Aru the TakerUUBB
Legendary Creature - Elf Rogue Wizard (MR)
At the beginning of each opponent's upkeep, that player gives you a gift (They exile the top card of their library attached to you. You may cast nonland cards exiled this way as if they were in your hand using mana as if it were any color.)
Whenever a player casts a gift, Aru the Taker gets +1/+1 and gains hexproof and deathtouch until end of turn. "I accept your tribute... for now."
3/3
Kena, Snowball FighterR [Insert pic of small child here]
Legendary Creature - Human
Haste T, Sacrifice a snow land: Put 3 snowball counters on Kena. T, Remove a snowball counter from Kena: Kena deals 1 damage to target creature or player. "I am the master of snowball fighting! You dare challenge me? What do you mean it's past my bedtime already?"
Another sunset over the snowy realm of Svalverden. You come back from your mission with a new appreciation of this wondrous place. The cultures of this place are a rich tapestry, far beyond what you’ve ever imagined. But before you get a chance to muse over what you’ve experienced, the Sergeant is yelling at you again:
“What are you doing, you maggot?! Turn off your Imitation Matrix at once! Put your report on the pile. No! not that pile! the one over there! Good! Now look at the list and review the work of your peers once more. This time review the six names above yours. Hop to it! Sleep is for the weak!”
Thorunn, Frostbear-Thane3RR
Legendary Creature — Human Warrior (R)
Whenever Thorunn, Frostbear-Thane attacks, you may pay GG. If you do, exile each creature card from your graveyard. Creatures you control gain trample and +X/+X until end of turn, where X is the number of creature cards exiled in this way.
4/4
Ehh... I don't love it. It's a little weak - generally, you'll get a one-of boost of +3/+3 or +4/+4 and trample, which is pretty weak in comparison to other overrun effects you can use on 6 mana. It does give you trample for GG each turn, which isn't the worst, but typically most decks will be able to get rid of Thorunn before he attacks again, and even if he gets to - how many creatures can you expect to have in your graveyard? It's not like he's BG or UG, which can fill your graveyard. I just don't really get the appeal of this.
Saehjall Den 2GG
Enchantment (R)
When Saehjall Den enters the battlefield, put a 4/4 green Beast creature token onto the battlefield.
Each creature with the highest power among creatures you control gets +1/+1 and has "1G: Regenerate this creature".
"If you value your life, don't disturb saehjallir while they hibernate. Or brood. Or hunt. Anytime, really." - Torkvist, Unallek captain
Pack Leader Kjax5GG
Legendary Creature - Beast (R)
When Pack Leader Kjax enters the battlefield, put two 4/4 green Beast cresture tokens onto the battlefield.
Each creature with the highest power among creatures you control has trample.
4/5
Whoa! This seems incredibly powerful, probably too powerful. This is 12 worth of power for 7 mana, spread across three bodies, all of which will generally have trample - and ALSO gives anything else with power 4 you might have had trample. Other than power level, though, this is a mess. For one, it itself is a 4/5 but it creates 4/4s, which is pretty odd and can be a bit difficult to keep track of. On the other hand, it doesn't seem right for a "pack leader" to have as much power as its pack members. I get the mechanical reasoning, of course, but it's incredibly unaesthetic and wonky. It needs a few iterations before I can say I like it.
Yvarlden, Polar Hellkite4RR
Legendary Snow Creature - Dragon (M)
Flying, trample
Whenever a nonsnow creature enters the battlefield under an opponent's control, you may have Yvarlden, Polar Hellkite fight that creature. 1S: Yvarlden, Polar Hellkite gets +2/+0 until end of turn.
6/6
Welp. This is incredibly powerful, but I like it. It's not particularly inspiring, but the Timmy in me is squealing in joy. I think the power level isn't too broken as it doesn't have an ETB effect (a la Inferno Titan), but it still demands an answer - which totally works for a 6-drop mythic Dragon.
Ok, I'm taking willow's submission as an inspiration. I liked those Valravn creatures as a neat black counterpart for Griffins
Vravn, of the Filthy Nest5B
Legendary Creature - Bird Wolf (M)
Delve
Flying 1B, Exile a creature card in a graveyard: Put a black 1/1 Bird Wolf creature token with flying onto the battlefield. T: Target creature gets -X/-X until the end of turn, where X is equal to the number of Bird Wolf creatures you control.
4/4
I, too, like the valravn. I like the design here overall - it's a solid graveyard/delve card, and it looks like it plays well. I think the t ability might need an activation cost of some kind too keep it in check, but other than that I don't have much bad to say about it.
Svustr, of Molten Steel3RG
Legendary Creature - Human Barbarian (M)
Trample
Svustr, of Molten Steel has protection from snow as long as it's equipped. 2R, Sacrifice an Equipment attached to Svustr: Deal 7 damage to target snow permanent.
7/5
Heh. I like this card a lot - the flavor is just about perfect, 7/5 for 5 is a really good pair of stats. I also love the cinematic design here - he holds a sword and heats it up, so snow stuff stay away from it, and he can chuck it at a snow thing to... Melt it, presumably. The wording "deal damage to target snow PERMANENT" as opposed to creature is wrong (you can't really deal damage to lands, can you?), but I love the design space in "Sacrifice an Equipment attached to ~".
Kena, Snowball FighterR [Insert pic of small child here]
Legendary Creature - Human
Haste T, Sacrifice a snow land: Put 3 snowball counters on Kena. T, Remove a snowball counter from Kena: Kena deals 1 damage to target creature or player. "I am the master of snowball fighting! You dare challenge me? What do you mean it's past my bedtime already?"
Aside from the missing power and toughness, I like this card a lot. It feels like a silver-bordered card, which is presumably the intent. I don't have much to say about it really, it's a cute joke-y card that's fun to read and okay to play.
Scoring and Top 3 adjusted to accommodate gaps in the list.
theazurespirit: Music references makes sense for this plane. That said, verse counters were a big thing in Urza block, and using them here seems odd. Should use a different name unless you're making a homage to that I missed. Spells aren't spells in the graveyard, they are cards, so you need to look by card type. It's also odd that for verses you care about non creature cards but in casting from the grave, you do not. Lots of things add up to make this card seem inelegant.
herbert west: MIA
Solesticio: This borders on being strictly better pack rats. That puts this card pretty high on the power level scale. Probably too high and needs a nerf somewhere. Thematically I like the idea and the ways it is different than pack rats.
