Chronal Lenses
Artifact (U)
:xmana:,:symtap:: Look at the top X cards of target player's library. For each used to pay this ability you may put a card revealed this way at the bottom of that player's library. With these lenses the future is open like a book to me!
Round 2 Card:
Planes: Kamigawa + Mirrodin
Samurai Replica3
Artifact Creature - Samurai
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) 1W, Sacrifice Samurai Replica: Samurai Replica deals damage equal to its power to target creature blocking or blocked by it.
2/2 It protects with uncanny loyalty.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Those who endure in the face of suffering, those whose faith shines long in evil days, they shall see salvation." -Song of All, canto 904
Unrelenting Throw2GG
Creature - Troll (R)
Trample, Persist
If Unrelenting Throw has one or more -1/-1 counters on it, it can't have any more counters placed on it and gets +2/+0 for each counter on it.
"Phyrexia found the inhabitants of this land surprisingly suited to combat it."
4/3
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.
Trun, the Plane ForgerGGGG
Legendary Creature - Elemental
Whenever you search your library for at least one land card, put two +1/+1 counters on ~ for each land searched for.
Remove a +1/+1 counter from ~: Search your plane card pile for a plane card then shuffle it and put the plane card on top of it.
4/5
Unglued World (b.f.m.) + Ravnica (Transmute)
(and yes, unglued and unhinged are considered to be a plane by wizards. :P)
Explanation: Those in power always want more power. And what's more powerful to a planeswalker than be given a planeswalker spark so he can make a pet planeswalker that works for him? Trading a planeswalker a spark for his services is too good of a deal for any planeswalker to pass up, so loyalty means nothing (which explains stealing a planeswalker from your opponents deck).
Bottled Spark 1
Artifact (R)
During your upkeep, put a charge counter on Bottled Spark.
Remove X charge counters, T, Sacrifice Bottled Spark: Search any player's deck for a planeswalker card with a converted mana cost of X or less and put it onto the battlefield under your control. Shuffle the deck afterwards.
Cycle 3
CLARIFICATION: These are NOT split cards, transform cards, flip cards, or anything of the like. They are two seperate cards with two seperate abilities that have the OPTION of being combined together to make one super spell (B.F.M. (Big Furry Monster)-style from Unglued)
Ravenous Squirrel 2G
Instant (C)
Put a 1/1 green squirrel token onto the battlefield.
You may play both Ravenous Squirrel and Consume Flesh at the same time as one spell (combined mana cost) for this replacement effect, "Target creature gets 4 -1/-1 counters and you put a 5/5 black and green zombie squirrel token onto the battlefield.
/////////////
Consume Flesh 2B
Instant (C)
Put a -1/-1 counter on target creature and a +1/+1 counter on another creature.
Transmute 1B
COOL TIDBIT: Although Consume Flesh combos with Ravenous Squirrel, Consume Flesh can also combo with other cards as well.
Devout Prayer 2W
Instant (U)
Gain 5 life
You may play both Devout Prayer and Consume Flesh at the same time as one spell (combined mana cost) for this replacement effect, "Sacrifice a creature, you gain X life and all your other creatures get X +1/+1 counters, where X is the sacrificed creatures toughness."
"Step forward and show your true devotion to our faith. Step forward and offer yourself to the master."
Transmute in this set acts a lot like changlings from lorywn, it smooths out the inconsistancies and it acts to help you search for the "missing piece" to your two card b.f.m. combo. So if you get 2 consume flesh's in your opening hand, you have the option of transmuting one away to search for your combo pieces.
Is this a split card, a transform card, a flip card, or something else? Do you have any way of rendering this into a card? Because I tried it as a split card in Magic Set Editor and got this:
Is this a split card, a transform card, a flip card, or something else? Do you have any way of rendering this into a card? Because I tried it as a split card in Magic Set Editor and got this:
Thanks for the question, the two cards are NOT split cards nor transform cards or anything of the like.
They are two SEPERATE cards that have the option of being combined together to make one big spell.
Hapredd's Dromond5
Artifact Creature - Ship (R)
Ride 4 - 2
Flying (W/U)(W/U): Exile Hapredd's Dromond and all riding creatures. At the beginning of the end of turn step, return those cards to the battlefield and attach those creatures to Hapredd's Dromond.
3/3
Hapredd guided his dromond to a rest on the silvery sea. From the amount of shining metal in his vision, he first guessed that this was Mirrodin, but he was taken aback. Mirrodin as he had studied it was a place of relatively open space, but the shores to his left were crowded with buildings of white stone, towers and walls even protruding from the shallows. The architecture was much more like Ravnica than anything from Mirrodin, although there did seem to be a prevalence of metal. In an open space nearby, he recognized the small forms of the myr, Mirrodin's servitor drones, swarming over the steel skeleton of some large construction project. There was no mistaking, however, that the vedalken and humans who directed the myr's motions bore the symbol of the Azorius Senate on their blue and white robes. Hapredd watched them work their magic, bringing forth additional myr from gathered raw materials and then directing each myr toward the gathering of more materials and detailed work on whatever huge machine it was they were building, a remarkably efficient and sustainable operation.
Careful Construction2W
Sorcery (R)
Search your library for an artifact card with converted mana cost equal to or less than the number of artifacts you control and put it onto the battlefield. Then shuffle your library.
Forecast — , Reveal Careful Construction from your hand: Put a 1/1 colorless Myr artifact creature token onto the battlefield. (Activate this ability only during your upkeep and only once each turn.)
(This is using the Forecast mechanic from Ravnica with metalcraft-oriented themes from Mirrodin during Scars block.)
Sorry, going to have to drop. Busy few weeks ahead of me.
Aww, I can't drop after getting firsts. Critiques incoming if I can find the time.
Hyral - ???
lcd - He's not fantastic, like a swingy version of Dark Confidant, but it's a nice card. Reminds me of Blood Speaker, so that part is probably fine. Overall it's a bit too cheap, but not bad either.
MagicBrains - Meh. I could see this being exclusive to the Planechase deck, but I'm not a big fan. The first ability is interesting, but the wording seems very off. The second ability is either totally useless or nuts. I guess it works flavorwise (although differing from Thrun by one letter is trouble), but still feels kinda generic.
Gerrard's Mom - Alright, you got my attention. This has typically been done in blue (and in blue-white it would still make sense), but still feels okay in white. Reminds me a lot of Pride of the Clouds. A very solid card overall.
yewlas - Flavorwise, a success. The power level seems acceptable, but I should point out all Spellshapers are actually references to cards - this one isn't. Still awesome.
Doom Lich - ???
Timothy, Mimeslayer - The alternate cost feels like a random mashup, and the card itself isn't that great (Rishadan Port says this could have at least tapped for mana as well). I suppose the allusion here is that Mercadian Masques itself wasn't a great set?
Ryder052 - Oh cool, reverse threshold. I'm not sure it's that great of an ability, rewarding early-game and trailing off late-game, but it has a lot of cool ideas here. (Thought: This could still have been threshold, but in a Boneshard Slasher drawback sort of way).
DeusofCalamity - Sooo...what happens with Cast Through Time? I like the concept, but apart from that, Replicate also seems way too good and way too cheap here (compare to Vacuumelt).
Crits for Wormhole; coming soon to a timestream near you.
CrustaceanCrusader:
Maokun: I am assuming you mean "trow", instead of "throw". The second ability is wierd. It probably should have been worded to "While ~ has one or more -1/-1 counters on it, it gets +2/+0 for each counter on it." and "While ~ has counters on it, it cannot have any more counters placed on it." Other than that, the card itself is powerful.
Lordschuft: Ninjustu impulse, huh? This is very powerful, and if you are playing fairies, you almost always have a way of evasively attacking your opponent. At worst this is a flying Scroll thief, so this is definitely a rare.
Shaddock86: While I understand the design process, I feel that there could have been a better way to execute this. Also, Consume Flesh is already a card.
Rimeshade: I like this actually. It doesn't really do anything on it's own, but it's kind of like pyromancer's ascension, in a way (that deck would love this). At worst, you tack on "Scry 1" on each of your spells, and at best, you Fork your spell as well as Scry 1. Powerful, but needs to be built around.
ced395:: This seems really powerful, I'm not going to lie. Also, having flash on this seems over the top. Evoke as a sorcery is just fine.
CodGod: So this is Miscalculation for legendary permanent's huh? Powerful, seeing as this cannot be counter-countered, and it would be very easy to use this (snow-covered lands are considered basics :p). However, it is narrow enough for it to be relatively balanced.
Prophylaxis: I guess this is balanced. 3 mana to draw a card and put a bird into play. Late game it's great, but early game it feels like a dead card. It is had something like "spice into X" and an ability, it could be useful.
Takaline: Common Goblin is common. Not much else to say besides "you probably could have done more".
