February CCL - The Labyrinth
Round 5 - In the World's Heart
The innermost chamber of the Labyrinth is a sight to behold; the walls of the room are perfectly spherical, and seem to be hewn from some kind of mirror-like rock. The room itself looks small, but a second glance tells you it would take you at least a day to traverse the entire circumference of the chamber. As you walk, the room seems to shift with you, so that down is always away from the center. Emanating from the heart of the chamber is...something, its silhouette barely perceptible through the intense amount of light and mana it radiates. Orbiting this object are slabs of rock, passing closely and swiftly enough by each other to form not only an ever-shifting stairway to the center, but also a wild, unpredictable maze of death.
Together, you begin your ascent, with each member of your group tasked to keep watch in a certain direction. You don't realize how silent the room is until the echo of footsteps and muffled cheers rings through the chamber - and you realize that one final challenge awaits you. Four other rival groups are now in the chamber; dealing with them now would be reckless and foolish, as you have to devote your concentration to not being sliced in half by the platforms, but nonetheless you'd rather be prepared for any confrontation that may occur when you get to the center. As you begin recanting the mystic weave you have in mind, you notice the room seems to be humming in time, absorbing every syllable and amplifying the spell...
The Labyrinth mostly works like a game of Magic - that means you can't ride a Champion's Drake over a bunch of goblins or set haunted forests on fire with a Shivan Dragon, but feel free to Nighthaze your way through a swamp full of zombies or Stormcaller's Boon seven squirrels to kill an attacking Lord of the Pit.
For the purposes of the game, you are both a player at 1 life and a legendary 1/1 creature token with no types. This will probably not be important; just try not to do anything that might get you killed, but feel free to Giant Growth yourself if the need arises.
Dealing combat damage to your opponent is interpreted as getting through the door. You only have one shot at this, so try to get as many of your team members through as possible (including yourself!) The biggest blocker will always go for you, then the second-biggest will go for your smallest guy, the third-biggest for your second-smallest and so on. If any blockers are left over it wraps back around. Biggest means power, by the way.
Every round is like a totally new game, except for two things: You and any of your original creatures that made it through the door are the ones you start this round with (counters, auras, effects etc. fall off), and any basic lands you had carry over (again, brand spanking new). Additionally, you can add one basic land of one of your colors to your land cache at the end of every chamber. Note that both creatures and lands will begin the game on the battlefield and untapped.
It always starts on your opponent's (the room's) turn, so be prepared.
If there's any gray zones which require the "opponent" to make a decision, PM me. Don't just assume.
Although you start off with one card in hand (unless otherwise specified), you can use card-drawing effects to open up more "slots". This means draw step too!
--------------------------------------------------------------------------------------- This round's challenge:
Create a non-Aura enchantment that's in both your colors. This enchantment should somehow help you deal and/or prevent damage from another player.
Additionally, choose two extra lands for next round.
The Card Creation League is a monthly contest in which players compete over seven rounds. Each month has an overall theme and/or story, determined by that month's host.
Each round, the host will assign a card creation task to the players. This task may vary between teams or players.
The first three rounds are open to everyone who joined in the sign-up thread, which will be posted near the end of the previous month. After these rounds, the Top 8 players will move on to three single elimination rounds to determine a winner.
Rounds usually last three to four days for submissions and about two days for critiques, but the host has final say in making the schedule.
For the first three rounds, players are divided into teams. Four teams is standard, but there may be more or less depending on the number of players. Each team will review another team's cards during the critique period of that round.
Each player must submit a Top 3 ranking for the team he or she critiques at the end of each round. Each 1st place is worth 3 points, 2nd place 2 points, and 3rd place 1 point.
Additionally, each player can receive 2 bonus points per round. One point is awarded for posting a Top 3, and one point for providing critiques for that team's cards.
Suggested areas to critique include creativity, balance, printability, and relation to the overall theme or that player's previous cards.
Players who do not post a card or a Top 3 will be put on "probation." Top 3 violations for a round can be removed by posting or PMing the host with your Top 3 before the end of the next round. Any player that would receive a second violation is disqualified from further competition that month.
At the end of the first three rounds, the Top 8 players will be selected by points (usually the top 2 from each team). In the case of ties, there may be more than 8 players advancing. The host will determine matchups for single elimination. At the end of each elimination round, remaining players not in that matchup will choose a winner to advance. The host will break any ties.
The final round is determined by public poll.
Prior to Top 8, players have a chance of getting a total of 25 points toward their score each Scoring Round. Scores for each Round are determined by the following equation:
Total points of Player A in round N = 23 * X/Y + Additional points, where:
X = Total number of Scoring Points (Judge Points)
Y = Total number of Possible Points (3 * Number of Judges)
3 points are given for a First Place Top 3 finish, 2 points for a Second Place, and 1 point for a Third Place. 1 additional point is awarded if a Top 3 is submitted. 1 additional point is awarded if Critiques are given for all entries to be judged.
