The atmosphere in the camp is much more sombre after the encounter with the Santa Monster. There are only eight of you left, plus the Sergeant, who seems completely unphased by your recent decimation.
Under the sergeant command, you continue the work of the Exploratory Design Committee, but far less enthusiastically than before. Behind his back, the eight of you plot revenge.
Wizards didn’t care about you dying out here in the frozen waste. Wizards only cares about the stupid set that they wish to design. Wizards should pay for the deaths of your colleagues.
One night, you sit around the fire and talk about your favourite subject - How to bring down Wizards. Some of you just want to quit - move to a different job and forget that there ever was a plane named Svalverden. Some of you want to expose Wizards in the media, to report on the atrocities you’ve witnessed, and maybe get the government involved. One of you offers to find Gleemax’s chamber, unleash the Santa Monster in there, and let them duke it out.
The conversation stops abruptly as you suddenly notice a bright light in the distance, seemingly moving towards you. You and the other watch as the light makes its way towards the camp. you grab your gear, and get ready to once again face something horrible. you look through the binoculars at the light. With the advantage of your optical gear, you can see that it’s a ball of fire, blazing its way through the icy tundra. In the heart of the fireball, you can see the silhouette of a woman.
No. It can’t be.
A loud alarm starts blaring through the camp, and all of a sudden the Sergeant is standing next to you, brandishing two mancing-looking blades you’ve never seen before. He squints at the approaching ball of flame and curses under his breath:
“Erebos-damn it, she found us”, he mutters, then turns to you and the others: “Alright! time get going! get ready for an immediate E-vak!”
“Why? Who is that?”, someone asks.
The Sergeant is not pleased. “Are you blind? that’s Chandra! get ready to leave ASAP, or we’ll be crisped in no time!”
“Is Chandra bad?” you wonder, apparently loud enough for the Sergeant to hear.
“She has it in for Wizards employees, since they never managed to make a good version of her.” He gives a rare explanation. In a lower voice he adds: “It didn’t help that we turned her parents into a card for Origins”.
He pulls out a weird looking radio device and shouts into it: “Code Red! Code Red! Requesting immediate E-Vak! Requesting planery portal to be open on Svalverden!”
You look at him with anger. Where was this when your friends were killed by the Santa Monster? there is some coming from the radio, but you can’t make it up, then a beam of light falls from the sky and opens the portal.
About a mile away from camp.
The Sergeant is fuming. “What are you doing?! get your coordinates straight! we need the portal here in camp!”
Once again, you can’t quite make up the reply. The sergeant seems to understand, though.
“I don’t care about planar quasy-temperamental variables! you get the portal here, and you get it here now!”
Once again, there’s some incoherent noise coming out of the radio, and the Sergeant throws the thing away in rage, then cleaves it with one of his swords.
“Alright”, he says, “New plan: I’ll distract her while you make a run for it. Use these - “ He throws a pack of something rectangular and white at you. Picking it up, you can see that it’s a pack of playtest cards. “Just make sure you fill out all the boxes. you should be able to design something to get you to the portal before Chandra catches you.”
You look at him stunned. You never liked the Sargeant much, but he is offering to sacrifice himself for you. You try to think of something to say. One of you ask: “Can’t we just turn her into a card?”
The Sergeant smiles. It’s the only time you’ve ever seen the man smile, but there is sadness in his eyes, and pity. “They really don’t teach you anything, huh?” he says softly, “You need the Cardmaker 5000 for planeswalkers. and they don’t hand those out for Exploratory committees any more, not since that blunder with Nicol Bolas”. His smile changes to an expression of tough resolution. “No. I need you to get to that portal. There’s no time to waste.”
He turns towards Chandra, who is now quite close to your camp, and yells: “Hey, Hothead! I hear they’re giving Jace a spot in the next From the Vaults!”
And he runs towards her, swords raised.
You have only one thing left to do: Run!
Your mission: Design something, anything (except a planeswalker), that can get you to the portal faster or stall Chandra long enough for you to get to safety.
First idea, to slow down Chandra while we run to the portal:
Inescapable Handcuffs3
Artifact (R)
When Inescapable Handcuffs enters the battlefield, if W or U was spent to cast it, detain target creature or planeswalker. (W/U)(W/U), T: Detain target creature or planeswalker. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.) Waterproof, fireproof, and thief-proof.
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here) CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016 DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for: "Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index.Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Goblin Snow-Riders2R
Creature - Goblin Warrior (R)
Sacrifice a land: target creature gets haste until end of turn. If that land was snow, that creature also gets trample until end of turn.
3/2
I was 100% thinking we were gonna have to design a "good" Chandra. What a twist!
Temporal Binding1U
Instant (U)
Split second
Until end of turn, activated abilities your opponents control cost "skip your next turn" more to activate unless they're mana abilities. "Your future is always a good sacrifice for what you're doing now." - Zeryl Anadar
Hivonnia, of the Coldest Eyes1WW
Legendary Snow Creature - Angel (R)
Flying, vigilance
Cumulative upkeep 1W (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Instants and sorcery spells can't be cast.
Activated abilities that aren't mana abilities can't be activated.
3/4
Fireflight ScrambleRWU
Instant (U)
Up to two target creatures gain flying and double strike until end of turn. Each of those creatures that's altered also gets +1/+0 until end of turn. (A permanent is altered if it has another permanent attached to it or a counter on it.)
Reinforced Spellward1W
Creature - Wall
Defender W: Reinforced Spellward gets +0/+1 until end of turn.
If you would be dealt noncombat damage, you may have that damage be dealt to Reinforced Spellward instead.
