Marrow Plague2BB
Enchantment - Aura
At the beginning of your upkeep, put an infection counter on each creature.
Whenever a creature has infection counters on it equal to it's toughness, destroy it.
When their are no creatures on the battlefield, sacrifice Marrow Plague.
Muscle Vigor Contraption5
Artifact
All counters on creatures become +1/+1 counters. "I think growth is good, but not this much growth!"
- Lubij, Iceroot Druid
Livingbreath Blizzard2WW
Snow Enchantment (R)
Each nontoken creature has "Whenever this creature becomes tapped, target opponent puts a 1/1 white Spirit creature token with flying onto the battlefield."
At the beginning of each player's upkeep, you may pay 1S. If you do, tap target creature. "Highlords above - this is no ordinary cough, and the drifts are receptacles for our very essence!" - Iuloch, Innerscorch sorcerer
Hearthsword3
Artifact - Equipment (R)
Equipped creature gets +1/+2 and has vigilance. X: Unattach target Equipment with converted mana cost X attached to a creature you control. Until end of turn, replace all instances of "equipped creature" in that permanent's text with "each creature you control."
Equip 3
Legend:
Leprosy is too simple for my tastes, to be honest, but I can appreciate the flavor representation of an actual sickness. Such short cards usually need flavor text. Void Stone, while technically curing the desease in-game, is weird; how does the stony cure leprosy? And again, design is a little obvious. Asrama:
As epidemic as it gets, but my god memory issues. Using -1/-1 counters may help, although it makes the card a little bland. Purification mechanism is cool and interaction with blink effects is incredible. Polendino:
Nice reversal. Even though cards-that-do-not-do-anythink like Moonlace and its kin are not usually intresting, this one is okay. Blighting Tome feels like it should kill creatures. willows:
Despondent Humor feels and plays like a sickness, i.e. any action leads to more suffering. Cool. Incense uses Otherworldly Journey flavor approach and it fits it pretty good. Antny223:
Curse kills too slowly and is generally an explored concept. +1/+1 counters is not a good way to get rid of -1/-1 counters and feels a little forced. FreshMeat:
Night of Souls' Betrayal variation is okay, but keeping track of both the counter and the static penalties can be cumbersome. Weapon is meh - bearing unusual circumstances, it's just a regulat P/T bonus.
Touch of Plague: I think it would cost more than B Ukemi Lantern: A reverse Flagbearer? Why not?
MagicProfessor28
:(?
Gerrard's Mom
Khorav Strain: I think the first ability should not be part of the card from a flavour standpoint. Quarantine Generator: Great way to shut down a permanent, but I think it's undercosted.
wantonwizard
Eldritch Infection: I think it could cost less than 6. Sphere of the Three: This, on the other hand, would most like cost more than 3.
AmShegar
Rimeblight: It may need rewording, but the gist is okay. Vigor, Drink of the Ancestor: Mana cost is too low.
Legend
Minimalist approach eh. Everybody has deathtouch is sort of interesting, and the artifact seems ok but kind of boring and obvious. Some flavor text would have spiced these up.
Asrama
Kind of feels like it should be the dying creature's controller who chooses who becomes a Carrier next, but good flavor. The Mechanism is a cool vaccine-like artifact. Seems like it could just be "Exile ~ and each card with the chosen name?"
Antny223
"...each creature he or she controls" just fyi. Pretty nasty enchantment. I don't really get the flavor of the watchtower.
Polendino
I happen to love useless white washout effects, although I wish there was a little more to this one, like it was on a body or something. The Tome is a good utility equipment.
Thelas
willows
Humor as in haha funny? Seems like this would play in an interesting way but be pretty oppressive in multiplayer. The incense is cool flavor, and Roon and friends always love more blinking.
FreshMeat
Name is odd and close to Spread the Sickness. I'm not such a fan of a static penalty and counters. Mace doesn't seem all that effective and I wish it worked when the equipped creature blocked as well.
Blood Fever1BR
Enchantment [R]
Deathtouch
At the beginning of each players upkeep, Blood Fever deals 1 damage to target creature that player controls, chosen at random, unless its controller has Blood Fever deal 2 damage to him or her. “First, you’ll feel your blood boiling its way out of your body. Then the real pain begins.”
Rejuvenation Shield4
Legendary Artifact [R] ,T: Until end of turn, prevent all damage that would be dealt to target creature. At the beginning of the next end step, put X +1/+1 counters on that creature, where X is equal to the amount of damage prevented this way. What doesn't kill you...
Blood Fever feels very similar to our new Mogis, God of Slaughter. That being said, I'm not sure deathtouch is currently able to be on enchantments. On the other hand, it's such a simple rules tweak I can't fault it for that.
Rejuvenation Shield probably doesn't have to be legendary. Indeed, it could even be a static effect on the equipment with a cost boost. Does indeed counter the illness.
Fire Plague2RR
Enchantment (R)
At the beginning of your upkeep, put a plague counter on ~. ~ deals damage to each creature equal to the number of plague counters on ~. If a creature dealt damage this way would die this turn, exile it instead. "This plague is evil. It immolates both body and soul." - Slavar, Tardanian Healer
Biterrnian Icebalm4
Artifact (R) ,t: Prevent all damage that would be dealt to target creature you control this turn.
