Last week: Juggler's Orb
Artifact (U)
:1mana:, : Shuffle target permanent card you control into its owners library. If you do, draw a card. A better artificer than a juggler, Patches decided it was better to undo your mistakes than avoid them.
This week: Planned Misfire RU
Instant (R)
Choose target artifact or creature. Activate one ability of that permanent with converted activation cost 4 or less without paying its costs. You control the effect. (If the effect includes X,X is zero. Control of equipment equipped this way does not change.) Patches' great epiphany was that his accidents were more useful than his experiments.
Full TransparencyUU
Enchantment (U)
Players play with the top card of their library and their hand revealed. UU: Each player shuffles his or her library. Activate this ability only once each turn. For once, let's be completely honest with each other.
I am in a planeswalker mood today!
Olena Enchantress2GW
Planeswalker - Olena (MR)
+1: Search your library for an enchantment card and reveal that card. Shuffle your library, then put the card on top of it.
-2: Until end of turn, whenever you cast an enchantment spell, draw a card.
-7: Return all enchantment cards from your graveyard to the battlefield then put all enchantment cards from your hand onto the battlefield.
[3]
Material Engine
Artifact [U]
:2mana:: Put an artifact token onto the battlefield. (This token has no abilities.)
Arcane Feedback :1mana::symw::symw:
Enchantment [R]
Whenever an artifact or enchantment enters the battlefield, you may pay :symw::symw:. If you do, destroy target artifact or enchantment.
Harmonic Field2UU
Enchantment R
Whenever you activate a non-mana ability
or effect of an artifact you control, copy
that ability or effect. You may choose new targets
for the copy. The chaotic hisses and bangs were soon replaced by
the soft hum of many devices working in unison.
Interference Manifold2
Artifact — Equipment (U)
Equipped creature has hexproof.
Creatures blocking or blocked by equipped creature can't be the target of spells and abilities you don't control.
Equip
Smeltmaster's Mantra1WR
Enchantment (R)
Artifact creatures and equipped creatures can't attack you or planeswalkers you control, and can't block creatures you control. The blade always defers to the hammer and anvil.
Screwdriver critiquing whoever we're supposed to critique. Hold on, let me look it up. I can never keep track of that kind of thing. Ah, here it is. Wrench apparently.
Battle-Ready Captain2RW
Creature - Human Knight (R)
Haste, vigilance
Whenever a creature you control attacks the turn it entered the battlefield, that creature gets +2/+0 and can only be blocked by creatures with defender until end of turn.
3/4
I think there is a lot of design space for cards to work off of keywords like trample and haste. However looking at this it makes me sad how unintuitive the wording can be. Anyway, while this card seems fun to play with, there is little keeping this from just being mono-red. This a card that cares about haste not vigilince.
Goblin MechanicRW
Creature - Goblin Artificer (R)
First strike
Equipment spells you cast cost 1 less to cast.
Equip abilities cost 1 less to activate.
2/2
Like Maokun's card, there is little keeping this from being monocolored and nothing that shouts red-white to me. It might be a little too good, but for something that needs to be built around it could be fine and fun to play with.
Ironjaw Genius2UR
Creature- Goblin Wizard (R) T, Sacrifice an artifact: Search your library for an artifact card with converted mana cost less than or equal to that of the sacrificed card and reveal it. Ironjaw Genius deals damage equal to that card's converted mana cost to target creature or player. Put the revealed card into your hand. Then shuffle your library. Metal is a great conductor of sparks and ideas.
2/3
This is too good in my opinion. Tutoring is a strong effect by itself and this allows you to burn stuff while you do it. Just imagine playing this with something like Solemn Simulacrum or Wurmcoil Engine. Cards that you would already be playing with. Because you can search for the exact same thing you sacrificed, it's kind of like returning it to your hand. Except you also get the dies trigger. It's just too much.
Love1WU
Sorcery (R)
Artifacts and creatures you control are indestructible this turn and gain hexproof until end of turn.
// Fuse // Hate3RWW
Sorcery (R)
Destroy all artifacts and creatures.
I like this card because I like the idea of an exspensive one sided wrath. At first glance it kind of felt like the ability to affect artifacts was tacked on, and a wrath effect didn't feel red. But then I saw the connection between the halves. This would be a fine card to just affect creatures if it were mono white, and it's fine as RWU meddling with artifacts if a strong artifact theme is present as there is in this challenge. It still feels slightly forced, but it's good enough for 2nd place. Sorry about missing your entry earlier.
Ponderous Plate3
Artifact - Equipment {R}
Equip 2
Equipped creature has +1/+1 for each aura or equipment attached to it.
Whenever another aura or equipment becomes attached to equipped creature, you may draw a card. A mistake becomes a learning experience only if you're well-armored enough to live through it.
Too often this will let you draw too many cards. Low equip costs allow for the second ability to be abused. Cards like Adventuring Gear suddenly let you draw cards for 2 each. Don't get me started on Shuko.
Thraben Cursewarder1WW
Creature - Human Cleric {R}
Enchantment spells you cast cost 2 less to cast.
Enchantment spells your opponents cast cost 2 more to cast. 1/4 "Even the streets of Thraben are no longer safe. Come. I shall see you to your home."
Good use of mythos. A card that hinders your opponents ability to cast curses on you. I like the mechanic of taxing your opponents while lowering your costs, and I think it is applied here well.
Planned Misfire RU
Instant (R)
Choose target artifact or creature. Activate one ability of that permanent with converted activation cost 4 or less without paying its costs. You control the effect. (If the effect includes X,X is zero. Control of equipment equipped this way does not change.) Patches' great epiphany was that his accidents were more useful than his experiments.
I can't think of another card that referenced the converted mana cost of an activated ability before, though I do appreciate that you are trying to limit the effect. I'm not sure how much sacrificing a creature would convert or if that would even matter (Phyrexian Altar). It might be too much trouble to be worth it despite the ample design space hidden within. Also your card could probably just target the artifact or creature instead of having to choose it and the flavor feels more like stealing an activation than a planned misfire.
Arcane Feedback :1mana::symw::symw:
Enchantment [R]
Whenever an artifact or enchantment enters the battlefield, you may pay :symw::symw:. If you do, destroy target artifact or enchantment.
I see this and think of Aura Shards. There are definite differences, one triggers off of creatures, another triggers off of artifacts/enchanments. This could kind of be like a counterspell because you could destroy the very thing that hits the battlefield. WW might be a bit too intense for the cost. I would probably be more happy with 1W with the added benefit of being an homage to disenchant.
Enchantress' Garden
Legendary Enchantment Land (R)
Enchantress' Garden enters the battlefield tapped. t: add G or W to your mana pool.
Whenever you cast an enchantment spell, you may put a +1/+1 counter on target creature.
I think this entry is DQ'd for being an enchantment like your first round entry. Which is too bad, I kind of liked this card.
Harmonic Reflection1GR
Enchantment - Aura {R}
Enchant Artifact or Enchantment
At the beginning of your end step sacrifice Harmonic Reflection unless you pay 1 for each charge counter on it.
Whenever an activated ability of the enchanted permanent is played, put a charge counter on Harmonic Reflection, then copy that ability. If that ability targets, you may choose new targets for the copy. Anything worth doing, is worth doing again.
