Welcome to the third round of Survival of the Fittest! Last round, AlphaInsidious and Meteor were the ones that had to leave the contest after getting the lowest rankings from the judges and getting the most votes in the poll.
In the Survival of the Fittest contest, each contestant must submit a card based on this round's task. You have 5 days to post your cards, and if you don't post your card within this time limit, you will be eliminated. So, remember to post your cards quickly!
When you have posted your cards, each of the three judges will rank your cards, from best to worst, and the five who get the lowest rankings will be put in the elimination poll, where the two with the most votes will be eliminated.
Icy Paths :2mana::symu::symu:
Enchantment
Whenever a creature attacks, put an ice counter on it.
Creatures with ice counters on them don't untap during their controller's untap step.
When Icy Paths leaves play, remove all ice counters from all creatures.
Sudden BlizzardUR
Instant
Destroy all creatures with toughness less than or equal to one. "We all struggled to survive the harsh perils of winter. Some, however, didn't make it." - Journal of unkown survivor
Private Mod Note
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By kingcobweb and Goblinboy.
Official Elitist of [thread=40859][RBS][/thread]
Quote from kingcobweb »
I don't understand the purpose of gimmick accounts.
Slippery Slopes :2mana::symr::symr:
Enchantment
Whenever a creature attacks, its controller flips a coin. If he or she loses the flip, remove that creature from combat and Slippery Slopes deals 2 damage to it. I pray not a single eye saw that... —Snow-Fur, kitsune poet after slipping on Akki trails.
Incessant Flurries - :2mana::symu::symu:
Instant (R)
While Incessant Flurries is on the stack, mana abilities can't be played.
Tap all lands. In the dead of winter, the wizards had the cold and the snow as additional adversaries.
Eternal Frost - :1mana::symw::symw:
Enchantment
Spells cost more to play. During the Never-Ending Winter, I lost seven fingers. They froze off before I had completed my spell.
You really just need to embrace the rage. I keep a small colony of hamsters next to my computer and every time I lose a match to mana screw I throw one against the wall.
The last one was way too close to me leaving.
Create a flavorful card based on the theme of winter.
Okay here it goes (I wanted to name this winters grasp but that is a card already...)
Chilling Clutch
Enchantment
All lands and creatures have Hibernate (When ever a permenant with Hibernate 1 becomes tapped, that permenant does not untap for the controlers next turn"It was a harsh season but some how we managed"
~Maleht, King of the Maven.
I think this is the right wording but heres how I want it to work
T1)Play a land TAP play something
OppT1) do something
T2)Land doesnt untap
OppT2)Do something
T3)That land untaps
Edit: To clear anything up about the 1 after hibernate,
The one after Hibernate 1 it is there so they only untap every one turn. That way if there are more hibernate 2 that permenant does not untap for 2 turns see what I am saying. Hibernate 3 is 3 tunrs and so on and so on.
yeah - obviously I disagree with you, John. Spam Warning!.....Amazing - even in a forum where posts don't count, there's spam. That proves that getting rid of the post-count won't help getting rid of spam! Thans for this excellent example! - Craven
Winter, the Frozen Wasteland
:3mana::symu:
Legendary Enchantment - Season
When Winter, the Frozen Wasteland comes into play, destroy all other Seasons.
Non-land permanents have "Cumulative Upkeep :1mana:".
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Those who fear the darkness have never seen what the light can do.
Actually, we already have a block devoted to winter...
Glacial Yoke 2UU
Enchantment
Whenever a creature is targetted by a spell or ability, tap it.
Whenever a tapped creature is targetted by a spell or ability, destroy it. A touch of chill can stop greater foes than a thousand swords.
Cold Season 1RR
Enchant creature
When Cold Season comes in play, it deals 2 damage to enchanted creature.
Enchanted creature gets +2/+2
Whenever Cold Season is put into a graveyard from play, return it to your hand instead.
Judges: The way this is worded, it deals the damage before granting the boon to the creature.
Nah. +2/+2 = static ability so counts as long as it's in play. CIP ability = triggered ability so it'll be "slower".
You really just need to embrace the rage. I keep a small colony of hamsters next to my computer and every time I lose a match to mana screw I throw one against the wall.
Cold Season :1mana::symr::symr:
Enchant creature
When Cold Season comes in play, it deals 2 damage to enchanted creature.
At the end of turn, Enchanted creature gets +2/+2 until end of game.
Whenever Cold Season is put into a graveyard from play, return it to your hand instead.
