VeiledAssassin: Interesting Use of the Arcbound Mechina, I llike it
clcallag: Interesting, a weird sort oa mana battery, Unreiable but potential powerfull
Cythare: Interesting, coupling abilities. Feels off color somehow
willows: Unfortunately, timing rules make the latter abiltiy almost useless
TacticalCelebrant: Simple. its just not so exciting. though could be if couters are a themre
L0ng5h0t: Not bad, but untap and can't block is a bit confusing.
Koopa: DOes alot for an uncommon
Nice entries this round
1) Veiled Assassin
2) Clcallag
3) Tactical Celibrant (FLavor text broke the tie)
Sir Karn
This seems fun, but is also feels really narrow. Only a creature with 2 toughness can hold this, the other option gets killed by it. Though, I do like that it makes any bear into a formidable flier.
Maokun
Missing "Enchant creature". I do like this, limited power level but also quite flexible. Turning into two instances of haste when needed, lots of fun here. Not a thrilling card, but somewhat printable.
drewdagreek
I don't really dig on this card. It's funny, but really fairly bland. I guess it can turn your lands into card drawing late game, so that's a plus. But until then, sorta uninspiring.
Raikou Rider
Very easy, basic strategy here. I feel it's undercosted at common. Think Twice comes to mind as a card that would cost you 3UU to draw two flexibly, and this only costs you 1UU. I figure Flashback could figure into that somehow, but as it appears, this might be more of the uncommon range.
Phyrexian Editor
I'll give you fun points, but in terms of playability, I'm not sure. I guess in a token deck, where you provided an ample string of possible targets, it may pay off. Nevertheless, requiring the creature to block? Most creatures that get enchanted and/or equipped don't do much blocking, they tend to be readied to go in for a fight.
Black_Megatog
Well, hello! What an interesting take on a Bullwhip Wellspring. It's fun, playable and in a pinch, even removal. Great work here.
Profani
Kind of wonky, but at least it'll help train players to not tap their equipment with their creature. That being said, it's a card that would confuse new players. I don't think I understand the flavor of this card. Equip for 0 is kind of really powerful, especially to just give a creature flying.
aurorasparrow
Creative and bland at the same time. I like the idea of making a block. But it's only value is to be counted in things like Affinity or Metalcraft, but not even a thing of relative value. Even Nuisance Engine makes blockers. Granted, this has the ability to not tap, but it just goes out of its way to achieve nothing. This card is all potatoes and no meat.
top 3:
3. Raikou Rider
2. Maokun
1. Black_Megatog
Private Mod Note
():
Rollback Post to RevisionRollBack
BInfect BWDeath & Taxes UBRAffinity
RBurn UBRSac Land Tendrils UBRGOops, All Spells
WUGPhelddagrif GGGOmnath, Locus of Mana BBBXiahou Dun, the One-Eyed RRRAshling, the Pilgrim BBWTeysa, Scion of Orzhov UUUTalrand, Sky Summoner UUBVela the Night-Clad GGBVhati il-Dal RUWRuhan of the Fomori
VeiledAssassin: I like this but I'm pretty sure that this should be rare both in terms of complexity and power. Perhaps to reduce complexity and cognitive dissonance, it should simply enter the battlefield with the two counters, rather than having modular.
clcallag: Nice, but I think that it would have been more flavourful if the second ability dealt damage.
Cythare: Eh, I really cannot like these limited-only expensive enchantments that do nothing by themselves and then what they don't even really help you win the game quickly even though they enter the field when the game is nearing completion.
willows: I like! I usually don't like equipments that don't grant p/t bonuses but this is pretty fair and super useful in limited.
TacticalCelebrant: Hrm, this seems to be a smidgen more powerful than what Wizards are doing right now, especially if you take in account that it is an enabler for a lot of effects that care about counters.
L0ng5h0t: I'm pretty sure that red doesn't get to remove attackers nor white to stop creatures from blocking. The ability should be a bit more costly not to be devastating in liited so RW sounds ok.
Koopa: Sensei's Divining Top was restricted for sins that your card make look like simple trivialities.
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
Vertain
I feel a bit uncertain about this. If things go crazy it might be another affinity. Arcel
If two players play 2 spells per turn, and half of these are creature spells, this nets you 2 per turn, which can be stored for future use. The from your hand clause helps with Storm and Replicate, right? I used to think this was wordy but now it seems it's necessary. coolgriff14
I hate this effect. But the card itself seems good and balanced. pstmdrn
A reasonable common card. herbert west
I really like this. But as pointed by Gerrard's Mom, you just can't do things like this with hybrid mana. teraparsec
Its main usage is to save your permanents and auras. I think its cost is right. Eskimo_Rage
I always like non-blue counterspells. And this seems well executed. But sorry, it is a rare (and should be). Atrius
I feel it's overpowered.
Energy Coils3
Artifact {U}
Whenever a player casts a non-creature spell from their hand, put a charge counter on Energy Coils.
