* 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 Eastern 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
(This has been depricated, and pending approval from the powers that be will be deleted. See the next spoiler section for how Scoring works.)
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 Top 3.
Total points of player A in round N = 100 * X/Y
Where:
X = Total number of points given by judges + (Bonus points for critiques & Top 3)
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.
However, these visions do not disappear, they only intensify, and with them comes new mana into your plane. Ancient artifacts that had faded from power and memory once again have astounding power, ancient spells and rites begin to work again, and ancient creatures start to once again walk your earth. And along with their walking, you begin to wake.
You are the land itself, solitary or home to many, unique within your realm. As the new mana enters your plane, it enters and awakens you, as a dreamer coming out of a long sleep. You find the world much changed from your vision of the past, and far different creatures walk upon you. The dregs of sleep threaten to pull you back down into their warm embrace, but the new mana gives you the power to resist, and to begin to control your environment...
Signup Challenge:
Create a legendary land with an activated ability. This land may belong on any plane. Please note that your land and plane will heavily influence your future cards.
Deadline: Round ends: 3/2/11 at 11:59 pm EST
Notice: Since this worked so well for February, bonus points will be awarded for every round if you get your card in quickly. However, this starts next round, not this one.
Also, I apologize for the delay, but I was gone last week tutoring children on the Navajo Nation and did not have internet access.
I opened one last year, got two crap worldwake packs and 8x scathe zombies, which I promptly hid around my sister's apartment for her roommates to find. But, yeah, it was a piece of crap.
You, sir, have just won the internet. Congratulations.
Gate to Spirit World
Legendary Land (R)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Gate to Spirit World.
:symtap:: Add to your mana pool.
:2mana:,:symtap:: Search your library for a Spirit or Arcane card with converted mana cost less than or equal to the number of ki counters on Gate to Spirit World and reveal that card. Shuffle your library, then put that card on top of it.
Buzably, the Great Hive
Legendary Land (MR)
At the beginning of your upkeep, put a charge counter on Buzably, the Great Hive. T: Add G to your mana pool. G,T, Sacrifice Buzably, the Great Hive: Put X 1/1 green Insect creature tokens onto the battlefield, where X is the number of charge counters on Buzably, the Great Hive.
Ghal Y'dar, Font of Possibility
Legendary Land (R) t: Add 1 to your mana pool.
:symug::symug:,t:If target spell or ability would put at counter on a permanent or player, it puts twice as many counters on that permanent or player instead. If the spell or ability would create one or more tokens of a single type, put twice as many tokens onto the battlefield instead.
Bellows, the Endless Chasm
Legendary Land
Whenever a creature card you control goes to the graveyard from anywhere, you may exile it instead and put a charge counter on Bellows, the Endless Chasm. T: Add 1 to your mana pool for each charge counter on Bellows, the Endless Chasm.
Ruzain, the Fertile Rift
Legendary Land (R)
Ruzain, the Fertile Rift enters the battlefield tapped. T: Add R or G to your mana pool. T: You may play any number of additional lands this turn. At the beginning of the end step, sacrifice each land you control that came into play this turn.
Caulra, the Lonely Valley
Legendary Land
Caulra, the Lonely Valley enters the battlefield tapped. T: Mindgate one mana of any color. (Add one mana of any color to your mana pool. Use this mana only to cast cards you own from outside the game as though they were in your hand.)
As Caulra begin to stir to consciousness, it began to draw others from around the multiverse, in hopes of finding one who could understand it.
Otaria Quagmire
Legendary Land (R)
Creatures that are cast from anywhere other than your hand gain deathtouch.
Pay 3 life, :symtap:: Exile a creature you control with three time counters on it. If it doesn’t have suspend, it gains suspend. "The light that was once cast on the lands now brings death."
Ivityaal, Comet-Seeker's Summit
Legendary Land
Indolence (You may choose not to untap this permanent during your untap step.)
:symtap:, Sacrifice two lands: Add three mana in any combination of and/or to your mana pool.
At the beginning of your upkeep, if Ivityaal is tapped, put a charge counter on it.
Whenever Ivityaal becomes untapped, remove all charge counters from it. If three or more counters were removed in this way, put a 1/1 colorless Fragment creature token onto the battlefield for each counter removed in this way. The shattered souls gather here with each orbital pass of the comet, anticipating its strike.
