* 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...
For a while, as fledgling minds, you are content to merely observe what occurs above, below or within you. You learn every name of every person, animal, plant and being. You listen to the tongues of the creatures above you, and make them your own. You laugh at their misfortune, and rejoice with their successes. In time, you come to learn of their desires, dreams, past and present. All the secrets hidden skillfully within your domain are yours to peruse at will.
However, you soon grow bored. As your consciousness develops, you begin to have power over the world you inhabit. It starts as a mere influence, whether flowers here or there bloom or wither, whether the harvest is lush or scant, and eventually the minds of your inhabitants become open to your power.
However, as your power grows, so does the power of the presence that wakened you. All other mysteries within you you can discover easily and understand immediately, but not this one. At each attempt to discover its purpose and ability it hides itself further, as though through your attempts to find it you push it further from your grasp. Maddened by your failures and driven by curiosity, you decide to attack the problem in a different way. If the peoples above use you to their benefit, should not you use them? With this new idea, you begin to search for minions suitable to your cause, and plant the seed of your desire in their heads...
Their easily molded minds bend to your will as easily as lightning kills druids. Your minions soon form a faction that worships you as a god, not knowing that you are the land itself. The foolish mortals heed your every whim, and under your leadership they forge a new government from within the previous in their rise to power. They now are the elite, and control the people. Through them you are the master of your war-state.
With the new minions at your disposal, you almost decide to begin excavations to discover the artifact, when you feel a tremor in the land nearest you. You realize that the strange power that returned to this world not only awakened you, but awakened the other lands as well... and they might be just as powerful. You order your people to crush the newly awakened land, subjugating it as your own and enforcing your influence over it. However, the childish powers of that land make you realize that there could be other lands that woke before you, and are your equal or better.
You decide that your own safety is far more important than the discovery, and while it irritates you to have to wait any longer, something tells you that you have waited long for your life and can wait slightly longer for the prize. That is, if you stay alive. You immediately begin to fortify your nation, and wait for the first attack...
[Flavor up Later]
Round 3 Challenge:
Create an offensive instant or sorcery to attack a land or creature.
Deadline:
If you submit your cards before March 15 at 11:59 pm EST, you will receive 5 extra points.
If you submit your critiques before March 18 at 11:59 pm EST, you will receive 5 bonus points.
Submissions due March 17 at 11:59 PM EST
Critiques due March 19 at 11:59 PM EST
Team Aggressor critiques Team Manipulator
Team Dreamer critiques Team Aggressor
Team Inventor critiques Team Dreamer
Team Manipulator critiques Team Inventor
Comments:
1. After this round only the top 2 from each team will advance.
2. Scores up later.
3. If anyone failed to submit critiques, I need a top 3 from the last round before you submit your card.
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.
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.
:1mana::symb::symb:,: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.
Guardian Mummy :symb::symb:
Creature - Zombie Warrior (U)
As an additional cost to cast Guardian Mummy, exile a creature card in your graveyard.
Sacrifice Guardian Mummy: Put onto the battlefield a 1/1 black skeleton creature token.
3/3 They don't question orders and they don't break easy
Might of the Pyramids2BU
Enchantment
Pay 2 life: Target permanent is indestructible until end of turn.
Sacrifice Might of the Pyramids: Permanents you control are indestructible until end of turn. "Not even the desert sands and scorching sun could harm the pyramids, and that power I infuse in all that stand with me." - The spirit of the Valley of the Dead Kings
Long after the violent end of the Guildpact threw Ravnica into chaos, civilization finally began crawling back from its almost total collapse. The remnants of the Selesnyan Conclave built a temple dedicated to the memory of what they had once stood for and the fallen dryad at the heart of their covenant; unknown to those who watched over it and spread their message of peace, power accumulated within this center of worship and harmony for centuries, coiling its way into the hearts and minds of those around it and spreading across the plane, bringing mutual understanding and fellowship to all those it connected.
At some point, within this web of connected lives, a new life was born - a sort of hive mind, but one whose members were willing and mostly free-willed still. And this "oversoul" understood that the only way to prevent Ravnica's history from repeating itself was to bring all life in its world under its influence, to create a truly harmonious community, where all beings worked together for the greater good rather than struggling for meaningless personal power.
But the oversoul also sought answers to what had triggered its own birth, unwilling to accept that it could be accident or coincidence. It sensed, somehow, that something was responsible not only for giving the network awareness, but for ensuring the network would be created in the first place - and many of its component beings worried at this mysterious being's motives. And so the oversoul compelled the people of Ravnica to seek out the lost mysteries of the past, excitement for what they might find tempered by apprehension.
Shrine of Mat'Selesnya
Legendary Land Unity - 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."