Remove a charge counters from Energy Coils: Add 1 to your mana pool. "Excess residual mana recollected for your convenience," - Instruction Manual
Why does it have to be from the hand? Should cost more, though, else it may provide too much momentum for certain decks. Getting to 3 mana is easy, and after that the guy who controls this enjoys a discount on everything they cast. It seems like a nice combo piece beyond that, in all honesty.
Exhaustion Reverser
Artifact (U)
:symtap:: Tap target untapped creature, then untap target tapped creature.
Outclasses Tumble Magnet pretty easily. However, I like the design. Keep one of their guys tapped down, and give one of your guys pseudo-vigilance. It should simply cost 1 more.
Amateurs Gauntlets 3
Artifact-Equipment (U)
Equipped creature gets +2/+0 and has "When this creature attacks, flip a coin. If the flip results in heads, this creature gains double strike until end of turn."
Equip 3 "It doesn't always work, but when it does...wow!"
-Artificer Harold
Neat, but it's overcosted, considering Fireshrieker gives double strike with 1 less on the equip cost. This gives +2/+0, not double strike, but it can give double strike during 1/4 of all combat steps. It can never have double strike on the defense, after all.
Tax Seal WW
enchantment [r]
When tax seal enters the battlefield choose a card type.
Cards of the chosen type cost 1 more to play.
Sacrifice tax seal: counter target spell of the chosen type unless its controller pays 1.
Unfortunately rare is not common or uncommon. I like the design, though.
Anneal Mantra :2mana::symwg:
Enchantment - Aura (C)
Enchant creature
If enchanted creature has First Strike, it gains Reach.
If enchanted creature has Lifelink, it gains Trample.
If enchanted creature has Vigilance, it gains Deathtouch.
"What you want is merely an extension of what you already have but don't know how to use properly yet." - Femeref expression
Er, interesting mechanics. I don't understand any of the "why", though? Why does first strike lead to reach? Why does lifelink lead to trample? Why does vigilance lead to deathtouch? Why would a mono-white aura give mono-white creatures green keywords? Why would a limited environment require that this card be printed? Why does it cost 3? Why is such a complex card at common?
Daze Bauble1
Artifact C t, Sacrifice Daze Bauble:
Tap target creature and draw a card. A mass of hovering light which the eye cannot track.
Hey, baubles. I can find nothing wrong with this design. Good job.
Seal of Dissolution UU
Enchantment (C)
Sacrifice Seal of Dissolution: Return target nonland permanent and all cards attached to it to their owners hands.
So, Disperse, but with a more restrictive cost, also in enchantment form. Disperse would cause auras to go the graveyard, but wouldn't affect equipments. This gets equipments, but saves auras. So it should be equal to Disperse, if anything. Also, it should be "permanents attached to it".
Conduit Grid2
Artifact (U)
Conduit Grid and other artifacts you control have "T: Add 1 to your mana pool."
"What is the true purpose of artifice? Is it to solve the big
problems of our world or is it to ease our everyday life?" Tra
wondered as he looked at his newest contraption. "And more
importantly: Which category does this thing belong to?"
I think you have too much flavor text. Beyond that, I love this mana rock, good job.
Your templating needs a lot of work, but I like the design.
I don't think the tap cost is necessary on the second ability. In fact, I think it would be cooler if the first ability cost 1. As it is, this doesn't seem very useful.
There's plenty of room for flavor text here. This seems ok, but boring.
This would be way better with a P/T boost.
This would be better (and would make more sense) as "You may have each creature you control enter the battlefield with a +1/+1 counter on it." It also seems insanely good in token strategies.
ITS. No apostrophe. Otherwise I like this card, though it does seem weird that would target attacking creatures. seems like it wants this to target blocking creatures.
How do you decide which card is the top card of the player's hand? I know WotC hates shuffling, and this seems like it would just add a lot of time to the game for marginal benefit. Why not just have it put the top card on the bottom?
1. Veiled Assassin
2. L0ng5h0t
3. clcallag
Private Mod Note
():
Rollback Post to RevisionRollBack
"You live and learn. At any rate, you live." -Douglas Adams
Screwdriver critiquing Buzzsaw.
Layout borrowed from clcallag.
Ink-Treader
Catalyst Amulet1
Artifact - Equipment (U)
Spells targeting equipped creature cost 1 less to cast.
Equip 1 "It assists in the application of many spells. What could go wrong?"
This really feels like the type of thing an aspiring mage might come up with in their garage.
Moss_Elemental
Grifter's Dagger 2
Artifact - Equipment (U)
Equipped creature gets +1/+1 4: Exchange Grifter's Dagger with an Equipment card in your hand.
Equip 2 "Don't worry. I got my secret weapon."
I am hesitant about the wording, but it looks like you nerfed it enough to be balanced.
ahyangyi
Amulet of Life and Death2
Artifact - Equipment [U]
Equipped creature's toughness is 1.
Equipped creature has "W: prevent the next 1 damage that would be dealt to this creature."
Equipped creature has "B: the next time this creature is dealt damage, target player loses as much life."
Equip 2 This small thing has the power of life, the power of death, but not both.
I don't really like toughness setting effects, but the other effects seem to take advantage of it well.