This way the grading is more streamlined in the fact that all rounds prior to Top 8 are graded equally, and there is no handicap for any team that has fewer judges.
You will notice this is a different system from previous months. It was designed to make "additional points" worth the same amount despite differing team sizes. Depending on how this month works out, this may become the new "normal" system, or it may be a one-time test.
Each player accumulates points from each Scoring Round until the end of Round 3.
The round will close on Monday, the 27th of February.
I really wonder how Egak is going to get away with this one.
Shield of the Earth3GW
Enchantment (R)
Players can't lose life.
At the beginning of each upkeep, put a depletion counter on Shield of the Earth. Then, if Shield of the Earth has five or more depletion counters on it, sacrifice it. 3: Put a depletion counter on Shield of the Earth or remove one from it. Any player may activate this ability.
Into the last round, I'll pick up two of each land.
Flames of Retribution4RG
Enchantment R
Whenever a creature deals X or more damage to you, put a charge counter on Flames of Retribution. X is the number of charge counters on Flames of Retribution.
If a creature you control would deal damage to a player, it instead deals that much damage plus X, where X is the number of charge counters on Flames of Retribution.
Island
Forest
3/3 green Centaur token x 2
1/3 blue Merfolk token
1/1 blue and green Legendary token, "Egak"
Glowcap Spring
Land (R) T: Add 1 to your mana pool.
:symgu:, T: The next creature card you play this turn can be played as though it had flash.
Fog of Rust1G
Instant (C)
Prevent all combat damage that would be dealt this turn by artifact creatures.
Stone Disguise2U
Instant (U)
As an additional cost to cast Stone Disguise, tap any number of creatures you control.
Creatures tapped this way become artifacts until end of turn. (They are no longer creatures.)
Defossilize2G
Sorcery (R)
As long as you control a forest, you may discard an artifact card instead of playing Defossilize’s mana cost.
Target artifact becomes a 3/3 creature until end of turn. (It is no longer an artifact)
Jury RigXU
Sorcery (U)
Return any number of target artifacts with combined converted mana cost of X from your graveyard to the battlefield. At the beginning of your next end step, sacrifice these artifacts.
Scale Schism2GGUU
Enchantment (R)
Attacking creatures you control get +3/+0.
Attacking creatures you don’t control get -3/-0.
And I shall keep an even mana base into the final round.
WU Lands:
3x Plains (+1 next round)
3x Island (+1 next tround)
Creatures:
4x 1/1 white Soldier token
2x 1/3 blue Merfolk token
1x 1/1 White/blue legend, "Adevas"
Solwater Respite
Land (R)
Solwater Respite enters the battlefield tapped.
When you control no creatures, sacrifice Solwater Respite. T: Add W to your mana pool. You gain 1 life. T: Add U to your mana pool. Look at the top card of your library.
Cnao's Warden4(W/U)(W/U)
Creature- Angel (R)
If the total power of creatures attacking you is 8 or greater, Cnao's Warden costs 4 less to cast.
Flash, flying
When Cnao's Warden enters the battlefield, attacking creatures become 1/1 until end of turn.
4/4
Icebind1WW
Enchantment (U)
Flash
When Icebind enters the battlefield, exile target spell.
When Icebind leaves the battlefield, the owner of the exiled card may cast that card without paying its mana cost. Everything freezes, if you make it cold enough.
Zhairorian Envoy2(G/U)(G/U)
Creature- Elemental (U)
Zhairorian Envoy can't be countered.
When Zhairorian Envoy enters the battlefield, target noncreature permanent becomes a 3/3 green elemental creature with no abilities for as long as Zhairorian Envoy is on the battlefield.
1/1
Saer's Resculptor2
Artifact Creature- Construct (C)
When ~ dies, put target artifact card in a graveyard on top of its owner's library.
Evoke U(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) Its only whim is to rebuild that which is broken.
1/1
Saer's Attendent2UU
Creature- Angel Artificer (R)
Flying
When ~ enters the battlefield, draw a card, then put any number of artifact cards with total converted mana cost 2 or less from your hand onto the battlefield. Angels of the God of Constructs exist to ensure that his creations are put to good use.
2/2
This Round:
Oath to Daneck2WWUU
Enchantment (M) 1: The next time a source an opponent controls would deal damage to you or a non-Illusion creature you control, put a 0/2 blue Illusion creature token onto the battlefield and that damage is dealt to that creature instead.
At end of combat, transform Oath to Daneck.
Oath to Sylphia
((W/U))Enchantment (M)
Whenever a non-Illusion creature you control becomes the target of a spell or ability an opponent controls, put a 0/2 blue Illusion creature token onto the battlefield, then change the target of that spell or ability to that creature.
At the beginning of combat, transform Oath to Sylphia.
As much as I originally disliked double-faced cards, I do enjoy the flexibility of design allowed by them. This card represents a prayer to the God of Day and the Goddess of Night. I'll save the rest of the story this time.