Jimmy Groove: The gift mechanic is something I've seen toyed around with before in a holiday themed set. I think it works here well enough enough. The power level seems a bit swingy, but still appealing to casual players.
DemigodOfRevenge: I think the solar counters theme could be interesting. The card itself is very aggressively costed, too much so. The damage ability is not white.
EpiCycle1: MIA
Corv: MIA
netn10: Freeze is keywording avery, very old mechanic. The use here is interesting, but the tap mechanic feels forced. I wonder if there is a more natural way to shift around a creatures power? This card feels too artificial, and steers to potential unfun.
bravelion83: This card pulls in a couple different directions. I think it would be a stronger card if it focused on the "Progenitor" part of it's identity then the "did you spend [color]" mechanic. Solidly balanced.
1st: bravelion83
2nd: Jimmy Groove
3rd: Solesticio
Madryna the Suncaller2GW
Legendary Creature - Human Druid (R)
Protection from snow
Lands you control have "W, T: You gain 2 life." and "G, T: Target creature gets +1/+1 until end of turn. "The sun is all that gives life in this bitter world."
2/3
I like this very much, both mechanically and flavorfully. I don't know if it's intentional (if it is, it's clear that you know the Italian language), but if you change the y to an i (Madrina) you obtain an Italian word which actually fits the flavor of the card very well. A couple quality mistakes: there should not be a period at the end of the white granted ability, and quotation marks for the green one aren't closed. Except for those small mistakes, very good work!
Xandris, Wandering Skald1UR
Legendary Creature - Human Shaman (R)
Whenever you cast a noncreature spell, put a verse counter on Xandris, Wandering Skald.
Remove X verse counters from Xandris, Wandering Skald: You may cast a spell with converted mana cost X from your graveyard without paying its mana cost.
2/3
This is another card I like very much. The triggered ability has the same trigger as prowess, and that does a lot of things: helps your brain process it thus it's more easily understandable, makes the ability feel right at home in blue and red that are the prowess colors, gives the card elegance, and has a really nice synergy with the other ability. That's a lot of things to do for just a single trigger. The second ability is a pseudo-flashback, which also is right at home in blue/red, and it may take advantage of the first ability: cast a spell, put a counter, then when you have enough counters recast that same spell for free. Just one minor remark: I think the spell you cast from your graveyard should be exiled when it resolves to prevent potential abuse and infinite loops. But other than that, excellent work here!
Cruelty of the Cold1UB
Enchantment (R)
Whenever a creature attacks alone, destroy it at the end of combat. "The cold doesn't care about you. It doesn't care about your loved ones, waiting for you at home. Svelverden is not a place to be alone in." -Ajani Goldmane
Sylku, the Dead LeaderBB
Legendary Creature — Skeleton (MR)
Sylku, the Dead Leader's power and toughness are each equal to the number of Skeletons you control. SS: Return Sylku from your graveyard to the battlefield. Activate this ability only during your turn. SSS, Exile a creature card from your graveyard: Put a black Skeleton creature token onto the battlefield with "This creature's power and toughness are each equal to the number of Skeletons you control." The cold is cruel, and here you will chill to the bones. But none of that matters when you are dead.
*/*
Wordy, but clear enough. Fits perfectly the flavor of Skeletons in Magic, and the flavor text is also very good even though I'm not sure it would actually fit on the card. I can easily accept this card at mythic. I just can't understand why this isn't a snow creature. I feel like just the lack of the snow supertype takes away a lot of the elegance and cohesiveness of the card. It's really strange to me that a creature making such use of snow mana isn't snow itself.
Aru the TakerUUBB
Legendary Creature - Elf Rogue Wizard (MR)
At the beginning of each opponent's upkeep, that player gives you a gift (They exile the top card of their library attached to you. You may cast nonland cards exiled this way as if they were in your hand using mana as if it were any color.)
Whenever a player casts a gift, Aru the Taker gets +1/+1 and gains hexproof and deathtouch until end of turn. "I accept your tribute... for now."
3/3
I think I already saw a similar mechanic (gifts) last year, probably also designed by you if I recall correctly, that worked similarly but not exactly the same. I'll consider this version an evolution of that. I remember I didn't like that last year, and I'll be honest: this looks a bit better to me, but I still don't like it that much. The flavor is very good, it's just that I don't think stealing your opponents cards as a whole mechanic is that fun. Yes, as a single card no problem, but as a mechanic it might be a little too much. Ingest and processors in BFZ doesn't suffer from the same problem because other than one case (and anyway only lands even in that case), you aren't able to cast your opponent's exiled cards. You just use them as a cost. If you accept gift as a whole mechanic, this card is perfectly fine, except for the fact that it's really strange to me to see an Elf that's not at least part green.
Kvelle is a location within Svalverden. Its a gigantic open icy prairie on top of a plateau, and home to several settled tribes of humans. The tribes on the plateau are mostly attuned to white mana and green mana. Kvellen Solar FarmWW
Enchantment {U}
At the beginning of your upkeep, you may put a solar counter on Kvellen Solar Farm for each Kvellan Solar Farm you control. 1, Remove a solar counter from Kvellen Solar Farm: Choose one --
Prevent the next 2 damage that would be dealt to target creature you control.
Gain 2 life.
Koross, Kvellen SunshaperGWW
Legendary Creature - Human Shaman {M}
Vigilance, Lifelink
Remove a solar counter from a permanent you control: Target creature you control gains hexproof until end of turn. W, Remove a solar counter from a permanent you control: Koross deals 3 damage to target non-white creature.
3/4
Koross has a problem in my opinion: he has no built-in way to gain solar counters. I get that it may be kind of the point of the card, given that it says "from a permanent you control" rather than "from Koross", but I still think he should have it because then what do you do if Koross is the only card interacting with solar counters in your deck? Obviously this won't happen in constructed, where you will build your deck accordingly (aka with enough sources of solar counters), but in limited it will happen all the time, as this is a creature you'll play in limited for sure. It's true that it's a mythic, so you will see it in limited very rarely, but it still takes away from the elegance and cohesiveness of the card. It makes it way more parasitic than it needs to be in my opinion. Minor quality mistake: "lifelink" should not be capitalized. In a list of keyword only the first one is, and only if it's at the beginning of the line.