Rithaniel
Wind Mirror2
Artifact U T: Add 1 to your mana pool. ,T, Sacrifice Wind Mirror: Put a land card from your hand onto the battlefield. It reflects everything as it may one day be.
Decent price for a minor bit of land acceleration. Good flavor and fits the challenge well.
Gerrard's Mom
Blessing of VigorG
Enchantment (C)
At the beginning of each combat, choose target creature you control. That creature gets +1/+1 until end of turn. The elves of the Carrelwood have a god for every hour of the day, and each picks a god to follow in the hopes that they will be blessed during that hour.
This seems pretty weak, but what can you expect for G?
MirrorEntity
Blinding Mirror2
Artifact (U)
Whenever you attack with one or more creatures, you may pay 2. If you do, tap target creature you don't control. ,Sacrifice Blinding Mirror: Tap each creature you don't control.
I'm not sure this is an effect you can get in colorless, but even if you can, (off the top of my head I can come up with trip noose which is close,) this card doesn't excite me.
Cardz5000
Essence of Spring :sym2g::sym2g:
Artifact (U)
Essence of Spring enters the battlefield, or is destroyed you may search your library for a basic land card an put it onto the battlefield tapped
Evoke :sym2g::sym2g::sym2g:
I wish this card could exist, but to get closer to being printed you would need to take away the twobrid mana, turn it into a sorcery, and change the evoke to kicker. Stupid new world order.
Monkey Playing MTG
Landseeker Compass {U}
Artifact
Landfall - Scry 2 "I wouldn't say it's necessary... but I've never seen an expedition with one of these fall afoul of the land." - Talek, Expedition Captain
Simple clean effect. Missing a mana cost. Crystal Ball says it could cost 3 - 4 mana. I'll give you the benefit of the doubt.
Top 3:
1.) Rithaniel
2.) Ink-Treader
3.) Monkey Playing MTG
Team Wrench Critiquing Team Screwdriver VeiledAssassin - The idea is great. It's a cool play on modular. However, as is I think this card is at least a rare. It's repeatable recursion for artifacts ala Goblin Tinkerer or Kuldotha Forgemaster with a less severe drawback. I think that this card needs to sacrifice itself to be fair and even then I'm not so sure that it's balanced. clcallag- This card is a flavorful and fun. I enjoy it. Cythare- I think this card is actually overcosted for what it does. I might drop it to 2WR or even 1WR if it were moved up to rare out of limited concerns. willows- Surprisingly complex for such a seemingly simple piece of equipment. That's not a bad thing though. I had to think about this card for a second and I appreciate that. TacticalCelebrant- It's a fair card but not terribly innovative or exciting. I think it'd be more interesting if it put +1/+1 counters on your opponent's creatures as well for Cytoplast Manipulator shenanigans. L0ng5h0t- I really like this card. It functions as a rattlesnake variant that makes combat more complex as red and white are known to do. It's also very flavorful. Koopa- I like the idea a lot but I question whether or not it's too powerful at that mana cost + activated ability cost. You essentially get a slightly more randomized Jace, the Mindsculptor +2 ability that recurs. That's dangerous.
Screwdriver critiquing Buzzsaw.
Layout borrowed from clcallag again.
Ink-Treader
Catalyst Amulet1
Artifact - Equipment (U)
Spells targeting equipped creature cost 1 less to cast.
Equip 1 "It assists in the application of many spells. What could go wrong?"
I'd like this better if it said "spells you cast" so it doesn't make your creature into a removal lightning rod, but it's rad.
Moss_Elemental
Grifter's Dagger 2
Artifact - Equipment (U)
Equipped creature gets +1/+1 4: Exchange Grifter's Dagger with an Equipment card in your hand.
Equip 2 "Don't worry. I got my secret weapon."
So this card is basically like, Suddenly Batterskulls, right? I kinda like the surprise power of it.
ahyangyi
Amulet of Life and Death2
Artifact - Equipment [U]
Equipped creature's toughness is 1.
Equipped creature has "W: prevent the next 1 damage that would be dealt to this creature."
Equipped creature has "B: the next time this creature is dealt damage, target player loses as much life."
Equip 2 This small thing has the power of life, the power of death, but not both.
I have to imagine a context where there are enough artifacts that they have to have colored costs. This feels more like an enchantment than an equipment.
Rithaniel
Wind Mirror2
Artifact U T: Add 1 to your mana pool. ,T, Sacrifice Wind Mirror: Put a land card from your hand onto the battlefield. It reflects everything as it may one day be.
I'd run this.
Gerrard's Mom
Blessing of VigorG
Enchantment (C)
At the beginning of each combat, choose target creature you control. That creature gets +1/+1 until end of turn. The elves of the Carrelwood have a god for every hour of the day, and each picks a god to follow in the hopes that they will be blessed during that hour.
You're the only person I've critted so far who did an enchantment, so bravo. I think you did a good job making a non-Aura enchantment that works at common.
MirrorEntity
Blinding Mirror2
Artifact (U)
Whenever you attack with one or more creatures, you may pay 2. If you do, tap target creature you don't control. ,Sacrifice Blinding Mirror: Tap each creature you don't control.
I think the sacrifice effect is a little too cheap. Still, good, likeable.