At the beginning of each opponent's upkeep, untap ~.
Fire Plague out to have some sort of an out. It becomes hideously oppressive given enough time. Perhaps something similar to Pestilence's sacrifice clause.
Biterrnian Ice Balm is interesting. I'd say you could reduce the casting cost or the activation cost by 1.
Epizootic Outbreak4BB
Legendary Enchantment (R)
At the beginning of each player's end step, each creature that player controls gets -X/-X until end of turn, where X is equal to the number of other creatures that player controls. The warmth offered in huddling together is a breeding ground for the pestilence.
Venerable PanaceaX
Artifact (U)
Sunburst.
Remove a charge counter from Venerable Panacea: Until end of turn, the power and toughness of creatures you control cannot be lowered by spells and abilities and -1/-1 counters cannot be placed on them.
I understand why you made Epizootic Outbreak legendary from a balance stand point, but the card itself doesn't have any sort of legendary flavor. Indeed, as a 6 drop, it may not have to be legendary...
Venerable Panacea certainly works against the outbreak. It actually seems rather useable even at 1 mana for 1 charge counter as check to certain board wipes.
Village PoxBBB
Enchantment (Rare)
At the beginning of each player's upkeep, that player chooses two — You get a poison counter; or discard a card; or sacrifice a creature; or sacrifice a land. "Never in my thirteen years of being a healer have I seen such a horrifying sickness among so many of my patients." -Bevdel, herbal shaman
Vaccine Supply5
Artifact (Rare)
You can't get poison counters.
Spells and abilities your opponents control can't cause you to sacrifice permanents or discard cards. ,T: Put a +1/+1 counter on target creature you control.
I don't think the wording for Village Pox is quite correct, but I understand the intent. Much potential for oppression. Perhaps too much.
Vaccine Supply does a lot. It's like several distinct hate bears rolled up into one artifact. And the some.
The Plague that WalksBBB
Enchantment (R)
When The Plague that Walks enters the battlefield, put two 0/0 black Germ creature tokens onto the battlefield
Whenever a non-Germ creature dies, put a 0/0 black Germ creature token onto the battlefield.
Germs you control get +1/+1 and have "T: Put a -1/-1 counter on target creature."
Hospitalar's Plate4
Artifact - Equipment (R)
Equipped creature gets +0/+5 and has hexproof. : Remove any number of counters from target creature you control and destroy any number of auras on that creature.
Equip 2
The Plague That Walks is a strong contender for being legendary. Get more than one of these on the board and things are going to go to hell in a handbasket really fast.
Hospitalar's Plate seems quite very useful, and does indeed act against the enchantment.
Marrow Plague2BB
Enchantment - Aura
At the beginning of your upkeep, put an infection counter on each creature.
Whenever a creature has infection counters on it equal to it's toughness, destroy it.
When their are no creatures on the battlefield, sacrifice Marrow Plague.
Muscle Vigor Contraption5
Artifact
All counters on creatures become +1/+1 counters. "I think growth is good, but not this much growth!"
- Lubij, Iceroot Druid
Marrow Plague seems nice and reasonable.
The Muscle Vigor Contraption doesn't quite work as worded (and as worded, sounds like it should be a sorcery/instant.) But the intent is clear. Perhaps something like "All counters on creatures are considered +1/+1 counters instead of any other type of counter." Also counters bothGideon's, amusingly enough.
1. ClearwaterStilts
2. herbert west
3. Jimmy Groove
Moss_Elemental - The enchantment has no "When there are no creatures on the battlefield, sacrifice this" clause - which can lock the game. I like the idea though. The artifact is reasonable, and I like that it's good on both offense and defense, having that kind of pseudo-vigilance.
SelesnyaNewLife - Village Pox is fun as a throwback to the original oh-God-no-don't-make-me-have-to-do-that-math card, but poison instead of life loss comes off as kind of random. Vaccine Supply feels like it's doing too much.
L0ng5h0t - Deathtouch on the enchantment is pseudo-clever, but often it's worse than Sulfuric Vortex unless you really, really want yourself to have an out. Rejuvenation Shield, meanwhile, looks pretty fair - giving out one-shot Phytohydra abilities once per turn seems fun.
Jimmy Groove - The Plague That Walks should be legendary, but as it is it has creepy and epic-feeling flavor and mechanics. Hospitalar's (Hospitaller's?) Plate is definitely a specific hoser, but the flavor supports it.
herbert west - Not a huge fan of either of these things; epizootic is too much of an outright sciencey word to use on a Magic card, the enchantment too often winds up being "lol everything dies," and the artifact is too removal-arms-racy and doesn't make much sense with sunburst.
ClearwaterStilts - Marrow Plague is a bit much bookkeeping, and it looks like you forgot to delete the Aura type from an earlier design. Muscle Vigor Contraption looks like a fun Johnny card with things like Grief Tyrant more than anything.
