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    posted a message on The Magic Wars ♤ Team V
    Sorry guys.

    I have to drop. Real life occured...
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] The Magic Wars ♤ Round III ♤ Commander ♤ CLOSED
    I have to drop. Real life occured...
    Posted in: Custom Card Contests and Games
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    posted a message on The Magic Wars ♤ Team V
    Second try on my Leader-Legend (Right, the first try was really overpowered)

    Mron, Guardian of Ancient Circle - 2BB
    Legendary Creature - Lrin Soldier (R)
    Inspirit (B , discard a card from your hand)
    All creatures you control have reflect 1.
    BB,t! scarifice this creature: destroy target creature.
    "Hail Flar! I took the enemy with me. A new Body - Quick!" - Mron
    2/2

    For Reference:
    Inspirit (Cost ) - ((Cost), Exile this card from your graveyard: Choose target artifact creature.The chosen creature has all abilities of this card. Play this ability only when you can cast a sorcery.)
    Posted in: Custom Card Contests and Games
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    posted a message on The Magic Wars ♤ Team V
    First try on my Leader-Legend

    Mron, Guardian of Ancient Circle - 2BB
    Legendary Creature - Lrin Soldier (R)
    Inspirit (B , discard a card from your hand)
    All creatures you control have reflect 2.
    BB,t! scarifice this creature: destroy target creature.
    "Hail Flar! I took the enemy with me. A new Body - Quick!" - Mron
    4/2

    For Reference:
    Inspirit (Cost ) - ((Cost), Exile this card from your graveyard: Choose target artifact creature.The chosen creature has all abilities of this card. Play this ability only when you can cast a sorcery.)

    Comments?
    Posted in: Custom Card Contests and Games
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    posted a message on The Magic Wars ♤ Team V
    Until when is the lore challenge to be done?
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] The Magic Wars ♤ Round II ♤ Alliances ♤ CLOSED.
    Challenge 1: (with trabant777)
    Lrin Border Guards - 1WW
    Creature - Lrin Soldier (R)
    Battlecraft - Whenever Lrin Border Guards attacks or blocks, target creature gains +1/+1.
    As long as you control a Philerian, Lrin Border Guards has protection from red and first strike.
    "Let us guide you, my Lrin brothers. We will teach you to act as one." - Philerian Border Guard
    2/3


    Chalenge3 (My part for our Expedition-Team):

    Excavation Presbyter-1WW
    Creature - Lrin Artificier (R)
    Whenever Excavation Presbyter enters the battlefield, put an artifact token onto the battlefield, that is a copy of target artifact in any graveyard.
    Why should I rebuild it, when I can make a new one?
    1/1
    Posted in: Custom Card Contests and Games
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    posted a message on The Magic Wars ♤ Team V
    Sry guys,

    I did not notice any lore challenge.. What is it? Where can I find it?

    Cards edited in last post
    Posted in: Custom Card Contests and Games
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    posted a message on The Magic Wars ♤ Team V
    I changed my cards a little bit. I tried to make the first one match Trabants.
    What do you think?

    Lrin Border Guards - 1WW
    Creature - Lrin Soldier (R)
    Battlecraft - Whenever Lrin Border Guards attacks or blocks, target creature gains +1/+1.
    As long as you control a Philerian, Lrin Border Guards has protection from red and first strike.
    "Let us guide you, my Lrin brothers. We will teach you to act as one." - Philerian Border Guard
    2/3


    My part for our Expedition-Team:

    Excavation Presbyter-1WW
    Creature - Lrin Artificier (R)
    Whenever Excavation Presbyter enters the battlefield, put an artifact token onto the battlefield, that is a copy of target artifact in any graveyard.
    Why should I rebuild it, when I can make a new one?
    1/1
    Posted in: Custom Card Contests and Games
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    posted a message on The Magic Wars ♤ Team V
    @Emocakes. I really like the first one.

    Some Ideas:

    @Trabant:
    Maybe we can stretch the design of our races a little bit. Basicly the Lrin have empty bodies, which are then mounted by the spiritlike Lrin. What do you think about the idea, that a Lrin cohort is accompanied by a Philerian who grants them some kind of protection and a helps them to communicate mentally...:
    Lrin Border Guards - 1WB
    Creature - Lrin
    Some Lrin ability.
    As long as you control a Philerian, Lrin Border Guards has protection from something and first strike.
    2/3
    "Let us guide you, my Lrin brothers. We will teach you to act as one." - some Philerian character

    @all:
    My part for our Expedition-Team:

    Mrak-Trin -1WW
    Legendary Creature - Lrin Artificier
    Whenever ~ enters the battlefield, put an artifact token onto the battlefield, that is a copy of target artifact in any graveyard.
    Reflect 1
    some flavor text
    1/1


    What do you think?
    Posted in: Custom Card Contests and Games
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    posted a message on The Magic Wars ♤ Team V
    Back!

    As or the challenges:
    I like the idea of a team to Study the ruins.
    And would like to join with you trabant on building some kind of special forces that combine our two races. Any ideas yet?
    Posted in: Custom Card Contests and Games
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    posted a message on The Magic Wars ♤ Team V
    Guys,

    Bad news!

    I am out of town till sunday! I do not know , when round 2 will start and what we will have to do until then. I will try to check here as often a possible via my smartphone, but i doubt that it will be often. Please feel free to use my Lrin in any way you need to!

    I'll be back!
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] The Magic Wars ♤ Round I ♤ Legion ♤ CLOSED.
    Team V on Team Conclave:

    Small_Child
    Achren
    KoolKoal
    Jimmy Groove
    Link
    Komachi

    Sorry. No Crits.
    Posted in: Custom Card Contests and Games
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    posted a message on The Magic Wars ♤ Team V
    Done. I was thinking about adding some names for important Lrin to the tory. But i think individuals are not that important for Lrin. Maybe the Ancient Circle as the one Panel to take political Decisions.

    The Story is great by the way. Thnx.
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] The Magic Wars ♤ Round I ♤ Legion ♤ CLOSED.
    Team V

    FIGHTER:
    Sentenced Cohort - 2B
    Artifact creature - Lrin Soldier (U)
    Battlecraft - Whenever Sentenced Cohort attacks or blocks, choose one: Target player looses 2 life; or put a -1/-1 counter on target creature.
    “I broke law - Flar sent me to war.
    War broke me - Flar sent me to Knimar.”
    Sentenced Poetry
    0/1

    NOTE:
    Battlecraft means basicly : whenever this creature attacks ot blocks, do something.

    PRIEST:
    War Acolyth - W
    Artifact Creature - Lrin Priest (C)
    2W,T: Target creature gains Reflect 2 until end of turn. (The First 2 combat damage, that would be dealt to this creature each turn, is instead dealt to the source of that damage.)
    "Flar shields you! Go - Be his fist!"
    0/1
    Posted in: Custom Card Contests and Games
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    posted a message on The Magic Wars ♤ Team V
    I am totally fine with you writing t hat lore thing. I am terrible at writing.

    I think ME is correct about the stat boost. Make it a cc4 with 3/4. by the way
    I love this champion colour thing. Just keep in mind it is stronger than the " normal" champion a creature type thing.

    Reltrathi were located at the coastline between the deert and the sea. Atcers live in hives which Re located between the forest and the desert, where there are no cliffs but a more smooth Shift.

    @ME your trader could be a little stronger I think. Maybe it could have 1 power?
    Everything else looks quite fine.

    The battlemage ability was worded like that on purpose like. The second ability should only work on defense. What do you think? Shall I change for " put a -1/-1 counter on target creature."

    Any better ideas for the name of the battlemage keyword?

    My cards updated (thnx for your thoughts):
    FIGHTER:
    Sentenced Cohort - 2B
    Artifact creature - Lrin Soldier (U)
    Battlemage - Whenever Sentenced Cohort attacks or blocks, choose one: Target player looses 2 life; or put a -1/-1 counter on target attacking or blocking creature.
    “I broke law - Flar sent me to war.
    War broke me - Flar sent me to Knimar.”
    Sentenced Poetry
    0/1

    War Acolyth - W
    Artifact Creature - Lrin Priest (C)
    2W,T: Target creature gains Reflect 2 until end of turn. (The First 2 combat damage, that would be dealt to this creature each turn, is instead dealt to the source of that damage.)
    0/1
    "Flar shields you! Go - Be his fist!"
    Posted in: Custom Card Contests and Games
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    posted a message on The Magic Wars ♤ Team V
    I had a hard day. Go to bed. Will post t omorrow morning.
    Posted in: Custom Card Contests and Games
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    posted a message on The Magic Wars ♤ Team V
    So...

    Let's change the geographical thing a little bit:

    We have an ocean in the East and the north. The coastline is mostly inhabited by the Reltrathi. Next is the Gnirlt Desert, which is Philerian territory. In the West the Desert ends at the Great Cliffs, where the Church of Flar is located. (Outside the Walls we have the Research Facility (still need a name for this mulitcultural Project) ) On top of the Cliffs there is the Plateau with the Lareen Jungle where the Delthrans live. The Plateau falls softly towards the east and the jungle becomes a more moderate kind of forest, which merges into some kind of savannah towards the west, which bounds the Desert from the south-side.

    Is it ok if the Acteras live in the moderat part of the forest?

    As far as the trading point of the Delthrans is concerned.. What about, if there are a lot of elevators at the cliffs, which are operated by Lrin and Delthrans, and if there is a big culture in the West of the Lareen jungle, so that our races are somehow interested in trading with this culture via the Delthrans?

    Let us talk about cards,....

    I like all of your entries... don't know how to optimize them.

    My suggestions:

    Have a new keyword (Name is still silly though)
    Battlemage - Whenever this creature attacks or blocks,....