Cardz5000
Essence of Spring :sym2g::sym2g:
Artifact (U)
Essence of Spring enters the battlefield, or is destroyed you may search your library for a basic land card an put it onto the battlefield tapped
Evoke :sym2g::sym2g::sym2g:
So for GGG I get two basic lands? And I don't have to be in green? This is just so much better than Cultivate...
Monkey Playing MTG
Landseeker Compass {U}
Artifact
Landfall - Scry 2 "I wouldn't say it's necessary... but I've never seen an expedition with one of these fall afoul of the land." - Talek, Expedition Captain
Ugh, can't believe I forgot to include the :3mana:... derp. Crits up!
Conduit Grid2
Artifact (U)
Conduit Grid and other artifacts you control have "T: Add 1 to your mana pool."
"What is the true purpose of artifice? Is it to solve the big
problems of our world or is it to ease our everyday life?" Tra
wondered as he looked at his newest contraption. "And more
importantly: Which category does this thing belong to?"
Mind Stone is already considered to be quite good, and this is miles better at ramping. It's a great effect, but needs to either be rare or cost more. Oh, and the flavor text was really long.
So In! Like the first round already!
Energy Coils3
Artifact {U}
Whenever a player casts a non-creature spell from their hand, put a charge counter on Energy Coils.
Remove a charge counters from Energy Coils: Add 1 to your mana pool. "Excess residual mana recollected for your convenience," - Instruction Manual
This is probably too powerful, as it essentially reduces the costs of most of your spells by :1mana:. Such effects have always been rare. Worse, this allows for the buildup of mana, and even gives you some based on what your opponents play. I'm not saying that I don't love the card, but it's far too powerful an effect for the uncommon slot.
Amateurs Gauntlets 3
Artifact-Equipment (U)
Equipped creature gets +2/+0 and has "When this creature attacks, flip a coin. If the flip results in heads, this creature gains double strike until end of turn."
Equip 3 "It doesn't always work, but when it does...wow!"
-Artificer Harold
Yeah, this seems like something WOTC would print. I think the potential blowout swing is mitigated by the total needed to cast and equip, so it's balanced there. This effect feels well-cost, though I wish the flavor had something more to do with goblins.
Daze Bauble1
Artifact C t, Sacrifice Daze Bauble:
Tap target creature and draw a card. A mass of hovering light which the eye cannot track.
The closest thing in terms of ability to this would be the spellbombs, and this feels a bit weaker than they are, which it should be considering it doesn't cost mana to activate and always cantrips. Well-designed and balanced, and playable in limited.
Anneal Mantra :2mana::symwg:
Enchantment - Aura (C)
Enchant creature
If enchanted creature has First Strike, it gains Reach.
If enchanted creature has Lifelink, it gains Trample.
If enchanted creature has Vigilance, it gains Deathtouch.
"What you want is merely an extension of what you already have but don't know how to use properly yet." - Femeref expression
Interesting little enchantment, but this would probably need to be uncommon. The combinations also seem to be random and kinda oddly synergistic. On the whole, the card feels a bit too narrow and complicated to use well/effectively. Also, monowhite shouldn't be able to hand out deathtouch. I would have preferred to see some actual mana symbols there.
Seal of Dissolution UU
Enchantment (C)
Sacrifice Seal of Dissolution: Return target nonland permanent and all cards attached to it to their owners hands.
I like it. The seal cycle was always interesting, and a slightly worse/better boomerang works well. Good job.
Tax Seal WW
enchantment [r]
When tax seal enters the battlefield choose a card type.
Cards of the chosen type cost 1 more to play.
Sacrifice tax seal: counter target spell of the chosen type unless its controller pays 1.
Unfortunately, the card had to be uncommon or common, so this doesn't fulfill the challenge requirements. On another note, I really like the card. It seems balanced, flavorful, and potentially quite good. Excellent job; shame it doesn't fit the challenge.
Exhaustion Reverser
Artifact (U)
:symtap:: Tap target untapped creature, then untap target tapped creature.
Interesting. Kinda simple, and nothing we haven't really seen before. The name could use some work. Quite good in limited, and balanced to boot.
I opened one last year, got two crap worldwake packs and 8x scathe zombies, which I promptly hid around my sister's apartment for her roommates to find. But, yeah, it was a piece of crap.
You, sir, have just won the internet. Congratulations.
Didn't forget about Fervor, as mine is an uncommon, and was meant to be costed up for Limited, but I agree I set it too high.
Ink-Treader: Interesting. Reminds me of Spellwild Ouphe.
Moss_Elemental: I kinda wish this utilized "swap", but this wording is probably more appropriate than a Future Sight one-shot mechanic.
ahayangi: This card has a lot going on. I'm not a huge fan of external toughness-setting effects, since they get easily overwritten by counters and pump effects regardless of timestamp, and with multiple black mana, it becomes nearly impossible to block profitably. The black ability should have an activation restriction.
Rithaniel: I really like this, but feel like it should say "You may..." if only because you're being asked to put something onto the battlefield from a hidden zone.