Gerrard's Mom: Humor as in the Greek/Roman theory of Humorism.
Egak
Rotslime Outbreak: Seems pretty expensive! The Ooze token element is nice.
Moon-Spirit Elixir: I think this could say "with cmc less than or equal to X."
Ink-Treader
Tiring Malaise: Okay. I'm not sure about the wording, but it's on color and interesting.
Font of Vim: Likewise cute. I appreciate how simple the mechanic is.
drewdagreek
Curse of Forbidden Truths: I can see this. "A creature he or she controls." Flavorwise I find it a bit weird within the frame story of this challenge, as it doesn't seem like a disease per se and it is directly linked to the summoner relationship.
Monotic Orb: I'm not sure this can be made to work in the rules. It is particularly problematic with goyfs and other critters with P/T-setting CDAs.
Eskimo_Rage
Schizophrenia: Three mana seems low for an effect that causes all evasion to stop functioning.
Meditation Crystal: I am glad that you called my attention to the flavor texts of your cards, because mechanically this doesn't answer your disease all that well.
void_nothing
Livingbreath Blizzard: This seems wordy and complex.
Hearthsword: I'd have appreciated a flavor text on this one. The effect is innovative but I worry about it. Text-replacement effects are risky and Melviny. I feel like the Illusionist's Bracers interaction here is particularly hazardous.
Tiring Malaise1UU
Enchantment (R)
Whenever a creature attacks or is tapped to activate an ability, that creature doesn't untap during its controller's next untap step. "So many of our workers can't even stand through half a shift at the quarry. This village is doomed if we can't carve enough ice to trade."
--Alfon, quarry foreman
Font of Vim3
Artifact (R)
At the beginning of your end step, untap each creature you control. "It's simple, my dear. Boil water in it, and then drink of its power."
-Alexia, witch
Vim is a word!
Tiring Malaise is solid, but I feel it's somewhat cheap for a card that would be the bane of any aggro deck. Then again, four mana might make too crappy. I'll give it a pass.
Font of Vim is too cheap, essentially giving your creatures super vigilance, and enabling them to use activated abilities that require tapping multiple times. Not a game-ender, but I still feel it needs to cost more. I'm also slightly disappointed that you've made an artifact version of Seedborn Muse that no fun during multiplayer games.
Rotslime Outbreak3BG
Enchantment (R)
At the beginning of your upkeep, put a -1/-1 counter on target creature.
Whenever a creature with toughness 0 or less dies, put a 1/1 black and green Ooze token creature on the battlefield.
Moon-Spirit Elixir4
Artifact (R) T: Remove a -1/-1 counter from target creature. Put a charge counter on Moon-Spirit Elixir
Remove X charge counters from Moon-Spirit Elixir, Sacrifice Moon-Spirit Elixir: Destroy target enchantment you don’t control with a converted mana cost of X.
Rotslime Outbrake seems over complicated to me. There is some flavor connection between the two parts, but not a mechanical one. The first part could be a fine limited bomb all on its own, tacking token generation seems needless.
Moon-Spirit Elixir is both solid and flavorfull, but I see no reason it should be a rare.
Curse of Forbidden Truths 2BB
Enchantment - Aura Curse (U)
Whenever enchanted player draws a card, he or she puts a -1/-1 counter on a creature they control. The mind is eager for secrets the body cannot handle.
Monotic Orb5
Artifact (R)
Ignore all effects that change the power or toughness of creatures. (All noncopy creatures have their printed power and toughness. Counters remain on creatures.)
As promised, it staved off death. But I cannot truly call what we have left 'life'.
Curse of Forbidden Truths is probably the best of the diseases. I think I'd like it better if it was a global enchantment rather than a curse (and cheaper) but I like how simple and clean it is.
Monotic Orb is probably unprintable, since rules won't allow it, but I get what you were trying to do, and I the way you think.
Schizophrenia1UR
enchantment [r]
Creatures opponents control attack each turn if able.
Whenever a creature an opponent controls attacks you may pay U, if you do put a 2/2 blue illusion creature token into play blocking that creature. Exile it at the beginning of your next end step. "Illusionist's are being driven insane by sights and sounds from the Unreal. Seek help!" Arch Scholar,Nethal
Meditation Crystal4
artifact [r]
Creatures you control have "1, :symtap:: Draw a card, then discard a card. Put a +1/+1 counter on this creature." "Look within, with each breath your fears and worries become trapped within the crystal lattice and new thoughts spring to life." Saliyah, Crystal Healer
Schizophrenia it really complicated and unfogiving. Unless trample is involved, this is basically Circle of Protection: Creatures Opponent Controls. AND and leave opponent's creatures tapped. Constucted might find ways to deal, but in limited you've ended the game on turn 3. Not good.
Meditation Crystal is nice in a vacuum. I feel like discarding should be part of the activation cost. I get the overall flavor and I accept your interpretation that it does serve as a cure, but mechanically, looter ability and +1/+1 counters don't mesh together, and it hurts the card.