0/4
Snow BootsUR
Enchantment - Aura (U)
Enchant creature
When Snow Boots enters the battlefield, draw a card.
Enchanted creature gets +2/+0, haste, and can't be blocked. "Through the snow
You must be swift;
Wear your gear
And have no fear!"
— Svalverden Chant
Private Mod Note
():
Rollback Post to RevisionRollBack
Trophyless guy.
Thought of the Month: I gave up from trying to require the 'i' on my name: SolesticIo
You run towards the portal flinging your creations as you speed through the terrain. You can feel the heat of Chandra's flame on your back. You are almost there. Will you make it?
I want to post the semifinals on Christmas day, to give players enough times to submit their cards while the holidays are going strong, so please, post your critique and top 3 by the end of December 24th.
First idea, to slow down Chandra while we run to the portal:
Inescapable Handcuffs3
Artifact (R)
When Inescapable Handcuffs enters the battlefield, if W or U was spent to cast it, detain target creature or planeswalker. (W/U)(W/U), T: Detain target creature or planeswalker. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.) Waterproof, fireproof, and thief-proof.
Does it fit the challenge?: Yes, although the flavor of attempting to detain Chandra is a bit iffy. Otherwise, a good "colorless" answer to Chandra.
Goblin Snow-Riders2R
Creature - Goblin Warrior (R)
Sacrifice a land: target creature gets haste until end of turn. If that land was snow, that creature also gets trample until end of turn.
3/2
Does it fit the challenge?: I suppose haste works. All in all, a very disappointing rare to open in a draft.
Hivonnia, of the Coldest Eyes1WW
Legendary Snow Creature - Angel (R)
Flying, vigilance
Cumulative upkeep 1W (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Instants and sorcery spells can't be cast.
Activated abilities that aren't mana abilities can't be activated.
3/4
Does it fit the challenge?: Yes. Without cumulative upkeep this card is freaking bananas. With it it's still incredibly strong. Does a good job delaying Chandra though.
Fireflight ScrambleRWU
Instant (U)
Up to two target creatures gain flying and double strike until end of turn. Each of those creatures that's altered also gets +1/+0 until end of turn. (A permanent is altered if it has another permanent attached to it or a counter on it.)
Does it fit the challenge?: No, it doesn't. It also isn't a card I'd even be happy to pick up in draft.
Reinforced Spellward1W
Creature - Wall
Defender W: Reinforced Spellward gets +0/+1 until end of turn.
If you would be dealt noncombat damage, you may have that damage be dealt to Reinforced Spellward instead.
0/4
Does it fit the challenge?: Yes. A wall isn't an exciting card, to be honest, but this works as a direct damage hoser.
Snow BootsUR
Enchantment - Aura (U)
Enchant creature
When Snow Boots enters the battlefield, draw a card.
Enchanted creature gets +2/+0, haste, and can't be blocked. "Through the snow
You must be swift;
Wear your gear
And have no fear!"
— Svalverden Chant
Does it meet the challenge?: Yes. I believe the term for generic "can't be blocked" effects is "is unblockable".
First idea, to slow down Chandra while we run to the portal:
Inescapable Handcuffs3
Artifact (R)
When Inescapable Handcuffs enters the battlefield, if W or U was spent to cast it, detain target creature or planeswalker. (W/U)(W/U), T: Detain target creature or planeswalker. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.) Waterproof, fireproof, and thief-proof.
[/quote]
I like this a fair bit, even though I'm gernerally turned off by colorless artifact that require colors. I do enjoy the idea of detaining planeswalkers, and the balance of the card seems very good. The flavor text, while making total sense, feels like it tries to make a joke, but it isn't that funny or interesting. That's pretty minor overall, though.
I was 100% thinking we were gonna have to design a "good" Chandra. What a twist!
Temporal Binding1U
Instant (U)
Split second
Until end of turn, activated abilities your opponents control cost "skip your next turn" more to activate unless they're mana abilities. "Your future is always a good sacrifice for what you're doing now." - Zeryl Anadar
...Huh?! that is a bizzare combination of rules. Skipping turns is not used as a cost nowadays (read the oracle on Chronatog), for one, and adding costs to activated abilities hasn't been done much in recent years - even then it's only adding mana. Also, "activated abilities your opponents control" is incorrect - it should be "activated abilities of permanents your opponents control". And all of that - on an uncommon?! No. And even with all that being said, the effect achieved is basically "activated abilities of permanents your opponents control can't be activated this turn unless their mana abilities" - true, this is more absolute, but who on earth would skip a turn just for an activated ability? All in all this is a fine idea executed quite terribly - just reading the card gives me a rules headache, which shouldn't be the case for most cards, especially uncommons.
Hivonnia, of the Coldest Eyes1WW
Legendary Snow Creature - Angel (R)
Flying, vigilance
Cumulative upkeep 1W (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Instants and sorcery spells can't be cast.
Activated abilities that aren't mana abilities can't be activated.
3/4
Man, I love cumulative upkeep. I think it's one of the mechanics hurt by being on too many *****ty cards to make a return, but it has a very deep pool of design potential - like this thing! The abilities of Hivonnia are pretty brutal, and the stats are a bit too efficient in my opinion - maybe make her cost one more, or change the upkeep to 2W, because as it stands you should be able to pay for her for three turns pretty consistently and that can easilly shut down whole decks. The design is fantastic, though, and I would love to see something like this printed - I just think it needs a bit of development before we can be comfortable with it. Also the name is a little non-white, but whatever.
Fireflight ScrambleRWU
Instant (U)
Up to two target creatures gain flying and double strike until end of turn. Each of those creatures that's altered also gets +1/+0 until end of turn. (A permanent is altered if it has another permanent attached to it or a counter on it.)
