Prepare for an informal and collegial card-making journey on the high seas with me, your captain aboard the good ship Italian Lunchtime, a Flamingo-class interplanar catamaran. This contest will see you pick restrictions every round which will stick with you the entire time. Once you have a card restriction in your kit, you can't get rid of it for this entire trip, so choose wisely. What restrictions you may pick might possibly depend on what happened in previous rounds, and some restrictions may earn you bonus points for successfully using them. However, you won't be required to use every restriction in your kit every round.
Each round you'll design cards according to the challenge and the restrictions placed upon you. Afterwards you'll be assigned to judge another contestant at random, and I will also score everyone, out of a possible score of 10 points per round. Round scores will be the average of my score and your peer score, and if you fairly judge the card(s) given to you with a few constructive comments, you'll get 2 bonus points that round.
Nobody gets eliminated - we're not in the business of keelhauling here, although if you lollygag and don't submit before a deadline you lose the chance to score in that round!
Always remember to track your restrictions from round to round. Copy and paste the ones you take into a spoiler now and add to it in later rounds.
The contest ends when we reach our destination. Along the way we'll learn to laugh, cry, love, and maybe earn some special surprises.
Sound good? Here goes!
Italian Lunchtime Crew Manifest
Captain
void_nothing
Sea Dogs
Gerrard's Mom (74.25) - First Mate
Cardz5000 (73) - Summer Nights Award
IcariiFA (65.5) - Surprisingly Deep Flavor Space Award
Hemlock (62.25) - Scrappy, Gritty Tenacity
Mergatroid_Jones (62.25) - Void's Pet
picnic_bomber (57.25)
Antiantiserum (56.5) - Curse of Vorthos
Legend (24) - Jiggernuts Memorial Consolation Prize
willows (8.25)
After clearing those recent doldrums, we appear to be in the clear - but disaster has struck, as two perils loom, one over the port side and the other over starboard! We should be able to navigate between them, however - but just BARELY!
Round challenge: Fulfill five of your restrictions (as of round 6) with EXACTLY TWO cards. The cards must loosely represent the two dangers we're passing in between.
Mergatroid_Jones receives Void's Pet for his uncanny ability to design right up my alley. Antiantiserum receives Curse of Vorthos for lore-based singlemindedness.
Your deadline is 23:59 Eastern, Thursday, August 16th! GLHF!
♦Tribute to Godot: None of your cards this round can be red.
•Devoid the Noid: A colorless nonartifact card.
⸎Aren't Supplements Great: A card specifically for Planechase, Archenemy, or 2HG. 🜲Is Runnin Wild: A card with the same name as the finishing move of a currently active professional wrestler.
℧Chaos Theory: A card that causes two or more players to flip coins.
Bonus:
🀨Pretty Tech in Hobo Magic: None of your cards have mana costs.
㍰Eight Days a Week: A card that can grant extra turns at lower than rare.
‽Counterburn is a Man's Deck: None of your cards are creatures and all of them deal damage, counter spells, and/or destroy permanents.
🜓Verbosity is the Best Policy, Verily: None of your cards has a name less than three words long.
℞Day Long Trip to Target: All of your card give a positive effect to an opponent.
Void of Expiry
Phenomenon {C}
When you encounter Void of Expiry, until a player planeswalks away from a plane, whenever a player rolls blank on the planar die that player destroys a creature. (Then planeswalk away from this phenomenon.)
Trail of Aeonian Flames Phenomenon {C}
When you encounter Trail of Aeonian Flames, starting with you, each player may choose to have Trail of Aeonian Flames deal 1 damage to them or to abstain. The damage can’t be prevented. Repeat this process until all but one player has chosen to abstain. The player that didn’t choose to abstain takes an extra turn after this one. (Then planeswalk away from this phenomenon.)
ℵGelt: A card with converted mana cost exactly 1.
➽Probably Chaff: A black card that targets but doesn't destroy or reduce the power and toughness of creatures.
♠Forbidden Dance: A card that references or is based on another card that was at one point banned in Standard.
ℨClass Specialization Rogue: A Rogue creature card using no non-evergreen keywords.
🄰In the Beginning: A card that references/homages a card that was in Alpha but not in Revised.
⁇Check 'Em: A creature with printed power and toughness each equal to the post number (within the thread) your entry is in.
⨶Forum Explorer Club: The next prompt in a CCCG game at the time you make the card. BONUS
𝍆Feroz is Serious About His Ban: All of your cards have a flavorful connection to Ulgrotha.
🜓Verbosity is the Best Policy, Verily: None of your cards has a name less than three words long.
℞Day Long Trip to Target: All of your card give a positive effect to an opponent.
Forum Explorer as above, 1 mana, black targets but doesn't kill
Wraiths of the AncientsB
Creature - Spirit (R)
Haunt (When this creature dies, exile it haunting target creature.)
Whenever a source deals damage to Wraiths of the Ancients or the creature it haunts, that source's controller may put a creature card from their hand onto the battlefield. Otherwordly spirits lurk in the Dead Zone, whispering promises of summoners' secrets.