That could be how you word it by giving the ability at the end of turn for the rest of the game.
yeah - obviously I disagree with you, John. Spam Warning!.....Amazing - even in a forum where posts don't count, there's spam. That proves that getting rid of the post-count won't help getting rid of spam! Thans for this excellent example! - Craven
Snow Blind – WW
Sorcery
Opponents cannot play spells and creatures cannot block this turn.
”As the sun rose behind us and shown across the snow laden battlefield; we knew our enemies would be blinded and oblivious to our advances.”
You will see the flavor if you read the flavor text. :smile2:
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You really just need to embrace the rage. I keep a small colony of hamsters next to my computer and every time I lose a match to mana screw I throw one against the wall.
The one after Hibernate 1 it is there so they only untap every one turn. That way if there are more hibernate 2 that permenant does not untap for 2 turns see what I am saying.
yeah - obviously I disagree with you, John. Spam Warning!.....Amazing - even in a forum where posts don't count, there's spam. That proves that getting rid of the post-count won't help getting rid of spam! Thans for this excellent example! - Craven
yeah - obviously I disagree with you, John. Spam Warning!.....Amazing - even in a forum where posts don't count, there's spam. That proves that getting rid of the post-count won't help getting rid of spam! Thans for this excellent example! - Craven
yeah - obviously I disagree with you, John. Spam Warning!.....Amazing - even in a forum where posts don't count, there's spam. That proves that getting rid of the post-count won't help getting rid of spam! Thans for this excellent example! - Craven
yeah - obviously I disagree with you, John. Spam Warning!.....Amazing - even in a forum where posts don't count, there's spam. That proves that getting rid of the post-count won't help getting rid of spam! Thans for this excellent example! - Craven
Le Chat shall require an additional day and a half to judge these cards -- by which she means her scores are unlikely to be posted before Saturday evening.
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Playlace --
Instant
Target spell or permanent's tone becomes playful.
Yes, finally. Also I think you should make the post time like 3 days instead of 5 days for the next one. That way it would speed up the process.
:iagree: :iagree: = Especially since there will be less than 15 contestants after this round.
Quote from Le Chat »
Le Chat shall require an additional day and a half to judge these cards -- by which she means her scores are unlikely to be posted before Saturday evening.
:\'(
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Official Bath-Time Toy of the |Called|
Makin' sure the ladies are squeaky clean ..everywhere!!
Netdecking is piloting Magic.
Homebrew is creating Magic.
Are you a pilot or a creator??
1. Raia- Winter, the Frozen Wasteland : I like the flavor of making season's a legendary enchantment and this is comparable to a blue Nevinyral's Disk since it will eventually blow all non-land permanent's up and itself with them on a slightly greater delay. Cool and quite powerful.
2. JohnJones- Chilling Clutch : I like the mechanic but I don't think it isnt something I like seeing a number next to since anything greater than 2 is painful. Flavorful, printable, and annoying as hell to play against.
3. Frozenmage- A Winter Orb for creatures. Good stalling tactics, solid defense for control.
4. Eliminator- Incessant Flurries : Uncounterable Mana Short without the floating mana problem. Worth the extra U in my opinion.
5. Jeekc- Glacial Yoke : Interesting card. Nice flavor. A little difficult to use since it requires two abilities to targettings to destroy a creature, but has SB potential against decks revolving around targetting e.g. Life.
6. SOS- Cold Season: The name doesn't make much sense to me but I like the card. It can be a reusable shock or a non-trampling rancor. Nice, but the fact that you can't use it on any creature with toughness 2 or less limits it, and playing it on an opponent's creature as removal is risky if the opponent has a trick.
7. Greebo- Travelling Blizzard : Flavorful, flexible blue LD. Not too interesting but it get's the job done.
8. Cynical Squirrel- Icy Paths : A mildly tweaked Aurification. Printable but not spectacular.
9. Ikaros- Attenuating Blizzard : The point of winter orb abilities is to stall mana production for a while. After two turns of this the life is no longer worthwhile.
10. yoyamime - Frostbitten Epoch : A deck would have to be very non-mana reliant or desperate to winter orb itself.
11. Tahn- Eternal Frost : More annoying than trinisphere but unsplashable and can't be played turn 1 in type 1.
12. RUBRDUX- Snow Blind : Making all your creatures unblockable and orim's chanting your opponent for just two mana is underpriced. This should cost at least 4 or WWW to gaurantee yourself a turn of no opponent interference.