I'm not a fan of "altered" the way it's currently presented. It took me a second to realize that a creature with an aura or an equipment would be altered, which means that a newer player might not realize it at all. Also "altered" is a pretty strange word to desribe that - if two soliers are on the field, and only one has a sword, that soldier is altered? Aside from that, the effect is okay. The altered bonus is pretty minimal - amounting to a +4 damage at most, or helping your creatures survive combat - which in my opinion doesn't justify the mechanic. I would probably like it more if it was just the first sentence - then it would be a mini-Flying Crane Technique.
Reinforced Spellward1W
Creature - Wall
Defender W: Reinforced Spellward gets +0/+1 until end of turn.
If you would be dealt noncombat damage, you may have that damage be dealt to Reinforced Spellward instead.
0/4
This is missing rarity, which I only mention because it only really works as a rare. I like this card a lot - the design is very neat, it is very powerful (imagine this against a modern Burn deck - it's probably just as brutal, if not more so, than Kor Firewalker), and it makes sense overall. I kinda dislike the current state of the redirection ability - I think it could be much better if it had an activation cost, even of just 1, or if the redirection was mandatory; as it is the "may" effect seems a little out of place.
Swiftwing Roc3W
Creature - Bird (U)
Flying T: Up to three target attacking creatures each get +1/+1 and gain flying until end of turn.
3/3
Holy s*** is this card overpowered. A 3/3 flyer for 4 CMC is considered a bit too powerful outside of rares nowadays, and this has a MASSIVE upside. Honestly if it was a dingy little 1/1 with this ability it would probably still be one of the best uncommons in a limited environment. This needs to cost at least 5, and probably reduce the number of targerts to two. The design itself isn't bad at all - not all that novel or exciting, but totally solid - but the power level is simply too much.
Snow BootsUR
Enchantment - Aura (U)
Enchant creature
When Snow Boots enters the battlefield, draw a card.
Enchanted creature gets +2/+0, haste, and can't be blocked. "Through the snow
You must be swift;
Wear your gear
And have no fear!"
— Svalverden Chant
Uhh... Okay. This is powerful enough - replaces itself, gives buffs and evasion. The name feels odd for an Aura, and the flavor text doesn't make it better. There really isn't much more to say than I hope this isn't in an environment with a hexproof creature, because that would be insane.
Snow BootsUR
Enchantment - Aura (U)
Enchant creature
When Snow Boots enters the battlefield, draw a card.
Enchanted creature gets +2/+0, haste, and can't be blocked. "Through the snow
You must be swift;
Wear your gear
And have no fear!"
— Svalverden Chant
So these are our boots to wear to help us run faster towards the portal. Ok, it fits the challenge. Mechanically, I think it's perfectly fine, there's just a templating mistake: creatures get P/T bonunses but HAVE (permanently) or GAIN (temporarily) abilities, so it should be "enchanted creature gets +2/+0, has haste, and can't be blocked."
Swiftwing Roc3W
Creature - Bird (U)
Flying T: Up to three target attacking creatures each get +1/+1 and gain flying until end of turn.
3/3
This is one of many submissions this round that are perfectly fine in a vacuum, but I can't really see how they fit this round's challenge. Is this a creature you send after Chandra to slow her down while we run? That's a rather generic way to approach the challenge, any creature will work for that.
Reinforced Spellward1W
Creature - Wall
Defender W: Reinforced Spellward gets +0/+1 until end of turn.
If you would be dealt noncombat damage, you may have that damage be dealt to Reinforced Spellward instead.
0/4
Mechanically this is more of a protection for yourself rather than a straight up way to slow down Chandra, but at least the flavor works: send Chandra and her attacks against a summoned wall instead of hitting us while we run. Another card that is perfectly fine in a vacuum but that I have to stretch to make it fit the round challenge in a satisfying way.
Fireflight ScrambleRWU
Instant (U)
Up to two target creatures gain flying and double strike until end of turn. Each of those creatures that's altered also gets +1/+0 until end of turn. (A permanent is altered if it has another permanent attached to it or a counter on it.)
This looks rather strong to me, but maybe I'm just influenced by the vague resemblance with Flying Crane Technique. I'd say this is better suited for rare, or could need a higher mana cost. As for the challenge, I guess this is a spell you cast on ourselves to make us run faster in our getaway to the portal. It can work, even if it's a bit too generic for my taste. I like the mechanical idea of altered permanents.
Hivonnia, of the Coldest Eyes1WW
Legendary Snow Creature - Angel (R)
Flying, vigilance
Cumulative upkeep 1W (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Instants and sorcery spells can't be cast.
Activated abilities that aren't mana abilities can't be activated.
3/4
Finally a card that explicitly hoses Chandra (with its last ability)! The rest of the card is fine even if I would have probably avoided culumative upkeep and raised the mana cost instead. I could also easily see this as a mythic, especially my hypothetical version without culumative upkeep. I can't remember other cards with the ability "instants and sorceries can't be cast", but it fits into the "I make the law" aspect of white.
Temporal Binding1U
Instant (U)
Split second
Until end of turn, activated abilities your opponents control cost "skip your next turn" more to activate unless they're mana abilities. "Your future is always a good sacrifice for what you're doing now." - Zeryl Anadar
Another card that directly hoses planeswalkers, that's good. I still think the previous card was a better fit for the challenge as it just stopped her activated abilities, while here she can still activate them if she's willing to skip her next turn, which is appropriately a very high cost to pay, but she may still be willing to pay it in particular circumstances. Anyway, we're just talking about details here.
