samurai? The name is definitely not something that would go on a real Magic card and seems a little politically insensitive with Japan's history with foreigners. A 2/2 for 1W isn't unplayable in Limited but it seems like the reward for equipping should be greater.
doomfish - Rad stuff for variant formats specifically. I definitely like blue Minotaurs and the group-hugginess of it is a great touch for Commander. Also does fit in with the flavor of your chosen game!
picnic_bomber - I get that this is supposed to very closely represent Dark Souls, but all in all the card's fairly parasitic with an (admittedly deciduous) enchantment type and then also with... one specific Curse that already costs a hefty amount of mana.
1. doomfish
2. netn10
3. mirrodin71
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Void_nothing: Neat creature. Feels a little inelegant. Not seeing much synergy.
BluesEclipse Good synergy. Weak card. Costing this in a way you could give it a relevant starting body would make it better.
Legend: Less obvious synergy is nice. Card reference to greed is good. Creativity is a little lacking, should of had flavor text.
JimmyGroove: Feel clunky as a token generator. Decent Synergy. Flavor text reference to wolves feels odd, since the card mechanically doesn't turn your 1/1s into better creatures, your other card does.
WillowsThis isn't a rare even in an environment with you first card. Makes sense as an uncommon with maybe a boost in stats. Flavor text would of been nice. Good synergy.
Big gap
2nd: JimmyGroove
3rd: BluesEclipse
void_nothing - to be honest, I don't know much about baseball but seeing cards about sports is always nice, especially a member of opposing team from the round 1. It's a bit wordy and complex but I guess it can be a nice commander for players who like to build around and play with specific resourses.
RaikouRider - ...
Groovelord - ...
JimmyGroove - Promotion was good and this card sure helps. Simple and powerful enough and the synergy is great.
Willows - as I said before, sports cards are totally nice but your first card gave me a serious headache. I am almost sure your secoud card interacts well with it, but still...
IcariiFA - To be quite honest, I was much more impressed about your first card (such shame I was unable to judge it) than about second one. I get how it works but I don't know, maybe it's not my cup of tea.
Drewdagreek - What I like the most about chess: it's a fair game. Your card is, too, and I personally like how it represents both colors because two opposing chess fractions in different colors would have been unfair.
Unfortunately, I can promote only three cards to the TOP, but you can be sure, 4th place is yours.
2. JimmyGroove
3. void_nothing
BluesEclipse - That body, without anything to protect it, is just too small for the mana cost, even if the intent is to pump it up with equipment.
Netn10 - Elisha the Gambler: The ability to put cards on the top or bottom of the deck really invokes the flavor of someone cheating at poker. The second ability is pretty unique, but it also captures the flavor perfectly, and I think the overall card actually makes that a fun and somewhat possible win condition, while the need to wait a turn or grant it haste keeps it from being too much.
Void_nothing - Yeyiti, Lightning Catcher: Seems a bit wordy, but flavor is strong.
RaikouRider - no show
Groovelord - no show
Doomfish - Zedruu's Settlers: The benefit of having traded it being for both players, while strong flavor-wise, creates a card that doesn't really warrant the complication it brings.
Picnic_bomber - Fire Keeper: Works well with your original card, but I'm worried about the soul token implementation. This loses a lot of impact if you don't have any cards that generate soul tokens, but if you make more than one with a trigger like that each one will trigger independantly and people will be rolling in souls.
_________________________
1. Netn10
2. Legend
3. Void_nothing
BluesEclipse - a bit contrived in relation to the first round, but nonetheless very cool.
Netn10 - the second ability is overkill
Void_nothing - funky but neet.
RaikouRider - no submission
Groovelord - no submission
JimmyGroove - strange. Seems like something from legends or the dark. Cool though.
Top 3
1 blueeclipse
2 jimmygroove
3 voidnothing
Jimmy Groove: in the context of the chess motif it's super strange to make tokens that are a different color than progenitor.
Void_nothing:
netn10: This would be OP even if it didn't tutor for an alt win condition that's super hard to achieve due to its extremely high-quality card advantage engine.
BluesEclipse: I think this is a good concept that needs some workshopping; destroying permanents doesn't feel like quite the right effect to match the flavor.
Legend: This is funny and you did a gj finding an iconic card that interacts well with your theme game.
Picnic_bomber: Two cards in I still have no idea what your theme game is.
non-scoring t3:
1. Legend
2. Jimme Groove
3: Voidy