3/1
Floating Isle InfiltratorGU
Creature - Human Rogue (U)
Floating Isle Infiltrator can't be blocked except by Walls.
Whenever Floating Isle Infiltrator deals damage to a player, that player may draw a card or gain 2 life. Kerselin tolerates Reveka's spies in exchange for information and occasional aid.
3/3
Scary spirits to the left, sneaky spies to the right
Git Gud Skrub: A card you would have loved when you opened your very first booster pack. In the Beginning: A card that references/homages a card that was in Alpha but not in Revised. Beep Beep Boop: An Assembly-Worker. High Holy Day: A card with converted mana cost exactly 7. Forum Explorer Club: The next prompt in a CCCG game at the time you make the card.
Forbidden Dance: A card that references or is based on another card that was at one point banned in Standard. (Balance) Predictabo: A card using a futureshifted mechanic that was not printed in a set other than Future Sight. AP Credit for Alchemy: All your cards are rare artifacts. No Time to Read: None of your cards has more than fifteen words of rules text. (Bonus!) Stax Is a Man's Deck: All of your cards are colorless and cause players to sacrifice permanents and/or discard cards. (Bonus!)
Sheoldred's Tower2
Artifact- Fortification (R)
Fortify 2(2: Attach to target land you control. Fortify only as a sorcery.
Sacrifice a land and pay 2 life: Untap fortified land.
Norn's Tabernacle3
Artifact (R)
At the beginning of your upkeep, cull creatures. (Each player who controls more creatures than any other player sacrifices a creature.)
When you control no creatures, sacrifice Norn's Tabernacle.
Grizzled Young Grinder: A card that would be approximately a third pick in Draft.
The Heck Are We: A legendary land.
I Briefly Thought Wall of Roots Was in Core 19: A powerful uncommon green wall.
Ghost Chups II: A card that is legendary and common or uncommon.
Tribute to Godot: None of your cards is red.
Bonus:
Feroz was serious about his ban: All your cards have flavor connection to Ulgrotha.
No time to read:
None of your cards has more than fifteen words of rules text.
Aeternitatis: All of your cards are legendary.
Verbosity is the Best Policy, Verily: None of your cards has a name less than three words long.
A Perfect Circle The last word of the rules text of each of your cards is the first word of the rules text of the next one, and the last word of the rules text of your last card is the first word of the first one.
All use:
Aeternitatis (bonus)
Feroz is serious about his ban (bonus)
Verbosity is the best policy, Verily (bonus)
Tribute to Godot (common)
+ I Briefly thought Wall of Roots was in Core 19.
Dark Hedge of the Barony 1BG
Legendary Creature - Plant Wall (r)
Defender
You may have creatures blocked by Dark Hedge of the Barony deal combat damage to you as thought they weren't blocked.
Whenever a creature dealt damage by Dark Hedge of the Barony this turn dies, add BG.
7/3
+ The Heck we are
The Dead Zone
Legendary Land (m) t: Add C.
Whenever a nonbasic land enters the battlefield under an opponent's control, you may exchange control of that land and The Dead Zone if you own The Dead Zone and that opponent doesn't control a land named The Dead Zone.
Main Challenge: Design a Planeswalker with a non-loyalty ability. This ability cannot be "CARDNAME can be your commander"
Subchallenge 1: The card does not transform.
Subchallenge 2: The non-loyalty ability is an activated ability.
• Bonus No Time to Read: None of your cards has more than fifteen words of rules text. • log: A Treefolk or nonbasic Forest. • Forbidden Dance: A card that references or is based on another card that was at one point banned in Standard. • In the Beginning: A card that references/homages a card that was in Alpha but not in Revised. • Bonus Aeternitatis: All of your cards are legendary. • Chaos Theory: A card that causes two or more players to flip coins. • Bonus Counterburn is a Man's Deck: None of your cards are creatures and all of them deal damage, counter spells, and/or destroy permanents. • Bonus This Is the Best Kind of Design: All of your cards are narrow hosers.
Colfenor's WrathXBG Legendary Tribal Instant — Treefolk {R} (You may cast a legendary instant only if you control a legendary creature or planeswalker.)
Choose X numbers. Destroy each nonland card that isn't a Treefolk with converted mana cost equal to a number chosen this way.
Karsten, the Rimewind1UR Legendary Planeswalker — Karsten {M}
Permanents with ice counters on them don't untap during their controller's untap step.
|+2|: Put an ice counter on target permanent without an ice counter on it and untap it.
|-1|: Put an ice counter on target permanet without an ice counter on it and tap it.
Remove X ice counters from among permanents: Karsten, the Rimewind deals X damage to target player or planeswalker.