Remnant DelverWU
Creature - Human Wizard (U) Unity - When Remnant Delver enters the battlefield, you may tap another untapped creature you control. If you do, draw a card.
Whenever you draw a card, gain 1 life. "We must rediscover the knowledge of those who came before... and avoid their mistakes."
2/2 Art: A scholar examines an ancient tome in a derelict, long-abandoned study. An assistant searches the shelves for other valuable relics in the background.
Well of Vigor2GW
Enchantment (U)
Whenever a creature you control becomes tapped, put an essence counter on Well of Vigor.
Remove three essence counters from Well of Vigor: Untap target creature. It's indestructible until end of turn.
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
My servant
Magmaborn Champion 2RG
Creature - Elemental Human Warrior (U)
Haste. (B/R): Magmaborn Champion gets +1/+0 until end of turn.
3/2
The entry for the new round: Magmaborn Revel1BR
Enchantment (M)
At the beginning of your upkeep, you may put an inferno counter on target land.
Lands with inferno counters on them have 'at the beginning of your upkeep, this permanent deals 1 damage to you.' 1BRG, remove 4 inferno counters from permanents you control: Put a 5/5 red Elemental Dragon Avatar creature token with flying, haste, trample and "whenever this creature deals combat damage to a player, you may pay (R/G)(B/R).If you do, destroy target land." on the battlefield. "Some of their celebrations are watched over by their very gods."
Comments: Thanks for the praise last round, was very pleasantly surprised!
Sign-up round:
Hitenjima, the Grand Palace
Legendary Land (M) T: add one mana of any color of a legendary permanent you control to your mana pool. WUBRG, T, Sacrifice Hitenjima, the Grand Palace: Search you library for a legendary permanent card and put it onto the battlefield.
Round 1:
Imperial ServantW
Creature - Human (U) T: You may activate an activated ability on target legendary permanent you control without paying the T in it's cost. (pay all other costs associated with that ability)
1/1
Round 2:
That Which Protects1W
Legendary Enchantment (R)
Legendary Permanents you control are indestructible.
Sacrifice three creatures: Flip That Which Protects and gain control of it. Only opponents may use this ability.
----- It That Devours
Legendary Creature - Demon
It That Devours is black.
At the beginning of your end step, destroy target legendary permanent.
5/5
Shrine of the Corroded Kami
Legendary Land (R) T: Add 1 to your mana pool. 2:Shrine of the Corroded Kami 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.
Round One
Akki Relicstabber1R
Creature- Goblin Warrior (C)
When Akki Relicstabber enters the battlefield, if you control an artifact, Akki Relicstabber gets +2/+0 and gains haste until end of turn. Long proponents of earth magic, many Akki were were surprised to find the effect that the odd pieces of metal now had on their raids.
2/1
Round Two
Enspiriting Field2RG
Enchantment (R)
Equipped creatures you control cannot be the targets of spells or abilities your opponents control. RG: Target equipped creature gets +3/+3 until the end of the turn.
When I awoke, I had no idea what was going on. All I remember, was that all of a sudden, I was there. And then I felt it. A squishy mass above me, and a lot of liquid. As my senses and understanding developed, I came to discover that the masses were corpses, and the liquid was blood. But these were no normal corpses, and no normal blood, for those who died atop me died in what they deemed "glorious" warfare. In the beginning, I did not understand why they warred. What glory was to be had? But the never less, the fighting continued, and as more and more fell, the more I became accustomed to this. Soon, I found myself taking sides in minor skirmishes, altering the landscape to favor one faction. I do not know whether I feel joy or sadness at the death of the warriors.
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.
Grimhilde's VindicatorWR
Creature - Human Knight (U)
Haste
Prevent all combat damage that would be dealt to Grimhilde’s Vindicator. He was once a normal human. A valkyrie’s blessing changed that. 2/2
As I toyed with the battles raging above me, a thought formed. These beings fighting above die. They die in search of praise, but they die nonetheless. Am I fated to die as well? I do not know. At the present I am unable to diagnose myself; just what am I exactly? I know I am the land, but what does that mean? Why did I suddenly acquire sentience? It seems foolish to believe that it was a random occurrence. Something must have stirred me into consciousness, that is the only logical explanation...
But what could it have been? I do not know.Whatever it was though, it must have been exceedingly powerful. Just what kind of power can awaken a vast stretch land? And then it occurred to me. I was not the only natural expanse in existence.
Was I the only one who had awoken from an indeterminate slumber? Are there others? My mind began race as I examined this possibility. Were they friends? Could I contact them? Might they know the answers I seek? The prospect of finding others like me excited me greatly. But wait, I thought. What if they were enemies? Should I be afraid? Should I expect some sort of offensive? I fear that the paranoia the soldiers experience on the battlefields may be taking up root within me as well.
