Every round, you design a mechanic given a criterion for that mechanic. You also get six "design points" to spread between cards like such:
- Common: 1 point
- Uncommon: 2 points
- Rare/Mythic: 3 points
These cards will be your only opportunity to showcase your mechanic and its design space, so use them wisely.
==> You must provide at least one card.
==> After a given period of time, there will be three days of voting. At the end of the round, the bottom 3 will be eliminated. You may vote for yourself as long as you vote for at least two other entries, and critiquing will earn you a bonus point.
Round 3: Overpowered Savagery
Design any mechanic. However, you must have this card as one of your showcase cards:
GutterflareR
Creature - Elemental {C}
3/0
Clarification — You don't put your mechanic on this. You have to use the unaltered vanilla version (although flavor text is permitted, as it's not a mechanical feature).
Gutterflare
Creature - Elemental (C) "A passionate but pitiful specimen." - Golmux, life-force researcher
3/0
Volcanic Spineskate1RR
Creature - Elemental Beast (U)
Scavenge 1 (When Volcanic Spineskate dies, until end of turn, each other creature you control enters the battlefield with an additional +1/+1 counter on it.) 1R, Sacrifice Volcanic Spineskate: Volcanic Spineskate deals 3 damage to target player. "Paradoxically, it will fight for everything but self-preservation." - Golmux, life-force researcher
3/1
Glowing Lair-Tyrant3GG
Creature - Elemental Beast (R)
Scavenge 2
:symtap:: Exile a creature card in your hand.
When Glowing Lair-Tyrant dies, put all creature cards exiled with it onto the battlefield. "It captures its prey, seals them below ground, then seems to find empowering them is more rewarding than eating them." - Golmux, life-force researcher
4/4
MirrorEntity - 16
GutterflareR
Creature - Elemental (C) A spark with a great future, if only there is the right being to tend it.
Boltsower1RR
Creature - Elemental (U)
Evoke R
Spitefire (When this creature dies, it deals damage equal to its power to target player. Then exile it.)
2/1
Kindlefire3RRR
Legendary Creature - Elemental (M)
Other Elemental creatures you control have spitefire.
At the beginning of your upkeep, return an exiled card at random you own to your hand.
3/3
PsiJet - 14
Gutterflare
Creature - Elemental (C)
3/0
Tidal Seer2UU
Creature - Merfolk Advisor (U)
If Tidal Seer dies, scry 3. Reproach — If a creature dies or died the same turn it enters the battlefield, you may draw a card.
1/2
Statue of the Faithless5
Artifact (R) 4: Statue of the Faithless becomes a 3/3 white angel creature with flying until end of turn. Reproach — If a creature dies or died the same turn it entered the battlefield, Statue of the Faithless becomes a 4/4 white angel creature with flying and first strike until end of turn.
Piar - 14
GutterflareR
Creature - Elemental (C) Neothran shamans experimented with a vast array of invocations, and the more bizarre the outcome the more popular the spell.
3/0
Armshield3
Artifact - Equipment (C)
Equipped creature gets +0/+4 and has vigilance.
Infuse (As long as Armshield is not attached to a creature, creatures you control enter the battlefield with it attached to them.) The Neothran value their ideas, and they do not hesitate to protect them.
Deviant Claws2
Artifact - Equipment (C)
Equipped creature gets +1/+1 and has haste.
Infuse (As long as Deviant Claws is not attached to a creature, creatures you control enter the battlefield with it attached to them.) Even criminals used grafted weaponry to commit their atrocities.
Contortion Collector3B
Creature - Neothran (C)
Contortion Collector gets +1/+1 for each equipment attached to it. He is always on the lookout for new grafts to acquire.
2/2
Salvage Familiar4W
Creature - Bird (U)
Flying
When Salvage Familiar enters the battlefield, you may return target Equipment card from your graveyard to the battlefield attached to it. The steel still holds most of its shape. It just needs a little polishing up.
2/2
Prophylaxis - 13
GutterflareR
Creature - Elemental (C)
3/0
Obscured Digester1G
Creature - Beast Horror (C)
Assimilate (Whenever another creature enters the battlefield under you control, you may sacrifice it. If so, add that creature's total power and toughness to this creature.)
1/1
Soul Ingestor3B
Creature - Horror (U)
Soul Ingestor enters the battlefield with a soul counter on it.
Assimilate (Whenever another creature enters the battlefield under you control, you may sacrifice it. If so, add that creature's total power and toughness to this creature.)
Whenever a creature is assimilated by Soul Ingestor, you may remove a soul counter from it. If so, put it onto the battlefield instead of it's owner's graveyard.
