Urza Planeswalker presents: The Pub at the End of the Multiverse Spreading Your Seed
Urza shows up in a flashy manner, Serra and Xantcha at his side. He strolls across the dance floor, complimenting a few fine couples. You find yourself among the couples commented upon, as the famous 'walker hands you and your newfound dance partner another mysterious envelope. Inside, you find yet another invitation and a password, this one apparently to a back room of the pub. Intrigued, you and your date find your way to the room, and find that it holds a massive hot tub, where Urza lounges placidly. Something about the portal has turned your clothing to fashionable bathing gear, so you slip in. Scantily clad waitresses keep your drinks full while Urza finally speaks.
"Ladies and Gentlemen, as you may know, I have labored for many centuries to bring about truly great bloodlines on Dominaria, but all I ended up with was a goateed fancypants and some blue people that apparently love to be enchanted. I'm hoping you can do better, but I think my mistake was sticking to single colors and my own perspective. That's why I have arranged these fruitful pairings tonight. I'm hoping that you and your new friends can put your magical minds together to bring forth a powerful race that would suit my needs. Trust me, the rewards will be great." He arches an eyebrow suggestively.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Round Three challenge: Create three creature cards showcasing a new tribe or a new take on an existing tribe
The tribe must fall in at least two colors, one from each of the planeswalkers you have designed. This does not mean that the cards have to be multicolored, but the three cards together must fit that color identity (you could have a blue card, a red card, and a blue/red card, for example).
You must submit a common, an uncommon, and a rare, all creatures sharing a type. The mechanical identity of this tribe should be clear by looking at the three cards together.
Critique everyone else this round and choose a Top 3.
Top 8 competitors:
Koopa
Profani
Erimety
Ninja Caterpie
themightymonarch
AEthermage
Jimmy Groove
Emocakes
Submissions close midnight PST 29th June
Critiques close midnight PST 1st July
The Card Creation League is a monthly contest in which players compete over seven rounds. Each month has an overall theme and/or story, determined by that month's host.
Each round, the host will assign a card creation task to the players. This task may vary between teams or players.
The first three rounds are open to everyone who joined in the sign-up thread, which will be posted near the end of the previous month. After these rounds, the Top 8 players will move on to three single elimination rounds to determine a winner.
Rounds usually last three to four days for submissions and about two days for critiques, but the host has final say in making the schedule.
For the first three rounds, players are divided into teams. Four teams is standard, but there may be more or less depending on the number of players. Each team will review another team's cards during the critique period of that round.
Each player must submit a Top 3 ranking for the team he or she critiques at the end of each round. Each 1st place is worth 3 points, 2nd place 2 points, and 3rd place 1 point.
Additionally, each player can receive 2 bonus points per round. One point is awarded for posting a Top 3, and one point for providing critiques for that team's cards.
Suggested areas to critique include creativity, balance, printability, and relation to the overall theme or that player's previous cards.
Players who do not post a card or a Top 3 will be put on "probation." Top 3 violations for a round can be removed by posting or PMing the host with your Top 3 before the end of the next round. Any player that would receive a second violation is disqualified from further competition that month.
At the end of the first three rounds, the Top 8 players will be selected by points (usually the top 2 from each team). In the case of ties, there may be more than 8 players advancing. The host will determine matchups for single elimination. At the end of each elimination round, remaining players not in that matchup will choose a winner to advance. The host will break any ties.
The final round is determined by public poll.
Prior to Top 8, players have a chance of getting a total of 100 points toward their score each Scoring Round. Scores for each Round are determined by the following equation:
Total points of Player A in round N = 100 * X/Y, where:
X = Total number of Scoring Points (Judge Points + Additional Points from Top 3 & Critiques)
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
3 points are given for a First Place Top 3 finish, 2 points for a Second Place, and 1 point for a Third Place. 1 additional point is awarded if a Top 3 is submitted. 1 additional point is awarded if Critiques are given for all entries to be judged.
This way the grading is more streamlined in the fact that all rounds prior to Top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player accumulates points from each Scoring Round until the end of Round 3.
This month's CCL brought to you by Urza Planeswalker.
The Wersal - a warlike race of anthropomorphic weasels.
Bladed Battlecaller2RW
Creature - Wersal Warrior (C)
First strike, battle cry The callers charge into battle first, inspiring the troops with their glorious fighting.
3/1
Blood Raider2RR
Creature - Wersal Warrior (U)
Double strike
Whenever Blood Raider deals combat damage to a creature or player, it deals that much damage to that creature or player.
2/1
Wersal Tactician3RRR
Creature - Wersal Advisor (R)
At the end of the first combat step of each turn, if twenty or more combat damage was dealt that combat step, untap each creature and there is an additional combat phase after this one. The shedding of blood sends the wersal into a further battle fury. Whether that blood is theirs or their enemies seems to matter not.
3/3
Re-envisioning the Loxodon. Much smaller than their previous forms, these new Loxodon would range from 3-4 feet tall. Unfortunately they got more idiot than savant from their father, leaving them with a behavior similar to that of Noggles. Aligned in the Nayan shard, with mechanics slighted towards combat and a tough hide to bring them down. What they like in critical mass they make up for in resilience.
Just so we're clear, my planeswalkers' colors were UBRG.
Gear Buster2R
Creature-Gremlin (C)
Tap two untapped gremlins you control: Destroy target artifact.
1/1
Cave Brute 1BG
Creature-Gremlin (U)
Sacrifice a Gremlin: Cave Brute gets +1/+1 until end of turn.
Tap two untapped gremlins you control: Gremlins you control get +1/+1 until end of turn.
3/3
Gremlin Colony3G
Creature-Gremlin (R)
Gremlin Colony’s power and toughness are each equal to the number of gremlins you control.
Tap two untapped gremlins you control: Put a 1/1 green gremlin creature token onto the battlefield.
*/*
Pecara, Goblin's Hope1RR
Planeswalker - Pecara (MR)
<+1>: Target creature you control with power 2 or less is unblockable this turn.
<+1>: Put a 1/1 red Goblin creature token with haste onto the battlefield.
<-2>: You gain an emblem with "Whenever a creature you control attacks, it gets +1/+0 until end of turn."
<-5>: Pecara, Goblin's Hope deals 5 damage to each creature an opponent controls.
[2]
Ecrol the Wise2GG
Planeswaker - Ecrol (MR)
<+1>: Until end of turn, whenever target creature deals combat damage to a player, draw a card.
<-2>: Reveal the top three cards of your library. You may put each creature or land card revealed this way into your hand and the rest into your graveyard.
<-6>: You gain and emblem with "Whenever a creature you control attacks, you may search your library for a card that shares a name with it and put it onto the battlefield tapped and attacking."