{3}
Wraiths of the Ancient: I'm not sure you meant it to be posibly used to cheat creatures into play, but I will critique it as it is. This and gutshot can net a neat profit, but I don't think we need more ways to cheat creatures into play early in black. What makes it a bit more dangeroud is that the effect can be kept on another creature, even an opponent's one. I think here is where you got a bit hindered by your own restrictions. The haunt ability is an unnecesary plus on top of the powerful effect this can have (Edited from before: Indeed, the death trigger with the damage trigger on the stack will prevent it from haunting what enters the battlefield!). Without it, it can be an interesting case of drawback that can be exploited. There's also a mechanical discomfort in bringing things from hand. This Hunted Wumpus effect does not feel at home in black: Getting stuff from the graveyard is what black does. I do understand that a reanimation clause would work worse as a drawback for a 3/1 one drop, but again, I feel the restrictions effect here: Such effect on a 7/2 for three or something like that could have worked better. But in the end, the nature of the restrictions used in this card ended up being a bit too difficult to put together. 4/10
Floating island infiltrator: Again, this feels that it doesn't quite reflect the desired design. A 3/3 with an important evasion ability and the posibility of netting cards or life for two at uncommon rarity makes it look like you somehow missed a mana symbol. Again, I'm to critique it as it is. This is nice, but wrongly costed. The buff green body and the blue thieving magpie vibe together fit nice in simic. 4/10
4/10 for this round. Both are interesting but neither of them is printable the way they are.
You're certainly right that the card is probably broken, but I don't think it can haunt something it brings into play.
Gut Shot resolve > damage trigger goes on stack > SBE checked and it dies > haunt ability goes on stack with the damage trigger not having resolved yet
The spirit (get it :P) of the card is that usually an opponent will damage it first and get something, then you can get something off their creature. I thought leaving it open would be interesting but the good fix there would have just been to have it trigger on combat damage.
Antiantiserum
I don't think either of your cards fit the criteria for being "narrow hosers" - to me that means that they discourage a particular narrow strategy, but both of your cards have the ability to deal with a wide range of permanents. Solemnity, Leeches, Brutal Suppression and so forth come to mind as things that fit the prompt.
Legendary Tribal Instant - Treefolk is about the most ridiculous type line you can come up with though, I'll give you that. "Choose X numbers" is a fantastic line and this is a great Pernicious Deed variant with some bonus flavor. Great example of restrictions breed creativity, other than the point mentioned above.
Naming a math-intensive planeswalker after Frank Karsten is cool and deserves a restriction of its own. I'm pretty sure this guy is overboard on power level though - it's two Stone Rains and then two every three turns thereafter if you want. Probably wanted to go nonland there, and it's still a lot better than Time of Ice, which was strong. At the same time, the plus ability is really weird and awkward - in combination with the last ability it's basically just untap and do 1 damage to something in an obscure way. Nice effort in getting the activated ability subchallenge but I think it could have been a lot cleaner and cooler without that line (and thus I guess without red) as a guy focused on spreading out the ice.
One hit and one miss for me, but considering the first point I'm settling at 6/10.
Log: A Treefolk or nonbasic Forest. Illuminati Confirmed: At least two of your cards have morph or megamorph. Check 'Em: A creature with printed power and toughness each equal to the post number (within the thread) your entry is in. BonusMegiddo's Kingdom: Create the maximum number of cards and all of them must be multicolored. BonusEight Days a Week: A card that can grant extra turns at lower than rare.
Tribute to Godot: None of your cards this round can be red. Axion Estin: A multicolor Angel creature. Probably Chaff: A black card that targets but doesn't destroy or reduce the power and toughness of creatures. BonusPretty Tech in Hobo Magic: None of your cards have mana costs. BonusUlamog's Thumbs Up: A Kraken, a Leviathan, an Octopus, AND a Serpent.
Sorry for the delay.
Yolrex, the Hex Cortex2GGB
Legendary Creature - Treefolk (M)
Reach, deathtouch
Whenever Yolrex would die, return it onto the battlefield under your control face down. T, Put a -1/-1 counter on Yolrex: Yolrex deals 1 damage to any target.
Megamorph 4GGB
5/5
Melusine of the SilkshoresUG
Creature - Siren (U)
Defender
As long as Melusine of the Silkshores has one or more +1/+1 counters on it, it can attack as if it didn't have defender.
Whenever Melusine of the Silkshores deals combat damage to a player, you may sacrifice it. If you do, take an extra turn after this one. Skip the untap step of that turn.