Valley of the Dead Kings
Legendary Land - Desert
Whenever a creature attacks you, Valley of the Dead Kings deals 1 damage to that creature for each desert you control. 1BB,:symtap: Return target legendary creature from your graveyard to the battlefield. Use this ability during your upkeep. Only the dead can stand the sting of the hot desert sands.
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"Those who endure in the face of suffering, those whose faith shines long in evil days, they shall see salvation." -Song of All, canto 904
Tomb of Laquatus
Legendary Land - Island Swamp
Tomb of Laquatus enters the battlefield tapped. t, exile the top two cards of your library: If both the exiled cards have the same mana cost, you may play one of them without paying it's mana cost.
"Using only a compass and straightedge, it's impossible to construct friends. The Greeks long suspected this, but it wasn't until April 12th of 1882 that Ferdinand von Lindemann conclusively proved it when he constructed himself the most awesome birthday party possible and nobody showed up." ~Randall Munroe
Spire of Silence
Legendary Land R
Spire of Silence enters the battlefield tapped. T: Add U to your mana pool. Grandeur --UU, Discard another card named Spire of Silence: Counter target spell.
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
Akrasan Tournament Grounds
Legendary Land (R)
Akrasan Tournament Grounds enters the battlefield tapped.
Exalted T: Add GW, WU or GU to your mana pool. Skip your combat phase this turn. Activate this ability only during your precombat main phase. T: Put a sigil counter on target creature you control. That creature has exalted for as long as it has a sigil counter on it.
Shrine of the Corroded Kami
Legendary Land T: Add 1 to your mana pool. 2: ~ becomes a 3/5 Golem Spirit artifact creature with "Soulshift 1" until the end of the turn. It's still a land. In a small neglected shrine, hidden away in one of the back corners of Kamigawa, a long forgotten relic suddenly comes to life.
For some reason, I first read "tutoring children" as "torturing."
Shrine of Mat'Selesnya
Legendary Land T: Tap any number of untapped creatures you control. For each creature tapped this way, add 1 or one mana of any of that creature's colors to your mana pool. "Apart, we were weak, foolish, rats squabbling over the scraps of the world we had squandered. Together, We can do anything."
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"Suffer the little creatures, for they may yet rise up and beat you senseless."
Galdr, Field of War
Legendary Land {R}
At the beginning of your upkeep, choose three target creatures you control. Those creatures attack this turn if able.
:1mana:, :symtap:: Add two mana in any combination of :symw:, or to your mana pool. Spend this mana only to cast creature spells or activate abilities of creatures.
Ura, Spire of Yixal
Legendary Land {R} T:Add B to your mana pool. T:Exile target card from a graveyard. Even Yixilid acolytes avoid the looming pinnacle, where their master waits, ever-hungering.
Jukan, Center of Muraganda
Legandery Land (Mythic)
Add to your mana pool for each creature you control without abilities.
:3mana:: Creatures you control without abilities gets +2/+2 until end of turn. Spend only mana from Jukan to pay this activated ability.
:5mana:: Search your library for a creature card without abilities and put it onto the battlefield, then shuffle your library. Spend only mana from Jukan to pay this activated ability. Each day bring new opportunities. Each day in Muraganda bring new ways to realize them.
Ayacium, Akar Depths Legendary Land T: Add 1 to your mana pool. Erosion - ,T: Return target card from your graveyard to your hand. Activate this ability only if a library has twenty or fewer cards in it.
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Check out the thread for my cube if you have the time, and tell me how terrible it is.
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)
Karrthus' Caldera Legendary Land (R)
Karrthus' Caldera enters the battlefield tapped. t: Add B, R or G to your mana pool. BRG,t: Target creature becomes a dragon and gets +1/+1 and flying until end of turn. "Those who venture close can feel the might of the dragon rise within them with every heartbeat." - Sarkhan Vol
Kulrath, the Ashen Peak
Legendary Land (R)
Kulrath, the Ashen Peak enters the battlefield tapped. T: Add B or R to your mana pool. (B/R)(B/R),T: Sources that deal damage to target creature this turn gain wither until end of turn.
Hmm, that's from like 4 years ago. Wasn't aware of that. I was actually just exploring ways to make lands more interesting because of my theme for the February CCL. I guess Tiago Chan beat me to it. Oh well, fixed.