Hmmm... I feel like it shouldn't copy mana abilities and the effect leans more towards being blue. Otherwise, this doesn't seem overpowered (You could go the extra mile and use Mycosynth Lattice/Enchanted Evening and enchant a planeswalker, but I'd applaud anyone willing to try that.)
Totem Engine3
Artifact (R)
When Totem Engine enters the battlefield, exile target Aura. 2, :symtap:: Put a copy of the exiled Aura onto the battlefield and attach it to a permanent of your choice. (It must still be able to legally enchant the chosen permanent.)
This... this could be very strong. (I think the Imprint ability word could of been used here, but ability words are just words anyways). I'm imagine Volition Reins and Eldrazi Conscription exiled to this... Aura's may not be a beloved subtype, but this card may be too much. Also, it should say a token copy.
Artifice Booster2UU
Enchantment (R)
Enchant artifact
Enchanted artifact has "1, :symtap:: Put a counter on this artifact that is the same kind already on this artifact." "Always modify. Chances are it'll get better...until it explodes."
Huh. Unless we're worried about untap shenanigans (or Darksteel Reactor, or Mycosynth Lattice and planeswalkers), I'm sure this Aura could of cost significantly less. Neat effect though.
Olena Enchantress2GW
Planeswalker - Olena (MR)
+1: Search your library for an enchantment card and reveal that card. Shuffle your library, then put the card on top of it.
-2: Until end of turn, whenever you cast an enchantment spell, draw a card.
-7: Return all enchantment cards from your graveyard to the battlefield then put all enchantment cards from your hand onto the battlefield.
[3]
Idyllic Tutor, enchantress for a turn, uber Replenish. I almost think that -2 could of been a static ability (which, while I admit looks a little weird to me on a planeswalker, but would work wonderfully here). Not bad.
Smeltmaster's Mantra1WR
Enchantment (R)
Artifact creatures and equipped creatures can't attack you or planeswalkers you control, and can't block creatures you control. The blade always defers to the hammer and anvil.
It is limited in scope, but I very much like the flavor here. I wonder if the mana cost could of been just WR. Combine this with Mycosynth Lattice though and you're going to have some very unhappy opponents... but seeing as the card isn't gamebreaking UNLESS you have the Lattice... this might just be printable.
I don't think the wording is correct, but I'd like to see this card get printed.
clcallag
Not elegant, but not bad, either.
Cythare
It's a novel idea that's badly worded. It should be like this:
"Imprint - When CARDNAME enters the battlefield, exile target Aura. ,t: Put a token onto the battlefield that's a copy of the exiled Aura card and attach it to a permanent."
willows
I think it should be just white, and it should cost a little more than three mana.
TacticalCelebrant
Your last card was an enchantment, so your current card should not be an enchantment, even if it's also a land.
L0ng5h0t
The last line should read "Whenever an activated ability of enchanted permanent is activated, put a charge counter on CARDNAME, then copy that ability. You may choose new targets for the copy."
Koopa
I think it should be just white. Other than that, it's good.
Screwdriver critiquing Wrench
Thanks to TacticalCelebrant for doing the roundup!
Battle-Ready Captain2RW
Creature - Human Knight (R)
Haste, vigilance
Whenever a creature you control attacks the turn it entered the battlefield, that creature gets +2/+0 and can only be blocked by creatures with defender until end of turn.
3/4
I'm uneasy about how this interacts with cards of your first-round card's type, because it cares about stuff that happens in the text box, not stuff that happens in the type line.
This is interesting, but it's weird that all it gets from white are a keyword and a big butt, and red gives it this very intricate triggered ability that cares about two keywords. Something inside me wants this guy to be an Orc.
Goblin MechanicRW
Creature - Goblin Artificer (R)
First strike
Equipment spells you cast cost 1 less to cast.
Equip abilities cost 1 less to activate.
2/2
This could be a hybrid. "Artificer" is a weird class for a creature that likes being equipped and turning sideways so much, though. Seems like an OK build-around.
Ironjaw Genius2UR
Creature- Goblin Wizard (R) T, Sacrifice an artifact: Search your library for an artifact card with converted mana cost less than or equal to that of the sacrificed card and reveal it. Ironjaw Genius deals damage equal to that card's converted mana cost to target creature or player. Put the revealed card into your hand. Then shuffle your library. Metal is a great conductor of sparks and ideas.
2/3
I feel like this is too easy; you can just tutor for the same largish artifact you sacrificed and do large amounts of burn while doing it.
Love1WU
Sorcery (R)
Artifacts and creatures you control are indestructible this turn and gain hexproof until end of turn.
// Fuse // Hate3RWW
Sorcery (R)
Destroy all artifacts and creatures.
I am not a fan of the names on this split, and the effects, while they work together, are so expensive that you'll probably never see this fused outside of very strange formats.
Ponderous Plate3
Artifact - Equipment {R}
Equip 2
Equipped creature has +1/+1 for each aura or equipment attached to it.
Whenever another aura or equipment becomes attached to equipped creature, you may draw a card. A mistake becomes a learning experience only if you're well-armored enough to live through it.
So this makes a four-card "draw as many cards as you want" combo with any two creatures and Lightning Greaves or any of the several other cards with Equip :0mana:?? Nononono.
Thraben Cursewarder1WW
Creature - Human Cleric {R}
Enchantment spells you cast cost 2 less to cast.
Enchantment spells your opponents cast cost 2 more to cast. 1/4 "Even the streets of Thraben are no longer safe. Come. I shall see you to your home."
Sure, I can see this.
Planned Misfire RU
Instant (R)
Choose target artifact or creature. Activate one ability of that permanent with converted activation cost 4 or less without paying its costs. You control the effect. (If the effect includes X,X is zero. Control of equipment equipped this way does not change.) Patches' great epiphany was that his accidents were more useful than his experiments.
Thank you for posting your last round's card instead of linking it.
This is a super interesting card that expands design space in a cool way and fits well into its colors.
Arcane Feedback :1mana::symw::symw:
Enchantment [R]
Whenever an artifact or enchantment enters the battlefield, you may pay :symw::symw:. If you do, destroy target artifact or enchantment.
The name of this card doesn't sound white, but the effect seems fine, maybe even more expensive than it needs to be. Calls for testing.
Many thanks to TacticalCelebrant for this round's crit setup
Battle-Ready Captain2RW
Creature - Human Knight (R)
Haste, vigilance
Whenever a creature you control attacks the turn it entered the battlefield, that creature gets +2/+0 and can only be blocked by creatures with defender until end of turn.
3/4
Critique: Seems a little OP (Compare this to Viashino Firstblade--this costs 1 more but is much more powerful), and while it works well with your specific Round 1 enchantment, it doesn't work with enchantments as a whole as per the challenge
Goblin MechanicRW
Creature - Goblin Artificer (R)
First strike
Equipment spells you cast cost 1 less to cast.
Equip abilities cost 1 less to activate.
2/2
Critique: I feel like the second ability affects all players to make it more balanced, but it feels off with the first ability only helping you, and if they're not playing Equipment then it's not meeting its apparent intended purpose. Good, but could have been a little more fine-tuned.