Goblin Snow-Riders2R
Creature - Goblin Warrior (R)
Sacrifice a land: target creature gets haste until end of turn. If that land was snow, that creature also gets trample until end of turn.
3/2
I guess this is another attempt to make us run faster, representing that through haste and trample. Like I said for previous such cards, that works for the challenge but feels a bit too generic to me. Mechanically, this is perfectly fine, and caring about if the land was snow is quite original.
Top 3 (again based on how I feel the cards fit the challenge)
1st place: Hemlock
2nd place: glurman
3rd place: Ink-Treader
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here) CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016 DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for: "Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index.Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Inescapable Handcuffs3
Artifact (R)
When Inescapable Handcuffs enters the battlefield, if W or U was spent to cast it, detain target creature or planeswalker. (W/U)(W/U), T: Detain target creature or planeswalker. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.) Waterproof, fireproof, and thief-proof.
On the card: Detaining is indeed a good way to stop Chandra. I like the hybrid activation cost, but taking into account the casting cost is colorless, I can't but help thinking that you should have used your snow-hybrids. The card itself makes quite an entrance by being able to detain two permanents at five mana.
Goblin Snow-Riders2R
Creature - Goblin Warrior (R)
Sacrifice a land: target creature gets haste until end of turn. If that land was snow, that creature also gets trample until end of turn.
3/2
On the card: I think haste should work as a reflexes speed-up to outrun Chandra. I think choosing the scape aid to get to safety was quite harder to design than stalling Chandra. This is fine, but a bit underwhelming for a rare.
I was 100% thinking we were gonna have to design a "good" Chandra. What a twist!
Temporal Binding1U
Instant (U)
Split second
Until end of turn, activated abilities your opponents control cost "skip your next turn" more to activate unless they're mana abilities. "Your future is always a good sacrifice for what you're doing now." - Zeryl Anadar
On the card: I think that Chandra will gladly throw fires at you and then take a mandatory nap later. I think this is a bit weird and I wonder if activating abilities several times would result in several turns being skipped. I like that your opponent still has the chance to pay such a steep price for activating stuff, but this might be a bit confusing.
Fireflight ScrambleRWU
Instant (U)
Up to two target creatures gain flying and double strike until end of turn. Each of those creatures that's altered also gets +1/+0 until end of turn. (A permanent is altered if it has another permanent attached to it or a counter on it.)
On the card: I don't quite see how this would help against Chandra. in three colors, I think this is a bit hard to take adavantage of (white could have granted flying by itself), and I like altered but the bonus is just a bit small.
Reinforced Spellward1W
Creature - Wall
Defender W: Reinforced Spellward gets +0/+1 until end of turn.
If you would be dealt noncombat damage, you may have that damage be dealt to Reinforced Spellward instead.
0/4
On the card: I have to say that this is the most original approach to deal with Chandra, leaving a wall behind that will absorb the damage seems like a very good move. The stats are fine, and I imagine this is an uncommon.
Swiftwing Roc3W
Creature - Bird (U)
Flying T: Up to three target attacking creatures each get +1/+1 and gain flying until end of turn.
3/3
On the card: I think Flying is not a good way of getting away from Chandra, as she will just bolt you out in midflight. The card's ability is a bit to dramatic for the cost and body, and maybe requiring a specific number of targets would have worked well to balance it a bit (That is seldom done, though)
Snow BootsUR
Enchantment - Aura (U)
Enchant creature
When Snow Boots enters the battlefield, draw a card.
Enchanted creature gets +2/+0, haste, and can't be blocked. "Through the snow
You must be swift;
Wear your gear
And have no fear!"
— Svalverden Chant
On the card: While this might be a good way to speed up from Chandra, I think this card just does too much. The cantrip effect quite breaks it, without it, it's still pretty strong.
First idea, to slow down Chandra while we run to the portal: Inescapable Handcuffs3
Artifact (R)
When Inescapable Handcuffs enters the battlefield, if W or U was spent to cast it, detain target creature or planeswalker. (W/U)(W/U), T: Detain target creature or planeswalker. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.) Waterproof, fireproof, and thief-proof.
Useful. Might be able to cost 1 less, but I might be crazy there.
Goblin Snow-Riders2R
Creature - Goblin Warrior (R)
Sacrifice a land: target creature gets haste until end of turn. If that land was snow, that creature also gets trample until end of turn.
3/2
Sacrificing lands isn't usually fun, but I might be underrating this card's power.
I was 100% thinking we were gonna have to design a "good" Chandra. What a twist!
Temporal Binding1U
Instant (U)
Split second
Until end of turn, activated abilities your opponents control cost "skip your next turn" more to activate unless they're mana abilities. "Your future is always a good sacrifice for what you're doing now." - Zeryl Anadar
Might as well say "Until end of turn, nonmana abilities of permanents your opponents control can't be activated." Would be equally balanced, even if it reads less impressively.
Hivonnia, of the Coldest Eyes1WW
Legendary Snow Creature - Angel (R)
Flying, vigilance
Cumulative upkeep 1W (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Instants and sorcery spells can't be cast.
Activated abilities that aren't mana abilities can't be activated.
3/4
So a stronger (if equal handed) Linvala, Keeper of Silence with a cumulative upkeep cost? Wish there was a snow mana cost in the upkeep cost, but it seems fine.
Fireflight ScrambleRWU
Instant (U)
Up to two target creatures gain flying and double strike until end of turn. Each of those creatures that's altered also gets +1/+0 until end of turn. (A permanent is altered if it has another permanent attached to it or a counter on it.)
I do like the concept of "altered". This effect is potent for an instant, but for three colors, should be okay.
