First off, thanks to all of you for not getting belligerent at my absence in Round 1. By my reckoning, I am 4 days overdue on this posting. I know it doesn’t help much, but I simply haven’t had decent access to the net the last few days and I spent one of those days on set of a indie flick being shot here in Waco.
I apologize to each of you, particularly since I volunteered to host this month partially due to the fact that I figured I could do a decent job keeping on schedule, but mostly because you've been stuck out a few days with no explanation.
I see a few days we can deal with the delays I caused.
We can stick to the 3.5/1.5 customary round length, running a few days into August. Simple, maintains the workload on each of us, but will clash with CCL August for the Leaguers still involved with July.
I can post Round 3 the same time I close round 2, so that Round 2 critiques run concurrently with the first day and a half of Round 3. I’ll have countdowns and road signs everywhere to keep it from getting confusing. This version increases the workload on each of you, as you’ll have design work, critiques and T3s all in just a few days, but it will get us done by the end of the month.
Within each round, each of you can PM me to let me know that your current entry is your final entry. Once all are in, I close the round. I see this one as unlikely in Rounds 2 and 3, as some may not post at all, and we’ll be stuck waiting for their PMs. Rounds 4,5 and 6, however might possibly fly by as there are fewer designers and those that make it that far are generally more dedicated.
Unless anyone can devise a better solution, I’ll take votes on these three. In your placeholders/entries here in R2, list either Option 1, 2 or 3. Majority wins, so the first option with 11 votes is what we’ll go with.
…is a really good episode of Scrubs.
Just so you know.
Due to the reasons mentioned above, as well as other outside influences, I will no longer be active on mtgsalvation after CCL July. I’ve had loads of fun while here, but I’ve decided that some activities need to take precedence over others, and salvation games fall into the latter category. Chiefly, I have come to the stark realization that I am 25, almost 26, and have barely began the career I have been planning for since I was eight. It isn’t just salvation that is falling to the wayside, either, I will soon be selling all of my Magic and Doomtown cards as well as a few other hobbies and interests that, frankly, aren’t all that important in the grand scheme. For those of you that I’ve spent the past six or eight months with, thanks for the times and conversations. Special thanks go to:
L0ng5h0t, a designer among designers. You get listed first because of the Firefly banner.
Dodavehu, always thinking outside the box. You get second mention because of the Sandman avatar.
lgmhorus, for stepping up to organize our more or less hodgepodge organization.
I could go on with Dragoon26, 1T4, Howler13 and the rest of the stalwarts, but I can see some eyes glazing over already. Suffice it to say that the community in the card creation games forum has impacted me greatly.
If, for any reason, any of you want to keep tabs on me and my fledgling career, www.mindsongtroupe.com will remain active for quite some time and you will be able to reach me personally at [EMAIL="mtgadam@mindsongtroupe.com"]alaw@mindsongtroupe.com[/EMAIL]. Alabran, I’ll be expecting to hear from you once your ready to compose me a score.
same as always:
3.5 days to design, 1.5 to critique.
Penalties for not posting T3s
1 bonus point for completing critiques for at least 50% of the other team, another for completing 100%.
The CCL is among the more fun games on the MtGSalvation forums due to its inherent aspect of interactivity among the Leaguers (that’s you). We actively critique each other’s card designs at the end of each round, putting a more personal interest into our cards and generally making us all better designers. Typically, we build worlds more complete than many games, as each round builds on the designs and ideas of previous rounds in the month. The CCL allows for Leaguers to plumb the depths of creativity, as the point schedule aspect allows for three full rounds without fear of elimination.
Schedule
The CCL will run six rounds, each lasting five days.
Rounds 1, 2 & 3 will be free-for-alls with each leaguer fighting for the most points during critiques. At the beginning of each of these rounds. The host will divide the league members evenly into two teams and each team will be assigned their design challenge. At the challenge deadline, the round will elapse into the critique section (see Critiques below). Once the critique section ends, the host will tally points and post the next round. Team rosters are likely to change between rounds; the new rosters will be included in the initial posting for the next round.
Each round will last five days: 3.5 to finalize designs, 1.5 for critiques.
The July schedule will operate according to my (Scrounger) local time zone, Central Standard, and will tentatively run as follows:
12AM CST 1 July 08 - R1 Challenge
12PM CST 4 July 08 - R1 Critiques
12AM CST 6 July 08 - R2 Challenge
12PM CST 9 July 08 - R2 Critiques
12AM CST 11 July 08 - R3 Challenge
12PM CST 14 July 08 - R3 Critiques
12AM CST 16 July 08 - R4 Challenge
12PM CST 19 July 08 - R4 Critiques
12AM CST 21 July 08 - R5 Challenge
12PM CST 24 July 08 - R5 Critiques
12AM CST 26 July 08 - R6 Challenge
12PM CST 29 July 08 - R6 Critiques
31 July 08 - League Appreciation Day aka buffer
We will stick to this schedule as closely as possible, adjusting if necessary.
Challenge Rounds
At the start of each round, the host will post the challenge for the round. This may be, at the host’s discretion, a single challenge for all leaguers, a list for each leaguer to choose from, challenges assigned to each leaguer, or other challenge variation.
Each Leaguer will post his/her entry by the deadline, 3.5 days after the round is posted.
Critique Rounds
At the end of each challenge round, the host, or an individual the host designates, will officially close the round and open the forum for critiques. After this point, modifying the post containing your entry for the round will incur penalties (see Penalties section).
Each Leaguer will thoroughly critique at least 50% of the entries given by the leaguers on the other team.
In addition to the critiques, each Leaguer generates his/her list of the Top 3 entries for the round. The Top 3 listings are the chief source of points within the CCL and are therefore required to complete. Even if critiques are not completed, Top 3’s must be listed to avoid penalties (see Penalties for penalty schedule). Regardless of the cards actually critiqued by a given Leaguer, Top 3’s can be drawn from any valid entry of the round. Submitting Top 3’s grants one point.
A valid critique does not need to be lengthy. A few constructive sentences will do as long as they are meaningful. Neither “Hated it,” “Too expensive,” nor “Bahhrokken!!!” are valid critiques.
Example: The following card is submitted by Fitzgerald:
Quote: Cosmic Tutor
Instant (Unc)
Search your library for a nonpermanent card, reveal it, and remove it from the game. At end of turn, put that card into your hand, then discard a card.
Shuffle your library. A few decent critics:
from Tiberius: Templating issue with “nonpermanent card,” it's confusing and should just read “instant or sorcery card.” And the cost seems steep: I’m giving up a mana, a card, and immediate access to the card I looked for. Creative, but not bad.
from Wilhelmina: I hate the name. Also the shuffle part should be right after removing the tutored card instead of on a separate line. Seems powerful as an instant, play it on the opponents turn and you get basically a free draw, but you get to pick it.
from Beauregard: A bit complicated for uncommon. It doesn’t go to microtext on a render (sans flavor text) but it still isn’t all that intuitive.
Valid Entry Constitution
A valid entry in a given round cleanly delivers all required components of the challenge. The CCL is based around card design, so each challenge will direct Leaguers to design one or more cards, but other components may be given according to the judge’s discretion. Historically, these non-card components have included such things as keyword mechanic designs, story pieces, and various ideas for the judge to incorporate into later rounds. Include only what is described by the challenge requirements, as superfluous items may sway judgings unfairly and will incur penalties.
It is customary to include card renders in entries. This is not required. Some Leaguers may not have access to render design software and therefore will not be penalized for posting an entry without a render. However, it must be understood that a proper render is easier to judge/critique as it is more pleasing to the eye, more memorable and allows for Leaguers to judge the card by its wordiness, a very important aspect of a card’s design. Common rendering software used include Magic Set Editor (free program, the standard that most amateur designers use), PhotoShop (not free), and GIMP (free PhotoShop knockoff).
Scoring
The bulk of available points will be derived from Top 3 listings, as is League custom. Within each Top 3 listing, the choice for 1st place will be awarded 3 points, the choice for 2nd place will receive 2 points, and the choice for 3rd place will receive 1 point. It is common for Leaguers to post an Honorable Mention or two along with their T3 listings. Honorable Mentions are not awarded points. Posting T3s is required and awards one point for completion of the requirements. There are penalties for failure to post T3s (see Penalties section).
Critiques are an optional aspect of the CCL, therefore no penalties are given for failure to complete critiques. Any Leaguer completing critiques for at least 50% of the other team's entries will receive 1 bonus point. An additional point will be awarded if a Leaguer critiques all valid entries in the round.
As noted in the section on Valid Entry Constitution, entries are encouraged to contain proper card renders. Some Leaguers may not have access to render design software and will not be penalized for posting an entry without a render.
