Concallesco: With only one ability this one is hard to judge. Just at the right moment you could activated it right away. I'm thinking that once you use this ability, could be as soon as casted, why you need this guy around?
D@rkelf: The first ability seems out of place for a white/black card. The Second ability even when it fits into white/black seems very tempting to use at -2. The third ability seems like a good game finisher.
GetItWrong: Interesting concept. The first two abilities reflect that of the planeswalkers. The third ability seems very powerful, taking into account that it starts at 6 loyalty. The name coud have been better.
Harbinger: +2 for the first ability ability I don't get, +2 seems too much. The second ability damage part is good, but the two cards seems too powerful, maybe one card would have been better. The second ability represents better the flavor of the name. The third ability have some wording issues, also the number 10 is not present in the card. The idea behind the last ability is interesting but the wording makes it confusing. Also the idea behind the Dual Mind seems lost in there.
KoolKoal: The abilities combine really well. The second ability could really say "Creatures with +1/+1 counters on the gain Modular.The last abiity seems a bit overcosted, taking into account that you lose 10 creatures. Unless it is to go for the killing blow it would not make sense. Also you had to have this "Duilloc" in play to use the ability.
SnoopYah: Based on the fact that an ability worded like this on a creature's power/toughness would have used 0 instead of zero, I assume that speaking of the number of loyalty counters would work the same way even though its never been done before. (But I didn't take points for that from you or Krey because, like I said, I don't think there is ever a legal place to write the word "zero" in a card's ability text besides in reminder text. If you think about it, the few cards that do refer to the number 0 specifically, and the only abilities that really use the words are things like, draw two cards, which would never make sense with zero.)
People who critiqued my card and pointed out the weakness of the last ability: I have to admit that I slipped into the mindframe of my play group which plays a lot of casual multiplayer. The card would work very well there, but not really anywhere else ;).
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Bronzeron Zuth2GU
Planeswalker - Bronzeron
/+1\: Until end of turn, target creature gets +X/+X, where X is equal to the number of cards in your hand.
\-2/: Look at the top five cards of your library, then put them back in any order.
\-7/: Reveal cards from the top of your library until you reveal a creature card, then put all cards revealed this way into your hand.
{3}
This seems really weak overall, and no individual ability has any particular wow-factor.
Messed up very bad last time,:( Let's pull a good one this time.
Planeswalker:
Hanzo of the Brightflame2WR
Planeswalker - Hanzo (MR)
[+1]: Creatures you control gain +1/+1, haste and vigilance until the end of turn.
[-3]: Permanents you control are indestructible until end of the turn.
[-6]: Target opponent chooses a number other than zero. You may gain that much life. If you don't, Hanzo of the Brightflame deals damage to target opponent and all creatures that opponent control equal to 20 minus the chosen number.
[[3]]
I'm a total sucker for "target opponent chooses" effects like this. Forcing your opponent into a complex, mentally intensive decision helps make every game interesting and unique. The first ability is fine but derivative of existing planeswalkers, and the second is dependent on the right sweepers being in the format. Overall, the card is cool, and my only complaint is that the abilities are in effect a little too similar, as different as they look on the surface.
Zeronym LifeshaperWUG
Planeswalker - Zeronym
[+1] Target creature gains flying, first strike, trample, vigilance, or shroud.
[-3] Choose a creature. Target creature gains all abilities of the chosen creature, then the chosen creature loses all abilities.
[-X] Creatures you control become X/X.
[3]
Serious levels of bookkeeping here if you're using this to its fullest potential. Usually, I imagine you're building up to the ultimate while amassing creatures, then winning instantly with a horde of large creatures, some of whom can evade. It seems underpowered and annoying when used creatively, and overpowered when used as a cheap overrun.
Seles Zeronya :3mana::symg::symg:
Planeswalker - Seles (M)
Lands you control are 1/1 green creatures that are still lands.
+1: Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
-5: Draw X cards, where X is the number of creatures you control as you activate this ability.
[3]
With the Collective Unconscious wording, I wasn't sure whether the ultimate would count the land creatures if you had exactly 5 loyalty counters (because that was my intention), so I borrowed the slightly awkward template from Jaws of Stone.
I agree the obvious wording wouldn't work; I can think of other solutions but there's nothing wrong with this one. The card seems strong but printable, and at least somewhat interesting.