Undying Glory2BW
Enchantment (R)
Sacrifice Undying Glory: Whenever a nontoken attacking or blocking creature you control is put into a graveyard from the battlefield this turn, return it to the battlefield tapped at the beginning of the next end step. The promise of eternal war was the greatest reward for the Legion of Galdr.
Monkey: Don't beat yourself up too much for a few hours of lateness
TEAM DREAMER
Holtmenhon, the Mirror Lake
Legendary Land (R) T: Add one mana of any color that a land in the battlefield could produce to your mana pool. T: Target land becomes a copy of target nonlegendary land until end of turn.
"Peer into its waters and you'll see the place dearest to your heart."
Nostalgic Pathseeker1G
Creature - Elf Druid (C)
When Nostalgic Pathfinder enters the battlefield, you may search your library for a land card with the same name as a land you control. If you do, reveal it and put it in your hand, then shuffle your library.
"He left the woods of his youth in search of the most wondrous place in the world. A thousand miles later, he realized it had always been his home."
1/1
Rebraid2GW
Enchantment (R)
:symgw::symgw:: Regenerate target creature, enchantment or land. Where the land was once wound a well of healing springs forth, making anew everyone that has been wounded too.
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
Ayacium, Akar Depths Legendary Land {R} 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.
I wakened to this world, and found my "heart" a decaying mass of corpses, a burial ground for much of the planes. feeding my power. I can draw knowledge and resources from those entrapped within me. I grow more powerful as my stone heart fills. Perhaps with enough mana brewing within my "heart" I can discover the force that awakened me.
A group of beings on this plane have been worshiping me since long before I was awake. They call the spiraling obsidian cave system that is me Ayacium. They call the great atrium that is my "Heart"(Heh, unintended biology pun) Aya Dae. They have carved alters out of the flesh that festers in my heart, made pyres out of them as well. The massive burial site that is my heart is also their temple to me.
If I am to choose an agent to serve my purposes, it would be one of them.
Cultist of Aya Dae(U/B) Creature - Human Cleric {C}
Whenever Cultist of Aya Dae becomes tapped, target player puts the top two cards of his or her library into his or her graveyard.
0/1
The cult has grown to surprising reputation in the tunnel systems of Akar thanks to my influence. We have began excavation of the artifact I desire so greatly, though they lack the technology or skill to do so in a quick or efficient manner. There was another living land I sensed, the Surrakar Keening pools nearby had been awakened. I quickly crushed it and asserted my position, but it now worries me.
I have began construction on a moat of diseased corpses which should protect me from the petty followers of other lands, though I still fear their assaults. For any enemy land that attempts to strike me, there will be absolutelyno mercy.
Flesh Moat2BB Enchantment {R}
Whenever a creature attacks you, put a -1/-1 counter on it. Erosion - Whenever a creature deals damage to you, destroy it as long as a library has twenty or fewer cards in it. "No mercy to those who raise arms against us. Let the contagious flesh we tribute to Ayacium defend us."
-Xiorsan, Channeler of Aya Dae
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 began to stir to consciousness, it started to draw others from around the multiverse, in hopes of finding one who could understand it.
Dreamscape Explorer:SymUG::SymUG:
Creature - Human Shaman (U)
When Dreamscape Explorer enters the battlefield, you may put a dream counter on target land.
If a land with a dream counter would produce mana, its controller may mindgate that mana instead. (That player adds that mana to his or her mana pool. It may only be used to cast cards he or she own from outside the game as though they were in his or her hand.)
She explores a new world without ever leaving her valley.
1/1
Enduring Dream2:SymUG::SymUG::SymUG:
Enchantment (R)
Whenever a permanent you control is destroyed, you may play a card with a different name you own from outside the game with the same type and converted mana cost without paying its casting cost. Dreams never die. They just change.
Monkey: Don't beat yourself up too much for a few hours of lateness
*psst!* I'm a perfectionist!
Thanks though,
I'm just irritated 'cause I had this awesome plan about how I bought myself time and everything super-time-consuming would be done and I could post it on time tomorrow morning... and then I checked the date and was like "...really? Well crap."
*Sigh* now to the more important section of this post:
Holder, because I may or may not still be alive...
Yes you're quite alive.
For all those confused, if you didn't submit your top three for the last round I need your top 3 ASAP. You are not kicked out, but I still need it from you if you want your card graded this round.
Private Mod Note
():
Rollback Post to RevisionRollBack
Winner of the August CCL '10
Host of the July CCL '10, Host of the March CCL '11
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.
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.
