* 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.
Team Aggressor Koopa Krey netn9 Psijet Shaddock86
Twilight Kiwi TyranidBill
Team Dreamer brasil_dude101 Gerrard's Mom Maokun Oculus Thelas Umi_no_Samui void_nothing
Team Inventor Asrama drewdagreek
Jimmy Groove NotoriousLynx Rocket_Powered_Turbo_Slug Ryder052 Shinen
Team Manipulator CrazyMatt Doom Lich Dragoon Lyzl Prospero314 Rimeshade BlackBull
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...
The days have turned to months, the months have turned to years, and at last you stand, only one other force within your desired domain. Your quest for domination, fueled by this strange power, has lead you to crush and annex all the lands surrounding you, amassing their magics, lore and weapons. Your citizens praise your victories, but times grow hard. War carries its toll, its toll to be paid in people, in money, in food, and in misery. Your people have grown hard to war, and yet they suffer. You fear that they cannot continue this endless war for much longer, that you must win decisively.
You wrack your expansive mind for any possibility for attack that you missed, any crack in your foes armor to exploit. While you do this, you know full well that they are doing the same, and that you are on a clock. Whoever finds the answer first shall win, and that must be you at all costs. Skirmishes continue, fields are burned, people enslaved, but still the deadlock rages. For each victory you suffer a defeat, and neither force can find the means to overcome the other.
An idea begins to take form in your mind. You coax it out over the course of days, allowing a once forgotten memory to grow and blossom in your mind. Then, in a rush, you remember the cause of your expansion: The artifact of power. It had first led you to attain life, to build civilization, and to empower it to war. Surely it could turn the tide in your favor...
Round 4 Challenges:
1. Create a tutor effect that can fetch artifacts. This can be an instant, sorcery, or creature.
2. Create a legendary artifact that does not produce mana or give mana in any way "Spells cost less to cast" etc.
Deadline:
Shaddock86 vs. Twilight Kiwi
Gerrard's Mom vs. Oculus
drewdagreek vs. Jimmy Groove
Doom Lich vs. Lyzl
Submissions due March 26 at 11:59 PM EST
Critiques due March 28 at 11:59 PM EST
Each person will critique the other three teams and choose a winner from those teams.
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.
Good Luck Everyone! I'm really excited to have made it this far.
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 your library for a legendary permanent card and put it onto the battlefield. Then, shuffle your library.
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.***
Round 4:
Dawn of the Golden Era4WWW
Momentous Sorcery (M)
Search your library for up to three legendary permanent cards, reveal them, and put them into your hand. Then, shuffle your library. If five colors of mana were spent to cast this spell, you may cast an artifact, enchantment and creature spell from your hand without paying their mana costs this turn.
***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.***
Mira-tama3
Legendary Artifact (R) 1: Mira-tama becomes a copy of target permanent until end of turn. 1U: Mira-tama becomes a copy of target Legendary permanent except it’s not Legendary until end of turn. 1WU: Exile target permanent, Mira-tama becomes a copy of that permanent. It seeing all, it sees within, seeking perfect reflection.
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.
Junk Broker1UR
Creature - Goblin Advisor (R) UR, :symq:: Destroy target artifact. Its controller may search his or her library for an artifact with converted mana cost less than the destroyed artifact's and put it onto the battlefield, then shuffle his or her library. "A'course I'm a real merchant! This scrap's way broker'n it was before I got my mitts on it!"
2/2 Art: A shopper rubs her chin in suspicion as a grinning goblin in gaudy robes offers a somewhat battered-looking item; we can see him hiding a hammer behind his back.
Crown of Unity0
Legendary Artifact (M)
When Crown of Unity enters the battlefield, sacrifice it unless you tap five untapped creatures you control.
Tap an untapped creature you control: Gain 1 life.
Tap three untapped creatures you control: Draw a card.
Tap five untapped creatures you control: Destroy target nonland permanent. Art: Five mages who are, by their attire, obviously from very different backgrounds stand in a ring around a glowing silver crown on a pedestal, hands linked; a glowing rune reminiscent of the crown's shape hovers over each of their heads, and light shines from their eyes and mouths.
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.
...Offense:
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.
Treasure Hunt:
Evercoil1B
Instant {R}
Search your library for a card with the same name as a card in your graveyard, reveal it, and put it into your hand. Then shuffle your library. Yixal knew the knowledge he sought was lost in the past, so he pushed time forward until it tipped and doubled back on itself.