Ironjaw Genius2UR
Creature- Goblin Wizard (R) T, Sacrifice an artifact: Search your library for an artifact card with converted mana cost less than or equal to that of the sacrificed card and reveal it. Ironjaw Genius deals damage equal to that card's converted mana cost to target creature or player. Put the revealed card into your hand. Then shuffle your library. Metal is a great conductor of sparks and ideas.
2/3
Critique: If the ability were sac and search or sac and fling, this might okay, but all three seems overboard. He seems like a lot fun, but a bit too much of a good thing.
Love1WU
Sorcery (R)
Artifacts and creatures you control are indestructible this turn and gain hexproof until end of turn.
// Hate3RWW
Sorcery (R)
Destroy all artifacts and creatures.
Fuse (You may cast one or both halves of this card from your hand.)
Critique: A solid if not terrifically innovative take on Fuse. Love doesn't seem great as a Sorcery, or as a good flavor fit for what it's doing though.
Ponderous Plate3
Artifact - Equipment {R}
Equip 2
Equipped creature has +1/+1 for each aura or equipment attached to it.
Whenever another aura or equipment becomes attached to equipped creature, you may draw a card. A mistake becomes a learning experience only if you're well-armored enough to live through it.
Critique: This card has been piled on enough, so I'll spare it...but yikes.
Thraben Cursewarder1WW
Creature - Human Cleric {R}
Enchantment spells you cast cost 2 less to cast.
Enchantment spells your opponents cast cost 2 more to cast. 1/4 "Even the streets of Thraben are no longer safe. Come. I shall see you to your home."
Critique: Sure, give Auras a little love (and make your opponent feel even worse about maindecking his). A fine card.
Planned Misfire RU
Instant (R)
Choose target artifact or creature. Activate one ability of that permanent with converted activation cost 4 or less without paying its costs. You control the effect. (If the effect includes X,X is zero. Control of equipment equipped this way does not change.) Patches' great epiphany was that his accidents were more useful than his experiments.
Critique: Fascinating design space. I think this needs a bit more polish, but I could see a lot of cool stories coming from this (and a lot of "call the judge!" moments, but what can you do? Magic is a messy game sometimes).
Arcane Feedback :1mana::symw::symw:
Enchantment [R]
Whenever an artifact or enchantment enters the battlefield, you may pay :symw::symw:. If you do, destroy target artifact or enchantment.
Critique: White doesn't really kill artifacts anymore (though at rare, I suppose it's fine and won't destroy the color pie) and this seems narrow, but I feel like it could lead to interesting game situations: "Should I leave WW open here? Is he trying to bait me with his Cluestone?" Top 3:
Target artifact deals damage to its controller equal to the number of charge counters on it, then its controller sacrifices it.
"The device is drawing a lot of power. I suspect I shall next have to install an exhaust fa--"
Why does the artifact deal the damage? Why is it sacrifice? Why is this common?
Totem Engine3
Artifact (R)
When Totem Engine enters the battlefield, exile target Aura. 2, :symtap:: Put a copy of the exiled Aura onto the battlefield and attach it to a permanent of your choice. (It must still be able to legally enchant the chosen permanent.)
"attached to target permanent". Should have uses the word "token somewhere. Could have used imprint. Aura tokens are icky, IMO.
Olena Enchantress2GW
Planeswalker - Olena (MR)
+1: Search your library for an enchantment card and reveal that card. Shuffle your library, then put the card on top of it.
-2: Until end of turn, whenever you cast an enchantment spell, draw a card.
-7: Return all enchantment cards from your graveyard to the battlefield then put all enchantment cards from your hand onto the battlefield.
[3]
Glad the +1 doesn't but the enchantment into your hand. The -2 has good synergy with the +1. The -7 should either be more impressive or be -5 or there-abouts. Very build-around-me, like Tezzeret. Impressed that you went as far as to make a Planeswalker.
Harmonic Reflection1GR
Enchantment - Aura {R}
Enchant Artifact or Enchantment
At the beginning of your end step sacrifice Harmonic Reflection unless you pay 1 for each charge counter on it.
Whenever an activated ability of the enchanted permanent is played, put a charge counter on Harmonic Reflection, then copy that ability. If that ability targets, you may choose new targets for the copy. Anything worth doing, is worth doing again.
Don't need "if that ability targets". Why is this green? Good thought, putting it at rare.
Enchantress' Garden
Legendary Enchantment Land (R)
Enchantress' Garden enters the battlefield tapped. t: add G or W to your mana pool.
Whenever you cast an enchantment spell, you may put a +1/+1 counter on target creature.
Enchantments are enchantments. Unfortunately, you are disqualified.
Smeltmaster's Mantra1WR
Enchantment (R)
Artifact creatures and equipped creatures can't attack you or planeswalkers you control, and can't block creatures you control. The blade always defers to the hammer and anvil.
Deeply undercosted. I like the Bedlam/Moat mix.
Artifice Booster2UU
Enchantment (R)
Enchant artifact
Enchanted artifact has "1, :symtap:: Put a counter on this artifact that is the same kind already on this artifact." "Always modify. Chances are it'll get better...until it explodes."
Highly over costed, not rare, wording issues, and flavor makes no sense.
Ink-Treader
I like that the option is built in to chuck them for 1. If a player gives up hope on removing Destabilizer Field, then they can still get that last little bit of mileage out of their tools or they can keep some junk around until it works again. I do really like cards that provide options like this.
Moss_Elemental
This just feels uninspired. A 2/3 for 5 has some weird symmetry issues and all around flavorfully isn't exciting to me. This just feels like a greedy Leonin Shikari.
ahyangyi
no card
Rithaniel
I feel like this doesn't even need much to be broken. Some kind of restrictions need to be here like "Mana cost equal to or less than the mana cost of the sacrificed creature." It seems like you would easily pitch a land to it and get an artifact, which can be repeated? I think this might enable too much of a powerful permanent tutor.
Gerrard's Mom
Quite an interesting mechanic you've got going on here. Creatures that don't exactly replace themselves, but that open up a path to make them better. This would be an incredible general and isn't broken on it's own. This would fit in nicely with enchantress type decks, and it would actually make most auras more fearsome than they ought to be.
MirrorEntity
Post your team name in your post.
That being said, I like the vibe of this card. Tutoring down makes this like a mercenary version of a Birthing Pod, so I'm on board for that. The X portion I'm not totally jazzed about. You can spiral down any artifact of yours through the portal, but if you just pump a bunch of mana in, you can grab whatever you want precisely by closing the portal? I'm not sure what's going on with this card. It's not quite there yet to me, but it's a start.
Cardz5000
no card
Monkey Playing MTG
Now here is a finicky card. The body and cost are right and shattering an artifact but paying them back for it seems fairly flexible, but in turning the artifact into colorless doesn't necessarily make the mana easy to use. I feel like this needs to be Legendary or you can effectively keep artifacts off the board for your opponent(s). And that sort of hate can be fine, but at 1G, even giving them mana back colorlessly may not be enough to balance this.
top 3
3. MirrorEntity
2. Ink-Treader
1. Gerrard's Mom
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
Battle-Ready Captain2RW
Creature - Human Knight (R)
Haste, vigilance
Whenever a creature you control attacks the turn it entered the battlefield, that creature gets +2/+0 and can only be blocked by creatures with defender until end of turn.