    FIGHTER:
    Sentenced Cohort - 2B
    Artifact creature - Lrin Soldier (U)
    Battlemage - Whenever Sentenced Cohort attacks or blocks, choose one: Target player looses 2 life; or put a -1/-1 counter on target attacking or blocking creature.
    “I broke law - Flar sent me to war.
    War broke me - Flar sent me to Knimar.”
    Sentenced Poetry
    0/1

    War Acolyth - W
    Artifact Creature - Lrin Priest (C)
    2W,T: Target creature gains Reflect 2 until end of turn. (The First 2 combat damage, that would be dealt to this creature each turn, are instead dealt to the source of the damage.)
    0/1
    "Flar shields you! Go - Be his fist!"
    Posted in: Custom Card Contests and Games
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    posted a message on The Magic Wars ♤ Team V
    Coilic: your cards missing rarity. I like the clean straight forward design of the fighter. The mage seems a liitle powerful ( depends on rarity, but it is a little to simple for being rare...)
    Maybe cut flash, which seems not necessary.



    Trabant: like both cards. I would remove shroud and make the fighter cc2. Maybe it is cleaner to word the ability something like. Creatures your opponents control have " this creature cannot block~ unless you pay 1"

    I d love to have all races of the team studying in my city- multicultural academy? We could design a land and some cards centered around that theme
    Posted in: Custom Card Contests and Games
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    posted a message on The Magic Wars ♤ Team V

    First we have a plateau in the west, which bears the Lareen Jungle ( home of the Delthrans) on top. The east end of the Plateau ends in an enormous cliff. At the foot of the cliff the Church of FLar is located. The Church of Flar is an gigantic Castle/City, in which all Lrin live. From there to the East expands the great Desert Gnirlt.
    Quote from Trabant777

    The area the philerians live in is very desert like in appearance however it has many small lakes throughout it. the surface is harsh and hot with little plant life but the lakes are teeming with life. The Philerians generally travel from lake to lake either alone or in small groups, being careful not to exhaust the resources of any particular one, and allowing it to recuperate so the next traveler may also use it.
    .
    .
    .
    Philerians have only one city [which is located at the center of the desert] that they congregate in to gather supplies or share news, and they will travel great distances to reach it, but for the most part they are a hermetic/nomadic race that prefers to spend time in small groups or alone in meditation, that being said they will very fiercely protect their borders from other races since they do not want them to corrupt the minds of their youglings.


    North and east of the desert are surrounded by the ocean. The Coastline is inhabited by the Reltrathi.

    The Celestials are all over the place....



    Lrin guard the borders of the Philerian territory. Philerians mine Living Clay out of the lakes in the desert. They built up an academy in the Lrin city where some Elder Philerians learn how to mine the Living Clay.

    The Lrin build an enormous hoist up to the plateau and a trading post on the top of the cliff. They trade the Delthrans for fur and other natural materials, they can not produce themselves, as they do no agriculture at all. The Delthrans trade the Lrin for [@Emocakes: Please insert anything, you think, the Delthrans could need.. Lrin are very good in buildings things: Weapons, machines, magical artifacts or anything else.]


    In their desperate need to find new ways of existing the Lrin founded a research facility.
    Somehow [please help me with the reasons, because I do not know what your races would want.] they managed to get Celestials, Philerians, Reltathri and Lrin to work together on several projects.


    Posted in: Custom Card Contests and Games
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    posted a message on The Magic Wars ♤ Team V
    I am from Germany, so the tim zone is not that different from yours. But i think the others may differ a lot.

    So, what exactly are we supposed to ome uo with as our product for round 0?
    Shall we write some kind of story?
    Or is the way we dealt with it enough?

    I will write a short summary bout the geography. If you want me to include some special things about your races not mentioned yet, let me know.
    Further I will write a short text about the research projects, the Lrin work ontogether with other races, and one about the trading contracts and one about military alliances. If you disagree with any of my concepts please let me know as soon as possible!
    Posted in: Custom Card Contests and Games
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    posted a message on The Magic Wars ♤ Team V
    I got a few new ideas.

    As it seems quite hard for the other races to find connection with my Lrin, i was wondering why the Lrin might want to interact with others.

    I found three things that might work.

    1. The Lrin do not need food, water or anything else normal beings need to live. They exist purely on base of magic and a substance, which is called Living Clay.

    Imagine the Lrin as some kind of spirit or soul which needs a body made out of materia to exist. To make such a body the Lrin need the Living Clay. There is only vey few of the Living Clay needed, to execute the magic rituals that form a Lrins body out od dead material. But there are many Lrin, and they need many bodies,

    First I thought the only place where this living clay can be mined are the cliffs, whose foot the Lrin-city is located at. But now I think the Mines there are more and more empty and the Lrin are forced to find new ways of getting the material, which is the base for their whole existence.
    This leads me to several ways of interaction with other races.
    A) The Philerians: Given the fact they live in the desert, which is (might be) next to the cliffs of the plateau, where the Lrin-city is located, we are kind of neighbours. What if the seas, rich of life and water, that are in the desert ( see trabants post above) provide the possibility to generate Living -Clay. The philerians have no use for the clay, the Lrin want the clay desperatly, so we just need something the Philerians want, which the Lrin can provide ( Note: We are great artificiers and we have a very effective army)
    B)The Reltathri: the Lrin do not only try to find new ways and locations to mine more living Clay the also try to do some research. First they want to know, how to produce normal clay. How to produce new bodies with less living clay, maybe they even try to recycle living clay.
    Further they try to find new ways of existing ( maybe without bodies, maybe with other bodies maybe by forming physical shapes purely from magic). This is where the Celestiala could join. Maybe the Lrin and the Celestial Emerged from the same Ancestors, and are therefore some kind of friends. More interesting for me is the option, that the Lrin are mentored by some Celestials in their research for new ways of living. Again the The Reltathri could join in easily.


    More to come....

    What do you think?
    Posted in: Custom Card Contests and Games
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    posted a message on The Magic Wars ♤ Team V
    Well,

    I try to find some connection between your races and mine:

    Trzzen: Trading. The Lrin need certain kind of goods. Whool, linen, horn, things like that. The Lrin have all kinds of artificiers. The create simple things to complicated machines.

    Delthran: Really, no connection. Maybe they just live next to each other. The Lrin do not eat or drink, so they can easily coexist in the same place, as they do not

    Atceras : I see some kind of connection in the way the two societies are structured. The Lrin have a kind of Hive-structure too. There are small groups of Lrin "living" together. Each of them as a certain task to fulfill and is therefore given a certain body. The Lrin reuse their dead bodies, too. The Lrin do not have a Hive-Queen, but they have the so called Ancient Circle which rules the whole Lrin-Society.
    Further the there is nearly no conflict between the two races, which can lead to a strong political military alliance.


    Celestials: I do not see any connection without changing my race or your race a lot. Maybe The God of the Lrin (FLAR) is in fact a very very very very mighty Celestial. Or maybe it is not one Celestial but a group that supposes to be only one entity. Besides that I can not see any connection.

    The Reltathri: As the Lrin are artifical creatures, that try to optimize their bodies and their magic all the time, there could be a common Research project ..


    All Lrin live in one city...
    The Church of Flar is resident in an enormous fortificated castle, consistent of three Rings. The center of the city, the Ancient Ring, is normally not accesible for anyone outside the Ancient Circle. It is there where all the secrets are kept. It is there where Lrins are mounting new bodies.
    The Church of Flar is located at the fringe of great desert/ or a great plains. It is located at the foot of a cliff, that is the edge of plateau (with a jungle/ or a great plains). The Cliff offers an entrance to the clay mines, where the Lrin mine their magic-clay they use to build their bodies.
    Posted in: Custom Card Contests and Games
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    posted a message on The Magic Wars ♤ Team V
    Hi,

    Sorryfor being late. i have been out of town for a few days. Tying to update myself as soon as possible. I will try to post something useful in the next two hours...
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] The Labyrinth ☆ A Club Flamingo Game ☆ The Cyclopean Tomb
    I am absolutely fine with the plan and cards above.

    @Oculus
    Only two questions: are we able to take the extra mana with us to the next round? Is the challenge fullfilled by killing the clones?
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] The Magic Wars ♤ A Club Flamingo Game ♤ Races Compendium
    Great! Magic Wars! I am in.

    I will reuse my Lrin:

    May I introduce


    The Lrin
    WB(Artifact)



    Mainly humanoid, the Lrin are a little smaller and weaker than the average human. There body is approximately the one of a 12 year old human child. Their skin has a dark pale grey colour like ash and their veins are dark blue and very well visible. The blueer and thicker the veins of a Lrin, the more beutiful he or she is considered. Thus the Lrin tend to wear clothes, which allow their veins (especially on their arms to be seen). Their clothing would look like rags to other races. Mainly Colourless and torn. They do not wear any form of physical weapons or armoury.
    Lrins are very fast and agile.
    Their Heads are hairless, as the rest of their bodies. They look like humans without noses. (Think Voldemort)

    IMPORTANT: The Body of a Lrin is more like a clothing for the Lrin. They can change them, and if the body is damged or destroyed they can "mount" a new body. The bodies are made out of magic and "Living Clay", but as soon as a Lrin mounts it the body becomes flesh and bone. Minor damages on a Lrin's body can be repaired with magic. Therefore a little Clay is neede everytime.