Ixtchul, the Frozen Rift5
Legendary Artifact {M}
At the beginning of each opponent's upkeep, you may pay 3 and flip a coin. If you win the flip, end the turn. Hidden within the Pools of Becoming is an aperture to the temporal infinite - an aperture that can be closed as easily as opened.
Question regarding the challenge - it just has to be able to fetch the artifact, even if it is situational, right?
Good luck Twilight Kiwi! I've admired your work throughout the previous rounds. Hopefully I can give you a good fight
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.
'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.
Round 4: My Precious
Treasure Digger2UU
Creature - Human (U)
When Treasure Digger comes onto the battlefield, you may search your library for an artifact card, reveal that card, then shuffle your library. Put the revealed card on top of it. If you delved to cast Treasure Digger, draw a card.
Delve (You may exile any number of cards from your graveyard as you cast this spell. It costs 1 less to cast for each card exiled this way.)
2/2
Optional Flavor Text: "The best things in life ARE for free. It's only a matter of how deep you're willing swim to get it.
Erathia, Blade of a Lost God3
Legendary Artifact -Equipment (M)
Equipped creature becomes a legendary creature and has deathtouch, indestructibility, and "whenever this creature deals combat damage to a player, that player discards his or her hand."
Equip 3
Optional Flavor Text: "There wasn't a hero it couldn't make. There wasn't an opponent it couldn't break."
The judges all missed my horrible pun last round..
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
Offense
Atrophy :1mana::symu:
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
Searching:
Reconfigure1UG
Sorcery (U)
Destroy target artifact.
Search your library for an artifact card , reveal it and put it into your hand. Then shuffle your library. Even artificial progress is the domain of Y'dar. The unworthy will forfeit their gifts to the faithful. We will put them to more righteous use.
Note: The shuffle was added post deadline-pre-judging.
The power:
Seed of Dahl'Khan7
Legendary Artifact (MR)
Whenever another triggered ability you control would be put on the stack, puts two copies of that ability on the stack instead. (You may choose new targets for the copy) The ancient jungle of Dahl'Khan waits to be reborn. Even in its slumber, growth echoes around it. Its hour of return is drawing near.
(I'm really torn on the cost. It does nothing by itself, but it quickly becomes game-bending crazy. I'll err on the high side.)
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.
Quistran Weaponshaper1WW
Creature - Human Warrior (R)
Sacrifice an equipment attached to Quistran Weaponshaper, X: Put an equipment card you own from outside the game with converted mana cost X onto the battlefield attached to Quistran Weaponshaper. A fight among weaponshapers isn't just a battle of blades, but also a battle of wits.
2/2
Robe of the Sandman3
Legendary Artifact - Equipment (MR)
Put a creature card you own from outside the game into your graveyard: Equipped creature becomes a copy of that creature card until end of turn if it's converted mana cost is the same.
Equip 2 A dream can shift in an instant. The King of Dreams takes far less time than that.
I hope everyone likes alternate win condition combos.
Lyzl, although I agree with you about someting needing to be done when there's a team with only 2 people and everyone has 7-8 people a team, don't feel like your victory is hollow. Both you and lich had exceptional submissions in the last round
Smuggling Vessel2BB Creature - Zombie {R}
When Smuggling Vessel enters the battlefield, search your library for a card and exile it under Smuggling Vessel face down.
When Smuggling Vessel is put into a graveyard from the battlefield, turn the exiled card face up. If it's a noncreature artifact, put it onto the battlefield.
3/4
I love the flavor, but it's way to close to hoarding dragon.
Private Mod Note
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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)
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.
Good luck Oculus!
Magma Shaper2R
Creature - Goblin Shaman (R) X,T, Sacrifice a permanent: Search your library for a permanent with converted mana cost X or less that shares a type with the sacrificed permanent and put that card onto the battlefield. Then shuffle your library.
2/2
Spumeplow5
Legendary Artifact (R) T, Discard a card: Return two other cards from your graveyard to your hand. It mines deep strata for the remnants of forgotten spells, releasing them into the aether once again in puffs of multihued smoke.
Sorry, was running around for 12 hours yesterday and got home at midnight, crashed, and just woke up. I'm going to give DoomLich until the end of today to post the missing card.
Private Mod Note
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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.
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 4
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
KoopaKreynetn9PsijetShaddock86
Twilight Kiwi
TyranidBillTeam Dreamer
brasil_dude101Gerrard's Mom
MaokunOculus
ThelasUmi_no_Samuivoid_nothingTeam Inventor
Asramadrewdagreek
Jimmy Groove
NotoriousLynxRocket_Powered_Turbo_SlugRyder052ShinenTeam Manipulator
CrazyMattDoom Lich
DragoonLyzl
Prospero314RimeshadeBlackBullSignup Round
Round 1
Round 2
Round 3
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...
