* Overview
* Schedule
* Challenge Rounds
* Critique Rounds
* Valid Entry Constitution
* Scoring
* Penalties
* Resources
* Credits
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* Overview
The CCL is among the more fun games on the MtGSalvation forums due to its inherent aspect of interactivity among the Leaguers (that’s you). We actively critique each other’s card designs at the end of each round, putting a more personal interest into our cards and generally making us all better designers. Typically, we build worlds more complete than many games, as each round builds on the designs and ideas of previous rounds in the month. The CCL allows for Leaguers to plumb the depths of creativity, as the point schedule aspect allows for three full rounds without fear of elimination.
* Schedule
o The CCL will run six rounds, each lasting five days.
+ Rounds 1, 2 & 3 will be free-for-alls with each leaguer fighting for the most points during critiques. At the beginning of each of these rounds, the host will divide the league members evenly into two teams and each team will be assigned their design challenge. At the challenge deadline, the round will elapse into the critique section (see Critiques below). Once the critique section ends, the host will tally points and post the next round. Team rosters are likely to change between rounds; the new rosters will be included in the initial posting for the next round.
o Each round will last five days: 3.5 to finalize designs, 1.5 for critiques.
o The schedule will usually operate according to US 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...
When it came, you found yourself both prepared and unprepared. Your enchantments had succeeded in preventing damage to yourself, and yet you had not expected the colossal force that you now faced. However, your inhabitants were not as lucky. Many were killed and even more wounded, inciting grief and rage against this outside force. Faster then you could have imagined your people were raising armies, amassing weapons, and training new soldiers. The streets where shops once stood transformed into barracks, and the merchants became the suppliers of this beast of war.
It seemed that your people would do the fighting for you, without your having to do a single thing. You eagerly watch the proceedings, cursing every failure and rejoicing in every success. You push the iron within you up to your crust, so that the weapon production increases. You fertilize your fields, and the crops sown grow bountiful and large, and are stored away for the war. At the same time, every time mana is called upon to forward to empower the war, so too are you empowered. You grow stronger, and yearn for war, chaos, destruction!
And with your new power you discover something. In your state of war-frenzy, you suddenly find that you are not making your own decisions... but rather being pushed into them. A strange trickle of energy is blending into your powers, creating this hunger for conquest within you. Knowing this, you realize that such an force must have allowed your people to mobilize quickly, and see the potential benefit in such a force. As you wonder over this, you see the mages of your people struggling with a spell, the creation of what will be your first attack. They wonder at what the new spell should do, and how it should and will be done. Invested in their success, you decide to direct the trickle of force towards them, but the results exceed your wildest dreams...
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.
4. Please ignore the changes to the round 2 page, I did this on my iPhone and will fix it later.
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
Defense
Mistblossom Veil :1mana::symu::symg:
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
Atrophy1U
Instant (U)
Target creature loses all abilities. (This effect does not end at the end of turn) Draw a card. Ghal Y'dar is the source of Zi, the energy of change. Few realize Zi works both forward and backward. Control Zi, and you can undo even the mightiest foes.
- Bahalu, Y'daran Revoker
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.
Sod Scatter1RG
Sorcery (U)
Reveal the top five cards of your library. Put each land card revealed in this way into your hand. Sod Scatter deals damage equal to the number of nonland cards revealed in this way divided as you choose among any number of target creatures and/or players, then put those cards into your graveyard.
Comments: I think Maokun has a point with the teams. I feel like I'm unfairly skewing different teams scores, and while I like that I have a 2/3 chance of making the top 8, it also feels a little bit like an empty victory.
Added story!
Story:
Centuries have passed since the end of the war. Kamigawa is now shimmering with rebuilt life. The spirit world now again holds it's rightful place as a respected and worshiped realm. The war has had one major effect however, the birth of a golden era, one where legendary people are almost commonplace. A palace was built in the honor of the war, and has become a meeting place for all the legends of Kamigawa. A new terror lurks in the shadows however, as the prestige of such legendary heroes has created a political system in turmoil. The commoners are rising up, and with the legends of Kamigawa all gathered in one central location, they must prove their worth when there is danger from all sides. Will they combine forces and win the day, or fight for the glory of being the most heroic of all?
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
Round 3:
Eminent Betrayal2BBB
Momentous Instant (R)
Destroy target legendary creature. Gain control of another target creature its owner controls. (This effect does not end at end of turn.) Heroes are created by those alive to tell the tale.
***Rules Text for "Momentous": When a Momentous card is cast, if a card with the same name is in any graveyard, counter it. Then, exile it and all copies of that card from all graveyards.***
My Land: 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.
The Minion: 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
This Round's Card: Might of the Pyramids :2mana::symb::symu:
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
MummifyBBB
Instant (U)
When you cast Mummify, any player may pay 5 life. If a player does, counter Mummify.