    The Lrin don't know birth and death, as they don't really live. They don't eat nor drink. Once each day the Lrin go to the Church of Flar, where their energies are refilled by the power of their "god" Flar. The Church of Flar is the center of everything concerning the LRin. The Ministers of the Church are political leaders as well as spiritual guiders. They channel the mystical energies that keep the Lrin going.
    If a Lrin's body is "damaged" or even "destroyed", the church provides a new body for the Lrin. The more important a Lrin is for the church the faster he or she gets the new body. The Lrin are able to survive several days in a dead body, but after that period the Lrin itself dies too unless he or she is transferred to the KNIMAR (read more below)

    Lrin live in small groups (about 10 members), in which each Lrin has his or her specific tasks to fulfill (like cooking, repairing things, ...)

    The Lrin military is well organized and highly disciplined. They only fight with magic- no weapons or armoury.

    The Lrin believe, that everything around them has no priority compared to them. The Church of Flar, every single Lrin's interest, .... long time nothing.... the rest of the world. That's the way a typical Lrin is thinking.

    The Church of Flar is organized in circles. The Outer Circle, the Inner Circle and the Ancient Circle. Each circle has acolytes, priests, vicars, ministers, bishops and others. As Lrin exist a very long period, it is normal that it takes ages to become a member of the Outer Circle. Ages later some Lrin manage to become ministers or bishop, and thus are allowed to join the Inner Circle some day. Where they become acolytes again. Ages later...
    The Church of Flar is resident in an enormous fortificated castle, consistent of three Rings. The center of the city, the Ancient Ring, is normally not accesible for anyone outside the Ancient Circle. It is there where all the secrets are kept. It is there where Lrins are mounting new bodies. It is there where political decisions are made, law is spoken. It is there, where the Bishops of the Ancient Circle are resident.
    There in the heart of the hill, is KNIMAR, the endless Haze., in which all disembodied Lrins are. And only the High Bishops of the Ancient Circle decide which ones of them are allowed to take part in the physical world for another time and are granted a new artificial body.

    As there is no deconsecration in the Lrin-Culture, the rules of the Church of Flar are the law for the Lrin culture, too. Whenever a Lrin infringes a law, there is only one punishment (in several degrees.) The Lrin has to serve in the army, which is called Flar's arms on Thanreus. Depending on the seriousness of the offence the sentenced Lrin serves month years or decades, with or without defensive magic. They are always provided several offensive magic though.
    This way the church always has enough "cannon fodder"

    Sidenote: The small groups, the Lrins' excistence is organized in, are called associations. Each member of an association has its own tasks to fullfill. The claysmith has to repair damaged or broken Lrin bodies. There for each association gets one ounce of Living Clay from the church per year.


    Inspirit (Cost ) - ((Cost), Exile this card from your graveyard: Choose target artifact creature.The chosen creature has all abilities of this card. Play this ability only when you can cast a sorcery.)


    Battlecraft: Whenever ~ attacks or blocks,....
    As a keyword like Landfall
    This represents the offensive Magic, which the Lrin soldiers use to attack in battles.

    Reflect X (The first X combat damage, that would be dealt to ~ each turn, are instead dealt to the source of the damage.)
    This represents the defensive Magic, which the Lrin soldiers use to defend themselves in battles.(As the Lrin wear no physical armor, they developed certain defensive magic, which kind of reflects the damage to the source.)


    Evergreens:
    Regenerate

    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] The Labyrinth ☆ A Club Flamingo Game ☆ The Cyclopean Tomb
    As far as I see we have the following cards:


    Me:
    Unstable Fetters 1(W/R)
    Enchantment - Aura
    Enchant creature. (U)
    Enchanted creature can't attack or block.
    Enchanted creature has: "Sacrifice this creature: This creature deals damage to target player equal to its toughness."
    "One little move and your innards will cover these walls!"

    Flabort: (edited slightly by myself)
    Phyrexian Splitter 4(P/G)(P/G)
    Creature - Hydra (Rare)
    Phyrexian Splitter enters the battlefield with 5 +1/+1 counters.
    Tectonic 2(P/G)(P/G) (You may cast Phyrexian Splitter for 2(P/G)(P/G) if you have not played a land this turn. You may not play a land the turn you pay a Tectonic cost)
    0/1

    Socrates: (edited slightly by myself)

    Brainlink 1U
    Sorcery (R)
    The next time another target player casts an instant or sorcery spell this turn, each other player copies that spell. Each of those players may choose new targets for his or her copy.
    "I do not know if great minds think alike. But I do know that lesser minds think whatever great minds wants them to."
    —Jace Beleren


    Stapler:
    Bloodmind Pact 1B
    Instant (R)
    Draw two cards.
    At the beginning of your next upkeep, you lose 5 life unless you discard three cards.
    There are two things that are true of every debt. They accrue interest, and they can be paid in blood.


    Unless my teammates overwrite this by posting afterwards, our plan is the following:

    1. Socrates casts Brainlink targeting Stapler. U
    2. Stapler casts Bloodmind Pact, which is copied for all others players.1B
    3. Flabort casts his Phyrexian Splitter. 2GG
    4. I enchant the Splitter with Unstable Fetters. 1W
    5. Flabort sacrifices the Splitter to deal 6 damage to the clone with 11 life.
    6. We end our turn.
    7. The clones die during their upkeep.

    Can we go with this, team Peanutbutter?
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] The Labyrinth ☆ A Club Flamingo Game ☆ The Cyclopean Tomb
    I am fine.. At least i hope I am....


    Slant
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] The Labyrinth ☆ A Club Flamingo Game ☆ The Cyclopean Tomb
    Pleas use this card instead of spellwild spirit:

    Gemstone Bracelets 2
    Artifact - Equipment (U)
    Whenever Gemstone Bracelets enters the battlefield, attach it to target creature. That creature's controller gains control of Gemstone Bracelets.
    Spells that target equipped creature cost 2 less to cast.
    Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)
    "Look, daddy! Aren't these bracelets wonderful? Can I have them? Please!"

    If the above spoiled card is being used, the strategy is:
    1. Cast Venom Vessel (1)
    2. Play gemstone Bracelets. Attach it to the Vessel. 2
    3. Enchant with Lashfire Binds (reduced to R)
    4. Attack
    5. In response to Lashfire trigger (or any time after step 2, really), cast Revitalizing Wave on two golems and the vessel (reduced to W)
    6. Two golems get tapped by regeneration as the other two die from deathtouch damage. Victory is ours, having spent 3WR, and presumably Stapler gained some life.
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] The Labyrinth ☆ A Club Flamingo Game ☆ The Cyclopean Tomb
    Auramancer ...check.
    Like the paln of gaining control of one or two of the golems. Maybe we can make them fight each other later on?
    I have to agree with socrates. Seems a little bit overpowered and little bit to black. Otherwise I like the idea.
    If we let fight it a second golem somehow, we have one disabled and one destroyed one.

    My suggestion ( which grants us mana ):
    Fantastic name 1W
    Artifact
    When ~ enters the battlefield you may pay x. If you do, exile target artifact or enchantment with converted mana cost X or less.
    When ~ leaves the battlefield, return the exiled card to the battlefield under its owner's control.
    T: Add one mana of a color, a card exiled with ~ has.


    Wording has to be optmized
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] May CCL: Round 3 (CLOSED)
    TOP3:
    1. GideonJur@
    2. queensauce
    3. CrustaceanCrusader
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] May CCL: Round 3 (CLOSED)
    Team Oorsprag

    ROunds 0-2

    Tattoo of Initiation GW
    Enchantment - Aura, Tattoo (U)
    Enchant creature.
    Enchanted creature has hexproof and gets +1/+1.
    Enchanted creature has: ",T: Search your library for a tattoo card with converted mana cost 3 or less and attach it to this creature. Shuffle your library afterwards."
    "May you earn a lot of tattoos on your way." - Oorsprag Blessing
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] May CCL: Round 2 (CLOSED)
    Judging team Jatori.

    Done

    Whitemage57:
    I like the idea behind the drawback. but Maybe 3 mana for one land is still a little much. Given the fact, that green ramp is a very viable strategy today, this might just be too powerful. The Flavortext is very nice, as it even carries the idea why the Paradise can not be played on the first 2 turns. Small templating error: can't not cannot.

    Polendino:
    I like the idea of producing dual land tokens. Unfortunately the card is way to slow and to hard to use for seeing constructed tables ever. Commander and Highlander players will love this card though I think.
    I am highly impressed by the templating work you spent for the card.

    Emocakes:
    I personally am a fan of having non-basic lands with abilities that have basicland subtypes. You can search for them with several cards including Fetch-lands. (though others may not love this concept). Unfortunately the ability does not really fit the island-theme for me. Given the fact you obviously use a Simic-like flavor, the green-blue +1/+1 counter theme works for me. What i do not like, is the black feeling the ability gets, because of the sacrifice cost. The flavortext is nice.

    Solesticio
    Simple and elegant design. Nothing really innovative or bad. Except the powerlevel. I really doubt Wizards would ever print a dual land without drawbacks with an huge advantage for certain kind of deck. Why did you not use flavortext?

    Arcel
    As mentioned above:
    "I personally am a fan of having non-basic lands with abilities that have basicland subtypes. You can search for them with several cards including Fetch-lands. (though others may not love this concept)."
    But I do not like the idea executed here on this card. The card would be much more elegant without being a forest. The card itself shines for me. Simple effect. powerful but not always easy to abuse. The flavortext is ok but not "broken". Missing Rarity.

    Lanxal:
    Reminds of the old arena-lands. Well.. one problem: it is too weak. it should at least grant some kind of colored mana. or the ability should cost only 2 or 3. But it hits the flavor perfectly.

    Vertain:
    Well, nice concept. The card lacks one thing for sure: elegance. That is quite a lot of text for a mana ability. Wording is probably to be done in another way. Something like
    T: Exile target creature card in a graveyard from the game. If you do add B and a mana of any color, that creature card is, to your manapool.