Prevailer's QuestRW
Enchantment {R}
Whenever a creature enters the battlefield under your control, you may put a quest counter on Prevailer's Quest.
As long as Prevailer's Quest has three or more quest counters on it, creatures you control have battle cry. "Our scouts have found a world that struggles as we do. Let us lend them our strength, in the hopes they will return the favor."
- Jor Kadeen, the Prevailer
It's pretty good and meshes the themes well. Would be pretty cool in R/W Tempered Steel or a similar deck with really cheap dudes. One main criticism I have is that it's kinda boring - you just get battle cry from SoM and stick it onto a card with quest counters from Zen. It's decent though.
Planar Portal6
Artifact (R) W,t: Put a 2/2 white Kor creature token with first strike onto the battlefield. U,t: Put a 2/2 blue Fairy creature token with flying onto the battlefield. B,t: Put a 2/2 black Vampire creature token with lifelink onto the battlefield. R,t: Put a 2/2 red Elemental creature token with haste onto the battlefield. G,t: Put a 2/2 green Troll creature token with hexproof onto the battlefield.
So my Planar Portal (yeah, happens when you think there's no card with the same name - mental note: check it. ALWAYS. You can't remember every card) is more a thing that lets you "see" other plane's creatures. So I have create an artifact, creature or land.
Lets go with Zendikar (Kors, lands) meets Lorwyn (tribal, flavour):
Kinsbaile, Kor Fortress
Tribal Land - Kor (R)
Kinsbaile, Kor Fortress enters the battlefield tapped. T: Add W to your mana pool. WW,T: Prevent all damage that would be dealt to Kor creatures you control this turn.
I like that you took the tiny tribal thing of Kor in Zen and expanded it. Only problem here is that this isn't really Kor. Kor are kinda pilgrims and a religious group (well, the Zendikan Kor are) that worship the land. Being pilgrims, it doesn't really make sense for them to have a fortress, because they'd probably not stay in the same place long enough to build one. Furthermore, if any theme really fits them, it's either heavyred/blackhate or Equipment. Preventing damage seems kinda random, IDK. Maybe "by red or black sources" and cut down the mana cost?
Now, onto the actual card itself - it seems quite powerful. In a Kor tribal deck, it's a permanent fog on your side, as you can keep doing it and your guys will damage them. It's powerful, as it's a land (and nobody's really going to destroy it, lol...). Adding 'red or black' would be useful, although that makes your matchup against them insane. Not that it wasn't already what with Kor Firewalker and Devout Lightcaster...
Combining Kamigawa and Zendikar here. The guy at the other end of the ansible is there to sound the alarm if the Eldrazi pull anything...
Kitsune Voidwatcher3WW
Creature - Fox Samurai (R)
Bushido 1
Spells and abilities opponents control can't cause you to sacrifice Kitsune Voidwatcher.
When a permanent with converted mana cost 10 or more enters the battlefield under an opponent's control, until your next end step, you may cast Samurai spells as though they had flash.
3/3
Likin' the flavour here. Taking the Samurai and Kitsune out of Kamigawa, not a problem. Nice way of incorporating Rise though. It's little subtle things put together that make a very clear anti-Eldrazi dude without mentioning Eldrazi anywhere. It's a bit weak though; you could probably add an additional point of toughness without much problem.
... A stunning landscape, which stretched for as far as I could see. I was so awed by the secery that I almost missed the fact that this did not appear to be the world which I had first glimpsed. Clearly, this waranted investigation.
(Insert OP story for the round)
Finnaly, I had living proof of the relationship between this "Bant" world, and the place "Zendikar" which I had first seen.
Champion of Valeron :symg::symw::symu:
Creature - Human Knight (R)
Level up :1mana::symw: ( :1mana::symw:: Put a level counter on this. Level up only as a sorcery)
4/4
////////////////////////////////////////////////////////////////////////////////
[Level 1-3]
Exalted
5/5
///////////////////////////////////////////////////////////////////////////////
[Level 4+]
Creatures you control have Exalted
6/6
Note: Exalted should stack the same way that flanking does, like on Cavalry Master.
Level up seems like it fits so perfectly into Bant, what with rising up the ranks as you gain sigils. Only problem I really find with it is that it's kinda plain. Also powerful; 3 to cast 4/4 who becomes a 5/5 with exalted, effectively 6 damage. That effective a creature by itself seems quite good in Bant. Nonetheless, good.
Oh, yeah, Exalted does stack. It's just a replacement for a triggered ability and having it twice means it works twice. Just like having two Armadillo Cloaks attached to one guy.
I find it interesting that this round is named the "Divergence" instead of "Convergence".
Gateway : New Phyrexia (Scars of Mirrodin) + Eventide/Shadowmoor
Phyretic Hold :2mana::symb:
Enchantment {UC} BB: Creatures you control gain persist until end of turn.
Creatures you control with -1/-1 counters on them are artifacts with infect in addition to their other types and abilities. "A creature that willingly accepts death is a creature that Phyrexia will willingly embrace. In that, this plane is much like its creatures."-Elesh Norn, Grand Cenobite.
It doesn't sound like Phyrexia to want to get weaker, though. Compleation involves making them stronger, rather than weaker... I guess in order to convey that, it'd require something like "creatures you control with -1/-1 counters on them have +2/+2 and are artifacts with infect in addition to their other types and abilities" and that would be wordy and awkward.
Aside from that, it's powerful. Very powerful. Not only does it give guys you control persist for cheap - see Cauldron of Souls at 5 and tapping - it also... well, you'd only play it in infect, so it doesn't really do anything else. Still, it's very powerful. Maybe B, T as the cost instead?
Landfall - Whenever a land enters the battlefield under your control put a +1/+1 counter on enchanted creature.
Remove two +1/+1 counters from enchanted creature: Search your library for an Aura card that can enchant enchanted creature and put it onto the battlefield attached to enchanted creature.
Round1:
Reality Egg
Enchantment (R)
At the beginning of your upkeep put a charge counter on Reality Egg.
Sacrifice Reality Egg: Put an artifact, creature, enchantment, or land card with converted mana cost X or less from outside the game into play, where X is the number of charge counters on Reality Egg.
This is really cool, like how it sorta grows the character permanently as opposed to the temporary adrenaline rush of the other boosted-by-land dudes like Kitty Catte. Like a Journey. Right. It's good.
Blessed Charge W
Instant {C}
Radiance - Target creature and each other creature that shares a color with it gains Exalted until end of turn.
It's decent, but it's boring. Also, I don't think W is enough for giving your entire team Exalted... seems powerful. Especially if you cast it twice. Although it doesn't really need to be instant, lol, because instant is kinda unnecessary as you have to cast it before you declare attackers anyway.
Mirror of Day2WW
Artifact
Whenever you control more black permanents than white permanents, flip ~.
White creatures you control get +1/+1.
Black creatures you control get -1/-1. The golden metal shows only the lightest in you.
----- Mirror of Night2BB
Artifact
Whenever you control more white permanents than black permanents, flip ~.
Black creatures you control get +1/+1.
White creatures you control get -1/-1. The necrogen-infused metal shows only the darkest in you.
What with all the metal around, I can't help thinking that Mirrodin must naturally be very shiny, so that's the mirror. However, Lorwyn/Shadowmoor has a day/night cycle, so that should work for this too.
That's pretty cool; representing the way Lorwyn-Shadowmoor flips. Although, I have to say, that's a lot of text to go on a single flip card, so it would, imo, work better as a Transformer. Also because Transformers are day/night, like this card. Furthermore, you can't flip both ways for some dumb reason and you can only cast one side of a Flip card... in that way, actually this doesn't work as a Transformer or a flip card... You'd only ever play this in a mono-colour deck because of the disadvantage though, so, uh, maybe you should make it just in general (like, all white/black creatures) and lower the mana costs? At any rate, this isn't how flip or transform cards can work, so... ???
My scoring criteria: Card mechanics (1-5). How nicely the card would work in the real world Card flavour (1-5). How nice the card "feels" to me Challenge (1-3). Does the card meet the challenge presented. Perfect templating (1). You get an extra point if the card is templated perfectly. If I don't give you this point and you can point me to another card worded exactly the same way, I'll change the point. (Also known as a tiebreaker, of sorts).
Kinsbaile, Kor Fortress
Tribal Land - Kor (R)
Kinsbaile, Kor Fortress enters the battlefield tapped.
: Add to your mana pool.
:symw::symw:, : Prevent all damage that would be dealt to Kor creatures you control this turn.
Mechanics: 5 Flavour: 2 (Kor are the wanderers of Zendikar, from what I've read - having a land which is "theirs" is a pretty big disconnect) Challenge: 3 Templating: 1 Total: 11
Kitsune Voidwatcher :3mana::symw::symw:
Creature - Fox Samurai (R)
Bushido 1
Spells and abilities opponents control can't cause you to sacrifice Kitsune Voidwatcher.