3/4
---------------------------------------- Sorry Maokun. This card doesn't meet the round requirement
Goblin MechanicRW
Creature - Goblin Artificer (R)
First strike
Equipment spells you cast cost 1 less to cast.
Equip abilities cost 1 less to activate.
2/2
---------------------------------------- This card is way better that the old Auriok Steelshaper and he only cost 1W. Cmc 3 at least, I think
Ironjaw Genius2UR
Creature- Goblin Wizard (R) T, Sacrifice an artifact: Search your library for an artifact card with converted mana cost less than or equal to that of the sacrificed card and reveal it. Ironjaw Genius deals damage equal to that card's converted mana cost to target creature or player. Put the revealed card into your hand. Then shuffle your library. Metal is a great conductor of sparks and ideas.
2/3
---------------------------------------- It's like Shrapnel Blast and Artificer's Intuition had a baby goblin. Izzet Loves this card.
Love1WU
Sorcery (R)
Artifacts and creatures you control are indestructible this turn and gain hexproof until end of turn.
// Fuse // Hate3RWW
Sorcery (R)
Destroy all artifacts and creatures.
---------------------------------------- The wording seems a little wonky to me and 'Hate' feels over-costed but otherwise I like the card.
Ponderous Plate3
Artifact - Equipment {R}
Equip 2
Equipped creature has +1/+1 for each aura or equipment attached to it.
Whenever another aura or equipment becomes attached to equipped creature, you may draw a card. A mistake becomes a learning experience only if you're well-armored enough to live through it.
---------------------------------------- I know why you called this 'Ponderous' this card could cause some serious mental arithmetic depending on how much you load onto the equipped creature. Still, since I'm a big Empyrial Armor fan, I find myself liking this card more than I should.
Thraben Cursewarder1WW
Creature - Human Cleric {R}
Enchantment spells you cast cost 2 less to cast.
Enchantment spells your opponents cast cost 2 more to cast. 1/4 "Even the streets of Thraben are no longer safe. Come. I shall see you to your home."
---------------------------------------- I don't really understand how the flavor text relates to the effect, but I would love to have four of these in my Enchantress deck
Planned Misfire RU
Instant (R)
Choose target artifact or creature. Activate one ability of that permanent with converted activation cost 4 or less without paying its costs. You control the effect. (If the effect includes X,X is zero. Control of equipment equipped this way does not change.) Patches' great epiphany was that his accidents were more useful than his experiments.
---------------------------------------- I love the idea of stealing abilities from your opponent although I think cmc of 3 or 4 would be more appropriate.
Arcane Feedback :1mana::symw::symw:
Enchantment [R]
Whenever an artifact or enchantment enters the battlefield, you may pay :symw::symw:. If you do, destroy target artifact or enchantment.
---------------------------------------- This Disenchant on a stick should cost a little more, for balance. Either WWW or 1WW
*I would like to thank TacticalCelebrant for all his amazingly hard work on his critiques formatting. It was so amazingly amazing, I just had to steal it.
If y'all would post your team names with your submissions in the future, that would be much appreciated.
Team Wrench Critiquing Team Crowbar
Arcel
Relic Guardian 2WW
Creature - Human Soldier
Defender
When Relic Guardian enters the battlefield, name a non-creature artifact.
As long as Vault Guardian is on the battlefield, artifacts with the selected name are indestructible.
2/5
coolgriff14
Recycle 2G
Instant (U)
Destroy target artifact, then put X 0/1 colorless Spawn creature tokens onto the battlefield, where X is equal to the destroyed artifacts converted mana cost.
Dali liked to smash things, but one day the old helmet gained a life of its own.
Vertain
Violent Flux 1UR
Instant (R)
Untap all artifacts you control.
Until end of turn, whenever an artifact you control becomes
tapped, it deals 1 damage to target creature or player.
"I might have overdone it" - Tra, artisan
Eskimo_Rage
Enchantress of Renewal 1GG
creature- human druid [r]
Whenever you cast an enchantment spell, you may return a card at random from your graveyard to your hand.
0/3
"Unique among her contemporaries, she draws from the never ending Cycle of Life."
herbert_west
Nether Apparition BB
Creature - Spirit {R}
Haste.
Whenever a player plays an aura, if it could enchant Nether Apparition, you may pay G/W. If you do, return Nether Apparition from your graveyard to the battlefield with that card attached to Nether Apparition.
1/1
"The brighter the glare, the deeper the shadow."
pstmdrn
Harmonic Field 2UU
Enchantment R
Whenever you activate a non-mana ability or effect of an artifact you control, copy
that ability or effect. You may choose new targets for the copy.
The chaotic hisses and bangs were soon replaced by
the soft hum of many devices working in unison.
Arcel: Good entry.
coolgriff: A bit too similar to Artifact Mutation for my liking.
vertain: Lots of combo potential, I like it.
EskimoRage: A twist on the traditional enchantress, nice.
herbert_west: This is unique! Not sure how to evaluate it , honestly.
pstmdrn: Comboriffic.
Sir Karn: So to toss the previous card on top of your mechanic would cost a total of 3, give it flying and first strike, and make it a 4/1. Yep, that sounds about right for these.
Maokun: I can see the connection, but I also look at the aspect of "Okay, so for a total of 5 mana (including your previous card), your pumping out a 6/4 and wasting a haste." Now I know that's not what you meant (that your previous goes on another card and not Battle-Ready Captain), but other than that, it's a good feel.
drewdagreek: This does work for the synergy aspect and I can see it working well.
Raikou Rider : I can SEE the synergy, but it's feeling a bit disjointed and since your previous card is only U, this card would do absolutely nothing for it. I do like the design of this card though and it could even cost a bit more if you felt and still been safe.
Phyrexian Editor: I can see this being played quite a bit. I personally think I would have reversed the costs (I would have probably dropped the casting cost to 2 and upped the equip to 3), but nice card overall.
Black_Megatog: While I like the concept behind it, it seems extremely clunky. While it does have the synergy for the Bulltamer's Charm, and screams combo, I'm just glad the IronJaw Genius doesn't have haste!
Profani: Not too bad. The hate seems about the right price for what it does, but the wording on Love should be "Artifacts and creatures you control are indestructible and gains hexproof until end of turn." instead. Nothing major, just a note.
aurorasparrow: Interesting concept of spot removal. It does work with Material Engine (your previous round) and I can see this being problematic for some!
Enchantress' Garden
Legendary Enchantment Land (R)
Enchantress' Garden enters the battlefield tapped. t: add G or W to your mana pool.
Whenever you cast an enchantment spell, you may put a +1/+1 counter on target creature.
I like it a lot. It feels powerful, but well-balanced. Interacts nicely with enchantments, check. Good job.
Inclined plane, wrapped helically around an axis - Driver
Harmonic Reflection1GR
Enchantment - Aura {R}
Enchant Artifact or Enchantment
At the beginning of your end step sacrifice Harmonic Reflection unless you pay 1 for each charge counter on it.
Whenever an activated ability of the enchanted permanent is played, put a charge counter on Harmonic Reflection, then copy that ability. If that ability targets, you may choose new targets for the copy. Anything worth doing, is worth doing again.
This doesn't really feel like a green effect at all other than the name; I would have preferred it to be UR instead. The effect is creative and balanced, however.
If my first card was an enchantment, but not an Aura, can my new card interact with Auras?