WB
1x 1/1 Gerrard's Mom
4x 1/1 W Soldier
2x 2/2 B Vampire
2x Plains
2x Swamp
Stone of the Steed
Land (R) T: Add 1 to your mana pool. 1WB,T, Sacrifice a creature: Transform Stone of the Steed and attach it to a creature you control. Activate this ability only any time you could cast a sorcery. Legend tells of a place deep in the Labyrinth where escape can be bought on the wings of a ghostly black pegasus, for the right price in blood.
--- Spirit of the Steed
(WB) Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +3/+3 and has flying and lifelink.
When Spirit of the Steed is put into a graveyard from the battlefield, return it to the battlefield tapped and transformed.
Arrogant DismissalWB
Instant (U)
Choose up to three target nonland permanents with total converted mana cost 3 or less. Destroy those permanents. "I don't have time for these distractions. Let me know when you're ready to fight."
Morale Surge2(G/W)
Instant (U)
Kicker 3(R/G)
Creatures you control get +0/+X until end of turn, where X is the number of creatures you control. If Morale Surge was kicked, those creatures also get +X/+0 until end of turn.
Struggle with ShadowsXB
Sorcery (C)
Target player sacrifices a creature he or she controls with power X.
Memoriam KnightWW
Creature - Spirit Knight (U)
First strike. lifelink
When Memoriam Knight is put into a graveyard from anywhere, you may gain 2 life. The knights of Uvar's highest castes personally forge lockets containing everburning flames for their loved ones, ensuring that their spirits can return to protect once their body is gone.
2/2
Moment of Clarity1WW
Sorcery (R)
Destroy each permanent with converted mana cost greater than your life total. In the final moments of his life, the noisy battlefield seemed to fade from his senses, receding far into the distance and leaving only the opponent he faced.
Gerrard's Mom lifted a hand again as they strode into the final chamber, his men coming to a halt.
"This is not a situation we can solve through simple combat," he warned. In a face-off against multiple opponents, moving against one hastily would give the others an advantage. Instead, Mom kneeled to the ground, weaving a spell onto the smooth surface that spread out in a delicate lacework of magical energy, somehow both shining and shadowy. As the lattice reached the other casters in the room, it tapped into their lifeforces, linking all together. Now, the pain and joy of the others would be shared, and none could attack Gerrard's Mom without risk of losing his own life.
Bond of Reciprocity2(W/B)(W/B)
Enchantment (R)
Whenever an opponent gains life, you may pay (W/B)(W/B). If you do, you gain that much life.
Whenever a source deals damage to you, you may pay (W/B)(W/B). If you do, Bond of Reciprocity deals that much damage to that source's controller.
I forgot to mention that these cards will be in the command zone, where they are treated as on the battlefield for the purposes of their own effects, but not for anything else (eg. Back to Nature and Demystify). If you have any questions on whether your cards works with this (eg. enchantment creatures wouldn't really work), feel free to ask.
Indeed. So you'd have to make a black-white enchantment.
I think GM is asking about the lands you choose at the end of the round. It just says "choose two lands", not "choose two lands of your colours", so I assume he was asking if he could, for example, take a forest and a mountain.
I assume that's still not possible and just wasn't stated 'cos it was obvious, but... :\
Private Mod Note
():
Rollback Post to RevisionRollBack
If you're having creature problems I feel bad for you son
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Round's closed! Everyone critiques everyone and provides a Top 3; I'll be closing critiques in around 48 hours (so midnight when Tuesday becomes Wednesday), then break any ties before advancing to the finals.
Flames of Retribution4RG
Enchantment R
Whenever a creature deals X or more damage to you, put a charge counter on Flames of Retribution. X is the number of charge counters on Flames of Retribution.
If a creature you control would deal damage to a player, it instead deals that much damage plus X, where X is the number of charge counters on Flames of Retribution.
Two more Forests please.
Seems a bit complica'ed, but I get it. Could be quite powerful in any old deck, although I suppose Beastmaster Ascension is much cheaper and only requires you to attack rather than your opponent. It seems funny that, because of the psychology of the whole thing, this would also cause you to take less damage because your opponent doesn't want to power your dudes up more. Interesting card that would lead to interesting gameplay.
Island
Forest
3/3 green Centaur token x 2
1/3 blue Merfolk token
1/1 blue and green Legendary token, "Egak"
Glowcap Spring
Land (R) T: Add 1 to your mana pool.
:symgu:, T: The next creature card you play this turn can be played as though it had flash.
Fog of Rust1G
Instant (C)
Prevent all combat damage that would be dealt this turn by artifact creatures.
Stone Disguise2U
Instant (U)
As an additional cost to cast Stone Disguise, tap any number of creatures you control.
Creatures tapped this way become artifacts until end of turn. (They are no longer creatures.)
Defossilize2G
Sorcery (R)
As long as you control a forest, you may discard an artifact card instead of playing Defossilize’s mana cost.
