Your patience is starting to wear thin, as is that of your assistant, with the interminable squabblings of politics on Cierou, which is more like the petty gossip and backstabbing of teenage girls than anything else. Finally, you resort to the simple if somewhat brute-force method of piecing together a microphone and amplifier, and singing your wife's favorite song badly (but loudly).
She runs up, but... her voice is gone. Not a sound comes out.
Hours later, well away from the crush of people, you find she's been unable to make a sound since she arrived. Your assistant raises an eyebrow. "Looks like we're in search of something else now, aren't we?"
You nod, a mix of determination and frustration on your face.
Challenge: Create a set of Auras representing intangible things a person could lose. You can design anywhere from two to five cards, but each color must be represented exactly once between these cards, and the total converted mana cost can't be more than 10.
Round 4 cards are due Tuesday, June 24, at 12:01am Pacific (just after Monday ends).
Round 4 critiques and rankings are due Friday, June 27, at 12:01am Pacific (just after Thursday ends). Rank and critique everyone; 1st place is worth 7 points, on down to 7th place being worth 1 point. The top four scores from this round will advance.
Desperate Resurrection1RW
Instant (U)
Return a creature card at random from your graveyard to the battlefield.
Deranged Horror2UB
Creature - Horror (R)
When Deranged Horror enters the battlefield, each opponent discards a card. You draw a card for each card discarded this way.
2/1 Truly conjured up by a madman.
Falcran, Devoted HeroRRWW
Planeswalker - Falcran (M)
At the beginning of each end step, if an opponent lost life this turn, put a loyalty counter on Falcran, Devoted Hero. (Damage causes loss of life.)
[-2]: Until end of turn, target creature gets +3/+0 and gains vigilance and haste.
[-9]: You get an emblem with "If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead" and "If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up."
[3]
Rage of the Warrior2RW
Instant (C)
Target creature you control gets +2/+2 until end of turn. Then that creature fights another target creature. (Each deals damage equal to its power to the other.) "You want a piece of me?"
Rage of the Beast2GG
Instant (C)
Target creature you control gets +2/+2 until end of turn. Then that creature fights another target creature. (Each deals damage equal to its power to the other.) "I told you not to poke it with that stick!"
Wrack with Shame1WU
Enchantment - Aura (R)
Enchant creature
Enchanted creature is 1/1, can't attack or block and its activated abilities can't be activated. "No need to do anything. He's punishing himself enough as it is."
Engineered Blight1BB
Enchantment - Aura (R)
Enchant creature
Enchanted creature and all other creatures with the same name as this creature get -2/-2.
Berserker's Rage1RG
Enchantment - Aura (R)
Enchant creature
Whenever enchanted creature attacks or blocks, its controller sacrifices an artifact, enchantment or land.
Hope for Tomorrow2W Enchantment - Aura (U)
Enchant Creature
Enchanted creature has flying and lifelink.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) The blessings of angels will protect us.
Fragmented Memories1UB Enchantment - Aura (U)
Enchant creature
Remove all other auras from enchanted creature, enchanted creature's activated abilities can't be activated and it can not have another aura places upon it.
Tranquil Mind1G Enchantment - Aura (U)
Enchant creature
Enchanted creature has protection from enchantments.
This effect doesn't remove Tranquil Mind.
Insatiable Aggression1R Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +2/+0 and attacks each turn if able.
Persona Non GrataW
Enchantment - Aura (U)
Enchant creature
Enchanted creature can only attack or block alone.
Enchanted creature can’t be the target of spells or abilities its controller controls. “For your dishonorable actions, you shall be cast out and shunned. None shall raise a finger to aid you as long as you draw breath.”
Deadened SensationU
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets -3/-0.
Enchanted creature’s abilities cost 2 more to activate. “It’s a slow, subtle effect. Not fancy. But it gets to them as sure as anything. Just be patient.” -Sakin, master interrogator
Crushing GriefB
Enchantment - Aura (U)
Enchant creature
Whenever another creature dies, put a -1/-1 counter on enchanted creature.
When enchanted creature dies, if it had three or more -1/-1 counters on it, return Crushing Grief to its owner’s hand. The sorrows piled on like great leaden weights, until she could no longer muster the strength to stand.
Grasp of MadnessRR
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +2/-2, gains haste, and attacks each turn if able. “It is difficult to wield such power without succumbing to madness yourself, but I believe I have found a method to do so safely. It is simply a matter of aardvark periwinkle scapula.” -Journal of an unknown wizard, final entry
Hermit's MeditationG
Enchant creature (U)
Enchanted creature has hexproof. “Civilization has done nothing but bring me misery and pain, and so I purge myself of its trappings and am born anew.”
Duty-Bound Companion1W
Enchantment - Aura (U)
Enchant Creature
When Duty-Bound Companion enters the battlefield, put a 1/4 white Soldier creature token with "Whenever enchanted creature takes, damage you may redirect any amount of that damage to this creature." and "When enchanted creature dies, sacrifice this token." onto the battlefield.
Loyalty-Bound Companion1G
Enchantment - Aura (U)
Enchant Creature
When Loyalty-Bound Companion enters the battlefield, put a 2/2 green Hound creature token with "T: Enchanted creature gets +2/+2 until end of turn." and "When enchanted creature dies, sacrifice this token." onto the battlefield.
Passion-Bound Companion1R
Enchantment - Aura (U)
Enchant Creature
When Duty-Bound Companion enters the battlefield, put a 2/2 red Barbarian creature token with "This creature and enchanted creature have haste." and "When enchanted creature dies, sacrifice this token." onto the battlefield.
