Amuzet - Interesting card in that it's symmetrical, but in games where both players have forests this will create a long, possibly un-fun grind, and in cases where only you have forests, it might just be too good if you get a turn or two with it, though I'm honestly not sure. It certainly seems strong, and it does feel on-flavor for this challenge.
void_nothing - The first ability feels tacked on, but not in a bad way, it's just less consequential. The activated ability is interesting. I think balance-wise it seems quite solid and sensible, the one caveat being that it can create, in paper magic, an unfun amount of shuffling within a single turn if you're using it multiple times when you redraw lands. As for story flavor, this is a solid example of foraging.
kwanyeegor - You've put a lot of downsides on a card that could probably function with fewer of them. The number for power could be 2 or 3 for sure (if it even needs to exist) and the other cards could go to a more re-usable zone than exile. It's a fun general concept for flushing out game, I just think you may have made it unnecessarily restrictive for being a three-color enchantment with no immediate impact on hitting the board.
Subject16 - This feels a little weak even at common, but just barely, and it might just live in that "card they'd print that wouldn't see play" space outside of sideboards against vast armies of 1/1 flying tokens. Flavorwise, the flavor text and concept make sense for food, but I wish the name of the card evoked more of an effort on the adventurers' part, whereas now it feels like more of a coincidence that the birds are falling out of the sky.
SarcasticYandere - "Can't be countered" is a nice, simple variant on the 3-damage-for-2 set of red spells. The card feels balanced and with the flavor text successfully evokes a good hunt. There isn't much else to say here! Good card, good flavor, not the most exciting but it gets the job done.
Hemlock - Nets to catch food is a fun flavor move, and I'm struggling to figure out the balance here. My gut tells me that, because it's so easy for opponents to play around, in theory, it might be overcosted, at least for it's toughness. But it's not drastically underpowered as-is or anything, just slightly. And I do very much like the flavor going on with it, as it pertains to the challenge.
Tears of Tomorrow - Is the world ready for plummet with upside? Wizards seems to think not quite yet, given Aerial Predation. It's a fun simple card for this challenge, but I think it suffers from just feeling slightly unbalanced compared to a couple key existing cards. But very excited to have you in the game!
CalvinSchwa - I like this card a lot, but I wish that the abilities were reversed so that the tokens you make could receive the counters. I'm not sure that the elemental tokens quite feel like they're on flavor with preparing a feast, aside from both sharing some overlap with fire, but the counters and the tapping and the rest of the flavor all feel very good.
DarkNight - This is a fun card! My one worry is that with changelings and the like, you can play it totally off color, which I feel like Wizards tries to avoid on that kind of effect. But I like the flavor a lot, both internally with merfolk synergies and in terms of the adventurers finding food.
Mergatroid - Cute animal, simple creature, this makes sense all around and feels like the kind of card that will get printed at common one day or another. There isn't much else to say about it, it just makes sense, but isn't super exciting (except for the link, of course).
Winner: CalvinSchwa (but a very close competition with several simple, elegant entries as well)
With each adventurer making an effort to forage and prepare a fire, you manage to cook enough food that should keep long enough to last the rest of your journey, or at least most of it. Your satchels and bellies full, you progress across the river. The terrain shifts quickly from the lush river banks to dusty barrens only an hour later. Turning back, you can still make out the vegetation you're leaving behind, but ahead is only the rocky crags that form the ascent of Mt. Ethreyn. As you begin to plot your route to the spot Allus told you about, you notice an imposing creature prowling just up ahead.
Prowling Crag-Cat4RR
Creature - Elemental Cat
First strike
Whenever ~ blocks, it deals 1 damage to each attacking creature.
5/4
It has not seen you yet, so you can design a card to either take it down in combat, distract it, sneak past it, etc. Whatever you like.
NOTE: If you choose to take it on head-on in combat, treat yourself as an attacking 1/1 creature.
Circling Lights1W
Instant
Target creature cannot attack until the end of the turn. The brightness and swift movements are enough to distract even the most determined of predators.