Livingbreath Blizzard2WW
Snow Enchantment (R)
Each nontoken creature has "Whenever this creature becomes tapped, target opponent puts a 1/1 white Spirit creature token with flying onto the battlefield."
At the beginning of each player's upkeep, you may pay 1S. If you do, tap target creature. "Highlords above - this is no ordinary cough, and the drifts are receptacles for our very essence!" - Iuloch, Innerscorch sorcerer
Hearthsword3
Artifact - Equipment (R)
Equipped creature gets +1/+2 and has vigilance.
:xmana:: Unattach target Equipment with converted mana cost X attached to a creature you control. Until end of turn, replace all instances of "equipped creature" in that permanent's text with "each creature you control."
Equip
I appreciate the attempt to create a white disease, but Livingbreath blizzard is too complex and annoying, and just doesn't feel like it's what you were asked for.
Hearthsword has a some truly original design behind it, but I'm certain that sort of effect would end up causing mayhem due to unexpected interactions. Regardless, I feel the second effect is unique enough to stand on its own, and probably should not be an equipment. Also, it doesn't deal with all the effects of the disease you've created.
Asrama: Cool effects. I really like the artifact. Great flavor on both.
Antny223: Brutal enchantment, but I like black best when it's overwhelming. Watchtower is an odd card, but I guess it works as a cure.
Polendino: The enchantment is fine, but unexciting. The artifact is a good limited card.
Thelas: Left me out in the cold.
willows: Both of these are very cool. I like how it counters inspired, both mechanically and flavor-wise.
Fresh Meat: I like the enchantment, but I can see it causing some timing confusion during sweeper effects. The artifact doesn't seem like much of a cure since it only buffs 1 toughness.
gerrard's mom
An interesting card, but flavorfully forced. It's cool that you can save your own guys, but not an exciting effect. Why do you get off easy for paying 2 mana, even if that mana happens to be enemy colors? There's cool ideas going on, but nothing particularly wows me on this one. Quarantine Generator, on the other hand, I really like. In fact, I'm surprised it's territory that's yet to be explored on actual cards. It's like keeping a permanent tapped down, but in this case, eliminating an ability, which can be even more clinch when you need it. Great original work here.
aftermarketradio
Touch is really well done, very simple design, a playable Torture in Limited without wasting a removal spell. The second one is digging into some unique territory. I like where you're heading here. Players can't effectively target something that isn't theirs, and that's crazy.
amshegar
Rimeblight is fun, I totally love the noncreature token approach. I'm totally behind how this one forces the choice of losing cards in hand or collective creature power. And your second card is absolutely hilarious. It will all creature enchantments into Giant Growths and this makes me giggle. Strange wording, but it's pretty clear.
wantonwizard
Fun, flavorful, fit right in with the story of the Eldrazi. I'm surprised there wasn't more Eldrazi hosing in the block, but then again, I guess that would keep players from investing in those high end guys. Who's to tell, I think they're fine, though a bit narrow.
top 3
3. gerrard's mom
2. amshegar
1. aftermarketradio
Private Mod Note
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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
Your disease is reasonable, but quite slow. Maybe it could have had more coloured symbols and a lower overall cost? I dunno, it just seems wanting. Not bad, though.
Your cure is nice, but complicated. It is obviously Rare because of that, but I feel like I'd be unhappy to crack this in a pack. Also feels like it could cost 2 or be Disenchant, or maybe even both.
Your disease is VERY strong. Slows down a game considerably. Unless it was an extremely aggro-dominated format needing a pressure valve, this is probably too cheap. I like it though, the design is nice.
Your cure has some cringeworthy flavour text, but it gets my inner Johnny's engine running. Keen to use it with some of the new Inspired cards. It's quite nice.
Your disease is weaker due to giving the opponent the choice, and seems schizophrenic; it feels like it's sweet against control decks, but the point where they have their one creature threat on board is when they probably don't need to draw any more cards. At 2BB, it probably could have put a counter on EACH creature they control.
Your cure is interesting. It's very hard to evaluate, but it feels like it simultaneously does nothing and breaks the game, which is a pretty unique spot to be in.
I'm pretty sure your disease doesn't function as you intended it; "creatures opponents control" is a fancy way of saying "all players", as everyone is someone else's opponent, except in some unimaginably broken casual format. You probably meant "creatures your opponents control". However, the (unintentional?) downside makes this actually balanced, as three mana for forcing your opponents to attack and having a stream of blockers forever is WAY too cheap. With the downside it's a very compelling card, but should have been worded "all creatures must attack each turn if able."
Your cure is a VERY nice way to "cure" your disease, and it's perhaps my favourite this round; tapped creatures can't attack, and meditating at this magic crystal may be pretty good for your brain. I don't see why it makes them stronger, though; Looting as a colourless lord effect is REALLY strong already.
Both your cards should have been proofread a bit better; you missed capital letters on "Artifact" and "Enchantment", "Illusionists" doesn't need an apostrophe, the comma in "Arch Scholar,Nethal" should have a space after it, and you introduced an unintended downside to Schizophrenia.