The Minion of No-Goodery:
Yixilid Vampire3UB
Creature - Vampire {U}
Flying
Whenever Yixilid Vampire deals combat damage to a player, you may shuffle your graveyard into your library. If you do, that player puts that many cards from the top of his or her library into his or her graveyard. They mimic their master, shortening futures to relive the past.
3/2
The best defense is a good:
Chronodox2UB
Enchantment {M}
Skip your draw step.
You may only cast one spell each turn.
You may play cards from your graveyard as though they were in your hand.
By the way, is it just me or did we come to war rather early on in this cycle? Usually we only get to war after the cut to Top 8. Interesting. Let's see where this goes.
You could say I'm on Team Dreamer, but I'm not the only one.
Ruzain, the Fertile Rift
Legendary Land (R)
Ruzain, the Fertile Rift enters the battlefield tapped.
: Add or to your mana pool.
: 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.
Ruzain RangerRG
Creature - Elf Scout (U)
Return a land you control to its owner's hand: Target creature gets +1/+1 and gains haste until end of turn. Activate this ability only once each turn. The inhabitants of Ruzain have learned to consume its fruits before it consumes them.
2/1
Seismic Churn2RG
Enchantment (R) R, Sacrifice a land: Seismic Churn deals 2 damage to target creature or player. G: Return target land card from your graveyard to your hand.
Ruzain had a simple strategy for dealing with the followers of its opponents; splitting the land beneath their feet and then mixing up the organic matter with the rare minerals in the rift to continue the fertile blooming of its own followers.
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.
Round 1:
Silvertail Meepling :2mana::symg:
Creature - Beast (Common)
Nature Hiding (:1mana:: This creature loses all abilities and become colorless until end of turn.)
When Silvertail Meepling enters the battlefield, you may search your library for up to three cards named Silvertail Meepling, reveal them, put them into your hand, then shuffle your library.
2/2
Round 2:
Mystical Awaking :3mana::symu::symg:
Enchantment (Rare)
Each other noncreature, nonland permanent you control loses all abilities and is a creature with power and toughness each equal to its converted mana cost.
Permanent you control without abilities can't be the target of spells or abilities your opponents controls.
Midnight Hollows3B
Enchantment (U)
Cumulative upkeep—Pay 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent summons a creature, he or she loses life equal to the number of age counters on Midnight Hallows.
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.
Sigiled ChannelerWU
Creature - Human Wizard (C)
Exalted
Whenever a creature you control attacks alone, untap it. "War is a game here on Bant. She makes sure you can always participate." -Elspeth Tirel
0/2
Plans for Victory1WWUU
Enchantment (R)
When Plans for Victory enters the battlefield, you pay 1. If you do, draw a card.
Players skip their combat phases.
Tap three untapped creatures you control: Exile Plans for Victory. Return it to the battlefield under its owner's control at the beginning of the next end step. Any player may activate this ability but only on their own turn.
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.
Neurosis Maggot (U/B)
Creature - Insect (R)
Infect (U/B), Discard a card: Put a copy of Neurosis Maggot onto the battlefield.
1/1
Grave Undertaking BBB
Enchantment (R)
Lose 2 life: Put the top 4 cards of your library into your graveyard. 1B: Return a creature from your graveyard to the battlefield. It is a zombie, has defender, and is exiled at the end of the turn.
MSE doesn't work on my computer, but here's the picture I would use
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.
Ghal Y'dar, Font of Possibility
Legendary Land (R)
: Add to your mana pool. :symgu::symgu:,: 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.
The minion
Y'daran Celebrant :2mana::symu::symg:
Creature - Human Druid (U)
Whenever a token enters the battlefield, put a +1/+1 counter on Yadaran Celebrant. "Embrace change and change will embrace you" -Y'daran Maxim
2/3
To protect your own.. feed off your foe's attacks.
Mistblossom Veil1UG
Enchantment (R)
Whenever a creature you control becomes the target of a spell put a 1/1 blue Faerie token with flying onto the battlefield. Eerie floral shapes drift through the mists of Y'dar, like seeds on the wind. At the merest touch of magic, they burst forth into life. Those who seek to harm us will only increase our numbers. - Hakalu, Y'daran Celebrant
Post bonus edit: I see the two cards issues. Making it abiity wih a cost other than 0 is clunky. Giving to abilities your opponent controls makes it more thorough.. but removes the johnny element.. so I'll go withthis. If I lose the bonus, so be it.
Mistblossom Veil1UG
Enchantment (R)
Whenever a creature you control becomes the target of a spell or ability, put a 1/1 blue Faerie token with flying onto the battlefield. Eerie floral shapes drift through the mists of Y'dar, like seeds on the wind. At the merest touch of magic, they burst forth into life. Those who seek to harm us will only increase our numbers. - Hakalu, Y'daran Celebrant
Constructive tip: Shuko says that needs to just say spells.