0/1
Carrion Ruminator4B
Creature - Bird Horror (U)
Assimilate (Whenever another creature enters the battlefield under you control, you may sacrifice it. If so, add that creature's total power and toughness to this creature.)
2/2
brasil_dude101 - 12
GutterflareR
Creature - Elemental {C} 3/0
Aged Blademaster3W
Creature - Human Soldier {C}
Onslaught 2 (If a creature with power 2 or greater entered the battlefield this turn, this enters the battlefield with two +1/+1 counters on it.) "I seek neither students nor awards. All I want is a foe skilled enough to best me and claim my title." - Veyan of the Hundred Years, Blademaser 2/2
Revenant Legionnaire2B
Creature - Zombie Warrior {U}
Onslaught 1 (If a creature with power 1 or greater entered the battlefield this turn, this enters the battlefield with a +1/+1 counter on it.) 2B: Return Revenant Legionnaire from your graveyard to the battlefield tapped. Activate this ability only if you control a Zombie. Their fellowship oath binds them even in death. 2/1
Illusory Challenger1UU
Creature - Illusion {U}
Flash
Onslaught 3 (If a creature with power 3 or greater entered the battlefield this turn, this enters the battlefield with three +1/+1 counters on it.)
When Illusory Challenger becomes the target of a spell or ability, sacrifice it. The greater the warrior, the greater the challenge. 1/1
yewlas - 12
Burrowing ParasiteBB
Creature- Zombie Insect (C)
Supplant (You may cast this from your graveyard if another creature you control died this turn. If you do, exile that card.)
Haste "Trust me, I' seen worse infestations than yer' mutt's fleas. Plenty worse."
—Hargo, Bloodalley Exterminator
2/1
Ghetz’lum Ditchdart1R
Creature- Elemental (C)
Supplant (You may cast this from your graveyard if another creature you control died this turn. If you do, exile that card.)
When Ghetz’lum Ditchdart enters the battlefield, it deals 1 damage to target creature. Few street sweepers hate their jobs as much as those in Ghetz’lum.
1/1
GutterflareR
Creature - Elemental (C)
3/0 "'Korag, stomp dos' rats. Korag, unclog 'dat drainpipe. Korag, 'ow many times we got ta' tell 'ya. Ain't no such thing as livin' fire. An' if there were, why would it live in a gutter?' I hate 'dis job."
—Korag, Ghetz'lum Street Sweeper
Seedsower Fungoid3GG
Creature- Fungus (R)
Supplant
Whenever another creature enters the battlefield under your control, put a +1/+1 counter on target creature.
Whenever a creature you control dies, if it had a +1/+1 counter on it, put a 1/1 green Saproling creature token onto the battlefield.
3/3
Fungus - 11
Gutterflare R
Creature - Elemental {C}
3/0
Stalwart Guard 2W
Creature-Human Soldier {U}
First Strike
Whenever Stalwart Guard blocks, put a +1/+1 counter on it at the end of combat.
Transfuse 2W(2W, Sacrifice this creature: Return target creature from your graveyard to the battlefield with converted mana cost less than this creature's converted mana cost. Put a +1/+1 on it for each +1/+1 that was on this creature when you sacrificed it.)
2/1
Mortal Lightning 1RRRR
Creature- Elemental {R}
Trample, Haste
Whenever Mortal Lightning attacks, put 2 +1/+1 counters on it.
Transfuse 1RRR(1RRR, Sacrifice this creature: Return target creature from your graveyard to the battlefield with converted mana cost less than this creature's converted mana cost. Put a +1/+1 on it for each +1/+1 that was on this creature when you sacrificed it.)
5/1
Stapler - 11
GutterflareR Creature - Elemental (C) Fire won't burn for long if it isn't fed.
3/0
Generous Parasite2B Creature - Leech (C)
Meld 2 - 1B(As you cast a creature spell, you may discard this card from your hand and pay its meld cost. If you do, that creature enters the battlefield with two +1/+1 counters on it.) "A leech that gives you its blood? What fantasy land have I discovered?"
- Thovan, Genial Explorer
2/2
Flaming Invigorator2RR Creature - Elemental (U)
Meld 4 - 3R(As you cast a creature spell, you may discard this card from your hand and pay its meld cost. If you do, that creature enters the battlefield with four +1/+1 counters on it.)
Haste
When you meld Flaming Invigorator onto a creature spell, it gains haste until end of turn. "I stoke the fires of your passions and desires!"
4/1
Eternal Haunter1B Creature - Spirit (U)
Meld 1 - Discard a card (As you cast a creature spell, you may discard this card from your hand and pay its meld cost. If you do, that creature enters the battlefield with a +1/+1 counter on it.)
