The month of February is well over, but the CCL is just wrapping up. It's time to make the decision on our final two: Twilight Kiwi & Solesticio.
In this past month, the participants began in Zendikar once again, but this time as the legendary artifacts the plane hides. Their main struggle was in keeping themselves hidden away, and not sold to sit in some pompous collector's private home or worse. The final was no exception, but this time it is the super-powers of the Multiverse that close in on the artifacts.
Note: For those who wish to remain blissfully ignorant of new set spoilers, one challenge is directly based on a spoiled card from the Rise of the Eldrazi.
The first appears as just a simple being, but at the same time is so exotic, mysterious, and powerful that they could never be as they appear. This being is a planeswalker, a being of extreme power come to Zendikar in a quest to acquire even more. This planeswalker has decided that your artifact is by far the most powerful on the plane. This planeswalker is the first card you must design.
But with the other being, it appears that all of Zendikar has turned against you. Thanks to the meddling of powerful mages, massive creatures with feet large enough to crush an entire settlement have emerged in the land and one is stalking straight toward your artifact's resting place. Whether or not this creature actively seeks the artifact or not is uncertain, but even a misplaced foot could destroy it. The second card you must create is a legendary colorless Eldrazi creature. (If anyone from the future is looking back on this thread, for reference there is only a single card from the Rise of Eldrazi set spoiled at this time.)
These two beings cross paths on the way to your hidden treasure, and an intense battle begins. Only one will survive, but everything around them will lose. Create a land card that shows the location of the battle once it has been completed and a Planeswalker or an Eldrazi has fallen.
Of course, no matter which of these beings is going to make it to the site of your artifact, you'll be hard pressed to protect your artifact. You have little time, create two instant or sorcery spells. Each must be able to destroy one of the two cards you created first, but only that one. Basically, one card must be able to destroy the planeswalker, but not the eldrazi, and the other must be able to destroy the eldrazi, but not the planeswalker.
Geogate Siphon 5
Legendary Artifact (M)
At the beginning of each opponent's upkeep, he or she puts the top two cards of his or her library into his or her graveyard.
Whenever a land would go to an opponent's graveyard from anywhere, you may put it onto the battlefield under your control instead. "Ruins are never lost forever. It's simply a matter of coaxing them back to the surface." - Vrellu, fugitive archeologist
A series of gem-studded rings within rings, the largest about a meter across and the smallest disappearing into invisibility, rotate around each other in random directions and at different speeds. It hovers in the air of its own volition above an undecorated altar. The air around it seems to waver and vibrate. At random intervals it suddenly goes into a flurry of activity - and a location elsewhere in Zendikar will become briefly visible at its center, always a place being ravaged by the Roil. The image will freeze, then appear to rewind until it reaches a point before the destruction began. Then the image will seem to fragment and fade; when it disappears entirely, streams of multicolored light will flow from the jewels on the rings into the center of the altar. It seems the purpose of the device is to store an untarnished memory of places the Roil devastates.
Legacy Keep
Legendary Land (M)
Graveyards and cards in graveyards cannot be the target of spells or abilities. T: Add 1 to your mana pool for every 10 cards in each player's graveyard. "The Keep itself remains surprisingly untouched, but some theorize that perhaps it was actually ruined and looted long ago; that the structure as we perceive it is but a memory as well, preserved at the moment before its own destruction." - Vrellu, fugitive archeologist
Erosion Elemental3R
Creature - Elemental (R)
Discard a card or sacrifice a permanent: Erosion Elemental gets +1/+0 until end of turn. If a land card goes to your graveyard this way, instead put a +1/+1 counter on Erosion Elemental. "We're not sure how it got across the ocean, but it seemed to think of our shoreline as a rare delicacy - and one in ever shrinking supply." - Kolo, Jwar Isle seer
1/1
MightsirenUG
Creature - Spirit (R) Landfall - Whenever a land enters the battlefield under your control, put a +1/+1 counter on target creature. 1UG, T: Gain control of target creature with power greater than its converted mana cost as long as you control Mightsiren. Its song awakens pride and vanity, making mighty fools of men.
0/3
Haunting Hall3BB
Enchantment (R)
Creatures opponents control get -1/-1 for each creature in its controller's graveyard.
Exile a card in your graveyard: Target opponent draws a card. Any player may play this ability. In the Keep, the weight of memory can become very literal.
Okava, the Thunderhead2UR
Legendary Creature - Human Wizard (M) U: Target creature gains or loses flying until end of turn. Landfall - Whenever a land enters the battlefield under your control, Okava, the Thunderhead deals 2 damage to each creature without flying. Okava called to the Roil, and the earth and sky rumbled in answer.
3/3
Mul Daya Invigorator3GG
Creature - Elf Shaman (R)
Whenever a land you control becomes tapped, gain 1 life.
Sacrifice Mul Daya Invigorator: Untap all lands you control. "The earth blesses me, but I am only borrowing its gifts. One day they must be returned."
2/3
Ornery Griffin4W
Creature - Griffin (U)
Flying
Whenever Ornery Griffin blocks or becomes blocked, it gains double strike until end of turn. "Be careful when you feed 'im. Might lose a finger. Or your head." - Gnu, griff-master
3/3
Okava patted the loyal griffin's heavy flank as they emerged from the canyon that had almost claimed their lives. "Looks like we made it, boy." A beak snapped in annoyance, nipping his arm, but the storm-mage was accustomed to the griffin's 'love-bites.'
"I hope our prize is worth the losses we took to get here," Follor grumbled, the shaman stepping ahead of him as they surveyed the heavy forest that now stood in their way, the last obstacle between his party and the fabled Lotus - the Evergreen itself. Few had made it this far, and even fewer had returned to warn of its dangers. Broken adventurers spoke of deadly foliage, a forest that defended itself with deadly ferocity.
Fortunately, Okava didn't intend to enter the forest at all.