When a permanent with converted mana cost 10 or more enters the battlefield under an opponent's control, until your next end step, you may cast Samurai spells as though they had flash.
3/3
Mechanics: 4. Kinda clunky wording on the last ability Flavour: 3. The "can't be sacrificed" ability seems kinda tacked on for no real reason Challenge: 2. When you explain where the card comes from, it makes sense. But looking at it without that info, it's not immediately clear that this is anything but a Kamigawa card. (Have been convinced to change from 1 to 2) Templating: 1. "your opponents" "play Samurai spells". If it was only one of these I'd give you the point. ("play" is only used for lands, "cast" for non-lands. Of course, it usually says "nonland cards" but hey. Changed from 0 to 1) Total: 10
Prevailer's Quest :symr::symw:
Enchantment {R}
Whenever a creature enters the battlefield under your control, you may put a quest counter on Prevailer's Quest.
As long as Prevailer's Quest has three or more quest counters on it, creatures you control have battle cry. "Our scouts have found a world that struggles as we do. Let us lend them our strength, in the hopes they will return the favor." - Jor Kadeen, the Prevailer
Mechanics: 3. The mechanics are perfect, but WOW is this card overpowered. This is a windmill slam first pick in limited. It's low casting cost, combined with being an enchantment (the hardest permanent to remove) is too good Flavour: 4. Fits in with Jor-Kadeen very well, and quests as well Challenge: 3 Templating: 1 Total: 11
Champion of Valeron :symg::symw::symu:
Creature - Human Knight (R)
Level up :1mana::symw: ( :1mana::symw:: Put a level counter on this. Level up only as a sorcery)
4/4
////////////////////////////////////////////////////////////////////////////////
[Level 1-3]
Exalted
5/5
///////////////////////////////////////////////////////////////////////////////
[Level 4+]
Creatures you control have Exalted
6/6Mechanics: 3. Speaking of overpowered... this is a 6/6 attacker for 3 (assuming you level it up the turn after you play it, and why wouldn't you?) The final level is probably ok... but this guy really needs to be a 2/2 or 3/3, or do nothing until level 2. Flavour: 5. Home run here. Challenge: 3 Templating: 1 Total: 12
Phyretic Hold :2mana::symb:
Enchantment {UC}
:symb::symb:: Creatures you control gain persist until end of turn.
Creatures you control with -1/-1 counters on them are artifacts with infect in addition to their other types and abilities. "A creature that willingly accepts death is a creature that Phyrexia will willingly embrace. In that, this plane is much like its creatures."-Elesh Norn, Grand Cenobite.
Mechanics: 4. The persist ability is too cheap, but otherwise this is good. Flavour: 3. I like that if your creatures block a Phyrexian (something with infect) then they become infected too. However, I'm not convinced that Phyrexians - obsessed with perfection - would allow creatures that are less than they could be (-1/-1 counters) Challenge: 3 Templating: 1 Total: 11
Blessed Charge W
Instant {C}
Radiance - Target creature and each other creature that shares a color with it gains Exalted until end of turn.
Mechanics: 4. Fine, but slightly too cheap for what you'll probably get out of it. Flavour: 4. I can see this fitting into both Boros and Bant, so good job there. Challenge: 3. Given my previous comment, it pretty much has to be Templating: 1 Total: 12
Mirror of Day :2mana::symw::symw:
Artifact
Whenever you control more black permanents than white permanents, flip ~.
White creatures you control get +1/+1.
Black creatures you control get -1/-1. The golden metal shows only the lightest in you.
----- Mirror of Night :2mana::symb::symb:
Artifact
Whenever you control more white permanents than black permanents, flip ~.
Black creatures you control get +1/+1.
White creatures you control get -1/-1. The necrogen-infused metal shows only the darkest in you.
You probably saw this coming when I rendered the card for you... Mechanics: 1. This plain doesn't work. There would have to be a BUNCH of rules changes to allow this card to see print. What's it's converted mana cost? What is it's name (cf Conundrum Sphinx)? What colour is it? Can I search for it with Glittering Wish?Can Pure destroy it? Can I cast it either way up? Also, this should really be an enchantment, not an artifact. Also there is literally no room for the flavour text but on a flip card that's not surprising. Maybe this should really be a Transforming Enchantment? Flavour: 3. Why does it flip? What does it represent? Challenge: 1 (almost a zero). Without the flavour text (which doesn't fit on the card) how do I see the NPH flavour here? Templating: 1 Having said all that, there is no issue with the templating. Total: 6
None?
Hero's Journey
Enchantment - Aura (R)
Enchant creature Landfall - Whenever a land enters the battlefield under your control put a +1/+1 counter on enchanted creature.
Remove two +1/+1 counters from enchanted creature: Search your library for an Aura card that can enchant enchanted creature and put it onto the battlefield attached to enchanted creature.
Mechanics: 4. Fine Flavour: 3. I don't really get the flavour connection between landfall, and searching up auras. Challenge: 1. I just don't see the Lorwyn in this card. Templating: 1. Should be "attached to it" at the end, but that's very minor. Total: 9
Two on 12, and three on 11! Tough round. Giving AeroMage the nod here over dwaynedu, then Brofaux in a very close call for third. So
Reworked version of my first card so that it makes more sense: Cornerstone of Passage - 4
Legendary Artifact (R)
When Cornerstone of Passage enters the battlefield or at the beginning of your upkeep, put target exiled permanent into play under your control.
I'm going to be combining Grixis with Raven's Run Otherworld Anomaly - 4BB
Enchantment (R)
You may play green, red or black creatures from your graveyard as if they were in your hand. When they enter the battlefield with haste. At the beginning of each upkeep, put a -1/-1 wither counter on them. When a creature put into play this way dies, exile it. As the outworlders stayed, they began to fade from existence.
This card has some wording issues, and also some really serious memory issues. Having to remember which creatures were cast from the graveyard with this ability and which weren't so you can apply the counters correctly is going to get really annoying sometimes. It would be better I think to have the cast-from-graveyard ability put one -1/-1 counter on them to start, and then have the exiling and extra counters be dependent on having -1/-1 counters rather than being cast by the ability - this removes memory issues because it's obvious which creatures you need to put counters on and which need removed without needing to remember how they got into play several turns ago, and also opens up some combos with cards which can remove the -1/-1 counters. If those combos would be too broken, another clause could be added that exiles creatures if -1/-1 counters are removed from them.
As is, the memory issues make this a card I'd hate to play with or against, but I like the idea behind it. I don't like that a Grixis-inspired card is using Jund colours. I'm not really sure any colour restriction is actually necessary, as it doesn't seem to add much to the card.
Impossible Spyglass2
Artifact (R)
Players play with their hands revealed. "I can see everything both in this world and the next."
Ravnica (The Simic Combine) and New Phyrexia
Phystric Cytoplasm3UG
Creature - Elemental Mutant (U)
Phystric Cytoplasm enters the battlefield with four -1/-1 counters on it. Whenever another creature enters the battlefield, you may move a -1/-1 counter from Phystric Cytoplasm onto that creature.
7/7 Some of the ideas on this world are magnificent, but they require a bit of... changing.
- Jin-Gitaxias, Core Auger
A fairly simple card, which does a great job of combining the graft mechanic with New Phyrexia's -1/-1 counters. Seems reasonably balanced, and interacts wonderfully with Proliferate, to help cement the phyrexian connection. Well done. I can't really think of anything negative to say about this, so I'll just leave it at that.
Since the best way to view another plane without too many problems is to view it's remains:
Graverobber Trap4BB
Sorcery - Trap (R)
If two or more creatures were put in a graveyard this turn, you may pay BB instead of paying Graverobber Trap’s mana cost.
Put up to three target creatures with a casting cost of X or less from a graveyard on the battlefield under your control, where X is equal to half of the casting cost, rounded down, of the creatures put in a graveyard this turn.
Since my previous card takes something from the graveyard, it would make sense that you are there, so mine had to be an instant, sorcery, or enchantment.
I think that melding Eventide (retrace) with the fighting ability of Innistrad would be awesome! Upon copying a potential spell from those planes, we come up with:
Rampant Brutality3G
Sorcery (U)
Target creature you control gets +X/+X and has fight until end of turn, where X is equal to the number of lands in your graveyard.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Fight isn't an ability. It's an action. Granting "Fight" to a creature makes no sense - the card should say some thing like:
"Target creature you control gets +X/+X until end of turn, where X is equal to the number of lands in your graveyard. It fights another target creature. (Each deals damage equal to its power to the other.)". I'm not even sure if that's what you intended, since you're trying to give it "fight" until end of turn, so maybe you wanted to grant it an activated ability which would let it fight other creatures? It's not entirely clear what you were trying to do, but I think making them fight when the spell resolves is by far the simplest and probably makes the most sense. Assuming it does that, this seems a little strong, as in a deck where you're retracing things it's going to quickly get to the point where it's a 4 mana green kill spell with retrace and no downside. Making it cost 5 makes it less useful in decks which aren't trying to abuse it with lots of dead/discarded lands, but at the very least I feel this should be a bit more colour-intesive so it's not so splashable and is a little trickier to cast - maybe 2GG?