    Hard decision, as no card really shined for me. Also no card was really bad. In the end it is some kind of personal taste.

    TOP 3
    1. Polendino
    2. Arcel
    3. Emocakes
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] The Labyrinth ☆ A Club Flamingo Game ☆ The Adventurers' Guildhouse
    @Flabort.
    I am in for the artificier job in your team. Peanut butter sounds delicious....
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] May CCL: Round 2 (CLOSED)
    Tribe Orsprag

    Round 1
    Round 0

    Nizsh, Mire In Between
    Legendary Land (R)
    If you discard a card as a cost to cast a spell, you may put it on top of your library instead of into your graveyard.
    T: Add B to your mana pool.
    The Horrors of Nizsh carve out their existence in an uncertain, vague shape of half-being. They subsist on fear, hate and grief of those, who transit their mire. Thus the former unreal bog has become more and more real.

    Please check out my ROund 1 card. This one does only make sense in the context of the new type of mana I created there (( can be paid either with B or by discarding a black non-creature card) - exists for each color)
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] May CCL: Round 1 (CLOSED)
    First: Sorry for violating the forums rules. I just did not know better. I am not native speaker and used the word in a wrong way. Sorry fokls.

    Critiquing this round is very hard for me, as I like to try to be as rational as possible. Well being rational with flavor is hard. That leads directly to the problem of judging emotionally.

    I try to judge on base of two criteria:
    First: do I like the card (especially the flavor)
    Second: Is there any kind of innovation?

    KHANanaphone: Seems a little bit too weak for me (Rhox Brute). does not feel uncommon. The flavor does not hit me.

    Eskimo_Rage: Phyrexian mana seems quite out of the place here mechanically. But the flavor of the card is very good. And I like the idea of stretching the concept of Phyrexian Mana to other stories.

    Mobiusman: Nice card, nice story. Only thing I do not like: The story tells that the titans repair themselves. This one is a vanilla. It does not repair anything.

    MDenham: This one is great. Card and flavor fit. Well balanced. And the card tells a wonderful story. great but not innovative

    Ixias: A little bit strong maybe. On the other hand thus it fits perfectly to the story the flavortext tells. Another very good card I think, but I miss innovation again.


    Smores_Prime: Nothing bad about that card. A nice vanilla fatty. Though it does not really feel like this could be the prey for the initiation-hunt-ritual-thing.

    void_nothing: Again: Nothing bad about that card. A nice vanilla fatty. Though it does not really feel like this could be the prey for the initiation-hunt-ritual-thing. But the flavortext catches me, and I see at least a little bit of innovation here.

    Gerrard's Mom: Not really innovative as there has been another creature for exactly that cost, and it was a vanilla too, nearly. But your flavortext is really insane. It sounds like some sort of fantasy movie trailer

    Random_Nation: The card is well designed, I think. Maybe it is a little bit too weak, for a 2coloured Vanilla for CC 3. I like your flavortext, as it creates an intense picture of the scene. And I love crocos.

    BlackBull: Well it is a good card. And an interesting limited card at least. But the flavor is a little bit thin.

    TÒP 3:

    1: Eskimo Rage
    2. MDenham
    3. Ixias
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] The Labyrinth ☆ A Club Flamingo Game ☆ The Adventurers' Guildhouse
    Hi europeans/africans out there. I am willing to form a new team. As my last team failed due to time zone coordinating problems, I would prefer a 2 or 3 Man team made out of players with similar timezones than mine. ( that means roughly GMT)
    Anybody who is available, please message me!

    @Avatarz: I really would like to join with you again. So you are very welcome!
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] The Labyrinth ☆ A Club Flamingo Game ☆ The Gearworks
    Lordschuft frowns and shakes his head. "What the hell..?" In a hurry he summons the first creature that comes to his mind. He hopefully turns around to his fellow companions: "I hope this is something you can work with?"

    Lifestring Weaver 1WB
    Creature - Spirit Cleric
    Whenever a source other than Lifestring Weaver causes a player to loose life, all of that player's teammates loose the same amount of life.
    Whenever a source other than Lifestring Weaver causes a player to gain life, all of that player's teammates gain the same amount of life.
    1/3
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] ***MCC May 2012*** Round 1
    Squealtring B
    Creature - Horror
    Whenever ... attacks or blocks, discard a card. If you can't, you loose 3 life.
    The screeching of a squealtring pierces marrow and bone, heart and soul.
    3/1
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] The Labyrinth ☆ A Club Flamingo Game ☆ The Gearworks
    Goblin Shark 1R
    Creature - Goblin Rogue (U)
    Whenever Goblin Shark enters the battlefield, untap target artifact and gain control of it until end of turn.
    "Me!?! A thief?? No - I just borrowed this little thing for a short moment, Master"
    2/1
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] May CCL: Round 1 (CLOSED)
    Tribe Oorsprag

    Submisson

    Incarnated Fear
    Creature - Horror (C)
    ( can be paid either with B or by discarding a black non-creature card)
    "Horrors don't exist - at least not in a regular way. The more you are frightened, the more real they become. Our fear is the material their bodies are made of. And now - Go!" - Father's last advice
    3/1

    I would like to have a new manasymbol for the kind of mana I created, likee phyrexian manasymbols- but I do not know how to do this. I hope the templating is ok the way I did it.
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] The Labyrinth ☆ A Club Flamingo Game ☆ The Gearworks
    Next Idea:
    Let me introduce: Malkin, Door to the Vasts. A moloch of a city, located on the brink of the Vasts (an enormous area of Planes covered by head-high fields of grass and streaked by numbers of small and big rivers.) In Malkin you can buy nearly everthing and everyone. It is THE trading-center.

    [Lordschuft gazes at the... Wall." Well, maybe...let us have a look... What does this remind me of... Hey guys, do you remember that one shop in Malkin? 'we have a solution for everything?' ...



    Malkin, Door to the Vasts
    Legendary Land - Plains (R)
    T: Add W to your manapool.
    2W,T: Return target creature you control to its owner's hand. Play this ability only as a sorcery. Activate this ability only any time you could cast a sorcery.
    A deck can only have one card named Malkin, Door to the Vasts.
    Hundreds of caravans cross the Great Planes called the Vasts. Each of them starts in Malkin.
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] The Labyrinth ☆ A Club Flamingo Game ☆ The Gearworks
    @CrustaceanCrusader
    Does destroy technically mean "destroy" or can it be exile bounce, make us unblockable or anything like that?

    If we create permanents (for example lands or artifacts that produce mana) do they come with us to the next room, or do they vanish? How can we "take" mana with us?
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] May CCL: Signups
    Count me in.

    Heartwood Maze 2
    Artifact - Equipment (R)
    Equipped creature gets +2/+2.
    Whenever Heartwood Maze becomes equipped to a creature, tap that creature. It does not untap during its controller's next untap step.
    Equip 0
    Aiming to yield a heartwood weapon means to take a lot of time meditating.
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] April CCL: Round 3 (CRITIQUES CLOSED - HAVE A NICE DAY)
    First: I want to compliment MDenham for the way he is running this CCL. I wished every host would put such much effort into hosting. And I have to admit that I really think the way of running ( small teams, top 3s over several teams...) is very very good, as it somehow narrows the disadvantage of being in a team where everybody else dropped, or being in a team with several pros.
    Thnx a lot.



    Marrow Feast: I think this one is a very strong card. Especially as it fits into every deck, due to the hybrid mana cost. On the other hand - this one is rare. Name and flavor are quite good. Nice card overall.

    Fountain of Purity:
    This is one of the cards, which would be extremly good, if the designer did not try to fit it to the challenge. Cut that activated ability and make it a 5 mana artifact and you have a really good card. But well that does not fit the challenge. ... I do not like this one.


    Grey Squall:
    There it comes again my main problem when critiquing. The balance between personal preferences and the objective view. From a developer side seen your card is perfectly ok. But I miss the wow-effect. I really think hurricanes are a very boring type of card. If you had have it deal damage to players too. Well objectivly spoken: nice twist on the anachrome mechanic, solid card but I think it should be uncommon. What I really like is the name.

    Anemic Healing:
    And again. Boring card, well executed. On the one side a set has to have such cards, so they have to be designed as well. On the other hand this challenge was not "Design several commons with anachrome to fill out different roles in the common slot."
    Again this should not be rare. Uncommon at least, if not common. And I think it could be cheaper too.


    Helix of Ugin:
    Nice card-concept. BUT: This does not fit the challenge, as it is not anachrome what the card is doing.

    Ugin's Lull
    Again a really great card-concept. But here the wording is incorrect. It should read: Counter target spell if the amount of generic mana in its casting cost is less than or equal to the number of cards in your hand. Gain life equal to target spell's converted mana cost.
    Unfortunately the card would have been way better if you did not make it fit the challenge: As a mulitcolor card.


    Ghostfire Sniper:
    Awesome Design. Flavor, name, concept. maybe you could have made him cheaper or stronger. But I think it is ok as it is uncommon.

    Ablate
    Fine card. But Boring. it is hard to write more about it. Simple and elegant, unfortunately not innovative.


    Mirrored Wall:
    A lot of text for an ability that is most of the time just saying this one gets +0+/6. The ability is not elegant, it is not anachrome. Further the card is kind of boring. It doesn't even have shroud or hexproof. I do not think players would like it.

    Mana Wither
    Nice desing here. Again, this is not anachrome. Does not fit the challenge.


    Shadowless Endurance
    Well this one stretches the Anachrome keyword again. But I am not sure wether this is ok or not, so i count it as ok. The card itself is an interesting design. I think cost, wording and colour are all ok. But I am not a big fan of the card, as it does not get many players excited I think.