Private Mod Note
():
Rollback Post to RevisionRollBack
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)
Ivityaal, Comet-Seeker's Summit
Legendary Land (M)
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.
Novasoul Acolyte 1RW
Creature - Viashino Cleric (U)
Whenever another creature enters the battlefield under your control, Novasoul Acolyte and that creature each get +2/+0 and gain haste until end of turn. "Hail the messengers of light and chaos!"
0/4
Comet's AfterglowX1WW
Enchantment (R)
Comet's Afterglow enters the battlefield with X charge counters on it.
Each creature you control with power equal to or less than the number of charge counters on Comet's Afterglow is indestructible. "Every mote of dust from the comet is precious." - Veryag, novasoul acolyte
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.
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March CCL Round 2
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.
Team Aggressor
KoopaKrey - 103
netn9 - 19
Psijet - 24
Shaddock86 - 46
Twilight Kiwi - 76
TyranidBill - 19
Team Dreamer
brasil_dude101 - 85
Gerrard's Mom - 75
Maokun - 45
Oculus - 40
ThelasUmi_no_Samui - 15
void_nothing - 20
Team Inventor
Asramadrewdagreek - 90
Jimmy Groove - 35
NotoriousLynxRocket_Powered_Turbo_Slug - 60
Ryder052 - 20
Shinen - 45
Team Manipulator
CrazyMattDoom Lich - 76
DragoonLyzl - 75
Prospero314Rimeshade - 46
BlackBullSignup Round
Round 1
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...
For a while, as fledgling minds, you are content to merely observe what occurs above, below or within you. You learn every name of every person, animal, plant and being. You listen to the tongues of the creatures above you, and make them your own. You laugh at their misfortune, and rejoice with their successes. In time, you come to learn of their desires, dreams, past and present. All the secrets hidden skillfully within your domain are yours to peruse at will.
However, you soon grow bored. As your consciousness develops, you begin to have power over the world you inhabit. It starts as a mere influence, whether flowers here or there bloom or wither, whether the harvest is lush or scant, and eventually the minds of your inhabitants become open to your power.
However, as your power grows, so does the power of the presence that wakened you. All other mysteries within you you can discover easily and understand immediately, but not this one. At each attempt to discover its purpose and ability it hides itself further, as though through your attempts to find it you push it further from your grasp. Maddened by your failures and driven by curiosity, you decide to attack the problem in a different way. If the peoples above use you to their benefit, should not you use them? With this new idea, you begin to search for minions suitable to your cause, and plant the seed of your desire in their heads...
Their easily molded minds bend to your will as easily as lightning kills druids. Your minions soon form a faction that worships you as a god, not knowing that you are the land itself. The foolish mortals heed your every whim, and under your leadership they forge a new government from within the previous in their rise to power. They now are the elite, and control the people. Through them you are the master of your war-state.
With the new minions at your disposal, you almost decide to begin excavations to discover the artifact, when you feel a tremor in the land nearest you. You realize that the strange power that returned to this world not only awakened you, but awakened the other lands as well... and they might be just as powerful. You order your people to crush the newly awakened land, subjugating it as your own and enforcing your influence over it. However, the childish powers of that land make you realize that there could be other lands that woke before you, and are your equal or better.
You decide that your own safety is far more important than the discovery, and while it irritates you to have to wait any longer, something tells you that you have waited long for your life and can wait slightly longer for the prize. That is, if you stay alive. You immediately begin to fortify your nation, and wait for the first attack...
[Flavor up Later]
Round 3 Challenge:
Create an offensive instant or sorcery to attack a land or creature.
Deadline:
If you submit your cards before March 15 at 11:59 pm EST, you will receive 5 extra points.
If you submit your critiques before March 18 at 11:59 pm EST, you will receive 5 bonus points.
Submissions due March 17 at 11:59 PM EST
Critiques due March 19 at 11:59 PM EST
Team Aggressor critiques Team Manipulator
Team Dreamer critiques Team Aggressor
Team Inventor critiques Team Dreamer
Team Manipulator critiques Team Inventor
Comments:
1. After this round only the top 2 from each team will advance.
2. Scores up later.
3. If anyone failed to submit critiques, I need a top 3 from the last round before you submit your card.
Host of the July CCL '10, Host of the March CCL '11
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.
:1mana::symb::symb:,: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.
Guardian Mummy :symb::symb:
Creature - Zombie Warrior (U)
As an additional cost to cast Guardian Mummy, exile a creature card in your graveyard.
Sacrifice Guardian Mummy: Put onto the battlefield a 1/1 black skeleton creature token.
3/3
They don't question orders and they don't break easy
Might of the Pyramids 2BU
Enchantment
Pay 2 life: Target permanent is indestructible until end of turn.