Totem Engine3
Artifact (R)
When Totem Engine enters the battlefield, exile target Aura. 2, :symtap:: Put a copy of the exiled Aura onto the battlefield and attach it to a permanent of your choice. (It must still be able to legally enchant the chosen permanent.)[/font]
That's... a really clever way of making aura's better. Given the name I expected something to do with Totem Armor, but this is better. This might need a clause to prevent you from stacking the same enchantment on one permanent, but even without it I really like it.
OverheatRR
Instant (C)
Target artifact deals damage to its controller equal to the number of charge counters on it, then its controller sacrifices it.
"The device is drawing a lot of power. I suspect I shall next have to install an exhaust fa--"
Targeted sacrifice is almost never printed. Also, sacrifice tends to be more black than red. It would have worked better for me if it had destroyed the artifact; as it stands it might be too powerful for :symr::symr:. Not entirely sure.
Artifice Booster2UU
Enchantment (R)
Enchant artifact
Enchanted artifact has "1, :symtap:: Put a counter on this artifact that is the same kind already on this artifact." "Always modify. Chances are it'll get better...until it explodes."
This is... incredibly narrow. And should be an uncommon. And could cost less.
I am in a planeswalker mood today!
Olena Enchantress2GW
Planeswalker - Olena (MR)
+1: Search your library for an enchantment card and reveal that card. Shuffle your library, then put the card on top of it.
-2: Until end of turn, whenever you cast an enchantment spell, draw a card.
-7: Return all enchantment cards from your graveyard to the battlefield then put all enchantment cards from your hand onto the battlefield.
[3]
This is some nice enchantment support. The replenish on the third ability doesn't really interact with the rest of the card, but I know why it's there.
Last Time on Team Screwdriver Smeltmaster's Mantra1WR
Enchantment (R)
Artifact creatures and equipped creatures can't attack you or planeswalkers you control, and can't block creatures you control. The blade always defers to the hammer and anvil.
Interesting card. I think it would also work at :1mana::symr::symr:, but it's fine as it is.
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.
Vertain
The idea is cool, but I think this is far too aggressively costed. I think 2UR would be pushed for constructed, with 3UR being a "fair" cost.
Arcel
No rarity, though I'm guessing this would be rare. The concept's too weak to be a rare, but too complex for uncommon. Templating issues abound, too.
coolgriff14
This sort of effect has already been done on Artifact Mutation. This could definitely be pushed a little more.
pstmdrn
Does copying "effects" even work? Personally I think with having no cost to copy the ability, this is far too easy to perform infinite combos with. I like the concept, though.
herbert west
Wait, what? I'm confused. A CC card with an off-color trigger? I can't help but feel that this should be multicolor.
teraparsec
No show?
Eskimo_Rage
Nice variant on Verduran Enchantress, though it might be undercosted by half a mana.
Atrius
No show?
1) Eskimo_Rage
2) Vertain
3) pstmdrn
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.
Last week:
Juggler's Orb
Artifact (U)
:1mana:, : Shuffle target permanent card you control into its owners library. If you do, draw a card.
A better artificer than a juggler, Patches decided it was better to undo your mistakes than avoid them.
This week:
Planned Misfire RU
Instant (R)
Choose target artifact or creature. Activate one ability of that permanent with converted activation cost 4 or less without paying its costs. You control the effect. (If the effect includes X,X is zero. Control of equipment equipped this way does not change.)
Patches' great epiphany was that his accidents were more useful than his experiments.
Enchantment (U)
Players play with the top card of their library and their hand revealed.
UU: Each player shuffles his or her library. Activate this ability only once each turn.
For once, let's be completely honest with each other.
I am in a planeswalker mood today!
Olena Enchantress 2GW
Planeswalker - Olena (MR)
+1: Search your library for an enchantment card and reveal that card. Shuffle your library, then put the card on top of it.
-2: Until end of turn, whenever you cast an enchantment spell, draw a card.
-7: Return all enchantment cards from your graveyard to the battlefield then put all enchantment cards from your hand onto the battlefield.
[3]
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Artifact [U]
:2mana:: Put an artifact token onto the battlefield. (This token has no abilities.)
Arcane Feedback :1mana::symw::symw:
Enchantment [R]
Whenever an artifact or enchantment enters the battlefield, you may pay :symw::symw:. If you do, destroy target artifact or enchantment.
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%
Harmonic Field 2UU
Enchantment R
Whenever you activate a non-mana ability
or effect of an artifact you control, copy
that ability or effect. You may choose new targets
for the copy.
The chaotic hisses and bangs were soon replaced by
the soft hum of many devices working in unison.
[Clan Flamingo]
Artifact — Equipment (U)
Equipped creature has hexproof.
Creatures blocking or blocked by equipped creature can't be the target of spells and abilities you don't control.
Equip
Enchantment (R)
Artifact creatures and equipped creatures can't attack you or planeswalkers you control, and can't block creatures you control.
The blade always defers to the hammer and anvil.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Top 3:
1. Moss_Elemental
2. Gerrard's Mom
3. MirrorEntity
Credits
Avatar: Ace5301
Check out Ace5301's awesome work!
Ace of Spades Studio:
http://forums.mtgsalvation.com/showthread.php?t=451747
Creature - Human Knight (R)
Haste, vigilance
Whenever a creature you control attacks the turn it entered the battlefield, that creature gets +2/+0 and can only be blocked by creatures with defender until end of turn.
3/4
I think there is a lot of design space for cards to work off of keywords like trample and haste. However looking at this it makes me sad how unintuitive the wording can be. Anyway, while this card seems fun to play with, there is little keeping this from just being mono-red. This a card that cares about haste not vigilince.
Creature - Goblin Artificer (R)
First strike
Equipment spells you cast cost 1 less to cast.
Equip abilities cost 1 less to activate.
2/2
Like Maokun's card, there is little keeping this from being monocolored and nothing that shouts red-white to me. It might be a little too good, but for something that needs to be built around it could be fine and fun to play with.
Creature- Goblin Wizard (R)
T, Sacrifice an artifact: Search your library for an artifact card with converted mana cost less than or equal to that of the sacrificed card and reveal it. Ironjaw Genius deals damage equal to that card's converted mana cost to target creature or player. Put the revealed card into your hand. Then shuffle your library.
Metal is a great conductor of sparks and ideas.
2/3
This is too good in my opinion. Tutoring is a strong effect by itself and this allows you to burn stuff while you do it. Just imagine playing this with something like Solemn Simulacrum or Wurmcoil Engine. Cards that you would already be playing with. Because you can search for the exact same thing you sacrificed, it's kind of like returning it to your hand. Except you also get the dies trigger. It's just too much.
Sorcery (R)
Artifacts and creatures you control are indestructible this turn and gain hexproof until end of turn.
// Fuse //
Hate 3RWW
Sorcery (R)
Destroy all artifacts and creatures.
I like this card because I like the idea of an exspensive one sided wrath. At first glance it kind of felt like the ability to affect artifacts was tacked on, and a wrath effect didn't feel red. But then I saw the connection between the halves. This would be a fine card to just affect creatures if it were mono white, and it's fine as RWU meddling with artifacts if a strong artifact theme is present as there is in this challenge. It still feels slightly forced, but it's good enough for 2nd place. Sorry about missing your entry earlier.