    Lightless Wall
    Well. Spells with walls in its name should be creatures with defender I think. But I rellay like this propagandastyle card. Nice desgin.


    Bladed Aberration
    Nice iea. Bad execution: No rarity, no power/toughness.

    Morphing Shield
    One of the best cards in here. Nice and elegant. Simple and uses the Anachrome ability in a wonderful way.


    Rending Wave
    Could be uncommon and could be cheaper. Thus said, this is a nice card. again a simple and elgegant design. Name and flavor do not connect for me though.

    Distoring Blast
    This one is good. Rather simple but well done. I just do not like it because I do not like this kind of cards. But i like the conceptional idea of using anachrome counting generic mana on a spell not a permanent. Why did you not let it counter anything. I do not think that would have been too good.


    Ghostfire Compulsion
    Basicly this should have been worded with kicker. Further I do not think this is an appropriat way to use anachrome. But again I am not sure on this. After all I do not like the way the card is worded. Not elegant.

    Lethargie's Embrace
    Wording hast to be something like "reveal your hand and exile..., if you do..."
    I did not like leylines. And I think I do not like Leyline with an additional drawback which is not the safehouse one would expect. Play this and loose to wild nacatl. Does not sound funny to me.





    1 Solesticio
    2 GGCrono
    3 Profani (would have been on top, if he had done his homework)
    I just wanted to spotlight, that my card has several major differences when compared with THE Deed.

    It kills planeswalkers for first. And it is not very good against any kind of colorless stuff.

    And it serves as Oblivion-stone too, due to the twobrid mana-cost.

    For sure it looks a bit like Deed, but i think it would play very differently. It is both more versatile and still more narrow.
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] ***MCC April 2012*** Round 2
    Round1

    Nature’s Communion - XG
    Sorcery (R)
    Kicker 2GG
    If Nature’s Communion was kicked, you get an emblem with “Creatures you control enter the battlefield with three +1/+1 counters on them.“
    Then put X 1/1 green cub tokens onto the battlefield.
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] April CCL: Round 3 (CRITIQUES CLOSED - HAVE A NICE DAY)
    Team Oimau:

    Quote from Lordschuft
    Round 0:
    Walking Mine -3
    Creature - Breaker (U)
    Sacrifice Walking Mine: Destroy target creature or planeswalker, that is exactly the same colors as Walking Mine.
    They are build to trace down small trails of a certain kind of mana. Then... BOOM!
    2/2


    Ethereal Verdict (2/W)(2/W)
    Instant (U)
    Destroy target attacking creature with power 3 or less.
    For each W spent to cast Ethereal Verdict you may gain 3 life.
    Another breaker approached Strink. As it passed the “line” it broke apart.

    Round 2:
    Intentness - 4(2/U)(2/U)(2/B)(2/B)
    Creature - Incarnation
    Flying, hexproof.
    (2/U)(2/U): Scry 4. Draw a card.
    (2/B), T: Choose creature, land or planeswalker. Target player sacrifices a permanent of the chosen type.
    6/6[/QUOTE]


    Attack:
    Pernicious Sphere - 1(2/B)(2/G)
    Artifact (R)
    Anachrome - XX, sacrifice Pernicious Sphere: Destroy each non-land permanent with X or less generic mana in its casting cost.

    Defense:
    Chromaschool Mentor - UUU
    Creature - Human Wizard (U)
    Anachrome-Each spell costs X more to cast, where X is the number of generic mana in its casting cost.
    "You are either on my side or on another one's side. Decide!"
    2/1
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] April CCL: Round 2 (CRITIQUES CLOSED)

    Zanny 77:
    Well, first I do not get the link between name, flavor and mechanics. Maybe this is due to my own lack of understanding "somber" maybe the link is not that strong. Second it seems a little bit undewhelming for a threecolor 9 Mana mythic creature. Paying with 2, 1 or 0 colors doesn't make it better for me. Third: Vanishing? Vigilance?

    Void_Nothing:
    Well basicly i like this one. I get the flavor, but I think the name is not that good. I have to go with lanxal concerning the list of abilities you gave your incarnation. The card would have been way better with abiliies like first strike or a small bonus like +0/+1. Solid card nevertheless, at least you really did manage to give it a mythical feeling.

    Gerrard's Mom:
    Again, I am disappointed. I am still waiting for you to submit a bad card. This one is innovative, it is powerful, feels mythic and plays in different ways with twobrid mechanic on the same card. It even captures the flavor of the name. It could be a little more powerful for me as a mythic especially for spike. One might critique the amount of text...but I don't

    Ryder052:
    Hunger? Hm I do not see the name fitting the concept and the Flavor exactly. There is more of a loose connection for me. The Concept itself is very cool. Using the twobrid-cost to balance the power. I also like the fact that the power directly pushes the power of the abiliy. It could feel more "mythicly"

    Komachi:
    Well this one is innovative if not weird. Well it is hard to say if the line you added to its textbox is enough, or if there are more ruling problems to be solved. In the end it is this kind of crazy stuff I am here for. And a casting cost of 10 is surely high enough for a crazy effect like this one.

    Emocakes:
    Well, this card is kind of well designed and developed. But I really do not like colorhosing cards at all. This card unfortunately is kind of colorhosing. The rest is very fine.

    Arcel:
    Lanxal mentioned it before. This one should be monoblue, clearly. The rest is very nice. I do not like the body of 6/10 but that is a minor detail with a card of that ccc. The abilities are well chosen and play very well together. But there is one problem with this card. Once this one hits the battlefield, the game is very unfunny for your opponents. Most of the time this will be something like: Counterspell or wrath in hand or concede right now.


    1. Komachi
    2. Gerrard's Mom
    3. Emocakes (HM: Ryder this one was really close)
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] April CCL: Round 2 (CRITIQUES CLOSED)
    Holding

    Intentness - 4(2/U)(2/U)(2/B)(2/B)
    Creature - Incarnation
    Flying, hexproof.
    (2/U)(2/U): Scry 4. Draw a card.
    (2/B), T: Choose creature, land or planeswalker. Target player sacrifices a permanent of the chosen type.
    6/6
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] CCL March: Round 5: Dusk of All (CRITIQUES OPEN)
    Sorry guys for being late.

    Balefire:
    Your equipment really feels mythic. Point here. The alternate cost of sacrificing lands is quite well balanced I think. Point. The card feels like a developement of your small equipment. Point. I think the normal cost is too cheap.
    Your trap is quite narrow, as it only really works against mass removal. But it has a good "trapfeeling". Unfortunatly it will not feel like a hidden trap in play as you have to hold 3 mana open.

    yewlas:
    Nice equipment. Flavorful, well developed and designed. Only thind I do miss here is the mythicness.. at least a little bit.
    The trap has some really cool flavor attached. But unfortunatly the card is a little bit overpowered, I think. Gain control of a creature at instant speed for 1 mana. This would break a lot of formats where artifacts are played often enough.

    Ninja:
    Choosing Living Weapon to show the development of your weapon is a very good idea I think. Maybe you pushed it over the top by adding indestructible but maybe it is just necessary to make it mythic. Like this one a lot.
    The trap is ok. I do not see this as a mythic... more a rare to me. Flavor fits for me.


    Top 3:
    1 Ninja
    2 Balefire
    3 yewlas
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] April CCL: Round 1 (CRITIQUES CLOSED)


    Timothy:
    Your Breaker is quite narrow in first sight. But there are several noncolored permanents that one would like to destroy for 6 mana with flash. The longer I think about it, the better I like your card. Finally it has the kick-Eldrazi-Ass flavor.
    Swept away is a nice workaround the restrictions given by the challenge. Further it is a perfect card for milling strategies. I like this one a lot too.

    Prophylaxis:
    Nice Breaker. Really. I like it a lot Smile
    Prismatic Sacrifices: Not so much. For BB it is ok. If you cast it for 3 with 3 or maybe only 2 different basic land types it is insanely overpowered. It even gets worse with more basic lands.

    Random:
    Horde Crusher is pretty cool. And I like the flavor a lot.
    Dimension Blaze is a nice design too. What I do not like is, that there is no white in the spell, even if you cast it with white. But there is white in it, if you do not cast it with white.

    Jimmy:
    Borderbreaker is quite ok I think. It is insane colorfixing when it hits. There for it should maybe have a weaker body.
    I like the way you answer one breaker :). The card itself is quite ok and interesting. I had troubles to evaluate its power. But I think you have done a good job here.



    ced395 -
    Nice take on the Breaker. Not so much in the flavor but a nice card overall.
    Unmourned Loss is an interesting card. Unfortunately you did not play around with the twobrid "mechanic".

    Polendino BlackBull (late entry, replacing for suspended person) -
    Your Breaker feels black to me. But otherwise its ok, I think.
    I really like your solution. SImple and useful. Well balanced, but a little bit narrow I maybe.

    yewlas -
    The Breaker is a nice but not amazing.
    Very interesting take on the twobrid mechanic. To use the colored costs as a drawback is very nice. Maybe the green drawback is a little bit heavy. Otherwise the card seems very balanced.