Penalties
Points can become a scarce commodity, especially during the all-important 3rd round critiques, as they designate the top eight players who will compete for the remainder of the month.
Failure to post T3s as required during the Critique section of any round will incur penalties as follows. A first offense will incur a loss of 1 point. This will double with each successive failure to post a T3: 2 points for the second failure, 4 for the third, and so on.
Once a Round elapses into its critique section, modifying an entry in any way will incur point penalties based on time elapsed. This will be judged according to the “last edited” note on the entry posting. For each five minutes past the deadline, a modified entry will deduct the Leaguer 1 point. Once any Leaguer has posted a critique, even in the form of a placeholder, modifying an entry will disqualify a Leaguer for the round.
Failure to post an entry within the Challenge round will put a Leaguer on probation. While on probation, failure to post an entry in any later round will disqualify that Leaguer for the remainder of the month.
Making Magic by Mark Rosewater, current head of Magic Design at Wizards of the Coast. Making Magic is a weekly article detailing the trials, tribulations and achievements of Magic R&D in riveting prose.
Magiccards.info is the database mtgsalvation draws upon when you use the [card] tag. The advanced search functionality is useful for searching all cards officially printed by WotC.
Gatherer is the database maintained officially by WotC. It has slightly different functionality than magiccards.info, but the differences are too numerable to list here. (Someone should write an article about that)
Your other Leaguers are fantastic resources. We, more than the players of other games on this forum, are a community, as can be seen by the dialogue of any CCL thread. Question, consult with, challenge and encourage each other at every opportunity.
Credits
For their help in designing and repairing these rules, the following are here thanked alphabetically:
Few beings obtain true immortality on the physical planes. They are around, but keep their own council and are rarely glimpsed, let alone known. More common are those mortals that, through one means or another, have lived unnaturally, inconceivably long lives. On the plane of Rubor, there are a total of eight.
The five beings of wisdom, who can remember the dark ages of the past, and wish to teach the lessons learned so that others may not repeat the mistakes of former generations.
The three beings of power, who relish the dark ages of the past have halted for no living soul in their conquests.
In the elder times, there were many mages who dealt with and functioned within the darker sides of magics, finding themselves more powerful within this realm of study. They became so powerful that they devised ways to shape small amounts of mana into usable amounts by sheer will. Over time, many of these students were consumed by these methods. Those that survived came to understand that there are limits to ones ability and endurance Though these mages were in the habit of taking extreme risk with body, soul and mind for their arts, they came to this knowledge by rational thought and fully knew that they, too would be destroyed They eventually abandoned the practice of such magics.
In recent years, these mana harvesting rites have been exhumed, not by the power-hungry but self-preservation conscious wielders of what is known to the Planeswalkers as black mana, but by those that dealt inredmana. Logic would assume that these mages would eventually come to the same conclusions as those that came before, but one must understand that, where black magic fuels beings still capable of logical thought, red magic operates within those who rely more on emotional reactions, such as rage and hatred. At first, the ancient ones, who could recall the consequences of the Dark Rituals, were content to watch the red mana burn through its wielders. However, though many died to the practices, these spells only grew in usage. Beings born of the mountain, you see, have a natural tendency to expend their lives for a cause. Since long ago, they are known to have giventhemselvesforsomepurpose. The loss of a few only gave hope to the rest. Over time, the leylines of Rubor have been stuffed to the brim with red mana and are on the verge or rupture. Fissures are popping all over the plane, erupting purest red force, which leaves only smoldering cinder in its path. The land is, quite literally, tearing itself apart.
Just to get you guys going, I'm posting the new teams by the criteria that seemed most popular in the CCL discussion thread. That is, line up Leaguers by point rank, then alternate Team 1, Team 2, Team 1, Team 2, et cetera ad infinitum. I'm basing this on the points ya'll gave as I haven't yet done my critiques. I'll do mine tonight, but the teams will remain thus:
For those that missed the hints, you will be designing cycles.
Team Tall - You will design the three beings of power. Those that have lived long by possibly nefarious means and which seek to revive the elder days. You will design a vertical cycle of creatures. That is, one common, one uncommon, one rare, all in the same color or color combination. You will, of course, be judged on the cards individually, but also on you understanding of rarity. No color restrictions beyond the uniformity of a vertical cycle.
EDIT: Due to the difficulty inherent to designing such creatures as these at common or even uncommon, as well as a commonly held uneasiness with this, I’ll allow entries that are a development of only one of the three beings of power. Interpret this at will.
Team Wide - You have the Horizontal Cycle. The five Wise beings of the realm, who which to suppress the impending cataclysm. You are restricted to a monocolor cycle, so no Nephilim. This will challenge your understanding of color theory.
At the beginning of the sign-up thread, when I noted that the challenges this month will be a bit more involved that what we are used to, this is one of the rounds I was referring to. I do not expect this task to be easy on any of you. So good luck.
You of course have access to our three chosen mechanics, Soulbind, Prophecy and Energize, as well as any preprinted mechanic. Additionally you each have access to the following, should you wish to use them:
Team Tall, you may use Stripmine and Succeed.
Team Wide, you may use Synchronize and Consume.
Energize X – As CARDNAME comes into play, you may pay <cost>. If you do, CARDNAME comes into play with X charge counters, and it gains haste until end of turn.
Prophecy – At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, <effect>. Otherwise, put that card into your graveyard.
Soulbind – <cost>, Remove CARDNAME in your graveyard from the game: <effect>
Succeed a <type> <cost> (Any time you could play a sorcery, you may pay <cost> to remove this card from the game succeeding a <type> you control. When that card is put into your graveyard from play, put this card into play.)
<cost>, stripmine a land: <effect> (Put a Strip counter on target land you control with no counters on it. As long as that land has a Strip counter on it, it produces instead of its normal mana)
Synchronize <cost> (<cost>, discard CARDNAME: copy target instant or sorcery spell that shares a color with CARDNAME.)
Consume (Whenever a creature dealt damage by CARDNAME this turn is put into a graveyard, remove it from the game consumed by CARDNAME.)
These abilties may seem limited in application. My one hint to you here is to remember that there have been abilities seen only in a very few cards. Offering. Horsemanship. Grandeur. An ability doesn't have to be versatile to see print.
Fyonne, Seeker of Life :2mana::symw::symw:
Legendary Creature - Ooze
Vigilance
Synchronize :4mana::symw: (:4mana::symw:, discard Fyonne, Seeker of Life: copy target instant or sorcery spell that shares a color with Fyonne, Seeker of Life.)
Lands you control gains ":symw::symw:, :symtap:: Each player put a 1/1 white ooze creature token into play." as long as ~ is in your graveyard.
2/3
Dominus, Seeker of Truth :2mana::symu::symu:
Legendary Creature - Ooze
Flying
Synchronize :4mana::symu: (:4mana::symu:, discard Dominus, Seeker of Truth: copy target instant or sorcery spell that shares a color with Dominus, Seeker of Truth.)
Lands you control gains ":symu::symu:, :symtap:: Each player draws a card" as long as ~ is in your graveyard.
1/3
Argoth, Seeker of Death:2mana::symb::symb:
Legendary Creature - Ooze
Fear
Synchronize :4mana::symb: (:4mana::symb:, discard Argoth, Seeker of Death: copy target instant or sorcery spell that shares a color with Argoth, Seeker of Death.)
Lands you control gains ":symb::symb:, :symtap:: Each player discards a card." as long as ~ is in your graveyard.
3/1
Hanna, Seeker of Soul :2mana::symr::symr:
Legendary Creature - Ooze
Haste
Synchronize :4mana::symr: (:4mana::symr:, discard Hanna, Seeker of Soul: copy target instant or sorcery spell that shares a color with Hanna, Seeker of Soul.)
Lands you control gains ":symr::symr:, :symtap:: This land deals 1 damage to each creature without flying." as long as ~ is in your graveyard.
3/1
Shin, Seeker of Spring :2mana::symg::symg:
Legendary Creature - Ooze
Reach
Synchronize :4mana::symg: (:4mana::symg:, discard Shin, Seeker of Spring: copy target instant or sorcery spell that shares a color with Shin, Seeker of Spring.)
Lands you control gains ":symg::symg:, :symtap:: This land deals 1 damage to each creature with flying." as long as ~ is in your graveyard.
3/2
Actually, Stripmine is an action, like Clash, so correct reminder text will be: (To stripmine, put a Strip counter on target land you control with no counters on it. As long as that land has a Strip counter on it, it produces instead of its normal mana)
Solution 2 is the best IMO.
also,
Devirana, Hand of the Sun 5WW
Legendary Creature - Elemental Spirit
Vigilance
Creature spells with vigilance cost you 1 less to play.