Whenever a creature with a +1/+1 counter on it enters the battlefield under your control, if Eternal Haunter is in your graveyard, you may return Eternal Haunter to its owner's hand.
1/1
We aren't supposed to judge cards, so I won't. The green rare should have been white! This seems extremely powerful, and might be hard, if not impossible, to make it work at common, but nevertheless, it's well designed, and I like it.
I'm not sure I understand the name (is it only going to be on red elementals?), and the exile effect seems strange, but I suppose it's due to a lack of context. Had you not put this up early, I probably would have had something similar.
I can appreciate what this is trying to do, but the scenario required for your mechanic to trigger seems, in my opinion, too uncommon, or too big a hoop to jump through for the mechanic to be viable.
This, like Living weapon, seems like it was overdue for keywording. I would have maybe liked to have seen it be modular so that the Morningtide class-weapons could be errata'd to it, but that's a minor nitpick. I think this was a really creative solution to this challenge.
If your wording had been such that the creature was exiled, or counters were put on based on the stats, I would have voted for this, but unmarked lasting modifications to permanents aren't good because they're very hard to keep track of. I appeciate the idea, but the execution doesn't work for me,
I hate this. How could this even be submitted? Oculus should have eliminated you when he had the chance. I'm not even going to put a smilie here.
This is sorely lacking a "Supplant once each turn" clause, but otherwise, it's a very nice mechanic.
When I first read this, I missed the smaller CMC bit, which made it seems a lot worse. Nevertheless, I'm not a fan of this for two reasons: Microtext, and the counter transfer. A quick MSE mock-up reveals that this is just exceptionally wordy, to the point where your Guard's other abilities makes everything micro. That's ok for the odd rare, but this is an uncommon. Secondly, I understand the flavor behind the counter transfer, but it just seems really clunky abd impractical to me.
The Spineskate is so close to Vulshok Replica that I expected it to be a berserker. Also, I'd have much rather seen the mechanic's reminder text than flavor text on the Lair-Tyrant, and I LOVE flavor text. I am intrigued by this Golmux character, though.
I'm a little surprised that white didn't get a card with this mechanic in your submission, as it has this martyr vibe for me that works well with white's philosophy. Also, white loves tokens, and tokens love your mechanic. I'm a little conflicted on the mechanic, as I like what it does, but it seems a bit complex. I don't think Scavenge was the best word for it, either. Overall, a good mechanic, but I'm not thrilled by the execution.
Both the mechanic name and your submissions point to this being a mono-red keyword. That isn't really a problem, but I could see some applications for this in black and green. I feel like this mechanic had some more room to grow, and I'd have loved to see another card or two to give some inkling as to what we could do with it. As it stands, it just tells me to kill my own guys instead of attempt combat, and I'm not sure if that's great for either red as a color or MTG as a game.
Reproach seems to push you to play with sacrifice outlets, which is potentially interesting. I was surprised to not see a black card with Reproach, though, since it fits blacks slice of the pie so well. The statue seems odd in that you can't always control when it will turn on, but that may not be bad. Vigilance would have worked well there to allow for both uses. I'm not crazy about it becoming two different kinds of creatures, though, as that seems like it could lead to confusion. The design space for Reproach seems interesting, but really narrow.
I somehow completely missed the fact that none of your equipment has an equip cost. That's probably just because I'm so used to seeing it, though. Anyway, I think this is an excellent mechanic. I'd have worded it a little differently for clarity (if two creatures enter at the same time, like Raise the Alarm, for instance), but that's a fairly easy fix. Of the group, I'm not a huge fan of Contortion Collector. I don't know how to visualize it since I'm not familiar with what the creature type should look like, and the bonus ability seems more white than black.
So, Assimilate is awfully wordy. I like where you're going with this, but I'm worried it creates too many memory issues and takes up too much space. Soul Ingester should really be rare, for instance, as the text space with reminder text is atrocious, especially for an uncommon that will show up with some frequency in Limited. I assume the Ruminator was supposed to have flying, but even then I don't see why it would need to be uncommon. Also, with Phyrexian Ingester as a precedent, this could probably have been blue, but that's just nitpicking. Regardless, Soul Ingester is the only one that shows me how this mechanic can grow, and that's a pretty obvious avenue to explore.
I like Assimilate, but without a decent way to track the changes, I can't get behind it.
I don't particularly like all the fiddly bits for Onslaught (looking for a specific even to get a specific number of counters), but I really appreciate that the two sync up. Making the number of counters also equal the power will make this mechanic much easier to grok. I'm glad your vanilla flagship for the mechanic was white as this makes the most sense to me in white. While I'm not 100% convinced about the mechanic, your submissions show me a lot of potential, and that counts for quite a bit with me. Good job.