Your "disease" is an interesting imagining of a magic blizzard, though it should say "At the beginning of each upkeep". I don't get why it's a Snow Enchantment that costs Snow mana that makes a non-Snow token - it seems like a missed opportunity.
Your "cure" is interesting, but it just doesn't work - so many Equipment read horribly once this has been activated. Maybe it should cost a little bit less, and only affect itself, maybe for an activation of 3?
[b]1. Ink-Treader
2. Eskimo_Rage
3. drewdageek
Private Mod Note
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Official DCI Rules Advisor
Level 1 Judge
[box][box][size=3][b]CARDNAME[/b][/size] [float=right][mana]MANACOST[/mana][/float][/box]
[box][b]TYPE — SUBTYPE [float=right][color="RARITYCOLOUR"]{RARITY}[/color][/b][/float][/box][box]RULES TEXT
[i]FLAVOUR TEXT[/i][/box][float=right][box=50][b][SIZE="3"]P/T[/SIZE][/b][/box][/float][/box]
aftermarketradio: I like how your enchantment feels like a spreading plague, but i think it could cost one more. I find your artifact a wee bit overpowered, considering if the spell only has one target, one of their permanents must be that target! But I liked both cards overall.
Gerrard's Mom: The enchantment is a nice idea, until you realize that if you have the mana to pay the indestructibility cost, you opponent is basically screwed after a couple of turns when all their creatures are gone and the ones they play will just immediately die. I think adding a sacrifice clause when it runs out of targets would stop it from being to powerful. As for the artifact. I like the flavour and the idea of it, but I think it is just too unfun for your opponent.
amshegar: I really get the sense of an uncontrollable plague on your enchantment, good job! I also happen to like the card's design. It seems to be costed just a bit to aggressively, but whatever. Your artifact is also very original and cool, while a bit strange.
wantonwizard: The enchantment I have nothing wrong with. It fits with the Eldrazi well. Now, the artifact could of just been the last line, and that would of been fine. As is, it just seems really cluttered and gets really tough on anyone who plays an Eldrazi deck.
TOP 3
1. amshegar
2. aftermarketradio
3. wantonwizard
Moss_Elemental: The plague is interesting at first, but quick devolves into a near-lock. There are plenty of decks that could not survive this ever hitting 4. The artifact solves the proble, butis incredibly expensive, and the untap doesn't seem to gel flaborwise.
SelesnyaNewLife: THe pox is interesting, though it is a little harsh if facing a decidcated poison deck. The supply is fine.
Raikou Rider
L0ng5h0t: Deathtouch on an enchantment is new. THe random loss of a creature seems ok.. but then I see this being really really useful in suciide style decks.
Jimmy Grove: The plague is just a bit much. It seems really cool and thematic, but quickly it will cascade into opponents being softlocked out of any creatures.The plate just seems disjointed and an equipment acting like a norma;l artifact seems off.
herbert west: I like the enchantment though -x/-x until end of turn in the end step is a little tricky on the bookkeeping. It is a really slow wrath really, and repeatable control to reign in tokens. The Panacea is fine.
ClearwaterStilts: The enchantment is not an Aura. It's also alot of bookkeeping. The 'whenver trigger' is problematic. As worded this creates an infinite loop with indestructible creatures. Also dropping a second marrow plague could cause some crazy results. The artifact should probably say 'count as' not become.Interesting idea there. Also no rarities.
TOp 3:
1. Selesynanewlife
2. Herbert west
3. Longshot
Enchantment - Aura
At the beginning of your upkeep, put an infection counter on each creature.
Whenever a creature has infection counters on it equal to it's toughness, destroy it.
When their are no creatures on the battlefield, sacrifice Marrow Plague.
Muscle Vigor Contraption 5
Artifact
All counters on creatures become +1/+1 counters.
"I think growth is good, but not this much growth!"
- Lubij, Iceroot Druid
Round 1
Round 2
Livingbreath Blizzard 2WW
Snow Enchantment (R)
Each nontoken creature has "Whenever this creature becomes tapped, target opponent puts a 1/1 white Spirit creature token with flying onto the battlefield."
At the beginning of each player's upkeep, you may pay 1S. If you do, tap target creature.
"Highlords above - this is no ordinary cough, and the drifts are receptacles for our very essence!" - Iuloch, Innerscorch sorcerer
Hearthsword 3
Artifact - Equipment (R)
Equipped creature gets +1/+2 and has vigilance.
X: Unattach target Equipment with converted mana cost X attached to a creature you control. Until end of turn, replace all instances of "equipped creature" in that permanent's text with "each creature you control."
Equip 3
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Leprosy is too simple for my tastes, to be honest, but I can appreciate the flavor representation of an actual sickness. Such short cards usually need flavor text. Void Stone, while technically curing the desease in-game, is weird; how does the stony cure leprosy? And again, design is a little obvious.
Asrama:
As epidemic as it gets, but my god memory issues. Using -1/-1 counters may help, although it makes the card a little bland. Purification mechanism is cool and interaction with blink effects is incredible.