Raising his staff, he closed his eyes, mumbling under his breath as he summoned wind to lift himself and the elf above the treeline. Follor's monotonous chanting joined his voice, and he felt a familiar surge of vitality as the elf's nature magic bolstered his strength.
Too late, the griffin screeched a warning as crimson runes flared to life on the stones around them - a long-dormant trap. Okava grimaced, struggling in vain to keep ahold of his magic as chains of ruby light flailed out to encircle them. They seared against his skin, draining both his mana and his strength - had it not been for the elf, he would have been a withered husk in seconds. Follor's chants rose steadily above the hissing release of the trap, an emerald aura surrounding them - only to drive the chains into a greater frenzy. "What are you doing!? Stop casting, or it will drain you entirely!"
"Sorry, old friend," Follor sighed as the chains slipped off Okava to wrap tightly around the elf. "Your magic is the only way to get the Lotus safely home." Circling overhead, the griffin let loose a sorrowful cry; they could only watch as the trap quickly consumed their ally entirely before finally dying out itself. All that remained was a softly-glowing pile of ashes. The renewed sense of mana flowing through Okava - Follor's final gift - was bitter solace.
"I will remember you, Follor," the mage whispered. Raising his head, he levitated to join the griffin. "Come on, boy. We've lost so much to make it here. I won't turn back now."
From the sky, he could easily make out the ancient ruins that purportedly held the Evergreen Lotus. Focusing on maintaining his course and speed, he let the griffin keep his keen eyes on the sky for danger, mana at the ready to ground anything big enough to pose a threat to them.
Unfortunately, it came from below.
Okava cried out in shock as something wrapped itself around his leg, his concentration broken as he was yanked violently out of the air. He recovered quickly, renewing his spell and trying to pull free, but two dozen more vines surged out of the trees, seeking to entangle him. With an enraged screech the griffin dove, beak and talons glistening with ichor as they scythed through vine after vine, but their numbers doubled with each slash. The canopy groaned and quivered as they were dragged beneath it, the griffin snapping uselessly at the thick green cords binding his wings. The mage at last beheld their true foe - a mighty, timeworn treefolk warrior, massive knotted appendages draped with the vines that constricted them.
"You will not corrupt the serenity of the Evergreen," it creaked, a gnarled hand reaching to crush them. Okava caught the griffin's gaze, intelligent eyes leveled cooly at him, and knew what the beast was asking of him. Blue mana surged from the tip of his staff, and a tremendous blast of wind ripped the griffin free of its emerald prison. He landed lightly among the treefolk's roots, wings useless and broken, but leapt at the warrior's trunk with renewed ferocity. It reared back, keening in pain as the griffin's talons ripped huge chunks of bark free and sent sap spraying across the ground, nimbly avoiding its swaying limbs.
While the griffin kept it busy, Okava struggled to free himself from the loosening vines, finally falling unceremoniously into a crumpled heap just as a final, terrible screech was cut off with a sickening crunch. "No!" Rolling to his feet, Okava saw the treefolk looking about for him as it raised its hand from the griffin's broken form. "You'll pay for that!" Slamming his staff into the ground, he let his anger propel his magic as he forged a bond with the Evergreen itself, and the battered treefolk roared in surprise as the very earth ripped its roots free and rose up to swallow it.
Exhausted, Okava leaned for a few moments against his staff, staring emotionlessly at the new clearing in the middle of the Evergreen. No doubt the surrounding flora would soon grow to fill it in, leaving no memory of the battle or his fallen companion.
"That flower had better be worth it," he grunted finally, preparing to move on.
Geodeity3GG
Creature - Avatar (R)
Whenever Geodeity attacks, each player reveals the top card of his or her library. Put any land cards revealed this way onto the battlefield under your control, then put the rest on the bottom of their owners' libraries.
Geodeity's power and toughness are each equal to the number of lands you control.
*/*
Forgotten Route2U
Enchantment (U) Landfall - Whenever a land enters the battlefield under your control, target creature is unblockable and gains shroud until end of turn. "There's more than one way to get anywhere on Zendikar, and every guide or pathmage thinks he knows the best." - Hooza, retired sell-sword
Eminent Domain3GGG
Sorcery (M)
Untap all lands you don't control. You control all lands until end of turn. "A wizard uses the land and thinks himself its master. In truth it belongs to none but whom it chooses." - Doruda, elder druid
Orminis the Shrewd1WU
Planeswalker - Orminis (M)
/+1\ Untap up to three target creatures. Put another loyalty counter on Orminis the Shrewd if you control none of those creatures.
\-3/ Target player draws a card. Put a 1/1 blue Merfolk creature token onto the battlefield for each card that player drew this turn.
\-7/ Target player draws a card and gains 1 life for each creature on the battlefield.
[3]
Ekeldriz, Harvester of Hope8
Legendary Creature - Eldrazi (M)
Annihilator 3 (Whenever this creature attacks, defending player sacrifices three permanents.)
Whenever an opponent sacrifices a permanent, add 1 to your mana pool. 1: Ekeldriz, Harvester of Hope gets +1/+1 until end of turn.
6/6
Shattered Vale
Land (R)
Lands with depletion counters on them lose all abilities that are not mana abilities. T: Put a depletion counter on target land. T: Add 1 to your mana pool. So deep was its devastation that it spreads like a poison, slowly turning the surroundings to a mundane wasteland.
Spontaneous Genesis4G
Instant (R)
Remove all counters from all permanents. Each player puts a 1/1 green Saproling creature token into the battlefield for each counter removed from a permanent he or she controls this way. Years of experience, decades of magical buildup, centuries of natural evolution - all released in a single moment of exuberant growth.
Weight of Hubris2WU
Instant (R)
Exile target spell or permanent with converted mana cost four or greater. "Your own arrogance shall be your undoing."
Zendikar Roots
Legendary Artifact (R) Landfall — Whenever a land enters the battlefield under your control, you may put a quest counter on it.