The days have turned to months, the months have turned to years, and at last you stand, only one other force within your desired domain. Your quest for domination, fueled by this strange power, has lead you to crush and annex all the lands surrounding you, amassing their magics, lore and weapons. Your citizens praise your victories, but times grow hard. War carries its toll, its toll to be paid in people, in money, in food, and in misery. Your people have grown hard to war, and yet they suffer. You fear that they cannot continue this endless war for much longer, that you must win decisively.
You wrack your expansive mind for any possibility for attack that you missed, any crack in your foes armor to exploit. While you do this, you know full well that they are doing the same, and that you are on a clock. Whoever finds the answer first shall win, and that must be you at all costs. Skirmishes continue, fields are burned, people enslaved, but still the deadlock rages. For each victory you suffer a defeat, and neither force can find the means to overcome the other.
An idea begins to take form in your mind. You coax it out over the course of days, allowing a once forgotten memory to grow and blossom in your mind. Then, in a rush, you remember the cause of your expansion: The artifact of power. It had first led you to attain life, to build civilization, and to empower it to war. Surely it could turn the tide in your favor...
Round 4 Challenges:
1. Create a tutor effect that can fetch artifacts. This can be an instant, sorcery, or creature.
2. Create a legendary artifact that does not produce mana or give mana in any way "Spells cost less to cast" etc.
Deadline:
Shaddock86 vs. Twilight Kiwi
Gerrard's Mom vs. Oculus
drewdagreek vs. Jimmy Groove
Doom Lich vs. Lyzl
Submissions due March 26 at 11:59 PM EST
Critiques due March 28 at 11:59 PM EST
Each person will critique the other three teams and choose a winner from those teams.
Notes:
Final scores posted in other thread.
Host of the July CCL '10, Host of the March CCL '11
Good Luck Everyone! I'm really excited to have made it this far.
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:
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 your library for a legendary permanent card and put it onto the battlefield. Then, shuffle your library.
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:
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.
Round 4:
Momentous Sorcery (M)
Search your library for up to three legendary permanent cards, reveal them, and put them into your hand. Then, shuffle your library. If five colors of mana were spent to cast this spell, you may cast an artifact, enchantment and creature spell from your hand without paying their mana costs this turn.
***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.***
Legendary Artifact (R)
1: Mira-tama becomes a copy of target permanent until end of turn.
1U: Mira-tama becomes a copy of target Legendary permanent except it’s not Legendary until end of turn.
1WU: Exile target permanent, Mira-tama becomes a copy of that permanent.
It seeing all, it sees within, seeking perfect reflection.
Sets - Arcania
Competitions - CCL: March 2011, April 2011
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.
Creature - Goblin Advisor (R)
UR, :symq:: Destroy target artifact. Its controller may search his or her library for an artifact with converted mana cost less than the destroyed artifact's and put it onto the battlefield, then shuffle his or her library.
"A'course I'm a real merchant! This scrap's way broker'n it was before I got my mitts on it!"
2/2
Art: A shopper rubs her chin in suspicion as a grinning goblin in gaudy robes offers a somewhat battered-looking item; we can see him hiding a hammer behind his back.
Crown of Unity 0
Legendary Artifact (M)
When Crown of Unity enters the battlefield, sacrifice it unless you tap five untapped creatures you control.
Tap an untapped creature you control: Gain 1 life.
Tap three untapped creatures you control: Draw a card.
Tap five untapped creatures you control: Destroy target nonland permanent.
Art: Five mages who are, by their attire, obviously from very different backgrounds stand in a ring around a glowing silver crown on a pedestal, hands linked; a glowing rune reminiscent of the crown's shape hovers over each of their heads, and light shines from their eyes and mouths.
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
The Land Awakens:
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.
...Offense:
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.
Treasure Hunt:
Evercoil 1B
Instant {R}
Search your library for a card with the same name as a card in your graveyard, reveal it, and put it into your hand. Then shuffle your library.
Yixal knew the knowledge he sought was lost in the past, so he pushed time forward until it tipped and doubled back on itself.
Ixtchul, the Frozen Rift 5
Legendary Artifact {M}
At the beginning of each opponent's upkeep, you may pay 3 and flip a coin. If you win the flip, end the turn.