Tui, the Cold Truth2WU
Legendary Creature - Elemental Monk (Mythic)
Freeze (You may choose to not untap this permanent during your untap step.)
Vigilance
As long as Tui's tapped, players can't cast spells with the same converted mana cost as Tui's power. WU, T : Tui's power becomes the number of your choice between 0 and 4. Activate this ability only as a sorcery.
0/4
Very interesting application of the freeze mechanic. It's a bit strange to see vigilance on a freeze card, but here it's ok: it's a mythic and it has a tapping ability to take advantage of that. It's also a bit strange to compare CMC with power, but again it's needed for the functionality of the card and a mythic can have a higher level of complexity. Very original with the "choose a number" thing, which may cause some memory issue though. Maybe it would have been better to track Tui's power with counters somehow, given that you're very probably going to use a die anyway to keep track of that. A quality mistake: is should be "Activate this ability only any time you could cast a sorcery". Overall, a very interesting and original card, maybe a bit complex but in a mythic that's perfectly fine. Oh, and I love the name "the Cold Truth" by the way...
Top 3 (I think, if more is needed let me know)
1st place: theazurespirit
2nd place: Ink-Treader
3rd place: netn10
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here) CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016 DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for: "Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index.Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
You can choose any card from round 1 as your background.
I guess this means I can choose my own card, as that's not explicitly forbidden, and that's exactly what I'm going to do.
Algern, Kirgen Progenitor2
Legendary Snow Creature — Elemental (M) ( can be paid with either R or one mana from a snow permanent.)
Algern enters the battlefield with a +1/+1 counter on it and has trample if G was spent to cast it.
Algern has haste if R was spent to cast it.
Whenever a nontoken snow creature enters the battlefield under your control, you may put a colorless 2/2 Elemental snow creature token onto the battlefield.
3/3
Dude's solid. I'm not sure it needs to be mythic instead of rare, but other than that I like this dude. Also a bit of a head scratcher that this guy cares about his colors and produces colorless tokens.
Bodarak, from the Canyon Depths2BR
Legendary Snow Creature - Insect (R)
First strike, wither
Whenever a creature without flying attacks you, you may pay S. If you do, Bodarak, from the Canyon Depths deals 1 damage to that creature. A murderous sting felt for a lifetime.
1/4
Neat concept. I mean, I would play this thing in limited, probably, but it doesn't feel legendary to me. More like a cliff spider or something.
Cruelty of the Cold1UB
Enchantment (R)
Whenever a creature attacks alone, destroy it at the end of combat. "The cold doesn't care about you. It doesn't care about your loved ones, waiting for you at home. Svelverden is not a place to be alone in." -Ajani Goldmane
Sylku, the Dead LeaderBB
Legendary Creature — Skeleton (MR)
Sylku, the Dead Leader's power and toughness are each equal to the number of Skeletons you control. SS: Return Sylku from your graveyard to the battlefield. Activate this ability only during your turn. SSS, Exile a creature card from your graveyard: Put a black Skeleton creature token onto the battlefield with "This creature's power and toughness are each equal to the number of Skeletons you control." The cold is cruel, and here you will chill to the bones. But none of that matters when you are dead.
*/*
Now this guy feels legendary. I really like it. The return ability might be a bit too strong, but I would have to actually test this thing out to know for sure.
Kvelle is a location within Svalverden. Its a gigantic open icy prairie on top of a plateau, and home to several settled tribes of humans. The tribes on the plateau are mostly attuned to white mana and green mana.
Kvellen Solar FarmWW
Enchantment {U}
At the beginning of your upkeep, you may put a solar counter on Kvellen Solar Farm for each Kvellan Solar Farm you control. 1, Remove a solar counter from Kvellen Solar Farm: Choose one --
Prevent the next 2 damage that would be dealt to target creature you control.
Gain 2 life.
Koross, Kvellen SunshaperGWW
Legendary Creature - Human Shaman {M}
Vigilance, Lifelink
Remove a solar counter from a permanent you control: Target creature you control gains hexproof until end of turn. W, Remove a solar counter from a permanent you control: Koross deals 3 damage to target non-white creature.
3/4
Well, I mean, I guess if solar counters are a thing this guy could really dominate a board. Not really sure how the hexproof thing ties in, really, but other than that it's a decent mythic.
The inspiration of this submission is my card from the last round, the Enlightened Ice-Kins.
Tui, the Cold Truth2WU
Legendary Creature - Elemental Monk (Mythic)
Freeze (You may choose to not untap this permanent during your untap step.)
Vigilance
As long as Tui's tapped, players can't cast spells with the same converted mana cost as Tui's power. WU, T : Tui's power becomes the number of your choice between 0 and 4. Activate this ability only as a sorcery.
0/4
This is just begging to be an unfun game of magic. Interesting concept though, and I like the execution of the concept, but this is just plain unprintable. Also think the wording is a bit off.
Aru the TakerUUBB
Legendary Creature - Elf Rogue Wizard (MR)
At the beginning of each opponent's upkeep, that player gives you a gift (They exile the top card of their library attached to you. You may cast nonland cards exiled this way as if they were in your hand using mana as if it were any color.)
Whenever a player casts a gift, Aru the Taker gets +1/+1 and gains hexproof and deathtouch until end of turn. "I accept your tribute... for now."
3/3
A blue black elf, huh? Think this guy's just too strong overall.
The first two abilities make this better off in a red and/or green deck. I think this is more like a rare than a mythic rare.
IcariiFA
I think it's a little boring, but it's something I would play it in limited.
glurman
Are we to assume that the effect lasts indefinitely? That should be indicated. Otherwise, it's okay.
RickyRister
So where's the p/t? You're also missing the rarity. It's an interesting idea, though.