Gain control of target creature you don't control. That creature becomes black and gets +1/-1. "The mystic bandages of the mummy coiled like snakes around the beast. Seconds later a new slave was added to our army." - The spirit of the Valley of the Dead Kings
Bog Flu2:symub::symub:
Instant (U)
Put a -1/-1 counter on each creature target player controls. At the beginning of that turn's end step, proliferate. "He looked fine, but then he just fell over."
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.
Dreamshape1UU
Instant (U)
Reveal a creature card you own from outside the game. Target creature an opponent controls becomes a copy of that creature card until end of turn. The giant dreamed he was a cockroach, and when he awoke he found that had been stomped on.
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.
Offensive:
Temporal Collapse2U
Sorcery {U}
Kicker 1B
Put target creature on top of its owner's library. If Temporal Collapse was kicked, its controller puts the top five cards of his or her library into his or her graveyard. Those who oppose Yixal are thrown into paradox-rifts, never to have been seen again.
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.
Round Three
Yama's Rage XRR
Instant (R)
~ deals X damage to target creature. If X is 5 or more, creature's you control get +3/+0 until the end of the turn.
I have to say that it's worrying that team Manipulator has only 3 members this early. Not only that means they get free pass into the next rounds no matter how bad their cards are (and regrettably, it must be said that last round was particularly dismal for all three) but it also skews the votation as basically points given by them count as more than double than points given by anyone else. Case in point, that effectively means that the top 2 scores for the team dreamer are now so far above everyone else that there's little to no chance for anyone else on the team to pass to the next round.
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.
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.
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.
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
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.
[Flavor pending.]
Stain with BloodRB
Sorcery {U}
As an additional cost to cast Stain with Blood, sacrifice a creature.
Destroy target creature or land. It can’t be regenerated. It is said that Galdr was once a pristine pasture, but it has long since been tinted black with the blood and corpses of the fallen.
--------------------------------------------------------------------------------
I have to say that it's worrying that team Manipulator has only 3 members this early. Not only that means they get free pass into the next rounds no matter how bad their cards are (and regrettably, it must be said that last round was particularly dismal for all three) but it also skews the votation as basically points given by them count as more than double than points given by anyone else. Case in point, that effectively means that the top 2 scores for the team dreamer are now so far above everyone else that there's little to no chance for anyone else on the team to pass to the next round.
__________________
I have to agree with Maokun in that being on a 3 person team does give them a bit of an unfair advantage above everyone else.
Perhaps for the next CCL we can mix up the teams. Combine teams into even numbers based on the number of points they have (e.g. people with 70+ points go on team 1, people with 40-69 points on team 2, and peopple with 1-39 points on team 3). Team 1 and 2 would be granted 3 spots in the top 8, while Team 3 would only be given 2. That way everyone has a shot for top 8, but the people who won more get some type of reward.
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.
Rounds 3: You've outstayed your welcome
Off to the Mines1WB
Instant (U)
Target creature's controller sacrifices it, then may return an artifact, enchantment, or land card from his or her graveyard to the battlefield. You have become obsolete on the battlefield, old friend. But don't worry, there's another way you can make yourself useful to the cause.
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.
Incite the Earth 2GG
Sorcery (U)
Until end of turn, target land becomes a 2/2 creature that has "if this creature is tapped, it can block as though it were untapped" and "this creature must block each turn." It's still a land. When no man will stand against the Topan warriors, they can call the land to defend itself against them.
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.
Devitalize2UB
Sorcery (U)
Tap target artifact, creature, or land, then destroy target tapped creature. The Dimir were so good at keeping secrets that most agents never knew the ones pulling their strings were long gone, still carrying out their cryptic orders generations later.
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
NEED FLAVOR TO INSERT HERE!
Corpse Tribute3B Sorcery {U}
Destroy target nonartifact creature.
Dredge X, where X is the number of creature cards in all graveyards. "The great Ayacium hungers more each day. We shall provide..."
Okay, better late than never. The submission bonus goes to:
Bonus goes to:
drewdagreek
Gerrard's Mom
Krey
Psijet
Jimmy Groove
Oculus
brasil_dude101
In terms of being a 3-person team, I will add my own top 3 into it in an attempt to balance it (I will post the top3 with the scores). Yes, it does give them an advantage to get into the next round, but this has happened before and will eventually happen again, no matter how much we dislike it. There was no way to predict the number of people who would drop, so we will just deal with it this month. Unfortunately this week has been very busy for me, my orchestra concert is tomorrow night and I have to finish plans to coordinate 40+ children on Friday. Scores should be up later tonight, and failing that will be up before 10:00 am tomorrow. Sorry for the inconvenience there.
Thanks shaddock for telling me that he posted his crits there, it makes them much easier to find.
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.