Also, fighting isn't mechanically connected to Innistrad particularly, any more than vigilance is mechanically a part of the set which first used the keyword (I think Kamigawa?) - it gave a new evergreen name to an existing ability. So in that respect I feel you could have done better to make it feel like it was actually connecting two planes.
Man did I struggle with this one. How do you determine what's on another plane?
'Course, I'm not big on the flavour/background of Magic anyway... give me mechanics any day of the week
Wish Portal5
Legendary Artifact (Mythic Rare) WUBRG, T: Choose a card you own from outside the game, reveal that card, and put it into your hand. You lose life equal to that card’s converted mana cost. I’m still not sure what purpose this gateway serves; however the corpses surrounding it do concern me greatly.
OOOH. Brainflash. Of course it's combining one of the most hated mechanics ever (IIRC) with one of the most disappointing blocks ever... and they were right next to each other anyway....
Kamigawa meets Mirrodin*
Kanjuro, Spirit Guardian 7W
Legendary Creature - Angel Spirit (Mythic Rare)
Affinity for Spirits (this spell costs1less to cast for each Spirit you control)
Flying
Spirits you control have "1W: Exile this creature. At the beginning of the next end step return that card to the battlefield under its owner's control"
5/5
There's no doubt at all which planes this card combines, and it does it well. I like seeing afinity put to good use, because the ability got a lot of bad rep when really it wasn't the big problem so much as the enviroment it was in (artifact lands, too many artifacts with affinity which could reduce all the way to 0, Ravager et al). This seems like a perfectly good use of the ability, and the card seems costed about right to me. I like the flicker effect granted to spirits - it's strong, but if they try to kill this guy and you exile him to save him from death, they have until the rest of the turn to deal with your other spirits without them being able to exile themselves, so with a couple of kill spells they can at least be sure to get something. Feels deserving of it's mythic status without being broken. My only real complaint is "Angel Spirit" seems weird to me.
Book of History
Artifact (R)
If a card would be put into your graveyard from anywhere, you may exile that card. If you do, put a charge counter on Book of History.
:2mana:,:symtap:, Sacrifice Book of History: You may choose a nonland card with converted mana cost equal to the number of charge counters on Book of History you own from outside the game, reveal that card, and put it into your hand. "The man demands to regain everything he lost, but it won't be as easy as he thinks."
Merging Innistrad with Dominaria (Invasion Block)
Reconstruct :1mana::symu::symu:
Instant (R)
Reconstruct can't be countered by spells or abilities.
Choose target player. Each player shuffle all cards from his or her graveyard into his or her library, then the chosen player puts the top thirteen cards of his or her library into his or her graveyard. "Change the past without changing it."
It's an interesting card - clearly not so good in a mill deck unless you only run one and plan on having it in your opening hand, but has some interesting applications. I can see the connection to Innistrad via the graveyard theme, but I don't see any ties to Invasion/Dominaria here - Invasion block was based on multicolour, which clearly isn't on this card, and if anything the flavour text sounds more like Time Spiral. So I don't feel like this does a good job of meeting the challenge for the round.
Bag of Wishes6
Legendary Artifact (MR) ,T: You may choose a card you own from outside the game, reveal that card, and put it into your hand. When you reach into the bag, you never know what you are going to get! Or where you got it from.
Combining Domainaria (Cold Snap) and Zendikar
Avalanche Elemental5GG
Snow Creature - Elemental (MR)
Snow Landwalk
Landfall - Whenever a land enters the battlefield under your control, Avalanche Titan gets +X/+X until end of turn, where X is it's power. Even when frozen solid the land lashes out.
4/4
Love the flavour here, and it clearly represents the planes you chose. I feel the flavour would be cooler, and the card seem a little more cohesive, if it only triggered on snow lands, but that would mean you couldn't use the landfall keyword. Maybe it could have gained only a static bonus from regular lands, and doubled instead if the land was snow? It just seems weird that nonsnow lands contribute to the "avalanche".
A very cool Johnny-Timmy card with good flavour and which feels like it deserves it's Mythicness, so well done. Snow landwalk is kinda narrow, but the flavour pretty much requires it, so that can be excused.
Chronal Lenses
Artifact (U)
:xmana:,:symtap:: Look at the top X cards of target player's library. For each used to pay this ability you may put a card revealed this way at the bottom of that player's library. With these lenses the future is open like a book to me!
Planes: Kamigawa + Mirrodin
Samurai Replica3
Artifact Creature - Samurai
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) 1W, Sacrifice Samurai Replica: Samurai Replica deals damage equal to its power to target creature blocking or blocked by it.
2/2 It protects with uncanny loyalty.
Oh man, I am a sucker for cycles. Not a hugely exciting card, but it doesn't need to be. Seems like a nice uncommon. I don't entirely like that you can only sacrifice it when it's blocking or being blocked,, meaning any time you sacrifice it the bushido is in effect - this reduces the interaction between the abilities. I think it would be cooler (and more in line with it's flavour text) to have it deal the damage to any creature that's attacking you - This opens up more interactions, and while most of the time you'll block with it first for the bushido boost, this would let it hit evasive creatures as well, but for less. Also: you nailed the flavour text perfectly.
1: Ninja Caterpie 2: Viperion 3: Krey
Honorable mention to Koopa, a very close fourth, in my opinion.
Design: -1/-1 counter graft is a really flexible concept with a good amount of potential design space. Creatures that benefit from -1/-1 counters, things that punish the opponent for having -1/-1 counters, ways to restock the counters on your creature- it's a sign of good design when I automatically want to start designing cards around yours. It appeals mainly to Johnny and Timmy- Timmy gets a 7/7 and Johnny gets to play with counters.
Development: I think the cost is appropriate. Five mana for a 3/3 that eventually turns into a 7/7 sounds about right, especially since it requires two colors. I'm pretty sure this should be a rare, though. It's a splashy, build-around-me card that gets ridiculous when drafted in multiples, especially if there are a decent number of X/1s in the set. Think Grim Poppet (yes, I know there are differences, but I think this card could be more powerful in the right circumstances).
Flavor: Spot on. This really does feel like a Phyrexianized graft, even down to your own invented word for "phyrexianized" (or at least, that's what I'm assuming, since phystric wasn't in the dictionary and it's also on Phystric Sliver in your bonus cards. I especially like that the "Mutant" type feels just as right on a Phyrexian as it does on a Simic creation. The only minor nitpick I have is that I don't like using the word Cytoplasm in the name unless you're establishing Cytoplasms in your world as an actual thing (maybe a living conglomerate of cytoplasts, thus the Elemental?), given that cytoplasts were an actual concept for the Simic (the little symbiotic blobs on graft creatures).
CrazyMatt
Design: This card is pulling in so many directions. At first glance, it wants to be a mill card, but then you realize it actively works against that game plan. Then, you think it might be a griefer card, but "mill 13" isn't exactly "squirm under my thumb". Then you think about targeting yourself and the Johnny juices flow, and I begin to appreciate this design a bit more. It's an extremely powerful graveyard enabler, milling for 13 on turn 3, and it gains added utility as a way to save yourself from decking if the game goes long without totally ruining your graveyard shenanigans. I really appreciate this kind of self-synergy in a design. For a Johnny playing graveyard shenanigans, it's a dream come true, but the problem is I don't think it really appeals to the other demographics. Furthermore, the "can't be countered" clause seems tacked on to make the spell more powerful and/or to target a specific metagame problem, but doesn't actually add to the design.
Development: Definitely a rare. I don't know about the UU in the cost, though, since I don't think you need to worry about every deck splashing this card, and a decent amount of its utility will come from how well you can pair it with synergies from other colors. In short, making it more splashable may actually be desirable, and I'd rater see this as 3U, or even 2U and sorcery, than 1UU.
Flavor: I get the Innistrad elements loud and clear: it can enable graveyards, take away graveyards, and even leaves a graveyard at exactly thirteen. I even kind of understand the "reconstruct" flavor, recreating a past state (no graveyards) except for your personal touch, although I'd expect reconstruction to be more of a Time Spiral and less of a Mnemonic Nexus. What I don't understand is what this has to do with Invasion block, flavorfully or mechanically (but maybe I'm missing something because I didn't play during that era). As I understand it, Invasion was a multicolored-focused block that told the climax of the Phyrexia v. Coalition war. Is this supposed to be the reconstruction after that? If so, your only connection is the name, and that's pretty tenuous.