Lands with quest counters on them are 2/2 creatures. They still count as lands. Quests don’t end finding new places or things, only when you understand them.
Zendikar’s Core
Land (R)
Zendikar’s Core enters the battlefield tapped.
:symtap:: Add to your mana pool.
Landfall — :symtap:: Add one mana of any color to your mana pool. Activate this ability only if you had a land enter the battlefield under your control this turn. Every new discovery converges for richness.
Forgotten Temple Expedition :2mana::symu:
Enchantment (C) Landfall — Whenever a land enters the battlefield under your control, you may put a quest counter on Forgotten Temple Expedition.
Remove X quest counters from Forgotten Temple Expedition and sacrifice it: Search you library for an artifact card with converted mana cost X or less, reveal it, and put it onto the battlefield. Then shuffle your library.
The obstacle:
Zendir, the Natural Labyrinth
Legendary Land (MR)
Whenever a creature attacks you, you may put a quest counter on Zendir, the Natural Labyrinth.
As long as Zendir, the Natural Labyrinth has six or more quest counters on it, creatures can’t attack you unless their controller pays for each creature he or she controls that’s attacking you. The only way we ever found was the way back.
— Ally squad
The end:
False Entrance3U
Enchantment — Aura (U)
Enchant creature
Flash
Enchanted creature becomes a land with “:symtap:: Add one mana of any color to your mana pool.” This effect doesn’t remove False Entrance. He entered there in search of richness and stood to enrich it.
Fekuf knew that only a good team could get there. And a good team, Fekuf also knew, is not a group of great creatures. The individuals could be not the great explorers of Lotus, or the powerful Nicol Bolas, but, together, they were a team. Not an usual team. Indeed, they are an unlike team. An Elf and a goblin. They were necessary. Fekuf knew the amulet the goblin possesses was one of great power. So is the Elf. An unlike team. That doesn't matter. Fekuf was an unlike creature itself. I can transform signets from other into Jittes of my own. The Expedition was about to start.
Fekuf, the Tinkerer Serpent3UU
Legendary Creature — Serpent Artificer (R)
Islandwalk
Whenever Fekuf, the Tinkerer Serpent deals combat damage to a player, you may destroy target artifact that player controls. If you do, search that player’s library for an artifact with the same converted mana cost and put it onto the battlefield under your control.
2/5
Goblin DiverterR
Creature — Goblin Wizard (U) R,T: Change the target of target spell with a single target to Goblin Diverter. “Suddenly, the amulet on his neck started to shine. My spell to his captain diverted into his direction. The judgment was finished, and defendant ended absolved.”
— Iona 1/1
Elvish NaturalG
Creature — Elf Shaman (C)
When Elvish Natural is put into a graveyard from the battlefield, you may destroy target artifact or enchantment. If I have to go, I won’t go alone. But you will be alone.
1/1
Fekuf and Lira, the Elf, went at front. Klor was not a war goblin. Instead, it was there to defend the one who convoked him. Suddenly, he saw the other two of his team become weak. It wasn't a spell, or he had noticed it. It was some kind of enchantment. I feel this force. Lira stopped, weakened by that force. She can't go further. Lira fall on the ground, as stone. Klor knew it wasn't in vein. Even dying, she did it... rest in peace, braveElf. Was he still looking to Lira, when he sensed a dark force, coming at Fekuf's direction. There's no time, I must get it. The amulet given by his father, done with a magical stone from Flakir, his hometown, started to shine, absorbing the dark force. This place is hidden by powerful forces. That's why nobody ever got that coil. Klor felt dying inside. It's the end. I've done my job, great Fekuf. It's up to you now.
Fekuf looked beyond. Two seconds ago, they were three. Now his brave allies dyed for him. I'll finish this for you. I'm sure you'll be joining me soon.
Fekur and Elvish Elf attack. The Elf dies thanks to the enchantment, destroying it. The trap is pointed to Fekur, and the goblin diverts it to himself. Fekur survives this time!
Avatar:
Scion of Land 2GG
Legendary Creature — Avatar (MR)
Trample
Scion of Land gets +1/+1 for each land creature you control.
Land creatures you control get +2/+2. Between Ravines, Wildwoods, Sanctuaries, or even Zendikons, his power has no limits.
3/3
Using lands:
Quest for Sacred Lands2GG
Enchantment (U) Landfall — Whenever a land comes onto the battlefield under your control, you may put a quest counter on Quest for Sacred Lands.
Remove X counters from Quest for Sacred Lands and sacrifice it: Distribute X quest counters among any number of target lands you control. As long as those lands have quest counters on them, they are creatures 2/2. They are still lands.
Super power:
Life from Dawn1GG
Sorcery (R)
Multikicker G (You may pay an additionalG any number of times as you cast this spell.)
Untap all lands you control. Then, for each time Life from Dawn was kicked, target land you control becomes a 2/2 green creature. It’s still a land. As the Scion passed, roots transformed into feet, trunks became bodies, and bough turned weapons.
The "so exotic, mysterious, and powerful" Planeswalker:
Ibdfa, the Igniter 2RR
Planeswalker — Ibdfa (MR)
{+1}: Destroy up to two target artifacts.
{-1}: Gain control of target noncreature artifact.
{-5}: Return all artifacts from graveyards onto the battlefield under your control.
{3}
The "massive creatures with feet large enough to crush an entire settlement" Eldrazi:
Trezeud, Catalyst of Fury 10
Legendary Creature — Eldrazi (MR)
When you cast Trezeud, Catalyst of Fury, destroy up to three target lands.
Annihilator 3 (Whenever this creature attacks, defending player sacrifices four permanents.)
13/13
Note: The best approach to "clear" render I can.