Target artifact becomes a 3/3 creature until end of turn. (It is no longer an artifact)
Jury RigXU
Sorcery (U)
Return any number of target artifacts with combined converted mana cost of X from your graveyard to the battlefield. At the beginning of your next end step, sacrifice these artifacts.
Scale Schism2GGUU
Enchantment (R)
Attacking creatures you control get +3/+0.
Attacking creatures you don’t control get -3/-0.
And I shall keep an even mana base into the final round.
I know you tried to make it two colours, but the "attacking creatures you control get +3/+0" just isn't green. It's a red, maybe white ability and, while it's a cool mirror, it's off colour. Green doesn't care about whether you're being attacked, and rarely does it only increase one stat. The blunting side is nice and blue, but the sharpening end is awkwardly off-colour.
WU Lands:
3x Plains (+1 next round)
3x Island (+1 next tround)
Creatures:
4x 1/1 white Soldier token
2x 1/3 blue Merfolk token
1x 1/1 White/blue legend, "Adevas"
Solwater Respite
Land (R)
Solwater Respite enters the battlefield tapped.
When you control no creatures, sacrifice Solwater Respite. T: Add W to your mana pool. You gain 1 life. T: Add U to your mana pool. Look at the top card of your library.
Cnao's Warden4(W/U)(W/U)
Creature- Angel (R)
If the total power of creatures attacking you is 8 or greater, Cnao's Warden costs 4 less to cast.
Flash, flying
When Cnao's Warden enters the battlefield, attacking creatures become 1/1 until end of turn.
4/4
Icebind1WW
Enchantment (U)
Flash
When Icebind enters the battlefield, exile target spell.
When Icebind leaves the battlefield, the owner of the exiled card may cast that card without paying its mana cost. Everything freezes, if you make it cold enough.
Zhairorian Envoy2(G/U)(G/U)
Creature- Elemental (U)
Zhairorian Envoy can't be countered.
When Zhairorian Envoy enters the battlefield, target noncreature permanent becomes a 3/3 green elemental creature with no abilities for as long as Zhairorian Envoy is on the battlefield.
1/1
Saer's Resculptor2
Artifact Creature- Construct (C)
When ~ dies, put target artifact card in a graveyard on top of its owner's library.
Evoke U(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) Its only whim is to rebuild that which is broken.
1/1
Saer's Attendent2UU
Creature- Angel Artificer (R)
Flying
When ~ enters the battlefield, draw a card, then put any number of artifact cards with total converted mana cost 2 or less from your hand onto the battlefield. Angels of the God of Constructs exist to ensure that his creations are put to good use.
2/2
This Round:
Oath to Daneck2WWUU
Enchantment (M) 1: The next time a source an opponent controls would deal damage to you or a non-Illusion creature you control, put a 0/2 blue Illusion creature token onto the battlefield and that damage is dealt to that creature instead.
At end of combat, transform Oath to Daneck.
Oath to Sylphia
((W/U))Enchantment (M)
Whenever a non-Illusion creature you control becomes the target of a spell or ability an opponent controls, put a 0/2 blue Illusion creature token onto the battlefield, then change the target of that spell or ability to that creature.
At the beginning of combat, transform Oath to Sylphia.
As much as I originally disliked double-faced cards, I do enjoy the flexibility of design allowed by them. This card represents a prayer to the God of Day and the Goddess of Night. I'll save the rest of the story this time.
This is interesting, but the wording makes it seems clunky. Oath to Daneck seems very powerful, as it's just "stop all creatures forever muahaha" and more as much of a punk as Moat. (PS. Moat is not a fair power level). In combat, your dudes are immune to trades. Outside combat, your dudes are immune to spot removal; not to mention it's bonkers with Lord of the Unreal. Six mana is six mana, but it seems really, really powerful. At least it's a mythic so limited doesn't get completely wrecked.
WB
1x 1/1 Gerrard's Mom
4x 1/1 W Soldier
2x 2/2 B Vampire
2x Plains
2x Swamp
Stone of the Steed
Land (R) T: Add 1 to your mana pool. 1WB,T, Sacrifice a creature: Transform Stone of the Steed and attach it to a creature you control. Activate this ability only any time you could cast a sorcery. Legend tells of a place deep in the Labyrinth where escape can be bought on the wings of a ghostly black pegasus, for the right price in blood.
--- Spirit of the Steed
(WB) Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +3/+3 and has flying and lifelink.
When Spirit of the Steed is put into a graveyard from the battlefield, return it to the battlefield tapped and transformed.
Arrogant DismissalWB
Instant (U)
Choose up to three target nonland permanents with total converted mana cost 3 or less. Destroy those permanents. "I don't have time for these distractions. Let me know when you're ready to fight."
Morale Surge2(G/W)
Instant (U)
Kicker 3(R/G)
Creatures you control get +0/+X until end of turn, where X is the number of creatures you control. If Morale Surge was kicked, those creatures also get +X/+0 until end of turn.