Death-Bound Companion1B
Enchantment - Aura (U)
Enchant Creature
When Duty-Bound Companion enters the battlefield, put a 2/2 black Zombie creature token with "1B: Regenerate this creature or enchanted creature." and "When enchanted creature dies, sacrifice this token." onto the battlefield.
Wonder-Bound Companion1U
Enchantment - Aura (U)
Enchant Creature
When Duty-Bound Companion enters the battlefield, put a 1/1 blue Wizard creature token with "Whenever this creature or enchanted creature deals combat damage to an opponent, draw a card." and "When enchanted creature dies, sacrifice this token." onto the battlefield.
And now I feel like I cheated, since half my points last round came from me not actually having any opponents and half my points from every other round involve people not judging me :|.
Life Sentence2WU
Instant (U)
Return target creature in an opponent's graveyard to play under your control. It gains Defender. "In these dark times, the grave is no longer a secure prison. I put far more trust in manacles and our wardens." - Magistrate Vetrim
Soul Gourmand2RB
Creature - Demon (R)
Haste, Trample
Whenever a creature dealt combat damage by ~ dies, exile it.
At the end of your turn, if no creatures were exiled by ~ this turn, exile another creature you control. If you can't, ~ deals 5 damage to you.
5/5
Chenic, Cosmic ArchivistWWUU
Planeswalker - Chenic (MR)
Each player plays with their hand and the top card of their library revealed. At the beginning of each player's upkeep, that player may shuffle their library.
<+1> Exile the top two cards of each player's library. For each instant or sorcery exiled this way, put a 0/1 homunculus token onto the battlefield.
<-2> Put target permanent on the top of its owner's library.
<-4> You get an emblem with 'Whenever a player casts a spell with the same name as an exiled card, draw a card'.
[3]
Archive Trawl1WU
Sorcery (U)
Shuffle any number of cards from your graveyard into your library, then scry X, where X is the number of cards you shuffled into your library. Draw a card. Exile ~. "Inefficient, time consuming, tedious but in the end, we have our answers." - Chenic Frear
Tomb Raid1BB
Sorcery (U)
Shuffle any number of cards from your graveyard into your library, then scry X, where X is the number of cards you shuffled into your library. Draw a card. Exile ~. "When the people around you start talking about 'making omelets', that's when you grab anything that looks valuable and make for the exit." - Jex Lutharia.
Decided to go with a cycle of uncommon 1 mana enchantments which each have to do with counters of some kind.
ChivalryW
Enchantment - Aura (U)
Enchant Creature
Whenever the enchanted creature deals combat damage, you may prevent that damage and put a +1/+1 counter on it.
Spark of CreativityU
Enchantment - Aura (U)
Enchant Creature
At the beginning of each upkeep, put an idea counter on the enchanted creature.
Whenever the enchanted creature deals damage to an opponent, if there are at least 3 idea counters on it, scry 2, then draw a card.
Myopic AmbitionsB
Enchantment - Aura (U)
Enchant Creature
Enchanted creature has 'T: Put a Goal counter on this creature. Activate this ability only any time you could cast a sorcery.'
At the beginning of your upkeep, if there are three or more Goal counters on the enchanted creature, sacrifice ~ and search your library for any card and reveal it. Put that card into your hand and lose life equal to its converted mana cost, then shuffle your library.
Eternal DefianceR
Enchantment - Aura (U)
Enchant Creature
Whenever the enchanted creature attacks, if you have the lowest life total amongst all players, put a +1/+1 counter on it.
Wild ChildG
Enchantment - Aura (U)
Enchant Creature
At the end of your turn, if the enchanted creature did not attack or fight another creature, put an agitation counter on the enchanted creature.
As long as there 3 or more Agitation counters on the enchanted creature, it has 'Remove all Agitation counters from this creature,T: This creature fights target creature.'
Pretty happy with the first card...not so much the second.
Celestial Unity1GWU
Enchantment - Aura {M}
Enchant creature you control
Enchanted creature has vigilance gets +X/+Y, where X is the total power of other creatures you control, and Y is the total toughness of other creatures you control.
Enchanted creature may block any number of creatures.
Other creatures you control can't attack or block.
Nihilism1BR
Enchantment - Aura {U}
Enchant creature
When Nihilism enters the battlefield, put any number of +1/+1 counters on enchanted creature.
Enchanted creature gets -0/-2 for each +1/+1 counter on it.
When Nihilism leaves the battlefield, remove all +1/+1 counters from enchanted creature.
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.
Persona Non Grata: I think it should cost more. Other than that, it's nice. Deadened Sensation: Should be "Activated abilities of enchanted creature cost 2 more to activate." Also, it should cost more Crushing Grief: Not bad. Grasp of Madness: Not bad. Hermit's Meditation: Not bad.
Flintlock
Chivalry : This works more as a Muzzle than its intended purpose. Spark of Creativity: Preordain is faster. Myopic Ambitions: I'd rather play with Diabolic Tutor Eternal Defiance: I'm not too crazy about the name. Wild Child: I'm not too crazy about the name, either, and I think this makes more sense as a red card from a flavour standpoint.
Raikou Rider
Celestial Unity: A card that can be defeated by a Pacifism. Even without that, it's best to put your card on a creature with vigilance or have the ability to untap it, otherwise, you're a sitting duck. Nihilism: As creature removal, I think Terminate is a better choice. Also, I think you can do that trick with cards like Faceless Butcher, in which you remove it in response to its "leaves-play" ability and you have a real monster.