The "location of the battle once it has been completed":
Sunless Vastwood Legendary Land (R)
Spells with converted mana cost 5 or greater cost 2 more to play. T: Add 1 to your mana pool. The two battled to death, destroying lands, creatures and hidden artifacts surrounding them. Only one stood; the other laid here, becoming a lesson for the remaining trees.
The magic "to protect your artifact":
Storm ElementU
Instant (U)
Kicker 1U(You may pay an additional 1U as you play this spell.)
Counter target activated ability. If Storm Element was kicked and a spell’s or permanent’s ability is countered this way, counter that spell or destroy that permanent. Rain to end those in pain.
Wind ElementU
Instant (U)
Kicker 1U(You may pay an additional 1U as you play this spell.)
Counter target triggered ability. If Wind Element was kicked and a spell’s or permanent’s ability is countered this way, counter that spell or destroy that permanent. Wind to end those who sinned.
Bonus: "treze" is thirteen in Portuguese.
Don't forget to vote for a winner, and if you've got the time, some comments on the cards would be quite appreciated.
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Voted for Kiwi on a strong overall set, except for the planeswalker which was a little weird. Weight of Hubris was particularly impressive, and the Shattered Vale and the Eldrazi were very nice as well. Solesticio's pair of blue spells was just a little too outside of blue's pie with the kicker abilities, maybe he avoided multicolor since there isn't much in Zendikar, but white would have been good for the kicker.
Right, but that is awfully narrow, and even so it doesn't really make sense for blue itself. I'm not even sure what it was supposed to be used against, Trench Wurm or something? Anyhow, Frozen Solid is just about the only other blue card with a reasonable claim on being in the modern pie that allows you to destroy permanents without replacing them with something else (like Polymorph does).
Orminis the Shrewd :1mana::symw::symu:
Planeswalker - Orminis (M)
/+1\ Untap up to three target creatures. Put another loyalty counter on Orminis the Shrewd if you control none of those creatures.
\-3/ Target player draws a card. Put a 1/1 blue Merfolk creature token onto the battlefield for each card that player drew this turn.
\-7/ Target player draws a card and gains 1 life for each creature on the battlefield.
[3]
I like the +1 ability, but think it would be even better if it said "up to three target tapped creatures." And the ultimate seems very underwhelming, plus the wording can be confused so you think you only get to draw 1 card while gaining multiple life.
Ekeldriz, Harvester of Hope
Legendary Creature - Eldrazi (M)
Annihilator 3 (Whenever this creature attacks, defending player sacrifices three permanents.)
Whenever an opponent sacrifices a permanent, add to your mana pool.
:1mana:: Ekeldriz, Harvester of Hope gets +1/+1 until end of turn.
6/6
Now this is a very cool design and I wouldn't be surprised if it was what won over most of the votes.
Shattered Vale
Land (R)
Lands with depletion counters on them lose all abilities that are not mana abilities.
: Put a depletion counter on target land.
: Add to your mana pool. So deep was its devastation that it spreads like a poison, slowly turning the surroundings to a mundane wasteland.
My only problem with this card is a rules issue. What happens if you put a depletion counter on this card? Sounds unlikely, but it is actually easily possible if each you and your opponent have a Shattered Vale. I'd suggest changing the wording to "Other lands with depletion counters" so this conundrum can't happen.
Spontaneous Genesis :4mana::symg:
Instant (R)
Remove all counters from all permanents. Each player puts a 1/1 green Saproling creature token into the battlefield for each counter removed from a permanent he or she controls this way. Years of experience, decades of magical buildup, centuries of natural evolution - all released in a single moment of exuberant growth.
I don't like that this is an instant, it seems like a bad effect to be able to use at the end of an opponents turn. Otherwise, a very inventive way to kill a planeswalker.
Weight of Hubris :2mana::symw::symu:
Instant (R)
Exile target spell or permanent with converted mana cost four or greater. "Your own arrogance shall be your undoing."
Another interesting design, a counterspell/removal card, but I'd personally want to see it at 5 mana. I don't feel cards like this should be on an easily playable portion of the curve.
Ibdfa, the Igniter :2mana::symr::symr:
Planeswalker — Ibdfa (MR)
{+1}: Destroy up to two target artifacts.
{-1}: Gain control of target noncreature artifact.
{-5}: Return all artifacts from graveyards onto the battlefield under your control.
{3}
This is a decidedly strange planeswalker. I guess the best bet would either to sideboard this card if there's an artifact deck that's destroying the format, or play an artifact deck, and if the first two abilities are ever used, that's just gravy. Another difficulty is that the ultimate seems like a white ability, or maybe blue if you stretch the pie, but I don't think this has ever been a piece of red's pie.
Trezeud, Catalyst of Fury
Legendary Creature — Eldrazi (MR)
When you cast Trezeud, Catalyst of Fury, destroy up to three target lands.
Annihilator 3 (Whenever this creature attacks, defending player sacrifices four permanents.)
13/13
I think one of your problems with this card is that it is bigger, and more annoying than Kozilek. Here's my thinking, a creature with such a large mana cost probably would only be considered in casual play, and any type of Land destruction in casual really bothers the majority of people. And, I don't think you did yourself a favor giving your eldrazi a larger body than Kozilek for the same cost.
Sunless Vastwood Legendary Land (R)
Spells with converted mana cost 5 or greater cost more to play.
: Add to your mana pool. The two battled to death, destroying lands, creatures and hidden artifacts surrounding them. Only one stood; the other laid here, becoming a lesson for the remaining trees.
A cool card, but I find myself unsure if the ability really captures a desolated piece of land. Storm Element
Instant (U)
Kicker :1mana::symu: (You may pay an additional :1mana::symu: as you play this spell.)
Counter target activated ability. If Storm Element was kicked and a spell’s or permanent’s ability is countered this way, counter that spell or destroy that permanent. Rain to end those in pain.
Wind Element
Instant (U)
Kicker :1mana::symu: (You may pay an additional :1mana::symu: as you play this spell.)