[4]
Goblin Boon-BringerG
Creature - Goblin Druid (C)
Whenever you attack with three or more Goblin creatures, add G or R to your mana pool for each attacking Goblin. "Just when you think you have them figured out, they start to learn new tricks. I'm afraid we are facing very dark times." - Yurick, Guard Captain
1/1
Rock-Gang Instigator1R
Creature - Goblin Warrior (U)
Whenever you attack with three or more Goblin creatures, Rock-Gang Instigator deals 2 damage to target creature. "The goblins have gotten more organized and more intelligent, but their best strategies are still as simple as 'Hit it with lots of rocks.'" - Yurick, Guard Captain
2/1
Pecara's Battle-Chief1GR
Creature - Goblin Warrior (R)
Haste
Whenever you attack with three or more Goblin creatures, you may put a Goblin creature card from your hand onto the battlefield attacking. "We are being overwhelmed. We have no choice but to retreat! Retreat!!!" - Yurick, Guard Captain
3/2
Samtha, Vineyard KeeperGG
Planeswalker - Samtha (MR)
+1: Add G to your mana pool.
-4: Add X green mana to your mana pool, where X is the number of Forest you control.
-7: Add any amount of green mana to your mana pool and you get an emblem with "Green mana doesn't empty from your mana pool as steps and phases end."
[3]
Oran-Rief SapGG
Sorcery (C)
Gain 5 life.
Draw a card. It is said Zendikar's trees can produce a healing salve.
Or was it a poisonous toxin?
No I am pretty sure it was a healing salve.
Zooye Sparkmind1UR
Planeswalker - Zooye (MR)
+1: Draw a card, then discard a card.
-2: Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
-8: You get an emblem with "You may cast nonland cards from your hand without paying their mana costs and as though they had flash."
[2]
Turtle HatchlingU
Creature - Turtle (C)
Slowstrike (This creature deals combat damage after creatures without slowstrike.) Turtles are born with the strength of dragons and the speed of... well turtles.
2/2
Snapjaw Seer1GU
Creature - Turtle Warrior (U)
Slowstrike (This creature deals combat damage after creatures without slowstrike.)
Whenever a creature dealt damage by Snapjaw Seer this turn dies, you may draw a card.
2/3
Elder Turtle2GU
Creature - Turtle Shaman (R)
Other Turtle creatures you control get +0/+2 and lose slowstrike.
Turtle creatures you control assign combat damage equal to their toughness rather than their power. He guides the school, showing them the secrets of speed of mind.
2/4
Mindfire Faerie 2R
Creature - Faerie Wizard (C)
Flying
Whenever you play an instant or sorcery spell, put a trick counter on Mindfire Faerie. U: Look at the top X cards of your library, where X is the number of trick counters on Mindfire Faerie, then put them back in any order. Activate this ability only once each turn.
2/1 "The aura of flame that surrounds her can be focused into pure thought energy".
Lavabreath Clique 1U
Creature - Faerie Wizard (U)
Flying
Whenever you play an instant or sorcery spell, put a trick counter on Lavabreath Clique. R: Lavabreath Clique get's +X/+0 until end of turn, where X is the number of trick counters on Lavabreath Clique. Activate this ability only once each turn.
1/1 "What did they EAT?!"
Stormbringer Clique 1UR
Legendary Creature - Faerie Wizard (R)
Flash, Flying
Whenever you play an instant or sorcery spell, put a trick counter on each Faerie creature you control.
Instant and Sorcery spells you play cost 1 less to play for each trick counter on Stormbringer Clique.
3/1 "They spreads their knowledge among the rest of their kind so they may hinder others unhindered".
+2: Draw a card, then discard a card.
-3: You may cast target instant or sorcery in a graveyard without paying its mana cost. Then exile it.
-7: You gain control of all artifacts, enchantments, and emblems.
[4]
My Partner:
Anoran Morgana 3BB
Planeswalker - Anoran(M)
+1: Look at the top four cards of target player' s library.Put any number of those cards into his or her graveyard, then put the rest back in any order.
-3: Put target creature card from a graveyard onto the battlefield under your control. It gains haste. Exile it at the beginning of the next end step.
-8: You gain an emblem with "Whenever an opponent draws a card that player discards a card."
[5]
Bloodvale HatchetBB
Creature - Bear Shaman (C)
Pay 3 life: Target creature gets -1/-1 until end of turn. "Vengeance quickens us all into the deep woods."
-Jhoral the Lorespeaker
2/1
Ashcoat Kindred2G
Creature - Bear Spellshaper (U) 1G,:symtap:, Discard a card: Put a 2/2 green Bear creature token named Ashcoat Bear onto the battlefield. The Ashcoat have no leaders, only heroes to rally behind.
2/2
Jhoral the Lorespeaker2GBU
Legendary Creature - Bear Shaman (R)
Once per turn when you pay life, you may gain twice that much life.
Once per turn when you discard a card, you may draw two cards.
Once per turn when you sacrifice a creature, you may put two 2/2 green Bear creature tokens onto play.
3/3
Ok, everyone should be critiquing now. Remember, please critique all 7 remaining opponents and provide a Top 3. Top 2 scorers will advance to the finals.
The flavour behind them is amazing. Turtles are slow, so they deal their damage last. The rare works perfectly as turtles are also defensive so a Doran, the Siege Tower-esque card fits them. That said I feel that the common should have been a 1/3 (or 1/4) to illustrate that they're not overly aggressive. It would also allow them to survive combat more often which is the largest problem with the uncommon.
I don't really feel a connection between the cards. The common and rare both illustrate the whole "being exiled" thing, but the uncommon is lacking that. The rare is interesting but it just feels like I'd have to jump through so many hoops to get anything out of it's abilities. It's also incredibly fragile. A 5-mana 1/3 that needs to use TWO tap abilities to have done anything relevant isn't going to cut it in my opinion. The fact that they also have to have been exiled with a warp counter just makes using them even more painful. They'd have been a bit more resilient if they could interact with Swords to Plowshares/other exile effects.
I like bears, and I think they have a great place within the magic storyline. That said, "bear" already has a certain connotation amongst magic players (a 2-power creature for 2 mana) and only one of your cards fits that criteria which was a bit disappointing. Your common seems a bit overpowered (for a common). Generally black doesn't get anything better than intimidate on a creature of this size/cost/rarity and this would be super bomby in limited. Your uncommon is nice and reminds me of the cycle from Time Spiral block. It's well designed too. Your rare is all over the place. I like the idea (and how it works well with the other two cards you made) but I'm pretty sure it's overly abusable and I'm also pretty sure it needs to be worded differently. Lastly black and blue aren't really colours that make sense for bears.