Snow BootsUR
Enchantment - Aura (U)
Enchant creature
When Snow Boots enters the battlefield, draw a card.
Enchanted creature gets +2/+0, haste, and can't be blocked. "Through the snow
You must be swift;
Wear your gear
And have no fear!"
— Svalverden Chant
Weird that they aren't an Equipment. Especially since there'd be nothing color pie shattering if they were, though it wouldn't need the cantrip if they were Equipment.
Inescapable Handcuffs3
Artifact (R)
When Inescapable Handcuffs enters the battlefield, if W or U was spent to cast it, detain target creature or planeswalker. (W/U)(W/U), T: Detain target creature or planeswalker. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.) Waterproof, fireproof, and thief-proof.
Very sweet design. A versatile artifact removal that stops creatures and planeswalkers at a fair cost. I like it.
Goblin Snow-Riders2R
Creature - Goblin Warrior (R)
Sacrifice a land: target creature gets haste until end of turn. If that land was snow, that creature also gets trample until end of turn.
3/2
Sacrificing lands can get unfun pretty quickly, but can be decent in small amounts. This feels very red and goblin-y. I like that the snow bonus is relevant but the card is playable without it.
Temporal Binding1U
Instant (U)
Split second
Until end of turn, activated abilities your opponents control cost "skip your next turn" more to activate unless they're mana abilities. "Your future is always a good sacrifice for what you're doing now." - Zeryl Anadar
No, your future is almost never a good sacrifice for what you're doing now, unless what you're doing is winning the game this turn. If anyone actually opts to pay for the cost, the rest of the game is going to be very frustrating and one-sided. The cost is so high that there really isn't a choice, and false choices don't really add to the game. This might as well just prevent abilities from being activated altogether. That would make the design both cleaner in appearance and better in gameplay.
Hivonnia, of the Coldest Eyes1WW
Legendary Snow Creature - Angel (R)
Flying, vigilance
Cumulative upkeep 1W (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Instants and sorcery spells can't be cast.
Activated abilities that aren't mana abilities can't be activated.
3/4
A variation of Linvala, with an even more restrictive ability. I really don't like cumulative upkeep as a mechanic; it reduces action and is frustrating to play with. It does serve the purpose of letting you sacrifice it when its abilities no longer benefit you, but I don't think that's worth bringing back cumulative upkeep as a set mechanic.
Fireflight ScrambleRWU
Instant (U)
Up to two target creatures gain flying and double strike until end of turn. Each of those creatures that's altered also gets +1/+0 until end of turn. (A permanent is altered if it has another permanent attached to it or a counter on it.)
Alteration-matters is an interesting space. We've had counters-matters before, and alteration is a pretty natural extension of that, with good evergreen/deciduous potential. For the card itself, +1/+0 reads rather badly for a 3-color trick, even if it does matter more than usual due to double strike. I would rethink the choices of benefits this grants.
Reinforced Spellward1W
Creature - Wall
Defender W: Reinforced Spellward gets +0/+1 until end of turn.
If you would be dealt noncombat damage, you may have that damage be dealt to Reinforced Spellward instead.
0/4
A wall that protects against burn spells? That's quite the nice design. The self-buff ability isn't strictly needed, but it does complement the rest of the card pretty well rather than diluting it. I like it.
Snow BootsUR
Enchantment - Aura (U)
Enchant creature
When Snow Boots enters the battlefield, draw a card.
Enchanted creature gets +2/+0, haste, and can't be blocked. "Through the snow
You must be swift;
Wear your gear
And have no fear!"
— Svalverden Chant
Boots really should be equipment, not an aura. The design is fine, but doesn't really match the intended flavor. The mechanics emphasize raw speed, while snow boots are really more for withstanding the weather.
1. Ink-Treader
2. bravelion83
3. Todris052
Private Mod Note
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The atmosphere in the camp is much more sombre after the encounter with the Santa Monster. There are only eight of you left, plus the Sergeant, who seems completely unphased by your recent decimation.
Under the sergeant command, you continue the work of the Exploratory Design Committee, but far less enthusiastically than before. Behind his back, the eight of you plot revenge.
Wizards didn’t care about you dying out here in the frozen waste. Wizards only cares about the stupid set that they wish to design. Wizards should pay for the deaths of your colleagues.
One night, you sit around the fire and talk about your favourite subject - How to bring down Wizards. Some of you just want to quit - move to a different job and forget that there ever was a plane named Svalverden. Some of you want to expose Wizards in the media, to report on the atrocities you’ve witnessed, and maybe get the government involved. One of you offers to find Gleemax’s chamber, unleash the Santa Monster in there, and let them duke it out.
The conversation stops abruptly as you suddenly notice a bright light in the distance, seemingly moving towards you. You and the other watch as the light makes its way towards the camp. you grab your gear, and get ready to once again face something horrible. you look through the binoculars at the light. With the advantage of your optical gear, you can see that it’s a ball of fire, blazing its way through the icy tundra. In the heart of the fireball, you can see the silhouette of a woman.
No. It can’t be.
A loud alarm starts blaring through the camp, and all of a sudden the Sergeant is standing next to you, brandishing two mancing-looking blades you’ve never seen before. He squints at the approaching ball of flame and curses under his breath:
“Erebos-damn it, she found us”, he mutters, then turns to you and the others: “Alright! time get going! get ready for an immediate E-vak!”
“Why? Who is that?”, someone asks.
The Sergeant is not pleased. “Are you blind? that’s Chandra! get ready to leave ASAP, or we’ll be crisped in no time!”
“Is Chandra bad?” you wonder, apparently loud enough for the Sergeant to hear.