Arcel
Hope for Tomorrow: Should be common, I think. Fragmented Memories: Wording should be "Enchanted creature can't be enchanted by other Auras" and "Activated abilities of enchanted creature can't be activated." Tranquil Mind: Name doesn't fit. Insatiable Aggression: Worse than Furor of the Bitten
Zoomba
Arrogance: Not bad. Fighting Spirit: A little too similar to Gift of Immortality Tactical Acumen: I like it. Frenzied Bloodlust: It's good.
Am Shegar
Beastly Wisdom: With Ornithopter, you can have a 3/3 flying trampler on turn one. It should cost higher. Fiery Recklessness: Not so bad. Honorable Humility: It would be better if it only affected your own creatures. Intimidating Presence: This one I like best.
Jimmy Groove
Since this is a cycle, I'll critique them all together. I like the idea behind this. My biggest gripe is the wording. Using your first card as an example, it should read:
When Duty-Bound Companion enters the battlefield, put a 1/4 white Soldier creature token onto the battlefield with "Whenever enchanted creature takes, you may redirect any amount of that damage to this creature."
When enchanted creature dies, exile all tokens you control put onto the battlefield with CARDNAME.
Rankings
1. Zoomba
2. GG Crono
3. Am Shegar
4. Jimmy Groove
5. Arcel
6. RaikouRider
7. Flintlock
(Note: Damn it! I just noticed that I typoed on one of my cards D=, supposed to be laced upon it, not places upon it, and it's to late to fix it dang it!)
Persona Non Grata - Very interesting enchant, can be used defensively(if with a bit of a downside) in an Exalted deck to prevent taunting, or more likely offensively.
Deadened Sensation - Bit of a strange name for the effect, but rather nice card overall.
Crushing Grief - Perfection if a bit on the cheap side for casting cost =), also feels like it should be rare.
Grasp of Madness - ... everything my red card should have been and more, perfect red aura.
Hermit's Meditation - Simple and straightforward, very good.
Wrack with Shame - Good twist on the old Humility enchantment, modernized and personalized, approved.
Engineered Blight - Interesting version of creature hate, can really mess with a cloning deck or those... white bird decks, I already forgot the name of that bird... beacon eagle? something like that, would end that.
Berserker's Rage - Rather different then what one would expect from a card of it's name, but it fits the colors, so very well done.
Chivalry - Sweet and simple and reminiscent of some older cards, fully love it.
Spark of Creativity - Very... creative
Myopic Ambitions - Seems a bit strangely worded, but I do love the overall effect of it.
Eternal Defiance - Yes, just yes, perfect with the new keyword ability that came with Conspiracy, what was it again, oh right, Dethrone, good mirror ability for that =)
Wild Child - Fun if slow card, I love it!
Celestial Unity - All for one kind of card, not bad, little on the cheap side, but I understand given the restrictions of the round.
Nihilism - A bit... strangely worded, but I get the effect... I just feel it could have been better done, like maybe, pick a number, enchanted creature gains +X/-X, where X is equal to the selected number?... eh *shrug* I like the idea behind it at least.
Arrogance - Perfect flavor for the round I think.
Fighting Spirit - Seems a bit like a cheap immortality free card, but the restriction of Combat phase keeps it much more balanced.
Tactical Acumen - Instant Detain, can't complain =D
Frenzied Bloodlust - Wow.. unless put on a creature with a lot of Toughness, I can see it not lasting past the first time it gets a hit in when enchanted, due to the combination of damage from whatever blocked it and whatever you have it fight.
Beastly Wisdom - Perfect for a set with a lot of auxiliary power boosts or +1/+1 counters.
Fiery Recklessness - Very fitting for red, turn it into a balled lightning pretty much.
Honorable Humility - Very very fitting for white, just put it on a specialist and you are set =)
Intimidating Presence - ... that is just mean xD, Humility for everyone... but you
The Companions: Critiquing all at once due to their similarity. While I absolutely love your cycle here, it seems to have missed a bit of the point of the challenge, companions seem like they would be a rather tangible thing, but maybe it's just me. Aside from a flavor miss, I adore the cards though =D
1) Flintlock
2) GG Crono
3) Moss_Elemental
4) Zoomba
5) Am Shegar
6) Raikou Rider
7) Jimmy Groove(I'm sorry D=)
General: The cards didn't have to strictly be things lost, the challenge was, "Create a set of Auras representing intangible things a person could lose", you can LOSE hope very easily... *shuts up* sorry...
Moss_Elemental: I don't see how Tranquil Mind doesn't fit, after all, Tranquility was the card I was referencing with the name pretty much.
Moss Elemental - A very loose take on the theme. Wrack with Shame is solid removal for the price and fits the colors well. Engineered Blight fits in power-level wise with other effects of that type well. Berserker's Rage definitely seems on the weak side to me, and could actually use a clause like "Enchanted creature attacks each turn if able.) both to boost its power level and fit better flavor-wise.
Arcel - Another one with only loose flavor connections to the theme. Hope for Tomorrow is one of those mini-bomb auras that can dominate a game if not answered. Fragmented Memories is quite narrow, weak, and there's not a strong flavor connection to the name. Tranquil Mind is bizarre outside of a set full of enchantments and enchantment creatures, and even in Theros block it'd be a bit underpowered. Insatiable Aggression is weak enough as a boost or as pseudo-removal that it would really need to be a cantrip (most of the time if you use it as removal it'll be a 2v1 as is, and as a boost it is so far behind stuff like Madcap Hijinks that I can't imagine it being playable.)