Artifact - Equipment {R}
Equip 2
Equipped creature has +1/+1 for each aura or equipment attached to it.
Whenever another aura or equipment becomes attached to equipped creature, you may draw a card.
A mistake becomes a learning experience only if you're well-armored enough to live through it.
Too often this will let you draw too many cards. Low equip costs allow for the second ability to be abused. Cards like Adventuring Gear suddenly let you draw cards for 2 each. Don't get me started on Shuko.
Creature - Human Cleric {R}
Enchantment spells you cast cost 2 less to cast.
Enchantment spells your opponents cast cost 2 more to cast.
1/4
"Even the streets of Thraben are no longer safe. Come. I shall see you to your home."
Good use of mythos. A card that hinders your opponents ability to cast curses on you. I like the mechanic of taxing your opponents while lowering your costs, and I think it is applied here well.
Instant (R)
Choose target artifact or creature. Activate one ability of that permanent with converted activation cost 4 or less without paying its costs. You control the effect. (If the effect includes X,X is zero. Control of equipment equipped this way does not change.)
Patches' great epiphany was that his accidents were more useful than his experiments.
I can't think of another card that referenced the converted mana cost of an activated ability before, though I do appreciate that you are trying to limit the effect. I'm not sure how much sacrificing a creature would convert or if that would even matter (Phyrexian Altar). It might be too much trouble to be worth it despite the ample design space hidden within. Also your card could probably just target the artifact or creature instead of having to choose it and the flavor feels more like stealing an activation than a planned misfire.
Enchantment [R]
Whenever an artifact or enchantment enters the battlefield, you may pay :symw::symw:. If you do, destroy target artifact or enchantment.
I see this and think of Aura Shards. There are definite differences, one triggers off of creatures, another triggers off of artifacts/enchanments. This could kind of be like a counterspell because you could destroy the very thing that hits the battlefield. WW might be a bit too intense for the cost. I would probably be more happy with 1W with the added benefit of being an homage to disenchant.
1. Raikou Rider
2. Profani
3. aurorasparrow
I think this entry is DQ'd for being an enchantment like your first round entry. Which is too bad, I kind of liked this card.
Hmmm... I feel like it shouldn't copy mana abilities and the effect leans more towards being blue. Otherwise, this doesn't seem overpowered (You could go the extra mile and use Mycosynth Lattice/Enchanted Evening and enchant a planeswalker, but I'd applaud anyone willing to try that.)
This... this could be very strong. (I think the Imprint ability word could of been used here, but ability words are just words anyways). I'm imagine Volition Reins and Eldrazi Conscription exiled to this... Aura's may not be a beloved subtype, but this card may be too much. Also, it should say a token copy.
Hmm. Seems fair enough. Can get rid of Darksteel Forge, which is more than most cards can say.
Huh. Unless we're worried about untap shenanigans (or Darksteel Reactor, or Mycosynth Lattice and planeswalkers), I'm sure this Aura could of cost significantly less. Neat effect though.
Idyllic Tutor, enchantress for a turn, uber Replenish. I almost think that -2 could of been a static ability (which, while I admit looks a little weird to me on a planeswalker, but would work wonderfully here). Not bad.
It is limited in scope, but I very much like the flavor here. I wonder if the mana cost could of been just WR. Combine this with Mycosynth Lattice though and you're going to have some very unhappy opponents... but seeing as the card isn't gamebreaking UNLESS you have the Lattice... this might just be printable.
1. Koopa
2. clcallag
3. willows
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
"Imprint - When CARDNAME enters the battlefield, exile target Aura.
,t: Put a token onto the battlefield that's a copy of the exiled Aura card and attach it to a permanent."
Top 3
2. VeiledAssassin
3. Koopa
Thanks to TacticalCelebrant for doing the roundup!
Creature - Human Knight (R)
Haste, vigilance
Whenever a creature you control attacks the turn it entered the battlefield, that creature gets +2/+0 and can only be blocked by creatures with defender until end of turn.
3/4
I'm uneasy about how this interacts with cards of your first-round card's type, because it cares about stuff that happens in the text box, not stuff that happens in the type line.
This is interesting, but it's weird that all it gets from white are a keyword and a big butt, and red gives it this very intricate triggered ability that cares about two keywords. Something inside me wants this guy to be an Orc.
Creature - Goblin Artificer (R)
First strike
Equipment spells you cast cost 1 less to cast.
Equip abilities cost 1 less to activate.
2/2
This could be a hybrid. "Artificer" is a weird class for a creature that likes being equipped and turning sideways so much, though. Seems like an OK build-around.
Creature- Goblin Wizard (R)
T, Sacrifice an artifact: Search your library for an artifact card with converted mana cost less than or equal to that of the sacrificed card and reveal it. Ironjaw Genius deals damage equal to that card's converted mana cost to target creature or player. Put the revealed card into your hand. Then shuffle your library.
Metal is a great conductor of sparks and ideas.
2/3
I feel like this is too easy; you can just tutor for the same largish artifact you sacrificed and do large amounts of burn while doing it.
Sorcery (R)
Artifacts and creatures you control are indestructible this turn and gain hexproof until end of turn.
// Fuse //
Hate 3RWW
Sorcery (R)
Destroy all artifacts and creatures.
I am not a fan of the names on this split, and the effects, while they work together, are so expensive that you'll probably never see this fused outside of very strange formats.
Artifact - Equipment {R}
Equip 2
Equipped creature has +1/+1 for each aura or equipment attached to it.
Whenever another aura or equipment becomes attached to equipped creature, you may draw a card.
A mistake becomes a learning experience only if you're well-armored enough to live through it.
So this makes a four-card "draw as many cards as you want" combo with any two creatures and Lightning Greaves or any of the several other cards with Equip :0mana:?? Nononono.
Creature - Human Cleric {R}
Enchantment spells you cast cost 2 less to cast.
Enchantment spells your opponents cast cost 2 more to cast.
1/4
"Even the streets of Thraben are no longer safe. Come. I shall see you to your home."
Sure, I can see this.
Instant (R)
Choose target artifact or creature. Activate one ability of that permanent with converted activation cost 4 or less without paying its costs. You control the effect. (If the effect includes X,X is zero. Control of equipment equipped this way does not change.)
Patches' great epiphany was that his accidents were more useful than his experiments.
Thank you for posting your last round's card instead of linking it.
This is a super interesting card that expands design space in a cool way and fits well into its colors.
Enchantment [R]
Whenever an artifact or enchantment enters the battlefield, you may pay :symw::symw:. If you do, destroy target artifact or enchantment.
The name of this card doesn't sound white, but the effect seems fine, maybe even more expensive than it needs to be. Calls for testing.
3. drewdagreek
Creature - Human Knight (R)
Haste, vigilance
Whenever a creature you control attacks the turn it entered the battlefield, that creature gets +2/+0 and can only be blocked by creatures with defender until end of turn.
3/4
Creature - Goblin Artificer (R)
First strike
Equipment spells you cast cost 1 less to cast.
Equip abilities cost 1 less to activate.
2/2
Creature- Goblin Wizard (R)
T, Sacrifice an artifact: Search your library for an artifact card with converted mana cost less than or equal to that of the sacrificed card and reveal it. Ironjaw Genius deals damage equal to that card's converted mana cost to target creature or player. Put the revealed card into your hand. Then shuffle your library.
