In this competition we will slowly make a set between us all. Each other day a new task will be set, obviously relevant to completing the set.
------------------------------------------------------------------------------------------------------ Last Round: Tiebreaker! Decide which of these common fortifications should go along with colormage1's Library of War!
Hilltop Cannon - 2
Artifact - Fortification
Fortified land has "T, Sacrifice this land: This land deals 3 damage to target creature or player."
Fortify 3
The Kaemirian Empire warded off the spies and scouts to protect its peoples at all costs.
And protected they are!
Watchtower1
Artifact - Fortification C
Fortified land has "T: Look at the top card of your library. You may put that card on the bottom of your library."
Fortify 1 "The Marvindul approach from the east. Send word to the legions."
Vote for one green and one black card each that will complete the "Clear the High Road" cycle. For reference:
Join the Army :3mana::symw:
Instant C
Put two white 1/1 Human Soldier creature tokens into play. If mana produced by a fortified land was used to play Join the Army, put four white 1/1 Human Soldier creature tokens into play instead.
Clear the Highroad :1mana::symu:
Instant C
Return target creature to its owners hand. If mana from a fortified land was spent to play Clear the Highroad, put that creature on top of its owners library instead.
Fire the Catapult :1mana::symr:
Sorcery C
Each player sacrifices a land. If mana from a fortified land was used to play Fire the Catapult, target player sacrifices a land instead.
Strenghten the SapG
Instant (C)
Target creature gets +2/+2 until end of turn. If mana from a fortified land was used to play Strenghten the Sap, that creature gets +3/+3 and gains trample until end of turn instead.
Fulfill the Desire2B
Sorcery C
You draw two cards and you lose 2 life. If mana from a fortified land was used to play Fulfill the Desire, instead you draw three cards and you lose 3 life. "Where better to traffic illicit substances than a city?"
Spread the Lies3B
Sorcery (Common)
Target player discards two cards. If mana from a fortified land was used to play Spread the Lies, that player discards three cards instead. In politics as in war, well placed lies are deadlier than well placed blades.
Dishonor the Worthy 2B
Instant
Target player loses 2 life and you gain 2 life. If mana produced by a fortified land was used to play Dishonor the worthy, that player loses 4 life and you gain 4 life instead.
Steel the Soul1G
Instant C
Target creature gains deathtouch until end of turn. If mana from a fortified land was spent to play Steel the Soul, regnerate that creature. “It is not enough to want to live; to take a life, you must want to live more.”
—Kiloah, Aegean pontifex
Grow the Seeds G
Sorcery (c)
Put a basic land card from your hand into play tapped. If mana produced by a fortified land was used to play ~, search your library for a basic land card and put it into play tapped instead.
Poison the Soul2B
Sorcery C
Each player loses 4 life. If mana from a fortified land was spent to play Poison the Soul, traget player loses 4 life instead.
Sustained Packmaster 3G
Creature-Centaur Warrior C
Trample
Sustained Packmaster comes into play with two +1/+1 counters on it if mana from a fortified land was spent to play it. The Nessian warriors stand near their defenses, ready to jump out at any moment to attack.
2/3
Note: If this makes it, it will undergo tweaks: we won't have +1/+1 counters in the set.
Disqualified - Krey - I apologize, but we don't have room for black removal.
Disqualified - ~Gh()$t~ - I apologize, but we don't have room for black removal.
Disqualified - Alabran: You didn't vote in the required time period.
Petition the Ancestors 2B
Sorcery
Return target creature card from your graveyard to your hand. If mana from a fortified land was spent to play ~, return target creature card in your graveyard to play.
Scythe the GrainG
Instant
Return target land you control to your hand. If mana from a fortified land was spent to play Scythe the Grain, you may play two extra lands this turn. "If the enemy takes these fields, they will burn. Salvage what you can and take it to the keep."
Magnify the Nature1G
Instant (C)
Target land becomes a 3/3 creature that's still a land until end of turn. If mana from a fortified land was spent to play, target land becomes a 5/5 creature that's still a land until end of turn instead.