GC Crono - Not much strong in the way of flavor/mechanic unity in terms of the challenge here. Persona Non Grata is an interesting modal spell that's potentially playble on either your own creature or the enemy. Deadened Sensations is actually quite strong and flavorful as far as the recent blue -X/-0 effects go. Crushing Grief is a nice, simple variation of various black contagion-type effects. Grasp of Madness is very rarely going to be worth playing on your own guy, but it's good enough as removal that you'll appreciate even a rarely-used extra mode (at least in something like Limited). Hermit's Meditation is one of those simple, core, will-happen-one-day cards, and I expect that's pretty much exactly how it'll end up working.
Zoomba = I really wish Arrogance's ability to be lost carried over to the other enchantments. Fighting Spirit is quite strong for an uncommon, but there's still enough to get around it that it's probably fine. Tactical Acumen is a straightfoward effect that's pretty well-done. Frenzied Bloodlust is repeatable removal on top of a relevant bonus, and potentially quite potent.
Flintlock - The counting-coup effect of Chivalry is fun and pretty powerful, since it can lock down one attacker as long as your enemy doesn't remove it, and the extra option of using it on your own creatures is nice. Spark of creativity takes a while to flare up before it works, which makes me think it'd have a name that reflects something a bit more methodial. Myopic Ambitions is eventually powerful, but I can't think of many decks that can afford all that time and taps devoted to a very vunerable strategy. Eternal Defiance is the opposite of a win-moe card, but unfortunately if you're losing you probably want a topdeck that'll have a much more immediate impact. Wild Child is another card where a methodical appraoch is rewarded, making the flavor seem strange.
RaikouRider - Interesting how the first one lets the enchanted creature essentially fight both for everyone and as everyone, giving it a nice flavor/mechanic tie. With Nihilism, I see how it's basically a flowstone effect, but it is strangely worded and the ability to generate arbitrarily large numbers of counters with it could be very troubling in combos.
Am Shegar - The mechanics don't reflect lose or the ability to be lost, but they do have a nice unifying theme. Beastly Wisdom is basically a Pongify variant, and thus pretty on par, and green does occasionally get these effects. Fiery Recklesnessness is very strong in a couple of wide variety of scenarios and counter-productive in a lot of other ones, but it seems right about where that effect should be if red is going to get it at all (which is pushing it a bit, honestly.) Intimidating Presence reverses the effect quite elegantly.
Moss_Elemental: Nice assortment, good use of colors. I like the flavor text on the first one. I know that feeling. >_> *ahem* Anyway, good work.
Arcel: Not bad cards, but I'm not really getting the "loss" flavor from Hope for Tomorrow. I may just be thick but I can only call it like I see it.
Zoomba: VERY nice. Arrogance is my favorite of the bunch. Dat sweet sweet flavor. Frenzied Bloodlust is cool too.
Jimmy Groove: Very, VERY cool idea for a cycle of cards. I have to applaud your creativity. But... the flavor we were supposed to be shooting for is loss of something intangible, and trusted companions are a very tangible thing. Still, I have to give points for creativity.
Flintlock: Not bad all around. They all seem solid.
RaikouRider: Points for going all in on designing two cards. That can't have been easy. Still, good on you. I like your cards, too.
Am Shegar: I like the theme you're going for here. Intimidating Presence is definitely the standout but they're all solid.
1. Zoomba
2. Moss_Elemental
3. RaikouRider
4. Am Shegar
5. Jimmy Groove
6. Flintlock
7. Arcel
M_E: Wrack with Shame should probably be at uncommon. Otherwise cool. Engineered Blight could be common, even. Berserker's Rage probably wouldn't be printed today because of the land clause.
Arcel: Hope is boring but fine. Memorier is definitely a white card, not UB. Tranquil Mind is also a white card. Insatiable Aggression is a strictly-worse Furor of the Bitten.
GG Crono: Persona Non Grata is very cool removal--never seen anything like it. Props. Deadened Sensation is Sensory Deprivation plus--good rarity promotion there. Crushing Grief looks like it takes a bit too much work to set up. Grasp of Madness resonates well on all fronts--probably your best design. Hermit's Meditation I'm surprised doesn't exist.
Zoomba: None of these cards really jump out at me, but aren't bad either. Fighting Spirit is really powerful for an uncommon, I think.
Jimmy Groove: This is a very interesting and cool cycle, but it was supposed to be about intangible things you could lose. Unfortunately, I have to put you at the bottom for not meeting the challenge requirements. =/
Flintlock: The problem I have with the blue, black, and green members of this cycle is that they don't put the counters on the Auras themselves. This leaves counters on the creatures that apparently do nothing.
Am Shegar: The only card I really have a problem with is Intimidating Presence--making creatures 1/1 is a blue and white ability. The rest of your cards are phenomenal.
Ranks:
7) Jimmy Groove
6) Arcel
5) Flintlock
4) Zoomba
3) Moss_Elemental
2) Am Shegar
1) GG Crono
@Jimmy Groove: Putting any number of +1/-1 counters on the creature isn't much better. Basically my goal with that design was a Terminate that could also function as an offensive card. About the biggest combo you could do with it is make Kresh the Bloodbraided arbitrarily large, or kill someone with a Stalking Vengeance trigger. I wanted to make a card that appealed to all three demographics.