Metal is a great conductor of sparks and ideas.
2/3
Sorcery (R)
Artifacts and creatures you control are indestructible this turn and gain hexproof until end of turn.
//
Hate 3RWW
Sorcery (R)
Destroy all artifacts and creatures.
Fuse (You may cast one or both halves of this card from your hand.)
Artifact - Equipment {R}
Equip 2
Equipped creature has +1/+1 for each aura or equipment attached to it.
Whenever another aura or equipment becomes attached to equipped creature, you may draw a card.
A mistake becomes a learning experience only if you're well-armored enough to live through it.
Creature - Human Cleric {R}
Enchantment spells you cast cost 2 less to cast.
Enchantment spells your opponents cast cost 2 more to cast.
1/4
"Even the streets of Thraben are no longer safe. Come. I shall see you to your home."
Instant (R)
Choose target artifact or creature. Activate one ability of that permanent with converted activation cost 4 or less without paying its costs. You control the effect. (If the effect includes X,X is zero. Control of equipment equipped this way does not change.)
Patches' great epiphany was that his accidents were more useful than his experiments.
Enchantment [R]
Whenever an artifact or enchantment enters the battlefield, you may pay :symw::symw:. If you do, destroy target artifact or enchantment.
Top 3:
2.)aurorasparrow
3.)drewdagreek
Why does the artifact deal the damage? Why is it sacrifice? Why is this common?
"attached to target permanent". Should have uses the word "token somewhere. Could have used imprint. Aura tokens are icky, IMO.
Glad the +1 doesn't but the enchantment into your hand. The -2 has good synergy with the +1. The -7 should either be more impressive or be -5 or there-abouts. Very build-around-me, like Tezzeret. Impressed that you went as far as to make a Planeswalker.
Don't need "if that ability targets". Why is this green? Good thought, putting it at rare.
Enchantments are enchantments. Unfortunately, you are disqualified.
Deeply undercosted. I like the Bedlam/Moat mix.
Highly over costed, not rare, wording issues, and flavor makes no sense.
Ink-Treader
I like that the option is built in to chuck them for 1. If a player gives up hope on removing Destabilizer Field, then they can still get that last little bit of mileage out of their tools or they can keep some junk around until it works again. I do really like cards that provide options like this.
Moss_Elemental
This just feels uninspired. A 2/3 for 5 has some weird symmetry issues and all around flavorfully isn't exciting to me. This just feels like a greedy Leonin Shikari.
ahyangyi
no card
Rithaniel
I feel like this doesn't even need much to be broken. Some kind of restrictions need to be here like "Mana cost equal to or less than the mana cost of the sacrificed creature." It seems like you would easily pitch a land to it and get an artifact, which can be repeated? I think this might enable too much of a powerful permanent tutor.
Gerrard's Mom
Quite an interesting mechanic you've got going on here. Creatures that don't exactly replace themselves, but that open up a path to make them better. This would be an incredible general and isn't broken on it's own. This would fit in nicely with enchantress type decks, and it would actually make most auras more fearsome than they ought to be.
MirrorEntity
Post your team name in your post.
That being said, I like the vibe of this card. Tutoring down makes this like a mercenary version of a Birthing Pod, so I'm on board for that. The X portion I'm not totally jazzed about. You can spiral down any artifact of yours through the portal, but if you just pump a bunch of mana in, you can grab whatever you want precisely by closing the portal? I'm not sure what's going on with this card. It's not quite there yet to me, but it's a start.
Cardz5000
no card
Monkey Playing MTG
Now here is a finicky card. The body and cost are right and shattering an artifact but paying them back for it seems fairly flexible, but in turning the artifact into colorless doesn't necessarily make the mana easy to use. I feel like this needs to be Legendary or you can effectively keep artifacts off the board for your opponent(s). And that sort of hate can be fine, but at 1G, even giving them mana back colorlessly may not be enough to balance this.
top 3
3. MirrorEntity
2. Ink-Treader
1. Gerrard's Mom
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. Rithaniel
2. Gerrard's Mom
3. Ink-Treader
Creature - Human Knight (R)
Haste, vigilance
Whenever a creature you control attacks the turn it entered the battlefield, that creature gets +2/+0 and can only be blocked by creatures with defender until end of turn.
3/4
----------------------------------------
Sorry Maokun. This card doesn't meet the round requirement
Creature - Goblin Artificer (R)
First strike
Equipment spells you cast cost 1 less to cast.
Equip abilities cost 1 less to activate.
2/2
----------------------------------------
This card is way better that the old Auriok Steelshaper and he only cost 1W. Cmc 3 at least, I think
Creature- Goblin Wizard (R)
T, Sacrifice an artifact: Search your library for an artifact card with converted mana cost less than or equal to that of the sacrificed card and reveal it. Ironjaw Genius deals damage equal to that card's converted mana cost to target creature or player. Put the revealed card into your hand. Then shuffle your library.
Metal is a great conductor of sparks and ideas.
2/3
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It's like Shrapnel Blast and Artificer's Intuition had a baby goblin. Izzet Loves this card.
Sorcery (R)
Artifacts and creatures you control are indestructible this turn and gain hexproof until end of turn.
// Fuse //
Hate 3RWW
Sorcery (R)
Destroy all artifacts and creatures.
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The wording seems a little wonky to me and 'Hate' feels over-costed but otherwise I like the card.
Artifact - Equipment {R}
Equip 2
Equipped creature has +1/+1 for each aura or equipment attached to it.
Whenever another aura or equipment becomes attached to equipped creature, you may draw a card.
A mistake becomes a learning experience only if you're well-armored enough to live through it.
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I know why you called this 'Ponderous' this card could cause some serious mental arithmetic depending on how much you load onto the equipped creature. Still, since I'm a big Empyrial Armor fan, I find myself liking this card more than I should.
Creature - Human Cleric {R}
Enchantment spells you cast cost 2 less to cast.
Enchantment spells your opponents cast cost 2 more to cast.
1/4
"Even the streets of Thraben are no longer safe. Come. I shall see you to your home."
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I don't really understand how the flavor text relates to the effect, but I would love to have four of these in my Enchantress deck
Instant (R)
Choose target artifact or creature. Activate one ability of that permanent with converted activation cost 4 or less without paying its costs. You control the effect. (If the effect includes X,X is zero. Control of equipment equipped this way does not change.)
Patches' great epiphany was that his accidents were more useful than his experiments.
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I love the idea of stealing abilities from your opponent although I think cmc of 3 or 4 would be more appropriate.
Enchantment [R]
Whenever an artifact or enchantment enters the battlefield, you may pay :symw::symw:. If you do, destroy target artifact or enchantment.
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This Disenchant on a stick should cost a little more, for balance. Either WWW or 1WW
1 - Raikou Rider
2 - Drewdagreek
3 - Black_Megatog
*I would like to thank TacticalCelebrant for all his amazingly hard work on his critiques formatting. It was so amazingly amazing, I just had to steal it.
CCL Winner- July '08, Aug '08 Sept '08, Oct '08
Survivor- CCS: Lost in Takenuma, CCS: Stranded In Tolaria
Team Wrench Critiquing Team Crowbar
Arcel
Relic Guardian 2WW
Creature - Human Soldier
Defender
When Relic Guardian enters the battlefield, name a non-creature artifact.