Release the death 2B
Instant (C)
Until the end turn, whenever a creature is put into a graveyard from play his controler loses 1 life. If mana produced by a fortified land was used to play ~, until the end turn, whenever a creature is put into a graveyard from play you gain 1 life.
Refresh the Senses2G
Sorcery C
You gain 1 life for each land you control. If mana produced by a fortified land was used to play Refresh the Senses, you gain 2 life for each land you control instead.
Embalm the Mind 1B
Sorcery
Target player reveals his or her hand and you choose a nonland card from it. That player discards that card. If mana from a fortified land was used to play Embalm the Mind, search that players hand, graveyard, and library for cards with the same name and remove them from the game.
Note: Power-creeped. This is Coercion on crack; I don't think we want to offer this kind of effect at common...
Please note that once the poll is closed, you must post a vote on your card as well to factor towards the poll for that round. [PLEASE KEEP THIS IN MIND, EVERYONE.]
This Round: Design Challenge
Create a blue common Merfolk creature. 1) Remember that the Merfolk are native to Avelion. 2) Please try to keep it common. 3) Avoid having your creature's P/T being 2/1.
Creative Challenge
Creating a background for a :symr::symw: Minotaur Warrior/Soldier is still going on here. Yet again, the deadline will be extended. Currently, mysticspeculation is going unopposed (surprise, surprise...;))
Development Challenge: 2 bonus points will be awarded for contestants who make an honest effort to provide constructive feedback for current round submissions. In the interest of making things easier on the round poster, please keep your critique post in this thread and keep it separate from your card post (and if you want to link the two, that would be great.)
Unless the round specifically requires it, the following should not be made:
Fortifications
Cards which are obviously part of a cycle
Cards that produce tokens not already in the set
Cards that tap creatures
Creatures with counters other than experience counters
Legendary creatures with experience
Land cards
Multicolored cards Blue creatures which draw cards Blue rare cards Black removal spells in any form. Red cards that draw cards (excluding cantrips) Red damage spells Green Creatures with experience
Colour/Type/CMC's which cannot be used (thanks to menma for analysis):
Common: White noncreature cards with CMC 2 Blue creature cards with CMC 1 Black noncreature cards with CMC 2 Red noncreature cards with CMC 1, 3 or 5 Green creature cards with CMC 2 Green noncreature cards with CMC 5
Uncommons:
Black noncreature cards with CMC 2 Red noncreature cards with CMC 3 Green creature cards with CMC 2 Green noncreature cards with CMC 5
Discussion:
1. In this thread you can also discuss the submissions for the current round and the cards that are up for voting.
2. Any other subject or issue should be discussed in the rules/discussion thread, here.
For current set information and a list of the cards in the set, see our thread in the Custom Set forum.
------------------------------------------------------------------------------------------------------ Results: - colormage1's Library of War ekes out, but you'll need to vote in the Tiebreaker here to decide the other common Fortification.
Avelion Siren :1mana::symu:
Creature - Merfolk Wizard
:symtap:: Target creature gets -X/-0 until end of turn, where X is the number of experience counters on it. She sings a song of sadness you wish you hadn't remembered.
1/2
Mindgrasp Voyeur2U
Creature - Merfolk Rogue C T: Look at target opponent's hand. "If you think that these humans are interesting, just wait till you see their thoughts."
2/2
Surface-Walker Initiate 2U
Creature--Merfolk
Experience 1 1U: Target land becomes an Island until end of turn.
~ can't attack unless it has at least 3 experience counters or defending player controls an Island.
3/3
Oh, oops, I meant to vote for zu_faul in the tie-breaker. Sorry Necro (if it makes you feel any better, yours is a close 2nd in my eyes).
--
Clockspinner1U
Creature - Merfolk Wizard (c) T: Choose a counter on target permanent. Remove that counter from that permanent or put another of those counters on it.
1/2
Inkvenom Fencer1U
Creature — Merfolk Rogue C
Whenever Inkvenom Fencer deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step. The trick is not surviving his blade, but finding the surface while staving him off.