Gerrard's Mom: A reasonable if not unremarkable green 1-drop enchantment. Also, I like the flavor text.
MirrorEntity: I like this. The fact that it has a targeted effect and then has a larger effect on sacrifice is not unique, but it is effective.
Cardz5000: You're missing some words and punctuation in your card text. Otherwise, I have mixed feelings. I'm not sure why this is twobrid.
MonkeyPlayingMTG: Is this uncommon and have no casting cost, or cost U and have no rarity? It's kinda hard to judge with that info missing.
Top 3:
3rd: Ink-Treader
2nd: MirrorEntity
1st: Rithaniel
VeiledAssassin
Templating issues: Tap symbol comes before non-T, non-mana costs. Ability probably should be targeted. No problems otherwise.
clcallag
Seems fine to me, with one exception: The damage prevention effect needs to create a delayed triggered ability to work properly.
Cythare
This is pretty cool--everyone would play it in Aurelia angel tribal. It's way overcosted, though--I'd put it at RW. See Fervor.
willows
Not quite sure how the second ability is relevant, but I really like the flavor.
TacticalCelebrant
Why is this not a card? This SCREAMS Simic. Elegant, properly costed, and perfect!
L0ng5h0t
This seems really powerful in Limited, even though it only works on attacking creatures. It's like a tapper but on a permanent that's harder to destroy. My only qualm about this card is it's completely useless outside R/W decks.
Koopa
NWO and new design philosophy says this card wouldn't be printed. I personally like it, but if you go by modern development standards, this is too much shuffling.
1) TacticalCelebant
2) clcallag
3) Koopa
HM: Cythare
Private Mod Note
():
Rollback Post to RevisionRollBack
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
VeiledAssassin: Interesting Use of the Arcbound Mechina, I llike it
clcallag: Interesting, a weird sort oa mana battery, Unreiable but potential powerfull
Cythare: Interesting, coupling abilities. Feels off color somehow
willows: Unfortunately, timing rules make the latter abiltiy almost useless
TacticalCelebrant: Simple. its just not so exciting. though could be if couters are a themre
L0ng5h0t: Not bad, but untap and can't block is a bit confusing.
Koopa: DOes alot for an uncommon
Nice entries this round
1) Veiled Assassin
2) Clcallag
3) Tactical Celibrant (FLavor text broke the tie)
All around a good round
This seems fun, but is also feels really narrow. Only a creature with 2 toughness can hold this, the other option gets killed by it. Though, I do like that it makes any bear into a formidable flier.
Maokun
Missing "Enchant creature". I do like this, limited power level but also quite flexible. Turning into two instances of haste when needed, lots of fun here. Not a thrilling card, but somewhat printable.
drewdagreek
I don't really dig on this card. It's funny, but really fairly bland. I guess it can turn your lands into card drawing late game, so that's a plus. But until then, sorta uninspiring.
Raikou Rider
Very easy, basic strategy here. I feel it's undercosted at common. Think Twice comes to mind as a card that would cost you 3UU to draw two flexibly, and this only costs you 1UU. I figure Flashback could figure into that somehow, but as it appears, this might be more of the uncommon range.
Phyrexian Editor
I'll give you fun points, but in terms of playability, I'm not sure. I guess in a token deck, where you provided an ample string of possible targets, it may pay off. Nevertheless, requiring the creature to block? Most creatures that get enchanted and/or equipped don't do much blocking, they tend to be readied to go in for a fight.
Black_Megatog
Well, hello! What an interesting take on a Bullwhip Wellspring. It's fun, playable and in a pinch, even removal. Great work here.
Profani
Kind of wonky, but at least it'll help train players to not tap their equipment with their creature. That being said, it's a card that would confuse new players. I don't think I understand the flavor of this card. Equip for 0 is kind of really powerful, especially to just give a creature flying.
aurorasparrow
Creative and bland at the same time. I like the idea of making a block. But it's only value is to be counted in things like Affinity or Metalcraft, but not even a thing of relative value. Even Nuisance Engine makes blockers. Granted, this has the ability to not tap, but it just goes out of its way to achieve nothing. This card is all potatoes and no meat.
top 3:
3. Raikou Rider
2. Maokun
1. Black_Megatog
B Infect
BW Death & Taxes
UBR Affinity
R Burn
UBR Sac Land Tendrils
UBRG Oops, All Spells
WUG Phelddagrif
GGG Omnath, Locus of Mana
BBB Xiahou Dun, the One-Eyed
RRR Ashling, the Pilgrim
BBW Teysa, Scion of Orzhov
UUU Talrand, Sky Summoner
UUB Vela the Night-Clad
GGB Vhati il-Dal
RUW Ruhan of the Fomori
1. Black Megatog
2. Raikou Rider
3. Profani
VeiledAssassin: I like this but I'm pretty sure that this should be rare both in terms of complexity and power. Perhaps to reduce complexity and cognitive dissonance, it should simply enter the battlefield with the two counters, rather than having modular.
clcallag: Nice, but I think that it would have been more flavourful if the second ability dealt damage.