Summon Bigger Fish XXUG
Sorcery
Create a token that's a copy of target creature. It enters the battlefield with X +1/+1 counters on it and gains haste. Exile it at the beginning of the next end step. If you can't beat them, claim their powers as your own.
Charm Creature2UU
Enchantment- Aura (R)
Enchant creature
You control enchanted creature. 3, Tap three untapped creatures you control: Destroy Charm Creature. Any player may play this ability.
The druid looks the Crag-Cat in the face for a solid minute, and the thing becomes a cuddly kitten, following the party submissively.
Wall of Soothing Herbs UG
Creature--Plant Wall (Common)
Defender
Whenever Wall of Soothing Herbs blocks a cat, hound, wolf, or bird creature, tap that creature and it doesn't untap for as long as you control Wall of Soothing Herbs, and you gain 1 life and scry 1
0/5
Private Mod Note
():
Rollback Post to RevisionRollBack
你好 have you eaten?
I'm a simple Magic player since 1 year ago from China. Now I live in New Jersey.
Sacrificial Lamb W
Creature -- Sheep (R)
~ must be blocked if able.
When ~ dies, exile target creature your opponent controls that dealt damage to it this turn. Put a number of time counters on the exiled card equal to the amount of damage it dealt to ~ this turn. If it doesn't have suspend, it gains suspend. Exile ~.
0/2 Mary had a little lamb. She was so preoccupied with eating that she quite missed the battle.
Private Mod Note
():
Rollback Post to RevisionRollBack
"It is better for all the world if, instead of waiting to execute degenerate offspring for crime or to let them starve for their imbecility, society can prevent those who are manifestly unfit from continuing their kind. The principle that sustains compulsory vaccination is broad enough to cover cutting the Fallopian tubes... Three generations of imbeciles are enough."
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
Sage of Portals1U
Creature - Human Wizard (Uncommon)
Whenever Sage of Portals enters the battlefield or attacks, return target creature an opponent controls to it's owner's hand unless its controller pays 1. "The enemy can't find us if they can't find themselves in the first place."
1/1
Thrashing Witch
Creature - Goblin Shaman
Provoke
When ~ enters the battlefield, target creature you control deals damage equal to its power to any target.
1/1
lookashiny - I think the flavor of this card but it’s just very weak as a magic card. We get spells for this cost that tap a creature and draw a card and have flexibility, and other effects that are just stronger than stopping one creature from attacking. If this draw a card and gained some life it might get there, but as-is it’s just too weak even at common to be printable, I’m afraid.
Tears of Tomorrow - My biggest question here is: is this card balanced at X = 0? At any other value it seems fine, although the card still feels much more red than simic. Using Heat Shimmer as my main point of reference, it does feel a bit pushed for this to cost two mana, even if it IS color-intensive. It’s a fun card though, and I do enjoy its flavor.
Mergatroid - Making control magic balanced for the modern era is trick (in particular because these days it feels like they could just reprint control magic and it would be fine). This is a fun take on mixing some D&D elements with magic and as far as balance they would print nowadays, it seems fine, if maybe a little weak. Might be nice if the ability could only be activated at sorcery speed for each player.
kwanyeegor - This is cute flavor for this game but it’s just very hard to assess a card that gets into tribes like this. It is probably too weird to print, but it certainly doesn’t seem broken or anything since it can always be played around. It might just be TOO specific here.
CalvinSchwa - This is very interesting as far as delaying a creature’s re-appearance to the battlefield. It’s complex, but not in a bad way. I do wonder if it’s a little underpowered given that it doesn’t have to be blocked by more than one creature or anything. Throw a creature with 2 power and an ETB ability against this thing and you might even benefit from it. It’s cute, but might still give the opponent too much choice a lot of the time. Though I suppose it is also very good on defense, potentially. It’s a very cool card, and hard to assess for those reasons.