Doom Lich: You were supposed to provide a top 3 for team Dreamer
Tectonic TremorR
Instant (U)
Tectonic Tremor deals 3 damage to target creature without flying. If that creature is also a land, destroy it instead and Tectonic Tremor deals 3 damage to that land's controller.
"The scorn of the land runs deep underground."
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.
Corpse Tribute3BB Sorcery (R)
Destroy target creature, then it's controllers puts the top X cards of his or her library into his or her graveyard, where X is the destroyed creature's toughness.
For each card put into a graveyard this way, you may pay 1U. If you do, draw a card. "The great Ayacium hungers more each day. We shall provide..."
Uhh... Doom? Sorry for the confusion in the round 2 thread, but you were supposed to critique team Dreamer. Could you get me those crits ASAP?
Also, scores updated with the exception of Team Dreamer.
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.
March CCL Round 3
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 - 126
netn9 - 42
Psijet - 69
Shaddock86 - 116
Twilight Kiwi - 169
TyranidBillTeam Dreamer
brasil_dude101 - 156
Gerrard's Mom - 167
Maokun - 82
Oculus - 90
ThelasUmi_no_Samui - 52
void_nothing - 43
Team Inventor
Asramadrewdagreek - 160
Jimmy Groove - 86
NotoriousLynxRocket_Powered_Turbo_Slug - 95
Ryder052 - 96
Shinen - 69
Team Manipulator
CrazyMattDoom Lich - 161
DragoonLyzl - 140
Prospero314Rimeshade - 111
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...
When it came, you found yourself both prepared and unprepared. Your enchantments had succeeded in preventing damage to yourself, and yet you had not expected the colossal force that you now faced. However, your inhabitants were not as lucky. Many were killed and even more wounded, inciting grief and rage against this outside force. Faster then you could have imagined your people were raising armies, amassing weapons, and training new soldiers. The streets where shops once stood transformed into barracks, and the merchants became the suppliers of this beast of war.
It seemed that your people would do the fighting for you, without your having to do a single thing. You eagerly watch the proceedings, cursing every failure and rejoicing in every success. You push the iron within you up to your crust, so that the weapon production increases. You fertilize your fields, and the crops sown grow bountiful and large, and are stored away for the war. At the same time, every time mana is called upon to forward to empower the war, so too are you empowered. You grow stronger, and yearn for war, chaos, destruction!
And with your new power you discover something. In your state of war-frenzy, you suddenly find that you are not making your own decisions... but rather being pushed into them. A strange trickle of energy is blending into your powers, creating this hunger for conquest within you. Knowing this, you realize that such an force must have allowed your people to mobilize quickly, and see the potential benefit in such a force. As you wonder over this, you see the mages of your people struggling with a spell, the creation of what will be your first attack. They wonder at what the new spell should do, and how it should and will be done. Invested in their success, you decide to direct the trickle of force towards them, but the results exceed your wildest dreams...
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.
4. Please ignore the changes to the round 2 page, I did this on my iPhone and will fix it later.
Host of the July CCL '10, Host of the March CCL '11
The land
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
Defense
Mistblossom Veil :1mana::symu::symg:
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
Atrophy 1U
Instant (U)
Target creature loses all abilities. (This effect does not end at the end of turn)
Draw a card.
Ghal Y'dar is the source of Zi, the energy of change. Few realize Zi works both forward and backward. Control Zi, and you can undo even the mightiest foes.
- Bahalu, Y'daran Revoker
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
Seismic Churn 2RG
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.
Sorcery (U)
Reveal the top five cards of your library. Put each land card revealed in this way into your hand. Sod Scatter deals damage equal to the number of nonland cards revealed in this way divided as you choose among any number of target creatures and/or players, then put those cards into your graveyard.
Comments: I think Maokun has a point with the teams. I feel like I'm unfairly skewing different teams scores, and while I like that I have a 2/3 chance of making the top 8, it also feels a little bit like an empty victory.
Added story!
Story:
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:
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
Round 3:
Eminent Betrayal 2BBB
Momentous Instant (R)
Destroy target legendary creature. Gain control of another target creature its owner controls. (This effect does not end at end of turn.)
Heroes are created by those alive to tell the tale.
***Rules Text for "Momentous": When a Momentous card is cast, if a card with the same name is in any graveyard, counter it. Then, exile it and all copies of that card from all graveyards.***
Sets - Arcania
Competitions - CCL: March 2011, April 2011
My Land:
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.
The Minion:
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
This Round's Card:
Might of the Pyramids :2mana::symb::symu:
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
Mummify BBB
Instant (U)
When you cast Mummify, any player may pay 5 life. If a player does, counter Mummify.
Gain control of target creature you don't control. That creature becomes black and gets +1/-1.