Megamorph 4UG
0/1
Yolrex, the Hex Cortex: Nice use of rhyme. I really like that you managed to have the "when this would die, return it to the battlefield" text without it being infinitely sacrificeable. This does break a design rule of MTG, which is that +1/+1 counters and -1/-1 counters aren't supposed to share space in a set, and certainly not on a single card. Honestly, I'm not sure megamorph is needed here. Morph would suffice, and the interaction with the activated ability is not necessary, and not particularly elegant. The card is definitely powerful, with deathtouch on a pinging ability, and the ability to come back just as big after shrinking. It's got a The Scorpion God/ The Locust God kind of feel, and at mythic I think it would be printable, and playable (it wouldn't be a standard all-star, but it would come up). Megamporph in a -1/-1 counters set would be the only real obstacle. 7/10
Melusine of the Silkshores: You made me look up a folklore word there, so that's a plus already. This is a better use of megamorph over morph, and may be the most convincing use of the "Eight Days a Week" restriction I've seen on a normal card in this game, so that's a plus. It's still a little awkward to see an extra turn at uncommon, but Savor the Moment is not a bad way to get there. The card itself is very cool, but a bit too wacky for its own good. It feels very much in the vein of old-school morph commandos like Raven Guild Master and Riptide Entrancer. The problem with those cards as with this is mostly that there is really no reason to cast them face-up. A 0/1 defender for UG is so far below rate that it makes the whole card unappealing, and if you are forced to do it, you're only ever going to get the 0/1 side. (A set with rampant +1/+1 counter shenanigans, self bounce, or morph-matters cards could fix that problem at a meta level.) It costs 4UG to morph it up, so it's no small cost, and the result is a weird Time Walk that you might not be able to get value from. This is a card that everyone is going to want to love, but will usually fail to hold its weight. It's a classic noob trap to go all in on getting this extra turn that you have no way of abusing. Nevertheless, the card borderline printable (if you can get the extra turn through the red tape,) and would certainly be a fun thing to try. 7/10
Sailing between a siren and a terrifying tree monster is a satisfactory answer to the challenge, and the restrictions are definitely held (as is Tribute to Godot, classily left unmentioned). Each of these has a hurdle to cross before feeling printable (for Yolrex, megamorph just needs to be changed to morph. For the Melusine, it's more about stretching uncommon to allow this jank, as nobody needs this to be rare). Final: 7/10.
Dark Hedge of the Barony plays really interesting for a wall. I feel like the mana could have gotten a "Until your next end step, you don't lose this mana as steps and phases end." type ability to make it a bit more flexible. It doesn't meet the I Briefly thought Wall of Roots was in Core 19 restriction as it isn't an uncommon, but you used an additional restriction anyways, so no reduction for that. 8/10
The Dead Zone is an interesting take on land 'destruction'. I like that it's self limiting but feels a bit wordy in its implementation (not that I think it can be reduced down much). my other qualm is that it doesn't feel very evocative of Ulgrotha's Dead Zone (The name definitely fits for a flavor neutral card) 7/10
Git Gud Skrub: A card you would have loved when you opened your very first booster pack. In the Beginning: A card that references/homages a card that was in Alpha but not in Revised. Beep Beep Boop: An Assembly-Worker. High Holy Day: A card with converted mana cost exactly 7. Forum Explorer Club: The next prompt in a CCCG game at the time you make the card.
Forbidden Dance: A card that references or is based on another card that was at one point banned in Standard. (Balance) Predictabo: A card using a futureshifted mechanic that was not printed in a set other than Future Sight. AP Credit for Alchemy: All your cards are rare artifacts. No Time to Read: None of your cards has more than fifteen words of rules text. (Bonus!) Stax Is a Man's Deck: All of your cards are colorless and cause players to sacrifice permanents and/or discard cards. (Bonus!)
Sheoldred's Tower2
Artifact- Fortification (R)
Fortify 2(2: Attach to target land you control. Fortify only as a sorcery.
Sacrifice a land and pay 2 life: Untap fortified land.
Norn's Tabernacle3
Artifact (R)
At the beginning of your upkeep, cull creatures. (Each player who controls more creatures than any other player sacrifices a creature.)
When you control no creatures, sacrifice Norn's Tabernacle.
This looks like a good selection of restrictions, all brought together in two neat cards.
The tower adds a powerful effect to the fortified land. Untapping mana sources that produce more than one mana to use them again is pretty powerful and easily abusable. Also there are certainy utility lands that would look nice with a tower on them. Lands naturally tend to be a scarce resource, usually you have to think very carefully about sacrificing one. But then again, if you're able to generate tons of mana in one turn and winning somehow from there, keeping remainin lands is also not useful. This card is probably broken or easy to break in this form. Not that this is necessarily a bad thing, though. Overall a cool new fortification with nice flavor.
The tabernacle brings a new keyword to the table. Culling is a nice idea for a tweaked version of the iconic balance effect. If there's a lot of design space there I'm sceptical about. Causing players to sacrifice repeatedly might lead to game play that's not very funny for your opponents. Not that a little oppression is bad. I imagine one time sacrifice effects to be generally more accepted. Also, for permament cards that enable culling, it seems like they'd need the additional line of "when you control no card type . . ." anyways. So, we know that smallpox truly isn't a symmetrical effect if you build your deck around it. A whole ability seems problematic on first glance.
I'll give you 8 points out of 10.
edit: Funny. After I clicked on the post button for this one it sent me to the error page again. Now I see it was still posted.
Again, I'm unable to edit. I'm not sure what's happening with tje siye, but I've been having trouble accesing and get a weird screen when posting a message. I'm sure everyone is far more aware than I am if anything's happening.
That aaid, I was talking about Floating Isle infiltrator: As I said, there are lots of atuff that can be kept in mind when lookind at it. In one hand, there's a host of bigger-than-supposed creatures with drawbacks and I think this takes an interesting approach: Having the drawback be activated when it connects means it only "punishes" when you're doing what you need to do, wity it because people play this kind of creature to hit face, and this does it very reliably. The big, big problem here is the option of gaining 2 life, which is exactl what you don't want to find happening. This is when I feel this as a 1/3 not-completely-unblockbale guy for 2 colors and it gets underwhelming and kind of kills the whole sense of big creature with drawback. I wouldn't play this. I kind of like, in somw kind of twisted way, how it plays with your opponent's greed for cards,though. So it's 5/10
Thanks Hemlock! Yeah as far as I have seen the screen full of code after posting means that it actually went through.