Transfuse is terribly wordy. It would barely fit on a text box by itself, let alone with abilities to grant the +1/+1 counters in the first place (and forget about flavor text). White makes a lot of sense for this, but Mortal Lightning is super red intensive and, frankly, gimmicky. It says its a 5/1, but REALLY it's a 7/3.
I get what you're going for, and I love the flavor, but it seems like this could have been worded much cleaner. Honestly, there are just so many restrictions in place; you have to get counters on it in the first place, you have to invest mana to sacrifice it, and you can only get less expensive things back to avoid becoming degenerate. I want to enjoy this, but I'm not sure if the hoops are worth jumping through.
So its Reinforce, but more narrow? Not only that, but the colors that actually care about +1/+1 counters and helping other creatures (green and white) are nowhere to be seen in this mechanic? That said, I really like the potential your uncommons point to. Still, reinforce seems like a cleaner way to pull this off, and this encourages you to hoard cards instead of playing them. Saviors of Kamigawa, unfortunately, did not have it right.
void_nothing: I can see this becoming over-powered quickly and abused. It's not bad, but in this particular case, I can't see it being tacked onto the red. Maybe your Volcanic Spineskate should have been white?
MirrorEntity: I can see this working well, especially if you have a combo deck.
Piar: Unfortunately, I can't see this ultimately working to well because of the aspect of "creatures you control enter the battlefield with it attached to them.", so therefore it would constantly attach to something else. It works well on the 'haste' aspect, but not really anything else.
Prophylaxis: This I can see already as broken. Just within 5-10 minutes of viewing it, I can see it destroying just about everything, even on a 1/1.
brasil_dude: While the aspect of adding counters works well with the white and is priced right, the blue is undercosted for this type of ability.
yewlas: I can't fully explain why I like this ability...oh wait, it's another version of my "died this turn" aspect. LOL
Fungus: The way it looks is as if though your basically paying the casting cost of the creature to transfuse it. It also raises the cost severely of the 'summoned' creature if its less than the Transfuse cost.
Stapler: unlike void and Prophylaxis' cards, this is how to not break adding counter(s), is by having a cost. That is why you got the up-vote from me in this scenario.
For the record, I have had my user name changed. - The user formerly known as brasil_dude101
@PsiJet: I thought we were meant to critique the mechanic, not the cards. I mean, as I understood it, the cards simpy explored the available design space for a given mechanic.
For the record, I have had my user name changed. - The user formerly known as brasil_dude101
I liked your username. It stood out
I'll make the appropriate changes next round. You may want to change your sig or custom title to reflect that change though (at least for a week or so).
For the record, I have had my user name changed. - The user formerly known as brasil_dude101
@PsiJet: I thought we were meant to critique the mechanic, not the cards. I mean, as I understood it, the cards simpy explored the available design space for a given mechanic.
The cards are also examples of your mechanic. If we just judged the mechanic, then we wouldn't need the example cards. I based it on what you had given (and a couple of other cards I tossed together) to make a basis for my decision(s). Otherwise, why would we be given limited points to make cards to reflect our mechanics?
Either way, if you really want me to get down to the nitty gritty with your card(s) and mechanic, you can PM me and I will be more than happy to discuss further, but as it stands, what I was saying is that your overall mechanic is/can be broken quite easily.
Piar: Unfortunately, I can't see this ultimately working to well because of the aspect of "creatures you control enter the battlefield with it attached to them.", so therefore it would constantly attach to something else. It works well on the 'haste' aspect, but not really anything else.
Can you explain more what you mean here? My mechanic has the text "As long as this isn't attached to a creature, ..." so it won't be switching places all that much unless your creatures are dying. Once its on a creature, it stays on it until that creature stops existing, then it'll throw itself onto the next creature you play. Is there some obscure rules-issue I didn't account for that makes this mechanic infinite loop?
@The_User_Formerly_Known_As_brasil_dude101: LOL...I'm usually not TOO good at 'splaining my critiques.
@Piar: And nope...reading comprehension fail. Then in that case, your new review is: Can you point me to an artifact - equipment that doesn't have an equip cost? Don't get me wrong, it's a decent ability, but "Infuse" doesn't seem to be the word I would ultimately use.
void_nothing's Scavenge - A great mechanic made by an amazing and obviously very handsome designer.
MirrorEntity's Spitefire - This seems more like the ability of a vertical cycle than a keyword, and it only "works with Gutterflare" in the sense that it turns Gutterflare into a Lava Spike if you can grant spitefire to it.