Chaotic Spark
Um, no card?
Psijet
Design: This is a pretty straightforward exploration of the fight design space by creating a card that can repeatedly let them fight, and Retrace is well suited as the implementation. The P/T pump works well with fight, and makes this implementation distinctly green (although fight already falls well within green's piece of the pie). I'd rather this card be an instant, though, to let it be a combat trick.
Development: Four mana is fine for this, but I'm pretty sure it should be rare. It's essentially repeatable removal that can't be Doom Bladed and scales as the game goes on. It would be a true bomb in draft and sealed, and I don't think you want it at uncommon. Also, you can't just grant a creature fight. It would be like granting a creature scry 2 or clash- fight is an action that requires a trigger, either as part of an activated ability (T: Fight target creature.) or a triggered ability (When X happens, this creature fights target creature).
Flavor: The flavor of "getting bigger and bigger and madder and madder" comes in loud and clear. There isn't really a carry over of block flavors, but there didn't need to be as long as you combined mechanics.
JimmyGroove
No card. These are easy!
Koopa
Design: This is a pretty blatant snow-hoser, but it's also just a really big creature so it's not totally useless against a snow-less opponent. Timmy will jump for joy, and I'm sure Johnny can find a way to give you that Snow land.
Development: Once again, a pretty blatant hoser, but narrow hosers don't work well as mythic rares. Mythic rares should get me really excited when I crack them, and if I don't care about Snow lands, and I'm not an uberTimmy, this is just a big dude. Compare this to something like Gaea's Revenge, which hoses anything that isn't green. Regular rare would be just fine for this. As far as power goes, costing seven mana goes a long way toward depowering the card, but I'm still a little worried about how ridiculous this thing gets if you give it trample.
Flavor: An avalanche building momentum as it covers more and more area is a neat concept, and it comes across clearly, although it doesn't really come across as green. Magic has been moving away from the "any act of nature is green" stance, and avalanches are closely associated with mountains, so the flavor of the card feels G/R at the least, possibly just red, although it is green mechanically.
Krey
Design: Simple concept, elegant execution, if a little close to Soldier replica for my taste. Then again, I kind of like the idea that a Samurai replica is just a Soldier replica with bushido- a conceptual line drawn that allows for contrast. This has nice symmetry with the other replicas, and I really want to complete the cycle now. The two abilities even have internal synergy.
Development: Can't really find much wrong. 2/2 for 3 with Bushido 1 sounds fine, even as an artifact (a white card would get something extra tacked on a la Kitsune Blademaster), and the ablility requires white mana to use. Looks fine at common- a high draft pick, definitely, but not warping the limited environment.
Flavor: A construct that has developed a sense of honor and loyalty? The flavor is a straightforward delivery, and the concept of an army of mechanical samurai is pretty interesting.
Notorious Lynx
Design: A new twist on an old idea. I get to play my creatures out of my graveyard, but instead of one-hit rush and then gone, they slowly dwindle away until they vanish. Also, I like the added layer of being able to manipulate the counters to keep my creatures alive. Feels at home in black, although I wonder if it shouldn't just be multicolored, given its color restrictions and the likelihood that this set will want to support multicolored decks.
Development: Cost is about right, definitely a rare (maybe even a mythic, it's definitely splashy). Putting a counter on at the beginning of each upkeep is pretty steep, though, and I don't like the fact that the card becomes much, much worse in multiplayer. Also (this is as good a place as any to put this), the wording problems were pretty distracting. "When they enter the battlefield with haste" isn't a sentence. It's just a -1/-1 counter, not a wither counter. On a more minor note, the creatures would be "cast", not "played", and you should probably reword the exile trigger to be a replacement effect (using "instead") unless you want creatures with flash to be cast from the graveyard in response to their own exile trigger. All of this is fix-it-up stuff, though, that could get changed pretty easily.
Flavor: The flavor of "undead that slowly deteriorate" is what I get from the mechanics, but the flavor text talks about outworlders fading from existence due to this enchantment, and it's called an Otherworldly Anomaly. I'm confused. What does a planar anomaly have to do with reanimating things from my graveyard? Also, the Grixis colors are UBR, not BRG. I get the mechanical connection (unearth with a wither twist), but when dealing with a place clearly defined by its colors, getting them wrong (or changing them without an explanation, if that's what happened here) is pretty jarring.
Viperion
Design: Affinity for X will always lead to compelling linear strategies, and this is no different. The meaningful twist, though, is that this is a lord with affinity for his subjects, which means that you will be aptly rewarded for all of your spirit-playing, not just by a cheaper spell, but by increasing the value of your efforts to cheapen it. I also like that this hearkens back to the "flickering spirit" mechanic, which feels more intuitively spirit than Kamigawa mechanics like Soulshift (although maybe this is more flavor than design) and works well with ETB abilities.
Development: This feels about right for a casually competitive spirit deck using the current cardpool. The best line I can think of is "turn two spirit, turn three Spectral Procession, turn four this", which I really don't think is too powerful for eternal formats, even Modern. Of course, if there are lots of cheap spirits in your set, or (god forbid) Spirit lands, you may need to rethink it. Also, definitely mythic rare.
Flavor: Once again, I like using the flicker concept here, although I'd prefer that it was an activated ability on Kanjuro itself that flickered target spirit, because that has more of a "guardian" feel (see Deathless Angel). The mechanical tie between planes is created, although the flavor is pure Kamigawa.
The three that really stand out to me as elegant, flavorful designs that I could see as actual Magic cards are:
Frozen in AEtherspaceXU
Instant {R}
(X cannot be 0)
Exile target creature with X time counters on it. If it doesn't have suspend, it gains suspend.
Replicate U "Please don't tell me that you inputted in the wrong coordiates for the gate...."
"Alright, I won't tell you."
"X can't be 0" should be rules text, as with Ertai's Meddling - which is what this is clearly in the lineage of. Otherwise, this is fine, and I'm a little surprised that a non-replicated version never appeared in Time Spiral.
Kamigawa + Ravnica
Tormented Ogre3B Creature - Ogre Shaman(R)
Haunt
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to twice its converted mana cost if you don't control a Demon.
When Tormented Ogre enters the battlefield or the creature it haunts dies, return target Demon from your graveyard to your hand.
3/2
He doesn't seem all that tormented to me - more like tormenting. Given a choice, I think I'd rather run Dark Confidant in most situations (the first exception that comes to mind being "I'm playing with the set this is from and Innistrad", actually).
Mercadia/Alara (Jund)
Kyren DragoncallerR
Creature- Goblin Spellshaper (R)
1/1 3RR,T, Discard a card, Sacrifice a creature: Put a 4/4 red Dragon creature token with flying onto the battlefield. The Kyren tribe established an alliance with the dragons by making offerings of Jund's other goblin tribes.
I assume the reference is to Broodmate Dragon (or Sarkhan Vol). That said, I'd actually like to see a little more of a link to, say, Voracious Dragon on the tokens, which would really fit the flavor text. (But that's probably a little overpowered as a repeatable token generator unless it's mythic. :D)
Dominaria (Otaria), Alara (Bant)
Sigiled Sentinel1WU
Creature - Human Monk (U)
Defender
Whenever Sigilroot Sentinel blocks, choose one ─ Put a +1/+1 counter on it; or draw a card, then discard a card. Chaste - Sigilroot Sentinel loses defender as long as six or less cards are in your graveyard.
2/3
Cute. A reverse Threshold effect. That said, I think I'd rather have it worded the other way without introducing a separate ability word - that is, "Threshold—Sigiled Sentinel has defender as long as seven or more cards are in your graveyard." and not normally having defender - and I'm not entirely sure how this conveys Bant's flavor other than being blue-and-white.
Also, you have it reading "Sigilroot Sentinel" twice in the rules text, rather than "Sigiled Sentinel".
Dominaria[Otaria]/Mercadia
Rishadan Souvenir
Arifact (R)
Threshold — If seven or more cards are in your graveyard, rather than pay Rishadan Souvenir's mana cost, you may have an opponent draw a card.
:1mana:, :symtap:: Tap target land. "I got it for free, it just cost me an arm and a leg."
Imagine, instead of the Mirari, they fought over a snow globe?
Funny concept. I'm not entirely sure that having an opponent draw a card is worth 3 (have it enter the battlefield tapped in that case?), but otherwise this works.
Zendikar and Lorwyn
Trun, the Plane ForgerGGGG
Legendary Creature - Elemental
Whenever you search your library for at least one land card, put two +1/+1 counters on ~ for each land searched for.
Remove a +1/+1 counter from ~: Search your plane card pile for a plane card then shuffle it and put the plane card on top of it.
4/5
"Planar deck", not "plane card pile". Also, the first ability should probably be "Whenever you search your library for land cards, put two +1/+1 counters on ~ for each land card you find this way."
(ed: Ravnica/Mirrodin.)