1/1
Avelion Reef Spy - 2U
Creature - Merfolk Rogue (common)
When Avelion Reef Spy comes into play look at the top card of target player's library. You may put that card on the bottom of its owners library.
2/2
Sarai's Apprentice1U
Creature - Merfolk Wizard C
Sacrifice Sarai's Apprentice: Target player removes the top two cards of his or her library from the game. Novices apprenticed to Sarai tend to ignore meddling with a premonition in favor of preempting it altogether.
1/1
Senusil Spitecaster - 1UU
Creature - Merfolk Assassin (Common)
When Senusil Spitecaster comes into play, return target green non-legendary creature without flying to its owner's hand.
1/1
Uh...Man-o'-War? Easier mana cost, better stats, and no three-layered restriction on what to bounce. Seriously, this is way too complicated for any card, let alone a common. And why is it so expensive to tack an Unsummon onto a Fugitive Wizard?
@ Lorgalis: Check Avelion Transport. Your card is nearly identical.
Shimmerscale Seer1U
Creature - Merfolk Mystic C
Whenever Shimmerscale Seer deals combat damage to an opponent, you may look at the top card of that player's library.
1/2
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
Clockspinner1U
Creature - Merfolk Wizard (c) T: Choose a counter on target permanent. Remove that counter from that permanent or put another of those counters on it.
1/2
This card is relatively similar to this land already in the set. Might be different enough. Up to you.
Ancient Battlefield
Land U
:symtap:: Add to your mana pool.
:symtap:: Put an experience counter on target creature or remove an experience counter from target creature.
--
Private Mod Note
():
Rollback Post to RevisionRollBack
Listen to my M:tG flavor Podcast: Story Circle! (Newest episode is all about Innistrad previews.)
@Seeonee: I think you should change your submission. I know that the ability used to be blue, but it is green now...Modern color pie?
No, it's actually not green. If you search "doesn't untap" in Gatherer by color, the only modern examples on green cards are the Orochi, who used it as a "venom" ability. Meanwhile, blue has always messed with this, ranging from the exact same "venom" ability on Man-o'-War to the more typical things these days like lock-down auras. However, look at Vertigo Spawn, which does this upon blocking. There's no reason it can't be triggered on combat damage in a combat-oriented set.
Your card is nice, but we have a restriction that says "no blue creatures that draw cards".
D'oh! I actually read that, but for some reason a brainstorm effect with no net card advantage didn't click in my mind.
Enrapturing Mermaid 3U
Creature - Merfolk Wizard [c]
When Enrapturing Mermaid comes into play, gain control of target creature with converted mana cost 1 or less as long as Enrapturing Mermaid remains in play. "O, train me not, sweet mermaid, with thy note,
To drown me in thy sister's flood of tears."
-Comedy of Errors 1/2
Private Mod Note
():
Rollback Post to RevisionRollBack
I <3 Bad Cards. Standard: UW Manfish, BW Shrike (aka badcards.dec) Legacy: R D-Stompy UGB Breakfast!
This card is relatively similar to this land already in the set. Might be different enough. Up to you.
Ancient Battlefield
Land U
:symtap:: Add to your mana pool.
:symtap:: Put an experience counter on target creature or remove an experience counter from target creature.
--
Thanks for the comment. I see that it is similar, however mine does fulfill a more generic need (it actually looks like Jhoira's Timebug more than Clockspinning.
Is it too similar? I don't know. It's not at the same rarity. And this card just rules in limited.
zu_Faul's Strengthen the Sap: I like this and I think we need more combat tricks, although I dislike that it yields a green instant +3/+3 trample buff...exactly the same as the single-target version of Meld with Nature. Two identical green pump effects is not a great thing.
memnarch6's Fulfill the Desire: Nifty. We do have quite a few of these black "draw a card, lose a life" things, don't we? Maybe only two, but that's a fair bit of black draw.
Lorgalis' Spread the Lies: We have discard, but it's all roundabout. That means we definitely need this card or something similar. One of the best and most straightforward submissions.
Rubin8or's Dishonor the Worthy: I really think we should add in some black life loss spells, if only because we've done black removal to death. This is a great example of a spell that's useful, and can be absolutely amazing.