Ninja Caterpie
I can see this as just monored. Also, I'm assuming the "Deal 7 damage to target snow permanent" is to deals damage to a potential snow planeswalker. Unfortunately, I don't think we'll see a snow planeswalker for the same reason Tezzeret isn't an artifact planeswalker.
Hemlock
I can see this as rare instead of mythic rare. Other than that, it's good.
Koopa — 7 mana por 12 power of creatures seems reaaaaally good. And most times with trample. I like how it fits the inspiration, and the different take on it, but I think you pushed it a bit.
willows - The concept is good, but it has some flaws imo. First, why does green (or RG) has an ability that messes with dead creatures? Secondly, why do you have to exile all of them?
Todris052 — Interesting design, despite being a Berserker that never wants to attack. Not sure if it feels legendary, but I'll take it.
void_nothing - I like this concept a lot. It needs some polish, but the idea is cool. I just don't get why enchantments get such an ability instead of having him grant it.
Ink-Treader - it probably should read "from snow permanents". Anyway...this doesn't feel legendary to me. Granted, your lands get a small but additive bonus, but somehow I don't feel super excited about it.
theazurespirit - I'm trying to understand how busted this would be in storm-like decks. It's probably super-pushed, but overall good design.
1. void_nothing
2. theazurespirit
3. Todris052
@IcariiFA: Not necessarily, as creatures in your graveyard should be a limited resource, unlike cards in your hand (you get one for sure every turn). I do believe that's a enough nerf.
Private Mod Note
():
Rollback Post to RevisionRollBack
Trophyless guy.
Thought of the Month: I gave up from trying to require the 'i' on my name: SolesticIo
Koopa - Brownie points for picking my card to riff on. This is a pretty good and intuitive lord for your high-power creatures, although the 12 power for seven mana might be too much when it all has trample by default.
willows - I love mass pump and weird, mathy decisions like this. There's a lot of tension in deciding when to pop the triggered ability for maximum alpha-strikeness. Kind of wish there was a Lhurgoyf reference in the flavor of the card though.
Todris052 - Interesting riff on Ink-Treader's round 1 entry that also feels a bit like the Flamekin from Lorwyn that got bonuses for multi-activating, which I liked. Power level on this might be a bit TOO high, though; by a couple turns after this hits the board you'll be causing huge blowouts.
Ninja Caterpie - This is such a winning combination of name and type line that I'm pretty depressed that the abilities amount to it being a snow hoser that takes work to set up. Pretty impressive stats though.
Hemlock - Between creating creature tokens and tossing removal around, this does a lot, so it's a definite powerhouse. Requires resource management, much like willows' card does, though. A definite Spike skill-tester and a fun beater.
Moss_Elemental - The concept on this definitely looks solid - it seems to do largely what a snow Dragon wants to do - and it's strong enough for a six-mana mythic. My only concern is, it feels un-Dragon-like to have it fight - Dragons tend to just deal damage, like with their breath weapons, not get down and dirty unless it's in combat.
Yvarlden, Polar Hellkite4RR
Legendary Snow Creature - Dragon (M)
Flying, trample
Whenever a nonsnow creature enters the battlefield under an opponent's control, you may have Yvarlden, Polar Hellkite fight that creature. 1S: Yvarlden, Polar Hellkite gets +2/+0 until end of turn.
6/6
That's a very mean dragon... it'd be powerful enough without the uh... "snowbreathing".
Intuo, Rallying Chieftain 1RG
Legendary Creature - Human Berserker
Haste RG, t: Put a verse counter on Intuo, Rallying Chieftain, then creatures you control get +1/+0 for each verse counter on Intuo. If Intuo has five or more verse counters on it, creatures you control also gain trample and double strike until end of turn.
2/2
Well that's terrifying if it can survive 5 (realistically 6) turns. I feel like it's base stats could actually be higher, since it itself can't usually attack after using its ability. And maybe even have a lower threshold for the trample/double strike to kick in.
Turrvorn, Warmthcrown of Kvellen1GW
Legendary Creature - Human Wizard (R)
When Turrvorn enters the battlefield, put a +1/+1 counter on target creature and you gain 2 life.
Enchantments you control have "If an effect would place one or more counters on a permanent or cause a player to gain 1 or more life, you may pay GW. If you do, put twice that many counters on that permanent or that player gains twice that much life instead." "A growing hearth represents all things right."
1/1
Well this is weird and potent. I'd say it should be mythic from a purely complexity stand point. And because doubling things is always impressive. Requires a lot of mana and some enchantments to be bonkers. Johnny is salivating.
Thorunn, Frostbear-Thane3RR
Legendary Creature — Human Warrior (R)
Whenever Thorunn, Frostbear-Thane attacks, you may pay GG. If you do, exile each creature card from your graveyard. Creatures you control gain trample and +X/+X until end of turn, where X is the number of creature cards exiled in this way.
4/4
No real reason for this to be red, seeing as the only ability requires green and is inherently green to boot. Card screams alpha strike... but then what afterwards should they survive?
Saehjall Den 2GG
Enchantment (R)
When Saehjall Den enters the battlefield, put a 4/4 green Beast creature token onto the battlefield.
Each creature with the highest power among creatures you control gets +1/+1 and has "1G: Regenerate this creature".
"If you value your life, don't disturb saehjallir while they hibernate. Or brood. Or hunt. Anytime, really." - Torkvist, Unallek captain
Pack Leader Kjax5GG
Legendary Creature - Beast (R)
When Pack Leader Kjax enters the battlefield, put two 4/4 green Beast cresture tokens onto the battlefield.
Each creature with the highest power among creatures you control has trample.
4/5
12 power (possibly trampling) for 7 mana. That's a serious amount of power. Then again, it should be. Hilarious with flicker nonsense.
Ok, I'm taking willow's submission as an inspiration. I liked those Valravn creatures as a neat black counterpart for Griffins
Vravn, of the Filthy Nest5B
Legendary Creature - Bird Wolf (M)
Delve
Flying 1B, Exile a creature card in a graveyard: Put a black 1/1 Bird Wolf creature token with flying onto the battlefield. T: Target creature gets -X/-X until the end of turn, where X is equal to the number of Bird Wolf creatures you control.