Polendino:
Nice reversal. Even though cards-that-do-not-do-anythink like Moonlace and its kin are not usually intresting, this one is okay. Blighting Tome feels like it should kill creatures.
willows:
Despondent Humor feels and plays like a sickness, i.e. any action leads to more suffering. Cool. Incense uses Otherworldly Journey flavor approach and it fits it pretty good.
Antny223:
Curse kills too slowly and is generally an explored concept. +1/+1 counters is not a good way to get rid of -1/-1 counters and feels a little forced.
FreshMeat:
Night of Souls' Betrayal variation is okay, but keeping track of both the counter and the static penalties can be cumbersome. Weapon is meh - bearing unusual circumstances, it's just a regulat P/T bonus.
1. willows
2. Asrama
3. Legend
Ukemi Lantern: A reverse Flagbearer? Why not?
Quarantine Generator: Great way to shut down a permanent, but I think it's undercosted.
Sphere of the Three: This, on the other hand, would most like cost more than 3.
Vigor, Drink of the Ancestor: Mana cost is too low.
Top 3
2. AmShegar
3. Gerrard's Mom
As always, this is not final.
Legend
Minimalist approach eh. Everybody has deathtouch is sort of interesting, and the artifact seems ok but kind of boring and obvious. Some flavor text would have spiced these up.
Asrama
Kind of feels like it should be the dying creature's controller who chooses who becomes a Carrier next, but good flavor. The Mechanism is a cool vaccine-like artifact. Seems like it could just be "Exile ~ and each card with the chosen name?"
Antny223
"...each creature he or she controls" just fyi. Pretty nasty enchantment. I don't really get the flavor of the watchtower.
Polendino
I happen to love useless white washout effects, although I wish there was a little more to this one, like it was on a body or something. The Tome is a good utility equipment.
Thelas
willows
Humor as in haha funny? Seems like this would play in an interesting way but be pretty oppressive in multiplayer. The incense is cool flavor, and Roon and friends always love more blinking.
FreshMeat
Name is odd and close to Spread the Sickness. I'm not such a fan of a static penalty and counters. Mace doesn't seem all that effective and I wish it worked when the equipped creature blocked as well.
2. willows
3. Polendino
Blood Fever feels very similar to our new Mogis, God of Slaughter. That being said, I'm not sure deathtouch is currently able to be on enchantments. On the other hand, it's such a simple rules tweak I can't fault it for that.
Rejuvenation Shield probably doesn't have to be legendary. Indeed, it could even be a static effect on the equipment with a cost boost. Does indeed counter the illness.
Fire Plague out to have some sort of an out. It becomes hideously oppressive given enough time. Perhaps something similar to Pestilence's sacrifice clause.
Biterrnian Ice Balm is interesting. I'd say you could reduce the casting cost or the activation cost by 1.
I understand why you made Epizootic Outbreak legendary from a balance stand point, but the card itself doesn't have any sort of legendary flavor. Indeed, as a 6 drop, it may not have to be legendary...
Venerable Panacea certainly works against the outbreak. It actually seems rather useable even at 1 mana for 1 charge counter as check to certain board wipes.
I don't think the wording for Village Pox is quite correct, but I understand the intent. Much potential for oppression. Perhaps too much.
Vaccine Supply does a lot. It's like several distinct hate bears rolled up into one artifact. And the some.
The Plague That Walks is a strong contender for being legendary. Get more than one of these on the board and things are going to go to hell in a handbasket really fast.
Hospitalar's Plate seems quite very useful, and does indeed act against the enchantment.
Marrow Plague seems nice and reasonable.
The Muscle Vigor Contraption doesn't quite work as worded (and as worded, sounds like it should be a sorcery/instant.) But the intent is clear. Perhaps something like "All counters on creatures are considered +1/+1 counters instead of any other type of counter." Also counters both Gideon's, amusingly enough.
1. ClearwaterStilts
2. herbert west
3. Jimmy Groove
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
2 Egak
3 Ink-Treader
Moss_Elemental - The enchantment has no "When there are no creatures on the battlefield, sacrifice this" clause - which can lock the game. I like the idea though. The artifact is reasonable, and I like that it's good on both offense and defense, having that kind of pseudo-vigilance.
SelesnyaNewLife - Village Pox is fun as a throwback to the original oh-God-no-don't-make-me-have-to-do-that-math card, but poison instead of life loss comes off as kind of random. Vaccine Supply feels like it's doing too much.
L0ng5h0t - Deathtouch on the enchantment is pseudo-clever, but often it's worse than Sulfuric Vortex unless you really, really want yourself to have an out. Rejuvenation Shield, meanwhile, looks pretty fair - giving out one-shot Phytohydra abilities once per turn seems fun.
Jimmy Groove - The Plague That Walks should be legendary, but as it is it has creepy and epic-feeling flavor and mechanics. Hospitalar's (Hospitaller's?) Plate is definitely a specific hoser, but the flavor supports it.
herbert west - Not a huge fan of either of these things; epizootic is too much of an outright sciencey word to use on a Magic card, the enchantment too often winds up being "lol everything dies," and the artifact is too removal-arms-racy and doesn't make much sense with sunburst.
