With the imminent end of Penguinwriter's Challenge, and the relative inactivity of the custom set thread compared to this one, I am taking a page out of BlackBull's book and enlisting you, the forum gamer, to help me design, flavorize, and develop my set. This game will be a meldification between BlackBull's card competitions, the we make the set competition, and the neverending duel.
I will post a prompt for the sort of card I need for the set and how many submissions I want for that particular prompt (the more complex prompts will probably ask for more various submissions.)
I will not be putting these up to polls, but judging them myself, then posting the next prompt, meaning the entire game can stay within this thread.
Of course, in the spirit of the neverending duel, I will keep track of who has won how many card selections. Also, sometimes I will modify even the winning card to better fit the set.
That said, here is a link to the set thread: Safeguard
If you are, understandably so, not keen to go through the whole thing, here are the key things for individual card design:
New Keyword/Ability Words: Endure (Whenever damage is removed from this creature, put that many +1/+1 counters on it.) Syphon (Whenever this blocks or becomes blocked by a creature with a counter on it, you may move any one counter from that creature onto this creature.) Salvation # (At end of turn, if an opponent has # or more life than you and you were dealt damage this turn, you may return this from your graveyard to your hand.) Ascend — [effect] if an opponent controls more non-land permanents than you.
Also, Bloodthirst is fair game.
Syphon is in UB
Endure is is GW and is allowable in R
Bloodthirst is in BR
The others are universal.
The themes of the set are "cards become better when you are 'losing' in some way." and +1/+1 counters. Counters are often spent in costs as well.
Well, let's begin: First prompt - Make a mana producing (must be either colorless or mana of any color) or land seeking common non-creature artifact.
Intriguing theme, makes me wonder how the tide of power would shift during a single match.
Talamh Rune - Artifact
:sym2g:, :symtap:, Sacrifice Talamh Rune: Target player gains 2 life. Another target player searches his or her library for a basic land and puts it into play tapped.
Salvation, I think, is very interesting. Though I wish it didn't encourage manaburn so much.
Having looked over the other thread about your set, I'm curious. Is this supposed to be the second set in the block? Or are we finishing your set for you.
manaburn doesnt deal damage, you lose life, so while you can do it to create the life difference, you still need to be dealt damage.
Edit: Its gonna be some of both. I don't really like the current mana-fixer in the set, so this will be a replacement for it. Every so often, I might do a prompt and end up saving the card for the next set if it happens to be good but not fit, and sometimes i will outright ask for a card for a sequel set.
Creature - Human Soldier
At the beginning of your upkeep, if you have less life than target opponent, Soul-Hardy Defender gets +0/+X until end of turn, where X is equal to the difference. The weaker its master is, the mightier his defense is.
Paladin of the White Sun 3WW
Creature - Human Knight (U)
As long as an opponent has more life than you, Paladin of the White Sun loses defender and gets +1/+2 and first strike. "Those whose greed consumes all shall feel the sting of my blade within their black heart" -White Sun code of honor
HGaramond, my worry with your card, as is a problem with all cards that work this way, is mana burn. You could mana burn yourself into giving him lifelink then gain some life back, whittling away in this way. However, of all the cards that could be made with this flaw, I must say this one is pretty balanced.
Atrius, I am a fan of this card, except that i really think it should be a constant effect. Why would a guard be tougher only on your own turn? That's not when you need someone who can stand up to a big creature. That said, this card's bonus is good in the sense that it doesn't inspire mana burn because its not THAT great.
Meatball, this feels like it could even be common. A 2/2 for 3 with defender is insanely under the curve in white, and a 4/4 with no abilities, while distinctly over the curve, isn't so much so that an impermanent 4/4 no abilities for 3 would be unheard of at common. The card is good, overall.
Seratonin, this card is overpowered, I think. This can easily buy you time to kill your opponent in one turn. Sure its not too hard to kill, but its still pretty darn annoying. I think its just a bit over the curve, and I would've preferred can't attack you UNLESS blah blah blah.
