Congratulations. You've made it through the six years at the Academy... and the final step before your prowess is recognized stands before you. You'll need to prove that your skills are well-rounded...
Challenge: A land, an instant, an artifact, an enchantment, a sorcery, a creature, a planeswalker, and your choice of either tribal or a new type.
Clarifications: The planeswalker does not have to represent you or your opponent, just someone of your choice who is not an existing planeswalker. (If you want to make one of yourself, that's fine too, it's just not a requirement.) Thematic ties between the cards are likewise not necessary, but will probably be appreciated by your soon-to-be-adoring public.
Also, types that are mechanically similar to tribal (for example, I've done Regional, which allows land types on nonlands, in the past) are fine, and if you're going with a type of that sort as your eighth type, you can reuse one of the "normal" types on that card as well.
Round 7 entries are due at 10pm Pacific, Thursday, September 6th.
The poll for the finals will open at that time, or sooner if both entrants finish earlier.
(08) Rithaniel vs. (07) Eventide Sojourner
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.
Eight rounds instead of seven this time! We'll cut to top 16 after Round 3 - the top four from each team, rather than the top two.
Starting with the Top 16 round, the remaining rounds of the month will be single-elimination rather than "rank your top 3 out of everyone". If you're still in at this point, you'll rank each pairing's winner (1-7 in T16, 1-3 in T8; not necessary in T4/finals) as well as stating who wins each pairing.
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.
In keeping with the "school" theme, scores are redone on a curve. As a result, Y is instead the highest X value before the Top3/crits points.
There is a theme here, though most wouldn't know it. Most of these cards were all initially designed for other CCC&G contests, but were either changed/abandoned, or designed for a Round I didn't make it into (Battle Pike Round 5... *sigh*).
Brain Extruder
Artifact {U}
:symtap:, Sacrifice a creature you control: Draw a card.
At the beginning of your upkeep, if you control no creatures, transform Brain Extruder.
//
Mindless Horde
{:symb:} Creature — Zombie
Mindless Horde’s power and toughness are each equal to the number of creature cards in your graveyard.
*/*
Dyrta, False Truth :symg::symw::symu::symb:
Legendary Creature — Illusion Cleric {M}
Dyrta, False Truth can’t be sacrificed.
Prevent all damage that would be dealt to Dyrta, False Truth’s owner and all other permanents that player owns.
If Dyrta, False Truth would die, return it into its owner’s hand instead.
3/4
Cemetery Taxes :2mana::symb::symb:
Enchantment {U}
Whenever a creature card is put into a graveyard from anywhere, you gain 1 life.
Whenever a creature card is moved from a graveyard to anywhere else, each opponent loses 1 life.
Blood for Blood :symb::symb:
Instant {C}
Destroy target creature unless its controller pays 4 life. Someone always has to pay.
Unstable Paradise
Land {R}
Unstable Paradise enters the battlefield tapped.
:symtap:: Add two mana in any combination of colors to your mana pool. Return Unstable Paradise to its owner’s hand.
Emyrla of the Evensong :3mana::symg::symu::symb:
Planeswalker — Emyrla {M}
[+1]: Target creature you control gets +2/+1 and gains wither until end of turn.
[0]: Until the beginning of your next upkeep, you may cast creature cards as though they had flash.
[-3]: Destroy target nontoken creature. Put a token that’s a copy of that creature onto the battlefield.
<4>
Collapse :symb::symr::symg:
Sorcery {R}
Destroy target land you don’t control.
Overload :symb::symb::symr::symr::symg::symg: (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of “target” with “each.”)
Changeling Mists :2mana::symu::symu:
Tribal Enchantment — Shapeshifter {R}
At the beginning of your upkeep, choose a creature type. Each creature becomes that type until your next turn. It’s like a family reunion... with fewer arguments and fights.
Oldgate
Land R T:Add1 to your mana pool. T, Exile a card from your graveyard: Add one mana of any color to your mana pool. "All this time, all the destruction wrought by the Eldrazi. They weren't just consuming power... they were gathering it..."
—Venser
Exsect1WB
Instant R
Choose up to three target cards in graveyards other than basic lands. For each card chosen this way, search its owner's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles his or her library.
Forgotten Totem3
Artifact U T:Add1 to your mana pool. ,T: Choose target face-up exiled card. Its owner shuffles it into his or her library. "You didn't think I'd stay gone, did you?"
—Venser
Presence of Ages4G
Enchantment R
At the beginning of your upkeep, you may shuffle three face-up exiled cards you own into your library. If you do, put a 4/4 green Elemental creature token onto the battlefield. "The fabric of reality is wearing thin. I was able to return because of this."
—Venser
Memories Unlost4UR
Sorcery R
Return an instant card and a sorcery card from your graveyard to your hand. Repeat this process until you either have no instant cards in your graveyard or you have no sorcery cards in your graveyard.
Exile Memories Unlost.