Whenever a creature you control with vigilance deals damage to a creature, tap that creature. It doesn’t untap during it’s controller’ next untap step.
5/5
Amdrana, Eyes of the Sky 5UU
Legendary Creature - Elemental Spirit
Flying
Creature spells with flying cost you 1 less to play.
Whenever a creature you control with flying deals damage to a player, draw a card.
5/5
Agmerana, Fangs of the Night 5BB
Legendary Creature - Elemental Spirit
Fear
Creature spells with fear cost you 1 less to play.
Whenever a creature you control with fear deals damage to a player, that player discards a card.
5/5
Ogorana, Voice of the Thunder 5RR
Legendary Creature - Elemental Spirit
Haste
Creature spells with haste cost you 1 less to play.
Whenever a creature you control with haste attacks, it gets +1/+0 for other attackin creature with haste until end of turn.
5/5
Yay slightly overpowered mystics with no evasion abilities
Tloria, the Divine Mystic 1WW
Legendary Creature - Human Mystic Prophecy — At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, you gain 7 life. Otherwise, put that card into your graveyard.
Whenever a source an opponent controls deals damage to you, you may Scry 2.
1/3
Grubn, the Enraged Mystic 1RR
Legendary Creature - Human Mystic Prophecy — At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, Grubn, the Enraged Mystic deals 4 damage to target creature or player. Otherwise, put that card into your graveyard.
Whenever Grubn, the Enraged Mystic attacks, you may Scry 2.
3/1
Vroin, the Attuned Mystic 1GG
Legendary Creature - Human Mystic Prophecy — At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, put two 2/2 green beast creature tokens into play. Otherwise, put that card into your graveyard.
Whenever a creature with power 4 or greater comes into play, you may Scry 2.
2/2
Xin, the Tortured Mystic 1BB
Legendary Creature - Human Mystic Prophecy — At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, destroy target non-black creature. Otherwise, put that card into your graveyard.
Whenever an opponent discards a card, you may Scry 2.
2/2
Rivel, the Wizened Mystic 1UU
Legendary Creature - Human Mystic Prophecy — At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, draw two cards then discard a card. Otherwise, put that card into your graveyard.
Whenever an opponent plays a non-blue spell, you may Scry 2.
1/3
EDIT: @ Solesticio below: I think what justifies it is that the opponent is in complete control and can just wait until he can deal you 20, but I lowered the number. I keep forgetting you can name basic lands.
Eratinelys' Disciple
Creature - Human Wizard (C)
Prophecy – At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, draw a card. Otherwise, put that card into your graveyard.
Soulbind :symu:, Remove ~ in your graveyard from the game: Draw a card.
1/1
Eratinelys' Apprentice 1U
Creature - Human Wizard (U)
:1mana:: Scry 2, then put the top card of your library into your graveyard.
Soulbind 1UU, Remove ~ in your graveyard from the game: Scry 4.
1/2
Eratinelys, Lady of Power 2UU
Legendary Creature - Human Wizard (R)
:symu:, Sacrifice ~: Search your library for a creature with converted mana cost 2 or less and put it into your graveyard.
Prophecy – At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, and if you control Eratinelys' Disciple and Eratinelys' Apprentice, you win the game. Otherwise, put that card into your graveyard.
Soulbind 3UU, Remove ~ in your graveyard from the game: Return all cards named Eratinelys' Disciple, Eratinelys' Apprentice and Eratinelys, Lady of Power removed from the game to your hand.
2/3
Ilumia the Restored 3WW
Legendary Creature - Human Spirit
Flying
When you have 10 or less life, you may sacrifice ~.Play this ability only during your upkeep.
Soulbind – 1WWW, Remove ~ in your graveyard from the game: You gain X life where X is the number of white creatures in your graveyard.
3/4
Shynu the Visioned 3UU
Legendary Creature - Ooze Spirit
Shroud
When there are ten or more non-creature spells in your graveyard, you may sacrifice ~.Play this ability only during your upkeep.
Soulbind - 1UUU, Remove ~ in your graveyard from the game: You draw X cards where X is the number of blue non-creature spells in your graveyard.
2/3
Akkut the Pained 3BB
Legendary Creature - Demon Spirit
Fear
When there are ten or more creatures in an opponents graveyard, you may sacrifice ~.Play this ability only during your upkeep.
Soulbind - 1BBB, Remove ~ in your graveyard from the game: Target opponent loses X life where X is the number of non-black creatures in his or her graveyard.
4/3
Dartei the Scarred 3RR
Legendary Creature - Goblin Spirit
Haste
When you control ten or more creatures, you may sacrifice ~.Play this ability only during your upkeep.
Soulbind - 1RRR, Remove ~ in your graveyard from the game: ~ deals 1 damage to X target creatures where X is the number of red creatures that you control.
4/3
Syulli the Blessed 2GG
Legendary Creature - Elf Spirit
Defender
When you control ten or more lands, you may sacrifice ~.Play this ability only during your upkeep.
Soulbind - 1GGG, Remove ~ in your graveyard from the game: Add G to your mana pool for each forest that you control.
2/4
*is amazed at how quickly everyone on his team jumped on this *_**
(Note: I cut off the reminder text on Consume for space reasons, as in a render some of the cards become almost unreadable, especially the red one. I can throw them in a render to show that they need to be removed for that reason if necessary, but I thought I'd explain this at the get-go. And so that you don't have to go back up to the top of the page and/or recall off of something else what Consume is, here ya go:
Consume (Whenever a creature dealt damage by CARDNAME this turn is put into a graveyard, remove it from the game consumed by CARDNAME.)
Ralum, Consumer of Asylum :3mana::symw::symw::symw: Legendary Creature - Incarnation (R)
Vigilance, first strike
Other creatures you control gain protection from the colors of all creatures consumed by ~.
Whenever you pay a Soulbind cost, you may return ~ to your hand. Play this ability only if ~ is in your graveyard.
Consume
3/5
Sentaru, Consumer of Synchronicity :3mana::symu::symu::symu: Legendary Creature - Incarnation (R)
Flying
Cards you own with Synchronicity are all the colors of creatures consumed by ~ in addition to their own color for purpose of Synchronicity.
Whenever you play a Synchronicity cost, you may return ~ to your hand. Play this ability only if ~ is in your graveyard.
Consume
5/6
Krisya, Consumer of Death :3mana::symb::symb::symb: Legendary Creature - Incarnation (R)
Deathtouch
Creatures you control that share a color with a creature consumed by ~ gain consume.
Creatures you control that have consumed a creature gain deathtouch.
Whenever a creature you control consumes a creature, you may return ~ to your hand. Play this ability only if ~ is in your graveyard.
Consume
4/3
Laizuus, Consumer of Fate :3mana::symr::symr::symr: Legendary Creature - Incarnation (R)
Prophecy (At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, you may have ~ deal 3 damage to a target creature. Otherwise, put that card in your graveyard.)
If a card revealed by Prophecy that shares a color with a creature consumed by ~ would be put into your graveyard, you may instead put it at the top of your library.
Whenever you successfully name a card for Prophecy, you may return ~ to your hand. Play this ability only if ~ is in your graveyard.
Consume
6/5
Xemarin, Consumer of Power :3mana::symg::symg::symg: Legendary Creature - Incarnation (R)
Trample
Creatures you control that share a color with a creature consumed by ~ get +2/+2 for each charge counter on them and gain trample.
Whenever you pay an Energize cost, you may return ~ to your hand. Play this ability only if ~ is in your graveyard.
Consume
7/7
I wanted to do something that both had something to do with one of the five available mechanics that I thought best fit the colour as well as something that played off playing multiple colours, both on your side and your opponents, as all of these cards improve by being played against multi-coloured decks(in that you get more colours to consume) as well as you having multi-coloured cards(so that they can be affected with greater ease). I tried to apply colour pie to abilities and power/toughness(as well as trying to balance p/t according to the power level of their consume ability, though there's a cycle even in there!), but my main focus in colour appropriateness was in the five mechanics...so keep that in mind and hopefully going off on a ledge for this round won't hurt me.
Naming scheme should be pretty obvious, but I went with something that showed what they consumed in order to give it to those they see fit. White gives protection(asylum), blue creates synchronicity, black gives the power of death, red manipulates fate, and green gives power. Not terribly pleased with the scheme, but eh, it works. *shrugs* Might change them later if inspired.