Okay, well... Flintlock and Am Shegar didn't get their rankings in. Everyone else has their scores multiplied by 1.2 so that it's effectively out of six judgings anyway.
The scores for this round are:
GG Crono: 38.4
Zoomba: 32.4
Moss_Elemental: 31.2
Am Shegar: 27
Flintlock: 19
Raikou Rider: 18
Arcel: 14.4
Jimmy Groove: 12
Round 4 - The Voice
First, here's the results and our Top 8:
Moss_Elemental (34,39,36: 109)
Flintlock (33,30,41: 104)
Raikou Rider (29,33,34: 96)
Arcel (30,33,32: 95)
Zoomba (36,25,34: 95)
Am Shegar (33,26,31: 90)
Jimmy Groove (32,25,33: 90)
Vertain (34,26,29: 89)
Egak (21,32,32: 85)
SelesnyaNewLife (24,30,28: 82)
Dragoon (38,29,0: 67)
GameWorldLeader (23,31,2: 56)
The1AndOnlyAGar (29,27,0: 56)
willows (26,28,0: 54)
TacticalCelebrant (23,29,0: 52)
Covert Corsair (20,28,0: 48)
Doombringer (25,0,0: 25)
Koopa (23,0,0: 23)
aftermarketradio (19,0,0: 19)
Prophylaxis (0,0,0: 0)
(nameless one) (0,0,0: 0)
Top 8 is therefore:
Your patience is starting to wear thin, as is that of your assistant, with the interminable squabblings of politics on Cierou, which is more like the petty gossip and backstabbing of teenage girls than anything else. Finally, you resort to the simple if somewhat brute-force method of piecing together a microphone and amplifier, and singing your wife's favorite song badly (but loudly).
She runs up, but... her voice is gone. Not a sound comes out.
Hours later, well away from the crush of people, you find she's been unable to make a sound since she arrived. Your assistant raises an eyebrow. "Looks like we're in search of something else now, aren't we?"
You nod, a mix of determination and frustration on your face.
Challenge: Create a set of Auras representing intangible things a person could lose. You can design anywhere from two to five cards, but each color must be represented exactly once between these cards, and the total converted mana cost can't be more than 10.
Round 4 cards are due Tuesday, June 24, at 12:01am Pacific (just after Monday ends).
Round 4 critiques and rankings are due Friday, June 27, at 12:01am Pacific (just after Thursday ends). Rank and critique everyone; 1st place is worth 7 points, on down to 7th place being worth 1 point. The top four scores from this round will advance.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Instant (U)
Return a creature card at random from your graveyard to the battlefield.
Creature - Horror (R)
When Deranged Horror enters the battlefield, each opponent discards a card. You draw a card for each card discarded this way.
2/1
Truly conjured up by a madman.
Planeswalker - Falcran (M)
At the beginning of each end step, if an opponent lost life this turn, put a loyalty counter on Falcran, Devoted Hero. (Damage causes loss of life.)
[-2]: Until end of turn, target creature gets +3/+0 and gains vigilance and haste.
[-9]: You get an emblem with "If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead" and "If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up."
[3]
Instant (C)
Target creature you control gets +2/+2 until end of turn. Then that creature fights another target creature. (Each deals damage equal to its power to the other.)
"You want a piece of me?"
Rage of the Beast 2GG
Instant (C)
Target creature you control gets +2/+2 until end of turn. Then that creature fights another target creature. (Each deals damage equal to its power to the other.)
"I told you not to poke it with that stick!"
Enchantment - Aura (R)
Enchant creature
Enchanted creature is 1/1, can't attack or block and its activated abilities can't be activated.
"No need to do anything. He's punishing himself enough as it is."
Engineered Blight 1BB
Enchantment - Aura (R)
Enchant creature
Enchanted creature and all other creatures with the same name as this creature get -2/-2.
Berserker's Rage 1RG
Enchantment - Aura (R)
Enchant creature
Whenever enchanted creature attacks or blocks, its controller sacrifices an artifact, enchantment or land.
Hope for Tomorrow 2W
Enchantment - Aura (U)
Enchant Creature
Enchanted creature has flying and lifelink.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
The blessings of angels will protect us.
Fragmented Memories 1UB
Enchantment - Aura (U)
Enchant creature
Remove all other auras from enchanted creature, enchanted creature's activated abilities can't be activated and it can not have another aura places upon it.
Tranquil Mind 1G
Enchantment - Aura (U)
Enchant creature
Enchanted creature has protection from enchantments.
This effect doesn't remove Tranquil Mind.
Insatiable Aggression 1R
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +2/+0 and attacks each turn if able.
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
Enchantment - Aura (U)
Enchant creature
Enchanted creature can only attack or block alone.
Enchanted creature can’t be the target of spells or abilities its controller controls.
“For your dishonorable actions, you shall be cast out and shunned. None shall raise a finger to aid you as long as you draw breath.”
Deadened Sensation U
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets -3/-0.
Enchanted creature’s abilities cost 2 more to activate.
“It’s a slow, subtle effect. Not fancy. But it gets to them as sure as anything. Just be patient.” -Sakin, master interrogator
Crushing Grief B
Enchantment - Aura (U)
Enchant creature
Whenever another creature dies, put a -1/-1 counter on enchanted creature.
When enchanted creature dies, if it had three or more -1/-1 counters on it, return Crushing Grief to its owner’s hand.
