Zemoo, Indentured Pumble 1UR
Creature - Human Artificer (R)
~ cannot be blocked by artifact creatures or equipped creatures.
Whenever ~ deals combat damage to an opponent, that player reveals the top card of their library. You may search your library for an artifact card with the same converted mana cost as the revealed card and put it into your hand, if you do, shuffle your library.
1/3
I'm afraid you've misunderstood the rules. Rather than creating a new card each round, the idea is to bring a single card to fruition over three rounds. You aren't allowed to change your card's mana cost, and you're supposed to keep any abilities you gained in previous rounds, although you can alter them to fit a new challenge.
You could definitely use the trigger off the previous Zemoo's second ability to trigger the tutor off this Zemoo's second ability, for example. However, you aren't supposed to use entirely to different abilities, and you definitely aren't supposed to change the mana cost. That's the main constraint.
Phase four is the last phase where you'll be changing your card, so it should be close to a finished design after this round, while still leaving a little room to develop.
Enantae looms impassively over Caumotch, and he's full of a mix of fear and disgust. "You again? But it's only been an eon or two." Fortunately for him (not for others, certainly) Caumotch knows most of her moves and takes a chance on an attack that should banish her for a while. With Angels it's never really forever, but luckily Caumotch is a pretty impatient individual anyway.
Caumotch, the Murder-Mouth2BRG
Legendary Creature - Devil Avatar
Deathtouch, protection from Angels
If a creature dealt damage this turn by Caumotch would die, instead exile that creature and its controller loses 1 life. No one can sate him, and no one should want to.
1/6
Sorry I've taken so long to reply to this, real life has been a little bit busy. I'll replace this text with my next entry tonight, I just wanted to update to let you know I haven't forgotten about it.
Arabal met Fyernok eyes as he cursed and mourned. It was not the first he heard of the past use of his powers. What little he had gathered was his light reincarnated from generation to generation, leaving a legacy of greatness and a wealth of enemies. Regardless the vampire left him little time to discuss the matter.
"If you know my light, you know your darkness can't best it!"
Arabal shot out his fist as the vampire decended from above, sending a shimmer that highlighted the trees and stars above. But the forest protected Fyernok, the light forcibly bending around him. The vampire bit into the young monks neck. Despite his anger-fueled ferocity, the fangs didn't pierce the skin. Arabal struck the monster repeatedly to the gut until it released him, showing the sear of the monks punches. With a blow to the face, Fyernok turned to dust.
That's when the forest itself erupted.
"So it was you that tried to protect that creature!" Arabal turned. Then turned again. It was all around him. No. It was the woods itself that sought vengeance!
The leaves whirled and withered, emitting a scent of death. Suddenly, they lashed out him, but as the vampire could not pierce his skin before, neither could the leaves. But how could Arabal fight the woods itself?
He left seeking the power to change that.
Arabal, the Shining Fist1URW
Legendary Creature - Human Monk
Protection from black
When Arabal, the Shining Fist attacks, tap up to X target nonland permanents, where X is Arabal's power.
3/2
Zemoo, Indentured Pumble 2UR
Legendary Creature - Human Artificer (R)
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
Bands with Cats.
2/4
Updated card to fit better with the rules. Hopefully this is better. Since the character hasn't found the lotus (yet?), left out the tutor part.
Ah, sorry I guess I misunderstood the format a little bit - other characters with activated abilities didn't explicitly pay mana costs in the write-ups, so I figured simply *having* the Heroic trigger implied it would be used. If I can retroactively fix that, let's say Niveous Wisps are a common sight in the dawn hours in the Topa
Anyway, on with the adventure...
Siddiq, Child of Asha 1WW
Creature - Human Knight
Vigilance
2/2
Siddiq, Child of Asha 1WW
Creature - Human Knight
Vigilance, Renown 1
Heroic: Gain 3 life or Prevent the next 3 damage that would be dealt to any target this turn. Draw a card.
2/2
Quote from "For Vorthos" »
No.
Siddiq can feel her fists tightening as she sees her pilgrims cowering. They have endured days in the unrelenting sun. They have lived through unbearable thirst. They have buried friends. They have walked for 47 hours straight. And now this filthy, bedraggled outlaw thinks she's going to take advantage of them?
Red's idiotic grin falls off her face as Siddiq closes the distance between them in a single leap, and her club falls to the ground seconds later, as her lifeless hand slacks open and she falls to her knees. Her goons quickly turn away and run for their lives.
Siddiq finally relaxes her shoulders. She has a long way to go, but this is a good first step towards redeeming herself for failing the pilgrims and her mentor, Arth, in the desert. She turns to the heavens and utters a prayer of gratitude for whoever's listening.
Quote from "For Melvin" »
1-Cast Asha's Gift targetting Siddiq
2-Siddiq's Heroic ability triggers, targetting 2 pilgrims and herself for 1 damage each
3-Siddiq blocks Red, 2 pilgrims block her rogues
4-Red dies to first strike, pilgrims survive due to damage prevention
Quote from "Siddiq, Child of Asha - level 3" »
Siddiq, Child of Asha 1WW
Creature - Human Knight
Flying, First Strike, Vigilance
Heroic: Prevent the next 1 damage that would be dealt to up to 3 target creatures this turn. Draw a card.
2/2
I dropped Renown as she failed that quest, and modified the mini kiss of the amesha ability so it can protect multiple targets (templating is almost certainly wrong, hope you know what I mean there), but dropped the lifegain option to balance it out. Flying is fairly irrelevant here, but I like that she's essentially got versions of 2 Bant flavoured instants stapled on.
We're waiting on Moppe and Smiles. I don't want to move on without them, but I will if I don't get anything by say tuesday. That won't be the end for them though. Moppe will continue biding its time, and Smiles may fall under the thrall of the necromancer, but the skeleton will outlive the human.
Indighost (Bassander) messaged me that he wouldn't be able to participate further. Bassander spends the rest of his days in quiet contemplation in Nessos Shrine. In time, he stops thinking about the goblins being eradicated by a dragon. He becomes like the stone: quiet, resolute, and permanent. A hundred years later, another pilgrim will make her way to the Nessos Shrine, and stop to rest on an oddly shaped stone, like the many oddly shaped stones in the shrine. She will never know that the soul of a Bassander lies within, still in meditation.
Smiles, Spiny Skeleton2BB
Legendary Creature - Skeleton
Wither 3: Tap Smiles, it gains indestructible until end of turn. It is said that the skeleton use to have a master. But its journey being so long that time was minuscule.
5/2
Time passes. For some of you, that might be many years. For others, it might just feel like years. Each of you is on a very different kind of journey from the others. For some, that journey is literal. For others, not really. This will be the last time you have a chance to change your cards, so consider the overall balance.
The challenge this phase is very simple: give yourself an ability (or modify an ability) to represent what your character has learned, earned, gained, or lost at the completion of their arc. That is all. It's a very open-ended challenge, and allows you to interpret your own character's story and personality arc as you will.
Whether you become a hermit, find a legendary item, kill yourself in shame, become a lord, gain enlightenment, or simply return home to begin a family, I can't presume for your characters. I want you to tell me how they end up, and show me with a final ability that wraps the design together. Be as brief or as wordy as you see fit. I don't want to restrict you too much because I want you to have control over the final design of your character.
Swithin, please feel free to post for phase 4 even though you missed phase 3. We all know that Moppe's arc revolves around defeating the Zebrademons anyway.
I'll begin phase 5 (final evaluation) on Saturday. Those who fail to post by then cede to me the right to end their arc as I see fit (and likely in tragedy). Thanks everyone for playing. I've really enjoyed it.
Arabal traveled the lands for much of his adult life, seeking and destroying many of the evils of the world with his mysterious shining fist. Some of his most notable accomplishments were the destruction of the Demon Queen, Borlexa and turning the tide in the War of Six Spears. He eventually retired to the seclusion of the Gorgekia Summit where he taught new heroes the lesson of his adventures. However it was never his fate to discover the truth behind his power and it's terrible origins. Perhaps the next in the cycle of reincarnation would break it.
Arabal, the Shining Fist1URW
Legendary Creature - Human Monk (M)
Protection from black
When Arabal, the Shining Fist attacks, tap up to X target nonland permanents, where X is Arabal's power.
As long as an opponent controls 4 or more tapped nonland permanents, Arabal has double strike.
3/2
As Reth scouted ahead, Naki's mind wandered. Four years. Had it really only been four years? It felt like he'd known these jokers for over a century. It was a couple of months after the incident with Kero when he met a group at a little tavern in Gurstag. It started as a way to make some quick gold, but soon they were real companions.