Struggle with ShadowsXB
Sorcery (C)
Target player sacrifices a creature he or she controls with power X.
Memoriam KnightWW
Creature - Spirit Knight (U)
First strike. lifelink
When Memoriam Knight is put into a graveyard from anywhere, you may gain 2 life. The knights of Uvar's highest castes personally forge lockets containing everburning flames for their loved ones, ensuring that their spirits can return to protect once their body is gone.
2/2
Moment of Clarity1WW
Sorcery (R)
Destroy each permanent with converted mana cost greater than your life total. In the final moments of his life, the noisy battlefield seemed to fade from his senses, receding far into the distance and leaving only the opponent he faced.
Gerrard's Mom lifted a hand again as they strode into the final chamber, his men coming to a halt.
"This is not a situation we can solve through simple combat," he warned. In a face-off against multiple opponents, moving against one hastily would give the others an advantage. Instead, Mom kneeled to the ground, weaving a spell onto the smooth surface that spread out in a delicate lacework of magical energy, somehow both shining and shadowy. As the lattice reached the other casters in the room, it tapped into their lifeforces, linking all together. Now, the pain and joy of the others would be shared, and none could attack Gerrard's Mom without risk of losing his own life.
Bond of Reciprocity2(W/B)(W/B)
Enchantment (R)
Whenever an opponent gains life, you may pay (W/B)(W/B). If you do, you gain that much life.
Whenever a source deals damage to you, you may pay (W/B)(W/B). If you do, Bond of Reciprocity deals that much damage to that source's controller.
Personally, I preferred the one in which you paid mana of a certain colour, although right now it's very clever. While they technically go a bit off-colour - black pure life-gain and white pure-damage, the flavour and effective mechanisms of the card make it a very interesting hybrid card. It does seem a bit powerful though, as WW to make your opponents take a chunk after their Prime Time beat in looks like it'd hurt - likewise, that much mana to effectively neutralise any lifelinker feels powerful. I dunno about the card until I play it, but I'm wary about it.
I'll post a top 3 when I do some more thinking. It's so much harder when all the cards are equally good.
Shoot, I meant to edit mine. Oh well. Too late now.
Bond of Reciprocity2(W/B)(W/B)
Enchantment (R)
Whenever an opponent gains life, you may pay (W/B)(W/B). If you do, you gain that much life.
Whenever a source deals damage to you, you may pay (W/B)(W/B). If you do, Bond of Reciprocity deals that much damage to that source's controller.
I like this card, and I like the name. It fits well. It's a bit odd for mono black to be able to do life gain this way, but the way the white does damage pretty much makes sense.
Flames of Retribution4RG
Enchantment R
Whenever a creature deals X or more damage to you, put a charge counter on Flames of Retribution. X is the number of charge counters on Flames of Retribution.
If a creature you control would deal damage to a player, it instead deals that much damage plus X, where X is the number of charge counters on Flames of Retribution.
The wording on the first half of this seems awkward and clunky. I wish it could be more simply and better worded. Also, the second half could get really frustrating with pingers like Prodigal Pyromancer, though of course at six mana I'm not too worried about it. Regardless, it seems like it should help only with combat damage.
Shield of the Earth3GW
Enchantment (R)
Players can't lose life.
At the beginning of each upkeep, put a depletion counter on Shield of the Earth. Then, if Shield of the Earth has five or more depletion counters on it, sacrifice it. 3: Put a depletion counter on Shield of the Earth or remove one from it. Any player may activate this ability.
I don't know if I like this, really. It's something that seems like it could quickly turn into a resource war between the player trying to stall the game and the player who wants to win. I think it would be more flavorful if it prevented damage and not life loss, and at least that would give a workaround. It would also protect from poison counters.
Scale Schism2GGUU
Enchantment (R)
Attacking creatures you control get +3/+0.
Attacking creatures you don’t control get -3/-0.
When I first saw this card, I really liked it. Looking at it again, however, it feels unnatural for green to give a power boost without a toughness boost. It's also kind of sad that it shrinks your teammate's creatures in 2HG, Archenemy, and whatever other formats have you sharing a combat phase. Don't get me wrong, though. I still like the idea behind the design.
Gimme two more Swamps by the way, I'm going to Corrupt someone in the finals.
Critiques now
Ninja Caterpie
Seems risky, but having the counters lead to sacrifice instead of vanishing or something seems good to avoid proliferate abuse. It can be worked around, but maybe it gives you some time to set up something good.
Rithaniel
This confuses me. If you take damage from a bunch of creatures at once, does it give counters for all of them? It seems like it should maybe just get a counter whenever you are damaged or for every turn you are damaged, then do that much to them on upkeep or whatever. I'm not sure how involved green is here.
Egak
Biggest thing that strikes me is that green doesn't pump just power all that often, this feels more red/blue. It would also be really depressing to play against, Meishin, the Mind Cage costs 7, affects everyone, and depends on having cards in hand.