Counter target triggered ability. If Wind Element was kicked and a spell’s or permanent’s ability is countered this way, counter that spell or destroy that permanent. Wind to end those who sinned.
And here is what I call the Achilles Heel of your submission. I think you took a risk that fell flat, and I'll tell you why. Mini-cycles don't look good in these games. They're great in sets, where they can hide behind a vast number of cards, and discovering that they mirror each other can be a pleasant surprise. But in this kind of contest, I think it puts of an aura of laziness, though I know that you weren't lazy; the presentation still feels that way to me and probably to a number of others too. Otherwise, I do like the cards, but agree with Gerrard's Mom that they would benefit from a white kicker cost.
And congrats to Twilight Kiwi for winning February 2010's CCL.
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
In this past month, the participants began in Zendikar once again, but this time as the legendary artifacts the plane hides. Their main struggle was in keeping themselves hidden away, and not sold to sit in some pompous collector's private home or worse. The final was no exception, but this time it is the super-powers of the Multiverse that close in on the artifacts.
Note: For those who wish to remain blissfully ignorant of new set spoilers, one challenge is directly based on a spoiled card from the Rise of the Eldrazi.
But with the other being, it appears that all of Zendikar has turned against you. Thanks to the meddling of powerful mages, massive creatures with feet large enough to crush an entire settlement have emerged in the land and one is stalking straight toward your artifact's resting place. Whether or not this creature actively seeks the artifact or not is uncertain, but even a misplaced foot could destroy it. The second card you must create is a legendary colorless Eldrazi creature. (If anyone from the future is looking back on this thread, for reference there is only a single card from the Rise of Eldrazi set spoiled at this time.)
These two beings cross paths on the way to your hidden treasure, and an intense battle begins. Only one will survive, but everything around them will lose. Create a land card that shows the location of the battle once it has been completed and a Planeswalker or an Eldrazi has fallen.
Of course, no matter which of these beings is going to make it to the site of your artifact, you'll be hard pressed to protect your artifact. You have little time, create two instant or sorcery spells. Each must be able to destroy one of the two cards you created first, but only that one. Basically, one card must be able to destroy the planeswalker, but not the eldrazi, and the other must be able to destroy the eldrazi, but not the planeswalker.
Legendary Artifact (M)
At the beginning of each opponent's upkeep, he or she puts the top two cards of his or her library into his or her graveyard.
Whenever a land would go to an opponent's graveyard from anywhere, you may put it onto the battlefield under your control instead.
"Ruins are never lost forever. It's simply a matter of coaxing them back to the surface." - Vrellu, fugitive archeologist
A series of gem-studded rings within rings, the largest about a meter across and the smallest disappearing into invisibility, rotate around each other in random directions and at different speeds. It hovers in the air of its own volition above an undecorated altar. The air around it seems to waver and vibrate. At random intervals it suddenly goes into a flurry of activity - and a location elsewhere in Zendikar will become briefly visible at its center, always a place being ravaged by the Roil. The image will freeze, then appear to rewind until it reaches a point before the destruction began. Then the image will seem to fragment and fade; when it disappears entirely, streams of multicolored light will flow from the jewels on the rings into the center of the altar. It seems the purpose of the device is to store an untarnished memory of places the Roil devastates.
Legacy Keep
Legendary Land (M)
Graveyards and cards in graveyards cannot be the target of spells or abilities.
T: Add 1 to your mana pool for every 10 cards in each player's graveyard.
"The Keep itself remains surprisingly untouched, but some theorize that perhaps it was actually ruined and looted long ago; that the structure as we perceive it is but a memory as well, preserved at the moment before its own destruction." - Vrellu, fugitive archeologist
Creature - Elemental (R)
Discard a card or sacrifice a permanent: Erosion Elemental gets +1/+0 until end of turn. If a land card goes to your graveyard this way, instead put a +1/+1 counter on Erosion Elemental.
"We're not sure how it got across the ocean, but it seemed to think of our shoreline as a rare delicacy - and one in ever shrinking supply." - Kolo, Jwar Isle seer
1/1
Creature - Spirit (R)
Landfall - Whenever a land enters the battlefield under your control, put a +1/+1 counter on target creature.
1UG, T: Gain control of target creature with power greater than its converted mana cost as long as you control Mightsiren.
Its song awakens pride and vanity, making mighty fools of men.
0/3
Haunting Hall 3BB
Enchantment (R)
Creatures opponents control get -1/-1 for each creature in its controller's graveyard.
Exile a card in your graveyard: Target opponent draws a card. Any player may play this ability.
In the Keep, the weight of memory can become very literal.
Legendary Creature - Human Wizard (M)
U: Target creature gains or loses flying until end of turn.
Landfall - Whenever a land enters the battlefield under your control, Okava, the Thunderhead deals 2 damage to each creature without flying.
Okava called to the Roil, and the earth and sky rumbled in answer.
3/3
Mul Daya Invigorator 3GG
Creature - Elf Shaman (R)
Whenever a land you control becomes tapped, gain 1 life.
Sacrifice Mul Daya Invigorator: Untap all lands you control.
"The earth blesses me, but I am only borrowing its gifts. One day they must be returned."
2/3
Ornery Griffin 4W
Creature - Griffin (U)
Flying
Whenever Ornery Griffin blocks or becomes blocked, it gains double strike until end of turn.
"Be careful when you feed 'im. Might lose a finger. Or your head." - Gnu, griff-master
3/3
"I hope our prize is worth the losses we took to get here," Follor grumbled, the shaman stepping ahead of him as they surveyed the heavy forest that now stood in their way, the last obstacle between his party and the fabled Lotus - the Evergreen itself. Few had made it this far, and even fewer had returned to warn of its dangers. Broken adventurers spoke of deadly foliage, a forest that defended itself with deadly ferocity.
Fortunately, Okava didn't intend to enter the forest at all.