There was Reth, their scout and stealth specialist, Arinys, the one out of them who took all the hits- he wasn't sure how she wasn't mostly scabs at this point, honestly- then there was Mind, the resident smart one (duh-doy) and wizard, and Ana, the healer. Well, okay, she also did non healing things (specifically smiting) but she was sort of the only healer.
And then there was Naki himself. Traveling with the group had really helped him hone his martial skills, and he'd even picked up some magic! Bardic-type stuff. He was gonna miss Vance.
But yeah, in the course of four years or so, they'd stopped a demon lord summoning, discovered a new continent, helped Naki elope from a marriage to a princess whom he agreed to marry while very intoxicated, revitalized a dwarven kingdom's economy though BEEEER!, saved more villages than they could count, and gotten fat stacks of loot and cool magical items.
"Alright, guys." Oh, Reth was back. "The dragon's sleeping now, but I don't doubt that he's got traps set up, so be careful. You know how blues are."
Alright. Nice and easy. Gentle. Don't make tooo- aw crap. That was a bottle wasn't it? And that's the dragon waking up.
"Dammit, Naki!" yelled Arinys. Naki responded with a thumbs-up.
"Who disturbs my keep!?"
Well. This should be exciting. Naki took a swig and started up a performance. It was time to get to work.
Naki, The Performance Fighter1GR
Creature- Elf Monk Rouge
First Strike RR: Target creature gains +2/+0 and gains haste until end of turn. RG: Target creature gets +1/+1 and gains trample until end of turn. GG: Target creature gains +0/+2 and gains hexproof until end of turn.
2/1
Personal Notes: I might have gone overbord while adding abilities. I don't think I made anything too overpowered though. Plus, he dies to a Shock. The extra 2 toughness plus hexproof may be a bit much, but I wanted it to keep parity with the other abilities. You could conceivably play him out and leave up mana to give him hexproof, but then you'd be spending 1RGGG, and your immediate reward would only be a 2/1 or 2/3 with first strike.
Honestly, if the "no change to mana cost" rule wasn't a thing, I probably would have made it GUR, since it my favorite color combination and I think adding blue accentuates his new magical talents,but I still like this version. I wanted him to end up like a d&d-like adventurer, and now I really want to play an elf or half-elf monk-bard in the next campaign I join.
P.S. This whole thing has been great! Thanks for doing it!
P.P.S. Naki hasn't cared about his one poison counter in a very long time.
Caumotch's evil wanderings proved fruitful and he at last unlocked the pinnacle of his powers in this form: A mastery of lightning magic. Caumotch would finally be able to cook his food before he ate it...
Caumotch, the Murder-Mouth2BRG
Legendary Creature - Devil Avatar
Deathtouch, protection from Angels
If a creature dealt damage this turn by Caumotch would die, instead exile that creature and its controller loses 1 life. BRG, T, Sacrifice another creature: Caumotch deals X damage to any target and you add X mana in any combination of colors, where X is the sacrificed creature's toughness. No one can sate him, and no one should want to.
1/6
Zemoo sets out on his task of finding the lotus, but as the months turn into years, he grows bored. There is also the punishment for failure looming in the uncertain, but near future. Unsure of how much time he has until they decide to end his search, he decides to end it himself by fabricating the flower to pass it off as the real thing. Since he is never without a large escort of armed guards he knows he must create a diversion and fool them. Failure to make the fake, undetected, will mean certain death for him.
He leads them to the desert, hoping for a sandstorm. If big enough he may able to escape outright, though he doubts a desert he crossed alone would be enough to keep the leonin out of his hair forever. After "explaining" how a flower could bloom in the desert (it was no ordinary flower after all) they set out.
Several days into their expedition was when the ground erupted into the air, swallowing the vanguard. It was a Great sandwurm, whose resting grounds they stumbled across. It's not what he planned but it was a chance, none the less. Zemoo deployed one of his stealth thopters to the pit displaced by the wurm. He could reshape it to the flower in the pit without being detected by the distracted leonin. After dispatching the wurm (by comandeering and exploding the eaten leonin's wepons). He is able to retrieve the fabled "Lotus" in the wurm's hollow.
Not his best work, but good enough to fool the leonin attendants, and later the queen. Hard to blame them since they had never seen the real thing before. Refusing any big ceremony since he wanted to hurry home before his forgery was discovered, Zemoo is able to gain both the Trust of the leonin and his freedom and is allowed to leave in peace.
Zemoo, Pumble Freedman 2UR
Legendary Creature - Human Artificer
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
Whenever ~ deals combat damage to an opponent, create an artifact token named Fool's Lotus with Vanishing 2 and "T Sacrifice this add two of any color"
2/4
There are parables among the Moonfolk, some hold messages, or act as a warning of sorts. It speaks of a student, one of their own, whose study of the elements devolved from a theoretical study to a practical one. In her arrogance, she sought the power to control the winds rather than observe and analyze as per the scholastic method. As she pursued her researched she brought the wrath of a dragon of the east wind, whom she struck down with furious thunder, having bent the world to her will. The student then sought stronger and stronger foes to prove her strength to herself, as if the pursuit of knowledge was not reward enough. Surely enough the academy revoked her scholarship, even though she rose to become one of the most powerful mages in the east. When she brought her wroth down on the academy, she expected to strike them down as she had her previous challengers; but she was but a single being against the entirety of the Moonfolk scholars. And like a minnow swimming against the current expecting the river to bend to it, the student was washed out and cast aside. Learned as she was, the student was no match against the combined knowledge of the sages. For every spell the student threw, one of the masters knew how to counter it, and they weathered her down until the she had no muster left in her. Utterly defeated,the student was banished and her name was struck from the academy's records. Her name may have been lost to time, but her tale is remembered as what happens to those who abandon scholarship in hubris.
Ritsuko, Storm Caller3UR
Legendary creature — Moonfolk Wizard
Flying
When Ritsuko, Storm Caller enters the battlefield, it deals damage equal to the number of cards in your hand to each opponent who has less cards in their hand than you. 2, Return a land you control to its owner's hand: Return target creature to its owner's hand.
3/3
Here are my evaluations of the finished cards. I'll post evaluations of the ones that missed finished versions tomorrow. (That gives stragglers another chance to post!) My evaluations will be based on the most recently posted version of the card.
Everyone who has made it to the end will definitely be immortalized in the legendary hall. None of the cards are overpowered. Several are low on the power spectrum, but I think they all manage to justify their existence.
Naki1RG
Creature-Elf Monk
First Strike
2/1
--------------->
Naki, Life of the Party1RG
First Strike RG: Target creature gets +1/+0 until end of turn. "C'mon, friend! One drink can't hurt!"
2/1
------------------>
Naki, Wild Fist1RG
Creature-Elf Monk
First Strike R:Naki gets +1/+0 until end of turn. G:Naki gets +0/+1 until end of turn
2/1
------------------------>
Naki, The Performance Fighter1GR
Creature- Elf Monk Rouge
First Strike RR: Target creature gains +2/+0 and gains haste until end of turn. RG: Target creature gets +1/+1 and gains trample until end of turn. GG: Target creature gains +0/+2 and gains hexproof until end of turn.
2/1
I really enjoy the logical progression here. It seems like a simple evolution, but the cards all work really differently. Life of the Party is a less efficient Ghitu War Cry on legs. Wild Fist has a classic Viashivan Dragon build. Performance fighter is more reminiscent of Order of the Ebon Hand, or maybe Torchling. All the cards are reasonable for their mana cost. Even level 0 Naki is decent common chaff (though it wouldn't be legendary).
Design-wise, I think the main issue is that the final card doesn't quite feel legendary. He has loads of abilities, but they are basically combat focused, and none of them say "build around this". It actually feels like it would be part of a rare cycle in Invasion block if you replace hexproof with shroud text.
It's the kind of rare that is strong in draft, and strong on the kitchen table, but played nowhere else because it's just too fair. There's nothing wrong with that kind of card.
I've enjoyed Naki's personality, and I think I had more fun with his rival than anyone else's. I also think it was a strong character moment when he killed Kero. He could have just beaten and humiliated him, but Naki didn't hesitate to run him through in the square. I didn't expect him to end up being a full-time D&D type adventurer. I would have seen him becoming a wealthy merchant, or remaining a lone wanderer, or becoming a jovial hermit. But I suppose it's nice to see him no longer alone.
Naki still feels the poison when it's going to rain, but he's used to it. Really, this is just the beginning of his adventures. He and his crew have some good years in them before they eventually die or retire.
