This month we shall wallow in the nostalgia boom of Dominaria, visiting sites, cultures and events across the plane of Magic's birth.
Challenge
Design a land card that represents a location on Dominaria that has not been represented by name on a land card in the past. Also, this land card must have or refer to an existing mechanic.
Top 8
netn10
Cardz5000
mirrodin71
soramaro
IcariiFA
Subject16
Hemlock
void_nothing
PLEASE NOTE: This month will continue the use of the "Mandatory Top 3 Rule." For this month, you must submit a Top 3 during a round's critique period in order to receive any points for the round. Submitting critiques as well will be worth 2 bonus points in the round.
Your submissions are due Monday, April 16th, 23:59 PST.
Your judgments are due Thursday, April 19th, 23:59 PST.
Schedule
• Top 8 — Open to top 8 finishers (April 12th-16th)
• Top 8 Critiques (Due April 19th)
• Top 4 — Open to top 4 finishers from last round (April 20th-23rd)
• Top 4 Critiques (Due April 25th)
• Final (End of month, winner determined by public poll)
Frozen Reach Expedition(W/U)
Enchantment — Saga {R} (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Tap target creature you control. If you didn’t tap a creature this way, remove a lore counter from Frozen Reach Expedition
III — Exile Frozen Reach Expedition, then return it to the battlefield transformed under its owner’s control.
//// Rimethrone, the Southmost
Legendary Land {R} (Transforms from Frozen Reach Expedition.) T: Add WW, WU or UU.
As long as Rimethrone, the Southmost is untapped, spell cost 2 more to cast.
Halcyon, Thran Capital
Legendary Land (R) T: Add C Metalcraft — 3, T: Create an artifact token named Powerstone with “T: Add one mana of any color”. Activate this ability only if you control three or more artifacts.
Art by
ATTACHMENTS
Halcyon Thran Capital
Private Mod Note
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Rollback Post to RevisionRollBack
"Over time, all trips end up in the same place, at home."
Otarian Rifts
Land (R) T: Add C. T: Add one mana of any color. Spend this mana only to cast spells with vanishing or suspend, and that card enters the battlefield or is exiled with 3 time counters instead.
Vestiges of Montford
Land (R)
Vestiges of Montford enters the battlefield tapped. T: Add G. G, T, tap two untapped creatures you control: Proliferate. Activate this ability only any time you could cast a sorcery. In the ruins of Icatia, the spores of the thallids took hold.
Tefemburu, Prospering Port
Legendary Land (R) T: Add C.
Creature spells you cast have kicker GU.
Whenever a creature enters the battlefield under your control, put a +1/+1 counter on that creature for each G it was kicked with and draw a card for each U it was kicked with, then discard that many cards. Jamuraa's strongest nutrients are the riches of Tefemburu.
Cardz5000 - A transforming hybrid Saga pseudo-quest is pulling in a lot of different directions, most of which don't feel like Dominaria. The transform condition here also seems way too easy to do for what you get - two mana per tap alone would be a strong "mana rock" (it doesn't cost you a land drop after all) but the pseudo-[card]Grand Arbiter Augustin IV[/mana] ability suite is way oppressive. Pretty innovative ideas here though, and I like the idea of seeing the southern polar regions.
mirrodin71 - Sublime. Metalcraft is great for the Thran and the flavor here is perfect, and it's a great way for artifact decks to ramp. I could see this used in Tron.
IcariiFA - Very interesting design space; the special mana here has somewhat narrow usage but it makes up for it with setting the time counters to exactly three. I like that with things like Greater Gargadon and Heroes Remembered.
soramaro - Pretty flavorful combo card, but nothing jumps out at me here. I do like proliferate but this card just isn't that interesting to me. Very solid design though.
Hemlock - This seems dangerously broken, with the fetchability putting it over the edge. Flavor and style are off the charts though. I'd be actually happy to see the exact kind of shenanigans resulting from this card.
Cardz5000: So its stards as a downside land that turns into mana acceleration in white blue? Eh. I like the flavor idea, but it'd be more fun as a positive enchantment that turned into a land that doesn't accelerate. Untapped ability is also unfun.
mirrodin71: Solid entry with good allusions to flavor and seems well balanced. Good job.
soramaro: Proliferate lands seems very powerful. Making it green makes sense falvorwise for thalids, but it feels more blue. Nothing crazily creative.
Hemlock: Certainly OP, strictly better than forest card as a one of. Nothing crazily interesting.
void_nothing: The ability is very interesting, but it doesn't seem like it should be on a land. Extremely powerful. Should be an enchantment.