Venser's Watcher1WW
Creature - Human Archer U T: Venser's Watcher deals 1 damage to target attacking or blocking creature. 1W,T, Exile Venser's Watcher: Exile target attacking or blocking creature.
1/2
Venser Immaterial2WWU
Planeswalker - Venser M [+2]: Look at the top three cards of your library. Put one of them into your hand and exile the rest. [-3]: Exile target creature. [-10]: You get an emblem with "You may cast face-up exiled cards you own from exile." [[5]]
Burning Sunset3
Rune R R: Next time target creature would deal damage to a creature or player this turn, it deals double that damage to that creature or player instead. A path of blazing glory across the sky. <3> (A creature dies or a player loses 4 or more life)
Most Runes, like artifacts and lands, are colorless.
Runes use a frame that looks somewhat like a mix between the land and artifact frames, very earthen and stony, but with stylistic patterns and scratches. At the bottom of the card, beneath even the rule text box, is a box similar to the boxes on Planeswalker cards, but more stony, with a stylized circle on the left. In the box is a short line of text. In the circle is a number. The card looks otherwise unremarkable.
Whenever a Rune spell on the stack resolves, it is put into exile.
A Rune card in exile is referred to as a "Rune", not a "Rune card" or a "Rune permanent".
A Rune always enters exile with a number of Wane counters on it equal to the number in the circle at the bottom of the card.
The text to the right of the number is always some event that can take place or a part of the turn structure, such as "a creature dies", "an enchantment enters the battlefield", or "the beginning of your upkeep". The text represents two unwritten triggered abilities that reads "At [Part of Turn Structure] or whenever [Stated Event], remove a Wane counter from this Rune." and "When the last Wane counter is removed from this Rune, put it into your graveyard."
Runes may have activated abilities, triggered abilities, or static abilities. Much like any other card. They function in exile and nowhere else unless otherwise stated, in the same way that abilities of permanents function on the battlefield and nowhere else unless otherwise stated.
@MDenham: Given that Tribal is a Supertype, no a Type (cannot be printed by itself on a card), can we use other Supertypes (Snow or World) for the eighth card? Or were you looking for a brand new card Type for the eighth card?
Private Mod Note
():
Rollback Post to RevisionRollBack
May your games be chaotic and your decks be Rogue.
As stated in the clarifications, if you use Tribal (which is not a supertype, because then it couldn't be associated with subtypes like it is) or a type that works similarly, you may reuse any other type alongside it as you see fit.
Just re-read the Rule regarding Tribal. Very wierd when compared to the other card types.
Quote from MTG Comprehensive Rules »
308. Tribals
308.1. Each tribal card has another card type. Casting and resolving a tribal card follows the rules for casting and resolving a card of the other card type.
308.2. Tribal subtypes are always a single word and are listed after a long dash: “Tribal Enchantment — Merfolk.” The set of tribal subtypes is the same as the set of creature subtypes; these subtypes are called creature types. Tribals may have multiple subtypes. See rule 205.3m for the complete list of creature types.
This is one of those "not a duck" scenarios. Looks and acts like a supertype, yet the rules are curved a little to let Tarmogoyf get a little bigger instead.
Private Mod Note
():
Rollback Post to RevisionRollBack
May your games be chaotic and your decks be Rogue.
Congratulations. You've made it through the six years at the Academy... and the final step before your prowess is recognized stands before you. You'll need to prove that your skills are well-rounded...
Clarifications: The planeswalker does not have to represent you or your opponent, just someone of your choice who is not an existing planeswalker. (If you want to make one of yourself, that's fine too, it's just not a requirement.) Thematic ties between the cards are likewise not necessary, but will probably be appreciated by your soon-to-be-adoring public.
Also, types that are mechanically similar to tribal (for example, I've done Regional, which allows land types on nonlands, in the past) are fine, and if you're going with a type of that sort as your eighth type, you can reuse one of the "normal" types on that card as well.
Round 7 entries are due at 10pm Pacific, Thursday, September 6th.
The poll for the finals will open at that time, or sooner if both entrants finish earlier.
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
In keeping with the "school" theme, scores are redone on a curve. As a result, Y is instead the highest X value before the Top3/crits points.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Round 0 Entry
Round 1 Entry
Round 2 Entry
Round 3 Entry
Round 4/T16 Entry
Round 5/T8 Entry
Round 6/T4 Entry
There is a theme here, though most wouldn't know it. Most of these cards were all initially designed for other CCC&G contests, but were either changed/abandoned, or designed for a Round I didn't make it into (Battle Pike Round 5... *sigh*).
Brain Extruder
Artifact {U}
:symtap:, Sacrifice a creature you control: Draw a card.
At the beginning of your upkeep, if you control no creatures, transform Brain Extruder.
//
Mindless Horde
{:symb:} Creature — Zombie
Mindless Horde’s power and toughness are each equal to the number of creature cards in your graveyard.
*/*
Dyrta, False Truth :symg::symw::symu::symb:
Legendary Creature — Illusion Cleric {M}
Dyrta, False Truth can’t be sacrificed.
Prevent all damage that would be dealt to Dyrta, False Truth’s owner and all other permanents that player owns.
If Dyrta, False Truth would die, return it into its owner’s hand instead.
3/4
Cemetery Taxes :2mana::symb::symb:
Enchantment {U}
Whenever a creature card is put into a graveyard from anywhere, you gain 1 life.
Whenever a creature card is moved from a graveyard to anywhere else, each opponent loses 1 life.
Blood for Blood :symb::symb:
Instant {C}
Destroy target creature unless its controller pays 4 life.
Someone always has to pay.
Unstable Paradise
Land {R}
Unstable Paradise enters the battlefield tapped.
:symtap:: Add two mana in any combination of colors to your mana pool. Return Unstable Paradise to its owner’s hand.
Emyrla of the Evensong :3mana::symg::symu::symb:
Planeswalker — Emyrla {M}
[+1]: Target creature you control gets +2/+1 and gains wither until end of turn.
[0]: Until the beginning of your next upkeep, you may cast creature cards as though they had flash.
[-3]: Destroy target nontoken creature. Put a token that’s a copy of that creature onto the battlefield.
<4>
Collapse :symb::symr::symg:
Sorcery {R}
Destroy target land you don’t control.
Overload :symb::symb::symr::symr::symg::symg: (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of “target” with “each.”)
Changeling Mists :2mana::symu::symu:
Tribal Enchantment — Shapeshifter {R}
At the beginning of your upkeep, choose a creature type. Each creature becomes that type until your next turn.
It’s like a family reunion... with fewer arguments and fights.
Land R
T:Add1 to your mana pool.
T, Exile a card from your graveyard: Add one mana of any color to your mana pool.
"All this time, all the destruction wrought by the Eldrazi. They weren't just consuming power... they were gathering it..."
—Venser
Exsect 1WB
Instant R
Choose up to three target cards in graveyards other than basic lands. For each card chosen this way, search its owner's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles his or her library.
Forgotten Totem 3
Artifact U
T:Add1 to your mana pool.
,T: Choose target face-up exiled card. Its owner shuffles it into his or her library.
"You didn't think I'd stay gone, did you?"
—Venser
Presence of Ages 4G
Enchantment R
At the beginning of your upkeep, you may shuffle three face-up exiled cards you own into your library. If you do, put a 4/4 green Elemental creature token onto the battlefield.
"The fabric of reality is wearing thin. I was able to return because of this."
—Venser
Memories Unlost 4UR
Sorcery R
Return an instant card and a sorcery card from your graveyard to your hand. Repeat this process until you either have no instant cards in your graveyard or you have no sorcery cards in your graveyard.
Exile Memories Unlost.
Venser's Watcher 1WW
Creature - Human Archer U
T: Venser's Watcher deals 1 damage to target attacking or blocking creature.
1W,T, Exile Venser's Watcher: Exile target attacking or blocking creature.
1/2
Venser Immaterial 2WWU
Planeswalker - Venser M
[+2]: Look at the top three cards of your library. Put one of them into your hand and exile the rest.
[-3]: Exile target creature.
[-10]: You get an emblem with "You may cast face-up exiled cards you own from exile."
[[5]]
Burning Sunset 3
Rune R
R: Next time target creature would deal damage to a creature or player this turn, it deals double that damage to that creature or player instead.
A path of blazing glory across the sky.
<3> (A creature dies or a player loses 4 or more life)
Runes use a frame that looks somewhat like a mix between the land and artifact frames, very earthen and stony, but with stylistic patterns and scratches. At the bottom of the card, beneath even the rule text box, is a box similar to the boxes on Planeswalker cards, but more stony, with a stylized circle on the left. In the box is a short line of text. In the circle is a number. The card looks otherwise unremarkable.
Whenever a Rune spell on the stack resolves, it is put into exile.
A Rune card in exile is referred to as a "Rune", not a "Rune card" or a "Rune permanent".
A Rune always enters exile with a number of Wane counters on it equal to the number in the circle at the bottom of the card.
The text to the right of the number is always some event that can take place or a part of the turn structure, such as "a creature dies", "an enchantment enters the battlefield", or "the beginning of your upkeep". The text represents two unwritten triggered abilities that reads "At [Part of Turn Structure] or whenever [Stated Event], remove a Wane counter from this Rune." and "When the last Wane counter is removed from this Rune, put it into your graveyard."
Runes may have activated abilities, triggered abilities, or static abilities. Much like any other card. They function in exile and nowhere else unless otherwise stated, in the same way that abilities of permanents function on the battlefield and nowhere else unless otherwise stated.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
This is one of those "not a duck" scenarios. Looks and acts like a supertype, yet the rules are curved a little to let Tarmogoyf get a little bigger instead.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013