I like the idea. RW is known for it's aggressive beaters and these sure fit that description. I think the overarching flavour is supposed to be that each one allows more and more damage to be dealt indisciminately. It's there, but it's kind of hard to pick out. The common is perfect to me. Powerful enough for a common, but not too aggressively costed. The uncommon is great as well though I think the wording is incorrect. It should just deal double damage, as well as having double strike. My only notes about the rare are that I feel it should only give extra combat phases to YOU, and also that 20 damage is A LOT. It could have easily been 12 or so.
Colours fit nicely for gremlins. The common is good. It's costed correctly, does something minor while being a decent creature. The uncommon is cool. I like that it's abilities work against each other enough to not make it overpowered. That said it does feel a bit strong while blocking for a GB card. The rare is pretty well designed. Reminds me of a slightly more powerful Dauntless Dourbark which is great. Sadly it's a two-card infinite combo with either Doubling Season or Parallel Lives which I think is a bit too powerful.
I like the idea of splashing green into goblins. That said, I'm not sure how I feel about a mono-green goblin. The common is good, playable, costed correctly, but I think it should have just cost R instead. The uncommon is perfect. A powerful effect that goes nicely on an uncommon, but it's not too easy to do. For all else a 2/1 for 2 mana is usually playable. The rare is great. I love everything about it except that it should probably put the creature into play tapped and attacking.
You chose the right colours for the Loxodon. The common is interesting as things that interact with life-gain usually are though I would have liked to have seen it more aggressive for a RW card. The uncommon is unique and feels sort of like a ninja, but it's mana cost is intensive enough that it balances the card quite well. The rare has a lot of abilities, and they all work slightly well together. However, I feel it's a bit boring and can make combat too math-intensive for people to enjoy. It's also a bit weak for a 6-mana, 3-colour rare.
Profani: I really like the name of your race and i love several of the ideas represented by your cards, but the idea of your tribe is not well supported i can only see a connection between the common and the rare, the uncommon feels shoved in almost as if it doesnt fit. Also the common is needlessly complex, why not just give him a comes into play effect and have the higher levels focus on flicker and recast or bringing out of the deck or exile.
Aethermage: I love the concept and the execution is very nice. I can see these being the trickster version of the race we have all come to love or hate, but i could also see this being a completely new race. First issue i have is that while i love these abilities, it doesn't work at common. Its too complex and too many things are going on for this ability to be on a creature with flying and an off color activation. The power level of these cards is insane, these would dominate almost any format that they were put in and the rare one is way under cost.
Koopa: I have seen and thought about this mechanic before and ive always found it interesting and on a race of turtles it would be perfect. I love this color combination for the ability too. I hate the name you gave the mechanic, it only really has foresight in reference too first strike and i dont think first strike is well named. Your rare is trying to do too many things at once and overall just turns out to be uber doran for your race and i would have like to see something more unique in this slot. Oh, there needs to be a greater discrepancy between the power and toughness, right know they dont feel like turtles in that area.
Jimmy Groove: Taking some ideas that were in white and a little in red, blend in some green and youve got a new leaner meaner goblin set or at least meaner. I have mixed feelings about this, i really like the second two. I loath the common, while yes it does fit in those colors it does not fit goblins, I know gem pal goblin and the others, the difference this can easily provide a steady stream of extra mana and opens up a whole slew of mean tapped out combat tricks with haste creature. Its not that it is bad design, its good design, i just feel that it might create some issues.
Themightymonarch: Ok, gremlins pesky weird annoying things that you should be afraid of. You dont differentiate them enough from goblins and just like the orks of magics yesteryears if you can make yourself distinct you get brushed away or assimilated like the borg. I love the simplicity and focus of these cards, but your power levels are broken i see so many two card infinite combos with these guys as is especially your rare and continues artifact destruction is bonkers.
Emocakes: Rhinos Rhinos... Sorry to bother you thats the other race. Oh, who are these guys. The elephants. what!? magic has an elephant tribe. The common is trying to do too much. The rares second and third abilities are almost redundant, I do see the situational diffrences between the two but there is too much overlap on the same card, and its first ability is boring, I am under whelmed for six mana. The best card is the uncommon, and it feels really out of place for an elephant, i do like how it can get around your opponents blockers though. why not 3/3 or 3/2 so aggressive for 2/3. too fast for elephant.
Ninja Caterpie: Yay weasleys. no weasels. Do they have red hair, are there lots of them, do people look down upon them for being "second class"? Yes, there are 17 species and only three of them are threatened, i dont know probably. Yay Weasleys. Ok then... the common is great superb and really captures the feel represented by the others. The uncommon has a fun ability, but it is worded incorrectly, i believe. With double strike its a bit too powerful for uncommon and could be altered into a reall cool legendary red weasel warrior. Don you just love saying that, weasel warrior. Say it with me now, weasel warrior. Go on say it out loud. Just do it. Stop arguing with me and do it, weasel warrior. Moving on, the rare is weird and counting up the damage is weird and its weird if it goes off, and i love that it goes both ways,, and its just weird with damage prevention. It would work better if you just said "At the end of the first combat step of each turn, if the total attack power of attacking creatures was 20 or more, untap each creature and there is an additional combat phase." it might be a bit wordier, but that way i dont have to worry about damage step shenanigans like thunder bolt and prevention and blue gets an interesting edge against it.
C: The commons mechanics are pretty good, but the flavor is off. How are they the first to charge into battle if they are CMC 4? Just a little nit pick I suppose. The card also doesn't feel white... it feels very red. But the card is balanced.
U: So it effectively has triple strike or even quad strike? That is really strong, like really strong. It could almost be a rare for limited sake.
R: A different effect for sure, but counting all the damage seems awkward. Not to mention if you are dealing twenty damage, you are most likely not going to need ANOTHER combat step. I do wish he would help getting to the magical twenty mark, through battlecry or something.
Overall, the cards are cool and I can see how they are hyper aggressive weasels, which is cool. I don't think you dipped into a second color (as your white card isn't really white) thought.
C: Complex for a common and seems needlessly narrow especially considering your uncommon has nothing to do with this card.
U: The card itself is good and balanced, but the flavor and connection with the rest of your cards is missing.
R: This card seems SUPER slow and underpowered. Also, I am not a fan of turning the exile zone into just another graveyard.
Overall, the theme is cool but the execution seems to be a little weak with your cards not having a very strong connection.
C: The common is cool, but maybe doing too much. It's borderline and if your theme had more life gain mechanics involved this would be a very nice common.
U: So a hyper fast Elephant that basically has haste? Doesn't mesh at all with your common. The card is fine on it's own, but doesn't mesh well with the mechanic.