I only just now realized that the Floating Isle Infiltrator is quite close to Jhessian Infiltrator as well, coincidentally.
My critiques and the final round should come tomorrow; doing round threads for ANY contest was torture with the forum software on low-functionality, but now that it's almost all restored all is well again.
Prepare for an informal and collegial card-making journey on the high seas with me, your captain aboard the good ship Italian Lunchtime, a Flamingo-class interplanar catamaran. This contest will see you pick restrictions every round which will stick with you the entire time. Once you have a card restriction in your kit, you can't get rid of it for this entire trip, so choose wisely. What restrictions you may pick might possibly depend on what happened in previous rounds, and some restrictions may earn you bonus points for successfully using them. However, you won't be required to use every restriction in your kit every round.
Each round you'll design cards according to the challenge and the restrictions placed upon you. Afterwards you'll be assigned to judge another contestant at random, and I will also score everyone, out of a possible score of 10 points per round. Round scores will be the average of my score and your peer score, and if you fairly judge the card(s) given to you with a few constructive comments, you'll get 2 bonus points that round.
Nobody gets eliminated - we're not in the business of keelhauling here, although if you lollygag and don't submit before a deadline you lose the chance to score in that round!
Always remember to track your restrictions from round to round. Copy and paste the ones you take into a spoiler now and add to it in later rounds.
The contest ends when we reach our destination. Along the way we'll learn to laugh, cry, love, and maybe earn some special surprises.
Sound good? Here goes!
Italian Lunchtime Crew Manifest
Captain
void_nothing
Sea Dogs
Gerrard's Mom (74.25) - First Mate
Cardz5000 (73) - Summer Nights Award
IcariiFA (65.5) - Surprisingly Deep Flavor Space Award
Hemlock (62.25) - Scrappy, Gritty Tenacity
Mergatroid_Jones (62.25) - Void's Pet
picnic_bomber (57.25)
Antiantiserum (56.5) - Curse of Vorthos
Legend (24) - Jiggernuts Memorial Consolation Prize
willows (8.25)
After clearing those recent doldrums, we appear to be in the clear - but disaster has struck, as two perils loom, one over the port side and the other over starboard! We should be able to navigate between them, however - but just BARELY!
Round challenge: Fulfill five of your restrictions (as of round 6) with EXACTLY TWO cards. The cards must loosely represent the two dangers we're passing in between.
Mergatroid_Jones receives Void's Pet for his uncanny ability to design right up my alley. Antiantiserum receives Curse of Vorthos for lore-based singlemindedness.
Your deadline is 23:59 Eastern, Thursday, August 16th! GLHF!
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
♦Tribute to Godot: None of your cards this round can be red.
•Devoid the Noid: A colorless nonartifact card.
⸎Aren't Supplements Great: A card specifically for Planechase, Archenemy, or 2HG.
🜲Is Runnin Wild: A card with the same name as the finishing move of a currently active professional wrestler.℧Chaos Theory: A card that causes two or more players to flip coins.
Bonus:
🀨Pretty Tech in Hobo Magic: None of your cards have mana costs.
㍰Eight Days a Week: A card that can grant extra turns at lower than rare.
‽Counterburn is a Man's Deck: None of your cards are creatures and all of them deal damage, counter spells, and/or destroy permanents.
🜓Verbosity is the Best Policy, Verily: None of your cards has a name less than three words long.
℞Day Long Trip to Target: All of your card give a positive effect to an opponent.
Void of Expiry
Phenomenon {C}
When you encounter Void of Expiry, until a player planeswalks away from a plane, whenever a player rolls blank on the planar die that player destroys a creature. (Then planeswalk away from this phenomenon.)
Trail of Aeonian Flames
Phenomenon {C}
When you encounter Trail of Aeonian Flames, starting with you, each player may choose to have Trail of Aeonian Flames deal 1 damage to them or to abstain. The damage can’t be prevented. Repeat this process until all but one player has chosen to abstain. The player that didn’t choose to abstain takes an extra turn after this one. (Then planeswalk away from this phenomenon.)
➽Probably Chaff: A black card that targets but doesn't destroy or reduce the power and toughness of creatures.
♠Forbidden Dance: A card that references or is based on another card that was at one point banned in Standard.
ℨClass Specialization Rogue: A Rogue creature card using no non-evergreen keywords.
🄰In the Beginning: A card that references/homages a card that was in Alpha but not in Revised.
⁇Check 'Em: A creature with printed power and toughness each equal to the post number (within the thread) your entry is in.
⨶Forum Explorer Club: The next prompt in a CCCG game at the time you make the card.
BONUS
𝍆Feroz is Serious About His Ban: All of your cards have a flavorful connection to Ulgrotha.
🜓Verbosity is the Best Policy, Verily: None of your cards has a name less than three words long.
℞Day Long Trip to Target: All of your card give a positive effect to an opponent.