    Mirror Entity -
    Your breaker takes an old concept to new design spaces. I really like this one. It fulfills both flavor requirements and is well designed. I would really like to have this one in my cube.
    The Killspell is also very good. I like the way it punishes for not being ture to your color Smile


    1:Mirror Entity
    2:Timothy
    3:Jimmy
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] ***MCC April 2012*** Round 1
    Mirrorrune 1UU
    Enchantment (M)
    Whenever you cast an instant or sorcery spell, you may discard any number of cards and pay X for each card discarded this way. If you do, copy that spell for each card discarded this way. You may choose new targets for each copy.
    Discard Mirrorrune : Copy target spell you control. You may choose new targets for the copy.
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] Transmogrify That Card! ☉ Round 1 Submissions
    Team Stormscape

    Scapestorm XXU
    Sorcery (U)
    Choose X: For each U spent to cast Scapestorm choose target land, that land becomes a 1/1 illusion creature; or destroy target non-black creature, if BB was spent to cast Scapestorm; or gain 2 life for each W spent to cast Scapestorm.
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] April CCL: Round 1 (CRITIQUES CLOSED)
    Round 0:
    Walking Mine -3
    Creature - Breaker (U)
    Sacrifice Walking Mine: Destroy target creature or planeswalker, that is exactly the same colors as Walking Mine.
    They are build to trace down small trails of a certain kind of mana. Then... BOOM!
    2/2


    Ethereal Verdict (2/W)(2/W)
    Instant (U)
    Destroy target attacking creature with power 3 or less.
    For each W spent to cast Ethereal Verdict you may gain 3 life.
    Another breaker approached Strink. As it passed the “line” it broke apart.
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] CCL March: Round 5 (Dusk of All)

    Legend
    Menir, Time Stumbler - 2(G/U)(G/U)
    Legendary Creature - Mutant Shaman (M)
    Whenever Menir, Time Stumbler enters the battlefield, search your library for a land card and put it onto the battlefield tapped. Then shuffle your library.
    At the beginning of your upkeep, you may return Menir, Time Stumbler to its owner's hand.
    2/1

    Land:
    Aetherwork Factories
    Land (R)
    T: Add 1 to your mana pool.
    ,T: Put an aether counter on target permanent.
    Permanents have: "Remove an aether counter from this permanent: Untap this permanent."
    "Aether makes the world go round... and meanwhile it fills my purse with gold." - Alaistair Moody, Aether Mogul

    Dojo of Body and Mind 2
    Artifact - Fortification (U)
    Whenever fortified land becomes tapped for U, draw a card, then discard a card.
    Whenever fortified land becomes tapped for G, you may put a +1/+1 counter on target creature.
    Fortify 2 (2: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
    “A healthy mind in a healthy body.” - Juvenal

    Temporal Disembodiment - U
    Instant (U)
    Cast Temporal Disembodiment only during combat after blockers are declared.
    Remove all creatures blocking target attacking creature from combat. Target creature is unblocked.
    For a talented spy walls do not exist. Nor do guards.

    Mirrorleaf Shawl 1
    Artifact - Equipment (U)
    Equipped creature has protection from triggered and activated abilities.
    Equip 0
    "The shimmering leafs of the Giant ferns in the Great Plains do not only reflect light but also magic to a certain level." - Encyclopaedia of the Great Plains

    Mimikry Behemoth - 2UG
    Creature-Illusion, Beast
    As long as it is the combat phase Mimikry Behemoth gets -10/-10.
    Whenever Mimikry Behemoth attacks, return target creature to its owner's hand.
    "Size does matter. Especially, if your enemies believe in your size and run like chicken!" - Ronil, Mimikry Shaman
    11/11


    For Reference:
    Mirrorleaf Shawl 1
    Artifact - Equipment (U)
    Equipped creature has protection from triggered and activated abilities.
    Equip 0
    "The shimmering leafs of the Giant ferns in the Great Plains do not only reflect light but also magic to a certain level." - Encyclopaedia of the Great Plains

    Mythic Piece of CLothing...

    Mirrorleaf Surcoat 3
    Artifact - Equipment (M)
    Equipped creature gets +0/+2 has protection from activated and triggered abilities, instants and sorceries.
    Whenever equipped creature blocks a creature or becomes blocked by a creature, you may have it become a copy of that creature.
    Equip 1

    Trap
    Lose-Lose-Situation 4UB
    Instant - Trap (M)
    If an opponent controls creatures with a total combined power and toughness of 8 or more, you may destroy target creature an opponent controls, discard a card and pay UB rather than pay Lose-Lose-Situation’s mana cost.
    Gain control of another target creature.
    Either one of you will serve us well, the other will serve nobody!
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] April CCL: Signups
    Count me in again.

    Walking Mine - 3
    Creature - Breaker (U)
    Sacrifice Walking Mine: Destroy target creature or planeswalker, that is exactly the same colors as Walking Mine.
    They are build to trace down small trails of a certain kind of mana. Then... BOOM!
    2/2
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] CCL March: Round 4 (CRITIQUES: The Nexus Project)
    I am not sure if i can post critiques tomorrow, but i will provide crits for sure later on.
    What I have right now are some winners:
    Yewlas
    Balefire
    Gerrard's mom

    Thnx for the crits of my cards.

    Psijet
    The Druid is a little bit too wordy for my taste. It certainly has a lot of things going on, but unfortunenately it is not that exciting.
    As otherw mentioned before, the land is just broken. Too broken.

    Yewlas
    I really like the ooze. It may cause several tracking problems ( which lands are oozes and which are not.) but if there are going to be a lot of oozes most games won't take long anyway. Your land seems quite balanced and fair.

    Ced395
    I really like your sorcery because it is somehow versatile. It feels well balanced and i like the flavour.
    But i do not like the enchantment. It is kind of narrow, and it has all that shuffling going on.

    Balefire
    The sorcery is a nice, elegant design. Not exciting, but useful and well balanced. I like it.
    The enchantment - a wonderful build around it card. Not an I- Win-Combo on its own, but powerful and very interesting.


    To be continued
    Ninja

    Mom
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] CCL March: Round 4 (Submissions: The Nexus Project)
    Good Luck CrustaceanCrusader! (and all others!) Be passionate Smile

    "While a world needs order, it can only be truly alive if it also has passion, otherwise it will be a cold shell. Make your way to the Bronze Garden, so that you may find the arcana to make this so."


    Strifeling
    Creature - Spirit Avatar (R)
    Creatures you control must attack each turn if able.
    1R: Put Strifeling onto the battlefield tapped and attacking target opponent. Play this ability only during your declare attackers phase and only if you control three or more attacking creatures.
    4/4

    Note: I did not forget to put a manacost up there. It is supposed to have none. Formerly cards without manacost used to have a line like "Strifeling is red." Today they use color indicators. Strifelings color indicator is red.

    Aeonic Lightning - 3RR
    Sorcery (R)
    While you're searching your library, you may cast Aeonic Lightning from your library.
    Aeonic Lightning deals 4 divided as you choose among any number of target creatures and/or players.
    1RR: Shuffle Aeonic Lightning from your graveyard into your library.



    Legend
    Menir, Time Stumbler - 2(G/U)(G/U)
    Legendary Creature - Mutant Shaman (M)
    Whenever Menir, Time Stumbler enters the battlefield, search your library for a land card and put it onto the battlefield tapped. Then shuffle your library.
    At the beginning of your upkeep, you may return Menir, Time Stumbler to its owner's hand.
    2/1

    Land:
    Aetherwork Factories
    Land (R)
    T: Add 1 to your mana pool.
    ,T: Put an aether counter on target permanent.
    Permanents have: "Remove an aether counter from this permanent: Untap this permanent."
    "Aether makes the world go round... and meanwhile it fills my purse with gold." - Alaistair Moody, Aether Mogul

    Dojo of Body and Mind 2
    Artifact - Fortification (U)
    Whenever fortified land becomes tapped for U, draw a card, then discard a card.
    Whenever fortified land becomes tapped for G, you may put a +1/+1 counter on target creature.
    Fortify 2 (2: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
    “A healthy mind in a healthy body.” - Juvenal

    Temporal Disembodiment - U
    Instant (U)
    Cast Temporal Disembodiment only during combat after blockers are declared.
    Remove all creatures blocking target attacking creature from combat. Target creature is unblocked.
    For a talented spy walls do not exist. Nor do guards.

    Mirrorleaf Shawl 1
    Artifact - Equipment (U)
    Equipped creature has protection from triggered and activated abilities.
    Equip 0
    "The shimmering leafs of the Giant ferns in the Great Plains do not only reflect light but also magic to a certain level." - Encyclopaedia of the Great Plains

    Mimikry Behemoth - 2UG
    Creature-Illusion, Beast
    As long as it is the combat phase Mimikry Behemoth gets -10/-10.
    Whenever Mimikry Behemoth attacks, return target creature to its owner's hand.
    "Size does matter. Especially, if your enemies believe in your size and run like chicken!" - Ronil, Mimikry Shaman
    11/11

    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] CCL March: Round 3 (CRITIQUES OPEN)
    Earth Twilight

    Critiques on Dawn:

    random Nation: tracking Problems on the Legend. Would be better to use counters or the like. Land seems very powerful.

    ced395: I love the legend. A fine black green bear. Nice to see a well designed common land. Well done, I think.

    Arcel: Well, though I really like your legend, it does not fulfill the restriction. Unfortunately I do really like your land. Maybe that is enough.

    PsiJet: Nice legend. interesting twist on the necromancer theme, though it might cost a lot of life to use this card to its full extense :). The reminds me of a black version of Miren. As I really would like a Miren cycle, I wished the ability would have been more black, and the token production feels more green to me.

    Fungus: I do not like Spore-Counter. Seeing your username I assume that makes us NO-Friends. :). But I do like the Legend. But you should have gone without: "Whenever a creature you control takes damage, you may remove three spore counters from Fanstrot. If you do, regenerate that creature and put a spore counter on it.".
    The land is nice but wordy. Do the spirits really have to die? Is this because of flavor or power?

    EronTheRelentless: I do not like vigilance on your legend. What is it there for? It hurts the flavor and is just not necessary. The card is still pretty overpowerd, I think, as it returns every turn for free. The land is fine but somehow boring.

    Egak: From where does the artifact return? Nice concept though. But I think the card is a little bit on the weak side.
    I do not get the sense behind the mana ability but I love the triggered ability. Fine work on the land.