R: The first ability is underwhelming and the second and third ability seems redundant. This guy meshes better with your two other cards, but not enough to really mesh the theme together well.
Overall, the theme is a new take on the Elephants, but the theme is again lacking cohesion.
C: Great common. Showcases your themes mechanic on a solid card. Great job.
U: Another great card showcasing your mechanic. The abilities mesh well together. Nice.
R: Another winner, except for the potential abuse with his ability and something like Doubling Season and company. That said, that's just a cute combo, I can't imagine it would destroy a format.
Overall, your theme is meshes INCREDIBLY well together and all the cards were well balanced. Nice job.
C: The common is interesting, but I would like it a lot more if it was :symrg:. That said, the card feels either crazy or terrible. I feel most of the time you will have nothing to do with the mana or you will just blow your opponent out. It has that Invisible Stalker feel where there is always someone at the table who isn't having fun.
U: Great card. Fits the rarity, powerlevel, and meshes with the theme.
R: Another good card, though I was hoping for something more at rare that would help push or support the common and uncommon other than "here is another goblin you don't really need". Still, fine card overall.
Overall, good cards and a good mechanic. Nice job.
C: The card itself is good but WAY too complex for a common. Meshes well with the theme though.
U: This guy is uncommon but feels more common THEN your common lol :koopa:. Card is good, and meshes well. Thumbs up.
R: Brings the theme together and is a good card on it's own. Sounds like a home run!
Overall, nice job on the cards and the theme. You might want to work on how you raritize (not a word, I know) your cards though
C: Most likely too powerful for a common, this guy is REALLY good. Three life is a lot, but killing guy for free is worth it.
U: This is my favorite of the cycle and maybe the whole round. Now I want the card to exist.
R: This guy seems sloppy. You basically just took all the cost to your other cards and said "Those don't apply, go crazy"
Overall, the theme is there but a bit weak. Your uncommon was fantastic though!
And here I was worried I wouldn't get back to the net in time to do critiques!
Here we go:
Koopa
Turtles are definitely an unexplored tribe. I like the slowstrike mechanic a lot, the flavor fits well. The common is pretty standard, and the rare turtle lord is very nice, allowing them to go aggro all over the place. The uncommon is particularly well designed--could have been a hybrid, I suppose, as well, but its costed right and has an interesting ability, although I'm not sure how often it would actually be triggered in a game.
Ninja Caterpie
Weasels! Hell yes!
So the common--I think it could have been mono red or mono white, or a hybrid. Multicolor doesn't seem necessary. The abilities are common enough. The uncommon can deal up to eight damage in a turn, if I'm reading it right, and can even divide that damage up somewhat--very powerful effect at four mana, but I think its balanced--also adds to that uber aggressive theme in this cards--a 2/1 doing 8 damage. The tacticion is an interesting card--I think it could be much cheaper--for 3RRR, it should be able to give you a free extra combat phase without a trigger. Twenty damage is a hell of a lot, and most players would be dead by the time you got to use him even once.
Profani
Not sure how the common is supposed to get cast from exile. It could probably have this ability without that condition anyway--a 3/1 with haste that turns into a 1/1 after the first turn for R isn't too cheap. I'm also not seeing a central theme between the cards--yes, they help each other out, but pretty much every tribe does that. I think the psionic theme isn't coming across with the mechanics you've chosen. The rare, though, is especially cool--I like the idea of him warping in reinforcements.
Emocakes
These are all interesting cards, especially the common--which I think is probably the most interesting mechanic of all three. The uncommon is pretty cool, as well--that's one PO'd elephant. The rare is a little lifeless, especially for its tricolor casting cost. The red and green abilities are practically the same.
Jimmy Groove
Good old goblins.
I like the new mechanics that capatalize on goblin aggression--the battlecheif is the prize card out of all the entries, I think--its aggresively costed, has a powerful ability, and is no wimp on the battlefield even if its alone. The other two are well balanced and interesting as well. You're in the lead so far.
Aethermage
The comon is really cool, but doesn't seem like a common to me--it has counters and an off color activated ability (a powerful one at that), and flying and is a 2/1--red doesn't usually get all that at common and for 3 mana, especially the flying. The lavabreath farie is costed better, and the ability is pretty sweet as well. I like the potential that the rare has in a storm deck or using colorless sorceries--keep it alive long enough and you've basically won the game.
Erimety
The common is a good card, but I don't think it would actually be a common--the ability is much too useful. The spellshaper is definitely my favorite--its spell shapes Grizzly Bears, and how can you not love that? The rare is interesting, pumps up all the other bears' abilities, but it could definitely stand to be a little heftier in the power toughness department, especially since its a legendary tri-color bear.
I just needed to point out combat damage counts everything both ways. If two Primeval Titans traded in combat, you'd get 12 points of damage right there. In a clogged combat, 20 isn't too hard, and if it's one-sided, you're probably better off without the extra turn.
Profani: Off-the-battlefield theme. I like that idea, but the interactions with exile... I don't. Exile should not be trifled with, especially not by any entire tribe. Partisan of War being a common just shouts "EVERYTHING EXILES HUR DUR" and Warp Architect is... er. This could have worked plenty well with just library and hand, maybe even Out Of Game, but exile... Aside from that, the individual cards are fine. Synchroniser feels weird as a blue card with first strike, even though it's gold. Architect seems quite powerful circumventing mana costs. Cheating cards out is always powerful, even if it takes a few turns.
Emocakes: Loxodon are called Elephants Vase Breaker doesn't really seem red, at all. White can get fringe artifact destruction effects (well, if it's in the form of a Disenchant and with lifelink, this just feels mono-white. I don't think it should be common, either. It's a bit of a weird trigger especially because he doesn't work with it. Stormroller is incredibly weird, although it does make sense flavourfully... It could be haste because the unblockability is weird when it occurs. Relenian Captain is the finest example of a glue-gun card I've ever seen, and by 'fine' I don't necessarily mean good. The R and G abilities seem too similar, with the green pretty much better if you use it on your own guys (and with infinite synergy with the W) while the red is... less useful.
themightymonarch: Ah, Gremlins. Working together is a cool and combotastic theme, although removal does happen to wreck it. Gear Buster is a nice simple limited-fodder artifact crusher, although, unless it's in an artifact heavy set, it could probably be cheaper or a 2/1 or something. Cave Brute has an interesting disynergy with other Gremlin abilities while its internal synergy is great. The second ability seems very powerful though. Gremlin Colony's second ability seems like the nuts and it's also very flavourful and evocative... I have to say, your choice of tapping two gremlins really looks like it's trying to suggest something here.