PsiJet's Reproach - I don't get it. Is it supposed to say "Whenever a creature dies the same turn it entered the battlefield..."? Seems like an ability word with an overly narrow application; unlike threshold, landfall, or hellbent, which rely on things that happen reasonably often.
Piar's Infuse - Equipment sans equip? Very cool, and elegantly done. I appreciate the "Neothran" creature type.
Prophylaxis' Assimilate - This was a noble effort, really, but the execution leaves much to be desired. Better example cards might have been more convincing.
brasil_dude101Balefire's Onslaught - BADASS. I wish I would have come up with this one. It rewards something that is moderately difficult but fun to do, like the best keywords do, and it's really manly.
yewlas' Supplant - This is one cool recursion mechanic. I'm not sure if there are memory issues with the exile clause, but other than that, this is spot-on. Poor Korag.
Fungus' Transfuse - Rather clunky. That reminder text would create some microtext issues.
Yes, thank you, Piar, for bringing me out of the "deep ditch".
Scavenge: This is a fine mechanic - sort of like a death trigger, but it works with sacrifice cards. I love the flavor.
Spitefire - This is a really solid mechanic that can do some mean things in RDW. Well done.
Reproach - Not a fan. In my morbid deck I want some creatures to be useful first, then sacrifice. This could arguably well be morbid to be honest.
Infuse - Cool mechanic. However, I don't see how it really does anything different from equipment. I mean, living weapon is good on an empty board; this mechanic seems like it just wants equip 0. I don't see the ability to unequip as a huge drawback.
Onslaught - My only rambling about this mechanic is that it feels a bit narrow and eats up a lot of mana. Otherwise, good job.
Supplant - I like this mechanic. I like the way you exiled creatures so that you can prevent infinite loops. Good job.
Transfuse - I get where you are going, but this is just too wordy. Sorry.
Meld - Reinforce reinforce reinforce
The contest so far...
Round 1 (Initiation) - Voting
Round 2 (With...A Herring!) - Voting
Round 3 (Overpowered Savagery)
The rules are simple:
Every round, you design a mechanic given a criterion for that mechanic. You also get six "design points" to spread between cards like such:
- Common: 1 point
- Uncommon: 2 points
- Rare/Mythic: 3 points
These cards will be your only opportunity to showcase your mechanic and its design space, so use them wisely.
==> You must provide at least one card.
==> After a given period of time, there will be three days of voting. At the end of the round, the bottom 3 will be eliminated. You may vote for yourself as long as you vote for at least two other entries, and critiquing will earn you a bonus point.
Round 3: Overpowered Savagery
Design any mechanic. However, you must have this card as one of your showcase cards:
Gutterflare R
Creature - Elemental {C}
3/0
------------------------------------------------------
Contestants:
void_nothing - 21
Gutterflare
Creature - Elemental (C)
"A passionate but pitiful specimen." - Golmux, life-force researcher
3/0
Volcanic Spineskate 1RR
Creature - Elemental Beast (U)
Scavenge 1 (When Volcanic Spineskate dies, until end of turn, each other creature you control enters the battlefield with an additional +1/+1 counter on it.)
1R, Sacrifice Volcanic Spineskate: Volcanic Spineskate deals 3 damage to target player.
"Paradoxically, it will fight for everything but self-preservation." - Golmux, life-force researcher
3/1
Glowing Lair-Tyrant 3GG
Creature - Elemental Beast (R)
Scavenge 2
:symtap:: Exile a creature card in your hand.
When Glowing Lair-Tyrant dies, put all creature cards exiled with it onto the battlefield.
"It captures its prey, seals them below ground, then seems to find empowering them is more rewarding than eating them." - Golmux, life-force researcher
4/4
MirrorEntity - 16
Gutterflare R
Creature - Elemental (C)
A spark with a great future, if only there is the right being to tend it.
Boltsower 1RR
Creature - Elemental (U)
Evoke R
Spitefire (When this creature dies, it deals damage equal to its power to target player. Then exile it.)
2/1
Kindlefire 3RRR
Legendary Creature - Elemental (M)
Other Elemental creatures you control have spitefire.
At the beginning of your upkeep, return an exiled card at random you own to your hand.
3/3
PsiJet - 14
Gutterflare
Creature - Elemental (C)
3/0
Tidal Seer 2UU
Creature - Merfolk Advisor (U)
If Tidal Seer dies, scry 3.
Reproach — If a creature dies or died the same turn it enters the battlefield, you may draw a card.
1/2
Statue of the Faithless 5
Artifact (R)
4: Statue of the Faithless becomes a 3/3 white angel creature with flying until end of turn.
Reproach — If a creature dies or died the same turn it entered the battlefield, Statue of the Faithless becomes a 4/4 white angel creature with flying and first strike until end of turn.