Cythare: Eh, I really cannot like these limited-only expensive enchantments that do nothing by themselves and then what they don't even really help you win the game quickly even though they enter the field when the game is nearing completion.
willows: I like! I usually don't like equipments that don't grant p/t bonuses but this is pretty fair and super useful in limited.
TacticalCelebrant: Hrm, this seems to be a smidgen more powerful than what Wizards are doing right now, especially if you take in account that it is an enabler for a lot of effects that care about counters.
L0ng5h0t: I'm pretty sure that red doesn't get to remove attackers nor white to stop creatures from blocking. The ability should be a bit more costly not to be devastating in liited so RW sounds ok.
Koopa: Sensei's Divining Top was restricted for sins that your card make look like simple trivialities.
TOP 3
1. Willows
2. clcallag
3. VeiledAssassin
I feel a bit uncertain about this. If things go crazy it might be another affinity.
Arcel
If two players play 2 spells per turn, and half of these are creature spells, this nets you 2 per turn, which can be stored for future use. The from your hand clause helps with Storm and Replicate, right? I used to think this was wordy but now it seems it's necessary.
coolgriff14
I hate this effect. But the card itself seems good and balanced.
pstmdrn
A reasonable common card.
herbert west
I really like this. But as pointed by Gerrard's Mom, you just can't do things like this with hybrid mana.
teraparsec
Its main usage is to save your permanents and auras. I think its cost is right.
Eskimo_Rage
I always like non-blue counterspells. And this seems well executed. But sorry, it is a rare (and should be).
Atrius
I feel it's overpowered.
1. Arcel
2. coolgriff14
3. pstmdrn
Why does it have to be from the hand? Should cost more, though, else it may provide too much momentum for certain decks. Getting to 3 mana is easy, and after that the guy who controls this enjoys a discount on everything they cast. It seems like a nice combo piece beyond that, in all honesty.
Outclasses Tumble Magnet pretty easily. However, I like the design. Keep one of their guys tapped down, and give one of your guys pseudo-vigilance. It should simply cost 1 more.
Neat, but it's overcosted, considering Fireshrieker gives double strike with 1 less on the equip cost. This gives +2/+0, not double strike, but it can give double strike during 1/4 of all combat steps. It can never have double strike on the defense, after all.
Unfortunately rare is not common or uncommon. I like the design, though.
Er, interesting mechanics. I don't understand any of the "why", though? Why does first strike lead to reach? Why does lifelink lead to trample? Why does vigilance lead to deathtouch? Why would a mono-white aura give mono-white creatures green keywords? Why would a limited environment require that this card be printed? Why does it cost 3? Why is such a complex card at common?
Hey, baubles. I can find nothing wrong with this design. Good job.
So, Disperse, but with a more restrictive cost, also in enchantment form. Disperse would cause auras to go the graveyard, but wouldn't affect equipments. This gets equipments, but saves auras. So it should be equal to Disperse, if anything. Also, it should be "permanents attached to it".
I think you have too much flavor text. Beyond that, I love this mana rock, good job.
2. L0ng5h0t
3. clcallag
Layout borrowed from clcallag.
Ink-Treader
Artifact - Equipment (U)
Spells targeting equipped creature cost 1 less to cast.
Equip 1
"It assists in the application of many spells. What could go wrong?"
This really feels like the type of thing an aspiring mage might come up with in their garage.
Artifact - Equipment (U)
Equipped creature gets +1/+1
4: Exchange Grifter's Dagger with an Equipment card in your hand.
Equip 2
"Don't worry. I got my secret weapon."
I am hesitant about the wording, but it looks like you nerfed it enough to be balanced.
Artifact - Equipment [U]
Equipped creature's toughness is 1.
Equipped creature has "W: prevent the next 1 damage that would be dealt to this creature."
Equipped creature has "B: the next time this creature is dealt damage, target player loses as much life."
Equip 2
This small thing has the power of life, the power of death, but not both.
I don't really like toughness setting effects, but the other effects seem to take advantage of it well.
Artifact U
T: Add 1 to your mana pool.
,T, Sacrifice Wind Mirror: Put a land card from your hand onto the battlefield.
It reflects everything as it may one day be.
Decent price for a minor bit of land acceleration. Good flavor and fits the challenge well.
Blessing of Vigor G
Enchantment (C)
At the beginning of each combat, choose target creature you control. That creature gets +1/+1 until end of turn.
The elves of the Carrelwood have a god for every hour of the day, and each picks a god to follow in the hopes that they will be blessed during that hour.
This seems pretty weak, but what can you expect for G?
Artifact (U)
Whenever you attack with one or more creatures, you may pay 2. If you do, tap target creature you don't control.
,Sacrifice Blinding Mirror: Tap each creature you don't control.
I'm not sure this is an effect you can get in colorless, but even if you can, (off the top of my head I can come up with trip noose which is close,) this card doesn't excite me.
Artifact (U)
Essence of Spring enters the battlefield, or is destroyed you may search your library for a basic land card an put it onto the battlefield tapped
Evoke :sym2g::sym2g::sym2g:
I wish this card could exist, but to get closer to being printed you would need to take away the twobrid mana, turn it into a sorcery, and change the evoke to kicker. Stupid new world order.