    Marr965: I like your legend. It seems a little bit wordy, but it is quite selfexplanatary. The land feels a little overpowered and complicated. Maybe the second ability is just not necessary.

    TOP3:

    1. ced395
    2. PsiJet

    This one was soooo narrow. Due to personal preferences:
    3. Arcel (would have been my top1 if he had used the restricitons)
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] CCL March: Round 3 (SUBMISSIONS)
    Twilight


    Legend
    Menir, Time Stumbler - 2(G/U)(G/U)
    Legendary Creature - Mutant Shaman (M)
    Whenever Menir, Time Stumbler enters the battlefield, search your library for a land card and put it onto the battlefield tapped. Then shuffle your library.
    At the beginning of your upkeep, you may return Menir, Time Stumbler to its owner's hand.
    2/1

    Land:
    Aetherwork Factories
    Land (R)
    T: Add 1 to your mana pool.
    ,T: Put an aether counter on target permanent.
    Permanents have: "Remove an aether counter from this permanent: Untap this permanent."
    "Aether makes the world go round... and meanwhile it fills my purse with gold." - Alaistair Moody, Aether Mogul



    Previous Rounds:
    Quote from Lordschuft
    Twilight

    Dojo of Body and Mind 2
    Artifact - Fortification (U)
    Whenever fortified land becomes tapped for U, draw a card, then discard a card.
    Whenever fortified land becomes tapped for G, you may put a +1/+1 counter on target creature.
    Fortify 2 (2: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
    “A healthy mind in a healthy body.” - Juvenal
    Temporal Disembodiment - U
    Instant (U)
    Cast Temporal Disembodiment only during combat after blockers are declared.
    Remove all creatures blocking target attacking creature from combat. Target creature is unblocked.
    For a talented spy walls do not exist. Nor do guards.

    Mimikry Behemoth - 2UG
    Creature-Illusion, Beast
    As long as it is the combat phase Mimikry Behemoth gets -10/-10.
    Whenever Mimikry Behemoth attacks, return target creature to its owner's hand.
    "Size does matter. Especially, if your enemies believe in your size and run like chicken!" - Ronil, Mimikry Shaman
    11/11


    Mirrorleaf Shawl 1
    Artifact - Equipment (U)
    Equipped creature has protection from triggered and activated abilities.
    Equip 0
    "The shimmering leafs of the Giant ferns in the Great Plains do not only reflect light but also magic to a certain level." - Encyclopaedia of the Great Plains


    Posted in: Custom Card Contests and Games
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    posted a message on YMTC 16: Salvation - Art Submissions


    By Raymond Swanland. Found it in the Fantasy Art Thread




    By Scott M Fischer (Fantasy Art Thread)
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] CCL March: Round 2 (CRITIQUES CLOSED)
    Critiques for Zenith




    Observation Tower 1
    Artifact- Fortification (U)
    Whenever another player casts a spell, untap fortified land.
    Fortify 1
    The key to triumphing in any conflict is careful observation and timely response.

    Burst of Fury R
    Sorcery (U)
    Stabilize 2RR (You may pay an additional as you cast this spell. If you do, put it onto the battlefield transformed when it resolves.)
    Target creature gets +1/+0 and gains intimidate until end of turn.

    Sustained Rage
    (R) Enchantment (U)
    Creatures you control get +2/+0 and have intimidate.
    "Forget all that sneaking around business. If they're scared enough, no one will stop you." --Fumiko the Lowblood
    Fortification: Simple and Elegant. Nice Concept. The only problem I see is that this could be made as an Aura for lands too.

    Evasion-Spell: I like the idea very much. Unfortunately the ruling is really hard on this one.

    "701.25. Transform
    701.25a Only permanents represented by double-faced cards can transform. (See rule 711, “Double-Faced Cards.”) If a spell or ability instructs a player to transform any permanent that isn’t represented by a double-faced card, nothing happens."

    I am not sure, how to word stabilize exactly but I am quite sure it is doable.
    Overall the design impresses me much.



    The Watchtower 2
    Legendary Artifact - Fortification {R}
    If fortified land is a plains, soldier creatures you control have vigilance.
    If fortified land is a mountain, The Watchtower has “R, Tap an untapped soldier creature you control: Deal 2 damage to target attacking creature an opponent controls.”
    Fortify 1

    Shadow Play 1(U/B)
    Instant {C}
    Target creature you control gains intimidate until end of turn, return target creature to its owner’s hand.
    “You should have seen the size of that thing!”
    “Did you?”
    “Well....... not exactly.”

    Fortification: Good concept, well executed. First I thought it was too powerful, but after rethinking it, I am quite sure, this is rightly costed.

    Evasion-Spell: Not very interesting. Nothing really new here.
    Wordingproblem: The way it is worded the creature gains intimidate and is then bounced.



    Small Step 1W
    Instant {C}
    Target creature with power 2 or less has protection from converted mana cost 3 or greater until end of turn.
    /////
    Giant Leap 1G
    Instant {C}
    Target creature with power 3 or greater gets +3/+0 and has trample until end of turn.

    Bolstered Fortress 3
    Artifact - Fortification {U}
    Fortified land doesn’t untap during your untap step.
    As long as fortified land is tapped, creatures you control get +0/+3.
    Fortify 2
    Someone once saw the fortress on high alert. Once.
    Fortification: I like the concept of getting a benefit for not untapping the land. Unfortunately the effect here is very small campared to the costs.
    Evasion-Spell: Interesting card. I like the way the two sides are linked to each other.



    Fortified Garrison 4
    Artifact - Fortification (R)
    As long as fortified land is untapped, creatures you control have +1/+2 and vigilance.
    As long as fortified land is tapped, creatures you control have +2/+1 and first strike.
    Fortify 2

    Inspirational Rage 2RW
    Instant (U)
    Target attacking creature you control has flying and gets +3/+0 until end of turn.
    Even angels will grant strength through anger. As long as it’s with righteousness.
    Fortification: I like that one very much. It uses the Fortification concept very elegantly, Maybe it could cost 3 instead of 4
    Evasion-Spell: Unfortunately your instant is not that interesting. It is rather weak, and I can not see someone using this outside of limited.



    Shambling Wheels 4
    Artifact - Fortification (R)
    Fortified land is a 3/3 creature with trample that's still a land
    Fortify 2

    Scatter Form WU
    Instant (U)
    Exile target attacking creature. Return it to the battlefield tapped and attacking at the beginning of the declare blockers step (This happens after blockers are declared)
    Self-dissipation was useful, but Melkin always had to check he had all nine fingers after ever use.

    Fortification: Well, this is the kind of card, R&D must have had in mind, when they designed the Fortification-Mechanic.
    Evasion-Spell: Nice one. Nice Flavour. Good execution. Simple and elegant.



    Prison on the Rock 3
    Artifact - Fortification (R)
    You may choose not to untap fortified land during your untap step.
    Fortified land gains "1, T: Tap target creature. That creature does not untap during its controller's untap step for as long as this land remains tapped."
    3: Untap fortified land. Any player may activate this ability, but not if they control Prison on the Rock and not if fortified land is an island.
    Fortify 4

    Melt U
    Instant (C)
    Target creature gets -1/-0, gains shroud, and is unblockable this turn.
    No one suspects the leak in the ceiling.
    Fortification: Topdowndesign. Unfortunately the card is kind of clumsy. I had to read it several times to understand it.
    Evasion-Spell: Simple and Elegant, multiple possibilities to use this one. Very interesting card.



    Nuclear Bunker 3
    Fortified land has "whenever this land becomes tapped, you may pay 2. If you do, exile target creature you control. Return it to the battlefield at the beginning of the next end step."
    Fortify land 2

    Particle Scatter 2UR
    Instant (U)
    Exile target creature you control and put X 1/1 red Spirit tokens with haste onto the battlefield, where X is equal to the power of that creature. At the beginning of the next end step, exile all Spirit tokens produced by Particle Scatter and return that creature to the battlefield.
    Fortification: I like blink effects a lot. And this one is a good one. But I do not like the name. Furhter the activation cost should be colored I think.
    Evasion-Spell: INteresting interpretation of Evasion. Very interesting card, flexibel and powerful. Maybe CCC 3 would be enough.

    #1 Ninja Caterpie
    #2 L2i0n0k7
    #3 Prophylaxis
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] CCL March: Round 2 (SUBMISSIONS)
    Twilight

    Dojo of Body and Mind 2
    Artifact - Fortification (U)
    Whenever fortified land becomes tapped for U, draw a card, then discard a card.
    Whenever fortified land becomes tapped for G, you may put a +1/+1 counter on target creature.
    Fortify 2 (2: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
    “A healthy mind in a healthy body.” - Juvenal
    Temporal Disembodiment - U
    Instant (U)
    Cast Temporal Disembodiment only during combat after blockers are declared.
    Remove all creatures blocking target attacking creature from combat. Target creature is unblocked.
    For a talented spy walls do not exist. Nor do guards.