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
I like your new card better. It's more subtle, more clever, and a lot more powerful (probably too powerful. Counterspell + land, with the only condition of one of those suckers being in play beforehand, yowza!).
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March CCL Signup Round
Custom Card League Rules Compendium
* 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 Eastern 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
(This has been depricated, and pending approval from the powers that be will be deleted. See the next spoiler section for how Scoring works.)
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 Top 3.
Total points of player A in round N = 100 * X/Y
Where:
X = Total number of points given by judges + (Bonus points for critiques & Top 3)
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.
Throughout the multiverse, the planes are becoming less and less stable. On each plane there appear to be visions of ghosts overlaying the reality; samurai, strange priests, faeries, elemental monstrossities, mechanical demons, zombie lords, strange, sinuous creatures, gargantuan constructs, primal giants, and even entire landscapes. These scare the smallfolk of the planes, but they just assume that it's the wizard's fault and everything will be put to rights by tea time, or failing that next week, but by the end of the month at the latest.
However, these visions do not disappear, they only intensify, and with them comes new mana into your plane. Ancient artifacts that had faded from power and memory once again have astounding power, ancient spells and rites begin to work again, and ancient creatures start to once again walk your earth. And along with their walking, you begin to wake.
You are the land itself, solitary or home to many, unique within your realm. As the new mana enters your plane, it enters and awakens you, as a dreamer coming out of a long sleep. You find the world much changed from your vision of the past, and far different creatures walk upon you. The dregs of sleep threaten to pull you back down into their warm embrace, but the new mana gives you the power to resist, and to begin to control your environment...
Signup Challenge:
Create a legendary land with an activated ability. This land may belong on any plane. Please note that your land and plane will heavily influence your future cards.
Deadline: Round ends: 3/2/11 at 11:59 pm EST
Notice: Since this worked so well for February, bonus points will be awarded for every round if you get your card in quickly. However, this starts next round, not this one.
Also, I apologize for the delay, but I was gone last week tutoring children on the Navajo Nation and did not have internet access.
Host of the July CCL '10, Host of the March CCL '11
Legendary Land (R)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Gate to Spirit World.
:symtap:: Add to your mana pool.
:2mana:,:symtap:: Search your library for a Spirit or Arcane card with converted mana cost less than or equal to the number of ki counters on Gate to Spirit World and reveal that card. Shuffle your library, then put that card on top of it.
Legendary Land (MR)
At the beginning of your upkeep, put a charge counter on Buzably, the Great Hive.
T: Add G to your mana pool.
G,T, Sacrifice Buzably, the Great Hive: Put X 1/1 green Insect creature tokens onto the battlefield, where X is the number of charge counters on Buzably, the Great Hive.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Legendary Land (R)
t: Add 1 to your mana pool.
:symug::symug:,t:If target spell or ability would put at counter on a permanent or player, it puts twice as many counters on that permanent or player instead. If the spell or ability would create one or more tokens of a single type, put twice as many tokens onto the battlefield instead.
Legendary Land
Whenever a creature card you control goes to the graveyard from anywhere, you may exile it instead and put a charge counter on Bellows, the Endless Chasm.
T: Add 1 to your mana pool for each charge counter on Bellows, the Endless Chasm.
Legendary Land (R)
Ruzain, the Fertile Rift enters the battlefield tapped.
T: Add R or G to your mana pool.
T: You may play any number of additional lands this turn. At the beginning of the end step, sacrifice each land you control that came into play this turn.
Legendary Land
Caulra, the Lonely Valley enters the battlefield tapped.
T: Mindgate one mana of any color. (Add one mana of any color to your mana pool. Use this mana only to cast cards you own from outside the game as though they were in your hand.)
As Caulra begin to stir to consciousness, it began to draw others from around the multiverse, in hopes of finding one who could understand it.
Legendary Land (R)
Creatures that are cast from anywhere other than your hand gain deathtouch.
Pay 3 life, :symtap:: Exile a creature you control with three time counters on it. If it doesn’t have suspend, it gains suspend.
"The light that was once cast on the lands now brings death."
Legendary Land
Indolence (You may choose not to untap this permanent during your untap step.)
:symtap:, Sacrifice two lands: Add three mana in any combination of and/or to your mana pool.
At the beginning of your upkeep, if Ivityaal is tapped, put a charge counter on it.