Forum Explorer as above, 1 mana, black targets but doesn't kill
Wraiths of the Ancients B
Creature - Spirit (R)
Haunt (When this creature dies, exile it haunting target creature.)
Whenever a source deals damage to Wraiths of the Ancients or the creature it haunts, that source's controller may put a creature card from their hand onto the battlefield.
Otherwordly spirits lurk in the Dead Zone, whispering promises of summoners' secrets.
3/1
Invisibility dropped at Revised + banned Rogue Refiner + Rogue + 3/3 for post 3
Floating Isle Infiltrator GU
Creature - Human Rogue (U)
Floating Isle Infiltrator can't be blocked except by Walls.
Whenever Floating Isle Infiltrator deals damage to a player, that player may draw a card or gain 2 life.
Kerselin tolerates Reveka's spies in exchange for information and occasional aid.
3/3
Scary spirits to the left, sneaky spies to the right
Git Gud Skrub: A card you would have loved when you opened your very first booster pack.In the Beginning: A card that references/homages a card that was in Alpha but not in Revised.
Beep Beep Boop: An Assembly-Worker.
High Holy Day: A card with converted mana cost exactly 7.
Forum Explorer Club: The next prompt in a CCCG game at the time you make the card.
Forbidden Dance: A card that references or is based on another card that was at one point banned in Standard. (Balance)
Predictabo: A card using a futureshifted mechanic that was not printed in a set other than Future Sight.
AP Credit for Alchemy: All your cards are rare artifacts.
No Time to Read: None of your cards has more than fifteen words of rules text. (Bonus!)
Stax Is a Man's Deck: All of your cards are colorless and cause players to sacrifice permanents and/or discard cards. (Bonus!)
Sheoldred's Tower 2
Artifact- Fortification (R)
Fortify 2 (2: Attach to target land you control. Fortify only as a sorcery.
Sacrifice a land and pay 2 life: Untap fortified land.
Norn's Tabernacle 3
Artifact (R)
At the beginning of your upkeep, cull creatures. (Each player who controls more creatures than any other player sacrifices a creature.)
When you control no creatures, sacrifice Norn's Tabernacle.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
The Heck Are We: A legendary land.
I Briefly Thought Wall of Roots Was in Core 19: A powerful uncommon green wall.
Ghost Chups II: A card that is legendary and common or uncommon.
Tribute to Godot: None of your cards is red.
Bonus:
Feroz was serious about his ban: All your cards have flavor connection to Ulgrotha.
No time to read:
None of your cards has more than fifteen words of rules text.
Aeternitatis: All of your cards are legendary.
Verbosity is the Best Policy, Verily: None of your cards has a name less than three words long.
A Perfect Circle The last word of the rules text of each of your cards is the first word of the rules text of the next one, and the last word of the rules text of your last card is the first word of the first one.
All use:
Aeternitatis (bonus)
Feroz is serious about his ban (bonus)
Verbosity is the best policy, Verily (bonus)
Tribute to Godot (common)
+ I Briefly thought Wall of Roots was in Core 19.
Dark Hedge of the Barony 1BG
Legendary Creature - Plant Wall (r)
Defender
You may have creatures blocked by Dark Hedge of the Barony deal combat damage to you as thought they weren't blocked.
Whenever a creature dealt damage by Dark Hedge of the Barony this turn dies, add BG.
7/3
+ The Heck we are
The Dead Zone
Legendary Land (m)
t: Add C.
Whenever a nonbasic land enters the battlefield under an opponent's control, you may exchange control of that land and The Dead Zone if you own The Dead Zone and that opponent doesn't control a land named The Dead Zone.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
• Apparently Deciduous Now: A Vehicle card.• Forum Explorer Club: The next prompt in a CCCG game at the time you make the card. This time:
• Bonus No Time to Read: None of your cards has more than fifteen words of rules text.• log: A Treefolk or nonbasic Forest.
• Forbidden Dance: A card that references or is based on another card that was at one point banned in Standard.• In the Beginning: A card that references/homages a card that was in Alpha but not in Revised.• Bonus Aeternitatis: All of your cards are legendary.
• Chaos Theory: A card that causes two or more players to flip coins.• Bonus Counterburn is a Man's Deck: None of your cards are creatures and all of them deal damage, counter spells, and/or destroy permanents.
• Bonus This Is the Best Kind of Design: All of your cards are narrow hosers.