“She has it in for Wizards employees, since they never managed to make a good version of her.” He gives a rare explanation. In a lower voice he adds: “It didn’t help that we turned her parents into a card for Origins”.
He pulls out a weird looking radio device and shouts into it: “Code Red! Code Red! Requesting immediate E-Vak! Requesting planery portal to be open on Svalverden!”
You look at him with anger. Where was this when your friends were killed by the Santa Monster? there is some coming from the radio, but you can’t make it up, then a beam of light falls from the sky and opens the portal.
About a mile away from camp.
The Sergeant is fuming. “What are you doing?! get your coordinates straight! we need the portal here in camp!”
Once again, you can’t quite make up the reply. The sergeant seems to understand, though.
“I don’t care about planar quasy-temperamental variables! you get the portal here, and you get it here now!”
Once again, there’s some incoherent noise coming out of the radio, and the Sergeant throws the thing away in rage, then cleaves it with one of his swords.
“Alright”, he says, “New plan: I’ll distract her while you make a run for it. Use these - “ He throws a pack of something rectangular and white at you. Picking it up, you can see that it’s a pack of playtest cards. “Just make sure you fill out all the boxes. you should be able to design something to get you to the portal before Chandra catches you.”
You look at him stunned. You never liked the Sargeant much, but he is offering to sacrifice himself for you. You try to think of something to say. One of you ask: “Can’t we just turn her into a card?”
The Sergeant smiles. It’s the only time you’ve ever seen the man smile, but there is sadness in his eyes, and pity. “They really don’t teach you anything, huh?” he says softly, “You need the Cardmaker 5000 for planeswalkers. and they don’t hand those out for Exploratory committees any more, not since that blunder with Nicol Bolas”. His smile changes to an expression of tough resolution. “No. I need you to get to that portal. There’s no time to waste.”
He turns towards Chandra, who is now quite close to your camp, and yells: “Hey, Hothead! I hear they’re giving Jace a spot in the next From the Vaults!”
And he runs towards her, swords raised.
You have only one thing left to do: Run!
Your mission: Design something, anything (except a planeswalker), that can get you to the portal faster or stall Chandra long enough for you to get to safety.
You have until the end of December 21st.
Good Luck!
Image credit: Jason Chan
Host, December 2015: A Winter Wonderland? - R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL April 2014: A Game of Fate - Signup|R1|R2|R3|Top 8|Semifinal|Finals|Poll
Host, CCL December 2012: Spy Games - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL November 2010: The Perfect Crime - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL August 2009: A Commander's Journey: Signups|R1|R2|R3|Top 8|Semifinals|Finals|Poll
I've got tons of art from the web. Want art for a render? PM me! Want to create your own collection? Start here!
Who are they? (hopefully "we")
EDIT: nevermind, found the list. It wouldn't be a bad idea to put it also here.
First idea, to slow down Chandra while we run to the portal:
Inescapable Handcuffs 3
Artifact (R)
When Inescapable Handcuffs enters the battlefield, if W or U was spent to cast it, detain target creature or planeswalker.
(W/U)(W/U), T: Detain target creature or planeswalker. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
Waterproof, fireproof, and thief-proof.
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here)
CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016
DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for:
"Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index. Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Creature - Goblin Warrior (R)
Sacrifice a land: target creature gets haste until end of turn. If that land was snow, that creature also gets trample until end of turn.
3/2
Temporal Binding 1U
Instant (U)
Split second
Until end of turn, activated abilities your opponents control cost "skip your next turn" more to activate unless they're mana abilities.
"Your future is always a good sacrifice for what you're doing now." - Zeryl Anadar
(...) and yells: “Hey, Hothead! I hear they’re giving Jace a spot in the next From the Vaults!”
This is just gold
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Shucks... you're gonna make me blush...
This is a little bump, so that the other four players may see this and be reminded that they need to post a card.
Host, December 2015: A Winter Wonderland? - R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL April 2014: A Game of Fate - Signup|R1|R2|R3|Top 8|Semifinal|Finals|Poll
Host, CCL December 2012: Spy Games - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL November 2010: The Perfect Crime - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL August 2009: A Commander's Journey: Signups|R1|R2|R3|Top 8|Semifinals|Finals|Poll
I've got tons of art from the web. Want art for a render? PM me! Want to create your own collection? Start here!
Legendary Snow Creature - Angel (R)
Flying, vigilance
Cumulative upkeep 1W (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Instants and sorcery spells can't be cast.
Activated abilities that aren't mana abilities can't be activated.
3/4
Instant (U)
Up to two target creatures gain flying and double strike until end of turn. Each of those creatures that's altered also gets +1/+0 until end of turn. (A permanent is altered if it has another permanent attached to it or a counter on it.)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature - Wall
Defender
W: Reinforced Spellward gets +0/+1 until end of turn.
If you would be dealt noncombat damage, you may have that damage be dealt to Reinforced Spellward instead.
0/4
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
Creature - Bird (U)
Flying
T: Up to three target attacking creatures each get +1/+1 and gain flying until end of turn.
3/3
Enchantment - Aura (U)
Enchant creature
When Snow Boots enters the battlefield, draw a card.
Enchanted creature gets +2/+0, haste, and can't be blocked.
"Through the snow
You must be swift;
Wear your gear
And have no fear!"
— Svalverden Chant
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
I want to post the semifinals on Christmas day, to give players enough times to submit their cards while the holidays are going strong, so please, post your critique and top 3 by the end of December 24th.