Ritsuko, Storm Watcher3UR
Legendary creature - Moonfolk Wizard
Flying 2, Return a land you control to its owner's hand: Return target creature to its owner's hand.
3/3
---------------------->
Ritsuko, Storm Caller3UR
Legendary creature — Moonfolk Wizard
Flying
When Ritsuko, Storm Caller enters the battlefield, it deals damage equal to the number of cards in your hand to any target. 2, Return a land you control to its owner's hand: Return target creature to its owner's hand.
3/3
------------------------------>
Ritsuko, Storm Caller3UR
Legendary creature — Moonfolk Wizard
Flying
When Ritsuko, Storm Caller enters the battlefield, it deals damage equal to the number of cards in your hand to each opponent who has less cards in their hand than you. 2, Return a land you control to its owner's hand: Return target creature to its owner's hand.
3/3
It's odd that the final iteration is decidedly weaker than the previous one, at least in two player. Maybe it's better in multiplayer, but I'm not completely convinced. I looked it up, and only combat damage counts for commander damage. She really just needs a little push to be good, and I want her to be a little more powerful. But I do see what you did with the flavor there: the change mechanically represents Ritsuko's growing hubris. I like that, and I like where you took there character, but I want the card to be more playable. 3RU for a 3/3 are just not great stats, and bounce ability doesn't quite make up for that. Is it too much to give the ETB ability a cantrip? I think that would make it a viable commander.
BUT If this is an uncommon legend rather than a rare, that changes things. A repeatable bounce engine at uncommon is well worth it, and 3/3 flying for 5 is not a terrible rate. This is about the typical power level for an uncommon legend: it does something powerful and worthwhile as a build-around, but it's costed very conservatively.
I was glad to see somebody take their character to a place of defeat and tragedy. Ritsuko could have been a great sage of the moonfolk, but instead, she stood against them and squandered everything she had earned. Indeed, her name was lost to time, but in Kamigawa's equivalent of Kabuki theater, there is a classic play heavily dramatizing the story of the East Wind Sage. In the play, the East Wind Sage is the most skilled and most learned of the sages. She then falls in love with a mysterious, brilliant scholar (who of course turns out to be a dragon in disguise). The dragon betrays her to learn her family secrets, and she seeks vengeance. She kills the dragon, but to gain the power to do so, she betrays her family and her honor. The fifth act is a bit of a jumble, but in the end she realizes that she has betrayed all she believed in, and she kills herself in shame. It's a popular play.
Fall of the East Wind1RU
Enchantment- Saga (U)
1: Return a land you control to its owner's hand. Return target nonland permanent to its owner's hand.
2: Target creature gains flying until end of turn. At the beginning of the next end step, Fall of the East Wind deals 4 damage to each creature with flying.
3: Return any number of lands you control to their owner's hands. For each land returned in in this way, return target nonland permanent to its owner's hand.
Basander, Forlorn Pilgrim2WB
Legendary Creature - Kor Cleric
Lifelink He left the enclave as much to find himself, as he did to lose the others.
3/3
---------------->
Basander, Stoic Pilgrim2WB
Legendary Creature - Kor Cleric
Lifelink 2W: Basander, Stoic Pilgrim gains indestructible, has base power and toughness 0/2, and is an artifact in addition to their other types until end of turn. The stoneform spell is not the most impressive feat of lithomancy, but it is far more useful than it appears. While uncomfortable it allows practitioners to weather miserable travel conditions and even rest in plain sight without fear of bandits or beasts.
3/3
The card never got finished, but I do like where it was going. Bassander's name is lost and gone. His card is not legendary. It is simply Stoic Pilgrim, and it is a solid uncommon. Here is his final iteration:
Stones of Nessos
Legendary Land (R) T: Add C. 5: Stones of Nessos is no longer a land and becomes a 3/3 Kor Cleric creature with lifelink and "2: Stones of Nessos is no longer a creature and becomes a land." "I hurd some o' dese rocks is really lithomandies. Ain't true though." -Volrog, Goblin Guide
Caumotch, the Murder-Mouth2BRG
Legendary Creature - Devil Avatar
Deathtouch No one can sate him, and no one should want to.
1/6
------------------------->
Caumotch, the Murder-Mouth2BRG
Legendary Creature - Devil Avatar
Deathtouch, protection from Angels
If a creature dealt damage this turn by Caumotch would die, instead exile that creature and its controller loses 1 life. No one can sate him, and no one should want to.
1/6
---------------------------------->
Caumotch, the Murder-Mouth2BRG
Legendary Creature - Devil Avatar
Deathtouch, protection from Angels
If a creature dealt damage this turn by Caumotch would die, instead exile that creature and its controller loses 1 life. BRG, T, Sacrifice another creature: Caumotch deals X damage to any target and you add X mana in any combination of colors, where X is the sacrificed creature's toughness. No one can sate him, and no one should want to.
1/6
+
Foreboding Flight3B
Enchantment - Aura
Enchant creature
Enchanted creature has flying. B: Enchanted creature gains indestructible until end of turn. Tap it unless it's named Caumotch, the Murder-Mouth. B, Pay 2 life: Put a +1/+1 counter on enchanted creature. If it's named Caumotch, the Murder-Mouth, put two +1/+1 counters on it instead. Leathern fluttering hearkens to the next stage of terror.
The final ability really ties it all together. It works with the deathtouch, it works with the exiling bit, and it just makes sense that Caumotch eats your stuff too. My main complaint is that Forboding Flight feels a little random now that the card is finished. When it was first posted, it really looked like it rounded the card out well, but now that Caumotch is a fully realized card, it just seems like win-more to put this on Caumotch. You might actually rather put it on another creature, pump it full of +1/+1 counters, and sacrifice it for lethal to Caumotch's ability. In the end, I think that Foreboding Flight would be in the same set as Caumotch, and would feature him in the art, but would lose the Caumotch matters text. Both cards are fine without it. Regardless of that, I think that this final card is very well put together, and the design seems quite intentional. This absolutely feels right for a rare legendary creature.
I was a little disappointed in your resolution for Caumotch storywise. He certainly wasn't going to stop eating, but I figured something would eventually stop him. There is nothing subtle about Caumotch, and he's not without weaknesses that could be exploited by those he oppresses. It seems like his arc has to end with him eventually meeting his comeuppance. But if nothing else will do it, Enantae the angel will eventually return in an entirely new form:
Bonds of Retribution6W
Enchantment- Aura (U)
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
Bonds of Retribution costs X less to cast, where X is the toughness of the creature it targets.
Arabal, the Shining Fist1URW
Legendary Creature - Human Monk
3/2
------------>
Arabal, the Shining Fist1URW
Legendary Creature - Human Monk
When Arabal, the Shining Fist attacks, tap up to X target nonland permanents, where X is Arabal's power.
3/2
----------------->
Arabal, the Shining Fist1URW
Legendary Creature - Human Monk
Protection from black
When Arabal, the Shining Fist attacks, tap up to X target nonland permanents, where X is Arabal's power.
3/2
---------------------------->
Arabal, the Shining Fist1URW
Legendary Creature - Human Monk (M)
Protection from black
When Arabal, the Shining Fist attacks, tap up to X target nonland permanents, where X is Arabal's power.
As long as an opponent controls 4 or more tapped nonland permanents, Arabal has double strike.
3/2
Triple Fiend Binder (plus hitting artifacts) is quite an ability. Plus it can tap more if you pump it, which gives you something to build around. The double strike also really justifies the red mana, and in multiplayer EDH, it turns on pretty easily, allowing you to go for commander damage. Protection from black is actually further evasion. All told, this is probably the most powerful card of the final submissions. It earns its legendary status, and it earns mythic rarity. It's a rock solid design, and it's impressive that you managed not to overpower the card after adding that powerful tap ability so early. It's not a card I'm particularly drawn to play, but that's not really a strike against it.
The only thing that bothers me is that Arabal still isn't powerful enough to defeat Vixyath, Spirit of the Woods, even with his double strike active unless he also had a Bonesplitter or something. But perhaps Arabal has grown as a person, and learned not to be so vain as to assume he should be able to vanquish any foe. As Arabal ages, he'll come to realize that he's done much more good in sculpting young minds than in all the glorious victories of his youth.
Zemoo, Irresponsible Inventor2UR
Legendary Creature - Human Artificer
2/4
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Zemoo, Irresponsible Inventor2UR
Legendary Creature - Human Artificer
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
2/4
-------------------->
Zemoo, Indentured Pumble2UR
Legendary Creature - Human Artificer (R)
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
Bands with Cats.