Careful Construction2W
Sorcery (R)
Search your library for an artifact card with converted mana cost equal to or less than the number of artifacts you control and put it onto the battlefield. Then shuffle your library.
Forecast — , Reveal Careful Construction from your hand: Put a 1/1 colorless Myr artifact creature token onto the battlefield. (Activate this ability only during your upkeep and only once each turn.)
(This is using the Forecast mechanic from Ravnica with metalcraft-oriented themes from Mirrodin during Scars block.)
Quite a bit worse than Fabricate at first glance - except it makes Myr. I think the forecast cost could safely be W, and I'm pretty sure this isn't rare, but I see where this is going.
It's a Titan. Titans are core set cards. Core sets are (and always have been) based on Dominaria.
I'm not sure about that since M10, ced. I think the core sets have been referring to as yet unnamed planes with stuff like Kalonian Behemoth and Xathrid Demon.
MDenham, I don't know about worse than Fabricate since it tutors onto the battlefield, but maybe you're just referring to the CMC restriction.
For Wormhole: CrustaceanCrusader
Dropped
Maokun
I think you mean Trow, unless it is also combining the H from Phyrexia or something. Flavorwise, it's actually not good at fighting Phyrexians, since anything with infect will prevent it from persisting, but ok. It feels like a lot of text to get a 4/3 trampler that comes back as a 5/2, strangely it seems more like unearth in some way.
Lordschuft
Ninjas with evasion are a good start, only Higure, the Still Wind had much capability to get through once they actually came out. Faerie Ninja is a pretty silly but maybe workable concept. You've also done a good job of working in the flavor of both planes, and it's a recognizable mashup of Ninja of the Deep Hours and Spellstutter Sprite. Actually works really awesomely with the latter, in fact.
Shaddock86
Well, you are thinking outside of the box. Speaking of boxes, I just found my box of Decipher Star Wars cards, which I bring up because your submission has the same big problem that the Star Wars TCG did; parasitic specificity. Practically every card in that game refers to another card by name or some really small set of cards. Thinking about what you are trying to do, I wonder if splice might have been a better route; a spell which powered up additionally if it was spliced would be kind of cool.
Rimeshade
I'm not sure that I would say UR "opposes" GW, but the card affecting only you isn't much of a problem. It's a bit random, but you have blue, so you can probably come up with some good library manipulation, and randomness has long been a hallmark of this color combination. The double if clauses are a little awkward, I don't think it would have been broken if you cut the mana payment.
ced395
I didn't realize I was critiquing you when I first brought this up, but I'll repeat (or pre-peat) my contention that the choice of a card with no discernible planar influence was maybe not the wisest thing to do this round. Furthermore, there doesn't appear to be much effort to reflavor it to involve Lorwyn other than the addition of Elemental on the type line. So I'm not sold on the flavor, but mechanically it isn't terrible; you will want to save your guys often enough for the ETB ability to be relevant, and it's pretty beastly when you can actually cast it, particularly with the flash block. I guess being overpowered is the titans' planar ability.
CodGod
Ok...snow and legendary. Not the most exciting mechanics ever, but it's ok. There is an interesting nod to Frost Titan's ability, not sure if that's intentional. I guess it would be played in some EDH decks, if they run snow. I would like it better if it guaranteed a counter.
Prophylaxis
Combining wisdom and forecast is all well and good, but I would like it a lot better if the card could actually be played for something. I guess it might be workable like Evermind, but I'd appreciate the versatility of being able to play it for some other effect.
Takaline
Ok, hybrid mana and Boggartness for Shadowmoor, but I didn't know Boggarts ate other beings. Not sure if you corrected your first round card, since it has no mana cost or p/t on the creature side. Anyway, it's not really showing much innovation, but it's ok I guess. I'd rather have a Kird Ape in R/G.
Right, they aren't planes, but they aren't locations that we know to be on Dominaria. I guess I was more thinking that the core set refers to a collection of planes than specifically Dominaria, although it certainly includes some from there. The Titans don't have much to distinguish themselves as far as planar flavor, so I don't think lcd's critique is that far off base, but I guess if you want to state that you are operating under the assumption that they are Dominarian, you are entitled to that opinion. It's an interesting question
ParaSiempre - Not a bad land, but I have a sneaking feeling that people would be playing it mostly for the damage prevention. Something seems off with it, but I can't put my finger on it.
Marr965 - Lorwyn/Shadowmoor were indeed day and night, however this as a flip wouldn't work due to the massive amounts of text. You also didn't put in a rarity. I think the best bet would be for a transform. Even though we don't know a whole LOT about it yet, I think that you would have to choose a side to have it as a casting cost, then transform.
MDenham - At first it looked like a decent card, but then, even though you can pull samurais out like mad, it still costs quite a bit. The only real issue I have with this card is that it feels more blue than white.
Oculus - This seems as if though it's under-costed for what it can do, even for a rare, considering that I can see proliferate hitting it pretty hard. Regardless, it's a good card, but too powerful for its cost.
AeroMage - The template should be:
[Level 4+]
Exalted
Creatures you control have exalted.
The problem with levelers is that unless it's specified in their next 'step', they don't retain the abilities from previous levels. Not to mention it's pretty powerful for such a low cost.
Brofaux - Definitely a way to keep a creature in the game and cause some issues with an opponent.
dwaynedu - Very simple.
ol MISAKA lo - Zippo
Eremity - The landfall ability seems as if though it'd be more green than white. Otherwise it's not a bad card.
Lordschuft, please don't doublepost, you can put responses in the post with your critique. I merged your posts.
I have also finished my critiques, above.
Unrelenting Throw- The spelling has been pointed out before, so I won't dwell. Others have commented on how this guy works when combating infect, but I don't feel too much New Phyrexia from it. I kind of see how the "can't have any more counters placed on it" bit works, but I it still doesn't stick well for me. I do think the 4/3 persisting back as a 5/2 is interesting, but a little heavy on the math.
Seeing Wind Clique- Technically, this card works well enough. I'm underwhelmed with paying 5 for a 2/1 flier, even with this ability. Obviously, you want to ninjutsu this out, but having a bit more hard-casting incentive would have been nice. The Ophidian trigger is powerful. I don't know if I'll ever be able to get on board the "faerie ninja" type train, though.
Ravenous Squirrel- The only Un-set-ness I get from this is that it is weird and makes a zombie squirrel; I don't find anything particularly amusing on any of the three cards you submitted. The only Ravnica-ness I get is transmute, which feels tacked on, especially considering that you lose one half of your super card to find the other half. Each individual card isn't exciting. Sure, you're pay-off is potentially big, but I'm not convinced I'd be willing to try it. None of the effects go together for me, in terms of flavor, mechanics, or even the numbers (why 4 counters and one 5/5 token?).
Also, Consume Flesh uses two different types of counters.
I applaud your ability to think outside the box. This concept (combining two cards into one) could work and be very exciting if the cards in question made sense together. Sorry, but this is a rather large miss for me.
Replicator Field- I think the wording would go "Whenever you cast an instant or sorcery spell, clash with an opponent. If you win the clash, you may pay :symur:. If you do, copy that spell. You may choose new targets for the copy." Separating the sentences with punctuation syncs up with existing cards, and is easier to read/understand.
Anyway, this is a very cool concept. It is overpowered, but try to err on the side of awesome when experimenting in the unknown. When designing cards, I used to worry so much about power-level that my cards were just not good or fun. So, to summarize, this IS overpowered, but I don't mind that. Let development get the numbers right. The use of in the cost is a little odd, but not enough to make me dislike the card.
The clash mechanic is the only Lorwyn influence. Otherwise, this feels like a firmly Izzet card (an awesome one, but not a very Lorwyn inspired one). The flavor text seems like it would have been a neat place to build some crossover, but it is also firmly Izzet. This certainly satisfies the requirements, but I find it a little disappointing.
Steadfast Titan Titan ability (ETB effect = attack trigger) + Evoke is interesting design space. So is ETB effects + evoke, though. Making this a titan creates some tension for when to use evoke, and the fact that its mythic means inexperienced players won't have the opportunity to make the wrong choice as often. Everything before this line is very good, and makes for a good design.
However, I see some fundamental issues here. 1.) Core set isn't a plane. Dominaria is, sure, but we don't know the titans are from Dominaria, as core sets aren't just set there; they are a smattering of planes, places, and times. Frankly, the core set is a tool used to support and sell Magic as a card game first, and an avenue for flavor second. 2.) None of the original titans were elementals. Not even Frost or Inferno. Tacking the elemental type on seems to be done for the sack of matching Lorwyn and the evoke mechanic (and meeting the round's requirement), not for the sake of this card. It doesn't feel like a good merge to me.
Overall, I like this card a lot. Unfortunately, I don't think it fulfilled the challenge properly.