Piar - 14
Gutterflare R
Creature - Elemental (C)
Neothran shamans experimented with a vast array of invocations, and the more bizarre the outcome the more popular the spell.
3/0
Armshield 3
Artifact - Equipment (C)
Equipped creature gets +0/+4 and has vigilance.
Infuse (As long as Armshield is not attached to a creature, creatures you control enter the battlefield with it attached to them.)
The Neothran value their ideas, and they do not hesitate to protect them.
Deviant Claws 2
Artifact - Equipment (C)
Equipped creature gets +1/+1 and has haste.
Infuse (As long as Deviant Claws is not attached to a creature, creatures you control enter the battlefield with it attached to them.)
Even criminals used grafted weaponry to commit their atrocities.
Contortion Collector 3B
Creature - Neothran (C)
Contortion Collector gets +1/+1 for each equipment attached to it.
He is always on the lookout for new grafts to acquire.
2/2
Salvage Familiar 4W
Creature - Bird (U)
Flying
When Salvage Familiar enters the battlefield, you may return target Equipment card from your graveyard to the battlefield attached to it.
The steel still holds most of its shape. It just needs a little polishing up.
2/2
Prophylaxis - 13
Gutterflare R
Creature - Elemental (C)
3/0
Obscured Digester 1G
Creature - Beast Horror (C)
Assimilate (Whenever another creature enters the battlefield under you control, you may sacrifice it. If so, add that creature's total power and toughness to this creature.)
1/1
Soul Ingestor 3B
Creature - Horror (U)
Soul Ingestor enters the battlefield with a soul counter on it.
Assimilate (Whenever another creature enters the battlefield under you control, you may sacrifice it. If so, add that creature's total power and toughness to this creature.)
Whenever a creature is assimilated by Soul Ingestor, you may remove a soul counter from it. If so, put it onto the battlefield instead of it's owner's graveyard.
0/1
Carrion Ruminator 4B
Creature - Bird Horror (U)
Assimilate (Whenever another creature enters the battlefield under you control, you may sacrifice it. If so, add that creature's total power and toughness to this creature.)
2/2
brasil_dude101 - 12
Gutterflare R
Creature - Elemental {C}
3/0
Aged Blademaster 3W
Creature - Human Soldier {C}
Onslaught 2 (If a creature with power 2 or greater entered the battlefield this turn, this enters the battlefield with two +1/+1 counters on it.)
"I seek neither students nor awards. All I want is a foe skilled enough to best me and claim my title." - Veyan of the Hundred Years, Blademaser
2/2
Revenant Legionnaire 2B
Creature - Zombie Warrior {U}
Onslaught 1 (If a creature with power 1 or greater entered the battlefield this turn, this enters the battlefield with a +1/+1 counter on it.)
2B: Return Revenant Legionnaire from your graveyard to the battlefield tapped. Activate this ability only if you control a Zombie.
Their fellowship oath binds them even in death.
2/1
Illusory Challenger 1UU
Creature - Illusion {U}
Flash
Onslaught 3 (If a creature with power 3 or greater entered the battlefield this turn, this enters the battlefield with three +1/+1 counters on it.)
When Illusory Challenger becomes the target of a spell or ability, sacrifice it.
The greater the warrior, the greater the challenge.
1/1
yewlas - 12
Burrowing Parasite BB
Creature- Zombie Insect (C)
Supplant (You may cast this from your graveyard if another creature you control died this turn. If you do, exile that card.)
Haste
"Trust me, I' seen worse infestations than yer' mutt's fleas. Plenty worse."
—Hargo, Bloodalley Exterminator
2/1
Ghetz’lum Ditchdart 1R
Creature- Elemental (C)
Supplant (You may cast this from your graveyard if another creature you control died this turn. If you do, exile that card.)
When Ghetz’lum Ditchdart enters the battlefield, it deals 1 damage to target creature.
Few street sweepers hate their jobs as much as those in Ghetz’lum.
1/1
Gutterflare R
Creature - Elemental (C)
3/0
"'Korag, stomp dos' rats. Korag, unclog 'dat drainpipe. Korag, 'ow many times we got ta' tell 'ya. Ain't no such thing as livin' fire. An' if there were, why would it live in a gutter?' I hate 'dis job."
—Korag, Ghetz'lum Street Sweeper
Seedsower Fungoid 3GG
Creature- Fungus (R)
Supplant
Whenever another creature enters the battlefield under your control, put a +1/+1 counter on target creature.
Whenever a creature you control dies, if it had a +1/+1 counter on it, put a 1/1 green Saproling creature token onto the battlefield.