2/4
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Zemoo, Pumble Freedman2UR
Legendary Creature - Human Artificer
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
Whenever ~ deals combat damage to an opponent, create an artifact token named Fool's Lotus with Vanishing 2 and "T Sacrifice this add two of any color"
2/4
This is such a weird weird card. It's certainly a more interesting artifact-matters commander than Jhoira, Weatherlight Captain. But... it's so weird. You want to steal their artifact abilities when you attack, and have artifacts that you can double the effects of-- but you have to block to get that, which requires the enemy's assistance unless you are forcing attacks. It also requires the benefits to be useful at instant speed. Getting Fool's Lotuses is actually the most grockable ability. They make big mana, but Zemoo's got no evasion, and they don't stick around forever. It's a pretty cool commando ability, and the vanishing makes great mechanical sense as well as flavor sense. You're not made to be able to stack up five lotuses, but you can get double mana out of them if you block.
This card is so strange that it has to be legendary, and it has to be rare. It's really awkward how much it's trying to both attack and block without vigilance. In the end, I really doubt this card would get played a lot, but it would be a lot of fun when it worked. "Bands with cats" was hilarious.
I like Zemoo's character arc quite a bit actually. By the end, he's still exactly the same guy, but he's been forced to become more mature by the nature of his captivity. It feels like the right direction for Zemoo. But he's certainly still an irresponsible inventor. I also like that we never actually see the legendary Black Lotus. Maybe it wasn't out there at all.
Of course Zemoo's best frenemy was sent to kill him, but that was mostly just an inconvenience.
Joru, Vengeful GahlBWR
Legendary Creature- Cat Warrior T: Destroy target Human.
Joru gets +2/+2 and vigilance as long as he is equipped.
3/2
For those who never posted their last cards, I judged more or less as if the cards were done, but the general consensus is of course that the card didn't feel quite finished for a legendary creature (with the exception of Moppe + Broom which is already as complicated as they need to be). All of your cards feel fine nonlegendary, so the penalty of missing the deadline (by a lot at this point) is losing legendary status. All of your characters lived out their stories, but their names were lost and never glorified. Nobody ever even knew Moppe had a name, and Smiles was probably dubbed "Smiles" by the necromancer. Siddiq was never famous, and never sought glory.
I wish you'd gotten to come up with your own endings, but I don't blame anybody for not posting earlier. Life gets in the way, and this is just a silly online game. I enjoyed the whole process. I might host another iteration with slightly different rules in the future. Probably on Nexus, because this place seems to be a ghost town now (at least the custom cards forum, the cube forum is still great here). If anyone is curious, I found cardsrealm.com to be the best place to easily get card illustrations without downloading or uploading anything.
Siddiq, Child of Asha1WW
Creature - Human Knight
Vigilance
2/2
------------>
Siddiq, Child of Asha1WW
Creature - Human Knight
Vigilance, Renown 1
Heroic: Gain 3 life or Prevent the next 3 damage that would be dealt to any target this turn. Draw a card.
2/2
----------------->
Siddiq, Child of Asha1WW
Creature - Human Knight
Flying, First Strike, Vigilance
Heroic: Prevent the next 1 damage that would be dealt to up to 3 target creatures this turn. Draw a card.
2/2
---------------------------------
Final form missing
-----------------------------------
Well, the card is unfinished, and you can feel that. Nevertheless, it's a strong keyword soup card. The obvious comparison is Aerial Responder, and by comparison, this is better if you are actually triggering Heroic, and significantly worse otherwise. I don't know what you would have done at the end, but only a small tweak could have really made it feel legendary. Something like "Sacrifice an aura: Draw a card" could make this a really interesting commander for mono-white (though there's no obvious flavor reason for that). As is, this feels a lot like Danitha Capashen, Paragon. Like Danitha, she fits as an uncommon legend, and will be decent anywhere she isn't directly outclassed by Aerial Responder. She'll mostly just be good in draft.
Siddiq has had a harder time than some of the other characters. Unfortunately for her, that was only the beginning of her troubles. As a guide, Siddiq was shot, stabbed, beaten, bitten, trampled, poisoned, mauled, and robbed several times over the course of her career. Many times she managed defeat her assailants. Other times, she was left for dead, and saved only by the favor of the angels. She got a reputation as a sturdy guide, but Siddiq was always humble, and never craved any glory. She gained the respect of many pilgrims and travelers who owed her their lives, but she never won the glory or fame of a sigiled knight of Bant.
Siddiq lived to the ripe old age of 41. She was to convey a famous poet through the saltwater bayous far southeast of Topan, and she blocked a bite from a Saltwater Yath with her body. She saved the poet, but she knew there was no cure. Nevertheless, she managed by the will of the Amesha to stay alive and keep him safe until they reached his tiny village, where she died in the village gate. The poet had never asked her name, but did eventually write the Ballad of Asha's guide. It was entirely fictitious, and it was not one of his popular works.
However, Siddiq isn't without a legacy. She lived a full life, and was even married once, though not for as long as a decade. Her husband disappeared while she was on a long pilgrimage, and was presumed dead. She was left with a son. A quiet, self-reliant fellow with almost no sense of humor. He was six when his father disappeared and thirteen when his mother never returned. Nevertheless, he was stoic, and had learned many survival skills from his mother. He followed in her footsteps as one of Bant's more intrepid hinterland guides.
Hassan, Child of Asha1GW
Legenday Creature- Human Knight Scout (R)
When Hassan becomes the target of an aura spell, draw a card and gain 1 life. (G/W): Hassan gains your choice of Flying, First Strike, Vigilance, or Trample until end of turn. Prevent the next 1 damage that would be dealt to Hassan this turn.
2/2
[note]: You may not have seen Siddiq as a lifelong Bant Wilderness Guide, but that's certainly what this story turned out to be about. I hope you're not too bothered by the creative liberties I took with your character. I think it's an interesting other side to Bant than what we've seen on cards, which is mostly ritual combat for glory and sigils. I haven't read any of the books, so I only know what's on the cards, but it makes a lot of sense that there's a lot of wild space out there.
Moppe, Enthusiastic Custodian1RW
Legendary Artifact Creature - Gnome
Protection from rats, spiders, and insects "You forget to close one little teleportal and off it goes, sweeping right into the painforges of the archzebrademons. I wonder how far it got?"
--Luka Pnyx, Laboratory Assistant
0/1
---------------------> Moppe, Enthusiastic Custodian1RW
Legendary Artifact Creature - Gnome
First strike, haste, protection from Rats, from Spiders, and from Insects (Melds with Demonbristle Broom) "I forgot to close one little teleportal and off it went, sweeping right into the painforges of the archzebrademons. I wonder, how long could it have survived in there?"
--Luka Pnyx, Laboratory Assistant
0/1
+
Demonbristle Broom1R
Artifact - Equipment
Equipped creature gets +3/+0 and has "R: this creature gets +1/+0 until end of turn."
Equip: 2 RW: If you both own and control Demonbristle Broom, and it is equipping a creature you both own and control named Moppe, Enthusiastic Custodian, exile them, then meld them into It That Pans the Dust. Restrictions breed creativity. Of course, having plentiful magical materials to hand and access to hellfire-fueled forges doesn't hurt.
=
It That Pans the Dust Color Indicator: Red and White
Legendary Artifact Creature - Gnome
Double strike, haste, protection from Rats, from Spiders, from Insects, and from Demons (R/W): It That Pans the Dust gets +1/+0 until end of turn.
When It That Pans the Dust enters the battlefield it deals damage equal to its power to each creature you don't control. Moppe turned toward its demonic captors with a righteous fury it had never before known. At long last it had completed its weapon and cleared the dungeons of vermin: now it was going to take out the trash.
3/1
----------------------
Missing phase 3 and 4
----------------------
I was sorry to see you not return, but sometimes real life gets in the way. As is, this feels like a finished enough pair of cards. My main issue is that this is a broom, and it's giving you a Greatsword's level of power. Then with It that Pans the Dust, the three damage is not too much mechanically, but it is too much in flavor. It that Pans the Dust seems like it should be It that Rains the Doom. Anger of the Gods is a bit much for a gnome with a broom.
Nevertheless, taken outside of the flavor, the designs do feel about right. Demonbristle Broom is a powerful colored equipment, and it justifies playing weird little Moppe by melding into a thing you are rewarded for melding into. The broom would be a pretty high pick in draft, but it's not overly good for an uncommon. Moppe will be a jank rare, but obviously there will be an equipment theme in the set they're from, so it fits as an archetype card. Also the fact that the rare is the lower pick in draft increases the odds that it will be available later in the pack to the person who took the broom early for value. My only issue is that the flavor doesn't match the effects. It's kinda like how Thieving Amalgam is a 6/7 even though it looks more like a 3/3. It's not wrong wrong, but it's a little wrong.
To complete Moppe's story:
Moppe really believed that it could defeat Zeikai, the Archzebrademon. The modified Moppe struck when Zeikai was drunkest, and certainly surprised the demon. However, Zeikai was too drunk on bloodwhiskey to really understand the situation. He struck out at whatever was attacking him and obliterated poor Moppe and the broom.
Ultimate Disregard2WB
Instant (R)
Attacking creatures lose all abilities. Destroy those creatures and all equipment attached to them. "Yaigh?!" -Zeikai
With one disintegration sneeze, Zeikai unmade half of the room, and more than one Zebrademon. Bits of things were blown out for miles. That was the end of it. Or at least it should have been. But somehow, some small part of the tenacious gnome survived, blasted way out into the desert. It constructed some semblance of a body for itself out of rubble. Then it began to clean up.
Scrap Gnome0
Artifact Creature- Gnome (U) T: Exile target artifact or land card from a graveyard. "Would you look at that! I think it's trying to tidy the desert." Pygar the Scavenger
0/1
Smiles, The Skeleton2BB
Legendary Creature - Skeleton "It's perpetual smile could kill anything."
5/2
---------->
Smiles, Sturdy Skeleton2BB
Legendary Creature - Skeleton 3: Tap Smiles, Sturdy Skeleton. It gains indestructible until end of turn. "Undaunted by threats, it could wait out obstacles for eternity."
5/2
-------------->
Smiles, Spiny Skeleton2BB
Legendary Creature - Skeleton
Wither 3: Tap Smiles, it gains indestructible until end of turn. It is said that the skeleton use to have a master. But its journey being so long that time was minuscule.
5/2
The design for Spiny Skeleton feels like a powerful uncommon, but there's certainly no reason for it to be legendary. Phase 4 would have really made or broken this card. I can't really imagine exactly what it would have been.
Story wise, Smiles never really had an arc. All Smiles wanted to do was to go. In fact, Smiles didn't even really care about that. After all... it's a skeleton. Eventually of course, Smiles will crumble away to nothing.
Ancient Skeleton2BB
Creature- Skeleton (U)
Indestructible, Wither
Vanishing 4 "I swear it's smiling. I know skeletons always smile, but this one's smiling!"
6/1
I'm afraid you've misunderstood the rules. Rather than creating a new card each round, the idea is to bring a single card to fruition over three rounds. You aren't allowed to change your card's mana cost, and you're supposed to keep any abilities you gained in previous rounds, although you can alter them to fit a new challenge.
You could definitely use the trigger off the previous Zemoo's second ability to trigger the tutor off this Zemoo's second ability, for example. However, you aren't supposed to use entirely to different abilities, and you definitely aren't supposed to change the mana cost. That's the main constraint.
Phase four is the last phase where you'll be changing your card, so it should be close to a finished design after this round, while still leaving a little room to develop.
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.
Caumotch, the Murder-Mouth 2BRG
Legendary Creature - Devil Avatar
Deathtouch, protection from Angels
If a creature dealt damage this turn by Caumotch would die, instead exile that creature and its controller loses 1 life.
No one can sate him, and no one should want to.
1/6
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
"If you know my light, you know your darkness can't best it!"
Arabal shot out his fist as the vampire decended from above, sending a shimmer that highlighted the trees and stars above. But the forest protected Fyernok, the light forcibly bending around him. The vampire bit into the young monks neck. Despite his anger-fueled ferocity, the fangs didn't pierce the skin. Arabal struck the monster repeatedly to the gut until it released him, showing the sear of the monks punches. With a blow to the face, Fyernok turned to dust.
That's when the forest itself erupted.
"So it was you that tried to protect that creature!" Arabal turned. Then turned again. It was all around him. No. It was the woods itself that sought vengeance!
The leaves whirled and withered, emitting a scent of death. Suddenly, they lashed out him, but as the vampire could not pierce his skin before, neither could the leaves. But how could Arabal fight the woods itself?
He left seeking the power to change that.
Arabal, the Shining Fist 1URW
Legendary Creature - Human Monk
Protection from black
When Arabal, the Shining Fist attacks, tap up to X target nonland permanents, where X is Arabal's power.
3/2
Legendary Creature - Human Artificer (R)
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
Bands with Cats.
2/4
Updated card to fit better with the rules. Hopefully this is better. Since the character hasn't found the lotus (yet?), left out the tutor part.
My Cubes:Pauper|Archetype
My Deviant Art
Anyway, on with the adventure...
Siddiq, Child of Asha 1WW
Creature - Human Knight
Vigilance
2/2
Siddiq, Child of Asha 1WW
Creature - Human Knight
Vigilance, Renown 1
Heroic: Gain 3 life or Prevent the next 3 damage that would be dealt to any target this turn. Draw a card.
2/2
I dropped Renown as she failed that quest, and modified the mini kiss of the amesha ability so it can protect multiple targets (templating is almost certainly wrong, hope you know what I mean there), but dropped the lifegain option to balance it out. Flying is fairly irrelevant here, but I like that she's essentially got versions of 2 Bant flavoured instants stapled on.
Indighost (Bassander) messaged me that he wouldn't be able to participate further. Bassander spends the rest of his days in quiet contemplation in Nessos Shrine. In time, he stops thinking about the goblins being eradicated by a dragon. He becomes like the stone: quiet, resolute, and permanent. A hundred years later, another pilgrim will make her way to the Nessos Shrine, and stop to rest on an oddly shaped stone, like the many oddly shaped stones in the shrine. She will never know that the soul of a Bassander lies within, still in meditation.
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.
Legendary Creature - Skeleton
Wither
3: Tap Smiles, it gains indestructible until end of turn.
It is said that the skeleton use to have a master. But its journey being so long that time was minuscule.
5/2
Time passes. For some of you, that might be many years. For others, it might just feel like years. Each of you is on a very different kind of journey from the others. For some, that journey is literal. For others, not really. This will be the last time you have a chance to change your cards, so consider the overall balance.
The challenge this phase is very simple: give yourself an ability (or modify an ability) to represent what your character has learned, earned, gained, or lost at the completion of their arc. That is all. It's a very open-ended challenge, and allows you to interpret your own character's story and personality arc as you will.
Whether you become a hermit, find a legendary item, kill yourself in shame, become a lord, gain enlightenment, or simply return home to begin a family, I can't presume for your characters. I want you to tell me how they end up, and show me with a final ability that wraps the design together. Be as brief or as wordy as you see fit. I don't want to restrict you too much because I want you to have control over the final design of your character.
Swithin, please feel free to post for phase 4 even though you missed phase 3. We all know that Moppe's arc revolves around defeating the Zebrademons anyway.
I'll begin phase 5 (final evaluation) on Saturday. Those who fail to post by then cede to me the right to end their arc as I see fit (and likely in tragedy). Thanks everyone for playing. I've really enjoyed it.
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.
Arabal, the Shining Fist 1URW
Legendary Creature - Human Monk (M)
Protection from black
When Arabal, the Shining Fist attacks, tap up to X target nonland permanents, where X is Arabal's power.
As long as an opponent controls 4 or more tapped nonland permanents, Arabal has double strike.
3/2
There was Reth, their scout and stealth specialist, Arinys, the one out of them who took all the hits- he wasn't sure how she wasn't mostly scabs at this point, honestly- then there was Mind, the resident smart one (duh-doy) and wizard, and Ana, the healer. Well, okay, she also did non healing things (specifically smiting) but she was sort of the only healer.
And then there was Naki himself. Traveling with the group had really helped him hone his martial skills, and he'd even picked up some magic! Bardic-type stuff. He was gonna miss Vance.
But yeah, in the course of four years or so, they'd stopped a demon lord summoning, discovered a new continent, helped Naki elope from a marriage to a princess whom he agreed to marry while very intoxicated, revitalized a dwarven kingdom's economy though BEEEER!, saved more villages than they could count, and gotten fat stacks of loot and cool magical items.
"Alright, guys." Oh, Reth was back. "The dragon's sleeping now, but I don't doubt that he's got traps set up, so be careful. You know how blues are."
Alright. Nice and easy. Gentle. Don't make tooo- aw crap. That was a bottle wasn't it? And that's the dragon waking up.
"Dammit, Naki!" yelled Arinys. Naki responded with a thumbs-up.
"Who disturbs my keep!?"
Well. This should be exciting. Naki took a swig and started up a performance. It was time to get to work.
Naki, The Performance Fighter 1GR
Creature- Elf Monk Rouge
First Strike
RR: Target creature gains +2/+0 and gains haste until end of turn.
RG: Target creature gets +1/+1 and gains trample until end of turn.
GG: Target creature gains +0/+2 and gains hexproof until end of turn.
2/1
Personal Notes: I might have gone overbord while adding abilities. I don't think I made anything too overpowered though. Plus, he dies to a Shock. The extra 2 toughness plus hexproof may be a bit much, but I wanted it to keep parity with the other abilities. You could conceivably play him out and leave up mana to give him hexproof, but then you'd be spending 1RGGG, and your immediate reward would only be a 2/1 or 2/3 with first strike.
Honestly, if the "no change to mana cost" rule wasn't a thing, I probably would have made it GUR, since it my favorite color combination and I think adding blue accentuates his new magical talents,but I still like this version. I wanted him to end up like a d&d-like adventurer, and now I really want to play an elf or half-elf monk-bard in the next campaign I join.
P.S. This whole thing has been great! Thanks for doing it!
P.P.S. Naki hasn't cared about his one poison counter in a very long time.
EDIT:typo fix
Caumotch, the Murder-Mouth 2BRG
Legendary Creature - Devil Avatar
Deathtouch, protection from Angels
If a creature dealt damage this turn by Caumotch would die, instead exile that creature and its controller loses 1 life.
BRG, T, Sacrifice another creature: Caumotch deals X damage to any target and you add X mana in any combination of colors, where X is the sacrificed creature's toughness.
No one can sate him, and no one should want to.
1/6
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
He leads them to the desert, hoping for a sandstorm. If big enough he may able to escape outright, though he doubts a desert he crossed alone would be enough to keep the leonin out of his hair forever. After "explaining" how a flower could bloom in the desert (it was no ordinary flower after all) they set out.
Several days into their expedition was when the ground erupted into the air, swallowing the vanguard. It was a Great sandwurm, whose resting grounds they stumbled across. It's not what he planned but it was a chance, none the less. Zemoo deployed one of his stealth thopters to the pit displaced by the wurm. He could reshape it to the flower in the pit without being detected by the distracted leonin. After dispatching the wurm (by comandeering and exploding the eaten leonin's wepons). He is able to retrieve the fabled "Lotus" in the wurm's hollow.
Not his best work, but good enough to fool the leonin attendants, and later the queen. Hard to blame them since they had never seen the real thing before. Refusing any big ceremony since he wanted to hurry home before his forgery was discovered, Zemoo is able to gain both the Trust of the leonin and his freedom and is allowed to leave in peace.
Zemoo, Pumble Freedman 2UR
Legendary Creature - Human Artificer
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
Whenever ~ deals combat damage to an opponent, create an artifact token named Fool's Lotus with Vanishing 2 and "T Sacrifice this add two of any color"
2/4
My Cubes:Pauper|Archetype
My Deviant Art
Ritsuko, Storm Caller 3UR
Legendary creature — Moonfolk Wizard
Flying
When Ritsuko, Storm Caller enters the battlefield, it deals damage equal to the number of cards in your hand to each opponent who has less cards in their hand than you.
2, Return a land you control to its owner's hand: Return target creature to its owner's hand.
3/3
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.
Here are my evaluations of the finished cards. I'll post evaluations of the ones that missed finished versions tomorrow. (That gives stragglers another chance to post!) My evaluations will be based on the most recently posted version of the card.
Everyone who has made it to the end will definitely be immortalized in the legendary hall. None of the cards are overpowered. Several are low on the power spectrum, but I think they all manage to justify their existence.
Naki 1RG
Creature-Elf Monk
First Strike
2/1
--------------->
Naki, Life of the Party 1RG
First Strike
RG: Target creature gets +1/+0 until end of turn.
"C'mon, friend! One drink can't hurt!"
2/1
------------------>
Naki, Wild Fist 1RG
Creature-Elf Monk
First Strike
R:Naki gets +1/+0 until end of turn.
G:Naki gets +0/+1 until end of turn
2/1
------------------------>
Naki, The Performance Fighter 1GR
Creature- Elf Monk Rouge
First Strike
RR: Target creature gains +2/+0 and gains haste until end of turn.
RG: Target creature gets +1/+1 and gains trample until end of turn.
GG: Target creature gains +0/+2 and gains hexproof until end of turn.
2/1
I really enjoy the logical progression here. It seems like a simple evolution, but the cards all work really differently. Life of the Party is a less efficient Ghitu War Cry on legs. Wild Fist has a classic Viashivan Dragon build. Performance fighter is more reminiscent of Order of the Ebon Hand, or maybe Torchling. All the cards are reasonable for their mana cost. Even level 0 Naki is decent common chaff (though it wouldn't be legendary).
Design-wise, I think the main issue is that the final card doesn't quite feel legendary. He has loads of abilities, but they are basically combat focused, and none of them say "build around this". It actually feels like it would be part of a rare cycle in Invasion block if you replace hexproof with shroud text.
It's the kind of rare that is strong in draft, and strong on the kitchen table, but played nowhere else because it's just too fair. There's nothing wrong with that kind of card.
I've enjoyed Naki's personality, and I think I had more fun with his rival than anyone else's. I also think it was a strong character moment when he killed Kero. He could have just beaten and humiliated him, but Naki didn't hesitate to run him through in the square. I didn't expect him to end up being a full-time D&D type adventurer. I would have seen him becoming a wealthy merchant, or remaining a lone wanderer, or becoming a jovial hermit. But I suppose it's nice to see him no longer alone.
Naki still feels the poison when it's going to rain, but he's used to it. Really, this is just the beginning of his adventures. He and his crew have some good years in them before they eventually die or retire.
Legendary Creature - Moonfolk Shaman
Flying
3/3
------------->
Ritsuko, Storm Watcher 3UR
Legendary creature - Moonfolk Wizard
Flying
2, Return a land you control to its owner's hand: Return target creature to its owner's hand.
3/3
---------------------->
Ritsuko, Storm Caller 3UR
Legendary creature — Moonfolk Wizard
Flying
When Ritsuko, Storm Caller enters the battlefield, it deals damage equal to the number of cards in your hand to any target.
2, Return a land you control to its owner's hand: Return target creature to its owner's hand.
3/3
------------------------------>
Ritsuko, Storm Caller 3UR
Legendary creature — Moonfolk Wizard
Flying
When Ritsuko, Storm Caller enters the battlefield, it deals damage equal to the number of cards in your hand to each opponent who has less cards in their hand than you.
2, Return a land you control to its owner's hand: Return target creature to its owner's hand.
3/3
It's odd that the final iteration is decidedly weaker than the previous one, at least in two player. Maybe it's better in multiplayer, but I'm not completely convinced. I looked it up, and only combat damage counts for commander damage. She really just needs a little push to be good, and I want her to be a little more powerful. But I do see what you did with the flavor there: the change mechanically represents Ritsuko's growing hubris. I like that, and I like where you took there character, but I want the card to be more playable. 3RU for a 3/3 are just not great stats, and bounce ability doesn't quite make up for that. Is it too much to give the ETB ability a cantrip? I think that would make it a viable commander.
BUT If this is an uncommon legend rather than a rare, that changes things. A repeatable bounce engine at uncommon is well worth it, and 3/3 flying for 5 is not a terrible rate. This is about the typical power level for an uncommon legend: it does something powerful and worthwhile as a build-around, but it's costed very conservatively.
I was glad to see somebody take their character to a place of defeat and tragedy. Ritsuko could have been a great sage of the moonfolk, but instead, she stood against them and squandered everything she had earned. Indeed, her name was lost to time, but in Kamigawa's equivalent of Kabuki theater, there is a classic play heavily dramatizing the story of the East Wind Sage. In the play, the East Wind Sage is the most skilled and most learned of the sages. She then falls in love with a mysterious, brilliant scholar (who of course turns out to be a dragon in disguise). The dragon betrays her to learn her family secrets, and she seeks vengeance. She kills the dragon, but to gain the power to do so, she betrays her family and her honor. The fifth act is a bit of a jumble, but in the end she realizes that she has betrayed all she believed in, and she kills herself in shame. It's a popular play.
Fall of the East Wind 1RU
Enchantment- Saga (U)
1: Return a land you control to its owner's hand. Return target nonland permanent to its owner's hand.