Raising his staff, he closed his eyes, mumbling under his breath as he summoned wind to lift himself and the elf above the treeline. Follor's monotonous chanting joined his voice, and he felt a familiar surge of vitality as the elf's nature magic bolstered his strength.
Too late, the griffin screeched a warning as crimson runes flared to life on the stones around them - a long-dormant trap. Okava grimaced, struggling in vain to keep ahold of his magic as chains of ruby light flailed out to encircle them. They seared against his skin, draining both his mana and his strength - had it not been for the elf, he would have been a withered husk in seconds. Follor's chants rose steadily above the hissing release of the trap, an emerald aura surrounding them - only to drive the chains into a greater frenzy. "What are you doing!? Stop casting, or it will drain you entirely!"
"Sorry, old friend," Follor sighed as the chains slipped off Okava to wrap tightly around the elf. "Your magic is the only way to get the Lotus safely home." Circling overhead, the griffin let loose a sorrowful cry; they could only watch as the trap quickly consumed their ally entirely before finally dying out itself. All that remained was a softly-glowing pile of ashes. The renewed sense of mana flowing through Okava - Follor's final gift - was bitter solace.
"I will remember you, Follor," the mage whispered. Raising his head, he levitated to join the griffin. "Come on, boy. We've lost so much to make it here. I won't turn back now."
From the sky, he could easily make out the ancient ruins that purportedly held the Evergreen Lotus. Focusing on maintaining his course and speed, he let the griffin keep his keen eyes on the sky for danger, mana at the ready to ground anything big enough to pose a threat to them.
Unfortunately, it came from below.
Okava cried out in shock as something wrapped itself around his leg, his concentration broken as he was yanked violently out of the air. He recovered quickly, renewing his spell and trying to pull free, but two dozen more vines surged out of the trees, seeking to entangle him. With an enraged screech the griffin dove, beak and talons glistening with ichor as they scythed through vine after vine, but their numbers doubled with each slash. The canopy groaned and quivered as they were dragged beneath it, the griffin snapping uselessly at the thick green cords binding his wings. The mage at last beheld their true foe - a mighty, timeworn treefolk warrior, massive knotted appendages draped with the vines that constricted them.
"You will not corrupt the serenity of the Evergreen," it creaked, a gnarled hand reaching to crush them. Okava caught the griffin's gaze, intelligent eyes leveled cooly at him, and knew what the beast was asking of him. Blue mana surged from the tip of his staff, and a tremendous blast of wind ripped the griffin free of its emerald prison. He landed lightly among the treefolk's roots, wings useless and broken, but leapt at the warrior's trunk with renewed ferocity. It reared back, keening in pain as the griffin's talons ripped huge chunks of bark free and sent sap spraying across the ground, nimbly avoiding its swaying limbs.
While the griffin kept it busy, Okava struggled to free himself from the loosening vines, finally falling unceremoniously into a crumpled heap just as a final, terrible screech was cut off with a sickening crunch. "No!" Rolling to his feet, Okava saw the treefolk looking about for him as it raised its hand from the griffin's broken form. "You'll pay for that!" Slamming his staff into the ground, he let his anger propel his magic as he forged a bond with the Evergreen itself, and the battered treefolk roared in surprise as the very earth ripped its roots free and rose up to swallow it.
Exhausted, Okava leaned for a few moments against his staff, staring emotionlessly at the new clearing in the middle of the Evergreen. No doubt the surrounding flora would soon grow to fill it in, leaving no memory of the battle or his fallen companion.
"That flower had better be worth it," he grunted finally, preparing to move on.
Creature - Avatar (R)
Whenever Geodeity attacks, each player reveals the top card of his or her library. Put any land cards revealed this way onto the battlefield under your control, then put the rest on the bottom of their owners' libraries.
Geodeity's power and toughness are each equal to the number of lands you control.
*/*
Forgotten Route 2U
Enchantment (U)
Landfall - Whenever a land enters the battlefield under your control, target creature is unblockable and gains shroud until end of turn.
"There's more than one way to get anywhere on Zendikar, and every guide or pathmage thinks he knows the best." - Hooza, retired sell-sword
Eminent Domain 3GGG
Sorcery (M)
Untap all lands you don't control. You control all lands until end of turn.
"A wizard uses the land and thinks himself its master. In truth it belongs to none but whom it chooses." - Doruda, elder druid
Planeswalker - Orminis (M)
/+1\ Untap up to three target creatures. Put another loyalty counter on Orminis the Shrewd if you control none of those creatures.
\-3/ Target player draws a card. Put a 1/1 blue Merfolk creature token onto the battlefield for each card that player drew this turn.
\-7/ Target player draws a card and gains 1 life for each creature on the battlefield.
[3]
Ekeldriz, Harvester of Hope 8
Legendary Creature - Eldrazi (M)
Annihilator 3 (Whenever this creature attacks, defending player sacrifices three permanents.)
Whenever an opponent sacrifices a permanent, add 1 to your mana pool.
1: Ekeldriz, Harvester of Hope gets +1/+1 until end of turn.
6/6
Shattered Vale
Land (R)
Lands with depletion counters on them lose all abilities that are not mana abilities.
T: Put a depletion counter on target land.
T: Add 1 to your mana pool.
So deep was its devastation that it spreads like a poison, slowly turning the surroundings to a mundane wasteland.
Spontaneous Genesis 4G
Instant (R)
Remove all counters from all permanents. Each player puts a 1/1 green Saproling creature token into the battlefield for each counter removed from a permanent he or she controls this way.
Years of experience, decades of magical buildup, centuries of natural evolution - all released in a single moment of exuberant growth.
Weight of Hubris 2WU
Instant (R)
Exile target spell or permanent with converted mana cost four or greater.
"Your own arrogance shall be your undoing."
Zendikar Roots
Legendary Artifact (R)
Landfall — Whenever a land enters the battlefield under your control, you may put a quest counter on it.