Sacrifice Might of the Pyramids: Permanents you control are indestructible until end of turn.
"Not even the desert sands and scorching sun could harm the pyramids, and that power I infuse in all that stand with me." - The spirit of the Valley of the Dead Kings
At some point, within this web of connected lives, a new life was born - a sort of hive mind, but one whose members were willing and mostly free-willed still. And this "oversoul" understood that the only way to prevent Ravnica's history from repeating itself was to bring all life in its world under its influence, to create a truly harmonious community, where all beings worked together for the greater good rather than struggling for meaningless personal power.
But the oversoul also sought answers to what had triggered its own birth, unwilling to accept that it could be accident or coincidence. It sensed, somehow, that something was responsible not only for giving the network awareness, but for ensuring the network would be created in the first place - and many of its component beings worried at this mysterious being's motives. And so the oversoul compelled the people of Ravnica to seek out the lost mysteries of the past, excitement for what they might find tempered by apprehension.
Legendary Land
Unity - 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."
Creature - Human Wizard (U)
Unity - When Remnant Delver enters the battlefield, you may tap another untapped creature you control. If you do, draw a card.
Whenever you draw a card, gain 1 life.
"We must rediscover the knowledge of those who came before... and avoid their mistakes."
2/2
Art: A scholar examines an ancient tome in a derelict, long-abandoned study. An assistant searches the shelves for other valuable relics in the background.
Enchantment (U)
Whenever a creature you control becomes tapped, put an essence counter on Well of Vigor.
Remove three essence counters from Well of Vigor: Untap target creature. It's indestructible until end of turn.
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
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
My servant
Creature - Elemental Human Warrior (U)
Haste.
(B/R): Magmaborn Champion gets +1/+0 until end of turn.
3/2
The entry for the new round:
Magmaborn Revel 1BR
Enchantment (M)
At the beginning of your upkeep, you may put an inferno counter on target land.
Lands with inferno counters on them have 'at the beginning of your upkeep, this permanent deals 1 damage to you.'
1BRG, remove 4 inferno counters from permanents you control: Put a 5/5 red Elemental Dragon Avatar creature token with flying, haste, trample and "whenever this creature deals combat damage to a player, you may pay (R/G)(B/R).If you do, destroy target land." on the battlefield.
"Some of their celebrations are watched over by their very gods."
WiJ
Peasant 540 Cube
Comments: Thanks for the praise last round, was very pleasantly surprised!
Sign-up round:
Hitenjima, the Grand Palace
Legendary Land (M)
T: add one mana of any color of a legendary permanent you control to your mana pool.
WUBRG, T, Sacrifice Hitenjima, the Grand Palace: Search you library for a legendary permanent card and put it onto the battlefield.
Round 1:
Creature - Human (U)
T: You may activate an activated ability on target legendary permanent you control without paying the T in it's cost. (pay all other costs associated with that ability)
1/1
Round 2:
That Which Protects 1W
Legendary Enchantment (R)
Legendary Permanents you control are indestructible.
Sacrifice three creatures: Flip That Which Protects and gain control of it. Only opponents may use this ability.
-----
It That Devours
Legendary Creature - Demon
It That Devours is black.
At the beginning of your end step, destroy target legendary permanent.
5/5
Render:
Sets - Arcania
Competitions - CCL: March 2011, April 2011
Sign Up Round
Legendary Land (R)
T: Add 1 to your mana pool.
2:Shrine of the Corroded Kami 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.
Round One
Creature- Goblin Warrior (C)
When Akki Relicstabber enters the battlefield, if you control an artifact, Akki Relicstabber gets +2/+0 and gains haste until end of turn.
Long proponents of earth magic, many Akki were were surprised to find the effect that the odd pieces of metal now had on their raids.
2/1
Round Two
Enchantment (R)
Equipped creatures you control cannot be the targets of spells or abilities your opponents control.
RG: Target equipped creature gets +3/+3 until the end of the turn.
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.
Creature - Human Knight (U)
Haste
Prevent all combat damage that would be dealt to Grimhilde’s Vindicator.
He was once a normal human. A valkyrie’s blessing changed that.
2/2
As I toyed with the battles raging above me, a thought formed. These beings fighting above die. They die in search of praise, but they die nonetheless. Am I fated to die as well? I do not know. At the present I am unable to diagnose myself; just what am I exactly? I know I am the land, but what does that mean? Why did I suddenly acquire sentience? It seems foolish to believe that it was a random occurrence. Something must have stirred me into consciousness, that is the only logical explanation...
But what could it have been? I do not know.Whatever it was though, it must have been exceedingly powerful. Just what kind of power can awaken a vast stretch land? And then it occurred to me. I was not the only natural expanse in existence.