Jimmy Groove: Goblins which encourage you to attack with everyone... er, what's the difference? Goblin Boon-Bringer's mana lasts for approximately the Declare Attackers Step which is kinda awkward for casting spells and in its confusing-ness, probably shouldn't be common. Rock-Gang, on the other hand, could probably be common because it's really unlikely to trigger in limited. The Battle Chief is like a really bad Lackey. But that's still good because Lackey is stupid. I think you need "tapped and attacking" though.
Koopa: Haha, turtles. Slowstrike is a silly downside mechanic. There are plenty of ways of showing slowness without actually being slow. Just like haste can show speed as well as first strike, ETB tapped would've been good on the turtles too. Diregraf Ghoul even shows that your Hatchling is theoretically fine (at uncommon). The only thing Slowstrke really has going for it is Triple Strike... which you can't do with slow turtles. Seer is fine if undercosted; if a 2/2 goes for U, that thing should go for UG. Especially considering it's a total dud against stuff with three or more power. Elder Turtle is amazing, although I don't understand why it speeds everyone up.
AEthermage: Damnit I don't have the AE symbol. Trick counters! Pranksters are a very nice overlap between red and blue, as are instants and sorceries. Mindfire Faerie is a bit weird in that it's relatively efficient flying... in red. I don't think its trick ability needs the once-per-turn clause, either, unless that's something you want to keep around on all trick abilities. It's also quite complex, although it's strictly not board complexity so that's better than nothing. Lavabreath Clique... is not a clique. A clique is multiple faeries! How is a 1/1 multiple faeries? The weakest Clique is Vendillion Clique and that still has 3 power to represent its members. That said, this is still an interesting card. The Storm one is magical and everything... although why flash? It doesn't need it at all. I happen to like the deckbuilding tension the other faeries brought, but this one's a bit too much.
Erimety: So, bears with activated abilites that have costs. Yeah, not buying it. It's way too broad for it to be a noticeable mechanic or theme and you need a theme to be catchy, or at least obvious. Yours is only obvious because your rare literally shouts "USE OTHER COSTS". Bloodvale seems both powerful... and not. I don't know. Removal is removal, but 3 life is also... 3 life. Ashcoat Kindred should totally be Runeclaw Kindred. Jhoral is just really unnecessary and silly. Glue gun, but you glued weird pieces together. I also don't get why you have blue bears.
1 - AEthermage
2 - mightymonarch
3 - Jimmy Grove
Private Mod Note
():
Rollback Post to RevisionRollBack
If you're having creature problems I feel bad for you son
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Sorry I'm late. I don't have the internet right now since I just moved, and I'm having to jump on at cafes when I have the chance. No time for full crits so just a top 3, and I hope it isn't too late.
The Pub at the End of the Multiverse
Spreading Your Seed
Round Three challenge: Create three creature cards showcasing a new tribe or a new take on an existing tribe
Critique everyone else this round and choose a Top 3.
Top 8 competitors:
Koopa
Profani
Erimety
Ninja Caterpie
themightymonarch
AEthermage
Jimmy Groove
Emocakes
Critiques close midnight PST 1st July
void_nothing 2 2 1 3 2 3 2 = 15/21 = 71 + 0 = 71
Link 2 1 1 = 4/21 = 19 + 2 2 1 3 2 1 = 11/18 = 61 = 80
Koopa 1 2 1 2 3 2 3 = 14/21 = 67 + 1 1 1 = 3/18 = 17 = 84
Icarael 2 3 1 = 6/21 = 29 + 2 1 1 2 = 6/18 = 33 = 42
Profani 2 3 2 = 7/21 = 33 + 3 2 3 2 3 3 = 16/18 = 89 = 122
Random_Nation 2 2 3 1 1 = 9/21 = 43 + 3 1 = 4/18 = 22 = 65
Marr965 2 = 2/18 = 11 + 3 2 2 =7/12 = 59 = 70
themightymonarch 2 3 3 2 2 = 12/18 = 67 + 2 2 3 2 1 3 = 13/12 = 108 = 175
Vertain 2 1 2 1 = 6/18 = 33 + 1 1 3 1 = 6/12 = 50 = 83
AEthermage 2 2 3 3 = 10/18 = 55 + 3 2 1 = 6/12 = 50 = 105
swishh 2 1 1 = 4/18 = 22 + 1 2 2 = 5/12 = 42 = 64
queensauce 2 3 1 = 6/18 = 33 + 2 1 = 3/12 = 25 = 58
NotoriousLynx 2 2 = 4/18 = 22 + 0 = 22
Jimmy Groove 2 3 2 3 = 10/21 = 48 + 2 3 3 2 3 = 13/15 = 87 = 135
Prophylaxis 2 1 = 3/21 = 14 + 0 = 14
Socrates 2 2 2 3 2 = 11/21 = 52 + 1 1 2 1 2 = 7/15 = 47 = 99
Emocakes 2 3 1 2 2 1 = 11/21 = 52 + 3 1 1 3 = 8/15 = 53 = 105
Arcel 2 1 1 = 4/21 = 19 + 2 2 = 4/15 = 27 = 46
Atogaholic 2 3 1 2 3 3 = 14/21 = 67 + 2 2 1 = 5/15 = 33 = 100
silence_dais 1/15 = 7
GrickyTimmick 2 3 2 2 3 = 11/18 = 61 + 2 2 = 4/12 = 33 = 94
Von Kriplespac 2 1 1 = 4/18 = 22 + 0 = 22
Cypher28 2 = 2/18 = 11 + 1 1 2 = 4/12 =33 = 44
Erimety 2 2 1 2 2 1 = 10/18 = 55 + 2 2 2 2 = 8/12 = 67 = 122
Ninja Caterpie 1 3 1 3 3 2 = 13/18 = 73 + 3 3 3 1 1 = 11/12 = 92 = 165
ced395 2 3 = 5/18 = 28 + 1 3 1 = 5/12 = 42 = 70
Previous rounds
Signup Round
Round One
Round Two
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
The Wersal - a warlike race of anthropomorphic weasels.
Bladed Battlecaller 2RW
Creature - Wersal Warrior (C)
First strike, battle cry
The callers charge into battle first, inspiring the troops with their glorious fighting.
3/1
Blood Raider 2RR
Creature - Wersal Warrior (U)
Double strike
Whenever Blood Raider deals combat damage to a creature or player, it deals that much damage to that creature or player.
2/1
Wersal Tactician 3RRR
Creature - Wersal Advisor (R)
At the end of the first combat step of each turn, if twenty or more combat damage was dealt that combat step, untap each creature and there is an additional combat phase after this one.
The shedding of blood sends the wersal into a further battle fury. Whether that blood is theirs or their enemies seems to matter not.