(Since I didn't want to double post I thought I'd add in this little bit:
Isn't Prophecy pretty nasty if you have a Kinship creature in play? As long as you have one, you'll *always* know the top card of your library if you stack the triggers. This could lead to some *major* balance issues... *is sad because he really liked the Prophecy mechanic, but now realizes it's potential for rampant brokenness if Kinship is ever anywhere near it*)
T2- -:symu::symr: Suspension- "Time Lord" -Merfolk Mill- "Millf**k" Extended: -:symw: Defense/Lifegain- "Yeah, Try to Hurt Me"
-:symw: Knights 'n Clerics- "The Holy Order of Kithkin" -:symu::symr: Gelectrode/Wee Dragonaut- "Spellweaver's Resolute Volute" Vintage:
-:symb: Discard- "A Hymn to Empty Hands" Block:
-:symw::symb: Kamigawa Spirits- "Revenge of the Spirits"
Those who feel Kamigawa is weak cannot play Kamigawa properly. 永遠神川!
*removes placeholder, inserts renders, asks for apologies for the silly card images ... couldn't find any better fantasy-like deep-sea fish*
common:
uncommon:
rare:
ok, I was expecting myself to be a bit more creative, but that's what I finally ended up with. Did some experiments with a red Stripmine cycle, which failed on me being unable to design the rare properly - it just didn't fit in. Intrigued by an article on deep-sea fish I recently read, I attempted to reproduce the growth of a huge underwater creature. I suppose sailors of modern Rubor know well enough to stay away from the deepest waters, so their boats won't serve as appetizers ...
If I can't come up with anything better, I'm happy enough with these :/
Trickster Shadow 1:symbr::symbr:
Creature - Spirit Rogue
Doublestrike
Put a -1/-1 counter on Trickster Shadow: Add R or B to your mana pool.
At the beginning of your first main phase, if Trickster Shadow is in your graveyard, add R or B to your mana pool and Trickster Shadow deals 1 damage to you.
2/2
Bloodmarsh Tyrant2:symbr::symbr::symbr:
Creature - Giant Wizard
Energize 2 — :symbr::symbr: (As Bloodmarsh Tyrant comes into play, you may pay :symbr::symbr:. If you do, Bloodmarsh Tyrant comes into play with 2 charge counters, and gains haste until end of turn.)
Remove a charge counter from Bloodmarsh Tyrant: Untap Bloodmarsh Tyrant.
:symbr::symbr:, T: Destroy target creature with power equal to 3 or less. Add RRRor BBBto your mana pool.
4/4
Lorquoz, the Defiler3:symbr::symbr::symbr:
Legendary Creature - Dragon Wizard
Flying, fear
:symbr::symbr:: Target creature gets -0/-1 and Lorquaz gets +1/+0 until end of turn.
Creature cards in your graveyard have, “Soulbind — :symbr::symbr:, Remove this card in your graveyard from the game: Add three mana in any combination of R and/or B to your mana pool.”
5/5
Best of luck with your career. We'll miss you here of course, but you have to follow your dreams. Feel free to pop in and say hi whenever you have time, or need to plug a project. Definitely plug projects, especially if there's a way we can support
P.S. Thx for the top billing in your announcement. From one Browncoat to another, stay shiny! We'll hold 'til you get back.
I know i am not playing this round, however I have been watching and after reading your announcement Scrounger, I just had a few things I wanted to say. First off, I hope that your career excels and that mostly you have fun while doing it because in the scheme of things that is the most important. Secondly, MTGSalvation is going to be losing a great person, but remember that here is more than just forums about magic and if you ever wanted to discuss ideas or just to pop in and say "hi", we will always be happy to respond. Once again, I just want to wish you good luck and say good bye.
Actually, Stripmine is an action, like Clash, so correct reminder text will be: (To stripmine, put a Strip counter on target land you control with no counters on it. As long as that land has a Strip counter on it, it produces instead of its normal mana)
As an action, it doesn't give you any timing reference. As an activated ability, I know by the game rules that I can do it anytime I have priority. With clash, each card that had a clash effect had you do it as part of the resolution and told you when to do it. Stripmine could work that way, as in
<effect>, then stripmine a land.
but the card example you gave had it as an activated ability, which is why I templated it that way. We can change it back though.
...more than just forums about magic and if you ever wanted to discuss ideas or just to pop in and say "hi", we will always be happy to respond. Once again, I just want to wish you good luck and say good bye...- MP28
Thanks for running this, Scrounger. I love the world you're constructing here. Good luck in whatever you're doing. Also, I trust whatever way you plan to resolve the calendar issue.
Faer, the EyesBR
Creature - Human Wizard (C)
Haste B, Sacrifice ~: Target player discards a card. Play this ability only during your turn. He sees everything, through his many faces.
2/2
Taim, the Hands2BR
Legendary Creature - Spirit Wizard (U)
:symtap:, Sacrifice ~: Gain control of target creature. Sacrifice it at end of turn. It gains haste.
If ~ is removed from the game, you may play it as though it is in your hand. He controls everything, through his strong grasp.
2/2
Karr, the Mouth4BR
Legendary Creature - Horror Wizard (R)
Trample
Sacrifice a creature: Put X +1/+1 counters on ~, where X is equal to the converted mana cost of that creature.
Remove target creature card in a graveyard from the game: Put a +1/+1 counter on ~. He devours everything, through his terrible hunger.
3/3
Isn't Prophecy pretty nasty if you have a Kinship creature in play? As long as you have one, you'll *always* know the top card of your library if you stack the triggers. This could lead to some *major* balance issues... *is sad because he really liked the Prophecy mechanic, but now realizes it's potential for rampant brokenness if Kinship is ever anywhere near it*)
There is, of course logic to that, but you've got to remember that WotC R&D puts each mechanic through extensive testing and the ones that actually make it to print have been examined from every reasonable angle to proof against brokeness. Take Q. The ability to untap has the potential to wreck the game, but on no self-untapping card have we seen one that only untaps as the cost. There is always some mana involved. Consider the following ability on a permanent:
:symq:: Do absolutely nothing.
By it self it, logically, does nothing. But couple that permanent with Flame Fusillade and the game is over. It needs that extra cost just so that the game will not end as soon as it hits. WotC R&D understood that long before untap ever became a certainty. Prophecy has the same potential. I can say with relative confidence that if Prophecy ever saw print, that there would still be no "I win" cards, strictly because they are aware of Sensei's Divining Top, Darksteel Pendant and Future Sight.
We here at a casual forum don't have the luxury of extensive testing and balancing. Many of us have become quite skilled at knowing a game breaking mechanic when we see it, but we are still more or less judging from gut reaction or by what we have seen. We don't have the FFL or market research or the benefit of one of the finest R&D departments in the industry. So it's up to us to use such abilities with care. And with games such as the CCL, we can keep each other in check and informed.
Verdant FamiliarGU
Creature - Spirit C Soulbind -- :symgu:, Remove Verdant Familiar in your graveyard from the game: Draw a card.
2/2
Disciple of Rubor1GU
Creature - Human Druid U
Shroud Soulbind -- 2:symgu::symgu:, Remove Disciple of Rubor in your graveyard from the game: Put target noncreature peranent on top of its owner's library.
3/2
K'lesta, the Dream Warden4GU
Legendary Creature - Avatar R
Flying
Whenever K'lesta deals combat damage to an opponent, you may draw a card. Soulbind -- X:symgu::symgu::symgu:, Remove K'lesta, the Dream Warden in your graveyard from the game: Put a noninstant, nonsorcery card with converted mana cost X or less that you own from outside the game into play.
4/4
The idea is that the Familiar becomes the the Disciple, which becomes K'lesta. I would come up with flavor text to better explain that, but I'm already late for work...
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
There is, of course logic to that, but you've got to remember that WotC R&D puts each mechanic through extensive testing and the ones that actually make it to print have been examined from every reasonable angle to proof against brokeness. Take Q. The ability to untap has the potential to wreck the game, but on no self-untapping card have we seen one that only untaps as the cost. There is always some mana involved. Consider the following ability on a permanent:
:symq:: Do absolutely nothing.
By it self it, logically, does nothing. But couple that permanent with Flame Fusillade and the game is over. It needs that extra cost just so that the game will not end as soon as it hits. WotC R&D understood that long before untap ever became a certainty. Prophecy has the same potential. I can say with relative confidence that if Prophecy ever saw print, that there would still be no "I win" cards, strictly because they are aware of Sensei's Divining Top, Darksteel Pendant and Future Sight.
We here at a casual forum don't have the luxury of extensive testing and balancing. Many of us have become quite skilled at knowing a game breaking mechanic when we see it, but we are still more or less judging from gut reaction or by what we have seen. We don't have the FFL or market research or the benefit of one of the finest R&D departments in the industry. So it's up to us to use such abilities with care. And with games such as the CCL, we can keep each other in check and informed.