Was I the only one who had awoken from an indeterminate slumber? Are there others? My mind began race as I examined this possibility. Were they friends? Could I contact them? Might they know the answers I seek? The prospect of finding others like me excited me greatly. But wait, I thought. What if they were enemies? Should I be afraid? Should I expect some sort of offensive? I fear that the paranoia the soldiers experience on the battlefields may be taking up root within me as well.
Enchantment (R)
Sacrifice Undying Glory: Whenever a nontoken attacking or blocking creature you control is put into a graveyard from the battlefield this turn, return it to the battlefield tapped at the beginning of the next end step.
The promise of eternal war was the greatest reward for the Legion of Galdr.
TEAM DREAMER
Holtmenhon, the Mirror Lake
Legendary Land (R)
T: Add one mana of any color that a land in the battlefield could produce to your mana pool.
T: Target land becomes a copy of target nonlegendary land until end of turn.
"Peer into its waters and you'll see the place dearest to your heart."
Creature - Elf Druid (C)
When Nostalgic Pathfinder enters the battlefield, you may search your library for a land card with the same name as a land you control. If you do, reveal it and put it in your hand, then shuffle your library.
"He left the woods of his youth in search of the most wondrous place in the world. A thousand miles later, he realized it had always been his home."
1/1
Rebraid 2GW
Enchantment (R)
:symgw::symgw:: Regenerate target creature, enchantment or land.
Where the land was once wound a well of healing springs forth, making anew everyone that has been wounded too.
Legendary Land {R}
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.
A group of beings on this plane have been worshiping me since long before I was awake. They call the spiraling obsidian cave system that is me Ayacium. They call the great atrium that is my "Heart"(Heh, unintended biology pun) Aya Dae. They have carved alters out of the flesh that festers in my heart, made pyres out of them as well. The massive burial site that is my heart is also their temple to me.
If I am to choose an agent to serve my purposes, it would be one of them.
Creature - Human Cleric {C}
Whenever Cultist of Aya Dae becomes tapped, target player puts the top two cards of his or her library into his or her graveyard.
The cult has grown to surprising reputation in the tunnel systems of Akar thanks to my influence. We have began excavation of the artifact I desire so greatly, though they lack the technology or skill to do so in a quick or efficient manner. There was another living land I sensed, the Surrakar Keening pools nearby had been awakened. I quickly crushed it and asserted my position, but it now worries me.
I have began construction on a moat of diseased corpses which should protect me from the petty followers of other lands, though I still fear their assaults. For any enemy land that attempts to strike me, there will be absolutely no mercy.
Enchantment {R}
Whenever a creature attacks you, put a -1/-1 counter on it.
Erosion - Whenever a creature deals damage to you, destroy it as long as a library has twenty or fewer cards in it.
"No mercy to those who raise arms against us. Let the contagious flesh we tribute to Ayacium defend us."
-Xiorsan, Channeler of Aya Dae
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
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 began to stir to consciousness, it started to draw others from around the multiverse, in hopes of finding one who could understand it.
Dreamscape Explorer :SymUG::SymUG:
Creature - Human Shaman (U)
When Dreamscape Explorer enters the battlefield, you may put a dream counter on target land.
If a land with a dream counter would produce mana, its controller may mindgate that mana instead. (That player adds that mana to his or her mana pool. It may only be used to cast cards he or she own from outside the game as though they were in his or her hand.)
She explores a new world without ever leaving her valley.
1/1
Enduring Dream 2:SymUG::SymUG::SymUG:
Enchantment (R)
Whenever a permanent you control is destroyed, you may play a card with a different name you own from outside the game with the same type and converted mana cost without paying its casting cost.
Dreams never die. They just change.
*psst!* I'm a perfectionist!
Thanks though,
Yes you're quite alive.
For all those confused, if you didn't submit your top three for the last round I need your top 3 ASAP. You are not kicked out, but I still need it from you if you want your card graded this round.
Host of the July CCL '10, Host of the March CCL '11
1. Krey
2. Twilight Kiwi
3. Shaddock
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)
The Legendary Land:
The Minion of No-Goodery:
Yixilid Vampire 3UB
Creature - Vampire {U}
Flying
Whenever Yixilid Vampire deals combat damage to a player, you may shuffle your graveyard into your library. If you do, that player puts that many cards from the top of his or her library into his or her graveyard.
They mimic their master, shortening futures to relive the past.
3/2
The best defense is a good:
Chronodox 2UB
Enchantment {M}
Skip your draw step.
You may only cast one spell each turn.
You may play cards from your graveyard as though they were in your hand.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Legendary Land (R)
Ruzain, the Fertile Rift enters the battlefield tapped.