3/3
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Vase Breaker :symr::symw:
Creature — Loxodon Cleric {C}
Lifelink
Whenever you gain 2 or more life, you may destroy target artifact or enchantment.
"Whenever the young loxodon behaved, Relena would reward them with ample opportunities to be mischievous."
1/3
Stormroller :symr::symg::symg:
Creature — Loxodon Warrior {U}
Flash, first strike
When Stormroller enters the battlefield during the attack step or declare blockers step on your turn, it enters the battlefield tapped and attacking.
"Surprisingly fast and heft for a little guy, eh?!" —Gyra
2/3
Relenian Captain :3mana::symr::symg::symw:
Creature — Loxodon Shaman {R}
:symw:: Target creature gets +0/+1 until end of turn.
:symr:: Switch target creature's power and toughness until end of turn.
:symg:: Target creature assigns combat damage equal to its toughness rather than its power until end of turn.
3/4
Round 1
Round 2
Sig & Avvy by Disappointing Signets Inc.
CCC&G BRAGGING RIGHTS
Mafia Statistics
I collect pacifism: 228
Creature-Gremlin (C)
Tap two untapped gremlins you control: Destroy target artifact.
1/1
Cave Brute 1BG
Creature-Gremlin (U)
Sacrifice a Gremlin: Cave Brute gets +1/+1 until end of turn.
Tap two untapped gremlins you control: Gremlins you control get +1/+1 until end of turn.
3/3
Gremlin Colony 3G
Creature-Gremlin (R)
Gremlin Colony’s power and toughness are each equal to the number of gremlins you control.
Tap two untapped gremlins you control: Put a 1/1 green gremlin creature token onto the battlefield.
*/*
And can they be bears, bears already exist but they are not a coherent tribe so to speak?
Planeswalker - Pecara (MR)
<+1>: Target creature you control with power 2 or less is unblockable this turn.
<+1>: Put a 1/1 red Goblin creature token with haste onto the battlefield.
<-2>: You gain an emblem with "Whenever a creature you control attacks, it gets +1/+0 until end of turn."
<-5>: Pecara, Goblin's Hope deals 5 damage to each creature an opponent controls.
[2]
Ecrol the Wise 2GG
Planeswaker - Ecrol (MR)
<+1>: Until end of turn, whenever target creature deals combat damage to a player, draw a card.
<-2>: Reveal the top three cards of your library. You may put each creature or land card revealed this way into your hand and the rest into your graveyard.
<-6>: You gain and emblem with "Whenever a creature you control attacks, you may search your library for a card that shares a name with it and put it onto the battlefield tapped and attacking."
[4]
Goblin Boon-Bringer G
Creature - Goblin Druid (C)
Whenever you attack with three or more Goblin creatures, add G or R to your mana pool for each attacking Goblin.
"Just when you think you have them figured out, they start to learn new tricks. I'm afraid we are facing very dark times." - Yurick, Guard Captain
1/1
Rock-Gang Instigator 1R
Creature - Goblin Warrior (U)
Whenever you attack with three or more Goblin creatures, Rock-Gang Instigator deals 2 damage to target creature.
"The goblins have gotten more organized and more intelligent, but their best strategies are still as simple as 'Hit it with lots of rocks.'" - Yurick, Guard Captain
2/1
Pecara's Battle-Chief 1GR
Creature - Goblin Warrior (R)
Haste
Whenever you attack with three or more Goblin creatures, you may put a Goblin creature card from your hand onto the battlefield attacking.
"We are being overwhelmed. We have no choice but to retreat! Retreat!!!" - Yurick, Guard Captain
3/2
Samtha, Vineyard Keeper GG
Planeswalker - Samtha (MR)
+1: Add G to your mana pool.
-4: Add X green mana to your mana pool, where X is the number of Forest you control.
-7: Add any amount of green mana to your mana pool and you get an emblem with "Green mana doesn't empty from your mana pool as steps and phases end."
[3]
Oran-Rief Sap GG
Sorcery (C)
Gain 5 life.
Draw a card.
It is said Zendikar's trees can produce a healing salve.
Or was it a poisonous toxin?
No I am pretty sure it was a healing salve.
Zooye Sparkmind 1UR
Planeswalker - Zooye (MR)
+1: Draw a card, then discard a card.
-2: Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
-8: You get an emblem with "You may cast nonland cards from your hand without paying their mana costs and as though they had flash."
[2]
Turtle Hatchling U
Creature - Turtle (C)
Slowstrike (This creature deals combat damage after creatures without slowstrike.)
Turtles are born with the strength of dragons and the speed of... well turtles.
2/2
Snapjaw Seer 1GU
Creature - Turtle Warrior (U)
Slowstrike (This creature deals combat damage after creatures without slowstrike.)
Whenever a creature dealt damage by Snapjaw Seer this turn dies, you may draw a card.
2/3
Elder Turtle 2GU
Creature - Turtle Shaman (R)
Other Turtle creatures you control get +0/+2 and lose slowstrike.
Turtle creatures you control assign combat damage equal to their toughness rather than their power.
He guides the school, showing them the secrets of speed of mind.
2/4
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Yes to all of that
Round 1 Entry
Round 2 Entry
Round 3 Entry - UR FAERIES!
2R
Creature - Faerie Wizard (C)
Flying
Whenever you play an instant or sorcery spell, put a trick counter on Mindfire Faerie.
U: Look at the top X cards of your library, where X is the number of trick counters on Mindfire Faerie, then put them back in any order. Activate this ability only once each turn.
2/1
"The aura of flame that surrounds her can be focused into pure thought energy".
1U
Creature - Faerie Wizard (U)
Flying
Whenever you play an instant or sorcery spell, put a trick counter on Lavabreath Clique.
R: Lavabreath Clique get's +X/+0 until end of turn, where X is the number of trick counters on Lavabreath Clique. Activate this ability only once each turn.
1/1
"What did they EAT?!"
1UR
Legendary Creature - Faerie Wizard (R)
Flash, Flying
Whenever you play an instant or sorcery spell, put a trick counter on each Faerie creature you control.
Instant and Sorcery spells you play cost 1 less to play for each trick counter on Stormbringer Clique.
3/1
"They spreads their knowledge among the rest of their kind so they may hinder others unhindered".
Bradan Alroy :3mana::symu::symr:
Planeswalker - Bradan (M)
+2: Draw a card, then discard a card.
-3: You may cast target instant or sorcery in a graveyard without paying its mana cost. Then exile it.
-7: You gain control of all artifacts, enchantments, and emblems.
[4]
My Partner:
Anoran Morgana 3BB
Planeswalker - Anoran(M)
+1: Look at the top four cards of target player' s library.Put any number of those cards into his or her graveyard, then put the rest back in any order.