*chuckles* Fair, fair. My statement was just an observation I had this morning, and perhaps a bit of warning for those of us wanting to use the mechanic that, if we are to be expecting that the cards we create should be able to merge into the existing Magic system, that we be aware of how these two abilities have great synergy and to be careful in how we design cards afterwards. It wasn't meant to be a hit at the mechanic or anything like that, more a head's up in case anyone else happened to have overlooked it. I apologize if my previous statement came out a bit too strong and was misconstrued as such.
Private Mod Note
():
Rollback Post to RevisionRollBack
T2- -:symu::symr: Suspension- "Time Lord" -Merfolk Mill- "Millf**k" Extended: -:symw: Defense/Lifegain- "Yeah, Try to Hurt Me"
-:symw: Knights 'n Clerics- "The Holy Order of Kithkin" -:symu::symr: Gelectrode/Wee Dragonaut- "Spellweaver's Resolute Volute" Vintage:
-:symb: Discard- "A Hymn to Empty Hands" Block:
-:symw::symb: Kamigawa Spirits- "Revenge of the Spirits"
Those who feel Kamigawa is weak cannot play Kamigawa properly. 永遠神川!
*chuckles* Fair, fair. My statement was just an observation I had this morning, and perhaps a bit of warning for those of us wanting to use the mechanic that, if we are to be expecting that the cards we create should be able to merge into the existing Magic system, that we be aware of how these two abilities have great synergy and to be careful in how we design cards afterwards. It wasn't meant to be a hit at the mechanic or anything like that, more a head's up in case anyone else happened to have overlooked it. I apologize if my previous statement came out a bit too strong and was misconstrued as such.
No, no, I was agreeing with you. I didn't take your thoughts as aggressive in any way, just putting my thoughts in on it. I've seen, on more than one occasion, a well designed mechanic get torpedoed in critiques because the mechanic merely allowed for broken cards. No, I understood your intention was more as a cautionary statement.
I don't always show it here, but I'm one of those guys who can stand around a comic shop discussing/arguing topics that the general public might consider trivial or obscure. Which is more powerful, a green lantern's power ring or a Jedi's mastery over the force; Dick Grayson vs. Tim Drake; Dream casting for a live action Goon movie. On topics I've done serious contemplation on, I can go for days.
By the by, we came up with this:
Adam Baldwin as Goon
Seth Green as Franky (or quite possibly Steve Buscemi, shrunken to Franky height like they did John Rhys-Davies for Gimli)
Warwick Davis as the Zombie Priest
John Lithgow as Dr. Alloy
Andrew Dice Clay as the voice of Spider
EDIT: @ Solesticio below: I think what justifies it is that the opponent is in complete control and can just wait until he can deal you 20, but I lowered the number. I keep forgetting you can name basic lands.
I said that because you take damage, scry and then gain 7 life. So, if you don't take more than 7 damage, you are always above the range. (unless he kills you that guy or waits for a brutal attack)
Private Mod Note
():
Rollback Post to RevisionRollBack
Trophyless guy.
Thought of the Month: I gave up from trying to require the 'i' on my name: SolesticIo
I really hope not all three cards have to be a being of power, simply because it's so hard to make a legendary creature fit into the common rarity. Furthermore, why would one of the Beings of Power be common? Or even uncommon? They should all be rare, imo.
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
As far as nonrare legendary creatures, I’ve got mixed feelings. We’ve seen uncommon ones, mainly back in Legends, then again all over Kamigawa. Sure, these sets had a strong Legend theme, but the fact remains. Legends was way back in the weird days anyway, so we can generally dismiss them. But Kamigawa was designed in the modern era, complete with modern rarity theory. The uncommons here were specifically designed as uncommons. Neither Callow Jushi nor Jaraku the Interloperfeel rare, though Jaraku does feel Legendary. I think that the possibility exists for Legends at common, but the design must work. For example, one idea I developed for Rubor then abandoned was a race of humanoid dragons. Draconain races have been seen before in other fantasy games, but MtG dragons have always been the very traditional intelligent reptile style. I have designs for dragonoids at all rarities, including Legends, because hey, they’re dragons. Now. A quick search reveals only 3 nonrare dragons have been printed, and two of those are whelps. But, as good Magic design is as much about innovation as upholding traditional fantasy elements, I truly believe that such an idea could work so long as the design was handled properly. In my opinion, Wirewood Guardian could easily have been a legendary creature, even while remaining common and with its particular skillset. The same argument could be made for Ball Lightning, Soldevi Steam Beast and a few others. I also believe that we here, as in any pursuit, can get better only if we push ourselves in the ways of innovation.
Having that been said. I never said the cards for this round needed to be legendary. Sure, the concept works well from a flavor perspective and, as I said, is relatively feasible, but does pose a difficult challenge when dealing with the lesser rarities. On the other hand, we have seen many nonlegendary creatures who were among the most powerful of their respective planes. Take a look at the artwork on Djinn creatures. These guys are obviously major players in their respective territories and could easily be ancient terrors of the plane. Zanam Djinn. Juzam Djinn.
Now, my thoughts out in the open, I see we may have a few Leaguers who just don’t agree with my philosophies on rarity or may think the vertical design challenge is too narrow. That’s fine of course, but we’ll still need some sort of agreeable design challenge. So, as inspired by 1T4, I’ll allow entries that are a development of only one of the three beings of power. Not necessarily three versions of the same guy, but three indicators of what these guys really are. Look to the interactions of Darigaaz, the Ignitor, Darigaaz’s Attendant, Darigaaz’s Calera and Darigaaz’s Charm. Also look to interactions such as Dark Supplicant/ Scion of Darkness and Pious Kitsune/Eight-and-a-Half-Tails.
Any other thoughts on the matter? And does anyone feel they will need more time on this one? *fingers crossed, hoping not*
I apologize to each of you, particularly since I volunteered to host this month partially due to the fact that I figured I could do a decent job keeping on schedule, but mostly because you've been stuck out a few days with no explanation.
Just so you know.
L0ng5h0t, a designer among designers. You get listed first because of the Firefly banner.
Dodavehu, always thinking outside the box. You get second mention because of the Sandman avatar.
lgmhorus, for stepping up to organize our more or less hodgepodge organization.
I could go on with Dragoon26, 1T4, Howler13 and the rest of the stalwarts, but I can see some eyes glazing over already. Suffice it to say that the community in the card creation games forum has impacted me greatly.
If, for any reason, any of you want to keep tabs on me and my fledgling career, www.mindsongtroupe.com will remain active for quite some time and you will be able to reach me personally at [EMAIL="mtgadam@mindsongtroupe.com"]alaw@mindsongtroupe.com[/EMAIL]. Alabran, I’ll be expecting to hear from you once your ready to compose me a score.
On with Round 2.
Glorious Gnome
Dragoon26
inPhase
Solesticio
Autumn Willow
snoopYah
1T4
*blacker_lotus - no entry
L0ng5h0t
*Alabran - no entry (DQed)
Team Wide
Tevin
Krey
Asrama
phatJacob07
rAYZ
Morningstar81
*BlackBull - no entry
Cryptic_Hero
penguinwriter
MeatballWarrior
Glorious Gnome
Dragoon26
inPhase
Solesticio
Autumn Willow
snoopYah
1T4
blacker_lotus
L0ng5h0t
Team Wide
Tevin
Krey
Asrama
phatJacob07
rAYZ
Morningstar81
BlackBull
Cryptic_Hero
penguinwriter
MeatballWarrior
same as always:
3.5 days to design, 1.5 to critique.
Penalties for not posting T3s
1 bonus point for completing critiques for at least 50% of the other team, another for completing 100%.
12PM CST 4 July 08 - R1 Critiques
12AM CST 6 July 08 - R2 Challenge
12PM CST 9 July 08 - R2 Critiques
12AM CST 11 July 08 - R3 Challenge
12PM CST 14 July 08 - R3 Critiques
12AM CST 16 July 08 - R4 Challenge
12PM CST 19 July 08 - R4 Critiques
12AM CST 21 July 08 - R5 Challenge
12PM CST 24 July 08 - R5 Critiques
12AM CST 26 July 08 - R6 Challenge
12PM CST 29 July 08 - R6 Critiques
31 July 08 - League Appreciation Day aka buffer
We will stick to this schedule as closely as possible, adjusting if necessary.
The following card is submitted by Fitzgerald:
Cosmic Tutor
Instant (Unc)
Search your library for a nonpermanent card, reveal it, and remove it from the game. At end of turn, put that card into your hand, then discard a card.