1x Ancient Den
1x Arcbound Ravager
1x Attune with Aether
1x Balance
1x Black Vise
1x Bronze Tablet
1x Channel
1x Contract from Below
1x Darkpact
1x Darksteel Citadel
1x Demonic Attorney
1x Disciple of the Vault
1x Dream Halls
1x Earthcraft
1x Emrakul, the Promised End
1x Felidar Guardian
1x Fluctuator
1x Great Furnace
1x Ivory Tower
1x Jeweled Bird
1x Land Tax
1x Lotus Petal
1x Memory Jar
1x Mind Over Matter
1x Mind Twist
1x Rampaging Ferocidon
1x Ramunap Ruins
1x Rebirth
1x Recurring Nightmare
1x Reflector Mage
1x Rogue Refiner
1x Seat of the Synod
1x Skullclamp
1x Stoneforge Mystic
1x Tempest Efreet
1x Time Spiral
1x Timmerian Fiends
1x Tree of Tales
1x Windfall
1x Zuran Orb
Already referenced
1x Smuggler's Copter
1x Strip Mine
1x Amulet of Quoz
1x Tolarian Academy
1x Berserk
1x Black Lotus
1x Blaze of Glory
1x Camouflage
1x Chaos Orb
1x Consecrate Land
1x Copper Tablet
1x Cyclopean Tomb
1x False Orders
1x Forcefield
1x Gauntlet of Might
1x Ice Storm
1x Illusionary Mask
1x Invisibility
1x Ironclaw Orcs
1x Jade Statue
1x Lich
1x Mox Emerald
1x Mox Jet
1x Mox Ruby
1x Mox Sapphire
1x Natural Selection
1x Psionic Blast
1x Raging River
1x Sinkhole
1x Time Vault
1x Time Walk
1x Timetwister
1x Twiddle
1x Two-Headed Giant of Foriys
1x Word of Command
1x Dwarven Demolition Team
1x Icy Manipulator
Legendary Tribal Instant — Treefolk {R}
(You may cast a legendary instant only if you control a legendary creature or planeswalker.)
Choose X numbers. Destroy each nonland card that isn't a Treefolk with converted mana cost equal to a number chosen this way.
Karsten, the Rimewind 1UR
Legendary Planeswalker — Karsten {M}
Permanents with ice counters on them don't untap during their controller's untap step.
|+2|: Put an ice counter on target permanent without an ice counter on it and untap it.
|-1|: Put an ice counter on target permanet without an ice counter on it and tap it.
Remove X ice counters from among permanents: Karsten, the Rimewind deals X damage to target player or planeswalker.
{3}
Here they are, due 23:59 Eastern, Wednesday, August 22:
Cardz5000 critiques Hemlock
Gerrard's Mom critiques Antiantiserum
Mergatroid_Jones critiques picnic_bomber
picnic_bomber critiques Cardz5000
Hemlock critiques Gerrard's Mom
Antiantiserum critiques Mergatroid_Jones
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Floating island infiltrator: Again, this feels that it doesn't quite reflect the desired design. A 3/3 with an important evasion ability and the posibility of netting cards or life for two at uncommon rarity makes it look like you somehow missed a mana symbol. Again, I'm to critique it as it is. This is nice, but wrongly costed. The buff green body and the blue thieving magpie vibe together fit nice in simic. 4/10
4/10 for this round. Both are interesting but neither of them is printable the way they are.
Gut Shot resolve > damage trigger goes on stack > SBE checked and it dies > haunt ability goes on stack with the damage trigger not having resolved yet
The spirit (get it :P) of the card is that usually an opponent will damage it first and get something, then you can get something off their creature. I thought leaving it open would be interesting but the good fix there would have just been to have it trigger on combat damage.
Antiantiserum
I don't think either of your cards fit the criteria for being "narrow hosers" - to me that means that they discourage a particular narrow strategy, but both of your cards have the ability to deal with a wide range of permanents. Solemnity, Leeches, Brutal Suppression and so forth come to mind as things that fit the prompt.
Legendary Tribal Instant - Treefolk is about the most ridiculous type line you can come up with though, I'll give you that. "Choose X numbers" is a fantastic line and this is a great Pernicious Deed variant with some bonus flavor. Great example of restrictions breed creativity, other than the point mentioned above.
Naming a math-intensive planeswalker after Frank Karsten is cool and deserves a restriction of its own. I'm pretty sure this guy is overboard on power level though - it's two Stone Rains and then two every three turns thereafter if you want. Probably wanted to go nonland there, and it's still a lot better than Time of Ice, which was strong. At the same time, the plus ability is really weird and awkward - in combination with the last ability it's basically just untap and do 1 damage to something in an obscure way. Nice effort in getting the activated ability subchallenge but I think it could have been a lot cleaner and cooler without that line (and thus I guess without red) as a guy focused on spreading out the ice.
One hit and one miss for me, but considering the first point I'm settling at 6/10.