-3: Put target creature card from a graveyard onto the battlefield under your control. It gains haste. Exile it at the beginning of the next end step.
-8: You gain an emblem with "Whenever an opponent draws a card that player discards a card."
[5]
Bloodvale Hatchet BB
Creature - Bear Shaman (C)
Pay 3 life: Target creature gets -1/-1 until end of turn.
"Vengeance quickens us all into the deep woods."
-Jhoral the Lorespeaker
2/1
Ashcoat Kindred 2G
Creature - Bear Spellshaper (U)
1G,:symtap:, Discard a card: Put a 2/2 green Bear creature token named Ashcoat Bear onto the battlefield.
The Ashcoat have no leaders, only heroes to rally behind.
2/2
Jhoral the Lorespeaker 2GBU
Legendary Creature - Bear Shaman (R)
Once per turn when you pay life, you may gain twice that much life.
Once per turn when you discard a card, you may draw two cards.
Once per turn when you sacrifice a creature, you may put two 2/2 green Bear creature tokens onto play.
3/3
2) Jimmy Groove
3) themightymonarch
Aethermage: I love the concept and the execution is very nice. I can see these being the trickster version of the race we have all come to love or hate, but i could also see this being a completely new race. First issue i have is that while i love these abilities, it doesn't work at common. Its too complex and too many things are going on for this ability to be on a creature with flying and an off color activation. The power level of these cards is insane, these would dominate almost any format that they were put in and the rare one is way under cost.
Koopa: I have seen and thought about this mechanic before and ive always found it interesting and on a race of turtles it would be perfect. I love this color combination for the ability too. I hate the name you gave the mechanic, it only really has foresight in reference too first strike and i dont think first strike is well named. Your rare is trying to do too many things at once and overall just turns out to be uber doran for your race and i would have like to see something more unique in this slot. Oh, there needs to be a greater discrepancy between the power and toughness, right know they dont feel like turtles in that area.
Jimmy Groove: Taking some ideas that were in white and a little in red, blend in some green and youve got a new leaner meaner goblin set or at least meaner. I have mixed feelings about this, i really like the second two. I loath the common, while yes it does fit in those colors it does not fit goblins, I know gem pal goblin and the others, the difference this can easily provide a steady stream of extra mana and opens up a whole slew of mean tapped out combat tricks with haste creature. Its not that it is bad design, its good design, i just feel that it might create some issues.
Themightymonarch: Ok, gremlins pesky weird annoying things that you should be afraid of. You dont differentiate them enough from goblins and just like the orks of magics yesteryears if you can make yourself distinct you get brushed away or assimilated like the borg. I love the simplicity and focus of these cards, but your power levels are broken i see so many two card infinite combos with these guys as is especially your rare and continues artifact destruction is bonkers.
Emocakes: Rhinos Rhinos... Sorry to bother you thats the other race. Oh, who are these guys. The elephants. what!? magic has an elephant tribe. The common is trying to do too much. The rares second and third abilities are almost redundant, I do see the situational diffrences between the two but there is too much overlap on the same card, and its first ability is boring, I am under whelmed for six mana. The best card is the uncommon, and it feels really out of place for an elephant, i do like how it can get around your opponents blockers though. why not 3/3 or 3/2 so aggressive for 2/3. too fast for elephant.
Ninja Caterpie: Yay weasleys. no weasels. Do they have red hair, are there lots of them, do people look down upon them for being "second class"? Yes, there are 17 species and only three of them are threatened, i dont know probably. Yay Weasleys. Ok then... the common is great superb and really captures the feel represented by the others. The uncommon has a fun ability, but it is worded incorrectly, i believe. With double strike its a bit too powerful for uncommon and could be altered into a reall cool legendary red weasel warrior. Don you just love saying that, weasel warrior. Say it with me now, weasel warrior. Go on say it out loud. Just do it. Stop arguing with me and do it, weasel warrior. Moving on, the rare is weird and counting up the damage is weird and its weird if it goes off, and i love that it goes both ways,, and its just weird with damage prevention. It would work better if you just said "At the end of the first combat step of each turn, if the total attack power of attacking creatures was 20 or more, untap each creature and there is an additional combat phase." it might be a bit wordier, but that way i dont have to worry about damage step shenanigans like thunder bolt and prevention and blue gets an interesting edge against it.
1) Koopa
2)Aethermage
3)Ninja Caterpie:
HM:Jimmy Groove
1. Koopa
2. Aethermage
3. themightymonarch
Honestly, I didn't much like any of our entries. Including my own.
Sig & Avvy by Disappointing Signets Inc.
CCC&G BRAGGING RIGHTS
Mafia Statistics
I collect pacifism: 228
C: The commons mechanics are pretty good, but the flavor is off. How are they the first to charge into battle if they are CMC 4? Just a little nit pick I suppose. The card also doesn't feel white... it feels very red. But the card is balanced.
U: So it effectively has triple strike or even quad strike? That is really strong, like really strong. It could almost be a rare for limited sake.
R: A different effect for sure, but counting all the damage seems awkward. Not to mention if you are dealing twenty damage, you are most likely not going to need ANOTHER combat step. I do wish he would help getting to the magical twenty mark, through battlecry or something.
Overall, the cards are cool and I can see how they are hyper aggressive weasels, which is cool. I don't think you dipped into a second color (as your white card isn't really white) thought.
C: Complex for a common and seems needlessly narrow especially considering your uncommon has nothing to do with this card.
U: The card itself is good and balanced, but the flavor and connection with the rest of your cards is missing.
R: This card seems SUPER slow and underpowered. Also, I am not a fan of turning the exile zone into just another graveyard.
Overall, the theme is cool but the execution seems to be a little weak with your cards not having a very strong connection.
C: The common is cool, but maybe doing too much. It's borderline and if your theme had more life gain mechanics involved this would be a very nice common.
U: So a hyper fast Elephant that basically has haste? Doesn't mesh at all with your common. The card is fine on it's own, but doesn't mesh well with the mechanic.
R: The first ability is underwhelming and the second and third ability seems redundant. This guy meshes better with your two other cards, but not enough to really mesh the theme together well.
Overall, the theme is a new take on the Elephants, but the theme is again lacking cohesion.
C: Great common. Showcases your themes mechanic on a solid card. Great job.
U: Another great card showcasing your mechanic. The abilities mesh well together. Nice.
R: Another winner, except for the potential abuse with his ability and something like Doubling Season and company. That said, that's just a cute combo, I can't imagine it would destroy a format.
Overall, your theme is meshes INCREDIBLY well together and all the cards were well balanced. Nice job.
C: The common is interesting, but I would like it a lot more if it was :symrg:. That said, the card feels either crazy or terrible. I feel most of the time you will have nothing to do with the mana or you will just blow your opponent out. It has that Invisible Stalker feel where there is always someone at the table who isn't having fun.
U: Great card. Fits the rarity, powerlevel, and meshes with the theme.
R: Another good card, though I was hoping for something more at rare that would help push or support the common and uncommon other than "here is another goblin you don't really need". Still, fine card overall.
Overall, good cards and a good mechanic. Nice job.
C: The card itself is good but WAY too complex for a common. Meshes well with the theme though.
U: This guy is uncommon but feels more common THEN your common lol :koopa:. Card is good, and meshes well. Thumbs up.
R: Brings the theme together and is a good card on it's own. Sounds like a home run!
Overall, nice job on the cards and the theme. You might want to work on how you raritize (not a word, I know) your cards though
C: Most likely too powerful for a common, this guy is REALLY good. Three life is a lot, but killing guy for free is worth it.
U: This is my favorite of the cycle and maybe the whole round. Now I want the card to exist.
R: This guy seems sloppy. You basically just took all the cost to your other cards and said "Those don't apply, go crazy"
Overall, the theme is there but a bit weak. Your uncommon was fantastic though!
1. themightymonarch
2. JimmyGrove
3. Aethermage
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Here we go:
Koopa
Turtles are definitely an unexplored tribe. I like the slowstrike mechanic a lot, the flavor fits well. The common is pretty standard, and the rare turtle lord is very nice, allowing them to go aggro all over the place. The uncommon is particularly well designed--could have been a hybrid, I suppose, as well, but its costed right and has an interesting ability, although I'm not sure how often it would actually be triggered in a game.
Ninja Caterpie
So the common--I think it could have been mono red or mono white, or a hybrid. Multicolor doesn't seem necessary. The abilities are common enough. The uncommon can deal up to eight damage in a turn, if I'm reading it right, and can even divide that damage up somewhat--very powerful effect at four mana, but I think its balanced--also adds to that uber aggressive theme in this cards--a 2/1 doing 8 damage. The tacticion is an interesting card--I think it could be much cheaper--for 3RRR, it should be able to give you a free extra combat phase without a trigger. Twenty damage is a hell of a lot, and most players would be dead by the time you got to use him even once.
Profani
Emocakes
Jimmy Groove
I like the new mechanics that capatalize on goblin aggression--the battlecheif is the prize card out of all the entries, I think--its aggresively costed, has a powerful ability, and is no wimp on the battlefield even if its alone. The other two are well balanced and interesting as well. You're in the lead so far.
Aethermage
Erimety
TOP THREE
1. Jimmy Groove
2. Koopa
3. Ninja Caterpie
Emocakes: Loxodon are called Elephants Vase Breaker doesn't really seem red, at all. White can get fringe artifact destruction effects (well, if it's in the form of a Disenchant and with lifelink, this just feels mono-white. I don't think it should be common, either. It's a bit of a weird trigger especially because he doesn't work with it. Stormroller is incredibly weird, although it does make sense flavourfully... It could be haste because the unblockability is weird when it occurs. Relenian Captain is the finest example of a glue-gun card I've ever seen, and by 'fine' I don't necessarily mean good. The R and G abilities seem too similar, with the green pretty much better if you use it on your own guys (and with infinite synergy with the W) while the red is... less useful.
themightymonarch: Ah, Gremlins. Working together is a cool and combotastic theme, although removal does happen to wreck it. Gear Buster is a nice simple limited-fodder artifact crusher, although, unless it's in an artifact heavy set, it could probably be cheaper or a 2/1 or something. Cave Brute has an interesting disynergy with other Gremlin abilities while its internal synergy is great. The second ability seems very powerful though. Gremlin Colony's second ability seems like the nuts and it's also very flavourful and evocative... I have to say, your choice of tapping two gremlins really looks like it's trying to suggest something here.
Jimmy Groove: Goblins which encourage you to attack with everyone... er, what's the difference? Goblin Boon-Bringer's mana lasts for approximately the Declare Attackers Step which is kinda awkward for casting spells and in its confusing-ness, probably shouldn't be common. Rock-Gang, on the other hand, could probably be common because it's really unlikely to trigger in limited. The Battle Chief is like a really bad Lackey. But that's still good because Lackey is stupid. I think you need "tapped and attacking" though.
Koopa: Haha, turtles. Slowstrike is a silly downside mechanic. There are plenty of ways of showing slowness without actually being slow. Just like haste can show speed as well as first strike, ETB tapped would've been good on the turtles too. Diregraf Ghoul even shows that your Hatchling is theoretically fine (at uncommon). The only thing Slowstrke really has going for it is Triple Strike... which you can't do with slow turtles. Seer is fine if undercosted; if a 2/2 goes for U, that thing should go for UG. Especially considering it's a total dud against stuff with three or more power. Elder Turtle is amazing, although I don't understand why it speeds everyone up.
AEthermage: Damnit I don't have the AE symbol. Trick counters! Pranksters are a very nice overlap between red and blue, as are instants and sorceries. Mindfire Faerie is a bit weird in that it's relatively efficient flying... in red. I don't think its trick ability needs the once-per-turn clause, either, unless that's something you want to keep around on all trick abilities. It's also quite complex, although it's strictly not board complexity so that's better than nothing. Lavabreath Clique... is not a clique. A clique is multiple faeries! How is a 1/1 multiple faeries? The weakest Clique is Vendillion Clique and that still has 3 power to represent its members. That said, this is still an interesting card. The Storm one is magical and everything... although why flash? It doesn't need it at all. I happen to like the deckbuilding tension the other faeries brought, but this one's a bit too much.
Erimety: So, bears with activated abilites that have costs. Yeah, not buying it. It's way too broad for it to be a noticeable mechanic or theme and you need a theme to be catchy, or at least obvious. Yours is only obvious because your rare literally shouts "USE OTHER COSTS". Bloodvale seems both powerful... and not. I don't know. Removal is removal, but 3 life is also... 3 life. Ashcoat Kindred should totally be Runeclaw Kindred. Jhoral is just really unnecessary and silly. Glue gun, but you glued weird pieces together. I also don't get why you have blue bears.
2 - mightymonarch
3 - Jimmy Grove
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
1. AEthermage
2. themightymonarch
3. Koopa
Koopa 3 3 3 2 2 1 = 14
AEthermage 2 2 2 1 3 3 = 13
Jimmy Groove 3 2 2 3 1 1 = 12
themightymonarch 1 1 3 2 2 2 = 11
Ninja Caterpie 2 1 1 2 = 6
Profani 2 =2
Erimety 2 = 2
Emocakes 1 1 = 2
Final round going up soon for those two, for everyone else, thanks for playing!