ClearwaterStilts - Marrow Plague is a bit much bookkeeping, and it looks like you forgot to delete the Aura type from an earlier design. Muscle Vigor Contraption looks like a fun Johnny card with things like Grief Tyrant more than anything.
3. ClearwaterStilts
2. L0ng5h0t
1. Jimmy Groove
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Egak
Rotslime Outbreak: Seems pretty expensive! The Ooze token element is nice.
Moon-Spirit Elixir: I think this could say "with cmc less than or equal to X."
Ink-Treader
Tiring Malaise: Okay. I'm not sure about the wording, but it's on color and interesting.
Font of Vim: Likewise cute. I appreciate how simple the mechanic is.
drewdagreek
Curse of Forbidden Truths: I can see this. "A creature he or she controls." Flavorwise I find it a bit weird within the frame story of this challenge, as it doesn't seem like a disease per se and it is directly linked to the summoner relationship.
Monotic Orb: I'm not sure this can be made to work in the rules. It is particularly problematic with goyfs and other critters with P/T-setting CDAs.
Eskimo_Rage
Schizophrenia: Three mana seems low for an effect that causes all evasion to stop functioning.
Meditation Crystal: I am glad that you called my attention to the flavor texts of your cards, because mechanically this doesn't answer your disease all that well.
void_nothing
Livingbreath Blizzard: This seems wordy and complex.
Hearthsword: I'd have appreciated a flavor text on this one. The effect is innovative but I worry about it. Text-replacement effects are risky and Melviny. I feel like the Illusionist's Bracers interaction here is particularly hazardous.
Top 3:
1. Egak
2. Ink-Treader
3. Eskimo_Rage
Tiring Malaise is solid, but I feel it's somewhat cheap for a card that would be the bane of any aggro deck. Then again, four mana might make too crappy. I'll give it a pass.
Font of Vim is too cheap, essentially giving your creatures super vigilance, and enabling them to use activated abilities that require tapping multiple times. Not a game-ender, but I still feel it needs to cost more. I'm also slightly disappointed that you've made an artifact version of Seedborn Muse that no fun during multiplayer games.
Rotslime Outbrake seems over complicated to me. There is some flavor connection between the two parts, but not a mechanical one. The first part could be a fine limited bomb all on its own, tacking token generation seems needless.
Moon-Spirit Elixir is both solid and flavorfull, but I see no reason it should be a rare.
Curse of Forbidden Truths is probably the best of the diseases. I think I'd like it better if it was a global enchantment rather than a curse (and cheaper) but I like how simple and clean it is.
Monotic Orb is probably unprintable, since rules won't allow it, but I get what you were trying to do, and I the way you think.
Schizophrenia it really complicated and unfogiving. Unless trample is involved, this is basically Circle of Protection: Creatures Opponent Controls. AND and leave opponent's creatures tapped. Constucted might find ways to deal, but in limited you've ended the game on turn 3. Not good.
Meditation Crystal is nice in a vacuum. I feel like discarding should be part of the activation cost. I get the overall flavor and I accept your interpretation that it does serve as a cure, but mechanically, looter ability and +1/+1 counters don't mesh together, and it hurts the card.
I appreciate the attempt to create a white disease, but Livingbreath blizzard is too complex and annoying, and just doesn't feel like it's what you were asked for.
Hearthsword has a some truly original design behind it, but I'm certain that sort of effect would end up causing mayhem due to unexpected interactions. Regardless, I feel the second effect is unique enough to stand on its own, and probably should not be an equipment. Also, it doesn't deal with all the effects of the disease you've created.
1. Drewdagreek
2. Ink-Treader
3. Egak
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Moss_Elemental: Fire Plague and Biterrnian Icebalm - Plague is too powerful for CMC 4.
herbert west: Epizootic Outbreak and Venerable Panacea - Like the flavor of Outbreak.
SelesnyaNewLife: Village Pox and Vaccine Supply - Shouldn't the Pox's Modes each be "That player..."?
Jimmy Grove: The Plague that Walks and Hospitalar's Plate - How do you justify double Fallen Ferromancer for 3?
ClearwaterStilts: Marrow Plague and Muscle Vigor Contraption - Contraption's templating is for an instant/sorcery, not a permanent.
2.) SelesnyaNewLife
1.) herbert west
Legend: A bit thin.
Asrama: Cool effects. I really like the artifact. Great flavor on both.
Antny223: Brutal enchantment, but I like black best when it's overwhelming. Watchtower is an odd card, but I guess it works as a cure.
Polendino: The enchantment is fine, but unexciting. The artifact is a good limited card.
Thelas: Left me out in the cold.
willows: Both of these are very cool. I like how it counters inspired, both mechanically and flavor-wise.
Fresh Meat: I like the enchantment, but I can see it causing some timing confusion during sweeper effects. The artifact doesn't seem like much of a cure since it only buffs 1 toughness.
2. Asrama
3. Antny223
Memento Mori, if the nineth lion ate the sun.
I love both cards so much!
Legend
Both cards are cool, but a little plain. I'd lower the cmc one on both as well.