Link2007
This seems really nuts. It's apparently always flipped at the right time, and it lets you pay one to basically make you and your guys never take damage during combat. Plus it basically gives your guys hexproof outside of combat. The basic idea isn't terrible, but I don't like the execution here.
This is actually perfectly fine in the color pie. White gets both Spirit Link and Vengeful Archon. Black gets both Vampiric Link and Spiteful Shadows. It's a little more strained in black, but it still fits. I think the cost of the abilities might be a bit is too low, but it isn't Circle of Protection bad, so you should likely be fine.
This takes the circles of protection and puts them to shame, seeing as it doesn't even try to prevent damage, but instead redirects it into the abyss, allowing you to prevent damage that can't otherwise be prevented. Meanwhile the other side is comparable to Privileged Position, a very powerful card itself. Sure, that mana cost is restrictive as all get-out, and 6-drops are supposed to be impressive, but you become virtually untouchable when this hits the field. Major balance issues.
This would play out like Stasis. All you have to do is leave your mana open and keep pushing your opponent back down. Your opponent would be forced to leave his or her mana open as well to try and put it out of commission. Meaning that no one is going to cast anything. In a multiplayer game, this would just be a bad play, as you could never keep it on the field. I like that the person trying to keep it on the field is at a disadvantage. However, in a fair fight it'd stay around for at least 5 turns, and lock the field down that entire time. A smart player could make it stick around even longer. In the meantime, in a well built deck, you're drawing multiple cards each turn, and making your opponent draw multiple cards each turn, while you sit back on countermagic and further copies of this card in your hand, in case your opponent somehow gets rid of it. Major balance issues.
Round 5 - In the World's Heart
The innermost chamber of the Labyrinth is a sight to behold; the walls of the room are perfectly spherical, and seem to be hewn from some kind of mirror-like rock. The room itself looks small, but a second glance tells you it would take you at least a day to traverse the entire circumference of the chamber. As you walk, the room seems to shift with you, so that down is always away from the center. Emanating from the heart of the chamber is...something, its silhouette barely perceptible through the intense amount of light and mana it radiates. Orbiting this object are slabs of rock, passing closely and swiftly enough by each other to form not only an ever-shifting stairway to the center, but also a wild, unpredictable maze of death.
Together, you begin your ascent, with each member of your group tasked to keep watch in a certain direction. You don't realize how silent the room is until the echo of footsteps and muffled cheers rings through the chamber - and you realize that one final challenge awaits you. Four other rival groups are now in the chamber; dealing with them now would be reckless and foolish, as you have to devote your concentration to not being sliced in half by the platforms, but nonetheless you'd rather be prepared for any confrontation that may occur when you get to the center. As you begin recanting the mystic weave you have in mind, you notice the room seems to be humming in time, absorbing every syllable and amplifying the spell...
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Previously:
Round 1
Round 2
Round 3
Round 4
This round's challenge:
Create a non-Aura enchantment that's in both your colors. This enchantment should somehow help you deal and/or prevent damage from another player.
Additionally, choose two extra lands for next round.
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Competitors:
Mana symbols indicate your creatures. Letters indicate basic lands.
Gerrard's Mom WWWWBB, PPSSSS
Rithaniel RGG, MMFFFF
L2i0n0k7 WWWWUU, PPPIII
Ninja Caterpie GWWWWW, FFFPPP
Egak GGU, FFFIII
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Y = Total number of Possible Points (3 * Number of Judges)
The round will close on Monday, the 27th of February.
[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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I really wonder how Egak is going to get away with this one.
Shield of the Earth 3GW
Enchantment (R)
Players can't lose life.
At the beginning of each upkeep, put a depletion counter on Shield of the Earth. Then, if Shield of the Earth has five or more depletion counters on it, sacrifice it.
3: Put a depletion counter on Shield of the Earth or remove one from it. Any player may activate this ability.
Into the last round, I'll pick up two of each land.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Enchantment R
Whenever a creature deals X or more damage to you, put a charge counter on Flames of Retribution. X is the number of charge counters on Flames of Retribution.
If a creature you control would deal damage to a player, it instead deals that much damage plus X, where X is the number of charge counters on Flames of Retribution.
Two more Forests please.
Forest
3/3 green Centaur token x 2
1/3 blue Merfolk token
1/1 blue and green Legendary token, "Egak"
Land (R)
T: Add 1 to your mana pool.
:symgu:, T: The next creature card you play this turn can be played as though it had flash.
Fog of Rust 1G
Instant (C)
Prevent all combat damage that would be dealt this turn by artifact creatures.
Stone Disguise 2U
Instant (U)
As an additional cost to cast Stone Disguise, tap any number of creatures you control.
Creatures tapped this way become artifacts until end of turn. (They are no longer creatures.)
Defossilize 2G
Sorcery (R)
As long as you control a forest, you may discard an artifact card instead of playing Defossilize’s mana cost.