: Add or to your mana pool.
: 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.
Ruzain Ranger RG
Creature - Elf Scout (U)
Return a land you control to its owner's hand: Target creature gets +1/+1 and gains haste until end of turn. Activate this ability only once each turn.
The inhabitants of Ruzain have learned to consume its fruits before it consumes them.
2/1
Enchantment (R)
R, Sacrifice a land: Seismic Churn deals 2 damage to target creature or player.
G: Return target land card from your graveyard to your hand.
Ruzain had a simple strategy for dealing with the followers of its opponents; splitting the land beneath their feet and then mixing up the organic matter with the rare minerals in the rift to continue the fertile blooming of its own followers.
Sign Up:
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.
Round 1:
Creature - Beast (Common)
Nature Hiding (:1mana:: This creature loses all abilities and become colorless until end of turn.)
When Silvertail Meepling enters the battlefield, you may search your library for up to three cards named Silvertail Meepling, reveal them, put them into your hand, then shuffle your library.
2/2
Round 2:
Enchantment (Rare)
Each other noncreature, nonland permanent you control loses all abilities and is a creature with power and toughness each equal to its converted mana cost.
Permanent you control without abilities can't be the target of spells or abilities your opponents controls.
Card Creation Initiated
Round 0
Round 1
Midnight Hollows 3B
Enchantment (U)
Cumulative upkeep—Pay 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent summons a creature, he or she loses life equal to the number of age counters on Midnight Hallows.
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.
Creature - Human Wizard (C)
Exalted
Whenever a creature you control attacks alone, untap it.
"War is a game here on Bant. She makes sure you can always participate."
-Elspeth Tirel
0/2
Enchantment (R)
When Plans for Victory enters the battlefield, you pay 1. If you do, draw a card.
Players skip their combat phases.
Tap three untapped creatures you control: Exile Plans for Victory. Return it to the battlefield under its owner's control at the beginning of the next end step. Any player may activate this ability but only on their own turn.
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.
Neurosis Maggot
(U/B)
Creature - Insect (R)
Infect
(U/B), Discard a card: Put a copy of Neurosis Maggot onto the battlefield.
1/1
Grave Undertaking
BBB
Enchantment (R)
Lose 2 life: Put the top 4 cards of your library into your graveyard.
1B: Return a creature from your graveyard to the battlefield. It is a zombie, has defender, and is exiled at the end of the turn.
MSE doesn't work on my computer, but here's the picture I would use
Artifact Creature - Faerie
Flying
:symtap:, Lose 30 minutes: Number crunch and update target scores.
2/1
Host of the July CCL '10, Host of the March CCL '11
Ghal Y'dar, Font of Possibility
Legendary Land (R)
: Add to your mana pool.
:symgu::symgu:,: 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.
The minion
Y'daran Celebrant :2mana::symu::symg:
Creature - Human Druid (U)
Whenever a token enters the battlefield, put a +1/+1 counter on Yadaran Celebrant.
"Embrace change and change will embrace you"
-Y'daran Maxim
2/3
To protect your own.. feed off your foe's attacks.
Mistblossom Veil 1UG
Enchantment (R)
Whenever a creature you control becomes the target of a spell put a 1/1 blue Faerie token with flying onto the battlefield.
Eerie floral shapes drift through the mists of Y'dar, like seeds on the wind. At the merest touch of magic, they burst forth into life. Those who seek to harm us will only increase our numbers. - Hakalu, Y'daran Celebrant
Post bonus edit: I see the two cards issues. Making it abiity wih a cost other than 0 is clunky. Giving to abilities your opponent controls makes it more thorough.. but removes the johnny element.. so I'll go withthis. If I lose the bonus, so be it.
Constructive tip: Shuko says that needs to just say spells.
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)
Ivityaal, Comet-Seeker's Summit
Legendary Land (M)
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.
Novasoul Acolyte 1RW
Creature - Viashino Cleric (U)
Whenever another creature enters the battlefield under your control, Novasoul Acolyte and that creature each get +2/+0 and gain haste until end of turn.
"Hail the messengers of light and chaos!"
0/4
Enchantment (R)
Comet's Afterglow enters the battlefield with X charge counters on it.
Each creature you control with power equal to or less than the number of charge counters on Comet's Afterglow is indestructible.
"Every mote of dust from the comet is precious." - Veryag, novasoul acolyte
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Krey
Twilight Kiwi
TyranidBill
Lyzl
Umi_no_Samui
Maokun
Doom Lich
Jimmy Groove
Oculus
Gerrard's Mom
netn9
Psijet
Rimeshade
Shaddock86
Ryder052
drewdagreek
void_nothing
Eds: Updated
Host of the July CCL '10, Host of the March CCL '11