Memnarch, Mirrodin's Master :2mana::symu::symu:
Artifact Planeswalker — Memnarch (M)
/+1\: Up to three target permanents become artifacts in addition to their other types. (This effect lasts indefinitely.)
\-3/: Each player puts three 1/1 blue Myr artifact creature tokens onto the battlefield.
\-1/: If Memnarch, Mirrodin’s Master has exactly zero loyalty counters on it, gain control of all artifacts.
[3]
Creative. I'm not thrilled by the way the first two abilities are really weak when not either building up to the ultimate or enabling affinity (and they're not especially strong with affinity). Still, no reason the next generation of planeswalkers have to stick to the established form. I find the prospect of going +1 the first turn, then using the ultimate and burning it down to 0 in response the second turn, pretty scary.
Aelin, the Zeroer 3WB
Planeswalker - Aelin
+2 Each player discards a card. You gain life equal to the highest converted mana cost of cards discarded this way.
-2 Each player sacrifices a creature.
-9 Exile all creatures on the battlefield and all creature cards in all graveyards.
Loyalty - 4
Best use of the prompt that I've seen. It neither breaks WoTC templating rules nor takes a cheesy out, and the mechanics fit the name compellingly. I'm a little bothered that the card doesn't really need white, since everything white is contributing also frequently bleeds into black. Also, there's no particular connection to the home plane.
And I don't know about anyone else, but the last line made me think Terrami was referring to something else .....especially with that whole staring at her body thing in the previous paragraph.
I just read this for the second time and realized what you meant...
You're gross! Ha ha, just kidding. But that line is definitely not meant that way. She's only speaking of getting back to Mirrodin.
And further, Goorlk was only lusting after knowledge, not her body at all. I guess I didn't make that clear? The italics after it were my attempt to.
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
bearsareawesome - Really cool card, I love the non-name cardname usage of zero (whereas many of the sumissions used zero in the name of the planeswalker itself). It has built-in breaking of the symmetry just by nature of being a planeswalker (i.e. you can always have mana open to drop stuff after wiping the board), which is awesome. 9.5/10
Jau - The activated abilities are both very good, and there's a lot of the nice synergy in the card. 8.5/10
Twilight Kiwi - Nice creative card. Seems like a recordkeeping nightmare though. 7/10
snoopYah - Very creative use of zero. High props for that, although it could potentially be really overpowered. 9/10
Krey - The ultimate seems kinda pointless. I can't ever imagine gaining life instead of dealing damage with it. I'm curious as to what would happen if the opponent chose a number greater than twenty? 7/10
kiwoli - It makes me want to play it in a deck without creatures. Sure, the first ability wouldn't do much of anything. But I'd get to draw my whole library! The second ability is pretty weak, especially at -2. It's a good solid card overall. 8/10
@Krey: The first ability, I wanted to come up with something that was never done on a planeswalker to date.
The second ability I wanted some options for the player to choose. 2 cards does seem a bit excessive.
The third ability underwent severe changes to how it worked and its essentially a modified version of parallel thoughts.
Krey: Did you misread my planeswalker's last ability? It seems like you read it as "sacrifice 10 creatures you control" but "destroy 10 creatures" is a little better. Also, nice job catching the mistake I made when I renamed him ;).
Snoop: Hmm, then I'm really not sure. Maybe your way is right? It's still a little confusing because those abilities are adding and subtracting counters, but I feel like you might be right now.
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
I should apologize for not posting next round yet. It's been absulotely CRAZY the last two days, and I won't have time to do it today. I will put it up tomorrow. Sorry to keep you waiting
Team Renown Judgings:
Concallesco: With only one ability this one is hard to judge. Just at the right moment you could activated it right away. I'm thinking that once you use this ability, could be as soon as casted, why you need this guy around?
D@rkelf: The first ability seems out of place for a white/black card. The Second ability even when it fits into white/black seems very tempting to use at -2. The third ability seems like a good game finisher.
GetItWrong: Interesting concept. The first two abilities reflect that of the planeswalkers. The third ability seems very powerful, taking into account that it starts at 6 loyalty. The name coud have been better.
Harbinger: +2 for the first ability ability I don't get, +2 seems too much. The second ability damage part is good, but the two cards seems too powerful, maybe one card would have been better. The second ability represents better the flavor of the name. The third ability have some wording issues, also the number 10 is not present in the card. The idea behind the last ability is interesting but the wording makes it confusing. Also the idea behind the Dual Mind seems lost in there.