Shuffle your library.
A few decent critics:
from Wilhelmina: I hate the name. Also the shuffle part should be right after removing the tutored card instead of on a separate line. Seems powerful as an instant, play it on the opponents turn and you get basically a free draw, but you get to pick it.
from Beauregard: A bit complicated for uncommon. It doesn’t go to microtext on a render (sans flavor text) but it still isn’t all that intuitive.
Few beings obtain true immortality on the physical planes. They are around, but keep their own council and are rarely glimpsed, let alone known. More common are those mortals that, through one means or another, have lived unnaturally, inconceivably long lives. On the plane of Rubor, there are a total of eight.
The five beings of wisdom, who can remember the dark ages of the past, and wish to teach the lessons learned so that others may not repeat the mistakes of former generations.
The three beings of power, who relish the dark ages of the past have halted for no living soul in their conquests.
In the elder times, there were many mages who dealt with and functioned within the darker sides of magics, finding themselves more powerful within this realm of study. They became so powerful that they devised ways to shape small amounts of mana into usable amounts by sheer will. Over time, many of these students were consumed by these methods. Those that survived came to understand that there are limits to ones ability and endurance Though these mages were in the habit of taking extreme risk with body, soul and mind for their arts, they came to this knowledge by rational thought and fully knew that they, too would be destroyed They eventually abandoned the practice of such magics.
In recent years, these mana harvesting rites have been exhumed, not by the power-hungry but self-preservation conscious wielders of what is known to the Planeswalkers as black mana, but by those that dealt in red mana. Logic would assume that these mages would eventually come to the same conclusions as those that came before, but one must understand that, where black magic fuels beings still capable of logical thought, red magic operates within those who rely more on emotional reactions, such as rage and hatred. At first, the ancient ones, who could recall the consequences of the Dark Rituals, were content to watch the red mana burn through its wielders. However, though many died to the practices, these spells only grew in usage. Beings born of the mountain, you see, have a natural tendency to expend their lives for a cause. Since long ago, they are known to have given themselves for some purpose. The loss of a few only gave hope to the rest. Over time, the leylines of Rubor have been stuffed to the brim with red mana and are on the verge or rupture. Fissures are popping all over the plane, erupting purest red force, which leaves only smoldering cinder in its path. The land is, quite literally, tearing itself apart.
Team Tall
21- Glorious Gnome
18 - Dragoon26
11 - inPhase
11 - Solesticio
5 - Autumn Willow
4- snoopYah
2 - 1T4
-1 - blacker_lotus
5 - L0ng5h0t
-1* - Alabran
Team Wide
16 - Tevin
14 - Krey
8 - Asrama
4 - phatJacob07
4 - rAYZ
3 - Morningstar81
0 - BlackBull
-1 - Cryptic_Hero
2 - penguinwriter
-1* - MeatballWarrior
* - on probation
Team Tall - You will design the three beings of power. Those that have lived long by possibly nefarious means and which seek to revive the elder days. You will design a vertical cycle of creatures. That is, one common, one uncommon, one rare, all in the same color or color combination. You will, of course, be judged on the cards individually, but also on you understanding of rarity. No color restrictions beyond the uniformity of a vertical cycle.
EDIT: Due to the difficulty inherent to designing such creatures as these at common or even uncommon, as well as a commonly held uneasiness with this, I’ll allow entries that are a development of only one of the three beings of power. Interpret this at will.
Team Wide - You have the Horizontal Cycle. The five Wise beings of the realm, who which to suppress the impending cataclysm. You are restricted to a monocolor cycle, so no Nephilim. This will challenge your understanding of color theory.
At the beginning of the sign-up thread, when I noted that the challenges this month will be a bit more involved that what we are used to, this is one of the rounds I was referring to. I do not expect this task to be easy on any of you. So good luck.
Team Tall, you may use Stripmine and Succeed.
Team Wide, you may use Synchronize and Consume.
Energize X – As CARDNAME comes into play, you may pay <cost>. If you do, CARDNAME comes into play with X charge counters, and it gains haste until end of turn.
Prophecy – At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, <effect>. Otherwise, put that card into your graveyard.
Soulbind – <cost>, Remove CARDNAME in your graveyard from the game: <effect>
Succeed a <type> <cost> (Any time you could play a sorcery, you may pay <cost> to remove this card from the game succeeding a <type> you control. When that card is put into your graveyard from play, put this card into play.)
<cost>, stripmine a land: <effect> (Put a Strip counter on target land you control with no counters on it. As long as that land has a Strip counter on it, it produces instead of its normal mana)
Synchronize <cost> (<cost>, discard CARDNAME: copy target instant or sorcery spell that shares a color with CARDNAME.)
Consume (Whenever a creature dealt damage by CARDNAME this turn is put into a graveyard, remove it from the game consumed by CARDNAME.)
These abilties may seem limited in application. My one hint to you here is to remember that there have been abilities seen only in a very few cards. Offering. Horsemanship. Grandeur. An ability doesn't have to be versatile to see print.
Interested in the CCL? Contact lgmhorus for info.
My blog
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Fyonne, Seeker of Life :2mana::symw::symw:
Legendary Creature - Ooze
Vigilance
Synchronize :4mana::symw: (:4mana::symw:, discard Fyonne, Seeker of Life: copy target instant or sorcery spell that shares a color with Fyonne, Seeker of Life.)
Lands you control gains ":symw::symw:, :symtap:: Each player put a 1/1 white ooze creature token into play." as long as ~ is in your graveyard.
2/3
Dominus, Seeker of Truth :2mana::symu::symu:
Legendary Creature - Ooze
Flying
Synchronize :4mana::symu: (:4mana::symu:, discard Dominus, Seeker of Truth: copy target instant or sorcery spell that shares a color with Dominus, Seeker of Truth.)
Lands you control gains ":symu::symu:, :symtap:: Each player draws a card" as long as ~ is in your graveyard.
1/3
Argoth, Seeker of Death:2mana::symb::symb:
Legendary Creature - Ooze
Fear
Synchronize :4mana::symb: (:4mana::symb:, discard Argoth, Seeker of Death: copy target instant or sorcery spell that shares a color with Argoth, Seeker of Death.)
Lands you control gains ":symb::symb:, :symtap:: Each player discards a card." as long as ~ is in your graveyard.
3/1
Hanna, Seeker of Soul :2mana::symr::symr:
Legendary Creature - Ooze
Haste
Synchronize :4mana::symr: (:4mana::symr:, discard Hanna, Seeker of Soul: copy target instant or sorcery spell that shares a color with Hanna, Seeker of Soul.)
Lands you control gains ":symr::symr:, :symtap:: This land deals 1 damage to each creature without flying." as long as ~ is in your graveyard.
3/1
Shin, Seeker of Spring :2mana::symg::symg:
Legendary Creature - Ooze
Reach
Synchronize :4mana::symg: (:4mana::symg:, discard Shin, Seeker of Spring: copy target instant or sorcery spell that shares a color with Shin, Seeker of Spring.)
Lands you control gains ":symg::symg:, :symtap:: This land deals 1 damage to each creature with flying." as long as ~ is in your graveyard.
3/2
Solution 2 is the best IMO.
also,
Devirana, Hand of the Sun 5WW
Legendary Creature - Elemental Spirit
Vigilance
Creature spells with vigilance cost you 1 less to play.
Whenever a creature you control with vigilance deals damage to a creature, tap that creature. It doesn’t untap during it’s controller’ next untap step.
5/5
Amdrana, Eyes of the Sky 5UU
Legendary Creature - Elemental Spirit
Flying
Creature spells with flying cost you 1 less to play.
Whenever a creature you control with flying deals damage to a player, draw a card.
5/5
Agmerana, Fangs of the Night 5BB
Legendary Creature - Elemental Spirit
Fear
Creature spells with fear cost you 1 less to play.
Whenever a creature you control with fear deals damage to a player, that player discards a card.
5/5
Ogorana, Voice of the Thunder 5RR
Legendary Creature - Elemental Spirit
Haste
Creature spells with haste cost you 1 less to play.
Whenever a creature you control with haste attacks, it gets +1/+0 for other attackin creature with haste until end of turn.
5/5
Host, December 2015: A Winter Wonderland? - R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL April 2014: A Game of Fate - Signup|R1|R2|R3|Top 8|Semifinal|Finals|Poll
Host, CCL December 2012: Spy Games - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL November 2010: The Perfect Crime - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL August 2009: A Commander's Journey: Signups|R1|R2|R3|Top 8|Semifinals|Finals|Poll
I've got tons of art from the web. Want art for a render? PM me! Want to create your own collection? Start here!