13. Casual- Unending Snowfall : What makes the big difference with this card is that it allows all creatures to repeatedly untap which becomes dangerous with cards like Priest of Titania, Kamahl, Pit Fighter, and Arcanis, The Omnipotent. I like the idea but giving everything reusable untapping is dangerous.
14. Salubrious- Sudden Blizzard : I don't get why this is better than Tremor except at removing pro-red and avoiding damage prevention. not worth its cost.
15. requinox- Slippery Slopes : An unspectacular effect for something unreliable.
01. Winter, the Frozen Wasteland by Raia. Other than a not-more-than-meh name, very good. Very very good.
02. Snowblind by RUBRDUX. A completely different direction than anyone else, which is refreshing. Having this as a Sorcery balances what would otherwise be a highly asymmetrical card by giving a benefit and a disadvantage simultaneously. Nice.
03. Frostbitten Epoch by yoyamime. Perhaps a bit too steep a drawback, but then, it’s a one-sided effect.
04. Frozen Path by Frozenmage.
05. Eternal Frost by Tahn. Nice, to the point.
06. Attenuating Blizzard by Ikaros.
07. Glacial Yoke by Jeekc. Very nice and very powerful. It feels more blue-black, or possibly even white-black, than monoblue, however.
08. Icy Paths by Cynical Squirrel. Nice effect, nicely worded.
09. Travelling Blizzard by Greebo. The move effect is nice for saving the enchantment in case of LD, but otherwise a bit pointless – it can’t be played to counter a mana ability or lockdown the number of lands your opponent can untap.
10. Slippery Slopes by requinox. Just a little too expensive -- and symmetrical! -- to be worth the cost. Also, a red Moat?
11. Chilling Clutch by JohnJones. At any number other than one or zero, the mechanic creates a real memory issue ("It went into hibernation only last turn -- no, maybe it was the turn before"). Very similar to Cynical Squirrel's submission, though keywording it gives it its own identity. Show Le Chat what else you can do with it.
12. Sudden Blizzard by Salubrious. Nice mechanic, but Le Chat doesn't see why this is a blue card (except to represent ice -- but Kamigawa changed that) or, for that matter, red (which rarely does straight-out creature destruction). Tremor is in most ways better.
13. Incessant Flurries by Eliminator. Perhaps "As long as this is on the stack" rather than "while"; and Le Chat is rather uncertain this would be the proper wording for abilities of a card on the stack. No existing MtG card has an ability on the stack; rather, the effect has to wait until the spell resolves. There are Deep Tech problems which come about otherwise.
14. Unending Snowfall by Casual -- A little too expensive (and blue, not white) for what is essentially a global Paralyze. As someone else mentioned, potentially abusive with any creature that generates more than one mana (Wirewood Channeler, anyone?) If the untap ability was only supplied to creatures with power less than etc., it'd be more balanced.
15. Cold Season by SOS. { doesn't get it }
Worstest
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():
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Playlace --
Instant
Target spell or permanent's tone becomes playful.
In the Survival of the Fittest contest, each contestant must submit a card based on this round's task. You have 5 days to post your cards, and if you don't post your card within this time limit, you will be eliminated. So, remember to post your cards quickly!
When you have posted your cards, each of the three judges will rank your cards, from best to worst, and the five who get the lowest rankings will be put in the elimination poll, where the two with the most votes will be eliminated.
Contestants: (15)
Casual
CynicalSquirrel
Eliminator
Frozenmage
Greebo
Ikaros
Jeekc
JohnJones
Raia
requinox
RUBRDUX
Salubrious
SOS
Tahn
yoyamine
Judges: (3)
Altivolus
Chimpanzee
Le Chat
Round 3 Task:
- Create a flavorful card based on the theme of winter.
Good luck!
Enchantment
Whenever a creature attacks, put an ice counter on it.
Creatures with ice counters on them don't untap during their controller's untap step.
When Icy Paths leaves play, remove all ice counters from all creatures.
Instant
Destroy all creatures with toughness less than or equal to one.
"We all struggled to survive the harsh perils of winter. Some, however, didn't make it."
- Journal of unkown survivor
By kingcobweb and Goblinboy.
Official Elitist of [thread=40859][RBS][/thread]
Slippery Slopes :2mana::symr::symr:
Enchantment
Whenever a creature attacks, its controller flips a coin. If he or she loses the flip, remove that creature from combat and Slippery Slopes deals 2 damage to it.
I pray not a single eye saw that... —Snow-Fur, kitsune poet after slipping on Akki trails.
Instant (R)
While Incessant Flurries is on the stack, mana abilities can't be played.
Tap all lands.