The sorrows piled on like great leaden weights, until she could no longer muster the strength to stand.
Grasp of Madness RR
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +2/-2, gains haste, and attacks each turn if able.
“It is difficult to wield such power without succumbing to madness yourself, but I believe I have found a method to do so safely. It is simply a matter of aardvark periwinkle scapula.” -Journal of an unknown wizard, final entry
Hermit's Meditation G
Enchant creature (U)
Enchanted creature has hexproof.
“Civilization has done nothing but bring me misery and pain, and so I purge myself of its trappings and am born anew.”
Enchantment - Aura (U)
Enchant Creature
When Duty-Bound Companion enters the battlefield, put a 1/4 white Soldier creature token with "Whenever enchanted creature takes, damage you may redirect any amount of that damage to this creature." and "When enchanted creature dies, sacrifice this token." onto the battlefield.
Loyalty-Bound Companion 1G
Enchantment - Aura (U)
Enchant Creature
When Loyalty-Bound Companion enters the battlefield, put a 2/2 green Hound creature token with "T: Enchanted creature gets +2/+2 until end of turn." and "When enchanted creature dies, sacrifice this token." onto the battlefield.
Passion-Bound Companion 1R
Enchantment - Aura (U)
Enchant Creature
When Duty-Bound Companion enters the battlefield, put a 2/2 red Barbarian creature token with "This creature and enchanted creature have haste." and "When enchanted creature dies, sacrifice this token." onto the battlefield.
Death-Bound Companion 1B
Enchantment - Aura (U)
Enchant Creature
When Duty-Bound Companion enters the battlefield, put a 2/2 black Zombie creature token with "1B: Regenerate this creature or enchanted creature." and "When enchanted creature dies, sacrifice this token." onto the battlefield.
Wonder-Bound Companion 1U
Enchantment - Aura (U)
Enchant Creature
When Duty-Bound Companion enters the battlefield, put a 1/1 blue Wizard creature token with "Whenever this creature or enchanted creature deals combat damage to an opponent, draw a card." and "When enchanted creature dies, sacrifice this token." onto the battlefield.
Instant (U)
Return target creature in an opponent's graveyard to play under your control. It gains Defender.
"In these dark times, the grave is no longer a secure prison. I put far more trust in manacles and our wardens." - Magistrate Vetrim
Soul Gourmand 2RB
Creature - Demon (R)
Haste, Trample
Whenever a creature dealt combat damage by ~ dies, exile it.
At the end of your turn, if no creatures were exiled by ~ this turn, exile another creature you control. If you can't, ~ deals 5 damage to you.
5/5
Chenic, Cosmic Archivist WWUU
Planeswalker - Chenic (MR)
Each player plays with their hand and the top card of their library revealed. At the beginning of each player's upkeep, that player may shuffle their library.
<+1> Exile the top two cards of each player's library. For each instant or sorcery exiled this way, put a 0/1 homunculus token onto the battlefield.
<-2> Put target permanent on the top of its owner's library.
<-4> You get an emblem with 'Whenever a player casts a spell with the same name as an exiled card, draw a card'.
[3]
Archive Trawl 1WU
Sorcery (U)
Shuffle any number of cards from your graveyard into your library, then scry X, where X is the number of cards you shuffled into your library. Draw a card. Exile ~.
"Inefficient, time consuming, tedious but in the end, we have our answers." - Chenic Frear
Tomb Raid 1BB
Sorcery (U)
Shuffle any number of cards from your graveyard into your library, then scry X, where X is the number of cards you shuffled into your library. Draw a card. Exile ~.
"When the people around you start talking about 'making omelets', that's when you grab anything that looks valuable and make for the exit." - Jex Lutharia.
Decided to go with a cycle of uncommon 1 mana enchantments which each have to do with counters of some kind.
Chivalry W
Enchantment - Aura (U)
Enchant Creature
Whenever the enchanted creature deals combat damage, you may prevent that damage and put a +1/+1 counter on it.
Spark of Creativity U
Enchantment - Aura (U)
Enchant Creature
At the beginning of each upkeep, put an idea counter on the enchanted creature.
Whenever the enchanted creature deals damage to an opponent, if there are at least 3 idea counters on it, scry 2, then draw a card.
Myopic Ambitions B
Enchantment - Aura (U)
Enchant Creature
Enchanted creature has 'T: Put a Goal counter on this creature. Activate this ability only any time you could cast a sorcery.'
At the beginning of your upkeep, if there are three or more Goal counters on the enchanted creature, sacrifice ~ and search your library for any card and reveal it. Put that card into your hand and lose life equal to its converted mana cost, then shuffle your library.
Eternal Defiance R
Enchantment - Aura (U)
Enchant Creature
Whenever the enchanted creature attacks, if you have the lowest life total amongst all players, put a +1/+1 counter on it.
Wild Child G
Enchantment - Aura (U)
Enchant Creature
At the end of your turn, if the enchanted creature did not attack or fight another creature, put an agitation counter on the enchanted creature.
As long as there 3 or more Agitation counters on the enchanted creature, it has 'Remove all Agitation counters from this creature,T: This creature fights target creature.'
Celestial Unity 1GWU
Enchantment - Aura {M}
Enchant creature you control
Enchanted creature has vigilance gets +X/+Y, where X is the total power of other creatures you control, and Y is the total toughness of other creatures you control.
Enchanted creature may block any number of creatures.
Other creatures you control can't attack or block.