Dragon_o_c_f, this is a lot like meatball's card, and is a bit closer to uncommon than his was. I just think that maybe first strike was a bit much. a 5/anything first strike is no laughing matter, and a 5/6, well that's just silly. I think this card is just bigger in general than what i'm looking for.
The winner is Atrius, and a modified version of the card will be put in the set (to those who may ask later, I will not be updating the thread with each single card, but I am putting it in the set on MSE)
menma - 1
Atrius - 1
A green creature with some artifact and/or enchantment hate. Implement set themes where possible, but don't make the card awkward in doing so. I will take only 4 submissions on this one.
EDIT: no rares please
green sometimes gets flying sprites, and some bugs. Anyway, I'm not counting that as four submissions, just the three that currently stand. However, I'm going to bed, so I assume there will be a fourth when I wake up and I will judge it when I see it. Thank you players already for some great ideas. I hope this keeps up.
Creature - Human Monk (U) Ascend - At the beginning of your upkeep, if an opponent controls more nonland permanents that you, destroy target artifact or enchantment that player controls.
:symg:, Remove an artifact or enchantment in target graveyard from the game: Put a +1/+1 counter on Waxwane Monk.
Private Mod Note
Rollback Post to RevisionRollBack
Looking to start a clan for Zork fans, PM if interested.
You win target thread. If you aren't Atrius, Atrius wins that thread instead. "Wait, can you actually win a thread?" - Atrius.
Seratonin, I like the idea but green doesn't really get a lot of syphon. However, it will someday, so this too might go in the set file I made called "in reserve." This idea is nice, and I think you could've gotten away with making it come into play with two counters instead of being a 2/2.
rugglesworth, your card is interesting, but not common. Now obviously there's not really a surefire way to know this, but I think a 3/4 with endure for 4 is a bit over the common curve on its own, although maybe not in green. Giving it another ability puts it over. However, the idea here is nice and might fit with a little change of p/t or cost. Also, it should be changed to remove a counter, in light of some other kinds of counters that will come into play. (divinity already exists in a cycle, for example)
Alabran, I dont see this at uncommon, because It can force you to destroy your own. I would've like it to say may on it, because I could see some opponent-puts-a-counter-on-it shenanigans going down.
Atrius, this is a good use of ascend, but I don't really think the second ability is THAT green, (it is a little green) and I don't think remove-from-graveyard is really gonna make an imprint on my set enough to put it in a non-black card.
the winner is rugglesworth, and a modified version of the card will be put in the set.
menma, Atrius, rugglesworth - 1
next card I need:
A common non-mana-producing, non-land-finding artifact that in some way uses charge counters. Will take 6 submissions, because this one is actually pretty important to me.
Covennent of Life 4
Pay 1 life: Put a charge counter on Covennent of Life. Ascend- Remove two charge counters from Covennent of life: You gain 3 life. Play this ability only if an opponent controls more non-land permanents than you.
At the beginning of your upkeep, you may put a charge counter on Graftstone.
When Graftstone is put into a graveyard from play, for each charge counter on it, put a +1/+1 counter on target creature.
Eh, my submission was not much different from Indrik Stomphowler, which remained popular even though Blink Riders was a popular deck. It doesn't seem like there are actually that many ways for an opponent to put a counter on it, looking through the existing cards.
Spite Lance - 1 Artifact - Equipment
Whenever equipped creature is put into a graveyard from play, put a charge counter on Spite Lance.
Ascend - Equipped creature gets +2/+2 for each charge counter on Spite Lance as long as an opponent controls more non-land permanents than you.
Gilded Armory Artifact
~ comes into play with 2 charge counters on it.
Ascend - At the beginning of your upkeep if an opponent controls more nonland permanents than you, put a charge counter on ~.
:2mana:: Remove a charge counter from ~, put a +1/+1 counter on target creature.
I had since changed Foliage Protectorate's power to 2, I now think that 3/4 is a little bit too powerful as well.
Bear Trap 4
Artifact T: Put a charge counter on Bear Trap. Ascend - Remove a charge counter from Bear Trap: tap target creature. Play this ability only if an opponent controls more nonland permanents than you.