Seeonee's Steel the Soul: Green creature-based terror.
flappy's Grow the Seeds: Interesting. We have a land search spell already, which is what this is at best. It might end up overshadowed.
Dragoon26's Poison the Soul: Again, I think we need black life loss like this. Good spell.
Videojuegos' Sustained Packmaster: I don't think creatures actually break the cycle, but so far it's pretty tight, both in terms of effects and even names. Also, there's the issue of *no +1/+1 counters*!!!
Dodavehu's Petition the Ancestors: Nice effect if you play fortifications. This reminds me of the clash cards, and needing the card to be worthwhile even if you can't supercharge it. Given the cost of Raise Dead, I wish this was fair even in a non-fort deck.
Dranith's Scythe the Grain: I don't understand why you'd want to play this. Thwarting land destruction? I guess it could be useful, but you still go back a land drop and down one in card advantage; most likely you'd just want to add an extra land to your deck and draw that.
KOV's Magnify the Nature: Nice. Way to get lands in on the combat step.
Soto2's Release the Death: Very weird for an instant. It seems at odds both as a common and with regards to the existing cards in the cycle.
Ikeda's Refresh the Senses: Interesting. A bit out of left field.
Merfolk of the Shallow Depths 2U
Creature - Merfolk Shaman T: Creatures your opponents control get -1/-0 until end of turn.
"Walk into the mud, and you find it difficult to run out."
2/3
Haha yeah, perhaps a little bit like that. I was torn between saying "This is interesting, except it's unrelated to combat" and saying "This is interesting, because it's unrelated to combat." After all, the set has to be able to support decks that don't play into its themes. I'm unsure if mid-cycle is the best place to play that up, though.
Avelion Reef Spy - 2U
Creature - Merfolk Rogue (common)
When Avelion Reef Spy comes into play look at the top card of target player's library. You may put that card on the bottom of its owners library.
2/2
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To post a comment, please login or register a new account.
In this competition we will slowly make a set between us all. Each other day a new task will be set, obviously relevant to completing the set.
------------------------------------------------------------------------------------------------------
Last Round:
Tiebreaker! Decide which of these common fortifications should go along with colormage1's Library of War!
Vote for one green and one black card each that will complete the "Clear the High Road" cycle. For reference:
Disqualified - Krey - I apologize, but we don't have room for black removal.
Disqualified - ~Gh()$t~ - I apologize, but we don't have room for black removal.
Disqualified - Alabran: You didn't vote in the required time period.
Please note that once the poll is closed, you must post a vote on your card as well to factor towards the poll for that round. [PLEASE KEEP THIS IN MIND, EVERYONE.]
This Round:
Design Challenge
Create a blue common Merfolk creature.
1) Remember that the Merfolk are native to Avelion.
2) Please try to keep it common.
3) Avoid having your creature's P/T being 2/1.
Check out the other design round here!
Creative Challenge
Creating a background for a :symr::symw: Minotaur Warrior/Soldier is still going on here. Yet again, the deadline will be extended. Currently, mysticspeculation is going unopposed (surprise, surprise...;))
Development Challenge:
2 bonus points will be awarded for contestants who make an honest effort to provide constructive feedback for current round submissions. In the interest of making things easier on the round poster, please keep your critique post in this thread and keep it separate from your card post (and if you want to link the two, that would be great.)
Unless the round specifically requires it, the following should not be made:
Fortifications
Cards which are obviously part of a cycle
Cards that produce tokens not already in the set
Cards that tap creatures
Creatures with counters other than experience counters
Legendary creatures with experience
Land cards
Multicolored cards
Blue creatures which draw cards
Blue rare cards
Black removal spells in any form.
Red cards that draw cards (excluding cantrips)
Red damage spells
Green Creatures with experience
Colour/Type/CMC's which cannot be used (thanks to menma for analysis):
Common:
White noncreature cards with CMC 2
Blue creature cards with CMC 1
Black noncreature cards with CMC 2
Red noncreature cards with CMC 1, 3 or 5
Green creature cards with CMC 2
Green noncreature cards with CMC 5
Uncommons:
Black noncreature cards with CMC 2
Red noncreature cards with CMC 3
Green creature cards with CMC 2
Green noncreature cards with CMC 5
*For the official rules, please see this post.