Yolrex, the Hex Cortex: Nice use of rhyme. I really like that you managed to have the "when this would die, return it to the battlefield" text without it being infinitely sacrificeable. This does break a design rule of MTG, which is that +1/+1 counters and -1/-1 counters aren't supposed to share space in a set, and certainly not on a single card. Honestly, I'm not sure megamorph is needed here. Morph would suffice, and the interaction with the activated ability is not necessary, and not particularly elegant. The card is definitely powerful, with deathtouch on a pinging ability, and the ability to come back just as big after shrinking. It's got a The Scorpion God/ The Locust God kind of feel, and at mythic I think it would be printable, and playable (it wouldn't be a standard all-star, but it would come up). Megamporph in a -1/-1 counters set would be the only real obstacle. 7/10
Melusine of the Silkshores: You made me look up a folklore word there, so that's a plus already. This is a better use of megamorph over morph, and may be the most convincing use of the "Eight Days a Week" restriction I've seen on a normal card in this game, so that's a plus. It's still a little awkward to see an extra turn at uncommon, but Savor the Moment is not a bad way to get there. The card itself is very cool, but a bit too wacky for its own good. It feels very much in the vein of old-school morph commandos like Raven Guild Master and Riptide Entrancer. The problem with those cards as with this is mostly that there is really no reason to cast them face-up. A 0/1 defender for UG is so far below rate that it makes the whole card unappealing, and if you are forced to do it, you're only ever going to get the 0/1 side. (A set with rampant +1/+1 counter shenanigans, self bounce, or morph-matters cards could fix that problem at a meta level.) It costs 4UG to morph it up, so it's no small cost, and the result is a weird Time Walk that you might not be able to get value from. This is a card that everyone is going to want to love, but will usually fail to hold its weight. It's a classic noob trap to go all in on getting this extra turn that you have no way of abusing. Nevertheless, the card borderline printable (if you can get the extra turn through the red tape,) and would certainly be a fun thing to try. 7/10
Sailing between a siren and a terrifying tree monster is a satisfactory answer to the challenge, and the restrictions are definitely held (as is Tribute to Godot, classily left unmentioned). Each of these has a hurdle to cross before feeling printable (for Yolrex, megamorph just needs to be changed to morph. For the Melusine, it's more about stretching uncommon to allow this jank, as nobody needs this to be rare). Final: 7/10.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
The Dead Zone is an interesting take on land 'destruction'. I like that it's self limiting but feels a bit wordy in its implementation (not that I think it can be reduced down much). my other qualm is that it doesn't feel very evocative of Ulgrotha's Dead Zone (The name definitely fits for a flavor neutral card) 7/10
Overall 7.5/10
Git Gud Skrub: A card you would have loved when you opened your very first booster pack.In the Beginning: A card that references/homages a card that was in Alpha but not in Revised.
Beep Beep Boop: An Assembly-Worker.
High Holy Day: A card with converted mana cost exactly 7.
Forum Explorer Club: The next prompt in a CCCG game at the time you make the card.
Forbidden Dance: A card that references or is based on another card that was at one point banned in Standard. (Balance)
Predictabo: A card using a futureshifted mechanic that was not printed in a set other than Future Sight.
AP Credit for Alchemy: All your cards are rare artifacts.
No Time to Read: None of your cards has more than fifteen words of rules text. (Bonus!)
Stax Is a Man's Deck: All of your cards are colorless and cause players to sacrifice permanents and/or discard cards. (Bonus!)
Sheoldred's Tower 2
Artifact- Fortification (R)
Fortify 2 (2: Attach to target land you control. Fortify only as a sorcery.
Sacrifice a land and pay 2 life: Untap fortified land.
Norn's Tabernacle 3
Artifact (R)
At the beginning of your upkeep, cull creatures. (Each player who controls more creatures than any other player sacrifices a creature.)
When you control no creatures, sacrifice Norn's Tabernacle.
The tower adds a powerful effect to the fortified land. Untapping mana sources that produce more than one mana to use them again is pretty powerful and easily abusable. Also there are certainy utility lands that would look nice with a tower on them. Lands naturally tend to be a scarce resource, usually you have to think very carefully about sacrificing one. But then again, if you're able to generate tons of mana in one turn and winning somehow from there, keeping remainin lands is also not useful. This card is probably broken or easy to break in this form. Not that this is necessarily a bad thing, though. Overall a cool new fortification with nice flavor.
The tabernacle brings a new keyword to the table. Culling is a nice idea for a tweaked version of the iconic balance effect. If there's a lot of design space there I'm sceptical about. Causing players to sacrifice repeatedly might lead to game play that's not very funny for your opponents. Not that a little oppression is bad. I imagine one time sacrifice effects to be generally more accepted. Also, for permament cards that enable culling, it seems like they'd need the additional line of "when you control no card type . . ." anyways. So, we know that smallpox truly isn't a symmetrical effect if you build your deck around it. A whole ability seems problematic on first glance.
I'll give you 8 points out of 10.
edit: Funny. After I clicked on the post button for this one it sent me to the error page again. Now I see it was still posted.
Floating Isle infiltrator: Lots of cards come to my mind when thinking of this: Latch Seeker, Sibilant Spirit and watchwolf, for instance.
That aaid, I was talking about Floating Isle infiltrator: As I said, there are lots of atuff that can be kept in mind when lookind at it. In one hand, there's a host of bigger-than-supposed creatures with drawbacks and I think this takes an interesting approach: Having the drawback be activated when it connects means it only "punishes" when you're doing what you need to do, wity it because people play this kind of creature to hit face, and this does it very reliably. The big, big problem here is the option of gaining 2 life, which is exactl what you don't want to find happening. This is when I feel this as a 1/3 not-completely-unblockbale guy for 2 colors and it gets underwhelming and kind of kills the whole sense of big creature with drawback. I wouldn't play this. I kind of like, in somw kind of twisted way, how it plays with your opponent's greed for cards,though. So it's 5/10
4,5/10 is the total
I only just now realized that the Floating Isle Infiltrator is quite close to Jhessian Infiltrator as well, coincidentally.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