2: Target creature gains flying until end of turn. At the beginning of the next end step, Fall of the East Wind deals 4 damage to each creature with flying.
3: Return any number of lands you control to their owner's hands. For each land returned in in this way, return target nonland permanent to its owner's hand.
Legendary Creature - Kor Cleric
Lifelink
He left the enclave as much to find himself, as he did to lose the others.
3/3
---------------->
Basander, Stoic Pilgrim 2WB
Legendary Creature - Kor Cleric
Lifelink
2W: Basander, Stoic Pilgrim gains indestructible, has base power and toughness 0/2, and is an artifact in addition to their other types until end of turn.
The stoneform spell is not the most impressive feat of lithomancy, but it is far more useful than it appears. While uncomfortable it allows practitioners to weather miserable travel conditions and even rest in plain sight without fear of bandits or beasts.
3/3
The card never got finished, but I do like where it was going. Bassander's name is lost and gone. His card is not legendary. It is simply Stoic Pilgrim, and it is a solid uncommon. Here is his final iteration:
Stones of Nessos
Legendary Land (R)
T: Add C.
5: Stones of Nessos is no longer a land and becomes a 3/3 Kor Cleric creature with lifelink and "2: Stones of Nessos is no longer a creature and becomes a land."
"I hurd some o' dese rocks is really lithomandies. Ain't true though." -Volrog, Goblin Guide
Legendary Creature - Devil Avatar
Deathtouch
No one can sate him, and no one should want to.
1/6
------------------------->
Caumotch, the Murder-Mouth 2BRG
Legendary Creature - Devil Avatar
Deathtouch, protection from Angels
If a creature dealt damage this turn by Caumotch would die, instead exile that creature and its controller loses 1 life.
No one can sate him, and no one should want to.
1/6
---------------------------------->
Caumotch, the Murder-Mouth 2BRG
Legendary Creature - Devil Avatar
Deathtouch, protection from Angels
If a creature dealt damage this turn by Caumotch would die, instead exile that creature and its controller loses 1 life.
BRG, T, Sacrifice another creature: Caumotch deals X damage to any target and you add X mana in any combination of colors, where X is the sacrificed creature's toughness.
No one can sate him, and no one should want to.
1/6
+
Foreboding Flight 3B
Enchantment - Aura
Enchant creature
Enchanted creature has flying.
B: Enchanted creature gains indestructible until end of turn. Tap it unless it's named Caumotch, the Murder-Mouth.
B, Pay 2 life: Put a +1/+1 counter on enchanted creature. If it's named Caumotch, the Murder-Mouth, put two +1/+1 counters on it instead.
Leathern fluttering hearkens to the next stage of terror.
The final ability really ties it all together. It works with the deathtouch, it works with the exiling bit, and it just makes sense that Caumotch eats your stuff too. My main complaint is that Forboding Flight feels a little random now that the card is finished. When it was first posted, it really looked like it rounded the card out well, but now that Caumotch is a fully realized card, it just seems like win-more to put this on Caumotch. You might actually rather put it on another creature, pump it full of +1/+1 counters, and sacrifice it for lethal to Caumotch's ability. In the end, I think that Foreboding Flight would be in the same set as Caumotch, and would feature him in the art, but would lose the Caumotch matters text. Both cards are fine without it. Regardless of that, I think that this final card is very well put together, and the design seems quite intentional. This absolutely feels right for a rare legendary creature.
I was a little disappointed in your resolution for Caumotch storywise. He certainly wasn't going to stop eating, but I figured something would eventually stop him. There is nothing subtle about Caumotch, and he's not without weaknesses that could be exploited by those he oppresses. It seems like his arc has to end with him eventually meeting his comeuppance. But if nothing else will do it, Enantae the angel will eventually return in an entirely new form:
Bonds of Retribution 6W
Enchantment- Aura (U)
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
Bonds of Retribution costs X less to cast, where X is the toughness of the creature it targets.
Legendary Creature - Human Monk
3/2
------------>
Arabal, the Shining Fist 1URW
Legendary Creature - Human Monk
When Arabal, the Shining Fist attacks, tap up to X target nonland permanents, where X is Arabal's power.
3/2
----------------->
Arabal, the Shining Fist 1URW
Legendary Creature - Human Monk
Protection from black
When Arabal, the Shining Fist attacks, tap up to X target nonland permanents, where X is Arabal's power.
3/2
---------------------------->
Arabal, the Shining Fist 1URW
Legendary Creature - Human Monk (M)
Protection from black
When Arabal, the Shining Fist attacks, tap up to X target nonland permanents, where X is Arabal's power.
As long as an opponent controls 4 or more tapped nonland permanents, Arabal has double strike.
3/2
Triple Fiend Binder (plus hitting artifacts) is quite an ability. Plus it can tap more if you pump it, which gives you something to build around. The double strike also really justifies the red mana, and in multiplayer EDH, it turns on pretty easily, allowing you to go for commander damage. Protection from black is actually further evasion. All told, this is probably the most powerful card of the final submissions. It earns its legendary status, and it earns mythic rarity. It's a rock solid design, and it's impressive that you managed not to overpower the card after adding that powerful tap ability so early. It's not a card I'm particularly drawn to play, but that's not really a strike against it.
The only thing that bothers me is that Arabal still isn't powerful enough to defeat Vixyath, Spirit of the Woods, even with his double strike active unless he also had a Bonesplitter or something. But perhaps Arabal has grown as a person, and learned not to be so vain as to assume he should be able to vanquish any foe. As Arabal ages, he'll come to realize that he's done much more good in sculpting young minds than in all the glorious victories of his youth.
Legendary Creature - Human Artificer
2/4
------------->
Zemoo, Irresponsible Inventor 2UR
Legendary Creature - Human Artificer
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
2/4
-------------------->
Zemoo, Indentured Pumble 2UR
Legendary Creature - Human Artificer (R)
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
Bands with Cats.
2/4
----------------------------------->
Zemoo, Pumble Freedman 2UR
Legendary Creature - Human Artificer
Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
Whenever ~ deals combat damage to an opponent, create an artifact token named Fool's Lotus with Vanishing 2 and "T Sacrifice this add two of any color"
2/4
This is such a weird weird card. It's certainly a more interesting artifact-matters commander than Jhoira, Weatherlight Captain. But... it's so weird. You want to steal their artifact abilities when you attack, and have artifacts that you can double the effects of-- but you have to block to get that, which requires the enemy's assistance unless you are forcing attacks. It also requires the benefits to be useful at instant speed. Getting Fool's Lotuses is actually the most grockable ability. They make big mana, but Zemoo's got no evasion, and they don't stick around forever. It's a pretty cool commando ability, and the vanishing makes great mechanical sense as well as flavor sense. You're not made to be able to stack up five lotuses, but you can get double mana out of them if you block.
This card is so strange that it has to be legendary, and it has to be rare. It's really awkward how much it's trying to both attack and block without vigilance. In the end, I really doubt this card would get played a lot, but it would be a lot of fun when it worked. "Bands with cats" was hilarious.
I like Zemoo's character arc quite a bit actually. By the end, he's still exactly the same guy, but he's been forced to become more mature by the nature of his captivity. It feels like the right direction for Zemoo. But he's certainly still an irresponsible inventor. I also like that we never actually see the legendary Black Lotus. Maybe it wasn't out there at all.
Of course Zemoo's best frenemy was sent to kill him, but that was mostly just an inconvenience.
Joru, Vengeful Gahl BWR
Legendary Creature- Cat Warrior
T: Destroy target Human.
Joru gets +2/+2 and vigilance as long as he is equipped.
3/2
More tomorrow. Thanks all.
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.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
For those who never posted their last cards, I judged more or less as if the cards were done, but the general consensus is of course that the card didn't feel quite finished for a legendary creature (with the exception of Moppe + Broom which is already as complicated as they need to be). All of your cards feel fine nonlegendary, so the penalty of missing the deadline (by a lot at this point) is losing legendary status. All of your characters lived out their stories, but their names were lost and never glorified. Nobody ever even knew Moppe had a name, and Smiles was probably dubbed "Smiles" by the necromancer. Siddiq was never famous, and never sought glory.
I wish you'd gotten to come up with your own endings, but I don't blame anybody for not posting earlier. Life gets in the way, and this is just a silly online game. I enjoyed the whole process. I might host another iteration with slightly different rules in the future. Probably on Nexus, because this place seems to be a ghost town now (at least the custom cards forum, the cube forum is still great here). If anyone is curious, I found cardsrealm.com to be the best place to easily get card illustrations without downloading or uploading anything.
