Welcome to the Card Creation League! Everyone is free to participate in either or both of the first two rounds. Come join us!
Theme
All games have winners and losers - there is almost a level of divine elegance to it, where those who are most skilled or lucky are advantaged. While those who cannot overcome the tricky hands of fate or who cannot master their trade are penalized accordingly. It sort of reflects life in an oddly beautiful sort of way.
I digress - because there is also a third type of person playing your games - and it’s unfortunate because so long as there is a reward or a prize, there too will be cheaters. They can be the ruthless shark who is willing to do literally anything to win, the child just learning to play who augments natural talent with slight of hand, or even the gamemaster who is driven to desperation to hang onto their title in a world they are being quickly forgotten. Magic has had its fair share of rogues and cheats - and now it’s your turn. For you see, even your talented champions from Round 2 have a few tricks up their sleeves.
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 spell or artifact that uses a new mechanic to show how your Round 2 character gives themselves an advantage in the game you selected in Round 1.
None so far.
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.
TOP 8
1. Jimmy Groove
2. Doomfish
3. IcariiFA
4. Raptorchan
5. Void_nothing
6. BluesEclipse
7. Netn10
8. Legend
Top 8 submissions are due before Tuesday, September 19, 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)
Game: The Settlers of Catan (a game played with two six sided dice)
Rigged Dice2R
Enchantment (R)
Spells and abilities on permanents you control have their text changed by replacing all instances of the word "X" with "3". (This doesn't affect mana symbols.) A little weight added for a big effect.
The reminder text means that the X in X doesn't turn to a 3, so it's not resulting in 3. If this isn't already the case, it'd only require a slight change of rules. Also this doesn't affect itself, because "X" is different from X. If you disagree with the wording, feel free to take a look into this thread, were we figured out the wording for this and see if your issue has been adressed.
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
[spoiler=Rounds 1 and 2] Round 1 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
Round 2 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."
Duping has always been a common practice in the Diablo games, and any similar games where a duping method exists. So here's my take on gear duping, and how it could be done in MtG.
Harad's Transmutation1WU
Sorcery (R)
As an additional cost to cast Harad's Transmutation, sacrifice an artifact or enchantment you control.
Search your library for an Equipment card or Aura card, put it onto the battlefield attached to target creature you control, duplicate it attached to the target creature, then shuffle your library. (To duplicate a permanent, create a token that is a copy of that permanent.) Harad's luck in finding weapons and armor was amazing - though some argued it to be some unusual magic, claiming to have witnessed him transforming poor-quality items into far more powerful tools of war.
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.)
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
Sidisi's Plans2UU
Enchantment (R)
Each instant and sorcery spell you control has countless (Whenever a card with countless is put into your graveyard, you may search your library for a card with the same name and put it into your hand. If you do, shuffle your library). You have plenty of time if your life is long enough. You have all time of the world if you are already dead.
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
Play the Table4UR
Sorcery (Mythic)
Bluff up to three times (Exile up to three nonland cards from your hand face-down and name them. You may lie.)
Target opponent guess if you lied or not, then reveal the cards. If you lied, each player draw seven cards. If you didn't lied, cast the exiled cards without paying their mana costs.
Creature AdjustmentUG
Enchantment (R)
Whenever a creature you control is dealt damage or targeted by a spell or ability you don't control, put a +1/+1 counter on it. "You did how much damage?! ...So close, but it's still standing!"
—Retlyx, Dungeon Master
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
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
This Roil Baseball team wants to pump up the spectators and play in a rowdy environment!
Thrive Under Pressure3URW
Enchantment (R)
At the beginning of your upkeep, roar. (Each player creates a tapped 2/2 red Fanatic creature token. Those tokens have "This creature attacks each turn if able.")