Tloria, the Divine Mystic 1WW
Legendary Creature - Human Mystic
Prophecy — At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, you gain 7 life. Otherwise, put that card into your graveyard.
Whenever a source an opponent controls deals damage to you, you may Scry 2.
1/3
Grubn, the Enraged Mystic 1RR
Legendary Creature - Human Mystic
Prophecy — At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, Grubn, the Enraged Mystic deals 4 damage to target creature or player. Otherwise, put that card into your graveyard.
Whenever Grubn, the Enraged Mystic attacks, you may Scry 2.
3/1
Vroin, the Attuned Mystic 1GG
Legendary Creature - Human Mystic
Prophecy — At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, put two 2/2 green beast creature tokens into play. Otherwise, put that card into your graveyard.
Whenever a creature with power 4 or greater comes into play, you may Scry 2.
2/2
Xin, the Tortured Mystic 1BB
Legendary Creature - Human Mystic
Prophecy — At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, destroy target non-black creature. Otherwise, put that card into your graveyard.
Whenever an opponent discards a card, you may Scry 2.
2/2
Rivel, the Wizened Mystic 1UU
Legendary Creature - Human Mystic
Prophecy — At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, draw two cards then discard a card. Otherwise, put that card into your graveyard.
Whenever an opponent plays a non-blue spell, you may Scry 2.
1/3
EDIT: @ Solesticio below: I think what justifies it is that the opponent is in complete control and can just wait until he can deal you 20, but I lowered the number. I keep forgetting you can name basic lands.
Thanks to Spiderboy4 of High~Light for the above sig banner.
I happen to run a game for a set:
The Safeguard Custom Card Competition
I happen to be working on another set:
Peddler's Empire
First card revealed.
Creature - Human Wizard (C)
Prophecy – At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, draw a card. Otherwise, put that card into your graveyard.
Soulbind :symu:, Remove ~ in your graveyard from the game: Draw a card.
1/1
Eratinelys' Apprentice 1U
Creature - Human Wizard (U)
:1mana:: Scry 2, then put the top card of your library into your graveyard.
Soulbind 1UU, Remove ~ in your graveyard from the game: Scry 4.
1/2
Eratinelys, Lady of Power 2UU
Legendary Creature - Human Wizard (R)
:symu:, Sacrifice ~: Search your library for a creature with converted mana cost 2 or less and put it into your graveyard.
Prophecy – At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, and if you control Eratinelys' Disciple and Eratinelys' Apprentice, you win the game. Otherwise, put that card into your graveyard.
Soulbind 3UU, Remove ~ in your graveyard from the game: Return all cards named Eratinelys' Disciple, Eratinelys' Apprentice and Eratinelys, Lady of Power removed from the game to your hand.
2/3
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Legendary Creature - Human Spirit
Flying
When you have 10 or less life, you may sacrifice ~.Play this ability only during your upkeep.
Soulbind – 1WWW, Remove ~ in your graveyard from the game: You gain X life where X is the number of white creatures in your graveyard.
3/4
Shynu the Visioned 3UU
Legendary Creature - Ooze Spirit
Shroud
When there are ten or more non-creature spells in your graveyard, you may sacrifice ~.Play this ability only during your upkeep.
Soulbind - 1UUU, Remove ~ in your graveyard from the game: You draw X cards where X is the number of blue non-creature spells in your graveyard.
2/3
Akkut the Pained 3BB
Legendary Creature - Demon Spirit
Fear
When there are ten or more creatures in an opponents graveyard, you may sacrifice ~.Play this ability only during your upkeep.
Soulbind - 1BBB, Remove ~ in your graveyard from the game: Target opponent loses X life where X is the number of non-black creatures in his or her graveyard.
4/3
Dartei the Scarred 3RR
Legendary Creature - Goblin Spirit
Haste
When you control ten or more creatures, you may sacrifice ~.Play this ability only during your upkeep.
Soulbind - 1RRR, Remove ~ in your graveyard from the game: ~ deals 1 damage to X target creatures where X is the number of red creatures that you control.
4/3
Syulli the Blessed 2GG
Legendary Creature - Elf Spirit
Defender
When you control ten or more lands, you may sacrifice ~.Play this ability only during your upkeep.
Soulbind - 1GGG, Remove ~ in your graveyard from the game: Add G to your mana pool for each forest that you control.
2/4
Thanks to spiderboy4 for the awesome sig.
Consume (Whenever a creature dealt damage by CARDNAME this turn is put into a graveyard, remove it from the game consumed by CARDNAME.)
Ralum, Consumer of Asylum :3mana::symw::symw::symw:
Legendary Creature - Incarnation (R)
Vigilance, first strike
Other creatures you control gain protection from the colors of all creatures consumed by ~.
Whenever you pay a Soulbind cost, you may return ~ to your hand. Play this ability only if ~ is in your graveyard.
Consume
3/5
Sentaru, Consumer of Synchronicity :3mana::symu::symu::symu:
Legendary Creature - Incarnation (R)
Flying
Cards you own with Synchronicity are all the colors of creatures consumed by ~ in addition to their own color for purpose of Synchronicity.
Whenever you play a Synchronicity cost, you may return ~ to your hand. Play this ability only if ~ is in your graveyard.
Consume
5/6
Krisya, Consumer of Death :3mana::symb::symb::symb:
Legendary Creature - Incarnation (R)
Deathtouch
Creatures you control that share a color with a creature consumed by ~ gain consume.
Creatures you control that have consumed a creature gain deathtouch.
Whenever a creature you control consumes a creature, you may return ~ to your hand. Play this ability only if ~ is in your graveyard.
Consume
4/3
Laizuus, Consumer of Fate :3mana::symr::symr::symr:
Legendary Creature - Incarnation (R)
Prophecy (At the beginning of your upkeep, name a card, then reveal the top card of your library. If the named card is revealed this way, you may have ~ deal 3 damage to a target creature. Otherwise, put that card in your graveyard.)
If a card revealed by Prophecy that shares a color with a creature consumed by ~ would be put into your graveyard, you may instead put it at the top of your library.
Whenever you successfully name a card for Prophecy, you may return ~ to your hand. Play this ability only if ~ is in your graveyard.
Consume
6/5
Xemarin, Consumer of Power :3mana::symg::symg::symg:
Legendary Creature - Incarnation (R)
Trample
Creatures you control that share a color with a creature consumed by ~ get +2/+2 for each charge counter on them and gain trample.
Whenever you pay an Energize cost, you may return ~ to your hand. Play this ability only if ~ is in your graveyard.
Consume
7/7
Naming scheme should be pretty obvious, but I went with something that showed what they consumed in order to give it to those they see fit. White gives protection(asylum), blue creates synchronicity, black gives the power of death, red manipulates fate, and green gives power. Not terribly pleased with the scheme, but eh, it works. *shrugs* Might change them later if inspired.
(Since I didn't want to double post I thought I'd add in this little bit:
Isn't Prophecy pretty nasty if you have a Kinship creature in play? As long as you have one, you'll *always* know the top card of your library if you stack the triggers. This could lead to some *major* balance issues... *is sad because he really liked the Prophecy mechanic, but now realizes it's potential for rampant brokenness if Kinship is ever anywhere near it*)
-:symu::symr: Suspension- "Time Lord"
- Merfolk Mill- "Millf**k"
Extended:
-:symw: Defense/Lifegain- "Yeah, Try to Hurt Me"
-:symw: Knights 'n Clerics- "The Holy Order of Kithkin"
-:symu::symr: Gelectrode/Wee Dragonaut- "Spellweaver's Resolute Volute"
Vintage:
-:symb: Discard- "A Hymn to Empty Hands"
Block:
-:symw::symb: Kamigawa Spirits- "Revenge of the Spirits"
common:
uncommon:
rare:
ok, I was expecting myself to be a bit more creative, but that's what I finally ended up with. Did some experiments with a red Stripmine cycle, which failed on me being unable to design the rare properly - it just didn't fit in. Intrigued by an article on deep-sea fish I recently read, I attempted to reproduce the growth of a huge underwater creature. I suppose sailors of modern Rubor know well enough to stay away from the deepest waters, so their boats won't serve as appetizers ...
Trickster Shadow 1:symbr::symbr:
Creature - Spirit Rogue
Doublestrike
Put a -1/-1 counter on Trickster Shadow: Add R or B to your mana pool.
At the beginning of your first main phase, if Trickster Shadow is in your graveyard, add R or B to your mana pool and Trickster Shadow deals 1 damage to you.