Nihilism 1BR
Enchantment - Aura {U}
Enchant creature
When Nihilism enters the battlefield, put any number of +1/+1 counters on enchanted creature.
Enchanted creature gets -0/-2 for each +1/+1 counter on it.
When Nihilism leaves the battlefield, remove all +1/+1 counters from enchanted creature.
Emille, Seven-Sting Dancer Shalin Nariya
Enchantment - Aura (C)
Enchant creature
Enchanted creature is 3/3 and has trample.
Fiery Recklessness 1R
Enchantment - Aura (C)
Enchant creature
Enchanted creature is 5/1 and has haste.
Honorable Humility 2W
Enchantment - Aura (U)
Enchant creature
Enchanted creature is 1/1.
1/1 creatures are indestructible.
Intimidating Presence 2UB
Enchantment - Aura (R)
Enchant creature
Creatures other than enchanted creature are 1/1.
Deadened Sensation: Should be "Activated abilities of enchanted creature cost 2 more to activate." Also, it should cost more
Crushing Grief: Not bad.
Grasp of Madness: Not bad.
Hermit's Meditation: Not bad.
Spark of Creativity: Preordain is faster.
Myopic Ambitions: I'd rather play with Diabolic Tutor
Eternal Defiance: I'm not too crazy about the name.
Wild Child: I'm not too crazy about the name, either, and I think this makes more sense as a red card from a flavour standpoint.
Nihilism: As creature removal, I think Terminate is a better choice. Also, I think you can do that trick with cards like Faceless Butcher, in which you remove it in response to its "leaves-play" ability and you have a real monster.
Fragmented Memories: Wording should be "Enchanted creature can't be enchanted by other Auras" and "Activated abilities of enchanted creature can't be activated."
Tranquil Mind: Name doesn't fit.
Insatiable Aggression: Worse than Furor of the Bitten
Fighting Spirit: A little too similar to Gift of Immortality
Tactical Acumen: I like it.
Frenzied Bloodlust: It's good.
Fiery Recklessness: Not so bad.
Honorable Humility: It would be better if it only affected your own creatures.
Intimidating Presence: This one I like best.
When Duty-Bound Companion enters the battlefield, put a 1/4 white Soldier creature token onto the battlefield with "Whenever enchanted creature takes, you may redirect any amount of that damage to this creature."
When enchanted creature dies, exile all tokens you control put onto the battlefield with CARDNAME.
Rankings
2. GG Crono
3. Am Shegar
4. Jimmy Groove
5. Arcel
6. RaikouRider
7. Flintlock
(Note: Damn it! I just noticed that I typoed on one of my cards D=, supposed to be laced upon it, not places upon it, and it's to late to fix it dang it!)
Deadened Sensation - Bit of a strange name for the effect, but rather nice card overall.
Crushing Grief - Perfection if a bit on the cheap side for casting cost =), also feels like it should be rare.
Grasp of Madness - ... everything my red card should have been and more, perfect red aura.
Hermit's Meditation - Simple and straightforward, very good.
Engineered Blight - Interesting version of creature hate, can really mess with a cloning deck or those... white bird decks, I already forgot the name of that bird... beacon eagle? something like that, would end that.
Berserker's Rage - Rather different then what one would expect from a card of it's name, but it fits the colors, so very well done.
Spark of Creativity - Very... creative
Myopic Ambitions - Seems a bit strangely worded, but I do love the overall effect of it.
Eternal Defiance - Yes, just yes, perfect with the new keyword ability that came with Conspiracy, what was it again, oh right, Dethrone, good mirror ability for that =)
Wild Child - Fun if slow card, I love it!
Nihilism - A bit... strangely worded, but I get the effect... I just feel it could have been better done, like maybe, pick a number, enchanted creature gains +X/-X, where X is equal to the selected number?... eh *shrug* I like the idea behind it at least.
Fighting Spirit - Seems a bit like a cheap immortality free card, but the restriction of Combat phase keeps it much more balanced.
Tactical Acumen - Instant Detain, can't complain =D
Frenzied Bloodlust - Wow.. unless put on a creature with a lot of Toughness, I can see it not lasting past the first time it gets a hit in when enchanted, due to the combination of damage from whatever blocked it and whatever you have it fight.
Fiery Recklessness - Very fitting for red, turn it into a balled lightning pretty much.
Honorable Humility - Very very fitting for white, just put it on a specialist and you are set =)
Intimidating Presence - ... that is just mean xD, Humility for everyone... but you
2) GG Crono
3) Moss_Elemental
4) Zoomba
5) Am Shegar
6) Raikou Rider
7) Jimmy Groove(I'm sorry D=)
Moss_Elemental: I don't see how Tranquil Mind doesn't fit, after all, Tranquility was the card I was referencing with the name pretty much.
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
Arcel - Another one with only loose flavor connections to the theme. Hope for Tomorrow is one of those mini-bomb auras that can dominate a game if not answered. Fragmented Memories is quite narrow, weak, and there's not a strong flavor connection to the name. Tranquil Mind is bizarre outside of a set full of enchantments and enchantment creatures, and even in Theros block it'd be a bit underpowered. Insatiable Aggression is weak enough as a boost or as pseudo-removal that it would really need to be a cantrip (most of the time if you use it as removal it'll be a 2v1 as is, and as a boost it is so far behind stuff like Madcap Hijinks that I can't imagine it being playable.)