Target artifact becomes a 3/3 creature until end of turn. (It is no longer an artifact)
Jury Rig XU
Sorcery (U)
Return any number of target artifacts with combined converted mana cost of X from your graveyard to the battlefield. At the beginning of your next end step, sacrifice these artifacts.
Scale Schism 2GGUU
Enchantment (R)
Attacking creatures you control get +3/+0.
Attacking creatures you don’t control get -3/-0.
And I shall keep an even mana base into the final round.
Lands:
3x Plains (+1 next round)
3x Island (+1 next tround)
Creatures:
4x 1/1 white Soldier token
2x 1/3 blue Merfolk token
1x 1/1 White/blue legend, "Adevas"
Land (R)
Solwater Respite enters the battlefield tapped.
When you control no creatures, sacrifice Solwater Respite.
T: Add W to your mana pool. You gain 1 life.
T: Add U to your mana pool. Look at the top card of your library.
Creature- Angel (R)
If the total power of creatures attacking you is 8 or greater, Cnao's Warden costs 4 less to cast.
Flash, flying
When Cnao's Warden enters the battlefield, attacking creatures become 1/1 until end of turn.
4/4
Enchantment (U)
Flash
When Icebind enters the battlefield, exile target spell.
When Icebind leaves the battlefield, the owner of the exiled card may cast that card without paying its mana cost.
Everything freezes, if you make it cold enough.
Creature- Elemental (U)
Zhairorian Envoy can't be countered.
When Zhairorian Envoy enters the battlefield, target noncreature permanent becomes a 3/3 green elemental creature with no abilities for as long as Zhairorian Envoy is on the battlefield.
1/1
Artifact Creature- Construct (C)
When ~ dies, put target artifact card in a graveyard on top of its owner's library.
Evoke U (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
Its only whim is to rebuild that which is broken.
1/1
Creature- Angel Artificer (R)
Flying
When ~ enters the battlefield, draw a card, then put any number of artifact cards with total converted mana cost 2 or less from your hand onto the battlefield.
Angels of the God of Constructs exist to ensure that his creations are put to good use.
2/2
This Round:
Enchantment (M)
1: The next time a source an opponent controls would deal damage to you or a non-Illusion creature you control, put a 0/2 blue Illusion creature token onto the battlefield and that damage is dealt to that creature instead.
At end of combat, transform Oath to Daneck.
((W/U))Enchantment (M)
Whenever a non-Illusion creature you control becomes the target of a spell or ability an opponent controls, put a 0/2 blue Illusion creature token onto the battlefield, then change the target of that spell or ability to that creature.
At the beginning of combat, transform Oath to Sylphia.
As much as I originally disliked double-faced cards, I do enjoy the flexibility of design allowed by them. This card represents a prayer to the God of Day and the Goddess of Night. I'll save the rest of the story this time.
1x 1/1 Gerrard's Mom
4x 1/1 W Soldier
2x 2/2 B Vampire
2x Plains
2x Swamp
Stone of the Steed
Land (R)
T: Add 1 to your mana pool.
1WB,T, Sacrifice a creature: Transform Stone of the Steed and attach it to a creature you control. Activate this ability only any time you could cast a sorcery.
Legend tells of a place deep in the Labyrinth where escape can be bought on the wings of a ghostly black pegasus, for the right price in blood.
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Spirit of the Steed
(WB) Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +3/+3 and has flying and lifelink.
When Spirit of the Steed is put into a graveyard from the battlefield, return it to the battlefield tapped and transformed.
Arrogant Dismissal WB
Instant (U)
Choose up to three target nonland permanents with total converted mana cost 3 or less. Destroy those permanents.
"I don't have time for these distractions. Let me know when you're ready to fight."
Morale Surge 2(G/W)
Instant (U)
Kicker 3(R/G)
Creatures you control get +0/+X until end of turn, where X is the number of creatures you control. If Morale Surge was kicked, those creatures also get +X/+0 until end of turn.
Struggle with Shadows XB
Sorcery (C)
Target player sacrifices a creature he or she controls with power X.
Memoriam Knight WW
Creature - Spirit Knight (U)
First strike. lifelink
When Memoriam Knight is put into a graveyard from anywhere, you may gain 2 life.
The knights of Uvar's highest castes personally forge lockets containing everburning flames for their loved ones, ensuring that their spirits can return to protect once their body is gone.
2/2
Moment of Clarity 1WW
Sorcery (R)
Destroy each permanent with converted mana cost greater than your life total.
In the final moments of his life, the noisy battlefield seemed to fade from his senses, receding far into the distance and leaving only the opponent he faced.
"This is not a situation we can solve through simple combat," he warned. In a face-off against multiple opponents, moving against one hastily would give the others an advantage. Instead, Mom kneeled to the ground, weaving a spell onto the smooth surface that spread out in a delicate lacework of magical energy, somehow both shining and shadowy. As the lattice reached the other casters in the room, it tapped into their lifeforces, linking all together. Now, the pain and joy of the others would be shared, and none could attack Gerrard's Mom without risk of losing his own life.