3/3
Fungus - 11
Gutterflare R
Creature - Elemental {C}
3/0
Stalwart Guard 2W
Creature-Human Soldier {U}
First Strike
Whenever Stalwart Guard blocks, put a +1/+1 counter on it at the end of combat.
Transfuse 2W (2W, Sacrifice this creature: Return target creature from your graveyard to the battlefield with converted mana cost less than this creature's converted mana cost. Put a +1/+1 on it for each +1/+1 that was on this creature when you sacrificed it.)
2/1
Mortal Lightning 1RRRR
Creature- Elemental {R}
Trample, Haste
Whenever Mortal Lightning attacks, put 2 +1/+1 counters on it.
Transfuse 1RRR (1RRR, Sacrifice this creature: Return target creature from your graveyard to the battlefield with converted mana cost less than this creature's converted mana cost. Put a +1/+1 on it for each +1/+1 that was on this creature when you sacrificed it.)
5/1
Stapler - 11
Gutterflare R
Creature - Elemental (C)
Fire won't burn for long if it isn't fed.
3/0
Generous Parasite 2B
Creature - Leech (C)
Meld 2 - 1B (As you cast a creature spell, you may discard this card from your hand and pay its meld cost. If you do, that creature enters the battlefield with two +1/+1 counters on it.)
"A leech that gives you its blood? What fantasy land have I discovered?"
- Thovan, Genial Explorer
2/2
Flaming Invigorator 2RR
Creature - Elemental (U)
Meld 4 - 3R (As you cast a creature spell, you may discard this card from your hand and pay its meld cost. If you do, that creature enters the battlefield with four +1/+1 counters on it.)
Haste
When you meld Flaming Invigorator onto a creature spell, it gains haste until end of turn.
"I stoke the fires of your passions and desires!"
4/1
Eternal Haunter 1B
Creature - Spirit (U)
Meld 1 - Discard a card (As you cast a creature spell, you may discard this card from your hand and pay its meld cost. If you do, that creature enters the battlefield with a +1/+1 counter on it.)
Whenever a creature with a +1/+1 counter on it enters the battlefield under your control, if Eternal Haunter is in your graveyard, you may return Eternal Haunter to its owner's hand.
1/1
Eliminated
Round 1
shesXmyXsuicide - 3
MoorlandHaunter - 3
jakobmunk - 3
Megiddo - 3
Lordschuft - 3
MagicBrains - 1
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Round 2
Ninja Caterpie - 10
Ryder052 - 10
Marco - 8
headley - 6 (DQ)
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Round 3
Doom Lich - 12 (DQ)
---------------------
Thanks for playing!
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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The green rare should have been white!This seems extremely powerful, and might be hard, if not impossible, to make it work at common, but nevertheless, it's well designed, and I like it.I'm a little surprised that white didn't get a card with this mechanic in your submission, as it has this martyr vibe for me that works well with white's philosophy. Also, white loves tokens, and tokens love your mechanic. I'm a little conflicted on the mechanic, as I like what it does, but it seems a bit complex. I don't think Scavenge was the best word for it, either. Overall, a good mechanic, but I'm not thrilled by the execution.
Thank you for submitting some good commons, though. Commons give me a much better understanding of a mechanic and its applications. Sure, some mechanics should be keyworded but still don't work at common, but I say that for every //gatherer.wizards.com/Pages/Search/Default.aspx?text=+[imprint">"]imprint, we need at least two //gatherer.wizards.com/Pages/Search/Default.aspx?text=+[kicker">"]kickers. Overall, very nice work.
I like Assimilate, but without a decent way to track the changes, I can't get behind it.
I get what you're going for, and I love the flavor, but it seems like this could have been worded much cleaner. Honestly, there are just so many restrictions in place; you have to get counters on it in the first place, you have to invest mana to sacrifice it, and you can only get less expensive things back to avoid becoming degenerate. I want to enjoy this, but I'm not sure if the hoops are worth jumping through.
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
MirrorEntity: I can see this working well, especially if you have a combo deck.
Piar: Unfortunately, I can't see this ultimately working to well because of the aspect of "creatures you control enter the battlefield with it attached to them.", so therefore it would constantly attach to something else. It works well on the 'haste' aspect, but not really anything else.
Prophylaxis: This I can see already as broken. Just within 5-10 minutes of viewing it, I can see it destroying just about everything, even on a 1/1.
brasil_dude: While the aspect of adding counters works well with the white and is priced right, the blue is undercosted for this type of ability.
yewlas: I can't fully explain why I like this ability...oh wait, it's another version of my "died this turn" aspect. LOL
Fungus: The way it looks is as if though your basically paying the casting cost of the creature to transfuse it. It also raises the cost severely of the 'summoned' creature if its less than the Transfuse cost.