Lands with quest counters on them are 2/2 creatures. They still count as lands.
Quests don’t end finding new places or things, only when you understand them.
Zendikar’s Core
Land (R)
Zendikar’s Core enters the battlefield tapped.
:symtap:: Add to your mana pool.
Landfall — :symtap:: Add one mana of any color to your mana pool. Activate this ability only if you had a land enter the battlefield under your control this turn.
Every new discovery converges for richness.
Forgotten Temple Expedition :2mana::symu:
Enchantment (C)
Landfall — Whenever a land enters the battlefield under your control, you may put a quest counter on Forgotten Temple Expedition.
Remove X quest counters from Forgotten Temple Expedition and sacrifice it: Search you library for an artifact card with converted mana cost X or less, reveal it, and put it onto the battlefield. Then shuffle your library.
The obstacle:
Zendir, the Natural Labyrinth
Legendary Land (MR)
Whenever a creature attacks you, you may put a quest counter on Zendir, the Natural Labyrinth.
As long as Zendir, the Natural Labyrinth has six or more quest counters on it, creatures can’t attack you unless their controller pays for each creature he or she controls that’s attacking you.
The only way we ever found was the way back.
— Ally squad
The end:
False Entrance 3U
Enchantment — Aura (U)
Enchant creature
Flash
Enchanted creature becomes a land with “:symtap:: Add one mana of any color to your mana pool.” This effect doesn’t remove False Entrance.
He entered there in search of richness and stood to enrich it.
Fekuf knew that only a good team could get there. And a good team, Fekuf also knew, is not a group of great creatures. The individuals could be not the great explorers of Lotus, or the powerful Nicol Bolas, but, together, they were a team. Not an usual team. Indeed, they are an unlike team. An Elf and a goblin. They were necessary. Fekuf knew the amulet the goblin possesses was one of great power. So is the Elf. An unlike team. That doesn't matter. Fekuf was an unlike creature itself. I can transform signets from other into Jittes of my own. The Expedition was about to start.
Fekuf, the Tinkerer Serpent 3UU
Legendary Creature — Serpent Artificer (R)
Islandwalk
Whenever Fekuf, the Tinkerer Serpent deals combat damage to a player, you may destroy target artifact that player controls. If you do, search that player’s library for an artifact with the same converted mana cost and put it onto the battlefield under your control.
2/5
Goblin Diverter R
Creature — Goblin Wizard (U)
R,T: Change the target of target spell with a single target to Goblin Diverter.
“Suddenly, the amulet on his neck started to shine. My spell to his captain diverted into his direction. The judgment was finished, and defendant ended absolved.”
— Iona
1/1
Elvish Natural G
Creature — Elf Shaman (C)
When Elvish Natural is put into a graveyard from the battlefield, you may destroy target artifact or enchantment.
If I have to go, I won’t go alone. But you will be alone.
1/1
Fekuf and Lira, the Elf, went at front. Klor was not a war goblin. Instead, it was there to defend the one who convoked him. Suddenly, he saw the other two of his team become weak. It wasn't a spell, or he had noticed it. It was some kind of enchantment. I feel this force. Lira stopped, weakened by that force. She can't go further. Lira fall on the ground, as stone. Klor knew it wasn't in vein. Even dying, she did it... rest in peace, brave Elf. Was he still looking to Lira, when he sensed a dark force, coming at Fekuf's direction. There's no time, I must get it. The amulet given by his father, done with a magical stone from Flakir, his hometown, started to shine, absorbing the dark force. This place is hidden by powerful forces. That's why nobody ever got that coil. Klor felt dying inside. It's the end. I've done my job, great Fekuf. It's up to you now.
Fekuf looked beyond. Two seconds ago, they were three. Now his brave allies dyed for him. I'll finish this for you. I'm sure you'll be joining me soon.
Fekur and Elvish Elf attack. The Elf dies thanks to the enchantment, destroying it. The trap is pointed to Fekur, and the goblin diverts it to himself. Fekur survives this time!
Avatar:
Scion of Land 2GG
Legendary Creature — Avatar (MR)
Trample
Scion of Land gets +1/+1 for each land creature you control.
Land creatures you control get +2/+2.
Between Ravines, Wildwoods, Sanctuaries, or even Zendikons, his power has no limits.
3/3
Using lands:
Quest for Sacred Lands 2GG
Enchantment (U)
Landfall — Whenever a land comes onto the battlefield under your control, you may put a quest counter on Quest for Sacred Lands.
Remove X counters from Quest for Sacred Lands and sacrifice it: Distribute X quest counters among any number of target lands you control. As long as those lands have quest counters on them, they are creatures 2/2. They are still lands.
Super power:
Life from Dawn 1GG
Sorcery (R)
Multikicker G (You may pay an additionalG any number of times as you cast this spell.)
Untap all lands you control. Then, for each time Life from Dawn was kicked, target land you control becomes a 2/2 green creature. It’s still a land.
As the Scion passed, roots transformed into feet, trunks became bodies, and bough turned weapons.
The "so exotic, mysterious, and powerful" Planeswalker:
Ibdfa, the Igniter 2RR
Planeswalker — Ibdfa (MR)
{+1}: Destroy up to two target artifacts.
{-1}: Gain control of target noncreature artifact.
{-5}: Return all artifacts from graveyards onto the battlefield under your control.
{3}
The "massive creatures with feet large enough to crush an entire settlement" Eldrazi:
Trezeud, Catalyst of Fury 10
Legendary Creature — Eldrazi (MR)
When you cast Trezeud, Catalyst of Fury, destroy up to three target lands.
Annihilator 3 (Whenever this creature attacks, defending player sacrifices four permanents.)
13/13
Note: The best approach to "clear" render I can.
The "location of the battle once it has been completed":
Sunless Vastwood
Legendary Land (R)
Spells with converted mana cost 5 or greater cost 2 more to play.
T: Add 1 to your mana pool.
The two battled to death, destroying lands, creatures and hidden artifacts surrounding them. Only one stood; the other laid here, becoming a lesson for the remaining trees.
The magic "to protect your artifact":
Storm Element U
Instant (U)
Kicker 1U (You may pay an additional 1U as you play this spell.)
Counter target activated ability. If Storm Element was kicked and a spell’s or permanent’s ability is countered this way, counter that spell or destroy that permanent.
Rain to end those in pain.
Wind Element U
Instant (U)
Kicker 1U (You may pay an additional 1U as you play this spell.)
Counter target triggered ability. If Wind Element was kicked and a spell’s or permanent’s ability is countered this way, counter that spell or destroy that permanent.
Wind to end those who sinned.
I must say this month was incredible. Thanks to KoolKoal, great job hosting CCL. Congrats to all players too, we are part of it also.
I'll make some comments to Kiwi's cards, but only after a while
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
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Planeswalker - Orminis (M)
/+1\ Untap up to three target creatures. Put another loyalty counter on Orminis the Shrewd if you control none of those creatures.
\-3/ Target player draws a card. Put a 1/1 blue Merfolk creature token onto the battlefield for each card that player drew this turn.
\-7/ Target player draws a card and gains 1 life for each creature on the battlefield.
[3]
I like the +1 ability, but think it would be even better if it said "up to three target tapped creatures." And the ultimate seems very underwhelming, plus the wording can be confused so you think you only get to draw 1 card while gaining multiple life.
Ekeldriz, Harvester of Hope
Legendary Creature - Eldrazi (M)
Annihilator 3 (Whenever this creature attacks, defending player sacrifices three permanents.)
Whenever an opponent sacrifices a permanent, add to your mana pool.
:1mana:: Ekeldriz, Harvester of Hope gets +1/+1 until end of turn.
6/6
Now this is a very cool design and I wouldn't be surprised if it was what won over most of the votes.
Shattered Vale
Land (R)
Lands with depletion counters on them lose all abilities that are not mana abilities.
: Put a depletion counter on target land.
: Add to your mana pool.
So deep was its devastation that it spreads like a poison, slowly turning the surroundings to a mundane wasteland.
My only problem with this card is a rules issue. What happens if you put a depletion counter on this card? Sounds unlikely, but it is actually easily possible if each you and your opponent have a Shattered Vale. I'd suggest changing the wording to "Other lands with depletion counters" so this conundrum can't happen.
Spontaneous Genesis :4mana::symg:
Instant (R)
Remove all counters from all permanents. Each player puts a 1/1 green Saproling creature token into the battlefield for each counter removed from a permanent he or she controls this way.
Years of experience, decades of magical buildup, centuries of natural evolution - all released in a single moment of exuberant growth.
I don't like that this is an instant, it seems like a bad effect to be able to use at the end of an opponents turn. Otherwise, a very inventive way to kill a planeswalker.
Weight of Hubris :2mana::symw::symu:
Instant (R)
Exile target spell or permanent with converted mana cost four or greater.
"Your own arrogance shall be your undoing."
Another interesting design, a counterspell/removal card, but I'd personally want to see it at 5 mana. I don't feel cards like this should be on an easily playable portion of the curve.
Planeswalker — Ibdfa (MR)
{+1}: Destroy up to two target artifacts.
{-1}: Gain control of target noncreature artifact.
{-5}: Return all artifacts from graveyards onto the battlefield under your control.
{3}
This is a decidedly strange planeswalker. I guess the best bet would either to sideboard this card if there's an artifact deck that's destroying the format, or play an artifact deck, and if the first two abilities are ever used, that's just gravy. Another difficulty is that the ultimate seems like a white ability, or maybe blue if you stretch the pie, but I don't think this has ever been a piece of red's pie.
Trezeud, Catalyst of Fury
Legendary Creature — Eldrazi (MR)
When you cast Trezeud, Catalyst of Fury, destroy up to three target lands.
Annihilator 3 (Whenever this creature attacks, defending player sacrifices four permanents.)
13/13
I think one of your problems with this card is that it is bigger, and more annoying than Kozilek. Here's my thinking, a creature with such a large mana cost probably would only be considered in casual play, and any type of Land destruction in casual really bothers the majority of people. And, I don't think you did yourself a favor giving your eldrazi a larger body than Kozilek for the same cost.
Sunless Vastwood
Legendary Land (R)
Spells with converted mana cost 5 or greater cost more to play.
: Add to your mana pool.
The two battled to death, destroying lands, creatures and hidden artifacts surrounding them. Only one stood; the other laid here, becoming a lesson for the remaining trees.
A cool card, but I find myself unsure if the ability really captures a desolated piece of land.
Storm Element
Instant (U)
Kicker :1mana::symu: (You may pay an additional :1mana::symu: as you play this spell.)
Counter target activated ability. If Storm Element was kicked and a spell’s or permanent’s ability is countered this way, counter that spell or destroy that permanent.
Rain to end those in pain.
Wind Element
Instant (U)
Kicker :1mana::symu: (You may pay an additional :1mana::symu: as you play this spell.)
Counter target triggered ability. If Wind Element was kicked and a spell’s or permanent’s ability is countered this way, counter that spell or destroy that permanent.
Wind to end those who sinned.
And here is what I call the Achilles Heel of your submission. I think you took a risk that fell flat, and I'll tell you why. Mini-cycles don't look good in these games. They're great in sets, where they can hide behind a vast number of cards, and discovering that they mirror each other can be a pleasant surprise. But in this kind of contest, I think it puts of an aura of laziness, though I know that you weren't lazy; the presentation still feels that way to me and probably to a number of others too. Otherwise, I do like the cards, but agree with Gerrard's Mom that they would benefit from a white kicker cost.
Good game, Solesticio. See you next month!
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)