Host, December 2015: A Winter Wonderland? - R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL April 2014: A Game of Fate - Signup|R1|R2|R3|Top 8|Semifinal|Finals|Poll
Host, CCL December 2012: Spy Games - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL November 2010: The Perfect Crime - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL August 2009: A Commander's Journey: Signups|R1|R2|R3|Top 8|Semifinals|Finals|Poll
I've got tons of art from the web. Want art for a render? PM me! Want to create your own collection? Start here!
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Host, December 2015: A Winter Wonderland? - R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL April 2014: A Game of Fate - Signup|R1|R2|R3|Top 8|Semifinal|Finals|Poll
Host, CCL December 2012: Spy Games - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL November 2010: The Perfect Crime - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL August 2009: A Commander's Journey: Signups|R1|R2|R3|Top 8|Semifinals|Finals|Poll
I've got tons of art from the web. Want art for a render? PM me! Want to create your own collection? Start here!
Does it fit the challenge?: Yes, although the flavor of attempting to detain Chandra is a bit iffy. Otherwise, a good "colorless" answer to Chandra.
Does it fit the challenge?: I suppose haste works. All in all, a very disappointing rare to open in a draft.
Does it fit the challenge?: Yes. Without cumulative upkeep this card is freaking bananas. With it it's still incredibly strong. Does a good job delaying Chandra though.
Does it fit the challenge?: No, it doesn't. It also isn't a card I'd even be happy to pick up in draft.
Does it fit the challenge?: Yes. A wall isn't an exciting card, to be honest, but this works as a direct damage hoser.
Does it meet the challenge?: No. Though I suppose that it's better than a flying Gray Ogre.
Does it meet the challenge?: Yes. I believe the term for generic "can't be blocked" effects is "is unblockable".
This one was hard to choose!
2) bravelion83
3) Ink-Treader
First idea, to slow down Chandra while we run to the portal:
Inescapable Handcuffs 3
Artifact (R)
When Inescapable Handcuffs enters the battlefield, if W or U was spent to cast it, detain target creature or planeswalker.
(W/U)(W/U), T: Detain target creature or planeswalker. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
Waterproof, fireproof, and thief-proof.
[/quote]
I like this a fair bit, even though I'm gernerally turned off by colorless artifact that require colors. I do enjoy the idea of detaining planeswalkers, and the balance of the card seems very good. The flavor text, while making total sense, feels like it tries to make a joke, but it isn't that funny or interesting. That's pretty minor overall, though.
...Huh?! that is a bizzare combination of rules. Skipping turns is not used as a cost nowadays (read the oracle on Chronatog), for one, and adding costs to activated abilities hasn't been done much in recent years - even then it's only adding mana. Also, "activated abilities your opponents control" is incorrect - it should be "activated abilities of permanents your opponents control". And all of that - on an uncommon?! No. And even with all that being said, the effect achieved is basically "activated abilities of permanents your opponents control can't be activated this turn unless their mana abilities" - true, this is more absolute, but who on earth would skip a turn just for an activated ability? All in all this is a fine idea executed quite terribly - just reading the card gives me a rules headache, which shouldn't be the case for most cards, especially uncommons.
Man, I love cumulative upkeep. I think it's one of the mechanics hurt by being on too many *****ty cards to make a return, but it has a very deep pool of design potential - like this thing! The abilities of Hivonnia are pretty brutal, and the stats are a bit too efficient in my opinion - maybe make her cost one more, or change the upkeep to 2W, because as it stands you should be able to pay for her for three turns pretty consistently and that can easilly shut down whole decks. The design is fantastic, though, and I would love to see something like this printed - I just think it needs a bit of development before we can be comfortable with it. Also the name is a little non-white, but whatever.
I'm not a fan of "altered" the way it's currently presented. It took me a second to realize that a creature with an aura or an equipment would be altered, which means that a newer player might not realize it at all. Also "altered" is a pretty strange word to desribe that - if two soliers are on the field, and only one has a sword, that soldier is altered? Aside from that, the effect is okay. The altered bonus is pretty minimal - amounting to a +4 damage at most, or helping your creatures survive combat - which in my opinion doesn't justify the mechanic. I would probably like it more if it was just the first sentence - then it would be a mini-Flying Crane Technique.
This is missing rarity, which I only mention because it only really works as a rare. I like this card a lot - the design is very neat, it is very powerful (imagine this against a modern Burn deck - it's probably just as brutal, if not more so, than Kor Firewalker), and it makes sense overall. I kinda dislike the current state of the redirection ability - I think it could be much better if it had an activation cost, even of just 1, or if the redirection was mandatory; as it is the "may" effect seems a little out of place.
Holy s*** is this card overpowered. A 3/3 flyer for 4 CMC is considered a bit too powerful outside of rares nowadays, and this has a MASSIVE upside. Honestly if it was a dingy little 1/1 with this ability it would probably still be one of the best uncommons in a limited environment. This needs to cost at least 5, and probably reduce the number of targerts to two. The design itself isn't bad at all - not all that novel or exciting, but totally solid - but the power level is simply too much.
Uhh... Okay. This is powerful enough - replaces itself, gives buffs and evasion. The name feels odd for an Aura, and the flavor text doesn't make it better. There really isn't much more to say than I hope this isn't in an environment with a hexproof creature, because that would be insane.
So these are our boots to wear to help us run faster towards the portal. Ok, it fits the challenge. Mechanically, I think it's perfectly fine, there's just a templating mistake: creatures get P/T bonunses but HAVE (permanently) or GAIN (temporarily) abilities, so it should be "enchanted creature gets +2/+0, has haste, and can't be blocked."
This is one of many submissions this round that are perfectly fine in a vacuum, but I can't really see how they fit this round's challenge. Is this a creature you send after Chandra to slow her down while we run? That's a rather generic way to approach the challenge, any creature will work for that.
Mechanically this is more of a protection for yourself rather than a straight up way to slow down Chandra, but at least the flavor works: send Chandra and her attacks against a summoned wall instead of hitting us while we run. Another card that is perfectly fine in a vacuum but that I have to stretch to make it fit the round challenge in a satisfying way.
This looks rather strong to me, but maybe I'm just influenced by the vague resemblance with Flying Crane Technique. I'd say this is better suited for rare, or could need a higher mana cost. As for the challenge, I guess this is a spell you cast on ourselves to make us run faster in our getaway to the portal. It can work, even if it's a bit too generic for my taste. I like the mechanical idea of altered permanents.
Finally a card that explicitly hoses Chandra (with its last ability)! The rest of the card is fine even if I would have probably avoided culumative upkeep and raised the mana cost instead. I could also easily see this as a mythic, especially my hypothetical version without culumative upkeep. I can't remember other cards with the ability "instants and sorceries can't be cast", but it fits into the "I make the law" aspect of white.
Another card that directly hoses planeswalkers, that's good. I still think the previous card was a better fit for the challenge as it just stopped her activated abilities, while here she can still activate them if she's willing to skip her next turn, which is appropriately a very high cost to pay, but she may still be willing to pay it in particular circumstances. Anyway, we're just talking about details here.
I guess this is another attempt to make us run faster, representing that through haste and trample. Like I said for previous such cards, that works for the challenge but feels a bit too generic to me. Mechanically, this is perfectly fine, and caring about if the land was snow is quite original.
Top 3 (again based on how I feel the cards fit the challenge)
1st place: Hemlock
2nd place: glurman
3rd place: Ink-Treader
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here)
CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016
DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for:
"Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index. Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
On the card: Detaining is indeed a good way to stop Chandra. I like the hybrid activation cost, but taking into account the casting cost is colorless, I can't but help thinking that you should have used your snow-hybrids. The card itself makes quite an entrance by being able to detain two permanents at five mana.
On the card: I think haste should work as a reflexes speed-up to outrun Chandra. I think choosing the scape aid to get to safety was quite harder to design than stalling Chandra. This is fine, but a bit underwhelming for a rare.
On the card: I think that Chandra will gladly throw fires at you and then take a mandatory nap later. I think this is a bit weird and I wonder if activating abilities several times would result in several turns being skipped. I like that your opponent still has the chance to pay such a steep price for activating stuff, but this might be a bit confusing.
On the card: I don't quite see how this would help against Chandra. in three colors, I think this is a bit hard to take adavantage of (white could have granted flying by itself), and I like altered but the bonus is just a bit small.
On the card: I have to say that this is the most original approach to deal with Chandra, leaving a wall behind that will absorb the damage seems like a very good move. The stats are fine, and I imagine this is an uncommon.
On the card: I think Flying is not a good way of getting away from Chandra, as she will just bolt you out in midflight. The card's ability is a bit to dramatic for the cost and body, and maybe requiring a specific number of targets would have worked well to balance it a bit (That is seldom done, though)
On the card: While this might be a good way to speed up from Chandra, I think this card just does too much. The cantrip effect quite breaks it, without it, it's still pretty strong.
2. Bravelion
3. Todris
Useful. Might be able to cost 1 less, but I might be crazy there.
Sacrificing lands isn't usually fun, but I might be underrating this card's power.
Might as well say "Until end of turn, nonmana abilities of permanents your opponents control can't be activated." Would be equally balanced, even if it reads less impressively.
So a stronger (if equal handed) Linvala, Keeper of Silence with a cumulative upkeep cost? Wish there was a snow mana cost in the upkeep cost, but it seems fine.
I do like the concept of "altered". This effect is potent for an instant, but for three colors, should be okay.
That's pretty damn useful. Might need to cost 2WW
Weird that they aren't an Equipment. Especially since there'd be nothing color pie shattering if they were, though it wouldn't need the cantrip if they were Equipment.
1. bravelion83
2. void_nothing
3. theazurespirit
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Very sweet design. A versatile artifact removal that stops creatures and planeswalkers at a fair cost. I like it.
Sacrificing lands can get unfun pretty quickly, but can be decent in small amounts. This feels very red and goblin-y. I like that the snow bonus is relevant but the card is playable without it.
No, your future is almost never a good sacrifice for what you're doing now, unless what you're doing is winning the game this turn. If anyone actually opts to pay for the cost, the rest of the game is going to be very frustrating and one-sided. The cost is so high that there really isn't a choice, and false choices don't really add to the game. This might as well just prevent abilities from being activated altogether. That would make the design both cleaner in appearance and better in gameplay.
A variation of Linvala, with an even more restrictive ability. I really don't like cumulative upkeep as a mechanic; it reduces action and is frustrating to play with. It does serve the purpose of letting you sacrifice it when its abilities no longer benefit you, but I don't think that's worth bringing back cumulative upkeep as a set mechanic.
Alteration-matters is an interesting space. We've had counters-matters before, and alteration is a pretty natural extension of that, with good evergreen/deciduous potential. For the card itself, +1/+0 reads rather badly for a 3-color trick, even if it does matter more than usual due to double strike. I would rethink the choices of benefits this grants.
A wall that protects against burn spells? That's quite the nice design. The self-buff ability isn't strictly needed, but it does complement the rest of the card pretty well rather than diluting it. I like it.
Boots really should be equipment, not an aura. The design is fine, but doesn't really match the intended flavor. The mechanics emphasize raw speed, while snow boots are really more for withstanding the weather.
1. Ink-Treader
2. bravelion83
3. Todris052