Kelidoro, the Frozen Stronghold- I like this well enough. It honestly feels like a combination of the two planes in a very smooth and natural way. Thumbs up. Also, nod to Frost Titan? He's not legendary, but works for the snow theme. Second thumbs up.
Great design. You are a custom card contender, to be sure.
Incognito Knowledge- I dislike that I can't just cast this. Evermind was neat as a one-of. I'm not convinced we need more of that design space. It does, however, support your wisdom theme, since it remains stuck in your hand. Overall, good design. The two themes (wisdom and forecast) are clever enough together. I'd assume we'd have seen them together more often, except for the fact that it encourages you to not play you're cards. Personally, I like playing my cards. That's why I buy them.
I suppose this supports a certain type of deck- WU control, draw cards without giving up card advantage, and then grind out a miserably slow win. I hate playing against that, but lots of people seem to like that style of deck. Not to mention it is effective. You gave that deck yet another tool, so...good...job?
Also, to nitpick, it should be "...seven or more cards in your hand..."
Baby Boggart Yay, simple designs! It seems flavorful enough. The Shadowmoor goblins were mad, ravenous monsters, and I could totally see them eating other living things. Even other goblins. Heck, especially other goblins. Let's do some math really quick though, okay?
*- One mana = 0/1 BAD
*- One mana + sac 1 creature = 2/3 GOOD (maybe too good? I'm not sure)
*- One mana + sac 2 creatures = 4/5 VERY GOOD (see above)
You get the point. One mana, devour 1 at common probably would have been good enough, by I'm not certain. That's why they hire developers, I guess. Bear in mind that the devour mechanic only appeared on two commons, and they were in different sets. All in all, though, I really like this card and would absolutely play it.
3. Prophylaxis
2. Rimeshade
1. CodGod
HM to Takaline. I really, really wish I could do a Top 4.
Creature - Ogre Shaman
Haunt
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to twice its converted mana cost if you don't control a Demon.
When Tormented Ogre enters the battlefield or the creature it haunts dies, return target Demon from your graveyard to your hand. 3/2
Hmmmm…I’m kinda iffy on this guy. While his abilities are synergistic, the overall flavor just does not click. I mean, haunt seems like it was just tacked on to meet the challenge, and I don’t like the attempt to make a Dark Confidant with Demons.
Trun, the Plane Forger :symg::symg::symg::symg:
Legendary Creature - Elemental
Whenever you search your library for at least one land card, put two +1/+1 counters on ~ for each land searched for.
Remove a +1/+1 counter from ~: Search your plane card pile for a plane card then shuffle it and put the plane card on top of it.
4/5
Whoa, for a second I thought that said Thrun, which would have been strange. As for the card, this seems like it belonged last round, and instant speed, complete control over the planar deck just seems wrong to me. As for the flavor, eh, it’s okay. It only has that small tie to the elementals of Morningtide, but I do like the take on Zendikar land-power.
Careful Construction :2mana::symw:
Sorcery (R)
Search your library for an artifact card with converted mana cost equal to or less than the number of artifacts you control and put it onto the battlefield. Then shuffle your library.
Forecast — :1mana::symw:, Reveal Careful Construction from your hand: Put a 1/1 colorless Myr artifact creature token onto the battlefield. (Activate this ability only during your upkeep and only once each turn.)
So, it’s a Fabricate, that is quite limited, but puts it onto the battlefield, and makes mry tokens to fuel itself? I like it, I really do. It’s an interesting concept, and feels very rare. It probably isn’t broken, and I like seeing the myr making bigger stuff. Nice work.
Kyren Dragoncaller
Creature- Goblin Spellshaper (R)
1/1
:3mana::symr::symr:, :symtap:, Discard a card, Sacrifice a creature: Put a 4/4 red Dragon creature token with flying onto the battlefield. The Kyren tribe established an alliance with the dragons by making offerings of Jund's other goblin tribes.
Oooh, very flavorful, and I love sacing goblins as fodder. Also, this seems extremely potent with your first card, and fits nicely with the theme. It isn’t really more powerful that Dragonmaster outcast, though it makes tokens a turn earlier. Good work, and I look forward to seeing where your goblins take you.
Nowhere to be found
Rishadan Souvenir
Arifact (R)
Threshold — If seven or more cards are in your graveyard, rather than pay Rishadan Souvenir's mana cost, you may have an opponent draw a card.
:1mana:, :symtap:: Tap target land. "I got it for free, it just cost me an arm and a leg."
Meh, it’s kind of uninteresting, and I don’t like giving away card advantage for something like this. Not much else to say on this.
Sigiled Sentinel :1mana::symw::symu:
Creature - Human Monk (U)
Defender
Whenever Sigiled Sentinel blocks, choose one ─ Put a +1/+1 counter on it; or draw a card, then discard a card. Chaste - Sigiled Sentinel loses defender as long as six or less cards are in your graveyard.
2/3
This guy is pretty interesting, though I think that you should have gone with straight threshold. A few turns defense with this guy is probably enough to make him either really bug, or loot you several goodies, but the fact that he soon can’t attack makes him fairly balanced. Also, this feels very Banty, and, but for threshold, seems like it could have been printed. I approve.
Frozen in AEtherspace :xmana::symu:
Instant {R}
(X cannot be 0)
Exile target creature with X time counters on it. If it doesn't have suspend, it gains suspend.
Replicate "Please don't tell me that you inputted in the wrong coordiates for the gate...." "Alright, I won't tell you."
This is probably the most broken card of the lot, for the fact that it is such effective removal and stall, two things that blue decks love having. Besides that, though, it is a very nice concept, and replicate seems to fit right in with the suspend. This can be likened to a blue Comet Storm, but is much more powerful, in that it hits everything, and is a bit cheaper.
Otherworld Anomaly - 4BB
Enchantment (R)
You may play green, red or black creatures from your graveyard as if they were in your hand. When they enter the battlefield with haste. At the beginning of each upkeep, put a -1/-1 wither counter on them. When a creature put into play this way dies, exile it.
As the outworlders stayed, they began to fade from existence.
Why Jund colors and not Grixis? What's a wither counter? I like what this is trying to do, but execution problems prevent it from living up to it's full potential.
Ninja Caterpie
Phystric Cytoplasm 3UG
Creature - Elemental Mutant (U)
Phystric Cytoplasm enters the battlefield with four -1/-1 counters on it. Whenever another creature enters the battlefield, you may move a -1/-1 counter from Phystric Cytoplasm onto that creature.
7/7
Some of the ideas on this world are magnificent, but they require a bit of... changing.
- Jin-Gitaxias, Core Auger
Rampant Brutality 3G
Sorcery (U)
Target creature you control gets +X/+X and has fight until end of turn, where X is equal to the number of lands in your graveyard.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Fight what? At what cost? This card doesn't work. Sorry. I like where it was going though.
Viperion
Kanjuro, Spirit Guardian 7W
Legendary Creature - Angel Spirit (Mythic Rare)
Affinity for Spirits (this spell costs 1 less to cast for each Spirit you control)
Flying
Spirits you control have "1W: Exile this creature. At the beginning of the next end step return that card to the battlefield under its owner's control"
5/5
This is a solid card, but my main gripe is that with multiple spirits on the board, you'll likely be winning already. This really feels like a win-more to me.
CrazyMatt
Reconstruct 1UU
Instant (R)
Reconstruct can't be countered by spells or abilities.
Choose target player. Each player shuffle all cards from his or her graveyard into his or her library, then the chosen player puts the top thirteen cards of his or her library into his or her graveyard.
"Change the past without changing it."
So... It fills your graveyard? This card seems much more Innistrad the Dominaria. It doesn't really do anything besides self-mill, and it would be nothing in Standard while probably broken in Legacy.
Koopa
Avalanche Elemental 5GG
Snow Creature - Elemental (MR)
Snow Landwalk
Landfall - Whenever a land enters the battlefield under your control, Avalanche Titan gets +X/+X until end of turn, where X is it's power.
Even when frozen solid the land lashes out.
4/4
I'm a sucker for this card. It combined both planes perfectly as well as being a very interesting card to play with. My only problem with this card is that Snow Landwalk likely won't matter. It just seems like it's put there for flavor reasons, while not mattering very much in a real game. Snow decks need to be powered up, not be punished.
Krey
Samurai Replica 3
Artifact Creature - Samurai
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) 1W, Sacrifice Samurai Replica: Samurai Replica deals damage equal to its power to target creature blocking or blocked by it.
2/2
It protects with uncanny loyalty.
Interesting. This is quite good. I like it quite well, but what does it have to differentiate itself from the Top 3?
Top 3
3. Krey with Samurai Replica
2. Koopa with Avalance Elemental
1. Ninja Caterpie with Phystric Cytoplasm
Chronal Lenses
Artifact (U)
:xmana:,:symtap:: Look at the top X cards of target player's library. For each used to pay this ability you may put a card revealed this way at the bottom of that player's library.