Bond of Reciprocity 2(W/B)(W/B)
Enchantment (R)
Whenever an opponent gains life, you may pay (W/B)(W/B). If you do, you gain that much life.
Whenever a source deals damage to you, you may pay (W/B)(W/B). If you do, Bond of Reciprocity deals that much damage to that source's controller.
Is there a difference?
[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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Yes, I was.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
[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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I think GM is asking about the lands you choose at the end of the round. It just says "choose two lands", not "choose two lands of your colours", so I assume he was asking if he could, for example, take a forest and a mountain.
I assume that's still not possible and just wasn't stated 'cos it was obvious, but... :\
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
[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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Seems a bit complica'ed, but I get it. Could be quite powerful in any old deck, although I suppose Beastmaster Ascension is much cheaper and only requires you to attack rather than your opponent. It seems funny that, because of the psychology of the whole thing, this would also cause you to take less damage because your opponent doesn't want to power your dudes up more. Interesting card that would lead to interesting gameplay.
I know you tried to make it two colours, but the "attacking creatures you control get +3/+0" just isn't green. It's a red, maybe white ability and, while it's a cool mirror, it's off colour. Green doesn't care about whether you're being attacked, and rarely does it only increase one stat. The blunting side is nice and blue, but the sharpening end is awkwardly off-colour.
This is interesting, but the wording makes it seems clunky. Oath to Daneck seems very powerful, as it's just "stop all creatures forever muahaha" and more as much of a punk as Moat. (PS. Moat is not a fair power level). In combat, your dudes are immune to trades. Outside combat, your dudes are immune to spot removal; not to mention it's bonkers with Lord of the Unreal. Six mana is six mana, but it seems really, really powerful. At least it's a mythic so limited doesn't get completely wrecked.
Personally, I preferred the one in which you paid mana of a certain colour, although right now it's very clever. While they technically go a bit off-colour - black pure life-gain and white pure-damage, the flavour and effective mechanisms of the card make it a very interesting hybrid card. It does seem a bit powerful though, as WW to make your opponents take a chunk after their Prime Time beat in looks like it'd hurt - likewise, that much mana to effectively neutralise any lifelinker feels powerful. I dunno about the card until I play it, but I'm wary about it.
I'll post a top 3 when I do some more thinking. It's so much harder when all the cards are equally good.
Top three's here
#2 - Rithaniel
#3 - L2i0n0k7
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Enchantment (R)
Whenever an opponent gains life, you may pay (W/B)(W/B). If you do, you gain that much life.
Whenever a source deals damage to you, you may pay (W/B)(W/B). If you do, Bond of Reciprocity deals that much damage to that source's controller.
Enchantment R
Whenever a creature deals X or more damage to you, put a charge counter on Flames of Retribution. X is the number of charge counters on Flames of Retribution.
If a creature you control would deal damage to a player, it instead deals that much damage plus X, where X is the number of charge counters on Flames of Retribution.
Enchantment (R)
Players can't lose life.
At the beginning of each upkeep, put a depletion counter on Shield of the Earth. Then, if Shield of the Earth has five or more depletion counters on it, sacrifice it.
3: Put a depletion counter on Shield of the Earth or remove one from it. Any player may activate this ability.
Enchantment (R)
Attacking creatures you control get +3/+0.
Attacking creatures you don’t control get -3/-0.
1. Egak
2. Gerrard's Mom
3. Ninja Caterpie
Rithaniel: Flames of Retribution - Fair in general, useless in the labyrinth.
L2i0n0k7: Oath to Daneck // Oath to Sylphia - Too much confusion potential.
Gerrard's Mom: Bond of Reciprocity - I like it.
2.) Gerrard's Mom
1.) Ninja Caterpie
Critiques now
Ninja Caterpie
Seems risky, but having the counters lead to sacrifice instead of vanishing or something seems good to avoid proliferate abuse. It can be worked around, but maybe it gives you some time to set up something good.
Rithaniel
This confuses me. If you take damage from a bunch of creatures at once, does it give counters for all of them? It seems like it should maybe just get a counter whenever you are damaged or for every turn you are damaged, then do that much to them on upkeep or whatever. I'm not sure how involved green is here.
Egak
Biggest thing that strikes me is that green doesn't pump just power all that often, this feels more red/blue. It would also be really depressing to play against, Meishin, the Mind Cage costs 7, affects everyone, and depends on having cards in hand.
Link2007
This seems really nuts. It's apparently always flipped at the right time, and it lets you pay one to basically make you and your guys never take damage during combat. Plus it basically gives your guys hexproof outside of combat. The basic idea isn't terrible, but I don't like the execution here.
Top 3:
1. Ninja Caterpie
2. Rithaniel
3. Egak
[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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