4/4
This can get out of hand in a hurry. Produces flying tokens for cheap, and has delve to come out early. And can kill something with strong reliability. Might be too strong of a package here.
Kena, Snowball FighterR [Insert pic of small child here]
Legendary Creature - Human
Haste T, Sacrifice a snow land: Put 3 snowball counters on Kena. T, Remove a snowball counter from Kena: Kena deals 1 damage to target creature or player. "I am the master of snowball fighting! You dare challenge me? What do you mean it's past my bedtime already?"
On the card: I'm assuming this is a 1/1 or maybe a 1/2 creature. Haste is very important here as it allows you to set him in the first turn with three snowbal counters, which can end up being quite a good deal depending what you're against. Flavor is fun.
The inspiration of this submission is my card from the last round, the Enlightened Ice-Kins.
Tui, the Cold Truth2WU
Legendary Creature - Elemental Monk (Mythic)
Freeze (You may choose to not untap this permanent during your untap step.)
Vigilance
As long as Tui's tapped, players can't cast spells with the same converted mana cost as Tui's power. WU, T : Tui's power becomes the number of your choice between 0 and 4. Activate this ability only as a sorcery.
0/4
On the card: the first thing I have to point here is that vigilance is a bit weird here: you want Tui to get tapped but leave one of the ways to do it out. While I do understand the mechanical flavor of the word Freeze, seeing what this card does makes me think something like Focus ir Ecstasy or something would be more in line. Third, I don't quite like the last ability. Something more dramatically expensive but repeatable would have worked a bit better.
Svustr, of Molten Steel3RG
Legendary Creature - Human Barbarian (M)
Trample
Svustr, of Molten Steel has protection from snow as long as it's equipped. 2R, Sacrifice an Equipment attached to Svustr: Deal 7 damage to target snow permanent.
7/5
On the card: I really like this guy. It has more than relevant stats, but it also has an ability that, while very narrow, can become really relevant in the right circumstances.
Bodarak, from the Canyon Depths2BR
Legendary Snow Creature - Insect (R)
First strike, wither
Whenever a creature without flying attacks you, you may pay S. If you do, Bodarak, from the Canyon Depths deals 1 damage to that creature. A murderous sting felt for a lifetime.
1/4
On the card: This is a bit underwhelming for a Legend. While this does what it does quite correctly, it is not very exciting. the potential of slowing/shrinking your opponent's army does not feel that well withing those colors. I'm thinking G/R would have made more sense.
Tommink, Goblin Mystic3RR
Legendary Creature - Goblin (R)
First strike 2R: Target creature gains "If a source would deal damage to this creature, it instead deals double that damage to this creature". "The cold may crack your lips, but I shall crack your flesh" - Tommink
4/3
On the card: rather mean paired with the first striking body. While very powerful effect, it needs certain things to happen. maybe putting counters would have worked a bit better by not doubling without Tommink on the battlefield nor causing confusion if a creature gets multiple instances of the ability.
You can choose any card from round 1 as your background.
I guess this means I can choose my own card, as that's not explicitly forbidden, and that's exactly what I'm going to do.
Algern, Kirgen Progenitor2
Legendary Snow Creature — Elemental (M) ( can be paid with either R or one mana from a snow permanent.)
Algern enters the battlefield with a +1/+1 counter on it and has trample if G was spent to cast it.
Algern has haste if R was spent to cast it.
Whenever a nontoken snow creature enters the battlefield under your control, you may put a colorless 2/2 Elemental snow creature token onto the battlefield.
3/3
On the card: This does a lot, and I like the "if X was spent to cast it" clause. There's little reason to consider red necesary to play, but the whole gist of your hybrid-snow cards is versatilizing cost. An "If S was spent" clause would have even looked quite nice here, since you don't get an extra incentive to actually want to pay snow.
Yvarlden, Polar Hellkite4RR
Legendary Snow Creature - Dragon (M)
Flying, trample
Whenever a nonsnow creature enters the battlefield under an opponent's control, you may have Yvarlden, Polar Hellkite fight that creature. 1S: Yvarlden, Polar Hellkite gets +2/+0 until end of turn.
6/6
You drop this, and then your opponents can't play any creatures less than a 6/6. I'm all for big dumb dragons, but this just seems really oppressive.
Pack Leader Kjax5GG
Legendary Creature - Beast (R)
When Pack Leader Kjax enters the battlefield, put two 4/4 green Beast cresture tokens onto the battlefield.
Each creature with the highest power among creatures you control has trample.
4/5
Three 4-power beasts is sweet. It's odd that they lose trample if you get something bigger out. Maybe it would be better to just grant trample to creatures with power 4 or greater? Also questioning whether the card needs to be 4/5. It does differentiate it from the 4/4 tokens, but I would personally prefer them to be the same size. I suppose that's a matter of taste.
Thorunn, Frostbear-Thane3RR
Legendary Creature — Human Warrior (R)
Whenever Thorunn, Frostbear-Thane attacks, you may pay GG. If you do, exile each creature card from your graveyard. Creatures you control gain trample and +X/+X until end of turn, where X is the number of creature cards exiled in this way.
4/4
This card bothers me aesthetically. Its mana cost is double red, but its activated ability is double green? It's a one-time overrun on attacking, that requires a lot of creatures in your graveyard--why exactly? Not seeing what kind of deck wants this.
Intuo, Rallying Chieftain 1RG
Legendary Creature - Human Berserker
Haste RG, t: Put a verse counter on Intuo, Rallying Chieftain, then creatures you control get +1/+0 for each verse counter on Intuo. If Intuo has five or more verse counters on it, creatures you control also gain trample and double strike until end of turn.
2/2
This is going to require a ridiculous amount of investment to get up to five counters, but that isn't necessarily a bad thing. Letting players have the dream of giving their creatures trample and double strike each turn, even if they won't ever realistically have that, could be sweet. Realistically speaking, it's a cheap, repeatable team pump that you can choose when to use, and gets stronger with each use. That's pretty nice on its own.
Turrvorn, Warmthcrown of Kvellen1GW
Legendary Creature - Human Wizard (R)
When Turrvorn enters the battlefield, put a +1/+1 counter on target creature and you gain 2 life.