As long as Vault Guardian is on the battlefield, artifacts with the selected name are indestructible.
2/5
coolgriff14
Recycle 2G
Instant (U)
Destroy target artifact, then put X 0/1 colorless Spawn creature tokens onto the battlefield, where X is equal to the destroyed artifacts converted mana cost.
Dali liked to smash things, but one day the old helmet gained a life of its own.
Vertain
Violent Flux 1UR
Instant (R)
Untap all artifacts you control.
Until end of turn, whenever an artifact you control becomes
tapped, it deals 1 damage to target creature or player.
"I might have overdone it" - Tra, artisan
Eskimo_Rage
Enchantress of Renewal 1GG
creature- human druid [r]
Whenever you cast an enchantment spell, you may return a card at random from your graveyard to your hand.
0/3
"Unique among her contemporaries, she draws from the never ending Cycle of Life."
herbert_west
Nether Apparition BB
Creature - Spirit {R}
Haste.
Whenever a player plays an aura, if it could enchant Nether Apparition, you may pay G/W. If you do, return Nether Apparition from your graveyard to the battlefield with that card attached to Nether Apparition.
1/1
"The brighter the glare, the deeper the shadow."
pstmdrn
Harmonic Field 2UU
Enchantment R
Whenever you activate a non-mana ability or effect of an artifact you control, copy
that ability or effect. You may choose new targets for the copy.
The chaotic hisses and bangs were soon replaced by
the soft hum of many devices working in unison.
coolgriff: A bit too similar to Artifact Mutation for my liking.
vertain: Lots of combo potential, I like it.
EskimoRage: A twist on the traditional enchantress, nice.
herbert_west: This is unique! Not sure how to evaluate it , honestly.
pstmdrn: Comboriffic.
Top 3:
1. Vertain
2. pstmdrn
3. herbert west
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%
Maokun: I can see the connection, but I also look at the aspect of "Okay, so for a total of 5 mana (including your previous card), your pumping out a 6/4 and wasting a haste." Now I know that's not what you meant (that your previous goes on another card and not Battle-Ready Captain), but other than that, it's a good feel.
drewdagreek: This does work for the synergy aspect and I can see it working well.
Raikou Rider : I can SEE the synergy, but it's feeling a bit disjointed and since your previous card is only U, this card would do absolutely nothing for it. I do like the design of this card though and it could even cost a bit more if you felt and still been safe.
Phyrexian Editor: I can see this being played quite a bit. I personally think I would have reversed the costs (I would have probably dropped the casting cost to 2 and upped the equip to 3), but nice card overall.
Black_Megatog: While I like the concept behind it, it seems extremely clunky. While it does have the synergy for the Bulltamer's Charm, and screams combo, I'm just glad the IronJaw Genius doesn't have haste!
Profani: Not too bad. The hate seems about the right price for what it does, but the wording on Love should be "Artifacts and creatures you control are indestructible and gains hexproof until end of turn." instead. Nothing major, just a note.
aurorasparrow: Interesting concept of spot removal. It does work with Material Engine (your previous round) and I can see this being problematic for some!
Top 3:
1. aurorasparrow
2. drewdagreek
3. Phyrexian Editor
Enchantress' Garden
Legendary Enchantment Land (R)
Enchantress' Garden enters the battlefield tapped.
t: add G or W to your mana pool.
Whenever you cast an enchantment spell, you may put a +1/+1 counter on target creature.
I like it a lot. It feels powerful, but well-balanced. Interacts nicely with enchantments, check. Good job.
Harmonic Reflection 1GR
Enchantment - Aura {R}
Enchant Artifact or Enchantment
At the beginning of your end step sacrifice Harmonic Reflection unless you pay 1 for each charge counter on it.
Whenever an activated ability of the enchanted permanent is played, put a charge counter on Harmonic Reflection, then copy that ability. If that ability targets, you may choose new targets for the copy.
Anything worth doing, is worth doing again.
This doesn't really feel like a green effect at all other than the name; I would have preferred it to be UR instead. The effect is creative and balanced, however.
If my first card was an enchantment, but not an Aura, can my new card interact with Auras?
Totem Engine 3
Artifact (R)
When Totem Engine enters the battlefield, exile target Aura.
2, :symtap:: Put a copy of the exiled Aura onto the battlefield and attach it to a permanent of your choice. (It must still be able to legally enchant the chosen permanent.)[/font]
That's... a really clever way of making aura's better. Given the name I expected something to do with Totem Armor, but this is better. This might need a clause to prevent you from stacking the same enchantment on one permanent, but even without it I really like it.
Overheat RR
Instant (C)
Target artifact deals damage to its controller equal to the number of charge counters on it, then its controller sacrifices it.
"The device is drawing a lot of power. I suspect I shall next have to install an exhaust fa--"
Targeted sacrifice is almost never printed. Also, sacrifice tends to be more black than red. It would have worked better for me if it had destroyed the artifact; as it stands it might be too powerful for :symr::symr:. Not entirely sure.
Artifice Booster 2UU
Enchantment (R)
Enchant artifact
Enchanted artifact has "1, :symtap:: Put a counter on this artifact that is the same kind already on this artifact."
"Always modify. Chances are it'll get better...until it explodes."
This is... incredibly narrow. And should be an uncommon. And could cost less.
I am in a planeswalker mood today!
Olena Enchantress 2GW
Planeswalker - Olena (MR)
+1: Search your library for an enchantment card and reveal that card. Shuffle your library, then put the card on top of it.
-2: Until end of turn, whenever you cast an enchantment spell, draw a card.
-7: Return all enchantment cards from your graveyard to the battlefield then put all enchantment cards from your hand onto the battlefield.
[3]
This is some nice enchantment support. The replenish on the third ability doesn't really interact with the rest of the card, but I know why it's there.
Smeltmaster's Mantra 1WR
Enchantment (R)
Artifact creatures and equipped creatures can't attack you or planeswalkers you control, and can't block creatures you control.
The blade always defers to the hammer and anvil.
Interesting card. I think it would also work at :1mana::symr::symr:, but it's fine as it is.
1. Cythare
2. TacticalCelebrant
3. Koopa
Host of the July CCL '10, Host of the March CCL '11
The idea is cool, but I think this is far too aggressively costed. I think 2UR would be pushed for constructed, with 3UR being a "fair" cost.
Arcel
No rarity, though I'm guessing this would be rare. The concept's too weak to be a rare, but too complex for uncommon. Templating issues abound, too.
coolgriff14
This sort of effect has already been done on Artifact Mutation. This could definitely be pushed a little more.
pstmdrn
Does copying "effects" even work? Personally I think with having no cost to copy the ability, this is far too easy to perform infinite combos with. I like the concept, though.
herbert west
Wait, what? I'm confused. A CC card with an off-color trigger? I can't help but feel that this should be multicolor.
teraparsec
No show?
Eskimo_Rage
Nice variant on Verduran Enchantress, though it might be undercosted by half a mana.
Atrius
No show?
1) Eskimo_Rage
2) Vertain
3) pstmdrn
Emille, Seven-Sting Dancer Shalin Nariya