In the dead of winter, the wizards had the cold and the snow as additional adversaries.
Enchantment
Spells cost more to play.
During the Never-Ending Winter, I lost seven fingers. They froze off before I had completed my spell.
Create a flavorful card based on the theme of winter.
Okay here it goes (I wanted to name this winters grasp but that is a card already...)
Chilling Clutch
Enchantment
All lands and creatures have Hibernate (When ever a permenant with Hibernate 1 becomes tapped, that permenant does not untap for the controlers next turn"It was a harsh season but some how we managed"
~Maleht, King of the Maven.
I think this is the right wording but heres how I want it to work
T1)Play a land TAP play something
OppT1) do something
T2)Land doesnt untap
OppT2)Do something
T3)That land untaps
Edit: To clear anything up about the 1 after hibernate,
The one after Hibernate 1 it is there so they only untap every one turn. That way if there are more hibernate 2 that permenant does not untap for 2 turns see what I am saying. Hibernate 3 is 3 tunrs and so on and so on.
:3mana::symu:
Legendary Enchantment - Season
When Winter, the Frozen Wasteland comes into play, destroy all other Seasons.
Non-land permanents have "Cumulative Upkeep :1mana:".
Glacial Yoke 2UU
Enchantment
Whenever a creature is targetted by a spell or ability, tap it.
Whenever a tapped creature is targetted by a spell or ability, destroy it.
A touch of chill can stop greater foes than a thousand swords.
Nah. +2/+2 = static ability so counts as long as it's in play. CIP ability = triggered ability so it'll be "slower".
Enchant creature
When Cold Season comes in play, it deals 2 damage to enchanted creature.
At the end of turn, Enchanted creature gets +2/+2 until end of game.
Whenever Cold Season is put into a graveyard from play, return it to your hand instead.
That could be how you word it by giving the ability at the end of turn for the rest of the game.
Snow Blind – WW
Sorcery
Opponents cannot play spells and creatures cannot block this turn.
”As the sun rose behind us and shown across the snow laden battlefield; we knew our enemies would be blinded and oblivious to our advances.”
You will see the flavor if you read the flavor text. :smile2:
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Homebrew is creating Magic.
Are you a pilot or a creator??
And Ikaros'.
At Casual: yes that would be the correct way to word it.
5 days is a long time...
But I am waiting patiently.
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Homebrew is creating Magic.
Are you a pilot or a creator??
If you act now you can get 5 balloons of cocane for free ikaros, Just Post NOW!
Now back to your regular program:
Flash to teletubbies....
Instant
Target spell or permanent's tone becomes playful.
:iagree: :iagree: = Especially since there will be less than 15 contestants after this round.
:\'(
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Homebrew is creating Magic.
Are you a pilot or a creator??
1: Raia - Winter, the Frozen Wasteland
2: Casual - Unending Snowfall
3: Greebo - Travelling Blizzard
4: Eliminator - Incessant Flurries
5: Requinox - Slippery Slopes
6: RUBRDUX - Snow Blind
7: Salubrious - Sudden Blizzard
8: CynicalSquirrel - Icy Paths
9: Frozenmage - Frozen Path
10: yoyamime - Frostbitten Epoch
11: SOS - Cold Season
12: JohnJones - Chilling Clutch
13: Ikaros - Attenuating Blizzard
14: Than - Eternal Frost
15: Jeekc - Glacial Yoke
As far as judging, a huge emphasis was placed on flavor, and I also considered balance and creativity, and to a lesser extent: playability.
2. JohnJones- Chilling Clutch : I like the mechanic but I don't think it isnt something I like seeing a number next to since anything greater than 2 is painful. Flavorful, printable, and annoying as hell to play against.
3. Frozenmage- A Winter Orb for creatures. Good stalling tactics, solid defense for control.
4. Eliminator- Incessant Flurries : Uncounterable Mana Short without the floating mana problem. Worth the extra U in my opinion.
5. Jeekc- Glacial Yoke : Interesting card. Nice flavor. A little difficult to use since it requires two abilities to targettings to destroy a creature, but has SB potential against decks revolving around targetting e.g. Life.
6. SOS- Cold Season: The name doesn't make much sense to me but I like the card. It can be a reusable shock or a non-trampling rancor. Nice, but the fact that you can't use it on any creature with toughness 2 or less limits it, and playing it on an opponent's creature as removal is risky if the opponent has a trick.