KoolKoal: The abilities combine really well. The second ability could really say "Creatures with +1/+1 counters on the gain Modular.The last abiity seems a bit overcosted, taking into account that you lose 10 creatures. Unless it is to go for the killing blow it would not make sense. Also you had to have this "Duilloc" in play to use the ability.
Nekyia: Sorry to see you go, see you next month.
Top Three:
One: D@rkelf
Two: GetItWrong
Three: KoolKoal
People who critiqued my card and pointed out the weakness of the last ability: I have to admit that I slipped into the mindframe of my play group which plays a lot of casual multiplayer. The card would work very well there, but not really anywhere else ;).
This seems really weak overall, and no individual ability has any particular wow-factor.
I'm a total sucker for "target opponent chooses" effects like this. Forcing your opponent into a complex, mentally intensive decision helps make every game interesting and unique. The first ability is fine but derivative of existing planeswalkers, and the second is dependent on the right sweepers being in the format. Overall, the card is cool, and my only complaint is that the abilities are in effect a little too similar, as different as they look on the surface.
Serious levels of bookkeeping here if you're using this to its fullest potential. Usually, I imagine you're building up to the ultimate while amassing creatures, then winning instantly with a horde of large creatures, some of whom can evade. It seems underpowered and annoying when used creatively, and overpowered when used as a cheap overrun.
I agree the obvious wording wouldn't work; I can think of other solutions but there's nothing wrong with this one. The card seems strong but printable, and at least somewhat interesting.
Creative. I'm not thrilled by the way the first two abilities are really weak when not either building up to the ultimate or enabling affinity (and they're not especially strong with affinity). Still, no reason the next generation of planeswalkers have to stick to the established form. I find the prospect of going +1 the first turn, then using the ultimate and burning it down to 0 in response the second turn, pretty scary.
Best use of the prompt that I've seen. It neither breaks WoTC templating rules nor takes a cheesy out, and the mechanics fit the name compellingly. I'm a little bothered that the card doesn't really need white, since everything white is contributing also frequently bleeds into black. Also, there's no particular connection to the home plane.
1. Krey
2. Jau
3. bearsareawesome
Make a card called Long For This World.
You're gross! Ha ha, just kidding. But that line is definitely not meant that way. She's only speaking of getting back to Mirrodin.
And further, Goorlk was only lusting after knowledge, not her body at all. I guess I didn't make that clear? The italics after it were my attempt to.
2. _IF_
3. Sven
Winner of the First and Fourth Double Dare Single Elimination Contests
2009 July CCL: COMING THIS JULY
2008 December CCL: The Mechinations of Fate
Double Dare to Design: The 5th Single Elimination Contest
Double Dare That Designer: The 2nd Single Elimination Contest
1. Manascrew
2. Gerrard's Mom
3. Magicprofessor28
bearsareawesome - Really cool card, I love the non-name cardname usage of zero (whereas many of the sumissions used zero in the name of the planeswalker itself). It has built-in breaking of the symmetry just by nature of being a planeswalker (i.e. you can always have mana open to drop stuff after wiping the board), which is awesome. 9.5/10
Jau - The activated abilities are both very good, and there's a lot of the nice synergy in the card. 8.5/10
Twilight Kiwi - Nice creative card. Seems like a recordkeeping nightmare though. 7/10
snoopYah - Very creative use of zero. High props for that, although it could potentially be really overpowered. 9/10
Krey - The ultimate seems kinda pointless. I can't ever imagine gaining life instead of dealing damage with it. I'm curious as to what would happen if the opponent chose a number greater than twenty? 7/10
kiwoli - It makes me want to play it in a deck without creatures. Sure, the first ability wouldn't do much of anything. But I'd get to draw my whole library! The second ability is pretty weak, especially at -2. It's a good solid card overall. 8/10
The second ability I wanted some options for the player to choose. 2 cards does seem a bit excessive.
The third ability underwent severe changes to how it worked and its essentially a modified version of parallel thoughts.
Snoop: Hmm, then I'm really not sure. Maybe your way is right? It's still a little confusing because those abilities are adding and subtracting counters, but I feel like you might be right now.
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