Creature - Human Knight
Vigilance
2/2
------------>
Siddiq, Child of Asha 1WW
Creature - Human Knight
Vigilance, Renown 1
Heroic: Gain 3 life or Prevent the next 3 damage that would be dealt to any target this turn. Draw a card.
2/2
----------------->
Siddiq, Child of Asha 1WW
Creature - Human Knight
Flying, First Strike, Vigilance
Heroic: Prevent the next 1 damage that would be dealt to up to 3 target creatures this turn. Draw a card.
2/2
---------------------------------
Final form missing
-----------------------------------
Well, the card is unfinished, and you can feel that. Nevertheless, it's a strong keyword soup card. The obvious comparison is Aerial Responder, and by comparison, this is better if you are actually triggering Heroic, and significantly worse otherwise. I don't know what you would have done at the end, but only a small tweak could have really made it feel legendary. Something like "Sacrifice an aura: Draw a card" could make this a really interesting commander for mono-white (though there's no obvious flavor reason for that). As is, this feels a lot like Danitha Capashen, Paragon. Like Danitha, she fits as an uncommon legend, and will be decent anywhere she isn't directly outclassed by Aerial Responder. She'll mostly just be good in draft.
Siddiq has had a harder time than some of the other characters. Unfortunately for her, that was only the beginning of her troubles. As a guide, Siddiq was shot, stabbed, beaten, bitten, trampled, poisoned, mauled, and robbed several times over the course of her career. Many times she managed defeat her assailants. Other times, she was left for dead, and saved only by the favor of the angels. She got a reputation as a sturdy guide, but Siddiq was always humble, and never craved any glory. She gained the respect of many pilgrims and travelers who owed her their lives, but she never won the glory or fame of a sigiled knight of Bant.
Siddiq lived to the ripe old age of 41. She was to convey a famous poet through the saltwater bayous far southeast of Topan, and she blocked a bite from a Saltwater Yath with her body. She saved the poet, but she knew there was no cure. Nevertheless, she managed by the will of the Amesha to stay alive and keep him safe until they reached his tiny village, where she died in the village gate. The poet had never asked her name, but did eventually write the Ballad of Asha's guide. It was entirely fictitious, and it was not one of his popular works.
However, Siddiq isn't without a legacy. She lived a full life, and was even married once, though not for as long as a decade. Her husband disappeared while she was on a long pilgrimage, and was presumed dead. She was left with a son. A quiet, self-reliant fellow with almost no sense of humor. He was six when his father disappeared and thirteen when his mother never returned. Nevertheless, he was stoic, and had learned many survival skills from his mother. He followed in her footsteps as one of Bant's more intrepid hinterland guides.
Hassan, Child of Asha 1GW
Legenday Creature- Human Knight Scout (R)
When Hassan becomes the target of an aura spell, draw a card and gain 1 life.
(G/W): Hassan gains your choice of Flying, First Strike, Vigilance, or Trample until end of turn. Prevent the next 1 damage that would be dealt to Hassan this turn.
2/2
[note]: You may not have seen Siddiq as a lifelong Bant Wilderness Guide, but that's certainly what this story turned out to be about. I hope you're not too bothered by the creative liberties I took with your character. I think it's an interesting other side to Bant than what we've seen on cards, which is mostly ritual combat for glory and sigils. I haven't read any of the books, so I only know what's on the cards, but it makes a lot of sense that there's a lot of wild space out there.
Legendary Artifact Creature - Gnome
Protection from rats, spiders, and insects
"You forget to close one little teleportal and off it goes, sweeping right into the painforges of the archzebrademons. I wonder how far it got?"
--Luka Pnyx, Laboratory Assistant
0/1
--------------------->
Moppe, Enthusiastic Custodian 1RW
Legendary Artifact Creature - Gnome
First strike, haste, protection from Rats, from Spiders, and from Insects
(Melds with Demonbristle Broom)
"I forgot to close one little teleportal and off it went, sweeping right into the painforges of the archzebrademons. I wonder, how long could it have survived in there?"
--Luka Pnyx, Laboratory Assistant
0/1
+
Demonbristle Broom 1R
Artifact - Equipment
Equipped creature gets +3/+0 and has "R: this creature gets +1/+0 until end of turn."
Equip: 2
RW: If you both own and control Demonbristle Broom, and it is equipping a creature you both own and control named Moppe, Enthusiastic Custodian, exile them, then meld them into It That Pans the Dust.
Restrictions breed creativity. Of course, having plentiful magical materials to hand and access to hellfire-fueled forges doesn't hurt.
=
It That Pans the Dust
Color Indicator: Red and White
Legendary Artifact Creature - Gnome
Double strike, haste, protection from Rats, from Spiders, from Insects, and from Demons
(R/W): It That Pans the Dust gets +1/+0 until end of turn.
When It That Pans the Dust enters the battlefield it deals damage equal to its power to each creature you don't control.
Moppe turned toward its demonic captors with a righteous fury it had never before known. At long last it had completed its weapon and cleared the dungeons of vermin: now it was going to take out the trash.
3/1
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Missing phase 3 and 4
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I was sorry to see you not return, but sometimes real life gets in the way. As is, this feels like a finished enough pair of cards. My main issue is that this is a broom, and it's giving you a Greatsword's level of power. Then with It that Pans the Dust, the three damage is not too much mechanically, but it is too much in flavor. It that Pans the Dust seems like it should be It that Rains the Doom. Anger of the Gods is a bit much for a gnome with a broom.
Nevertheless, taken outside of the flavor, the designs do feel about right. Demonbristle Broom is a powerful colored equipment, and it justifies playing weird little Moppe by melding into a thing you are rewarded for melding into. The broom would be a pretty high pick in draft, but it's not overly good for an uncommon. Moppe will be a jank rare, but obviously there will be an equipment theme in the set they're from, so it fits as an archetype card. Also the fact that the rare is the lower pick in draft increases the odds that it will be available later in the pack to the person who took the broom early for value. My only issue is that the flavor doesn't match the effects. It's kinda like how Thieving Amalgam is a 6/7 even though it looks more like a 3/3. It's not wrong wrong, but it's a little wrong.
To complete Moppe's story:
Moppe really believed that it could defeat Zeikai, the Archzebrademon. The modified Moppe struck when Zeikai was drunkest, and certainly surprised the demon. However, Zeikai was too drunk on bloodwhiskey to really understand the situation. He struck out at whatever was attacking him and obliterated poor Moppe and the broom.
Ultimate Disregard 2WB
Instant (R)
Attacking creatures lose all abilities. Destroy those creatures and all equipment attached to them.
"Yaigh?!" -Zeikai
With one disintegration sneeze, Zeikai unmade half of the room, and more than one Zebrademon. Bits of things were blown out for miles. That was the end of it. Or at least it should have been. But somehow, some small part of the tenacious gnome survived, blasted way out into the desert. It constructed some semblance of a body for itself out of rubble. Then it began to clean up.
Scrap Gnome 0
Artifact Creature- Gnome (U)
T: Exile target artifact or land card from a graveyard.
"Would you look at that! I think it's trying to tidy the desert." Pygar the Scavenger
0/1
Legendary Creature - Skeleton
"It's perpetual smile could kill anything."
5/2
---------->
Smiles, Sturdy Skeleton 2BB
Legendary Creature - Skeleton
3: Tap Smiles, Sturdy Skeleton. It gains indestructible until end of turn.
"Undaunted by threats, it could wait out obstacles for eternity."
5/2
-------------->
Smiles, Spiny Skeleton 2BB
Legendary Creature - Skeleton
Wither
3: Tap Smiles, it gains indestructible until end of turn.
It is said that the skeleton use to have a master. But its journey being so long that time was minuscule.
5/2
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Phase 4 Missing
-------------------
The design for Spiny Skeleton feels like a powerful uncommon, but there's certainly no reason for it to be legendary. Phase 4 would have really made or broken this card. I can't really imagine exactly what it would have been.
Story wise, Smiles never really had an arc. All Smiles wanted to do was to go. In fact, Smiles didn't even really care about that. After all... it's a skeleton. Eventually of course, Smiles will crumble away to nothing.
Ancient Skeleton 2BB
Creature- Skeleton (U)
Indestructible, Wither
Vanishing 4
"I swear it's smiling. I know skeletons always smile, but this one's smiling!"
6/1
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.
https://www.mtgsalvation.com/forums/magic-fundamentals/other-magic-products/mtg-mmo/820175-the-ashblood-ascendants
GENERATION 21: 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.