Hidden within the Pools of Becoming is an aperture to the temporal infinite - an aperture that can be closed as easily as opened.
Question regarding the challenge - it just has to be able to fetch the artifact, even if it is situational, right?
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Good luck Twilight Kiwi! I've admired your work throughout the previous rounds. Hopefully I can give you a good fight
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.
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.
Round 4: My Precious
Treasure Digger 2UU
Creature - Human (U)
When Treasure Digger comes onto the battlefield, you may search your library for an artifact card, reveal that card, then shuffle your library. Put the revealed card on top of it. If you delved to cast Treasure Digger, draw a card.
Delve (You may exile any number of cards from your graveyard as you cast this spell. It costs 1 less to cast for each card exiled this way.)
2/2
Optional Flavor Text: "The best things in life ARE for free. It's only a matter of how deep you're willing swim to get it.
Erathia, Blade of a Lost God 3
Legendary Artifact -Equipment (M)
Equipped creature becomes a legendary creature and has deathtouch, indestructibility, and "whenever this creature deals combat damage to a player, that player discards his or her hand."
Equip 3
Optional Flavor Text: "There wasn't a hero it couldn't make. There wasn't an opponent it couldn't break."
Wanted to try renders this time:
The judges all missed my horrible pun last round..
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 :1mana::symu:
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
Searching:
Reconfigure 1UG
Sorcery (U)
Destroy target artifact.
Search your library for an artifact card , reveal it and put it into your hand. Then shuffle your library.
Even artificial progress is the domain of Y'dar. The unworthy will forfeit their gifts to the faithful. We will put them to more righteous use.
Note: The shuffle was added post deadline-pre-judging.
The power:
Seed of Dahl'Khan 7
Legendary Artifact (MR)
Whenever another triggered ability you control would be put on the stack, puts two copies of that ability on the stack instead. (You may choose new targets for the copy)
The ancient jungle of Dahl'Khan waits to be reborn. Even in its slumber, growth echoes around it. Its hour of return is drawing near.
(I'm really torn on the cost. It does nothing by itself, but it quickly becomes game-bending crazy. I'll err on the high side.)
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.
Quistran Weaponshaper 1WW
Creature - Human Warrior (R)
Sacrifice an equipment attached to Quistran Weaponshaper, X: Put an equipment card you own from outside the game with converted mana cost X onto the battlefield attached to Quistran Weaponshaper.
A fight among weaponshapers isn't just a battle of blades, but also a battle of wits.
2/2
Robe of the Sandman 3
Legendary Artifact - Equipment (MR)
Put a creature card you own from outside the game into your graveyard: Equipped creature becomes a copy of that creature card until end of turn if it's converted mana cost is the same.
Equip 2
A dream can shift in an instant. The King of Dreams takes far less time than that.
I hope everyone likes alternate win condition combos.
Lyzl, although I agree with you about someting needing to be done when there's a team with only 2 people and everyone has 7-8 people a team, don't feel like your victory is hollow. Both you and lich had exceptional submissions in the last round
Let's see:
Creature - Zombie {R}
When Smuggling Vessel enters the battlefield, search your library for a card and exile it under Smuggling Vessel face down.
When Smuggling Vessel is put into a graveyard from the battlefield, turn the exiled card face up. If it's a noncreature artifact, put it onto the battlefield.
I love the flavor, but it's way to close to hoarding dragon.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Legendary Land (R)
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.
Sod Scatter 1RG
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.
Magma Shaper 2R
Creature - Goblin Shaman (R)
X,T, Sacrifice a permanent: Search your library for a permanent with converted mana cost X or less that shares a type with the sacrificed permanent and put that card onto the battlefield. Then shuffle your library.
2/2
Spumeplow 5
Legendary Artifact (R)
T, Discard a card: Return two other cards from your graveyard to your hand.
It mines deep strata for the remnants of forgotten spells, releasing them into the aether once again in puffs of multihued smoke.
Shall we begin the critiques?
Sets - Arcania
Competitions - CCL: March 2011, April 2011
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)
Ok edited and finalized. Good luck all. (we still waiting ofr DL?)
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
And thanks, you too, twilight !
Sets - Arcania
Competitions - CCL: March 2011, April 2011
No new ideas, just fixing the understood 'reveal and shuffle' to be actually printed on the card.
Host of the July CCL '10, Host of the March CCL '11
Whoops. Fixed. Thanks for pointing it out.
In hindsight, oops...reckless editing never a good idea...
[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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Host of the July CCL '10, Host of the March CCL '11