Enchantments you control have "If an effect would place one or more counters on a permanent or cause a player to gain 1 or more life, you may pay GW. If you do, put twice that many counters on that permanent or that player gains twice that much life instead." "A growing hearth represents all things right."
1/1
Sweet card, but that last ability is really ugly and incohesive. It cares about too many things. Enchantments, +1/+1 counters, and lifegain? Give the last ability to Turrvorn him/herself, instead of to your enchantments, and split it up into two separate abilities for readability, and you'll have a really nice card. 1/1 for 1GW doesn't look good, even if it can get itself up to a 2/2. I'd recommend starting it at 2/2 and making the +1/+1 counter it gives have to go to another creature.
Madryna the Suncaller2GW
Legendary Creature - Human Druid (R)
Protection from snow
Lands you control have "W, T: You gain 2 life." and "G, T: Target creature gets +1/+1 until end of turn. "The sun is all that gives life in this bitter world."
2/3
The ability is unnecessarily complex. The activated abilities could just as easily go on Madryna herself, costing 2 mana, and have a much more elegant card with minimal change on gameplay. The card is balanced and fun, though I do wonder if it could cost 3 mana.
DemigodOfRevenge: Very parasitic. I don't like it much for that reason. Body's decent without abilities so it's probably fine, but feels bad. Second active is a bit on the edge of colour pie - white does have burn now, but it's not Sunlance. netn10: Very interesting use of freeze, but most of the time you'd untap it so you can cast spells. Vigilance is a very nice touch to encourage freezing, though. bravelion83: Cool use of snow mechanic, 'progenitor' flavour is good. No real complaints. IcariiFA: Canyon depths = not flying, nice. Card is works with itself nicely since you can block fliers and sting ground attackers. Clicks well. glurman: That is certainly an interesting ability, but why is it permanent? Seems like it could cause some rules confusion. Not sure if they stack either. RickyRister: Is it missing a power and toughness? Seems weak; takes a lot of cost to ramp up to just being a Prodigal Pyromancer.
Top 3:
1. bravelion83
2. IcariiFA
3. netn10
Private Mod Note
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If you're having creature problems I feel bad for you son
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Ninja Caterpie - Nice flavour and nice effect. Tossing molten weapons (sac an attached weapon for an effect) is a design space that hasn't really been explored.
Hemlock - Big black creature with delve! I can definitely see it seeing play in standard. Might even compete for deckslots with tasigur in modern. Also nice that it makes you think about how much you want to delve.
Moss_Elemental - Looks like this set's version of the big, dumb, mythic dragon. The effect is certainly big.
Koopa - It's a cool and unique effect, and it comes with a solid body. I like it.
willows - It's a solid beater. I can see this getting out of hand if it gets the chance. I love swinging with a +10/+10'd as much as anyone.
Todris052 - A team pumper that slowly builds up. Seems pretty nice in token starts.
Top 3:
1.Ninja Caterpie
2.Koopa
3.Todris052
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Aru the Taker UUBB
Legendary Creature - Elf Rogue Wizard (MR)
At the beginning of each opponent's upkeep, that player gives you a gift (They exile the top card of their library attached to you. You may cast nonland cards exiled this way as if they were in your hand using mana as if it were any color.)
Whenever a player casts a gift, Aru the Taker gets +1/+1 and gains hexproof and deathtouch until end of turn.
"I accept your tribute... for now."
3/3
[Insert pic of small child here]
Legendary Creature - Human
Haste
T, Sacrifice a snow land: Put 3 snowball counters on Kena.
T, Remove a snowball counter from Kena: Kena deals 1 damage to target creature or player.
"I am the master of snowball fighting! You dare challenge me? What do you mean it's past my bedtime already?"
“What are you doing, you maggot?! Turn off your Imitation Matrix at once! Put your report on the pile. No! not that pile! the one over there! Good! Now look at the list and review the work of your peers once more. This time review the six names above yours. Hop to it! Sleep is for the weak!”
Koopa
willows
Todris052
void_nothing
Ink-Treader
theazurespirit
Solesticio
Jimmy Groove
DemigodOfRevenge
netn10
bravelion83
IcariiFA
glurman
RickyRister
Ninja Caterpie
Hemlock
Moss_Elemental
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Ehh... I don't love it. It's a little weak - generally, you'll get a one-of boost of +3/+3 or +4/+4 and trample, which is pretty weak in comparison to other overrun effects you can use on 6 mana. It does give you trample for GG each turn, which isn't the worst, but typically most decks will be able to get rid of Thorunn before he attacks again, and even if he gets to - how many creatures can you expect to have in your graveyard? It's not like he's BG or UG, which can fill your graveyard. I just don't really get the appeal of this.
Whoa! This seems incredibly powerful, probably too powerful. This is 12 worth of power for 7 mana, spread across three bodies, all of which will generally have trample - and ALSO gives anything else with power 4 you might have had trample. Other than power level, though, this is a mess. For one, it itself is a 4/5 but it creates 4/4s, which is pretty odd and can be a bit difficult to keep track of. On the other hand, it doesn't seem right for a "pack leader" to have as much power as its pack members. I get the mechanical reasoning, of course, but it's incredibly unaesthetic and wonky. It needs a few iterations before I can say I like it.
Welp. This is incredibly powerful, but I like it. It's not particularly inspiring, but the Timmy in me is squealing in joy. I think the power level isn't too broken as it doesn't have an ETB effect (a la Inferno Titan), but it still demands an answer - which totally works for a 6-drop mythic Dragon.
I, too, like the valravn. I like the design here overall - it's a solid graveyard/delve card, and it looks like it plays well. I think the t ability might need an activation cost of some kind too keep it in check, but other than that I don't have much bad to say about it.
Heh. I like this card a lot - the flavor is just about perfect, 7/5 for 5 is a really good pair of stats. I also love the cinematic design here - he holds a sword and heats it up, so snow stuff stay away from it, and he can chuck it at a snow thing to... Melt it, presumably. The wording "deal damage to target snow PERMANENT" as opposed to creature is wrong (you can't really deal damage to lands, can you?), but I love the design space in "Sacrifice an Equipment attached to ~".