Discussion:
1. In this thread you can also discuss the submissions for the current round and the cards that are up for voting.
2. Any other subject or issue should be discussed in the rules/discussion thread, here.
For current set information and a list of the cards in the set, see our thread in the Custom Set forum.
------------------------------------------------------------------------------------------------------
Results:
- colormage1's Library of War ekes out, but you'll need to vote in the Tiebreaker here to decide the other common Fortification.
[GTC] Gatecrash Patch for MWS (249/249)
Avelion Trickster - 1U
Creature - Merfolk Rogue [c]
When Avelion Trickster attacks, tap or untap target permanent.
1/3
Creature - Merfolk Wizard
:symtap:: Target creature gets -X/-0 until end of turn, where X is the number of experience counters on it.
She sings a song of sadness you wish you hadn't remembered.
1/2
Creature - Merfolk Rogue C
T: Look at target opponent's hand.
"If you think that these humans are interesting, just wait till you see their thoughts."
2/2
Surface-Walker Initiate 2U
Creature--Merfolk
Experience 1
1U: Target land becomes an Island until end of turn.
~ can't attack unless it has at least 3 experience counters or defending player controls an Island.
3/3
Oh, oops, I meant to vote for zu_faul in the tie-breaker. Sorry Necro (if it makes you feel any better, yours is a close 2nd in my eyes).
--
Winner of the 2nd Design Survivor Contest
Creator of the Vorthos Card Contest
Winner of 12th and the 18th Short Story Contests
Creator of the Vs. Tournament.
--Runner of the Superhero Vs. Tounrament
--Runner of the Villian Vs. Tournament.
Creature - Merfolk Wizard (c)
T: Choose a counter on target permanent. Remove that counter from that permanent or put another of those counters on it.
1/2
( 0.0 )
=O ((U/R)) O=
(")(")
I'm an AI making Magic cards.
http://www.staalmedia.nl/nexus/#generate
Creature — Merfolk Rogue C
Whenever Inkvenom Fencer deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.
The trick is not surviving his blade, but finding the surface while staving him off.
1/1
And yes, before the Orochi, this did exist as a blue effect.
Creature - Merfolk Rogue (common)
When Avelion Reef Spy comes into play look at the top card of target player's library. You may put that card on the bottom of its owners library.
2/2
Oh my bad, i was thinking of something else. i meant return target
Creature - Merfolk Wizard C
Sacrifice Sarai's Apprentice: Target player removes the top two cards of his or her library from the game.
Novices apprenticed to Sarai tend to ignore meddling with a premonition in favor of preempting it altogether.
1/1
[GTC] Gatecrash Patch for MWS (249/249)
Uh...Man-o'-War? Easier mana cost, better stats, and no three-layered restriction on what to bounce. Seriously, this is way too complicated for any card, let alone a common. And why is it so expensive to tack an Unsummon onto a Fugitive Wizard?
Shimmerscale Seer 1U
Creature - Merfolk Mystic C
Whenever Shimmerscale Seer deals combat damage to an opponent, you may look at the top card of that player's library.
1/2
Level 1 DCI Judge
Check out my Commons Cube.
Creature - Merfolk Rogue (c)
Sacrifice Avelion Scrollrobber : Counter target legendary creature spell unless its controller pays 2.
1/1
Level 1 DCI Judge
Check out my Commons Cube.
My first submission to this sort of thing, sorry if I did anything horribly wrong. I loves me some Merfolk.
Standard: UW Manfish, BW Shrike (aka badcards.dec)
Legacy: R D-Stompy UGB Breakfast!
This card is relatively similar to this land already in the set. Might be different enough. Up to you.
Ancient Battlefield
Land U
:symtap:: Add to your mana pool.
:symtap:: Put an experience counter on target creature or remove an experience counter from target creature.