"The mystic bandages of the mummy coiled like snakes around the beast. Seconds later a new slave was added to our army." - The spirit of the Valley of the Dead Kings
Rounds 0 and 1 are in Round 2
Bog Flu 2:symub::symub:
Instant (U)
Put a -1/-1 counter on each creature target player controls. At the beginning of that turn's end step, proliferate.
"He looked fine, but then he just fell over."
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.
Dreamshape 1UU
Instant (U)
Reveal a creature card you own from outside the game. Target creature an opponent controls becomes a copy of that creature card until end of turn.
The giant dreamed he was a cockroach, and when he awoke he found that had been stomped on.
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.
Offensive:
Temporal Collapse 2U
Sorcery {U}
Kicker 1B
Put target creature on top of its owner's library. If Temporal Collapse was kicked, its controller puts the top five cards of his or her library into his or her graveyard.
Those who oppose Yixal are thrown into paradox-rifts, never to have been seen again.
Time Ebb deserves a little upgrade, dunnit?
[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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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.
Round Three
Instant (R)
~ deals X damage to target creature. If X is 5 or more, creature's you control get +3/+0 until the end of the turn.
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.
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
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.
[Flavor pending.]
Sorcery {U}
As an additional cost to cast Stain with Blood, sacrifice a creature.
Destroy target creature or land. It can’t be regenerated.
It is said that Galdr was once a pristine pasture, but it has long since been tinted black with the blood and corpses of the fallen.
I have to agree with Maokun in that being on a 3 person team does give them a bit of an unfair advantage above everyone else.
Perhaps for the next CCL we can mix up the teams. Combine teams into even numbers based on the number of points they have (e.g. people with 70+ points go on team 1, people with 40-69 points on team 2, and peopple with 1-39 points on team 3). Team 1 and 2 would be granted 3 spots in the top 8, while Team 3 would only be given 2. That way everyone has a shot for top 8, but the people who won more get some type of reward.
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.
(U/B)
Creature - Insect (R)
Infect
(U/B), Discard a card: Put a copy of Neurosis Maggot onto the battlefield.
1/1
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.
Rounds 3: You've outstayed your welcome
Instant (U)
Target creature's controller sacrifices it, then may return an artifact, enchantment, or land card from his or her graveyard to the battlefield.
You have become obsolete on the battlefield, old friend. But don't worry, there's another way you can make yourself useful to the cause.
Here is proof that white and black can return artifacts, enchantments, and lands from the graveyard (replenish, grim discovery, skeleton shard, ritual of restoration, sacred ground, etc.)
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.
Sorcery (U)
Until end of turn, target land becomes a 2/2 creature that has "if this creature is tapped, it can block as though it were untapped" and "this creature must block each turn." It's still a land.
When no man will stand against the Topan warriors, they can call the land to defend itself against them.
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.
Sorcery (U)
Tap target artifact, creature, or land, then destroy target tapped creature.
The Dimir were so good at keeping secrets that most agents never knew the ones pulling their strings were long gone, still carrying out their cryptic orders generations later.
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
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.
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
Sorcery {U}
Destroy target nonartifact creature.
Dredge X, where X is the number of creature cards in all graveyards.
"The great Ayacium hungers more each day. We shall provide..."
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)
Bonus goes to:
drewdagreek
Gerrard's Mom
Krey
Psijet
Jimmy Groove
Oculus
brasil_dude101
In terms of being a 3-person team, I will add my own top 3 into it in an attempt to balance it (I will post the top3 with the scores). Yes, it does give them an advantage to get into the next round, but this has happened before and will eventually happen again, no matter how much we dislike it. There was no way to predict the number of people who would drop, so we will just deal with it this month. Unfortunately this week has been very busy for me, my orchestra concert is tomorrow night and I have to finish plans to coordinate 40+ children on Friday. Scores should be up later tonight, and failing that will be up before 10:00 am tomorrow. Sorry for the inconvenience there.
Thanks shaddock for telling me that he posted his crits there, it makes them much easier to find.
Host of the July CCL '10, Host of the March CCL '11
If one team has less than X people on it, shift them to even the teams out.
Tectonic Tremor R
Instant (U)
Tectonic Tremor deals 3 damage to target creature without flying. If that creature is also a land, destroy it instead and Tectonic Tremor deals 3 damage to that land's controller.
"The scorn of the land runs deep underground."
Uhh... Doom? Sorry for the confusion in the round 2 thread, but you were supposed to critique team Dreamer. Could you get me those crits ASAP?
Also, scores updated with the exception of Team Dreamer.
Host of the July CCL '10, Host of the March CCL '11
umm... I don't have an actual entry in, just a holder that says "thinking"
...and my official entry is in now. So no bonus points <l:-(
1. Gerrard's mom
2. Oculus
3. Maokun
Oh yes, and are you going to insert the flavor so I can fix that in my post?
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)