Aside from the missing power and toughness, I like this card a lot. It feels like a silver-bordered card, which is presumably the intent. I don't have much to say about it really, it's a cute joke-y card that's fun to read and okay to play.
theazurespirit: Music references makes sense for this plane. That said, verse counters were a big thing in Urza block, and using them here seems odd. Should use a different name unless you're making a homage to that I missed. Spells aren't spells in the graveyard, they are cards, so you need to look by card type. It's also odd that for verses you care about non creature cards but in casting from the grave, you do not. Lots of things add up to make this card seem inelegant.
herbert west: MIASolesticio: This borders on being strictly better pack rats. That puts this card pretty high on the power level scale. Probably too high and needs a nerf somewhere. Thematically I like the idea and the ways it is different than pack rats.
Jimmy Groove: The gift mechanic is something I've seen toyed around with before in a holiday themed set. I think it works here well enough enough. The power level seems a bit swingy, but still appealing to casual players.
DemigodOfRevenge: I think the solar counters theme could be interesting. The card itself is very aggressively costed, too much so. The damage ability is not white.
EpiCycle1: MIACorv: MIAnetn10: Freeze is keywording avery, very old mechanic. The use here is interesting, but the tap mechanic feels forced. I wonder if there is a more natural way to shift around a creatures power? This card feels too artificial, and steers to potential unfun.
bravelion83: This card pulls in a couple different directions. I think it would be a stronger card if it focused on the "Progenitor" part of it's identity then the "did you spend [color]" mechanic. Solidly balanced.
2nd: Jimmy Groove
3rd: Solesticio
I like this very much, both mechanically and flavorfully. I don't know if it's intentional (if it is, it's clear that you know the Italian language), but if you change the y to an i (Madrina) you obtain an Italian word which actually fits the flavor of the card very well. A couple quality mistakes: there should not be a period at the end of the white granted ability, and quotation marks for the green one aren't closed. Except for those small mistakes, very good work!
This is another card I like very much. The triggered ability has the same trigger as prowess, and that does a lot of things: helps your brain process it thus it's more easily understandable, makes the ability feel right at home in blue and red that are the prowess colors, gives the card elegance, and has a really nice synergy with the other ability. That's a lot of things to do for just a single trigger. The second ability is a pseudo-flashback, which also is right at home in blue/red, and it may take advantage of the first ability: cast a spell, put a counter, then when you have enough counters recast that same spell for free. Just one minor remark: I think the spell you cast from your graveyard should be exiled when it resolves to prevent potential abuse and infinite loops. But other than that, excellent work here!
Wordy, but clear enough. Fits perfectly the flavor of Skeletons in Magic, and the flavor text is also very good even though I'm not sure it would actually fit on the card. I can easily accept this card at mythic. I just can't understand why this isn't a snow creature. I feel like just the lack of the snow supertype takes away a lot of the elegance and cohesiveness of the card. It's really strange to me that a creature making such use of snow mana isn't snow itself.
I think I already saw a similar mechanic (gifts) last year, probably also designed by you if I recall correctly, that worked similarly but not exactly the same. I'll consider this version an evolution of that. I remember I didn't like that last year, and I'll be honest: this looks a bit better to me, but I still don't like it that much. The flavor is very good, it's just that I don't think stealing your opponents cards as a whole mechanic is that fun. Yes, as a single card no problem, but as a mechanic it might be a little too much. Ingest and processors in BFZ doesn't suffer from the same problem because other than one case (and anyway only lands even in that case), you aren't able to cast your opponent's exiled cards. You just use them as a cost. If you accept gift as a whole mechanic, this card is perfectly fine, except for the fact that it's really strange to me to see an Elf that's not at least part green.
Koross has a problem in my opinion: he has no built-in way to gain solar counters. I get that it may be kind of the point of the card, given that it says "from a permanent you control" rather than "from Koross", but I still think he should have it because then what do you do if Koross is the only card interacting with solar counters in your deck? Obviously this won't happen in constructed, where you will build your deck accordingly (aka with enough sources of solar counters), but in limited it will happen all the time, as this is a creature you'll play in limited for sure. It's true that it's a mythic, so you will see it in limited very rarely, but it still takes away from the elegance and cohesiveness of the card. It makes it way more parasitic than it needs to be in my opinion. Minor quality mistake: "lifelink" should not be capitalized. In a list of keyword only the first one is, and only if it's at the beginning of the line.
Very interesting application of the freeze mechanic. It's a bit strange to see vigilance on a freeze card, but here it's ok: it's a mythic and it has a tapping ability to take advantage of that. It's also a bit strange to compare CMC with power, but again it's needed for the functionality of the card and a mythic can have a higher level of complexity. Very original with the "choose a number" thing, which may cause some memory issue though. Maybe it would have been better to track Tui's power with counters somehow, given that you're very probably going to use a die anyway to keep track of that. A quality mistake: is should be "Activate this ability only any time you could cast a sorcery". Overall, a very interesting and original card, maybe a bit complex but in a mythic that's perfectly fine. Oh, and I love the name "the Cold Truth" by the way...
Top 3 (I think, if more is needed let me know)
1st place: theazurespirit
2nd place: Ink-Treader
3rd place: netn10
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here)
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• The two public custom sets I've been part a part of the design team for:
"Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index. Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Dude's solid. I'm not sure it needs to be mythic instead of rare, but other than that I like this dude. Also a bit of a head scratcher that this guy cares about his colors and produces colorless tokens.
Neat concept. I mean, I would play this thing in limited, probably, but it doesn't feel legendary to me. More like a cliff spider or something.
Now this guy feels legendary. I really like it. The return ability might be a bit too strong, but I would have to actually test this thing out to know for sure.
Well, I mean, I guess if solar counters are a thing this guy could really dominate a board. Not really sure how the hexproof thing ties in, really, but other than that it's a decent mythic.
This is just begging to be an unfun game of magic. Interesting concept though, and I like the execution of the concept, but this is just plain unprintable. Also think the wording is a bit off.
A blue black elf, huh? Think this guy's just too strong overall.
2) bravelion83
3) DemigodOfRevenge
Top 3
2. bravelion83
3. IcariiFA
Not final until the deadline.