Whenever Ivityaal becomes untapped, remove all charge counters from it. If three or more counters were removed in this way, put a 1/1 colorless Fragment creature token onto the battlefield for each counter removed in this way.
The shattered souls gather here with each orbital pass of the comet, anticipating its strike.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Legendary Land - Desert
Whenever a creature attacks you, Valley of the Dead Kings deals 1 damage to that creature for each desert you control.
1BB,:symtap: Return target legendary creature from your graveyard to the battlefield. Use this ability during your upkeep.
Only the dead can stand the sting of the hot desert sands.
Legendary Land - Island Swamp
Tomb of Laquatus enters the battlefield tapped.
t, exile the top two cards of your library: If both the exiled cards have the same mana cost, you may play one of them without paying it's mana cost.
Legendary Land R
Spire of Silence enters the battlefield tapped.
T: Add U to your mana pool.
Grandeur -- UU, Discard another card named Spire of Silence: Counter target spell.
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Legendary Land (R)
Akrasan Tournament Grounds enters the battlefield tapped.
Exalted
T: Add GW, WU or GU to your mana pool. Skip your combat phase this turn. Activate this ability only during your precombat main phase.
T: Put a sigil counter on target creature you control. That creature has exalted for as long as it has a sigil counter on it.
Legendary Land
T: Add 1 to your mana pool.
2: ~ becomes a 3/5 Golem Spirit artifact creature with "Soulshift 1" until the end of the turn. It's still a land.
In a small neglected shrine, hidden away in one of the back corners of Kamigawa, a long forgotten relic suddenly comes to life.
Shrine of Mat'Selesnya
Legendary Land
T: Tap any number of untapped creatures you control. For each creature tapped this way, add 1 or one mana of any of that creature's colors to your mana pool.
"Apart, we were weak, foolish, rats squabbling over the scraps of the world we had squandered. Together, We can do anything."
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Legendary Land
T: Add G or W to your mana pool.
2GW,T: Regenerate target cat: Gain life equal to regenerated cat's toughness.
Artwork by Fil Angelakis © 2009
Symbol from Star Fox © Nintendo Co., Ltd.
Legendary Land {R}
At the beginning of your upkeep, choose three target creatures you control. Those creatures attack this turn if able.
:1mana:, :symtap:: Add two mana in any combination of :symw:, or to your mana pool. Spend this mana only to cast creature spells or activate abilities of creatures.
Legendary Land {R}
T:Add B to your mana pool.
T:Exile target card from a graveyard.
Even Yixilid acolytes avoid the looming pinnacle, where their master waits, ever-hungering.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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http://forums.mtgsalvation.com/showthread.php?t=93327
Legandery Land (Mythic)
Add to your mana pool for each creature you control without abilities.
:3mana:: Creatures you control without abilities gets +2/+2 until end of turn. Spend only mana from Jukan to pay this activated ability.
:5mana:: Search your library for a creature card without abilities and put it onto the battlefield, then shuffle your library. Spend only mana from Jukan to pay this activated ability.
Each day bring new opportunities. Each day in Muraganda bring new ways to realize them.
Legendary Land
T: Add 1 to your mana pool.
Erosion - ,T: Return target card from your graveyard to your hand. Activate this ability only if a library has twenty or fewer cards in it.
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)
Legendary Land (R)
Karrthus' Caldera enters the battlefield tapped.
t: Add B, R or G to your mana pool.
BRG,t: Target creature becomes a dragon and gets +1/+1 and flying until end of turn.
"Those who venture close can feel the might of the dragon rise within them with every heartbeat." - Sarkhan Vol
WiJ
Peasant 540 Cube
Legendary Land (R)
Kulrath, the Ashen Peak enters the battlefield tapped.
T: Add B or R to your mana pool.
(B/R)(B/R),T: Sources that deal damage to target creature this turn gain wither until end of turn.
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!
Hmm, that's from like 4 years ago. Wasn't aware of that. I was actually just exploring ways to make lands more interesting because of my theme for the February CCL. I guess Tiago Chan beat me to it. Oh well, fixed.
Was his card ever printed?
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I like your new card better. It's more subtle, more clever, and a lot more powerful (probably too powerful. Counterspell + land, with the only condition of one of those suckers being in play beforehand, yowza!).