Artifact
Landfall - Scry 2
"I wouldn't say it's necessary... but I've never seen an expedition with one of these fall afoul of the land." - Talek, Expedition Captain
Simple clean effect. Missing a mana cost. Crystal Ball says it could cost 3 - 4 mana. I'll give you the benefit of the doubt.
2.) Ink-Treader
3.) Monkey Playing MTG
MAOKUN - Simple and Useful, I like pitch stuff.
Drew- Nice flavor and I can see it being useful
Raikou - Simple and sweet.
Phyrexian - New, interesting effect. Cycling a +
Black Mega- Cool idea and flavorful
Profani - New, untapped design space!
Aurora - Can see people running this. ALso, my house loves Calcifer.
TOP THREE:
3. Phyrexian
2. Drew
1. Profani
[Clan Flamingo]
VeiledAssassin - The idea is great. It's a cool play on modular. However, as is I think this card is at least a rare. It's repeatable recursion for artifacts ala Goblin Tinkerer or Kuldotha Forgemaster with a less severe drawback. I think that this card needs to sacrifice itself to be fair and even then I'm not so sure that it's balanced.
clcallag- This card is a flavorful and fun. I enjoy it.
Cythare- I think this card is actually overcosted for what it does. I might drop it to 2WR or even 1WR if it were moved up to rare out of limited concerns.
willows- Surprisingly complex for such a seemingly simple piece of equipment. That's not a bad thing though. I had to think about this card for a second and I appreciate that.
TacticalCelebrant- It's a fair card but not terribly innovative or exciting. I think it'd be more interesting if it put +1/+1 counters on your opponent's creatures as well for Cytoplast Manipulator shenanigans.
L0ng5h0t- I really like this card. It functions as a rattlesnake variant that makes combat more complex as red and white are known to do. It's also very flavorful.
Koopa- I like the idea a lot but I question whether or not it's too powerful at that mana cost + activated ability cost. You essentially get a slightly more randomized Jace, the Mindsculptor +2 ability that recurs. That's dangerous.
3. Koopa
2. Willows
1. L0ng5h0t
Altered Art Cards! | Commissions currently Closed
Layout borrowed from clcallag again.
Ink-Treader
Artifact - Equipment (U)
Spells targeting equipped creature cost 1 less to cast.
Equip 1
"It assists in the application of many spells. What could go wrong?"
I'd like this better if it said "spells you cast" so it doesn't make your creature into a removal lightning rod, but it's rad.
Artifact - Equipment (U)
Equipped creature gets +1/+1
4: Exchange Grifter's Dagger with an Equipment card in your hand.
Equip 2
"Don't worry. I got my secret weapon."
So this card is basically like, Suddenly Batterskulls, right? I kinda like the surprise power of it.
Artifact - Equipment [U]
Equipped creature's toughness is 1.
Equipped creature has "W: prevent the next 1 damage that would be dealt to this creature."
Equipped creature has "B: the next time this creature is dealt damage, target player loses as much life."
Equip 2
This small thing has the power of life, the power of death, but not both.
I have to imagine a context where there are enough artifacts that they have to have colored costs. This feels more like an enchantment than an equipment.
Artifact U
T: Add 1 to your mana pool.
,T, Sacrifice Wind Mirror: Put a land card from your hand onto the battlefield.
It reflects everything as it may one day be.
I'd run this.
Blessing of Vigor G
Enchantment (C)
At the beginning of each combat, choose target creature you control. That creature gets +1/+1 until end of turn.
The elves of the Carrelwood have a god for every hour of the day, and each picks a god to follow in the hopes that they will be blessed during that hour.
You're the only person I've critted so far who did an enchantment, so bravo. I think you did a good job making a non-Aura enchantment that works at common.
Artifact (U)
Whenever you attack with one or more creatures, you may pay 2. If you do, tap target creature you don't control.
,Sacrifice Blinding Mirror: Tap each creature you don't control.
I think the sacrifice effect is a little too cheap. Still, good, likeable.
Artifact (U)
Essence of Spring enters the battlefield, or is destroyed you may search your library for a basic land card an put it onto the battlefield tapped
Evoke :sym2g::sym2g::sym2g:
So for GGG I get two basic lands? And I don't have to be in green? This is just so much better than Cultivate...
Artifact
Landfall - Scry 2
"I wouldn't say it's necessary... but I've never seen an expedition with one of these fall afoul of the land." - Talek, Expedition Captain
No mana cost. Effect makes topdeck too easy.
2. Moss_Elemental
3. Rithaniel
Artifact (U)
Conduit Grid and other artifacts you control have "T: Add
1 to your mana pool."
"What is the true purpose of artifice? Is it to solve the big
problems of our world or is it to ease our everyday life?" Tra
wondered as he looked at his newest contraption. "And more
importantly: Which category does this thing belong to?"
Mind Stone is already considered to be quite good, and this is miles better at ramping. It's a great effect, but needs to either be rare or cost more. Oh, and the flavor text was really long.
Artifact {U}
Whenever a player casts a non-creature spell from their hand, put a charge counter on Energy Coils.