My apologies if this causes confusion.
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willows - The concept is good, but it has some flaws imo. First, why does green (or RG) has an ability that messes with dead creatures? Secondly, why do you have to exile all of them?
Todris052 — Interesting design, despite being a Berserker that never wants to attack. Not sure if it feels legendary, but I'll take it.
void_nothing - I like this concept a lot. It needs some polish, but the idea is cool. I just don't get why enchantments get such an ability instead of having him grant it.
Ink-Treader - it probably should read "from snow permanents". Anyway...this doesn't feel legendary to me. Granted, your lands get a small but additive bonus, but somehow I don't feel super excited about it.
theazurespirit - I'm trying to understand how busted this would be in storm-like decks. It's probably super-pushed, but overall good design.
1. void_nothing
2. theazurespirit
3. Todris052
@IcariiFA: Not necessarily, as creatures in your graveyard should be a limited resource, unlike cards in your hand (you get one for sure every turn). I do believe that's a enough nerf.
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Koopa - Brownie points for picking my card to riff on. This is a pretty good and intuitive lord for your high-power creatures, although the 12 power for seven mana might be too much when it all has trample by default.
willows - I love mass pump and weird, mathy decisions like this. There's a lot of tension in deciding when to pop the triggered ability for maximum alpha-strikeness. Kind of wish there was a Lhurgoyf reference in the flavor of the card though.
Todris052 - Interesting riff on Ink-Treader's round 1 entry that also feels a bit like the Flamekin from Lorwyn that got bonuses for multi-activating, which I liked. Power level on this might be a bit TOO high, though; by a couple turns after this hits the board you'll be causing huge blowouts.
Ninja Caterpie - This is such a winning combination of name and type line that I'm pretty depressed that the abilities amount to it being a snow hoser that takes work to set up. Pretty impressive stats though.
Hemlock - Between creating creature tokens and tossing removal around, this does a lot, so it's a definite powerhouse. Requires resource management, much like willows' card does, though. A definite Spike skill-tester and a fun beater.
Moss_Elemental - The concept on this definitely looks solid - it seems to do largely what a snow Dragon wants to do - and it's strong enough for a six-mana mythic. My only concern is, it feels un-Dragon-like to have it fight - Dragons tend to just deal damage, like with their breath weapons, not get down and dirty unless it's in combat.
1. Hemlock
2. willows
3. Koopa
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
That's a very mean dragon... it'd be powerful enough without the uh... "snowbreathing".
Well that's terrifying if it can survive 5 (realistically 6) turns. I feel like it's base stats could actually be higher, since it itself can't usually attack after using its ability. And maybe even have a lower threshold for the trample/double strike to kick in.
Well this is weird and potent. I'd say it should be mythic from a purely complexity stand point. And because doubling things is always impressive. Requires a lot of mana and some enchantments to be bonkers. Johnny is salivating.
No real reason for this to be red, seeing as the only ability requires green and is inherently green to boot. Card screams alpha strike... but then what afterwards should they survive?
12 power (possibly trampling) for 7 mana. That's a serious amount of power. Then again, it should be. Hilarious with flicker nonsense.
This can get out of hand in a hurry. Produces flying tokens for cheap, and has delve to come out early. And can kill something with strong reliability. Might be too strong of a package here.
2. void_nothing
3. Hemlock
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
On the card: I'm assuming this is a 1/1 or maybe a 1/2 creature. Haste is very important here as it allows you to set him in the first turn with three snowbal counters, which can end up being quite a good deal depending what you're against. Flavor is fun.
On the card: the first thing I have to point here is that vigilance is a bit weird here: you want Tui to get tapped but leave one of the ways to do it out. While I do understand the mechanical flavor of the word Freeze, seeing what this card does makes me think something like Focus ir Ecstasy or something would be more in line. Third, I don't quite like the last ability. Something more dramatically expensive but repeatable would have worked a bit better.
On the card: I really like this guy. It has more than relevant stats, but it also has an ability that, while very narrow, can become really relevant in the right circumstances.
On the card: This is a bit underwhelming for a Legend. While this does what it does quite correctly, it is not very exciting. the potential of slowing/shrinking your opponent's army does not feel that well withing those colors. I'm thinking G/R would have made more sense.
On the card: rather mean paired with the first striking body. While very powerful effect, it needs certain things to happen. maybe putting counters would have worked a bit better by not doubling without Tommink on the battlefield nor causing confusion if a creature gets multiple instances of the ability.
On the card: This does a lot, and I like the "if X was spent to cast it" clause. There's little reason to consider red necesary to play, but the whole gist of your hybrid-snow cards is versatilizing cost. An "If S was spent" clause would have even looked quite nice here, since you don't get an extra incentive to actually want to pay snow.
1- NinjaCaterpie
2- bravelion
3- glurman
2nd: Koopa
3rd. Ink-Treader
netn10: Very interesting use of freeze, but most of the time you'd untap it so you can cast spells. Vigilance is a very nice touch to encourage freezing, though.
bravelion83: Cool use of snow mechanic, 'progenitor' flavour is good. No real complaints.
IcariiFA: Canyon depths = not flying, nice. Card is works with itself nicely since you can block fliers and sting ground attackers. Clicks well.
glurman: That is certainly an interesting ability, but why is it permanent? Seems like it could cause some rules confusion. Not sure if they stack either.
RickyRister: Is it missing a power and toughness? Seems weak; takes a lot of cost to ramp up to just being a Prodigal Pyromancer.
Top 3:
1. bravelion83
2. IcariiFA
3. netn10
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Hemlock - Big black creature with delve! I can definitely see it seeing play in standard. Might even compete for deckslots with tasigur in modern. Also nice that it makes you think about how much you want to delve.
Moss_Elemental - Looks like this set's version of the big, dumb, mythic dragon. The effect is certainly big.
Koopa - It's a cool and unique effect, and it comes with a solid body. I like it.
willows - It's a solid beater. I can see this getting out of hand if it gets the chance. I love swinging with a +10/+10'd as much as anyone.
Todris052 - A team pumper that slowly builds up. Seems pretty nice in token starts.
Top 3:
1.Ninja Caterpie
2.Koopa
3.Todris052