Stapler: unlike void and Prophylaxis' cards, this is how to not break adding counter(s), is by having a cost. That is why you got the up-vote from me in this scenario.
@PsiJet: I thought we were meant to critique the mechanic, not the cards. I mean, as I understood it, the cards simpy explored the available design space for a given mechanic.
I liked your username. It stood out
I'll make the appropriate changes next round. You may want to change your sig or custom title to reflect that change though (at least for a week or so).
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
The cards are also examples of your mechanic. If we just judged the mechanic, then we wouldn't need the example cards. I based it on what you had given (and a couple of other cards I tossed together) to make a basis for my decision(s). Otherwise, why would we be given limited points to make cards to reflect our mechanics?
Either way, if you really want me to get down to the nitty gritty with your card(s) and mechanic, you can PM me and I will be more than happy to discuss further, but as it stands, what I was saying is that your overall mechanic is/can be broken quite easily.
Eh... I dunno. I'm sure it did, but that was a username I'd used for quite some time (say... 5 years?), and I guess I just outgrew it.
I will be updating my sig shortly.
@PsiJet: No, your judgment is fine, it's just that the way you'd worded it made it seem as though the one card ruined it for you.
Critholder
Can you explain more what you mean here? My mechanic has the text "As long as this isn't attached to a creature, ..." so it won't be switching places all that much unless your creatures are dying. Once its on a creature, it stays on it until that creature stops existing, then it'll throw itself onto the next creature you play. Is there some obscure rules-issue I didn't account for that makes this mechanic infinite loop?
@Piar: And nope...reading comprehension fail. Then in that case, your new review is: Can you point me to an artifact - equipment that doesn't have an equip cost? Don't get me wrong, it's a decent ability, but "Infuse" doesn't seem to be the word I would ultimately use.
Oculus: could you please add a point for Piar.
void_nothing's Scavenge - A great mechanic made by an amazing and obviously very handsome designer.
MirrorEntity's Spitefire - This seems more like the ability of a vertical cycle than a keyword, and it only "works with Gutterflare" in the sense that it turns Gutterflare into a Lava Spike if you can grant spitefire to it.
PsiJet's Reproach - I don't get it. Is it supposed to say "Whenever a creature dies the same turn it entered the battlefield..."? Seems like an ability word with an overly narrow application; unlike threshold, landfall, or hellbent, which rely on things that happen reasonably often.
Piar's Infuse - Equipment sans equip? Very cool, and elegantly done. I appreciate the "Neothran" creature type.
Prophylaxis' Assimilate - This was a noble effort, really, but the execution leaves much to be desired. Better example cards might have been more convincing.
brasil_dude101Balefire's Onslaught - BADASS. I wish I would have come up with this one. It rewards something that is moderately difficult but fun to do, like the best keywords do, and it's really manly.yewlas' Supplant - This is one cool recursion mechanic. I'm not sure if there are memory issues with the exile clause, but other than that, this is spot-on. Poor Korag.
Fungus' Transfuse - Rather clunky. That reminder text would create some microtext issues.
Stapler's Meld - It's like a worse reinforce.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Scavenge: This is a fine mechanic - sort of like a death trigger, but it works with sacrifice cards. I love the flavor.
Spitefire - This is a really solid mechanic that can do some mean things in RDW. Well done.
Reproach - Not a fan. In my morbid deck I want some creatures to be useful first, then sacrifice. This could arguably well be morbid to be honest.
Infuse - Cool mechanic. However, I don't see how it really does anything different from equipment. I mean, living weapon is good on an empty board; this mechanic seems like it just wants equip 0. I don't see the ability to unequip as a huge drawback.
Onslaught - My only rambling about this mechanic is that it feels a bit narrow and eats up a lot of mana. Otherwise, good job.
Supplant - I like this mechanic. I like the way you exiled creatures so that you can prevent infinite loops. Good job.
Transfuse - I get where you are going, but this is just too wordy. Sorry.
Meld - Reinforce reinforce reinforce
Final Scores for this round:
void_nothing - 25
MirrorEntity - 20
yewlas - 19
Piar - 18
PsiJet - 17
Prophylaxis - 16
Balefire - 16
---------------------
Fungus - 13
Stapler - 13
Eliminated
Round 1
shesXmyXsuicide - 3
MoorlandHaunter - 3
jakobmunk - 3
Megiddo - 3
Lordschuft - 3
MagicBrains - 1
---------------------
Round 2
Ninja Caterpie - 10
Ryder052 - 10
Marco - 8
headley - 6 (DQ)
---------------------
Round 3
Doom Lich - 12 (DQ)
---------------------
Thanks for playing!
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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