Subject16 - Very interesting. A Rhystic effect on attack creates a fun tension for the opponent. This card does seem quite strong, potentially being the unsummon variant of Elvish Visionary, with additional upside. Having multiples of this on the battlefield and able to attack can really force your opponent to keep their mana open. Overall, I like the card a lot and think it would take play testing to figure out if its fun or broken.
Amuzet - This might be too many good things. Just have green be able to hit a player with damage equal to power for 3 mana seems very very pushed to me. If this cost more and were non-hybrid I think it would be in better shape, but as is, it’s a little too pushed and sort of violating the color pie for green hitting players in the face.
void_nothing - So: can white get an arguably better unsummon, at uncommon, that can also cycle very cheaply? … Maybe. I’m not sure what to make of this, honestly. My first guess is that it is too strong, but just not by a ton. Having this cost one more mana would probably balance it out for me, as might removing the cycling ability. But for now, this card just seems so strong in creature-v-creature matchups and too easy to cycle in matchups where it’s a dead card. Very interesting design space, though.
This was a tough one, but ultimately I think the card that just interested me the most belonged to Subject16.
A mage opens up a portal, sending the cat off to some other place to terrorize some other group of adventurers. The threat having been dealt with, you progress up the mountain and around its side, coming quickly to an impasse — a sheer cliff with a gap too wide to leap, but your necessary route continues on the distant other side.
Pick one: Design a multicolored card to create a bridge, or design a colorless card to get over the gap without one.
Grappling Hook3 (Uncommon)
Artifact-Equipment
Equipped creature gets +1/+0
Whenever equipped creature attacks, you may choose a creature defending player controls. That creature must block equipped creature if able this combat. Otherwise, equipped creature gains flying until end of turn.
Equip 2 "Grappling hook! Woooooooo!"-Martin, novice adventurer
Living Rock 1RG
Sorcery U
Look at the top six cards of your library. Put up to one Mountain card and up to one Forest card from among them onto the battlefield tapped, then put the rest on the bottom of your library in a random order. Only the lying earth is desolate - all land is life.
Teleport Capsule 2
Artifact (Uncommon) 2, T, sacrifice teleport capsule: exile target creature you control then return it to the battlefield. it gains haste and can't be blocked until end of turn
Private Mod Note
():
Rollback Post to RevisionRollBack
你好 have you eaten?
I'm a simple Magic player since 1 year ago from China. Now I live in New Jersey.
Mysterious Pathway1WB
Enchantment (U)
Whenever a creature you control deals damage to a player, target player puts the top card of their library into their graveyard. If that player is you, you gain 1 life. Otherwise, that player loses 1 life. 1, Pay 3 life: Return target enchantment card from your graveyard to your hand.
Ancient magic forms a bridge out of a hanging, sinister mist of possibility,
My character seems to be developing into a Simic user of elemental magic. Am I Nissa?
Rootvine Awakening2GU
Instant (Common)
Untap target land. Until end of turn, it becomes a 2/4 green and blue Elemental creature token with reach (It's no longer a land.)
Draw a card.
I coax the roots in the ground to weave themselves into a bridge that carries us across.
Sarcastic - I think there’s already a card with this name, and it’s pretty similar to this. This is another fun variant on the concept, though.
Mergatroid - Funny, simple design. Seems fine? Maybe the equip should also cost 1? I’m not sure, but it made me smile.
Sephon19 - The card’s name and effect are a little mismatched since it really sounds like it’s gonna turn lands into creatures. Balance-wise I also wonder if this is, in fact, very strong. With duals and such the odds of hitting one of each in the top six aren’t THAT low.
Hemlock - This is a fun creature and a fun image. It seems pretty balanced to me, in that the creature is underwhelming but then its tap ability is very strong.
kwanyeegor - This is a fun one for sure. Nice to have a sort of “seal of blink” with a cost and added upside. Part of me thinks this is too much to be colorless, but with equipment like whispersilk cloak in existence, maybe not.
void_nothing - I like this card a lot, but I think that activated ability could be potentially VERY very strong, and it doesn’t quite feel bridge-y. But I really like the way to play with targeting yourself vs. not.
Schutzwald - This might be overcosted but not by much. Could probably cost 1 generic mana less for the casting cost, and keep the rest exactly as-is. This is a fun common aura to play with in limited, I’d suspect.
subject16 - This is a fun combat trick, decent stats for a “flash creature” at that cost, and it cantrips. Nothing super exciting but also a very fine card.
WINNER: Hemlock
One by one the adventurers step on the surprisingly sturdy back of the giant jellyfish that has appeared before them. Once they have all made it across, the continue along the route. As they do, a true road forms from what was originally gravel and rocks. Ruins of ancient toppled columns adorn its sides. You wonder: how is it no one speaks of this? How has this place remained hidden for what seems like so long. You come to a gate which leads into the mountain itself. On it is an inscription: ‘Only together, only as one’.
Create a spell that, through flavor or mechanics, has something to do with teamwork. It must have a CMC of exactly 5.
Rite of Redemption3WW
Sorcery (Uncommon)
As an additional cost to cast this spell, tap any number of untapped creatures you control.
You gain 2 life for each tapped creature you control. Put a +1/+1 counter on each of those creatures. Give yourself to the collective and all shall be rewarded.
Ritual of Reunion2WBG
Sorcery (M)
Discard your hand, then return to the battlefield all nonlegendary permanent cards in your graveyard that share a name with a permanent you control. Exile Ritual of Reunion. Faced with death at the hands of Dagassus or Yonnathan, the One Coven resolved to be united perpetually and retroactively - time and death be damned.
Okay, I legitimately had no idea there was already a grappling hook in Magic. I guess that's why you always check gatherer. Sorry about that.
Hearts United3RW (Rare)
Enchantment
Creatures you control get +1/+1.
Creatures you control gain first strike if a creature you control has first strike.The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance. Here where we stand, hand clenched in hand, everyone caught in the struggle...
Heroic Courage3WW
Enchantment
Two or more creatures you control attacks, those creatures get +1/+1.
If there is a Legendary Creature you control among the attacking creatures, attacking creatures you control have double strike. An army united is unstoppable.
Enchantment Creature - Elk
Forests have "T: You gain 1 life."
3/3
void_nothing - The first ability feels tacked on, but not in a bad way, it's just less consequential. The activated ability is interesting. I think balance-wise it seems quite solid and sensible, the one caveat being that it can create, in paper magic, an unfun amount of shuffling within a single turn if you're using it multiple times when you redraw lands. As for story flavor, this is a solid example of foraging.
kwanyeegor - You've put a lot of downsides on a card that could probably function with fewer of them. The number for power could be 2 or 3 for sure (if it even needs to exist) and the other cards could go to a more re-usable zone than exile. It's a fun general concept for flushing out game, I just think you may have made it unnecessarily restrictive for being a three-color enchantment with no immediate impact on hitting the board.
Subject16 - This feels a little weak even at common, but just barely, and it might just live in that "card they'd print that wouldn't see play" space outside of sideboards against vast armies of 1/1 flying tokens. Flavorwise, the flavor text and concept make sense for food, but I wish the name of the card evoked more of an effort on the adventurers' part, whereas now it feels like more of a coincidence that the birds are falling out of the sky.
SarcasticYandere - "Can't be countered" is a nice, simple variant on the 3-damage-for-2 set of red spells. The card feels balanced and with the flavor text successfully evokes a good hunt. There isn't much else to say here! Good card, good flavor, not the most exciting but it gets the job done.
Hemlock - Nets to catch food is a fun flavor move, and I'm struggling to figure out the balance here. My gut tells me that, because it's so easy for opponents to play around, in theory, it might be overcosted, at least for it's toughness. But it's not drastically underpowered as-is or anything, just slightly. And I do very much like the flavor going on with it, as it pertains to the challenge.
Tears of Tomorrow - Is the world ready for plummet with upside? Wizards seems to think not quite yet, given Aerial Predation. It's a fun simple card for this challenge, but I think it suffers from just feeling slightly unbalanced compared to a couple key existing cards. But very excited to have you in the game!
CalvinSchwa - I like this card a lot, but I wish that the abilities were reversed so that the tokens you make could receive the counters. I'm not sure that the elemental tokens quite feel like they're on flavor with preparing a feast, aside from both sharing some overlap with fire, but the counters and the tapping and the rest of the flavor all feel very good.
DarkNight - This is a fun card! My one worry is that with changelings and the like, you can play it totally off color, which I feel like Wizards tries to avoid on that kind of effect. But I like the flavor a lot, both internally with merfolk synergies and in terms of the adventurers finding food.
Mergatroid - Cute animal, simple creature, this makes sense all around and feels like the kind of card that will get printed at common one day or another. There isn't much else to say about it, it just makes sense, but isn't super exciting (except for the link, of course).
Winner: CalvinSchwa (but a very close competition with several simple, elegant entries as well)
With each adventurer making an effort to forage and prepare a fire, you manage to cook enough food that should keep long enough to last the rest of your journey, or at least most of it. Your satchels and bellies full, you progress across the river. The terrain shifts quickly from the lush river banks to dusty barrens only an hour later. Turning back, you can still make out the vegetation you're leaving behind, but ahead is only the rocky crags that form the ascent of Mt. Ethreyn. As you begin to plot your route to the spot Allus told you about, you notice an imposing creature prowling just up ahead.
Prowling Crag-Cat 4RR
Creature - Elemental Cat
First strike
Whenever ~ blocks, it deals 1 damage to each attacking creature.
5/4
It has not seen you yet, so you can design a card to either take it down in combat, distract it, sneak past it, etc. Whatever you like.
NOTE: If you choose to take it on head-on in combat, treat yourself as an attacking 1/1 creature.
Instant
Target creature cannot attack until the end of the turn.
The brightness and swift movements are enough to distract even the most determined of predators.
GENERATION 12: The first time you see this, copy and paste it into your signature and add 1 to the generation number. It's a social experiment.
Sorcery
Create a token that's a copy of target creature. It enters the battlefield with X +1/+1 counters on it and gains haste. Exile it at the beginning of the next end step.
If you can't beat them, claim their powers as your own.
Enchantment- Aura (R)
Enchant creature
You control enchanted creature.
3, Tap three untapped creatures you control: Destroy Charm Creature. Any player may play this ability.
The druid looks the Crag-Cat in the face for a solid minute, and the thing becomes a cuddly kitten, following the party submissively.
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.
Creature--Plant Wall (Common)
Defender
Whenever Wall of Soothing Herbs blocks a cat, hound, wolf, or bird creature, tap that creature and it doesn't untap for as long as you control Wall of Soothing Herbs, and you gain 1 life and scry 1
0/5
I'm a simple Magic player since 1 year ago from China. Now I live in New Jersey.
Creature -- Sheep (R)
~ must be blocked if able.
When ~ dies, exile target creature your opponent controls that dealt damage to it this turn. Put a number of time counters on the exiled card equal to the amount of damage it dealt to ~ this turn. If it doesn't have suspend, it gains suspend. Exile ~.
0/2
Mary had a little lamb. She was so preoccupied with eating that she quite missed the battle.
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
Creature - Human Wizard (Uncommon)
Whenever Sage of Portals enters the battlefield or attacks, return target creature an opponent controls to it's owner's hand unless its controller pays 1.
"The enemy can't find us if they can't find themselves in the first place."
1/1
Thrashing Witch
Creature - Goblin Shaman
Provoke
When ~ enters the battlefield, target creature you control deals damage equal to its power to any target.
1/1
Instant (U)
Exile target creature. Its owner returns it to their hand at the beginning of their next end step.
Cycling W
Simply filling the Crag-Cat's (admittedly instinct-driven) mind with thoughts that it has somewhere better to be is the easiest remedy.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Tears of Tomorrow - My biggest question here is: is this card balanced at X = 0? At any other value it seems fine, although the card still feels much more red than simic. Using Heat Shimmer as my main point of reference, it does feel a bit pushed for this to cost two mana, even if it IS color-intensive. It’s a fun card though, and I do enjoy its flavor.
Mergatroid - Making control magic balanced for the modern era is trick (in particular because these days it feels like they could just reprint control magic and it would be fine). This is a fun take on mixing some D&D elements with magic and as far as balance they would print nowadays, it seems fine, if maybe a little weak. Might be nice if the ability could only be activated at sorcery speed for each player.
kwanyeegor - This is cute flavor for this game but it’s just very hard to assess a card that gets into tribes like this. It is probably too weird to print, but it certainly doesn’t seem broken or anything since it can always be played around. It might just be TOO specific here.
CalvinSchwa - This is very interesting as far as delaying a creature’s re-appearance to the battlefield. It’s complex, but not in a bad way. I do wonder if it’s a little underpowered given that it doesn’t have to be blocked by more than one creature or anything. Throw a creature with 2 power and an ETB ability against this thing and you might even benefit from it. It’s cute, but might still give the opponent too much choice a lot of the time. Though I suppose it is also very good on defense, potentially. It’s a very cool card, and hard to assess for those reasons.
Subject16 - Very interesting. A Rhystic effect on attack creates a fun tension for the opponent. This card does seem quite strong, potentially being the unsummon variant of Elvish Visionary, with additional upside. Having multiples of this on the battlefield and able to attack can really force your opponent to keep their mana open. Overall, I like the card a lot and think it would take play testing to figure out if its fun or broken.
Amuzet - This might be too many good things. Just have green be able to hit a player with damage equal to power for 3 mana seems very very pushed to me. If this cost more and were non-hybrid I think it would be in better shape, but as is, it’s a little too pushed and sort of violating the color pie for green hitting players in the face.
void_nothing - So: can white get an arguably better unsummon, at uncommon, that can also cycle very cheaply? … Maybe. I’m not sure what to make of this, honestly. My first guess is that it is too strong, but just not by a ton. Having this cost one more mana would probably balance it out for me, as might removing the cycling ability. But for now, this card just seems so strong in creature-v-creature matchups and too easy to cycle in matchups where it’s a dead card. Very interesting design space, though.
This was a tough one, but ultimately I think the card that just interested me the most belonged to Subject16.
A mage opens up a portal, sending the cat off to some other place to terrorize some other group of adventurers. The threat having been dealt with, you progress up the mountain and around its side, coming quickly to an impasse — a sheer cliff with a gap too wide to leap, but your necessary route continues on the distant other side.
Pick one: Design a multicolored card to create a bridge, or design a colorless card to get over the gap without one.
Artifact-Equipment
Equipped creature gets +1/+0
Whenever equipped creature attacks, you may choose a creature defending player controls. That creature must block equipped creature if able this combat. Otherwise, equipped creature gains flying until end of turn.
Equip 2
"Grappling hook! Woooooooo!"-Martin, novice adventurer
Artifact- Equipment
1: Equipped creature gains flying until end of turn.
Equip 0
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.
Sorcery U
Look at the top six cards of your library. Put up to one Mountain card and up to one Forest card from among them onto the battlefield tapped, then put the rest on the bottom of your library in a random order.
Only the lying earth is desolate - all land is life.
-
I animate the cliffside into a bridge.
Creature - Jellyfish (u)
Defender, flying
t: Target creature cannot be blocked except by creatures with flying or defender tuis turn.
1/3
I summon one of these big boys to stand on top and drift to the other side.
Artifact (Uncommon)
2, T, sacrifice teleport capsule: exile target creature you control then return it to the battlefield. it gains haste and can't be blocked until end of turn
I'm a simple Magic player since 1 year ago from China. Now I live in New Jersey.
Enchantment (U)
Whenever a creature you control deals damage to a player, target player puts the top card of their library into their graveyard. If that player is you, you gain 1 life. Otherwise, that player loses 1 life.
1, Pay 3 life: Return target enchantment card from your graveyard to your hand.
Ancient magic forms a bridge out of a hanging, sinister mist of possibility,
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Enchantment - Aura
Enchanted creature gets +0/+2 and has flying.
UW: Return Wings of the Amesha to its owners hand.
Can we just fly over with the help of a deity?
BGGRock
Modern
BRGJund
BBGRock
Rootvine Awakening 2GU
Instant (Common)
Untap target land. Until end of turn, it becomes a 2/4 green and blue Elemental creature token with reach (It's no longer a land.)
Draw a card.
I coax the roots in the ground to weave themselves into a bridge that carries us across.
Sarcastic - I think there’s already a card with this name, and it’s pretty similar to this. This is another fun variant on the concept, though.
Mergatroid - Funny, simple design. Seems fine? Maybe the equip should also cost 1? I’m not sure, but it made me smile.
Sephon19 - The card’s name and effect are a little mismatched since it really sounds like it’s gonna turn lands into creatures. Balance-wise I also wonder if this is, in fact, very strong. With duals and such the odds of hitting one of each in the top six aren’t THAT low.
Hemlock - This is a fun creature and a fun image. It seems pretty balanced to me, in that the creature is underwhelming but then its tap ability is very strong.
kwanyeegor - This is a fun one for sure. Nice to have a sort of “seal of blink” with a cost and added upside. Part of me thinks this is too much to be colorless, but with equipment like whispersilk cloak in existence, maybe not.
void_nothing - I like this card a lot, but I think that activated ability could be potentially VERY very strong, and it doesn’t quite feel bridge-y. But I really like the way to play with targeting yourself vs. not.
Schutzwald - This might be overcosted but not by much. Could probably cost 1 generic mana less for the casting cost, and keep the rest exactly as-is. This is a fun common aura to play with in limited, I’d suspect.
subject16 - This is a fun combat trick, decent stats for a “flash creature” at that cost, and it cantrips. Nothing super exciting but also a very fine card.
WINNER: Hemlock
One by one the adventurers step on the surprisingly sturdy back of the giant jellyfish that has appeared before them. Once they have all made it across, the continue along the route. As they do, a true road forms from what was originally gravel and rocks. Ruins of ancient toppled columns adorn its sides. You wonder: how is it no one speaks of this? How has this place remained hidden for what seems like so long. You come to a gate which leads into the mountain itself. On it is an inscription: ‘Only together, only as one’.
Create a spell that, through flavor or mechanics, has something to do with teamwork. It must have a CMC of exactly 5.
Sorcery (Uncommon)
As an additional cost to cast this spell, tap any number of untapped creatures you control.
You gain 2 life for each tapped creature you control. Put a +1/+1 counter on each of those creatures.
Give yourself to the collective and all shall be rewarded.
Enchantment
Tap five creatures, pay 5 life: Exile five nonland permanents, then exile Pentad Rite. Activate this ability only any time you could cast a sorcery.
"Through the selflessness of five, an ancient power comes forth."
BGGRock
Modern
BRGJund
BBGRock
Sorcery (M)
Discard your hand, then return to the battlefield all nonlegendary permanent cards in your graveyard that share a name with a permanent you control. Exile Ritual of Reunion.
Faced with death at the hands of Dagassus or Yonnathan, the One Coven resolved to be united perpetually and retroactively - time and death be damned.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Hearts United 3RW (Rare)
Enchantment
Creatures you control get +1/+1.
Creatures you control gain first strike if a creature you control has first strike.The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
Here where we stand, hand clenched in hand, everyone caught in the struggle...
Enchantment
Two or more creatures you control attacks, those creatures get +1/+1.
If there is a Legendary Creature you control among the attacking creatures, attacking creatures you control have double strike.
An army united is unstoppable.
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.