GC Crono - Not much strong in the way of flavor/mechanic unity in terms of the challenge here. Persona Non Grata is an interesting modal spell that's potentially playble on either your own creature or the enemy. Deadened Sensations is actually quite strong and flavorful as far as the recent blue -X/-0 effects go. Crushing Grief is a nice, simple variation of various black contagion-type effects. Grasp of Madness is very rarely going to be worth playing on your own guy, but it's good enough as removal that you'll appreciate even a rarely-used extra mode (at least in something like Limited). Hermit's Meditation is one of those simple, core, will-happen-one-day cards, and I expect that's pretty much exactly how it'll end up working.
Zoomba = I really wish Arrogance's ability to be lost carried over to the other enchantments. Fighting Spirit is quite strong for an uncommon, but there's still enough to get around it that it's probably fine. Tactical Acumen is a straightfoward effect that's pretty well-done. Frenzied Bloodlust is repeatable removal on top of a relevant bonus, and potentially quite potent.
Flintlock - The counting-coup effect of Chivalry is fun and pretty powerful, since it can lock down one attacker as long as your enemy doesn't remove it, and the extra option of using it on your own creatures is nice. Spark of creativity takes a while to flare up before it works, which makes me think it'd have a name that reflects something a bit more methodial. Myopic Ambitions is eventually powerful, but I can't think of many decks that can afford all that time and taps devoted to a very vunerable strategy. Eternal Defiance is the opposite of a win-moe card, but unfortunately if you're losing you probably want a topdeck that'll have a much more immediate impact. Wild Child is another card where a methodical appraoch is rewarded, making the flavor seem strange.
RaikouRider - Interesting how the first one lets the enchanted creature essentially fight both for everyone and as everyone, giving it a nice flavor/mechanic tie. With Nihilism, I see how it's basically a flowstone effect, but it is strangely worded and the ability to generate arbitrarily large numbers of counters with it could be very troubling in combos.
Am Shegar - The mechanics don't reflect lose or the ability to be lost, but they do have a nice unifying theme. Beastly Wisdom is basically a Pongify variant, and thus pretty on par, and green does occasionally get these effects. Fiery Recklesnessness is very strong in a couple of wide variety of scenarios and counter-productive in a lot of other ones, but it seems right about where that effect should be if red is going to get it at all (which is pushing it a bit, honestly.) Intimidating Presence reverses the effect quite elegantly.
Rankings:
1. Am Shegar
2. GG Chrono
3. Zoomba
4. Moss_Elemental
5. RaikouRider
6. Arcel
7. Flintlock
Moss_Elemental: Nice assortment, good use of colors. I like the flavor text on the first one. I know that feeling. >_> *ahem* Anyway, good work.
Arcel: Not bad cards, but I'm not really getting the "loss" flavor from Hope for Tomorrow. I may just be thick but I can only call it like I see it.
Zoomba: VERY nice. Arrogance is my favorite of the bunch. Dat sweet sweet flavor. Frenzied Bloodlust is cool too.
Jimmy Groove: Very, VERY cool idea for a cycle of cards. I have to applaud your creativity. But... the flavor we were supposed to be shooting for is loss of something intangible, and trusted companions are a very tangible thing. Still, I have to give points for creativity.
Flintlock: Not bad all around. They all seem solid.
RaikouRider: Points for going all in on designing two cards. That can't have been easy. Still, good on you. I like your cards, too.
Am Shegar: I like the theme you're going for here. Intimidating Presence is definitely the standout but they're all solid.
1. Zoomba
2. Moss_Elemental
3. RaikouRider
4. Am Shegar
5. Jimmy Groove
6. Flintlock
7. Arcel
Arcel: Hope is boring but fine. Memorier is definitely a white card, not UB. Tranquil Mind is also a white card. Insatiable Aggression is a strictly-worse Furor of the Bitten.
GG Crono: Persona Non Grata is very cool removal--never seen anything like it. Props. Deadened Sensation is Sensory Deprivation plus--good rarity promotion there. Crushing Grief looks like it takes a bit too much work to set up. Grasp of Madness resonates well on all fronts--probably your best design. Hermit's Meditation I'm surprised doesn't exist.
Zoomba: None of these cards really jump out at me, but aren't bad either. Fighting Spirit is really powerful for an uncommon, I think.
Jimmy Groove: This is a very interesting and cool cycle, but it was supposed to be about intangible things you could lose. Unfortunately, I have to put you at the bottom for not meeting the challenge requirements. =/
Flintlock: The problem I have with the blue, black, and green members of this cycle is that they don't put the counters on the Auras themselves. This leaves counters on the creatures that apparently do nothing.
Am Shegar: The only card I really have a problem with is Intimidating Presence--making creatures 1/1 is a blue and white ability. The rest of your cards are phenomenal.
Ranks:
7) Jimmy Groove
6) Arcel
5) Flintlock
4) Zoomba
3) Moss_Elemental
2) Am Shegar
1) GG Crono
@Jimmy Groove: Putting any number of +1/-1 counters on the creature isn't much better. Basically my goal with that design was a Terminate that could also function as an offensive card. About the biggest combo you could do with it is make Kresh the Bloodbraided arbitrarily large, or kill someone with a Stalking Vengeance trigger. I wanted to make a card that appealed to all three demographics.
Emille, Seven-Sting Dancer Shalin Nariya
The scores for this round are:
Zoomba: 32.4
Moss_Elemental: 31.2
Am Shegar: 27
Flintlock: 19
Raikou Rider: 18
Arcel: 14.4
Jimmy Groove: 12
I'll put the next round up shortly.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013