Whenever three or more creatures attack, Thrive Under Pressure deals 2 damage to target player, you gain 2 life, and draw a card. "Screaming crowds and the voice of the Roil make rousing background music!" - Yeyiti
Given how many people ignored the "new mechanic" part of the challenge, not a lot of choice here.
doomfish - Interesting build-around, but this doesn't feel like it's worth three mana; spending 2R and a card to turn Blaze variants into Lightning Bolts is a little expensive, and even making your Hydras into 3/3s for G isn't exactly a spectacular payoff even if it can be useful when you have lots of creatures like that in hand. Disappointingly, it also plays badly with Rosheen Meanderer. Flavor works well though. Damningly, however - no new mechanic.
BluesEclipse - This card will never be used fairly; there's a reason why aura swap from Arcanum Wings was never made into a real keyword and that's because of little things like Eldrazi Conscription. The additional cost balances this a bit but bottom line is it's always going to be a game-ender - see Eldrazi Conscription again only twice on a Blighted Agent. So, yeah, not really a fair card. I also don't think duplicate is a keyword that ever needs to exist because it's an effect that shouldn't be seen that often anyway for its complexity.
Raptorchan - Has countless been used in Collaborative Create-a-Booster? I feel like it has but my memory is slipping. Anyway, this is a total bomb rare that nevertheless needs a lot of building around, which is generally a good design. I love the Sidisi flavor and how it works with accumulation.
netn10 - Bluff is an ability that simultaneously has large and small design space, but it seems like a fun minigame, like an improved, riskier version of clash. I feel as though the actual execution of this card is off; you probably wanted the draw-seven-for-everyone to happen if your opponent guessed right and you get to cast the cards for free if your opponent guessed wrong.
IcariiFa - This seems like a very strong sideboard card - burn becomes distinctly less effective since the counter goes on before a spell or ability targeting your creature resolves. Also, combat math suddenly tilts in your favor. I'm not sure this needs blue in the cost necessarily. The name is strangely technical, like it was a playtest name or it came from Alpha or Legends or something. The asymmetry of triggering off damage dealt by a source you control but not a spell or ability you control sort of bothers me. And, again, no new mechanic.
Legend - What is that circle? Is that supposed to be a white/black color indicator? I shouldn't have to guess what elements of your card represent. I also don't understand how it helps flavorfully or mechanically with Manhunt. Didn't your round 1 card care about having the lowest life total? This has no connection to your previously made mechanic and no flavor related to your game of choice. And, once again... no new mechanic.
doomfish - I got it. It virtually turns X (which is 0 by default) to 3, but how it works with cards like Academy Elite? It can be nothing but huge pain in this case. Alsi, can't remember anything X-related about your first two cards.
BluesEclipse - it feels kinda broken and I am not sure that copying ability needs to be keyworded. Also it works good with your creature, but not with your first spell.
netn10 - Maybe it should have been worded a bit differently, but it's probably fine. Still one of my unfavorite card games cause I am always can't keep proper poker face Still fits the first spell and character pretty good, also definitely a new mechanic, so challenge is satisfied.
IcariiFA - I don't see any new mechanic here, but it feels flavorful enough for your chosen theme.
Legend - Well, Pact is a not new mechanic and I can't understand how exactly it works with your first spell.
void_nothing - to be honest, "Roar" feels like Un-set mechanic (I remembered Bad Ass immediately) from the first glance, but it works. And your first card definetely allows you to get advantage with it.
1) netn10
2) void_nothing
3) IcariiFA
PS. 2void_nothing: Yes, it was in the Rainy Day set but on creatures only.
Yeah, I completely missed the idea that it needed a new keyword mechanic here. I got caught up in the discuss about the flavor of "cheating" and thought that was the only caveat to the challenge. My mistake.
Doomfish - Regardless of any wording issues this might have, this could be a interesting card in the right environment. That said, like myself, you forgot an actual ability on your entry.
Raptorchan - I like accumulation more than countless. Too much shuffling, and the fact that it makes it so you can keep playing the same spell every turn 4 turns in a row sounds potentially oppressive and stale. I think the idea and concept here are strong and could be made into something solid with a little tweaking. Also, quite elegant.
Void_nothing - I don't think the name makes much such with the mechanics. You don't seem to gain benefits under pressure, you seem to gain it by pressuring your opponent. Roar is also a weird name for the mechanic. Seem underpowered as well. I think a different flavor direction would help save this card.
BluesEclipse - Too complicated, I don't think I would of gotten the reference if you hadn't of explained it even being an avid diablo player. The flavor text confuses the idea of duping items with strange free empowering of them. Your keyword wouldn't see print.
Netn10 - This card has a couple gameplay design mistakes. First, technically you could not bluff at all. It seems weird to have that option since the card then doesn't nothing. Second, your opponent guessing whether you lied does nothing. The card only cares about if you as a player lied or not. There are no ramifications based on your opponent guessing. If you actually incorporated that into the card, i'td make more sense. As is, it reads "4UR, play three card for free." which seems a little absurd. Bluff could be a cool mechanic if used correctly.
Legend - The card is fine. I guess a pact does sorta feel like cheating. No new mechanic. Players would certainly want this card, though Im not sure on how fair it is.
Doomfish(Rigged Dice) - It's an interesting card, but I think it throws up some logistic concerns, particularly regarding things that have X targets. In addition, there's no synergy with your previous cards, and no new mechanic.
Raptorchan(Sidisi's Plans) - Not a bad card, though suddenly going entirely out of color from your other cards kills the synergy with the first two. The countless mechanic is an interesting idea, it makes me think somewhat of Ripple (except that it swaps free casting for searching the whole library for the card), though also seems a bit powerful in my opinion because it's a library-wide tutor.
Netn10(Play the Table) - It's a good card, and certainly feels both red and mythic to me. The only issue I have with the bluff mechanic is that it specifies nonland cards - are you permitted to exile lands at all, and lie about it? What if you choose to exile zero cards - do you get to name anything? (That could be relevant in multiplayer games, if you're trying to work with one opponent against others at the table.) On the card itself, it specifies for an opponent to guess whether or not you lied - but the effect doesn't change based on whether the opponent guessed correctly or not, so them guessing doesn't matter here. And the card itself doesn't have much actual synergy with the other cards you provided (I guess it could help you load your hand for Royal Flash with the draw?).
IcariiFA(Creature Adjustment) - As a D&D player and DM myself, I absolutely love the flavor of this card. I've done this before, both to adjust things on the monster side and to adjust results of attacks on the players. And the way the card works, it's perfect (though it won't save a creature from lethal damage, since the damage would apply before the counter would). Interestingly, if the creature is targeted by a spell or ability that then deals damage, the creature gets 2 +1/+1 counters - I'm curious as to whether this was intentional or not. And it's on color for your DM character (though given that your first 2 rounds total up to all 5 colors, it wouldn't be possible to get something that's not on-color for one of the two cards). The biggest flaw is the lack of a new mechanic.
Legend(Oblivion Pact) - This card confuses me. First, what color is it? I can't tell if that color indicator circle is supposed to indicate colorless, or B/W, or what. The colors of the pact cost paid indicate that it's likely B/W, but the card itself doesn't tell (meaning that ruleswise, it's colorless). Next, it has no synergy with either of your other cards. It's a slight variant on Slaughter Pact, exiling instead of destroying and having a different color identity. Lastly, no new mechanic, like so many of the other entries here.
Void_Nothing(Thrive Under Pressure) - It's an interesting card. I like the roar mechanic, though I'm not sure how roaring translates into creating 2/2 red Fanatic tokens. The new creature type is entirely unnecessary (and arguably hurts the card, as you could've chosen a more common creature type to give this a bit more synergy with tribal decks), and I'm only seeing minimal synergy with Yeyiti - you create tokens that have to attack, so she'll get more charge counters. Maybe if the tokens had to attack a different player?
Since it does feel weird to end the round with only half the critiques having come in, I am officially extending critiques ONE day to end tomorrow 09/22 at midnight. I will have the Top 4 up after FNM.
Yeah, I completely missed the idea that it needed a new keyword mechanic here. I got caught up in the discuss about the flavor of "cheating" and thought that was the only caveat to the challenge. My mistake.
Same here. That happens with some challenges from time to time, where people just miss out on some big part. Probably because the parts are disconnected? It's about cheating. Also new mechanic tacked on. Not a bad idea, but apparently that's prone to make people miss things. I couldn't name a general rule to avoid this though.
Thanks for the extension. I wanted to get this in yesterday, but something came up. Here's a quick commenting:
BluesEclipse - lol microtext. A bit much flavortext going on here. I think copy is already a heavily keyworded action. Don't think we need duplicate as well, as it's just copy with token specificiation.
Raptorchan - dohohoho. Maybe broken, definitely fun. I like this one. Unsure as to how much design space this mechanic has. It's rather powerful and doesn't play too well in limited. Maybe in a small suplemental set like Conspiracy.
netn10 - Having played with Liar's Pendulum a lot, doing this with three cards could be very taxing. But hey, it's up to. So that's okay.
I like how it's not the entire hand, but that way it just comes down to random guessing. 50-50. A coin flip. Liar's Pendulum showed you what you had in hand before, so that's a way of knowing about cards in hand. Not too different actually. The way you worded the card it has no impact whether your opponent is guessing right or wrong? I guess that's what the outcomes should have been dependant on. The idea is interesting, the execution has too many flaws.
IcariiFA - This triggers too late to save creatures from 'lethal' damage, right? That's a bit problematic. Other than that neat, and nice flavor.
Legend - Yes, this is a variation of a pact. Hm.
void_nothing - I don't think this is a thing that would usually get keyworded. Doesn't seem like a good mechanic to make a set around either. Aside from that the card has a nice effect.
In order of mechanic-ness of their entries (Top 3):
1. Raptorchan
2. netn10
3. void_nothing
Good luck in the next round lads.
edit: That being said, I just read the critiques and the task never required there to be a mechanical connection to the previous entries. Not sure where you got that from. I even made sure beforehand that this was about flavor. There's no concern with anything that has X targets, as it's a static effect, so the spell already has a 3 for the number of targets when it hits the stack. And I don't see how there's any problem with executing the sentence "Academy Elite enters the battlefield with 3 +1/+1 counters on it, where 3 is the number of instant and sorcery cards in all graveyards." The second part has no effect, why would it have? It may sound weird, but it IS functional. If you feel like it, come over to the discussion thread I linked for my card and explain your concerns. Anyways, no mechanic, no top 3 - no problem with that. Reading is important!
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
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All games have winners and losers - there is almost a level of divine elegance to it, where those who are most skilled or lucky are advantaged. While those who cannot overcome the tricky hands of fate or who cannot master their trade are penalized accordingly. It sort of reflects life in an oddly beautiful sort of way.
I digress - because there is also a third type of person playing your games - and it’s unfortunate because so long as there is a reward or a prize, there too will be cheaters. They can be the ruthless shark who is willing to do literally anything to win, the child just learning to play who augments natural talent with slight of hand, or even the gamemaster who is driven to desperation to hang onto their title in a world they are being quickly forgotten. Magic has had its fair share of rogues and cheats - and now it’s your turn. For you see, even your talented champions from Round 2 have a few tricks up their sleeves.
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.
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.
TOP 8
1. Jimmy Groove
2. Doomfish
3. IcariiFA
4. Raptorchan
5. Void_nothing
6. BluesEclipse
7. Netn10
8. Legend
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)
Rigged Dice 2R
Enchantment (R)
Spells and abilities on permanents you control have their text changed by replacing all instances of the word "X" with "3". (This doesn't affect mana symbols.)
A little weight added for a big effect.
The reminder text means that the X in X doesn't turn to a 3, so it's not resulting in 3. If this isn't already the case, it'd only require a slight change of rules. Also this doesn't affect itself, because "X" is different from X. If you disagree with the wording, feel free to take a look into this thread, were we figured out the wording for this and see if your issue has been adressed.
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
Duping has always been a common practice in the Diablo games, and any similar games where a duping method exists. So here's my take on gear duping, and how it could be done in MtG.
Harad's Transmutation 1WU
Sorcery (R)
As an additional cost to cast Harad's Transmutation, sacrifice an artifact or enchantment you control.
Search your library for an Equipment card or Aura card, put it onto the battlefield attached to target creature you control, duplicate it attached to the target creature, then shuffle your library. (To duplicate a permanent, create a token that is a copy of that permanent.)
Harad's luck in finding weapons and armor was amazing - though some argued it to be some unusual magic, claiming to have witnessed him transforming poor-quality items into far more powerful tools of war.
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.)
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
Sidisi's Plans 2UU
Enchantment (R)
Each instant and sorcery spell you control has countless (Whenever a card with countless is put into your graveyard, you may search your library for a card with the same name and put it into your hand. If you do, shuffle your library).
You have plenty of time if your life is long enough. You have all time of the world if you are already dead.
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 Gambler 2UR
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
Sorcery (Mythic)
Bluff up to three times (Exile up to three nonland cards from your hand face-down and name them. You may lie.)
Target opponent guess if you lied or not, then reveal the cards. If you lied, each player draw seven cards. If you didn't lied, cast the exiled cards without paying their mana costs.
Enchantment (R)
Whenever a creature you control is dealt damage or targeted by a spell or ability you don't control, put a +1/+1 counter on it.
"You did how much damage?! ...So close, but it's still standing!"
—Retlyx, Dungeon Master
🔘 Instant (Rare)
Exile target permanent.
At the beginning of your next upkeep, pay 3WB. If you don't, you lose the game.
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
Thrive Under Pressure 3URW
Enchantment (R)
At the beginning of your upkeep, roar. (Each player creates a tapped 2/2 red Fanatic creature token. Those tokens have "This creature attacks each turn if able.")
Whenever three or more creatures attack, Thrive Under Pressure deals 2 damage to target player, you gain 2 life, and draw a card.
"Screaming crowds and the voice of the Roil make rousing background music!" - Yeyiti
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
doomfish - Interesting build-around, but this doesn't feel like it's worth three mana; spending 2R and a card to turn Blaze variants into Lightning Bolts is a little expensive, and even making your Hydras into 3/3s for G isn't exactly a spectacular payoff even if it can be useful when you have lots of creatures like that in hand. Disappointingly, it also plays badly with Rosheen Meanderer. Flavor works well though. Damningly, however - no new mechanic.
BluesEclipse - This card will never be used fairly; there's a reason why aura swap from Arcanum Wings was never made into a real keyword and that's because of little things like Eldrazi Conscription. The additional cost balances this a bit but bottom line is it's always going to be a game-ender - see Eldrazi Conscription again only twice on a Blighted Agent. So, yeah, not really a fair card. I also don't think duplicate is a keyword that ever needs to exist because it's an effect that shouldn't be seen that often anyway for its complexity.
Raptorchan - Has countless been used in Collaborative Create-a-Booster? I feel like it has but my memory is slipping. Anyway, this is a total bomb rare that nevertheless needs a lot of building around, which is generally a good design. I love the Sidisi flavor and how it works with accumulation.
netn10 - Bluff is an ability that simultaneously has large and small design space, but it seems like a fun minigame, like an improved, riskier version of clash. I feel as though the actual execution of this card is off; you probably wanted the draw-seven-for-everyone to happen if your opponent guessed right and you get to cast the cards for free if your opponent guessed wrong.
IcariiFa - This seems like a very strong sideboard card - burn becomes distinctly less effective since the counter goes on before a spell or ability targeting your creature resolves. Also, combat math suddenly tilts in your favor. I'm not sure this needs blue in the cost necessarily. The name is strangely technical, like it was a playtest name or it came from Alpha or Legends or something. The asymmetry of triggering off damage dealt by a source you control but not a spell or ability you control sort of bothers me. And, again, no new mechanic.
Legend - What is that circle? Is that supposed to be a white/black color indicator? I shouldn't have to guess what elements of your card represent. I also don't understand how it helps flavorfully or mechanically with Manhunt. Didn't your round 1 card care about having the lowest life total? This has no connection to your previously made mechanic and no flavor related to your game of choice. And, once again... no new mechanic.
1. Raptorchan
2. netn10
3. BluesEclipse
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
doomfish - I got it. It virtually turns X (which is 0 by default) to 3, but how it works with cards like Academy Elite? It can be nothing but huge pain in this case. Alsi, can't remember anything X-related about your first two cards.
BluesEclipse - it feels kinda broken and I am not sure that copying ability needs to be keyworded. Also it works good with your creature, but not with your first spell.
netn10 - Maybe it should have been worded a bit differently, but it's probably fine. Still one of my unfavorite card games cause I am always can't keep proper poker face Still fits the first spell and character pretty good, also definitely a new mechanic, so challenge is satisfied.
IcariiFA - I don't see any new mechanic here, but it feels flavorful enough for your chosen theme.
Legend - Well, Pact is a not new mechanic and I can't understand how exactly it works with your first spell.
void_nothing - to be honest, "Roar" feels like Un-set mechanic (I remembered Bad Ass immediately) from the first glance, but it works. And your first card definetely allows you to get advantage with it.
2) void_nothing
3) IcariiFA
PS. 2void_nothing: Yes, it was in the Rainy Day set but on creatures only.
Doomfish - Regardless of any wording issues this might have, this could be a interesting card in the right environment. That said, like myself, you forgot an actual ability on your entry.
Raptorchan - I like accumulation more than countless. Too much shuffling, and the fact that it makes it so you can keep playing the same spell every turn 4 turns in a row sounds potentially oppressive and stale. I think the idea and concept here are strong and could be made into something solid with a little tweaking. Also, quite elegant.
Void_nothing - I don't think the name makes much such with the mechanics. You don't seem to gain benefits under pressure, you seem to gain it by pressuring your opponent. Roar is also a weird name for the mechanic. Seem underpowered as well. I think a different flavor direction would help save this card.
BluesEclipse - Too complicated, I don't think I would of gotten the reference if you hadn't of explained it even being an avid diablo player. The flavor text confuses the idea of duping items with strange free empowering of them. Your keyword wouldn't see print.
Netn10 - This card has a couple gameplay design mistakes. First, technically you could not bluff at all. It seems weird to have that option since the card then doesn't nothing. Second, your opponent guessing whether you lied does nothing. The card only cares about if you as a player lied or not. There are no ramifications based on your opponent guessing. If you actually incorporated that into the card, i'td make more sense. As is, it reads "4UR, play three card for free." which seems a little absurd. Bluff could be a cool mechanic if used correctly.
Legend - The card is fine. I guess a pact does sorta feel like cheating. No new mechanic. Players would certainly want this card, though Im not sure on how fair it is.
2nd: Void_nothing
3rd: Netn10
Raptorchan (Sidisi's Plans) - Not a bad card, though suddenly going entirely out of color from your other cards kills the synergy with the first two. The countless mechanic is an interesting idea, it makes me think somewhat of Ripple (except that it swaps free casting for searching the whole library for the card), though also seems a bit powerful in my opinion because it's a library-wide tutor.
Netn10 (Play the Table) - It's a good card, and certainly feels both red and mythic to me. The only issue I have with the bluff mechanic is that it specifies nonland cards - are you permitted to exile lands at all, and lie about it? What if you choose to exile zero cards - do you get to name anything? (That could be relevant in multiplayer games, if you're trying to work with one opponent against others at the table.) On the card itself, it specifies for an opponent to guess whether or not you lied - but the effect doesn't change based on whether the opponent guessed correctly or not, so them guessing doesn't matter here. And the card itself doesn't have much actual synergy with the other cards you provided (I guess it could help you load your hand for Royal Flash with the draw?).
IcariiFA (Creature Adjustment) - As a D&D player and DM myself, I absolutely love the flavor of this card. I've done this before, both to adjust things on the monster side and to adjust results of attacks on the players. And the way the card works, it's perfect (though it won't save a creature from lethal damage, since the damage would apply before the counter would). Interestingly, if the creature is targeted by a spell or ability that then deals damage, the creature gets 2 +1/+1 counters - I'm curious as to whether this was intentional or not. And it's on color for your DM character (though given that your first 2 rounds total up to all 5 colors, it wouldn't be possible to get something that's not on-color for one of the two cards). The biggest flaw is the lack of a new mechanic.
Legend (Oblivion Pact) - This card confuses me. First, what color is it? I can't tell if that color indicator circle is supposed to indicate colorless, or B/W, or what. The colors of the pact cost paid indicate that it's likely B/W, but the card itself doesn't tell (meaning that ruleswise, it's colorless). Next, it has no synergy with either of your other cards. It's a slight variant on Slaughter Pact, exiling instead of destroying and having a different color identity. Lastly, no new mechanic, like so many of the other entries here.
Void_Nothing (Thrive Under Pressure) - It's an interesting card. I like the roar mechanic, though I'm not sure how roaring translates into creating 2/2 red Fanatic tokens. The new creature type is entirely unnecessary (and arguably hurts the card, as you could've chosen a more common creature type to give this a bit more synergy with tribal decks), and I'm only seeing minimal synergy with Yeyiti - you create tokens that have to attack, so she'll get more charge counters. Maybe if the tokens had to attack a different player?
Thanks for the extension. I wanted to get this in yesterday, but something came up. Here's a quick commenting:
BluesEclipse - lol microtext. A bit much flavortext going on here. I think copy is already a heavily keyworded action. Don't think we need duplicate as well, as it's just copy with token specificiation.
Raptorchan - dohohoho. Maybe broken, definitely fun. I like this one. Unsure as to how much design space this mechanic has. It's rather powerful and doesn't play too well in limited. Maybe in a small suplemental set like Conspiracy.
netn10 - Having played with Liar's Pendulum a lot, doing this with three cards could be very taxing. But hey, it's up to. So that's okay.
I like how it's not the entire hand, but that way it just comes down to random guessing. 50-50. A coin flip. Liar's Pendulum showed you what you had in hand before, so that's a way of knowing about cards in hand. Not too different actually. The way you worded the card it has no impact whether your opponent is guessing right or wrong? I guess that's what the outcomes should have been dependant on. The idea is interesting, the execution has too many flaws.
IcariiFA - This triggers too late to save creatures from 'lethal' damage, right? That's a bit problematic. Other than that neat, and nice flavor.
Legend - Yes, this is a variation of a pact. Hm.
void_nothing - I don't think this is a thing that would usually get keyworded. Doesn't seem like a good mechanic to make a set around either. Aside from that the card has a nice effect.
In order of mechanic-ness of their entries (Top 3):
1. Raptorchan
2. netn10
3. void_nothing
Good luck in the next round lads.
edit: That being said, I just read the critiques and the task never required there to be a mechanical connection to the previous entries. Not sure where you got that from. I even made sure beforehand that this was about flavor. There's no concern with anything that has X targets, as it's a static effect, so the spell already has a 3 for the number of targets when it hits the stack. And I don't see how there's any problem with executing the sentence "Academy Elite enters the battlefield with 3 +1/+1 counters on it, where 3 is the number of instant and sorcery cards in all graveyards." The second part has no effect, why would it have? It may sound weird, but it IS functional. If you feel like it, come over to the discussion thread I linked for my card and explain your concerns. Anyways, no mechanic, no top 3 - no problem with that. Reading is important!
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