7. Greebo- Travelling Blizzard : Flavorful, flexible blue LD. Not too interesting but it get's the job done.
8. Cynical Squirrel- Icy Paths : A mildly tweaked Aurification. Printable but not spectacular.
9. Ikaros- Attenuating Blizzard : The point of winter orb abilities is to stall mana production for a while. After two turns of this the life is no longer worthwhile.
10. yoyamime - Frostbitten Epoch : A deck would have to be very non-mana reliant or desperate to winter orb itself.
11. Tahn- Eternal Frost : More annoying than trinisphere but unsplashable and can't be played turn 1 in type 1.
12. RUBRDUX- Snow Blind : Making all your creatures unblockable and orim's chanting your opponent for just two mana is underpriced. This should cost at least 4 or WWW to gaurantee yourself a turn of no opponent interference.
13. Casual- Unending Snowfall : What makes the big difference with this card is that it allows all creatures to repeatedly untap which becomes dangerous with cards like Priest of Titania, Kamahl, Pit Fighter, and Arcanis, The Omnipotent. I like the idea but giving everything reusable untapping is dangerous.
14. Salubrious- Sudden Blizzard : I don't get why this is better than Tremor except at removing pro-red and avoiding damage prevention. not worth its cost.
15. requinox- Slippery Slopes : An unspectacular effect for something unreliable.
3CB and 4CB5CB!Bestest
01. Winter, the Frozen Wasteland by Raia. Other than a not-more-than-meh name, very good. Very very good.
02. Snowblind by RUBRDUX. A completely different direction than anyone else, which is refreshing. Having this as a Sorcery balances what would otherwise be a highly asymmetrical card by giving a benefit and a disadvantage simultaneously. Nice.
03. Frostbitten Epoch by yoyamime. Perhaps a bit too steep a drawback, but then, it’s a one-sided effect.
04. Frozen Path by Frozenmage.
05. Eternal Frost by Tahn. Nice, to the point.
06. Attenuating Blizzard by Ikaros.
07. Glacial Yoke by Jeekc. Very nice and very powerful. It feels more blue-black, or possibly even white-black, than monoblue, however.
08. Icy Paths by Cynical Squirrel. Nice effect, nicely worded.
09. Travelling Blizzard by Greebo. The move effect is nice for saving the enchantment in case of LD, but otherwise a bit pointless – it can’t be played to counter a mana ability or lockdown the number of lands your opponent can untap.
10. Slippery Slopes by requinox. Just a little too expensive -- and symmetrical! -- to be worth the cost. Also, a red Moat?
11. Chilling Clutch by JohnJones. At any number other than one or zero, the mechanic creates a real memory issue ("It went into hibernation only last turn -- no, maybe it was the turn before"). Very similar to Cynical Squirrel's submission, though keywording it gives it its own identity. Show Le Chat what else you can do with it.
12. Sudden Blizzard by Salubrious. Nice mechanic, but Le Chat doesn't see why this is a blue card (except to represent ice -- but Kamigawa changed that) or, for that matter, red (which rarely does straight-out creature destruction). Tremor is in most ways better.
13. Incessant Flurries by Eliminator. Perhaps "As long as this is on the stack" rather than "while"; and Le Chat is rather uncertain this would be the proper wording for abilities of a card on the stack. No existing MtG card has an ability on the stack; rather, the effect has to wait until the spell resolves. There are Deep Tech problems which come about otherwise.
14. Unending Snowfall by Casual -- A little too expensive (and blue, not white) for what is essentially a global Paralyze. As someone else mentioned, potentially abusive with any creature that generates more than one mana (Wirewood Channeler, anyone?) If the untap ability was only supplied to creatures with power less than etc., it'd be more balanced.
15. Cold Season by SOS. { doesn't get it }
Worstest
Instant
Target spell or permanent's tone becomes playful.
Raia - 1 + 1 + 1 = 3
Frozenmage - 9 + 3 + 4 = 16
Greebo - 3 + 7 + 9 = 19
RUBRDUX - 6 + 12 + 2 = 20
Eliminator - 4 + 4 + 13 = 21
yoyamine - 10 + 10 + 3 = 23
CynicalSquirrel - 8 + 8 + 8 = 24
JohnJones - 12 + 2 + 11 = 25
Jeekc - 15 + 5 + 7 = 27
Ikaros - 13 + 9 + 6 = 28
Casual - 2 + 13 + 14 = 29
requinox - 5 + 15 + 10 = 30
Tahn - 14 + 11 + 5 = 30
SOS - 11 + 6 + 15 = 32
Salubrious - 7 + 14 + 12 = 33
The poll will go up soon.