Oops yes please proceed with critiques of everyone else.
Let me give you another day since I wasn't on top of this.
Two people didn't submit so you should be looking at 5 cards from the list below.
Halcyon, Thran Capital
Legendary Land (R) T: Add C Metalcraft — 3, T: Create an artifact token named Powerstone with “T: Add one mana of any color”. Activate this ability only if you control three or more artifacts.
Metalcraft works really well for the Thran, my only problem with this is they historically powerstones have only even been shown to make colorless mana, so there is a bit of a flavor disconnect.
Otarian Rifts
Land (R) T: Add C. T: Add one mana of any color. Spend this mana only to cast spells with vanishing or suspend, and that card enters the battlefield or is exiled with 3 time counters instead.
I love the flavor on this, the time counter interaction is interesting, but for vanish, most of the time it has no effect.
Vestiges of Montford
Land (R)
Vestiges of Montford enters the battlefield tapped. T: Add G. G, T, tap two untapped creatures you control: Proliferate. Activate this ability only any time you could cast a sorcery. In the ruins of Icatia, the spores of the thallids took hold.
I feel like this should populate rather than proliferate.
Tefemburu, Prospering Port
Legendary Land (R) T: Add C.
Creature spells you cast have kicker GU.
Whenever a creature enters the battlefield under your control, put a +1/+1 counter on that creature for each G it was kicked with and draw a card for each U it was kicked with, then discard that many cards. Jamuraa's strongest nutrients are the riches of Tefemburu.
I think this would be worded "...for each G spent to kick it..." but overall a really cool effect.
Argoth
Legendary Land - Forest
: Add
: Green spells you cast this turn have convoke. Argoth is every leaf, every bird, every insect, every beast...
This shouldn't have the forest type (but seeing as it does, the first ability should be reminder text) the second ability makes most elf/saproling decks insane.
Frozen Reach Expedition(W/U)
Enchantment — Saga {R} (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Tap target creature you control. If you didn’t tap a creature this way, remove a lore counter from Frozen Reach Expedition
III — Exile Frozen Reach Expedition, then return it to the battlefield transformed under its owner’s control.
//// Rimethrone, the Southmost
Legendary Land {R} (Transforms from Frozen Reach Expedition.) T: Add WW, WU or UU.
As long as Rimethrone, the Southmost is untapped, spell cost 2 more to cast.
Intresting but a bit complicated and too oppressive once it turned into a land. I like how the saga idea combines with the "work to get it" transform lands approach and I think it's an interesting idea to explore.
Halcyon, Thran Capital
Legendary Land (R) T: Add C Metalcraft — 3, T: Create an artifact token named Powerstone with “T: Add one mana of any color”. Activate this ability only if you control three or more artifacts.
Art by
I like how it really helps metalcraft go and go, I feel that kind of permanent ramp for any color is kept in check within boros, but I'm not so comfortable seeing it outside of it.
Otarian Rifts
Land (R) T: Add C. T: Add one mana of any color. Spend this mana only to cast spells with vanishing or suspend, and that card enters the battlefield or is exiled with 3 time counters instead.
Well, while checking which suspend cards could this work nicely I ended up toying with building a boros suspend deck. Nice idea and great suypport for suspend. Vanishing might have be left out as well and still be good.
Vestiges of Montford
Land (R)
Vestiges of Montford enters the battlefield tapped. T: Add G. G, T, tap two untapped creatures you control: Proliferate. Activate this ability only any time you could cast a sorcery. In the ruins of Icatia, the spores of the thallids took hold.
If they were populating I could completely see reproduction doings its thing. This is meant to work with +1/+1 counters but can be good with poison and even as saga-ramp.
Tefemburu, Prospering Port
Legendary Land (R) T: Add C.
Creature spells you cast have kicker GU.
Whenever a creature enters the battlefield under your control, put a +1/+1 counter on that creature for each G it was kicked with and draw a card for each U it was kicked with, then discard that many cards. Jamuraa's strongest nutrients are the riches of Tefemburu.
I had to read this a couple of times to get it, and I think the wording sghould be worked on. I love the idea of giving extra value to kicker costs.
Welcome to the Card Creation League!
Theme
This month we shall wallow in the nostalgia boom of Dominaria, visiting sites, cultures and events across the plane of Magic's birth.
Challenge
PLEASE NOTE: This month will continue the use of the "Mandatory Top 3 Rule." For this month, you must submit a Top 3 during a round's critique period in order to receive any points for the round. Submitting critiques as well will be worth 2 bonus points in the round.