2/2
Bloodmarsh Tyrant 2:symbr::symbr::symbr:
Creature - Giant Wizard
Energize 2 — :symbr::symbr: (As Bloodmarsh Tyrant comes into play, you may pay :symbr::symbr:. If you do, Bloodmarsh Tyrant comes into play with 2 charge counters, and gains haste until end of turn.)
Remove a charge counter from Bloodmarsh Tyrant: Untap Bloodmarsh Tyrant.
:symbr::symbr:, T: Destroy target creature with power equal to 3 or less. Add RRRor BBBto your mana pool.
4/4
Lorquoz, the Defiler 3:symbr::symbr::symbr:
Legendary Creature - Dragon Wizard
Flying, fear
:symbr::symbr:: Target creature gets -0/-1 and Lorquaz gets +1/+0 until end of turn.
Creature cards in your graveyard have, “Soulbind — :symbr::symbr:, Remove this card in your graveyard from the game: Add three mana in any combination of R and/or B to your mana pool.”
5/5
Best of luck with your career. We'll miss you here of course, but you have to follow your dreams. Feel free to pop in and say hi whenever you have time, or need to plug a project. Definitely plug projects, especially if there's a way we can support
P.S. Thx for the top billing in your announcement. From one Browncoat to another, stay shiny! We'll hold 'til you get back.
CCL Winner- July '08, Aug '08 Sept '08, Oct '08
Survivor- CCS: Lost in Takenuma, CCS: Stranded In Tolaria
I know i am not playing this round, however I have been watching and after reading your announcement Scrounger, I just had a few things I wanted to say. First off, I hope that your career excels and that mostly you have fun while doing it because in the scheme of things that is the most important. Secondly, MTGSalvation is going to be losing a great person, but remember that here is more than just forums about magic and if you ever wanted to discuss ideas or just to pop in and say "hi", we will always be happy to respond. Once again, I just want to wish you good luck and say good bye.
- MP28
As an action, it doesn't give you any timing reference. As an activated ability, I know by the game rules that I can do it anytime I have priority. With clash, each card that had a clash effect had you do it as part of the resolution and told you when to do it. Stripmine could work that way, as in
<effect>, then stripmine a land.
but the card example you gave had it as an activated ability, which is why I templated it that way. We can change it back though.
Thanks, MP. Always a good feeling to be welcome.
Interested in the CCL? Contact lgmhorus for info.
My blog
Creature - Human Wizard (C)
Haste
B, Sacrifice ~: Target player discards a card. Play this ability only during your turn.
He sees everything, through his many faces.
2/2
Taim, the Hands 2BR
Legendary Creature - Spirit Wizard (U)
:symtap:, Sacrifice ~: Gain control of target creature. Sacrifice it at end of turn. It gains haste.
If ~ is removed from the game, you may play it as though it is in your hand.
He controls everything, through his strong grasp.
2/2
Karr, the Mouth 4BR
Legendary Creature - Horror Wizard (R)
Trample
Sacrifice a creature: Put X +1/+1 counters on ~, where X is equal to the converted mana cost of that creature.
Remove target creature card in a graveyard from the game: Put a +1/+1 counter on ~.
He devours everything, through his terrible hunger.
3/3
There is, of course logic to that, but you've got to remember that WotC R&D puts each mechanic through extensive testing and the ones that actually make it to print have been examined from every reasonable angle to proof against brokeness. Take Q. The ability to untap has the potential to wreck the game, but on no self-untapping card have we seen one that only untaps as the cost. There is always some mana involved. Consider the following ability on a permanent:
:symq:: Do absolutely nothing.
By it self it, logically, does nothing. But couple that permanent with Flame Fusillade and the game is over. It needs that extra cost just so that the game will not end as soon as it hits. WotC R&D understood that long before untap ever became a certainty. Prophecy has the same potential. I can say with relative confidence that if Prophecy ever saw print, that there would still be no "I win" cards, strictly because they are aware of Sensei's Divining Top, Darksteel Pendant and Future Sight.
We here at a casual forum don't have the luxury of extensive testing and balancing. Many of us have become quite skilled at knowing a game breaking mechanic when we see it, but we are still more or less judging from gut reaction or by what we have seen. We don't have the FFL or market research or the benefit of one of the finest R&D departments in the industry. So it's up to us to use such abilities with care. And with games such as the CCL, we can keep each other in check and informed.
Interested in the CCL? Contact lgmhorus for info.
My blog
Verdant Familiar GU
Creature - Spirit C
Soulbind -- :symgu:, Remove Verdant Familiar in your graveyard from the game: Draw a card.
2/2
Disciple of Rubor 1GU
Creature - Human Druid U
Shroud
Soulbind -- 2:symgu::symgu:, Remove Disciple of Rubor in your graveyard from the game: Put target noncreature peranent on top of its owner's library.
3/2
K'lesta, the Dream Warden 4GU
Legendary Creature - Avatar R
Flying
Whenever K'lesta deals combat damage to an opponent, you may draw a card.
Soulbind -- X:symgu::symgu::symgu:, Remove K'lesta, the Dream Warden in your graveyard from the game: Put a noninstant, nonsorcery card with converted mana cost X or less that you own from outside the game into play.
4/4
The idea is that the Familiar becomes the the Disciple, which becomes K'lesta. I would come up with flavor text to better explain that, but I'm already late for work...
Level 1 DCI Judge
Check out my Commons Cube.
*chuckles* Fair, fair. My statement was just an observation I had this morning, and perhaps a bit of warning for those of us wanting to use the mechanic that, if we are to be expecting that the cards we create should be able to merge into the existing Magic system, that we be aware of how these two abilities have great synergy and to be careful in how we design cards afterwards. It wasn't meant to be a hit at the mechanic or anything like that, more a head's up in case anyone else happened to have overlooked it. I apologize if my previous statement came out a bit too strong and was misconstrued as such.
-:symu::symr: Suspension- "Time Lord"
- Merfolk Mill- "Millf**k"
Extended:
-:symw: Defense/Lifegain- "Yeah, Try to Hurt Me"
-:symw: Knights 'n Clerics- "The Holy Order of Kithkin"
-:symu::symr: Gelectrode/Wee Dragonaut- "Spellweaver's Resolute Volute"
Vintage:
-:symb: Discard- "A Hymn to Empty Hands"
Block:
-:symw::symb: Kamigawa Spirits- "Revenge of the Spirits"
I don't always show it here, but I'm one of those guys who can stand around a comic shop discussing/arguing topics that the general public might consider trivial or obscure. Which is more powerful, a green lantern's power ring or a Jedi's mastery over the force; Dick Grayson vs. Tim Drake; Dream casting for a live action Goon movie. On topics I've done serious contemplation on, I can go for days.
By the by, we came up with this:
Adam Baldwin as Goon
Seth Green as Franky (or quite possibly Steve Buscemi, shrunken to Franky height like they did John Rhys-Davies for Gimli)
Warwick Davis as the Zombie Priest
John Lithgow as Dr. Alloy
Andrew Dice Clay as the voice of Spider
Interested in the CCL? Contact lgmhorus for info.
My blog
I said that because you take damage, scry and then gain 7 life. So, if you don't take more than 7 damage, you are always above the range. (unless he kills you that guy or waits for a brutal attack)
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
The vertical cycle is supposed to be all legendary creatures? I mean, common legendary creatures... :\
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Level 1 DCI Judge
Check out my Commons Cube.
Having that been said. I never said the cards for this round needed to be legendary. Sure, the concept works well from a flavor perspective and, as I said, is relatively feasible, but does pose a difficult challenge when dealing with the lesser rarities. On the other hand, we have seen many nonlegendary creatures who were among the most powerful of their respective planes. Take a look at the artwork on Djinn creatures. These guys are obviously major players in their respective territories and could easily be ancient terrors of the plane. Zanam Djinn. Juzam Djinn.
Now, my thoughts out in the open, I see we may have a few Leaguers who just don’t agree with my philosophies on rarity or may think the vertical design challenge is too narrow. That’s fine of course, but we’ll still need some sort of agreeable design challenge. So, as inspired by 1T4, I’ll allow entries that are a development of only one of the three beings of power. Not necessarily three versions of the same guy, but three indicators of what these guys really are. Look to the interactions of Darigaaz, the Ignitor, Darigaaz’s Attendant, Darigaaz’s Calera and Darigaaz’s Charm. Also look to interactions such as Dark Supplicant/ Scion of Darkness and Pious Kitsune/Eight-and-a-Half-Tails.
Any other thoughts on the matter? And does anyone feel they will need more time on this one? *fingers crossed, hoping not*
Interested in the CCL? Contact lgmhorus for info.
My blog
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo