The Card Creation League is a monthly contest in which players compete over seven rounds. Each month has an overall theme and/or story, determined by that month's host.
Each round, the host will assign a card creation task to the players. This task may vary between teams or players.
The first three rounds are open to everyone who joined in the sign-up thread, which will be posted near the end of the previous month. After these rounds, the Top 8 players will move on to three single elimination rounds to determine a winner.
Rounds usually last three to four days for submissions and about two days for critiques, but the host has final say in making the schedule.
For the first three rounds, players are divided into teams. Four teams is standard, but there may be more or less depending on the number of players. Each team will review another team's cards during the critique period of that round.
Each player must submit a Top 3 ranking for the team he or she critiques at the end of each round. Each 1st place is worth 3 points, 2nd place 2 points, and 3rd place 1 point.
Additionally, each player can receive 2 bonus points per round. One point is awarded for posting a Top 3, and one point for providing critiques for that team's cards.
Suggested areas to critique include creativity, balance, printability, and relation to the overall theme or that player's previous cards.
Players who do not post a card or a Top 3 will be put on "probation." Top 3 violations for a round can be removed by posting or PMing the host with your Top 3 before the end of the next round. Any player that would receive a second violation is disqualified from further competition that month.
At the end of the first three rounds, the Top 8 players will be selected by points (usually the top 2 from each team). In the case of ties, there may be more than 8 players advancing. The host will determine matchups for single elimination. At the end of each elimination round, remaining players not in that matchup will choose a winner to advance. The host will break any ties.
The final round is determined by public poll.
Custom Card League Rules Compendium
* Overview
* Schedule
* Challenge Rounds
* Critique Rounds
* Valid Entry Constitution
* Scoring
* Penalties
* Resources
* Credits
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* Overview
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
o 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.
o Each round will last five days: 3.5 to finalize designs, 1.5 for critiques.
o The schedule will usually operate according to US Easter time zone (GMT -5) We will stick to this schedule as closely as possible, adjusting as necessary.
* Challenge Rounds
o 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.
o Each Leaguer will post his/her entry by the deadline, 3.5 days after the round is posted.
* Critique Rounds
o 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).
o Each Leaguer will thoroughly critique at least 50% of the entries given by the leaguers on the other team.
o 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.
o 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:
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
o 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.
o 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
o 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).
o 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.
o 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
o Failure to post Top 3s as required during the Critique section of any round will put a Leaguer on probation. While on probation, failure to post an Top 3 in any later round will disqualify that Leaguer for the remainder of the month.
o Once a Round elapses into its critique section, any Leaguer modifying their entry after any leaguer has posted a critique, will be disqualified for the round.
o 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.
* Resources
o This is a templating guideline compiled by Kraj. It is quite concise and very useful.
o 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.
o 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.
o 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)
o 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.
o Credits
Each round, the players have a chance of getting a total of 100 points toward their score. Each score is determined by the following equation:
The grading of 3 points for first place, 2 points for second and 1 for third still stands. This is also the case for up to 2 points for crits and Top3.
Total points of player A in round N = 100 * X/Y
Where:
X = Total number of points given by judges + Bonus points for critiques/Top3
Y = Total number of points possible (3*Number of judges + Bonus Points)
This way the grading is more streamlined in the fact that all rounds up to going to top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player starts the next round with the score that he previously had, and another possible 100 points is given to him at the end of that round. Therefore, there is a possible 300 points before the CCL goes to top 8.
You are, after all, a rogue. Loyalty was always a very fluid term with you. Not that Mr. Teeth has done anything to earn your loyalty anyways. He manipulated you and played you from the start, but now you finally have the upper hand. You know what was the target. Now, you can see all the cards.
It was a genius plan, you have to admit. The target in question is indeed the perfect job for any thief. Not only is it filled with the most valuable treasures anyone could get their hands on, the very nature of it means that no one will admit it was broken in to, and so once the deed is done, you can be pretty sure there will be no guards knocking on your door.
You also feel quite good about taking care of that other guy. It means there is now less chance someone else will try to do the same as you.
There is only one problem: Mr. Teeth. You're still not sure who or what he is, but so far he was able to figure out your steps even before you did. Not only that, but now that he has his team, he will surely want to make his move.
There is no time to waste. You need to contact some old buddies, assemble a team, and hit that target before Mr. Teeth or the others realize what you're up to. With any luck, some of the others might even take the fall for you.
Semifinals Mission is quite simple, really:
Create three legendary rogue creatures, one for each job other than your own, to make your new team.
As a reminder, the jobs are: Mastermind - The person whose job is to make sure things run smoothly, planning ahead and making all the little personal touches such as bribing and blackmailing to make sure no one does do anything they are not supposed to. Infiltrator - The person whose job it is to get you in. There is no such thing as an impassable barrier to them, if there is an in to get in to, they will get there. Specialist - The person whose job is taking care of the more delicate and unique aspects of the operation. Vaults, locks, magical traps and all the rest of the things that could ruin an honest thief's life, all these are what the specialist is trained to take care of. Muscle - The person whose job it is to to use force when other options are not available. This doesn't necessarily mean brutality, just getting rid of any annoyances and making sure that no creature messes up the plan.
Pairings:
Blackbull (mastermind) vs Doom Lich (muscle)
brasil_dude101 (specialist) vs Gerrard's Mom (infiltrator)
You will have four days to post your cards (Until midnight when December 12th becomes December 13th), followed by two days of critique.
Oh me. Oh my. I do believe THIS IS THE FARTHEST I HAVE EVER GONE IN A CCL.
Although, now I have to face the CCL Master...Hmm...This is quite the challenge.
Holder, and good luck to you, GM, for you will have beat this little combo:
Muscle:
Bae, the Crusher4WU
Art: A rather muscled man is punching a wall. His arms, which from the elbow down look like large turbines with hands protruding from their tip, have strands of metal attached to them. The wall, which appears to be rather thick, is crumbling like styrofoam.
Legendary Artifact Creature - Human Rogue {R}
Creatures with power less than Bae, the Crusher's power can't block it.
Tap an untapped artifact you control: Bae, the Crusher gets +2/+2 until end of turn. No one ever understood how he was able to carry those gigantic arms. 3/3
Infiltrator:
Verin the Cloaked1UBB
Art: A cloaked figure stands near a floating molten metallic mass. The person's arm, their only visible feature, is made of etherium Filigree, and is radiating magic which seems to be manipulating the metallic mass.
Legendary Artifact Creature - Vedalken Rogue {R}
:symtap:, Sacrifice an artifact: You may put an artifact card from your hand onto the battlefield. If it is a creature, it has haste. Rejecting conventional transmutation allowed for the creation of a more efficient, although more volatile method. 1/2
Mastermind:
Toth Millefiore1UWB
Art: A vedalken teacher appears to be messing with the minds of the students inside the classroom.
Legendary Artifact Creature - Vedalken Rogue {R}
:1mana::symu::symb:, :symtap:, Discard an artifact card: Search your library for an artifact card and put it into your hand. "Your ideas are shallow and scatter-brained. If you want to be a true artificer, you must be willing to focus on the task at hand." 1/3
As much as Rhoad would have enjoyed extracting every mineral from Teeth's body, he was currently not in a position to do so. And so, it appeared as though he would have to do battle with one of his own kind. He was not sure just who exactly had made it of the fray, but whomever it was, they must have been at least as strong as Rhoad himself, and would therefore not be easy to defeat.
As Rhoad rested in his cot, knowing the inevitable would eventually come, he took the opportunity to strengthen himself: he took one of his hidden ingots and began to assimilate it into his body. It was then, while the raw etherium flowed into him, that he came up with a plan. It would be costly, but if the opponent was as powerful as Rhoad feared, it would have to be done. After all, as mighty as someone is, if they're encased in metal, they're little more than a statue. And Rhoad certainly had enough metal within him to coat a person. It would most likely take months to recover the etherium he would waste, but if Rhoad were to die, then it would all be meaningless anyway.
Tendrils of Artifice2WB
Art: You can see a man, with his arm, which is being drained of metal, extended towards another. From his hand, strands of metal lead to the other man, who is horrified at the fact he is being encased in metal.
Instant{R}
As an additional cost to cast Tendrils of Artifice, sacrifice an artifact.
Target nonartifact permanent becomes a noncreature artifact and loses all abilities.(This effect last indefinitely.)
“I would gladly lose all my etherium to see it coated upon you.”
Even with his strategy, Rhoad still felt unsure. But it wasn't about the upcoming fight. It was about Teeth. But he would do it eventually. Kill Teeth. He just needed access to him. But Teeth was as enigmatic as they come, and would most likely never reveal himself to Rhoad. Thus, Rhoad would somehow need to be able to see what Teeth was planning. And as he continued to absorb the etherium ingot, he remembered an old spell his teacher had once taught him. It had been originally devised to help create decorative mirrors, but in this case, it would do much more.
Endless Reflections1UU
Art: As a wisps of magic stream overtop various metallic surfaces, they become more and more reflective.
Enchantment{U}
Tap an untapped artifact you control: Draw a card, then discard a card. A good mirror reflects the present.
A better mirror reflects everything.
As the first guards began to pour in from left and right, Rhoad saw that there would be no easy way to escape. As fast as he was, even he could not avoid this many guards while weaving his way to the exit. And while he took a few a few seconds to ponder his next move, he felt something tugging at his leg.
He looked down to find his marionette holding onto him in fear, like a nervous child holds onto its parent.
"I don't recall giving you fear..." he muttered to himself, looking at the marionette.
However, rather than consider the small construct a failure (since it feared battle), it instead gave Rhoad a brilliant idea. He'd designed the construct to be hyper magnetic so that it would attract everything unto itself. But what if he'd done the opposite? Rhoad picked his little construct up and put it on his shoulder.
"Let's get out of here." he told the little construct.
Rhoad summoned up what mana he could and proceeded to modify the structure of both his and the marionette's etherium so that they would repel everything. However, the amount of mana necessary to maintain his bodily etherium in this configuration was not small. Rhoad knew the spell would soon wear off, but it would have to be enough.
Paramagnetize3WU
Instant {R}
Artifacts you control are indestructible and have shroud until end of turn. "Magnets both attract and repel. If you can circumvent the attraction part, what do you expect will happen?"
Rhoad, the Swiftfooted2UB
Legendary Artifact Creature - Human Rogue {R}
:2mana:: Put a 1/1 colorless Rogue artifact creature token named Afterimage onto the battlefield. It has haste and “At the beginning of the next end step, exile Afterimage.” Rhoad, the Swiftfooted gets -1/-1 until end of turn. With legs of Etherium, who can keep up? 3/3
Rhoad had never had anyone request anything of him before. At least not in regards to stealing anything. Although, that may in part have been due to the fact that all he ever stole was Etherium.
Even though he was skeptical, Rhoad had little doubts that there were, in fact, vast pockets of wealth scattered about this world. And if he was to accomplish to goal of discarding his human self, money to buy Etherium would be useful. But it would be foolhardy to jump into anything unprepared. Although he preferred extracting the Etherium and using it to replace his flesh, having it in the form of a weapon had it's own advantages. Besides, in a worst case scenario, he could ignore the associated pain and just graft it onto himself like he'd done with those Lightning Greaves all those years ago...
(In case you didn't get it, Rhoad grafted the Etherium version of some Lightning Greaves to his legs, which is why he is fast enough to leave afterimages.)
Etherium Blade2
Artifact {U}
Equipped creature gets +2/+0. Meld - :4mana:, Sacrifice Etherium Blade: Equipped creature gets +3/+2 and becomes an artifact in addition to its other types. (This effect lasts indefinitely.)
Equip “Think of the sword as an extension of yourself.”
Notes on Meld: Meld is meant to represent the fusing of a given artifact to another permanent. For example, a weapon with Meld would literally fuse to the wearer's arm. This increases the boost in power, as the weapon is now literally a part of the wielder, but removes the weapon's ability to be wielded by another person. The process of fusing with the weapon, however, also creates a vulnerability in that the weapon, which was an artifact, is now part of the wielder, and thus the wielder is now part artifact.
Although the greaves grafted to Rhoad's legs made him fast enough to avoid most spells, if this was going to be dangerous and difficult enough to warrant this many thieves, he figured he'd need some other distraction to keep him safe. But rather than find some poor fool who would hopefully get in the way on time, Rhoad chose to create an interference who, if needed, could follow orders. Although it pained him grreatly to do so, he extracted some etherium from his own body, and proceeded to craft it into the shape of a small creature. He soon brought it to life, but not before modifying its composition so as to give it magnetic properties. Now, if he ever fell prey to a spell, he could just toss this construct aside, and in theory, the spell would switch targets. Rhoad was hoping he would not have to make more than one of them though, as the pain associated with extracting etherium was even greater than that of grafting it onto one's self. However, if push came to shove, he'd make the sacrifice to stay alive.
Magnetic Marionette3
Artifact Creature - Construct{U}
You may cast Magnetic Marionette any time you could cast an instant by sacrificing an artifact in addition to its other costs.
When Magnetic Marionette enters the battlefield, change the target of target spell that targets only a single creature or artifact to Magnetic Marionette. 2/2
Argath of the Frozen Gaze4UB
Legendary Creature - Zombie Rogue R
When Argath of the Frozen Gaze enters the battlefield, put an ice counter on up to three target creatures an opponent controls. Those creatures can’t attack or block for as long as they have an ice counter on them. T: Destroy target creature with an ice counter on it.
Illus: Dave Allsop
4/4
Nala, Treetop Mistress GG
Legendary Creature - Human Rogue R
When Nala, Treetop Mistress enters the battlefield, you may tap any number of untapped Forests you control. For each Forest tapped this way, put a 1/1 green Ape creature token onto the battlefield.
Tap an untapped Ape you control: Tap target artifact or creature.
Illus: Tiziano Baracchi
2/2
Leberol, Perfidious Councelor1B
Legendary Creature - Human Rogue R 1B, T: Look at target opponent’s hand and choose a card from it. That player discards that card unless he or she pays life equal to that card’s converted mana cost. Activate this ability only any time you could cast a sorcery. Never confide your flock to a wolf.
Illus: Simon Eckert
1/2
Top notch hosting this month Asrama! And good luck to brasil_dude as well, this should be a great round
Barsha, Tunnel Doyenne 2RW
Legendary Creature - Dwarf Rogue (R) 1R: Target creature with power 2 or less is unblockable this turn. 1W: Target creature with power 3 or greater can't attack this turn.
2/2
Demolition Fists2RW
Enchantment - Aura (U)
Enchant creature
Enchanted creature has double strike.
Whenever enchanted creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
Prismcloak AgentW
Creature - Kithkin Rogue (U)
At the beginning of each player's upkeep, choose a color. Prismcloak Agent gains protection from the chosen color until end of turn. WW, Sacrifice Prismcloak Agent: Destroy target attacking or blocking creature of the chosen color.
1/1
Burning Ascension1RW
(A goblin leaps into the air on a column of flame, which spreads out, incinerating buildings and figures beneath him.)
Instant (U)
Target creature gets +2/+2 and gains flying until end of turn. Burning Ascension deals 2 damage to each creature without flying. Barsha didn't rely on tunnels for all of her escapes.
Split the Earth1RW
Instant (C)
Target player sacrifices an attacking creature. Split the Earth deals damage equal to that creature's power to its controller. Nothing sates the earth when it grows hungry.
Censer of Truth2
Artifact - Equipment (R)
Whenever equipped creature deals combat damage to a player, you may look at that player's hand, then name a card other than a basic land. Until your next turn, the named card can't be played.
Equip W
Barsha is an infiltrator. Thus:
The Doyenne of the Tunnels knew she could get in, strange as this place might be. And if she could get, she could get a few more in as well. What she didn't know was what to do once she was inside, or if she would be able to get out again. She had never been much of a planner. This job was so crazy, though, that a normal plan just wouldn't do. For this, she'd have to turn to an outcast genius, a wanderer whose scrawlings she had seen along the tunnel walls for years. Everyone thought he was insane, but Barsha suspected there was something more there. Besides, he would always come along for the promise of something shiny.
Mastermind: Nibbin, Puzzle Thief1UR
Legendary Creature - Goblin Rogue (R)
Activated abilities of creatures you control cost up to 1 less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana. T: Copy target activated ability. You may choose new targets for the copy.
1/1
Nibbin was not the only non-dwarf to make his home in the tunnels. Barsha knew of a kithkin thief who had excellent skills, but one significant drawback; he refused to carry more than one piece of treasure at a time. This normally wasn't much good for a group job, but she thought that, in this case, he would be a handy fellow to have along. There was sure to be an interesting variety of items that he could make his selection from.
Specialist: Farrow Deeppockets1W
Legendary Creature - Kithkin Rogue (R) 1W,T: Exile target artifact or enchantment, then return all other cards exiled by Farrow Deeppockets to the battlefield under their owners' control.
When Farrow leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.
2/1
Finally, Barsha knew she might need to crack a few skulls on the way in. For that sort of job, there was one dwarf in the tunnels she could always turn to; Hargod. He had been avoiding her, ever since the incendiary charge had left the right side of his face blackened and scarred on their last job together. But with his appearance all the more fearsome, he would certainly inspire a good dose of skull-cracking. With her rosy smile and steely commands, she quickly convinced him to join.
Muscle: Hargod the Underminer3RR
Legendary Creature - Dwarf Rogue (R)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever a creature you controls attacks and isn't blocked, you may have that creature deal damage equal to its power to target creature. If you do, that creature assigns no combat damage this turn.
3/3
Xiarius, Amorphous Bandit3UR Legendary Creature - Shapeshifter Rogue (R) U: Xiarius, Amorphous Bandit gains all creature types of target creature until end of turn. Activate this ability only during any player's upkeep.
Protection from creatures that share a creature type with Xiarius. "People hardly expect themselves to be bandits."
6/3
Zeliki, Blade of Xiarius3 Legendary Artifact - Equipment (R)
Reveal an Equipment card from your hand: Zeliki, Blade of Xiarius becomes a copy of that equipment until end of turn. "It has a thousand shapes, but it only takes one to kill you."
-Xiarius, Amorphous Bandit
Polymorphous Thug2UR Creature - Shapeshifter Rogue (U)
You may have Polymorphous Thug enter the battlefield as a copy of target creature you control. It gains "R: This creature gets +1/-1 until end of turn." "Stupid creatures, but they're tough and make good body doubles"
-Xiarius, Amorphous Bandit
0/0
Bladestorm2RR Instant (U)
Bladestorm deals 2 damage to each creature you don't control.
Equipmentcycling 1R A shattered sword is just as dangerous in the right hands.
Skill Reversal1(U/R)(U/R)(U/R) Instant (R)
Choose new targets for target spell or activated ability.
Draw a card. "In the end, each man is his own unmaking."
-Xiarius, Amorphous Bandit
Shapeless SurveyorUU Creature - Shapeshifter Rogue (R)
Shapeless Surveyor is ublockable and has shroud as long as an opponent controls two or more creatures.
Whenever Shapeless Surveyor would deal damage to a player, prevent that damage, and fateseal X, where X is how much damage is prevented this way. Ever watching, never seen.
1/1
Kyka the Hive Mind3UUU Legendary Creature - Shapeshifter Rogue (R)
You may choose not to untap Kyka the Hive Mind during your untap step. 2U,T: Kyka the Hive Mind gains a creature type of your choice for as long as it remains tapped. You control each creature that shares a creature type with Kyka as long as it remains tapped. "It's amazing how easily these sheep accept a tyrant of their own kind."
1/5
Sai, Master of Lies1UU Legendary Creature - Human Rogue (R)
Whenever Sai, Master of Lies attacks, put X 1/1 blue Illusion creature tokens with "This creature must be blocked by exactly one creature if able." onto the battlefield tapped and attacking, where X is the number of untapped creatures defending player controls. Exile the tokens at the beginning of the next end step. "Who needs subtlety. A riot will get you in all the same."
1/1
Exxi, the Safecracker2UR Legendary Creature - Human Rogue (R) 1UR,T: Target permanent looses all abilities until end of turn. If that permanent is an artifact, destroy it. "Most locks double as paperweights."
BlackBull
Nice renders. You have an interesting take on what each of the roles meant. I think we all stretched what would normally be printed as Rogues, but Argath seems more like a wizard. It's a pretty good combination of the colors and an intimidating muscle guy. The only tweak I might make is to give the frozen people the "sacrifice if targeted" or skulking text, like Frozen Solid.
Nala is a little weird since it is the enemy of your main colors. I think it's also grossly undercosted; one-sided Waiting in the Weeds plus a limited Opposition effect are both probably worth more than 2 mana, not to mention the body.
Your infiltrator seems more like a mastermind to me, but it is well constructed. CMC-based punisher mechanic seems like it has potential.
Doom Lich
You stayed more in your previous themes than BlackBull, which is good, although it meant your cards would require more context to see print.
Kyka is sort of a reverse Callous Oppressor, which would be utterly devastating to some decks and might play nicely in certain EDH circles. Six mana seems right, but I might lower the toughness one or two points to make it a bit more interactive.
Sai is also quite wordy, I wonder if it is based on the Naruto character? I'm not sure why you felt the need to make a smaller rare blue Nacatl War-Pride, but I guess it does work with blue flavor. I doubt if you have room for the flavor text.
Exxi has a typo ("looses"), but it's also a little strange. Losing abilities and destroying artifacts don't have much of a connection. I am having fun with a Liquimetal Coating deck, so my suggestion for this guy would be for him to have two abilities, one that makes a permanent into an artifact (marked by a counter), and one that destroys artifacts. I just don't get what is represented by being able to stop an angel from flying (for example) and blowing up a safe in the same action.
Winner: BlackBull has the more consistent set this round.
Was hoping there will be results by now... Really wanted to be able to post the finals today. BB and Brasil_Dude, is there any chance you'll get your critiques done in the next, say, 8 hours?
I'm going to ignore the Rogue class for my critiques, since I fell like I myself went slightly beyond it's bounds, and because some of these roles aren't particularly rogue-ish.
Like Gerrard said, your renders are very nice. Argath seems like a solid card. Although I would really like to see him be able to put ice counters on things once he's in play, I fee like it would make him too powerful so I'm fine with the ETB ability. The delayed destruction is also nice, since it is possible to get rid of the counters before your creatures die. 5/5 Nala is also fine, although I kind of feel as though she is a wannabe Wolfbriar Elemental with a cheaper cost and useful ability to make up for the drop in battle prowess. Because you have no kicker/multicker, the ability is fine though. The one thing I don't quite get is the tap ability. Green is not exactly known for tapping (White and Blue are), so it seems rather out of place. Perhaps some flavor text might help, but alas, there is none. 3.5/5 Leberol has one of the most colorful names I've ever seen.
Although his name and ability seem to characterize him more as an advisor than a rogue, I can see where the roguishness comes from. That being said, I think the ability is too powerful for it's current costs. This a preventable (although preventing it can be costly) Thoughtseize that costs you instead of 2 life. I would up either his cost or the ability's cost. 3.5/5
Overall, the cards are fine, but I see little connection to your earlier stuff. (Maybe Teod simply bribed them? Who knows.) -0.5
Kyka should probably have had some sort of instant/sorcery copying ability given that she apparently is theHive Mind. Anyway, onto the card itself. I think that the ability is really creative, although it's absolutely bonkers. For one, it completely destroys tribal decks. Secondly, the untap ability lets you keep the creatures forever. Not cool bro. If it was two creatures, sure. Three is already high on the power meter. All is just too much. 2.5/5 Sai is really cool. The abilities really fit the job description. His title doesn't match 100%, but maybe I'm just missing some story here. Everything is good. Except the flavor text. Blue is the master of subtlety, so why would a blue card completely disregard it? 4.5/5 Exxi has the distinction of having two x's in his (her?) name. First thing's first, "loses" is spelled incorrectly. Beyond that, the card seems fine. Removing abilities can be powerful, especially with a conditional Shatter attached, but the cost is appropriate. I fell like more could have been done with the flavor text though, especially since locks she picks don't become useless, they are destroyed. 4/5
Winner: Blackbull, although I thought it was extremely close.
Well, it seems there won't be final critiques tonight, and therefore no final round, too.
However, by tomorrow, critiques or no, I will post the final round, using my all-mighty host powers to fill in the missing critiques myself if I have to.
This stage was always kind of weird for critiques, since it's just two people (with a tiebreaker). Maybe all the elimination rounds should be poll-based? I'll bring it up in the discussion thread.
Bae: It is weird to see the word crusher in a UW creature. So, you cast this in the right deck, and your opponent would be forced to have a response or die (blockers aren't an option.) Yes, it costs six, but you're play it in a deck full of artifacts, wich I'm sure at least 6-8 will be mana sources. The idea is nice, but the power level needs to be polished. 3/5 Verin: You've weackened Master Transmuter Beyond the limits just to justify haste in the case that the artifact is a creature (hardest mana cost, and sacrifice instead of bounce as a part of the payment) I do not see any reason to run this over MT. Also, it feels unoriginal. 2/5 Toth: Looking at Sphinx Summoner, I've reached two conclusions: a) White isn't necessary there, and b) Toth seems extremely weak. It demmands one more color and its ability needs three more mana AND you having a card of an especific type in your hand (wich u're gonna lose.) For just 1 more, you have a 3/3 flyer that searches the very turn it enters the battlefield with no extra mana or tapping. So for searching with Toth the first time, you need 2UUWBB, a card drop and tapping (wich means surviving an entire turn.) The Sphinx replaces itself when it hits the battlefield with an artifact of your choice without loosing a card, with no extra mana, and without needing to wait for an entire turn. it also is good for hitting. Yes, you can say that this dude couldn't be good in a combo deck, or at least, not good as Toth can be. The thing is that SS was part of a copetitive combo deck, and I'm sure nobody would have used Toth insted of it. 2/5
Gerrard's Mom
Nibbin: I feel this guy could be pushing its power level beyond the limits. The problem here is that it could copy PWker's abilities. That's it. Just imagine this untapping two lands with Garruk, or doing Lightning Helix with Ajani. it can do whatever a PW you control can, even the ultimates. Yikes! I'm pretty sure R&D considered copying activated abilities, since it isn't something hard to think about. The thing is that, when searching for copy+target+activated+ability the gatherer gives back the following results: 0. I'm pretty sure the planeswalkers aren't the only reason they didn't that in almost two decads (I just can't figure out another reason because I'm sleepy right now and have no much time.) Anyway, I think this guy must be tested, since it costs 3, is a 1/1 and hasn't haste... 2.5/5 Farrow: I just like this design. Actually it is the only one I like from the whole six. It screams to be the key piece for a combo deck. very flavorful from every perspective. Everything feels nicely connected. I would really like to test this guy in a crazy combo deck, for casual, standard or block constructed. I think that reducing the ab cost to W is possible (yes, another thing just playtesting would be able to clear up.) 4.5/5 Hargod: I don't like the fact that it narrows your opponent's options in combat. If you attack with a 3/3 and he has a valuable 1/1 he knows the small boy is dead, so the best choice will be to block. That way, he at least does not gives you the option of hitting his head. I think this ability would work better (without cutting your opponent's options) in a way that it affects only the creature it is on. Actually, I've once created a similar ability called Shadowstrike:
Shadow strike (If this creature would deal combat damage to a player, instead you may have it deal damage equal to its power to target creature that player controls in the form of -1/-1 counters.)
I considered making this a mass ability for a while, then realized it would make the combat anything but amusing for your opponent (yes, the addition of wither makes this extremely powerful...)
It was smart to don't make this guy's toughness bigger than its power. That would have been really nasty. 3/5
This stage was always kind of weird for critiques, since it's just two people (with a tiebreaker). Maybe all the elimination rounds should be poll-based? I'll bring it up in the discussion thread.
Bae: It is weird to see the word crusher in a UW creature. So, you cast this in the right deck, and your opponent would be forced to have a response or die (blockers aren't an option.) Yes, it costs six, but you're play it in a deck full of artifacts, wich I'm sure at least 6-8 will be mana sources. The idea is nice, but the power level needs to be polished. 3/5 Verin: You've weackened Master Transmuter Beyond the limits just to justify haste in the case that the artifact is a creature (hardest mana cost, and sacrifice instead of bounce as a part of the payment) I do not see any reason to run this over MT. Also, it feels unoriginal. 2/5 Toth: Looking at Sphinx Summoner, I've reached two conclusions: a) White isn't necessary there, and b) Toth seems extremely weak. It demmands one more color and its ability needs three more mana AND you having a card of an especific type in your hand (wich u're gonna lose.) For just 1 more, you have a 3/3 flyer that searches the very turn it enters the battlefield with no extra mana or tapping. So for searching with Toth the first time, you need 2UUWBB, a card drop and tapping (wich means surviving an entire turn.) The Sphinx replaces itself when it hits the battlefield with an artifact of your choice without loosing a card, with no extra mana, and without needing to wait for an entire turn. it also is good for hitting. Yes, you can say that this dude couldn't be good in a combo deck, or at least, not good as Toth can be. The thing is that SS was part of a copetitive combo deck, and I'm sure nobody would have used Toth insted of it. 2/5
I designed these cards to specifically work in conjunction with my rogue both flavorfully and functionally (I think the play progression is fairly apparent, so I won't explain it unless needed). Consequently, I think all of your critiques on the cards themselves are valid.:thumbsup:
I need to kick my habit of flavor perfectionism and focus more on the cards themselves. =/
So Asrama can call our matchup and move on, then. Just FYI, BlackBull, Rings of Brighthearth enables copying activated abilities, it just doesn't target them for some reason. My goblin trades paying 2 for the ability to only do it once per turn (unless you can untap him).
Art: A rather muscled man is punching a wall. His arms, which from the elbow down look like large turbines with hands protruding from their tip, have strands of metal attached to them. The wall, which appears to be rather thick, is crumbling like styrofoam.
Legendary Artifact Creature - Human Rogue {R}
Creatures with power less than Bae, the Crusher's power can't block it.
Tap an untapped artifact you control: Bae, the Crusher gets +2/+2 until end of turn. No one ever understood how he was able to carry those gigantic arms. 3/3
Infiltrator:
Verin the Cloaked1UBB
Art: A cloaked figure stands near a floating molten metallic mass. The person's arm, their only visible feature, is made of etherium Filigree, and is radiating magic which seems to be manipulating the metallic mass.
Legendary Artifact Creature - Vedalken Rogue {R}
:symtap:, Sacrifice an artifact: You may put an artifact card from your hand onto the battlefield. If it is a creature, it has haste. Rejecting conventional transmutation allowed for the creation of a more efficient, although more volatile method. 1/2
Mastermind:
Toth Millefiore1UWB
Art: A vedalken teacher appears to be messing with the minds of the students inside the classroom.
Legendary Artifact Creature - Vedalken Rogue {R}
:1mana::symu::symb:, :symtap:, Discard an artifact card: Search your library for an artifact card and put it into your hand. "Your ideas are shallow and scatter-brained. If you want to be a true artificer, you must be willing to focus on the task at hand." 1/3
Well, I'm happy to see you've got into the spirit of things, RPing and all, really warms my heart that. It's also nice to see that you've tried to keep with your avatar original theme, and all three cards could easily feel at home in Esper. I do realise this was not an easy challenge, but I'm still a bit upset about the fact that for the most part, the only thing rogue-ish about your cards is the creature type, and mechanically they just don't feel like rogues at all, especially Toth and Verin, who are quite clearly wizards, or maybe artificers.
As for the designs themselves, I liked how Bae combines aspects of both white and blue, but I do feel he is not unique enough for a legendary card. Playing with the numbers, it could have been a regular creature. The result is, that even though he is a bomb in limited, he comes out as a bit underwhelming.
Verin is downright genius. A perfect black-blue twist on Elvish Piper, with a very nice hint to Tinker mechanically. I'm a bit worried about some of the crazier things you can cheat in using this, but I have a feeling it's something for Johnnies to build on rather than Spikes to destroy the game with, so I'm going to allow it. All in all, the best designed card this round.
Toth is... safe, I think. I can't really put a finger on a reason why a blue-black twist to Elvish Piper gets me excited, but a similar one to Survival of the Fittest doesn't. Maybe it's the fact that there are more ways to find artifact than there are to sneak them in, and maybe it's the fact that next to Verin, Toth just looks a bit pale and unoriginal. Trading a token to get a Darksteel Colossus into play, hasted no less, is more impressive than to get it in your hand, and making the ability require tapping means it probably can't ever be used as an engine for a combo. Also, some shuffling should come after searching.
Mastermind: Nibbin, Puzzle Thief1UR
Legendary Creature - Goblin Rogue (R)
Activated abilities of creatures you control cost up to 1 less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana. T: Copy target activated ability. You may choose new targets for the copy.
1/1
Specialist: Farrow Deeppockets1W
Legendary Creature - Kithkin Rogue (R) 1W,T: Exile target artifact or enchantment, then return all other cards exiled by Farrow Deeppockets to the battlefield under their owners' control.
When Farrow leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.
2/1
Muscle: Hargod the Underminer3RR
Legendary Creature - Dwarf Rogue (R)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever a creature you controls attacks and isn't blocked, you may have that creature deal damage equal to its power to target creature. If you do, that creature assigns no combat damage this turn.
3/3
Much like the case with brasil_dude, I am both flattered and pleased that you decided to add some RPing. I'm somewhat disappointed by the fact that Hargod's power is 3, meaning he is the only one Barsha can't sneak in. I understand the need to it from a design point of view, but flavourly it works against you. What does work for you is the fact that all of your cards actually feel like rogues, and also fit their job profiles very well.
The cards in general were a mix and match of pretty known effects. Nibbin gets to carry a Heartstone, and I'm sure today Magic needs it just as much even though there is no Sliver Queen nowdays. True, he also has another ability, but in all truth it's still not very powerful. Since when are activated abilities such a big deal? The few I could think of that would have real major impact on the game are few and far in between, and Nibbin doesn't make those that much more powerful. A Godsire is dominating with or without the ability to make one extra token.
Farrow suffers from not feeling legendary, mostly on account of being just a twist on the nightmare mechanic from Judgment. I suppose if his ability was an enter the battlefield ability instead of tapping, he could have been a very nice discounted Viridian Shaman, but that's still not impressive enough for a legendary creature.
Hargod is impressive enough for a legendary card, as well as being a bomb in limited, but that would have been so much more impressive if it wasn't simply a basic twist on Soltary Guerrillas (which I loved, btw). Making an effect global for a legendary card is a valid design path for legends, but think back on those other cards like that (Brigid, Hero of Kinsabaile, Sedris, the Traitor King, naming two examples) and ask yourself did any of those really excite you design wise?
It's not that your cards can't each be printed as is tomorrow. On the contrary, your designs are as solid as ever, but I think at this point of the competition, I'd rather more pushing of the envelope. Your cards fold the envelope into a new and sometimes even interesting shapes, but there isn't much movement forward I'm afraid.
Brasil_Dude101. Better creativity overall, but it was close. Solid submissions from both parties.
Final round will be up in several hours. Don't be afraid.
Ok, good luck in the finals BlackBull and brasil_dude!
As far as activated ability targets, planeswalkers and all the various //gatherer.wizards.com/Pages/Search/Default.aspx?name=+[invoker">||text=+[invoker]"]Invokers are the first things that spring to mind as being a good cheat. That guy was a little rough, couldn't figure out what he ought to do. Farrow I had in mind more as a repeatable Oblivion Ring on their best target. I did think about making Hargod 2 power, but it didn't seem like the card would be as exciting in a vacuum, so I didn't want to tie everything to Barsha. No worries though, thanks for the crits Asrama and BlackBull!
So Asrama can call our matchup and move on, then. Just FYI, BlackBull, Rings of Brighthearth enables copying activated abilities, it just doesn't target them for some reason. My goblin trades paying 2 for the ability to only do it once per turn (unless you can untap him).
I've completely forgot about the rings, specially because I've used "target" in the search engine. I think that being able to copy an ability from an opponent that is running colors you aren't (or that may be, they spent a lot to activate) is what they tried to avoid with "whenever you activate". Also, even if you're able to copy the ability just once per turn, the fact that your mana curve does not get involved feels more important than being able to make it repeatedly (be aware this is my personal opinion.) Anyway, now I see the rings, I see that what you made is possible, even targetting your opponent's abs. The change I would made is to add a colored mana cost, removing the tapping cost. That would be fair for targetting abs you don't control (after all, a 1/1 is still more vulnerable than a noncreature artifact.)
I would liked to compete with you in the finals. May be in the Dec finals, who knows...
Congrats and Good luck, Brasil_Dude. I'm sure the final round will be really amusing and tough.
Thanks to Lanxal for the gorgeous banner!
Card Creation League
* Overview
* Schedule
* Challenge Rounds
* Critique Rounds
* Valid Entry Constitution
* Scoring
* Penalties
* Resources
* Credits
------------------------------------------------------------------------
* Overview
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
o 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.
o Each round will last five days: 3.5 to finalize designs, 1.5 for critiques.
o The schedule will usually operate according to US Easter time zone (GMT -5) We will stick to this schedule as closely as possible, adjusting as necessary.
* Challenge Rounds
o 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.
o Each Leaguer will post his/her entry by the deadline, 3.5 days after the round is posted.
* Critique Rounds
o 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).
o Each Leaguer will thoroughly critique at least 50% of the entries given by the leaguers on the other team.
o 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.
o 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:
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
o 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.
o 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
o 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).
o 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.
o 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
o Failure to post Top 3s as required during the Critique section of any round will put a Leaguer on probation. While on probation, failure to post an Top 3 in any later round will disqualify that Leaguer for the remainder of the month.
o Once a Round elapses into its critique section, any Leaguer modifying their entry after any leaguer has posted a critique, will be disqualified for the round.
o 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.
* Resources
o This is a templating guideline compiled by Kraj. It is quite concise and very useful.
o 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.
o 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.
o 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)
o 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.
o Credits
The grading of 3 points for first place, 2 points for second and 1 for third still stands. This is also the case for up to 2 points for crits and Top3.
Total points of player A in round N = 100 * X/Y
Where:
X = Total number of points given by judges + Bonus points for critiques/Top3
Y = Total number of points possible (3*Number of judges + Bonus Points)
This way the grading is more streamlined in the fact that all rounds up to going to top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player starts the next round with the score that he previously had, and another possible 100 points is given to him at the end of that round. Therefore, there is a possible 300 points before the CCL goes to top 8.
Signups
Round 1
Round 2
Round 3
Round 4
Well, really, what else could anyone expect?
You are, after all, a rogue. Loyalty was always a very fluid term with you. Not that Mr. Teeth has done anything to earn your loyalty anyways. He manipulated you and played you from the start, but now you finally have the upper hand. You know what was the target. Now, you can see all the cards.
It was a genius plan, you have to admit. The target in question is indeed the perfect job for any thief. Not only is it filled with the most valuable treasures anyone could get their hands on, the very nature of it means that no one will admit it was broken in to, and so once the deed is done, you can be pretty sure there will be no guards knocking on your door.
You also feel quite good about taking care of that other guy. It means there is now less chance someone else will try to do the same as you.
There is only one problem: Mr. Teeth. You're still not sure who or what he is, but so far he was able to figure out your steps even before you did. Not only that, but now that he has his team, he will surely want to make his move.
There is no time to waste. You need to contact some old buddies, assemble a team, and hit that target before Mr. Teeth or the others realize what you're up to. With any luck, some of the others might even take the fall for you.
Semifinals Mission is quite simple, really:
Create three legendary rogue creatures, one for each job other than your own, to make your new team.
As a reminder, the jobs are:
Mastermind - The person whose job is to make sure things run smoothly, planning ahead and making all the little personal touches such as bribing and blackmailing to make sure no one does do anything they are not supposed to.
Infiltrator - The person whose job it is to get you in. There is no such thing as an impassable barrier to them, if there is an in to get in to, they will get there.
Specialist - The person whose job is taking care of the more delicate and unique aspects of the operation. Vaults, locks, magical traps and all the rest of the things that could ruin an honest thief's life, all these are what the specialist is trained to take care of.
Muscle - The person whose job it is to to use force when other options are not available. This doesn't necessarily mean brutality, just getting rid of any annoyances and making sure that no creature messes up the plan.
Pairings:
Blackbull (mastermind) vs Doom Lich (muscle)
brasil_dude101 (specialist) vs Gerrard's Mom (infiltrator)
You will have four days to post your cards (Until midnight when December 12th becomes December 13th), followed by two days of critique.
Good luck!
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!
Although, now I have to face the CCL Master...Hmm...This is quite the challenge.
Holder, and good luck to you, GM, for you will have beat this little combo:
Creatures with power less than Bae, the Crusher's power can't block it.
Tap an untapped artifact you control: Bae, the Crusher gets +2/+2 until end of turn.
No one ever understood how he was able to carry those gigantic arms.
3/3
:symtap:, Sacrifice an artifact: You may put an artifact card from your hand onto the battlefield. If it is a creature, it has haste.
Rejecting conventional transmutation allowed for the creation of a more efficient, although more volatile method.
1/2
:1mana::symu::symb:, :symtap:, Discard an artifact card: Search your library for an artifact card and put it into your hand.
"Your ideas are shallow and scatter-brained. If you want to be a true artificer, you must be willing to focus on the task at hand."
1/3
As much as Rhoad would have enjoyed extracting every mineral from Teeth's body, he was currently not in a position to do so. And so, it appeared as though he would have to do battle with one of his own kind. He was not sure just who exactly had made it of the fray, but whomever it was, they must have been at least as strong as Rhoad himself, and would therefore not be easy to defeat.
As Rhoad rested in his cot, knowing the inevitable would eventually come, he took the opportunity to strengthen himself: he took one of his hidden ingots and began to assimilate it into his body. It was then, while the raw etherium flowed into him, that he came up with a plan. It would be costly, but if the opponent was as powerful as Rhoad feared, it would have to be done. After all, as mighty as someone is, if they're encased in metal, they're little more than a statue. And Rhoad certainly had enough metal within him to coat a person. It would most likely take months to recover the etherium he would waste, but if Rhoad were to die, then it would all be meaningless anyway.
As an additional cost to cast Tendrils of Artifice, sacrifice an artifact.
Target nonartifact permanent becomes a noncreature artifact and loses all abilities.(This effect last indefinitely.)
“I would gladly lose all my etherium to see it coated upon you.”
Tap an untapped artifact you control: Draw a card, then discard a card.
A good mirror reflects the present.
A better mirror reflects everything.
He looked down to find his marionette holding onto him in fear, like a nervous child holds onto its parent.
"I don't recall giving you fear..." he muttered to himself, looking at the marionette.
However, rather than consider the small construct a failure (since it feared battle), it instead gave Rhoad a brilliant idea. He'd designed the construct to be hyper magnetic so that it would attract everything unto itself. But what if he'd done the opposite? Rhoad picked his little construct up and put it on his shoulder.
"Let's get out of here." he told the little construct.
Rhoad summoned up what mana he could and proceeded to modify the structure of both his and the marionette's etherium so that they would repel everything. However, the amount of mana necessary to maintain his bodily etherium in this configuration was not small. Rhoad knew the spell would soon wear off, but it would have to be enough.
Instant {R}
Artifacts you control are indestructible and have shroud until end of turn.
"Magnets both attract and repel. If you can circumvent the attraction part, what do you expect will happen?"
Legendary Artifact Creature - Human Rogue {R}
:2mana:: Put a 1/1 colorless Rogue artifact creature token named Afterimage onto the battlefield. It has haste and “At the beginning of the next end step, exile Afterimage.” Rhoad, the Swiftfooted gets -1/-1 until end of turn.
With legs of Etherium, who can keep up?
3/3
Rhoad had never had anyone request anything of him before. At least not in regards to stealing anything. Although, that may in part have been due to the fact that all he ever stole was Etherium.
Even though he was skeptical, Rhoad had little doubts that there were, in fact, vast pockets of wealth scattered about this world. And if he was to accomplish to goal of discarding his human self, money to buy Etherium would be useful. But it would be foolhardy to jump into anything unprepared. Although he preferred extracting the Etherium and using it to replace his flesh, having it in the form of a weapon had it's own advantages. Besides, in a worst case scenario, he could ignore the associated pain and just graft it onto himself like he'd done with those Lightning Greaves all those years ago...
(In case you didn't get it, Rhoad grafted the Etherium version of some Lightning Greaves to his legs, which is why he is fast enough to leave afterimages.)
Artifact {U}
Equipped creature gets +2/+0.
Meld - :4mana:, Sacrifice Etherium Blade: Equipped creature gets +3/+2 and becomes an artifact in addition to its other types. (This effect lasts indefinitely.)
Equip
“Think of the sword as an extension of yourself.”
Artifact Creature - Construct{U}
You may cast Magnetic Marionette any time you could cast an instant by sacrificing an artifact in addition to its other costs.
When Magnetic Marionette enters the battlefield, change the target of target spell that targets only a single creature or artifact to Magnetic Marionette.
2/2
Previous cards:
The implement.
The scapegoat.
The great Scape.
The inquiry and the deadly move.
And then...
Here are my beloved teammates:
Legendary Creature - Zombie Rogue R
When Argath of the Frozen Gaze enters the battlefield, put an ice counter on up to three target creatures an opponent controls. Those creatures can’t attack or block for as long as they have an ice counter on them.
T: Destroy target creature with an ice counter on it.
Illus: Dave Allsop
4/4
Legendary Creature - Human Rogue R
When Nala, Treetop Mistress enters the battlefield, you may tap any number of untapped Forests you control. For each Forest tapped this way, put a 1/1 green Ape creature token onto the battlefield.
Tap an untapped Ape you control: Tap target artifact or creature.
Illus: Tiziano Baracchi
2/2
Legendary Creature - Human Rogue R
1B, T: Look at target opponent’s hand and choose a card from it. That player discards that card unless he or she pays life equal to that card’s converted mana cost. Activate this ability only any time you could cast a sorcery.
Never confide your flock to a wolf.
Illus: Simon Eckert
1/2
May the best man win, Doom Lich!
Legendary Creature - Dwarf Rogue (R)
1R: Target creature with power 2 or less is unblockable this turn.
1W: Target creature with power 3 or greater can't attack this turn.
2/2
Demolition Fists 2RW
Enchantment - Aura (U)
Enchant creature
Enchanted creature has double strike.
Whenever enchanted creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
Prismcloak Agent W
Creature - Kithkin Rogue (U)
At the beginning of each player's upkeep, choose a color. Prismcloak Agent gains protection from the chosen color until end of turn.
WW, Sacrifice Prismcloak Agent: Destroy target attacking or blocking creature of the chosen color.
1/1
Burning Ascension 1RW
(A goblin leaps into the air on a column of flame, which spreads out, incinerating buildings and figures beneath him.)
Instant (U)
Target creature gets +2/+2 and gains flying until end of turn. Burning Ascension deals 2 damage to each creature without flying.
Barsha didn't rely on tunnels for all of her escapes.
Split the Earth 1RW
Instant (C)
Target player sacrifices an attacking creature. Split the Earth deals damage equal to that creature's power to its controller.
Nothing sates the earth when it grows hungry.
Censer of Truth 2
Artifact - Equipment (R)
Whenever equipped creature deals combat damage to a player, you may look at that player's hand, then name a card other than a basic land. Until your next turn, the named card can't be played.
Equip W
The Doyenne of the Tunnels knew she could get in, strange as this place might be. And if she could get, she could get a few more in as well. What she didn't know was what to do once she was inside, or if she would be able to get out again. She had never been much of a planner. This job was so crazy, though, that a normal plan just wouldn't do. For this, she'd have to turn to an outcast genius, a wanderer whose scrawlings she had seen along the tunnel walls for years. Everyone thought he was insane, but Barsha suspected there was something more there. Besides, he would always come along for the promise of something shiny.
Mastermind:
Nibbin, Puzzle Thief 1UR
Legendary Creature - Goblin Rogue (R)
Activated abilities of creatures you control cost up to 1 less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana.
T: Copy target activated ability. You may choose new targets for the copy.
1/1
Nibbin was not the only non-dwarf to make his home in the tunnels. Barsha knew of a kithkin thief who had excellent skills, but one significant drawback; he refused to carry more than one piece of treasure at a time. This normally wasn't much good for a group job, but she thought that, in this case, he would be a handy fellow to have along. There was sure to be an interesting variety of items that he could make his selection from.
Specialist:
Farrow Deeppockets 1W
Legendary Creature - Kithkin Rogue (R)
1W,T: Exile target artifact or enchantment, then return all other cards exiled by Farrow Deeppockets to the battlefield under their owners' control.
When Farrow leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.
2/1
Finally, Barsha knew she might need to crack a few skulls on the way in. For that sort of job, there was one dwarf in the tunnels she could always turn to; Hargod. He had been avoiding her, ever since the incendiary charge had left the right side of his face blackened and scarred on their last job together. But with his appearance all the more fearsome, he would certainly inspire a good dose of skull-cracking. With her rosy smile and steely commands, she quickly convinced him to join.
Muscle:
Hargod the Underminer 3RR
Legendary Creature - Dwarf Rogue (R)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever a creature you controls attacks and isn't blocked, you may have that creature deal damage equal to its power to target creature. If you do, that creature assigns no combat damage this turn.
3/3
Xiarius, Amorphous Bandit 3UR
Legendary Creature - Shapeshifter Rogue (R)
U: Xiarius, Amorphous Bandit gains all creature types of target creature until end of turn. Activate this ability only during any player's upkeep.
Protection from creatures that share a creature type with Xiarius.
"People hardly expect themselves to be bandits."
Legendary Artifact - Equipment (R)
Reveal an Equipment card from your hand: Zeliki, Blade of Xiarius becomes a copy of that equipment until end of turn.
"It has a thousand shapes, but it only takes one to kill you."
-Xiarius, Amorphous Bandit
Creature - Shapeshifter Rogue (U)
You may have Polymorphous Thug enter the battlefield as a copy of target creature you control. It gains "R: This creature gets +1/-1 until end of turn."
"Stupid creatures, but they're tough and make good body doubles"
-Xiarius, Amorphous Bandit
Instant (U)
Bladestorm deals 2 damage to each creature you don't control.
Equipmentcycling 1R
A shattered sword is just as dangerous in the right hands.
Instant (R)
Choose new targets for target spell or activated ability.
Draw a card.
"In the end, each man is his own unmaking."
-Xiarius, Amorphous Bandit
Creature - Shapeshifter Rogue (R)
Shapeless Surveyor is ublockable and has shroud as long as an opponent controls two or more creatures.
Whenever Shapeless Surveyor would deal damage to a player, prevent that damage, and fateseal X, where X is how much damage is prevented this way.
Ever watching, never seen.
1/1
Legendary Creature - Shapeshifter Rogue (R)
You may choose not to untap Kyka the Hive Mind during your untap step.
2U,T: Kyka the Hive Mind gains a creature type of your choice for as long as it remains tapped. You control each creature that shares a creature type with Kyka as long as it remains tapped.
"It's amazing how easily these sheep accept a tyrant of their own kind."
Legendary Creature - Human Rogue (R)
Whenever Sai, Master of Lies attacks, put X 1/1 blue Illusion creature tokens with "This creature must be blocked by exactly one creature if able." onto the battlefield tapped and attacking, where X is the number of untapped creatures defending player controls. Exile the tokens at the beginning of the next end step.
"Who needs subtlety. A riot will get you in all the same."
Legendary Creature - Human Rogue (R)
1UR,T: Target permanent looses all abilities until end of turn. If that permanent is an artifact, destroy it.
"Most locks double as paperweights."
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
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Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Nice renders. You have an interesting take on what each of the roles meant. I think we all stretched what would normally be printed as Rogues, but Argath seems more like a wizard. It's a pretty good combination of the colors and an intimidating muscle guy. The only tweak I might make is to give the frozen people the "sacrifice if targeted" or skulking text, like Frozen Solid.
Nala is a little weird since it is the enemy of your main colors. I think it's also grossly undercosted; one-sided Waiting in the Weeds plus a limited Opposition effect are both probably worth more than 2 mana, not to mention the body.
Your infiltrator seems more like a mastermind to me, but it is well constructed. CMC-based punisher mechanic seems like it has potential.
Doom Lich
You stayed more in your previous themes than BlackBull, which is good, although it meant your cards would require more context to see print.
Kyka is sort of a reverse Callous Oppressor, which would be utterly devastating to some decks and might play nicely in certain EDH circles. Six mana seems right, but I might lower the toughness one or two points to make it a bit more interactive.
Sai is also quite wordy, I wonder if it is based on the Naruto character? I'm not sure why you felt the need to make a smaller rare blue Nacatl War-Pride, but I guess it does work with blue flavor. I doubt if you have room for the flavor text.
Exxi has a typo ("looses"), but it's also a little strange. Losing abilities and destroying artifacts don't have much of a connection. I am having fun with a Liquimetal Coating deck, so my suggestion for this guy would be for him to have two abilities, one that makes a permanent into an artifact (marked by a counter), and one that destroys artifacts. I just don't get what is represented by being able to stop an angel from flying (for example) and blowing up a safe in the same action.
Winner: BlackBull has the more consistent set this round.
Winner: Brasil_Dude
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
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Argath seems like a solid card. Although I would really like to see him be able to put ice counters on things once he's in play, I fee like it would make him too powerful so I'm fine with the ETB ability. The delayed destruction is also nice, since it is possible to get rid of the counters before your creatures die. 5/5
Nala is also fine, although I kind of feel as though she is a wannabe Wolfbriar Elemental with a cheaper cost and useful ability to make up for the drop in battle prowess. Because you have no kicker/multicker, the ability is fine though. The one thing I don't quite get is the tap ability. Green is not exactly known for tapping (White and Blue are), so it seems rather out of place. Perhaps some flavor text might help, but alas, there is none. 3.5/5
Leberol has one of the most colorful names I've ever seen.
Although his name and ability seem to characterize him more as an advisor than a rogue, I can see where the roguishness comes from. That being said, I think the ability is too powerful for it's current costs. This a preventable (although preventing it can be costly) Thoughtseize that costs you instead of 2 life. I would up either his cost or the ability's cost. 3.5/5
Overall, the cards are fine, but I see little connection to your earlier stuff. (Maybe Teod simply bribed them? Who knows.) -0.5
Kyka should probably have had some sort of instant/sorcery copying ability given that she apparently is the Hive Mind. Anyway, onto the card itself. I think that the ability is really creative, although it's absolutely bonkers. For one, it completely destroys tribal decks. Secondly, the untap ability lets you keep the creatures forever. Not cool bro. If it was two creatures, sure. Three is already high on the power meter. All is just too much. 2.5/5
Sai is really cool. The abilities really fit the job description. His title doesn't match 100%, but maybe I'm just missing some story here. Everything is good. Except the flavor text. Blue is the master of subtlety, so why would a blue card completely disregard it? 4.5/5
Exxi has the distinction of having two x's in his (her?) name. First thing's first, "loses" is spelled incorrectly. Beyond that, the card seems fine. Removing abilities can be powerful, especially with a conditional Shatter attached, but the cost is appropriate. I fell like more could have been done with the flavor text though, especially since locks she picks don't become useless, they are destroyed. 4/5
However, by tomorrow, critiques or no, I will post the final round, using my all-mighty host powers to fill in the missing critiques myself if I have to.
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Bae: It is weird to see the word crusher in a UW creature. So, you cast this in the right deck, and your opponent would be forced to have a response or die (blockers aren't an option.) Yes, it costs six, but you're play it in a deck full of artifacts, wich I'm sure at least 6-8 will be mana sources. The idea is nice, but the power level needs to be polished. 3/5
Verin: You've weackened Master Transmuter Beyond the limits just to justify haste in the case that the artifact is a creature (hardest mana cost, and sacrifice instead of bounce as a part of the payment) I do not see any reason to run this over MT. Also, it feels unoriginal. 2/5
Toth: Looking at Sphinx Summoner, I've reached two conclusions: a) White isn't necessary there, and b) Toth seems extremely weak. It demmands one more color and its ability needs three more mana AND you having a card of an especific type in your hand (wich u're gonna lose.) For just 1 more, you have a 3/3 flyer that searches the very turn it enters the battlefield with no extra mana or tapping. So for searching with Toth the first time, you need 2UUWBB, a card drop and tapping (wich means surviving an entire turn.) The Sphinx replaces itself when it hits the battlefield with an artifact of your choice without loosing a card, with no extra mana, and without needing to wait for an entire turn. it also is good for hitting. Yes, you can say that this dude couldn't be good in a combo deck, or at least, not good as Toth can be. The thing is that SS was part of a copetitive combo deck, and I'm sure nobody would have used Toth insted of it. 2/5
Gerrard's Mom
Nibbin: I feel this guy could be pushing its power level beyond the limits. The problem here is that it could copy PWker's abilities. That's it. Just imagine this untapping two lands with Garruk, or doing Lightning Helix with Ajani. it can do whatever a PW you control can, even the ultimates. Yikes! I'm pretty sure R&D considered copying activated abilities, since it isn't something hard to think about. The thing is that, when searching for copy+target+activated+ability the gatherer gives back the following results: 0. I'm pretty sure the planeswalkers aren't the only reason they didn't that in almost two decads (I just can't figure out another reason because I'm sleepy right now and have no much time.) Anyway, I think this guy must be tested, since it costs 3, is a 1/1 and hasn't haste... 2.5/5
Farrow: I just like this design. Actually it is the only one I like from the whole six. It screams to be the key piece for a combo deck. very flavorful from every perspective. Everything feels nicely connected. I would really like to test this guy in a crazy combo deck, for casual, standard or block constructed. I think that reducing the ab cost to W is possible (yes, another thing just playtesting would be able to clear up.) 4.5/5
Hargod: I don't like the fact that it narrows your opponent's options in combat. If you attack with a 3/3 and he has a valuable 1/1 he knows the small boy is dead, so the best choice will be to block. That way, he at least does not gives you the option of hitting his head. I think this ability would work better (without cutting your opponent's options) in a way that it affects only the creature it is on. Actually, I've once created a similar ability called Shadowstrike:
Shadow strike (If this creature would deal combat damage to a player, instead you may have it deal damage equal to its power to target creature that player controls in the form of -1/-1 counters.)
I considered making this a mass ability for a while, then realized it would make the combat anything but amusing for your opponent (yes, the addition of wither makes this extremely powerful...)
It was smart to don't make this guy's toughness bigger than its power. That would have been really nasty. 3/5
Winner: Gerrard's Mom.
I designed these cards to specifically work in conjunction with my rogue both flavorfully and functionally (I think the play progression is fairly apparent, so I won't explain it unless needed). Consequently, I think all of your critiques on the cards themselves are valid.:thumbsup:
I need to kick my habit of flavor perfectionism and focus more on the cards themselves. =/
Well, I'm happy to see you've got into the spirit of things, RPing and all, really warms my heart that. It's also nice to see that you've tried to keep with your avatar original theme, and all three cards could easily feel at home in Esper. I do realise this was not an easy challenge, but I'm still a bit upset about the fact that for the most part, the only thing rogue-ish about your cards is the creature type, and mechanically they just don't feel like rogues at all, especially Toth and Verin, who are quite clearly wizards, or maybe artificers.
As for the designs themselves, I liked how Bae combines aspects of both white and blue, but I do feel he is not unique enough for a legendary card. Playing with the numbers, it could have been a regular creature. The result is, that even though he is a bomb in limited, he comes out as a bit underwhelming.
Verin is downright genius. A perfect black-blue twist on Elvish Piper, with a very nice hint to Tinker mechanically. I'm a bit worried about some of the crazier things you can cheat in using this, but I have a feeling it's something for Johnnies to build on rather than Spikes to destroy the game with, so I'm going to allow it. All in all, the best designed card this round.
Toth is... safe, I think. I can't really put a finger on a reason why a blue-black twist to Elvish Piper gets me excited, but a similar one to Survival of the Fittest doesn't. Maybe it's the fact that there are more ways to find artifact than there are to sneak them in, and maybe it's the fact that next to Verin, Toth just looks a bit pale and unoriginal. Trading a token to get a Darksteel Colossus into play, hasted no less, is more impressive than to get it in your hand, and making the ability require tapping means it probably can't ever be used as an engine for a combo. Also, some shuffling should come after searching.
Much like the case with brasil_dude, I am both flattered and pleased that you decided to add some RPing. I'm somewhat disappointed by the fact that Hargod's power is 3, meaning he is the only one Barsha can't sneak in. I understand the need to it from a design point of view, but flavourly it works against you. What does work for you is the fact that all of your cards actually feel like rogues, and also fit their job profiles very well.
The cards in general were a mix and match of pretty known effects. Nibbin gets to carry a Heartstone, and I'm sure today Magic needs it just as much even though there is no Sliver Queen nowdays. True, he also has another ability, but in all truth it's still not very powerful. Since when are activated abilities such a big deal? The few I could think of that would have real major impact on the game are few and far in between, and Nibbin doesn't make those that much more powerful. A Godsire is dominating with or without the ability to make one extra token.
Farrow suffers from not feeling legendary, mostly on account of being just a twist on the nightmare mechanic from Judgment. I suppose if his ability was an enter the battlefield ability instead of tapping, he could have been a very nice discounted Viridian Shaman, but that's still not impressive enough for a legendary creature.
Hargod is impressive enough for a legendary card, as well as being a bomb in limited, but that would have been so much more impressive if it wasn't simply a basic twist on Soltary Guerrillas (which I loved, btw). Making an effect global for a legendary card is a valid design path for legends, but think back on those other cards like that (Brigid, Hero of Kinsabaile, Sedris, the Traitor King, naming two examples) and ask yourself did any of those really excite you design wise?
It's not that your cards can't each be printed as is tomorrow. On the contrary, your designs are as solid as ever, but I think at this point of the competition, I'd rather more pushing of the envelope. Your cards fold the envelope into a new and sometimes even interesting shapes, but there isn't much movement forward I'm afraid.
Brasil_Dude101. Better creativity overall, but it was close. Solid submissions from both parties.
Final round will be up in several hours. Don't be afraid.
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As far as activated ability targets, planeswalkers and all the various //gatherer.wizards.com/Pages/Search/Default.aspx?name=+[invoker">||text=+[invoker]"]Invokers are the first things that spring to mind as being a good cheat. That guy was a little rough, couldn't figure out what he ought to do. Farrow I had in mind more as a repeatable Oblivion Ring on their best target. I did think about making Hargod 2 power, but it didn't seem like the card would be as exciting in a vacuum, so I didn't want to tie everything to Barsha. No worries though, thanks for the crits Asrama and BlackBull!
I would liked to compete with you in the finals. May be in the Dec finals, who knows...
Congrats and Good luck, Brasil_Dude. I'm sure the final round will be really amusing and tough.