Your judgments are due Thursday, April 19th, 23:59 PST.
Schedule
• Top 8 — Open to top 8 finishers (April 12th-16th)
• Top 8 Critiques (Due April 19th)
• Top 4 — Open to top 4 finishers from last round (April 20th-23rd)
• Top 4 Critiques (Due April 25th)
• Final (End of month, winner determined by public poll)
Frozen Reach Expedition (W/U)
Enchantment — Saga {R}
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Tap target creature you control. If you didn’t tap a creature this way, remove a lore counter from Frozen Reach Expedition
III — Exile Frozen Reach Expedition, then return it to the battlefield transformed under its owner’s control.
////
Rimethrone, the Southmost
Legendary Land {R}
(Transforms from Frozen Reach Expedition.)
T: Add WW, WU or UU.
As long as Rimethrone, the Southmost is untapped, spell cost 2 more to cast.
Halcyon, Thran Capital
Legendary Land (R)
T: Add C
Metalcraft — 3, T: Create an artifact token named Powerstone with “T: Add one mana of any color”. Activate this ability only if you control three or more artifacts.
Art by
Land (R)
T: Add C.
T: Add one mana of any color. Spend this mana only to cast spells with vanishing or suspend, and that card enters the battlefield or is exiled with 3 time counters instead.
Land (R)
Vestiges of Montford enters the battlefield tapped.
T: Add G.
G, T, tap two untapped creatures you control: Proliferate. Activate this ability only any time you could cast a sorcery.
In the ruins of Icatia, the spores of the thallids took hold.
Legendary Land (R)
T: Add C.
Creature spells you cast have kicker GU.
Whenever a creature enters the battlefield under your control, put a +1/+1 counter on that creature for each G it was kicked with and draw a card for each U it was kicked with, then discard that many cards.
Jamuraa's strongest nutrients are the riches of Tefemburu.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Legendary Land - Forest
: Add
: Green spells you cast this turn have convoke.
Argoth is every leaf, every bird, every insect, every beast...
mirrodin71 - Sublime. Metalcraft is great for the Thran and the flavor here is perfect, and it's a great way for artifact decks to ramp. I could see this used in Tron.
IcariiFA - Very interesting design space; the special mana here has somewhat narrow usage but it makes up for it with setting the time counters to exactly three. I like that with things like Greater Gargadon and Heroes Remembered.
soramaro - Pretty flavorful combo card, but nothing jumps out at me here. I do like proliferate but this card just isn't that interesting to me. Very solid design though.
Hemlock - This seems dangerously broken, with the fetchability putting it over the edge. Flavor and style are off the charts though. I'd be actually happy to see the exact kind of shenanigans resulting from this card.
2. IcariiFA
3. Hemlock
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
mirrodin71: Solid entry with good allusions to flavor and seems well balanced. Good job.
soramaro: Proliferate lands seems very powerful. Making it green makes sense falvorwise for thalids, but it feels more blue. Nothing crazily creative.
Hemlock: Certainly OP, strictly better than forest card as a one of. Nothing crazily interesting.
void_nothing: The ability is very interesting, but it doesn't seem like it should be on a land. Extremely powerful. Should be an enchantment.
2nd: soramaro
3rd: void_nothing
Let me give you another day since I wasn't on top of this.
Two people didn't submit so you should be looking at 5 cards from the list below.
Cardz5000
mirrodin71
soramaro
IcariiFA
Hemlock
void_nothing
1.- IcariiFA
2.- Hemlock
3.- Cardz5000
Coming soon
Metalcraft works really well for the Thran, my only problem with this is they historically powerstones have only even been shown to make colorless mana, so there is a bit of a flavor disconnect.
2) void_nothing
3) IcariiFA
Intresting but a bit complicated and too oppressive once it turned into a land. I like how the saga idea combines with the "work to get it" transform lands approach and I think it's an interesting idea to explore.
I like how it really helps metalcraft go and go, I feel that kind of permanent ramp for any color is kept in check within boros, but I'm not so comfortable seeing it outside of it.
Well, while checking which suspend cards could this work nicely I ended up toying with building a boros suspend deck. Nice idea and great suypport for suspend. Vanishing might have be left out as well and still be good.
If they were populating I could completely see reproduction doings its thing. This is meant to work with +1/+1 counters but can be good with poison and even as saga-ramp.
I had to read this a couple of times to get it, and I think the wording sghould be worked on. I love the idea of giving extra value to kicker costs.
1- IcariFa
2- mirrodin71
3 - void-nothing