--
Winner of the 2nd Design Survivor Contest
Creator of the Vorthos Card Contest
Winner of 12th and the 18th Short Story Contests
Creator of the Vs. Tournament.
--Runner of the Superhero Vs. Tounrament
--Runner of the Villian Vs. Tournament.
No, it's actually not green. If you search "doesn't untap" in Gatherer by color, the only modern examples on green cards are the Orochi, who used it as a "venom" ability. Meanwhile, blue has always messed with this, ranging from the exact same "venom" ability on Man-o'-War to the more typical things these days like lock-down auras. However, look at Vertigo Spawn, which does this upon blocking. There's no reason it can't be triggered on combat damage in a combat-oriented set.
We have one(rare) tap effect in the set. That's hardly stepping on anyone's toes.
D'oh! I actually read that, but for some reason a brainstorm effect with no net card advantage didn't click in my mind.
Enrapturing Mermaid 3U
Creature - Merfolk Wizard [c]
When Enrapturing Mermaid comes into play, gain control of target creature with converted mana cost 1 or less as long as Enrapturing Mermaid remains in play.
"O, train me not, sweet mermaid, with thy note,
To drown me in thy sister's flood of tears."
-Comedy of Errors
1/2
Standard: UW Manfish, BW Shrike (aka badcards.dec)
Legacy: R D-Stompy UGB Breakfast!
Thanks for catching that. I was running some errands earlier so I didn't proof-check the pre-requisites. *self-thwap*
[GTC] Gatecrash Patch for MWS (249/249)
Thanks for the comment. I see that it is similar, however mine does fulfill a more generic need (it actually looks like Jhoira's Timebug more than Clockspinning.
Is it too similar? I don't know. It's not at the same rarity. And this card just rules in limited.
( 0.0 )
=O ((U/R)) O=
(")(")
I'm an AI making Magic cards.
http://www.staalmedia.nl/nexus/#generate
zu_Faul's Strengthen the Sap: I like this and I think we need more combat tricks, although I dislike that it yields a green instant +3/+3 trample buff...exactly the same as the single-target version of Meld with Nature. Two identical green pump effects is not a great thing.
memnarch6's Fulfill the Desire: Nifty. We do have quite a few of these black "draw a card, lose a life" things, don't we? Maybe only two, but that's a fair bit of black draw.
Lorgalis' Spread the Lies: We have discard, but it's all roundabout. That means we definitely need this card or something similar. One of the best and most straightforward submissions.
Rubin8or's Dishonor the Worthy: I really think we should add in some black life loss spells, if only because we've done black removal to death. This is a great example of a spell that's useful, and can be absolutely amazing.
Seeonee's Steel the Soul: Green creature-based terror.
flappy's Grow the Seeds: Interesting. We have a land search spell already, which is what this is at best. It might end up overshadowed.
Dragoon26's Poison the Soul: Again, I think we need black life loss like this. Good spell.
Videojuegos' Sustained Packmaster: I don't think creatures actually break the cycle, but so far it's pretty tight, both in terms of effects and even names. Also, there's the issue of *no +1/+1 counters*!!!
Dodavehu's Petition the Ancestors: Nice effect if you play fortifications. This reminds me of the clash cards, and needing the card to be worthwhile even if you can't supercharge it. Given the cost of Raise Dead, I wish this was fair even in a non-fort deck.
Dranith's Scythe the Grain: I don't understand why you'd want to play this. Thwarting land destruction? I guess it could be useful, but you still go back a land drop and down one in card advantage; most likely you'd just want to add an extra land to your deck and draw that.
KOV's Magnify the Nature: Nice. Way to get lands in on the combat step.
Soto2's Release the Death: Very weird for an instant. It seems at odds both as a common and with regards to the existing cards in the cycle.
Ikeda's Refresh the Senses: Interesting. A bit out of left field.
colormage1's Embalm the Mind: This is not common.
Creature - Merfolk Shaman
T: Creatures your opponents control get -1/-0 until end of turn.
"Walk into the mud, and you find it difficult to run out."
2/3