    Mimikry Behemoth - 2UG
    Creature-Illusion, Beast
    As long as it is the combat phase Mimikry Behemoth gets -10/-10.
    Whenever Mimikry Behemoth attacks, return target creature to its owner's hand.
    "Size does matter. Especially, if your enemies believe in your size and run like chicken!" - Ronil, Mimikry Shaman
    11/11


    Mirrorleaf Shawl 1
    Artifact - Equipment (U)
    Equipped creature has protection from triggered and activated abilities.
    Equip 0
    "The shimmering leafs of the Giant ferns in the Great Plains do not only reflect light but also magic to a certain level." - Encyclopaedia of the Great Plains
    e
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] CCL March: Round 1 (CRITIQUES CLOSED, PM TOP 3s TO ME)
    Top3 for midnight

    1: drewdagreek
    2: eskimoRage
    3: altaurus321

    Critiques may follow if i find time
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] ***MCC March 2012 Round 1***
    Urdh, Spirit of Strife 2RG
    Planeswalker - Urdh (M)
    Whenever a creature attacks Urdh, Spirit of Strife put a loyality counter on Urdh, Spirit of Strife.
    <+1>: Target creature you control fights another target creature.
    <-3>: During target opponent's next turn, creatures that player controls attack Urdh, Spirit of Strife if able.
    <-6>: Each creature fights each other creature.
    [3]
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] CCL March: Round 1 (SUBMISSIONS)
    TEAM TWILIGHT

    Mimikry Behemoth - 2UG
    Creature-Illusion, Beast
    As long as it is the combat phase Mimikry Behemoth gets -10/-10.
    Whenever Mimikry Behemoth attacks, return target creature to its owner's hand.
    "Size does matter. Especially, if your enemies believe in your size and run like chicken!" - Ronil, Mimikry Shaman
    11/11

    Panicked-fuelled I looke around me. There, next to me a kind of shimmer in the air, or is this a plant? I hestitate there, and notice that it is some kind of plant, with leafs that reflect the light. If I had concentrated, I would have been able to check my outer appearance, but with the monster heading towards me, I do not give a thing about my clothes [do we wear any?]. Maybe I can use the plant to hide from the monster?


    Mirrorleaf Shawl 1
    Artifact - Equipment (U)
    Equipped creature has protection from triggered and activated abilities.
    Equip 0
    "The shimmering leafs of the Giant ferns in the Great Plains do not only reflect light but also magic to a certain level." - Encyclopaedia of the Great Plains

    As soon as I use some of the giant leafs to cover, I realise how my fear discreases. And as the "monster" arrives, it is no longer the dreadful Behemoth it seemed to me in the distance. It is a fragile lie, which I just break as it attacks.
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] Blockbusters ☆ A Club Flamingo Game of New Worlds - Signups/Round 1
    Well, first I have to admit, that the story behind my block is inspired by a story written by some people I know.

    This is the story of the Plane Nirwen. In the beginning of time there was Yolr, the God of Twilight, Balance and Equilibrium. Yolr had 5 children, all of them gods by themselves, all of them huge dragons. The Black Dragon Bragin, God of Darkness and depravity, created Nirwen. The races of Nirwen lived in eternal darkness, chaos and fights. The only thing that really mattered was might and personal strength. Some kind of extreme survival of the fittest. The law of strength ruled everywhere: To climb up the career ladder, you just had to proove you were better than the one who had the job before - by killing that person.

    This is the setting for the first set in the block, GENESIS. It is a small set, as it is all black. The only time other colours matter in the set is in hybrid cards and in abilities. There is a Sacrifice-Theme.
    Mechanics: Fight, Morbid


    Brogan, the Platin Dragon, God of Light, Peace and Harmony, saw, that the races of Nirwen suffered, because their world had no light and consisted of hate, fight, blood and death. He decided to give them light. With the light there came hope, peace and love.

    There we have the setting of the second set, ENLIGHTMENT (again a small one.) The Majority of the cards in this set are white with a few green, blue and red ones. There is NO black mana on the cards in this set.
    Themes: Conspire and Bonds (For each other permanent with Bonds you control, this gets X). The set also contains a lot of "nice" cards, which are good for teamplay.


    First Bragin, the Black Dragon, liked the way Brogan changed his creation. But the the races of Nirwen started to worship his brother Brogan too. He did not like this part. He began to persecute Brogans fellower. Brogan asked him, to stop, but he did not. One led to the other and soon after the war started.
    The other three Children of Yolr joined the war on different sides. The war, aslo called Armagedon, stopped when Yolr decided to exile all of his 5 children from Nirwen.

    Here we have the third set, ARMAGEDON, the big one in the block. War all over the place. Big battles and small battles. Just a few black cards.
    Mechanics: Fight, Bonds, "Whenever this attacks,..."



    Genesis:
    The Rule of Strength - 2BB
    Enchantment (R)
    Whenever a creature enters the battlefield, each player sacrifices all creatures with a lower converted mana cost than that creature.
    On the top of the hill Nandur finally came to a rest. He looked down the hill made up of the corpses and the blood of those who stood in his way. Down there lay his kingdom.
    ENLIGHTMENT:

    The Chants of Shenalazaar - 2W
    Sorcery (U)
    Bonds - Gain 1 life and draw 1 card for each other permanent with Bonds you control.
    When Nandur heard Shenalazaar sing, he saw the light. In the light he saw what he had done and cried.

    Order of Sword and Chalice - 2(W/G)
    Creature - Human Knight
    When Order of Sword and Chalice enters the battlefield, target black permanent becomes non-black. (This effect does not end.)
    2/3


    Armagedon:

    Brugin's Chosen - 2UU
    Creature - Elf, Wizard (U)
    Whenever Brugin's Chosen attacks, return target creature to owner's hand.
    Bonds - For each other permanent with Bonds you control, Brugin's Chosen gets +0/+1.
    1/2
    (Brugin is the Blue Dragon, God of Magic and Wisdom)
    Posted in: Custom Card Contests and Games
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    posted a message on [MQ] CCL March: Signups (NOW CLOSED)
    Sign me up -holder.


    Mimikry Behemoth - 2UG
    Creature-Illusion, Beast
    As long as it is the combat phase Mimikry Behemoth gets -10/-10.
    Whenever Mimikry Behemoth attacks, return target creature to its owner's hand.
    "Size does matter. Especially, if your enemies believe in your size and run like chicken!" - Ronil, Mimikry Shaman
    11/11
    Posted in: Custom Card Contests and Games
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    posted a message on [Card Creation League] CCL Discussion
    First, grats to all who survived until now!

    Second, thank you Oculus. It has been a great experience for me.

    Third, i am a little upset by my rather bad performance. especially because I do not really understand, how to get better. Most of the time I did neither understand, what the critiques of my card meant, nor did I understand the way most people chose their top 3. Most of the time I think, that my teammembers designed better cards, but I could not use critiques to find out, which way I could have improved my cards. Is the judging in CCL mostly on personal preferences? May I ask for more detailed critiques next time? I am really Motivated to get better. Maybe I am just a bad Carddesigner... But I believe in getting better by training.

    Fourth, Thannk you all for the great time I have an this forum.
    Posted in: Custom Card Contests and Games
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    posted a message on February CCL Round 3 - Critiques

    Apostle of the Rebuker
    Hm. I do not see this little guy getting printed. There are just to much little things, which are not totally bad on its own, but in their sum it is too much.. at least for me.
    Goblin Cleric?- Red creature preventing damage? - Haste and Flash?

    Do not get me wrong. I do not think this card is bad. It just feels like being designed especially for this challenge.
    Chill of Undeath
    Nice elegant card. Although I am not a fan of mass regeneration in black. It just does not feel black outside of the Zombiecorner.
    Foregemaster's Barrier
    Well. I can't say anything bad about your card. Simple. elegeant. Nice flavor (yes I read the story.) Had the card only been as exciting as your story was...

    Landbonding and Wall of Infinity
    On Landbonding- Nice card. On its own. just a cantrip. With a lot of creatures or lets say a Cradle for example... well this one enables some funny games, I think. Great card.

    On Wall of Infinity- Awesome! Great Design. 2 little things, that could have been better: Rarity (at least rare) and then it might be cheaper (4 or even 3). AND the name. It sounds very good. But I expect a Wall if it is called Wall.

    Overall, great Job
    Aetherhaste and Druid Warden
    On Aetherhaste- Nice card. But it does not really feel blue. Granting flash to creatures could be green or even white. It is blue too, so thats not a problem at all.

    On Druid Warden- Good Design I think. A simple bear with a balanced ability.

    Nice way to fit the challenge. Rarities would have been nice.


    3. Piar
    2. CodGod (would there have been rarities, I would have had to roll some dice, for Top 1)
    1. Ninja Caterpie

    There were a lot of riffs on existing cards this round. Not that I can say much, as mine was a riff on Time Stop. :p
    Posted in: Custom Card Contests and Games
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    posted a message on YMTC 15: Salvation - Card Type Poll
    Enchantment. Because I think, the ongoing effect of failed negotiations is more important and could be easily made up to an enchantment card.
    Posted in: Custom Card Contests and Games
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    posted a message on February CCL Round 3
    Round1
    Round2

    Deck:
    Forest
    Island
    Island
    Myself
    Merfolk
    Centaur
    Centaur

    Submission for this round:
    Reconsider UU
    Instant - (U)
    Regain X(As additional cost to cast Reconsider, you may return X permanents you control to its owner's hand.)
    Target player draws X cards.
    "Release all bonds, feel the energy, channel and reuse it. Go with the flow..thus you'll never run out of ideas" - Merfolk Saying

    Play:

    Cast Reconsider returning the two tunnels walls to my(?) hand, drawing 2 cards. Attack the door. Find me anothet forest for next round.
    Posted in: Custom Card Contests and Games
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    posted a message on February CCL Round 2 - Critiques
    Hi guys,
    I just wanted to leave a statement on the way the ccl is done this month. I raelly like it, and I enjoy it way more than ever before. I just had the feeling to state this, as there is a lot of hostbashing in the air of people, who do either do not well this month or did not understand the rules or who just want the ccl the old way or.... I personally do not do well too. I did not understand everything immidiately, too. But I enjoy a lot. Maybe sometimes we just have to be more openminded.
    Awesome job Oculus!
    Posted in: Custom Card Contests and Games
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