Remove a charge counters from Energy Coils: Add 1 to your mana pool.
"Excess residual mana recollected for your convenience," - Instruction Manual
This is probably too powerful, as it essentially reduces the costs of most of your spells by :1mana:. Such effects have always been rare. Worse, this allows for the buildup of mana, and even gives you some based on what your opponents play. I'm not saying that I don't love the card, but it's far too powerful an effect for the uncommon slot.
Artifact-Equipment (U)
Equipped creature gets +2/+0 and has "When this creature attacks, flip a coin. If the flip results in heads, this creature gains double strike until end of turn."
Equip 3
"It doesn't always work, but when it does...wow!"
-Artificer Harold
Yeah, this seems like something WOTC would print. I think the potential blowout swing is mitigated by the total needed to cast and equip, so it's balanced there. This effect feels well-cost, though I wish the flavor had something more to do with goblins.
Artifact C
t, Sacrifice Daze Bauble:
Tap target creature and draw a card.
A mass of hovering light which the eye cannot track.
The closest thing in terms of ability to this would be the spellbombs, and this feels a bit weaker than they are, which it should be considering it doesn't cost mana to activate and always cantrips. Well-designed and balanced, and playable in limited.
Anneal Mantra :2mana::symwg:
Enchantment - Aura (C)
Enchant creature
If enchanted creature has First Strike, it gains Reach.
If enchanted creature has Lifelink, it gains Trample.
If enchanted creature has Vigilance, it gains Deathtouch.
"What you want is merely an extension of what you already have but don't know how to use properly yet." - Femeref expression
Interesting little enchantment, but this would probably need to be uncommon. The combinations also seem to be random and kinda oddly synergistic. On the whole, the card feels a bit too narrow and complicated to use well/effectively. Also, monowhite shouldn't be able to hand out deathtouch. I would have preferred to see some actual mana symbols there.
Enchantment (C)
Sacrifice Seal of Dissolution: Return target nonland permanent and all cards attached to it to their owners hands.
I like it. The seal cycle was always interesting, and a slightly worse/better boomerang works well. Good job.
enchantment [r]
When tax seal enters the battlefield choose a card type.
Cards of the chosen type cost 1 more to play.
Sacrifice tax seal: counter target spell of the chosen type unless its controller pays 1.
Unfortunately, the card had to be uncommon or common, so this doesn't fulfill the challenge requirements. On another note, I really like the card. It seems balanced, flavorful, and potentially quite good. Excellent job; shame it doesn't fit the challenge.
Exhaustion Reverser
Artifact (U)
:symtap:: Tap target untapped creature, then untap target tapped creature.
Interesting. Kinda simple, and nothing we haven't really seen before. The name could use some work. Quite good in limited, and balanced to boot.
1. Teraparsec
2. pstmdrn
3. coolgriff14
HM - Atrius
Host of the July CCL '10, Host of the March CCL '11
Ink-Treader: Interesting. Reminds me of Spellwild Ouphe.
Moss_Elemental: I kinda wish this utilized "swap", but this wording is probably more appropriate than a Future Sight one-shot mechanic.
ahayangi: This card has a lot going on. I'm not a huge fan of external toughness-setting effects, since they get easily overwritten by counters and pump effects regardless of timestamp, and with multiple black mana, it becomes nearly impossible to block profitably. The black ability should have an activation restriction.
Rithaniel: I really like this, but feel like it should say "You may..." if only because you're being asked to put something onto the battlefield from a hidden zone.
Gerrard's Mom: A reasonable if not unremarkable green 1-drop enchantment. Also, I like the flavor text.
MirrorEntity: I like this. The fact that it has a targeted effect and then has a larger effect on sacrifice is not unique, but it is effective.
Cardz5000: You're missing some words and punctuation in your card text. Otherwise, I have mixed feelings. I'm not sure why this is twobrid.
MonkeyPlayingMTG: Is this uncommon and have no casting cost, or cost U and have no rarity? It's kinda hard to judge with that info missing.
Top 3:
3rd: Ink-Treader
2nd: MirrorEntity
1st: Rithaniel
Draft my cube! (630 cards)
Templating issues: Tap symbol comes before non-T, non-mana costs. Ability probably should be targeted. No problems otherwise.
clcallag
Seems fine to me, with one exception: The damage prevention effect needs to create a delayed triggered ability to work properly.
Cythare
This is pretty cool--everyone would play it in Aurelia angel tribal. It's way overcosted, though--I'd put it at RW. See Fervor.
willows
Not quite sure how the second ability is relevant, but I really like the flavor.
TacticalCelebrant
Why is this not a card? This SCREAMS Simic. Elegant, properly costed, and perfect!
L0ng5h0t
This seems really powerful in Limited, even though it only works on attacking creatures. It's like a tapper but on a permanent that's harder to destroy. My only qualm about this card is it's completely useless outside R/W decks.
Koopa
NWO and new design philosophy says this card wouldn't be printed. I personally like it, but if you go by modern development standards, this is too much shuffling.
1) TacticalCelebant
2) clcallag
3) Koopa
HM: Cythare
Emille, Seven-Sting Dancer Shalin Nariya
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