Antny223
The first card is a bit over costed, but the second one is very interesting.
willows
Both card are excellent. I like the double use for the artifact.
Fresh Meat
The sickness is cool, but the artifact doesn't feel like it really stops the sickness.
Both admirableadmiral and Thelas didn't show.
Edit: Might be a bit late, but I forgot Asrama :/
Asrama: Both cards pretty solid, if a little odd.
Top 3:
1. Polendino
2. willows
3. Legend
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gerrard's mom
An interesting card, but flavorfully forced. It's cool that you can save your own guys, but not an exciting effect. Why do you get off easy for paying 2 mana, even if that mana happens to be enemy colors? There's cool ideas going on, but nothing particularly wows me on this one. Quarantine Generator, on the other hand, I really like. In fact, I'm surprised it's territory that's yet to be explored on actual cards. It's like keeping a permanent tapped down, but in this case, eliminating an ability, which can be even more clinch when you need it. Great original work here.
aftermarketradio
Touch is really well done, very simple design, a playable Torture in Limited without wasting a removal spell. The second one is digging into some unique territory. I like where you're heading here. Players can't effectively target something that isn't theirs, and that's crazy.
amshegar
Rimeblight is fun, I totally love the noncreature token approach. I'm totally behind how this one forces the choice of losing cards in hand or collective creature power. And your second card is absolutely hilarious. It will all creature enchantments into Giant Growths and this makes me giggle. Strange wording, but it's pretty clear.
wantonwizard
Fun, flavorful, fit right in with the story of the Eldrazi. I'm surprised there wasn't more Eldrazi hosing in the block, but then again, I guess that would keep players from investing in those high end guys. Who's to tell, I think they're fine, though a bit narrow.
top 3
3. gerrard's mom
2. amshegar
1. aftermarketradio
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
Your cure is nice, but complicated. It is obviously Rare because of that, but I feel like I'd be unhappy to crack this in a pack. Also feels like it could cost 2 or be Disenchant, or maybe even both.
Your cure has some cringeworthy flavour text, but it gets my inner Johnny's engine running. Keen to use it with some of the new Inspired cards. It's quite nice.
Your cure is interesting. It's very hard to evaluate, but it feels like it simultaneously does nothing and breaks the game, which is a pretty unique spot to be in.
Your cure is a VERY nice way to "cure" your disease, and it's perhaps my favourite this round; tapped creatures can't attack, and meditating at this magic crystal may be pretty good for your brain. I don't see why it makes them stronger, though; Looting as a colourless lord effect is REALLY strong already.
Both your cards should have been proofread a bit better; you missed capital letters on "Artifact" and "Enchantment", "Illusionists" doesn't need an apostrophe, the comma in "Arch Scholar,Nethal" should have a space after it, and you introduced an unintended downside to Schizophrenia.
Your "cure" is interesting, but it just doesn't work - so many Equipment read horribly once this has been activated. Maybe it should cost a little bit less, and only affect itself, maybe for an activation of 3?
2. Eskimo_Rage
3. drewdageek
Level 1 Judge
Gerrard's Mom: The enchantment is a nice idea, until you realize that if you have the mana to pay the indestructibility cost, you opponent is basically screwed after a couple of turns when all their creatures are gone and the ones they play will just immediately die. I think adding a sacrifice clause when it runs out of targets would stop it from being to powerful. As for the artifact. I like the flavour and the idea of it, but I think it is just too unfun for your opponent.
amshegar: I really get the sense of an uncontrollable plague on your enchantment, good job! I also happen to like the card's design. It seems to be costed just a bit to aggressively, but whatever. Your artifact is also very original and cool, while a bit strange.
wantonwizard: The enchantment I have nothing wrong with. It fits with the Eldrazi well. Now, the artifact could of just been the last line, and that would of been fine. As is, it just seems really cluttered and gets really tough on anyone who plays an Eldrazi deck.
TOP 3
1. amshegar
2. aftermarketradio
3. wantonwizard
SelesnyaNewLife: THe pox is interesting, though it is a little harsh if facing a decidcated poison deck. The supply is fine.
Raikou Rider
L0ng5h0t: Deathtouch on an enchantment is new. THe random loss of a creature seems ok.. but then I see this being really really useful in suciide style decks.
Jimmy Grove: The plague is just a bit much. It seems really cool and thematic, but quickly it will cascade into opponents being softlocked out of any creatures.The plate just seems disjointed and an equipment acting like a norma;l artifact seems off.
herbert west: I like the enchantment though -x/-x until end of turn in the end step is a little tricky on the bookkeeping. It is a really slow wrath really, and repeatable control to reign in tokens. The Panacea is fine.
ClearwaterStilts: The enchantment is not an Aura. It's also alot of bookkeeping. The 'whenver trigger' is problematic. As worded this creates an infinite loop with indestructible creatures. Also dropping a second marrow plague could cause some crazy results. The artifact should probably say 'count as' not become.Interesting idea there. Also no rarities.
TOp 3:
1. Selesynanewlife
2. Herbert west
3. Longshot
1. wantonwizard
2. AmShegar
3. Gerrard's Mom
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