With these lenses the future is open like a book to me!
Round 2 Card:
Planes: Kamigawa + Mirrodin
Samurai Replica 3
Artifact Creature - Samurai
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
1W, Sacrifice Samurai Replica: Samurai Replica deals damage equal to its power to target creature blocking or blocked by it.
2/2
It protects with uncanny loyalty.
Now, combining Shadowmoor with new Phyrexia
Unrelenting Throw 2GG
Creature - Troll (R)
Trample, Persist
If Unrelenting Throw has one or more -1/-1 counters on it, it can't have any more counters placed on it and gets +2/+0 for each counter on it.
"Phyrexia found the inhabitants of this land surprisingly suited to combat it."
4/3
Doing now.
Zendikar and Lorwyn
Trun, the Plane Forger GGGG
Legendary Creature - Elemental
Whenever you search your library for at least one land card, put two +1/+1 counters on ~ for each land searched for.
Remove a +1/+1 counter from ~: Search your plane card pile for a plane card then shuffle it and put the plane card on top of it.
4/5
This is for me more than it is for anyone else. I sucks at colors.
Unglued World (b.f.m.) + Ravnica (Transmute)
(and yes, unglued and unhinged are considered to be a plane by wizards. :P)
Explanation: Those in power always want more power. And what's more powerful to a planeswalker than be given a planeswalker spark so he can make a pet planeswalker that works for him? Trading a planeswalker a spark for his services is too good of a deal for any planeswalker to pass up, so loyalty means nothing (which explains stealing a planeswalker from your opponents deck).
Bottled Spark
1
Artifact (R)
During your upkeep, put a charge counter on Bottled Spark.
Remove X charge counters, T, Sacrifice Bottled Spark: Search any player's deck for a planeswalker card with a converted mana cost of X or less and put it onto the battlefield under your control. Shuffle the deck afterwards.
Cycle 3
CLARIFICATION: These are NOT split cards, transform cards, flip cards, or anything of the like. They are two seperate cards with two seperate abilities that have the OPTION of being combined together to make one super spell (B.F.M. (Big Furry Monster)-style from Unglued)
Ravenous Squirrel
2G
Instant (C)
Put a 1/1 green squirrel token onto the battlefield.
You may play both Ravenous Squirrel and Consume Flesh at the same time as one spell (combined mana cost) for this replacement effect, "Target creature gets 4 -1/-1 counters and you put a 5/5 black and green zombie squirrel token onto the battlefield.
/////////////
Consume Flesh
2B
Instant (C)
Put a -1/-1 counter on target creature and a +1/+1 counter on another creature.
Transmute 1B
COOL TIDBIT: Although Consume Flesh combos with Ravenous Squirrel, Consume Flesh can also combo with other cards as well.
2W
Instant (U)
Gain 5 life
You may play both Devout Prayer and Consume Flesh at the same time as one spell (combined mana cost) for this replacement effect, "Sacrifice a creature, you gain X life and all your other creatures get X +1/+1 counters, where X is the sacrificed creatures toughness."
"Step forward and show your true devotion to our faith. Step forward and offer yourself to the master."
Transmute in this set acts a lot like changlings from lorywn, it smooths out the inconsistancies and it acts to help you search for the "missing piece" to your two card b.f.m. combo. So if you get 2 consume flesh's in your opening hand, you have the option of transmuting one away to search for your combo pieces.
Thanks for the question, the two cards are NOT split cards nor transform cards or anything of the like.
They are two SEPERATE cards that have the option of being combined together to make one big spell.
Artifact Creature - Ship (R)
Ride 4 - 2
Flying
(W/U)(W/U): Exile Hapredd's Dromond and all riding creatures. At the beginning of the end of turn step, return those cards to the battlefield and attach those creatures to Hapredd's Dromond.
3/3
Careful Construction 2W
Sorcery (R)
Search your library for an artifact card with converted mana cost equal to or less than the number of artifacts you control and put it onto the battlefield. Then shuffle your library.
Forecast — , Reveal Careful Construction from your hand: Put a 1/1 colorless Myr artifact creature token onto the battlefield. (Activate this ability only during your upkeep and only once each turn.)
(This is using the Forecast mechanic from Ravnica with metalcraft-oriented themes from Mirrodin during Scars block.)
This round's critiquing brackets:
Portal > Gateway
Gateway > Corridor
Corridor > Wormhole
Wormhole > Portal
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Corridor fuseholder.
Sorry, going to have to drop. Busy few weeks ahead of me.
Aww, I can't drop after getting firsts. Critiques incoming if I can find the time.
Hyral - ???
lcd - He's not fantastic, like a swingy version of Dark Confidant, but it's a nice card. Reminds me of Blood Speaker, so that part is probably fine. Overall it's a bit too cheap, but not bad either.
MagicBrains - Meh. I could see this being exclusive to the Planechase deck, but I'm not a big fan. The first ability is interesting, but the wording seems very off. The second ability is either totally useless or nuts. I guess it works flavorwise (although differing from Thrun by one letter is trouble), but still feels kinda generic.
Gerrard's Mom - Alright, you got my attention. This has typically been done in blue (and in blue-white it would still make sense), but still feels okay in white. Reminds me a lot of Pride of the Clouds. A very solid card overall.
yewlas - Flavorwise, a success. The power level seems acceptable, but I should point out all Spellshapers are actually references to cards - this one isn't. Still awesome.
Doom Lich - ???
Timothy, Mimeslayer - The alternate cost feels like a random mashup, and the card itself isn't that great (Rishadan Port says this could have at least tapped for mana as well). I suppose the allusion here is that Mercadian Masques itself wasn't a great set?
Ryder052 - Oh cool, reverse threshold. I'm not sure it's that great of an ability, rewarding early-game and trailing off late-game, but it has a lot of cool ideas here. (Thought: This could still have been threshold, but in a Boneshard Slasher drawback sort of way).
DeusofCalamity - Sooo...what happens with Cast Through Time? I like the concept, but apart from that, Replicate also seems way too good and way too cheap here (compare to Vacuumelt).
TOP 3:
1 - Gerrard's Mom
2 - yewlas
3 - lcd
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
CrustaceanCrusader:
Maokun: I am assuming you mean "trow", instead of "throw". The second ability is wierd. It probably should have been worded to "While ~ has one or more -1/-1 counters on it, it gets +2/+0 for each counter on it." and "While ~ has counters on it, it cannot have any more counters placed on it." Other than that, the card itself is powerful.
Lordschuft: Ninjustu impulse, huh? This is very powerful, and if you are playing fairies, you almost always have a way of evasively attacking your opponent. At worst this is a flying Scroll thief, so this is definitely a rare.
Shaddock86: While I understand the design process, I feel that there could have been a better way to execute this. Also, Consume Flesh is already a card.
Rimeshade: I like this actually. It doesn't really do anything on it's own, but it's kind of like pyromancer's ascension, in a way (that deck would love this). At worst, you tack on "Scry 1" on each of your spells, and at best, you Fork your spell as well as Scry 1. Powerful, but needs to be built around.
ced395:: This seems really powerful, I'm not going to lie. Also, having flash on this seems over the top. Evoke as a sorcery is just fine.
CodGod: So this is Miscalculation for legendary permanent's huh? Powerful, seeing as this cannot be counter-countered, and it would be very easy to use this (snow-covered lands are considered basics :p). However, it is narrow enough for it to be relatively balanced.
Prophylaxis: I guess this is balanced. 3 mana to draw a card and put a bird into play. Late game it's great, but early game it feels like a dead card. It is had something like "spice into X" and an ability, it could be useful.
Takaline: Common Goblin is common. Not much else to say besides "you probably could have done more".
Top 3:
1. Rimeshade
2. Lordschuft
3. Prophylaxis
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
#2 - Erimety
#3 - AeroMage
It's pretty good and meshes the themes well. Would be pretty cool in R/W Tempered Steel or a similar deck with really cheap dudes. One main criticism I have is that it's kinda boring - you just get battle cry from SoM and stick it onto a card with quest counters from Zen. It's decent though.
I like that you took the tiny tribal thing of Kor in Zen and expanded it. Only problem here is that this isn't really Kor. Kor are kinda pilgrims and a religious group (well, the Zendikan Kor are) that worship the land. Being pilgrims, it doesn't really make sense for them to have a fortress, because they'd probably not stay in the same place long enough to build one. Furthermore, if any theme really fits them, it's either heavy red/black hate or Equipment. Preventing damage seems kinda random, IDK. Maybe "by red or black sources" and cut down the mana cost?
Now, onto the actual card itself - it seems quite powerful. In a Kor tribal deck, it's a permanent fog on your side, as you can keep doing it and your guys will damage them. It's powerful, as it's a land (and nobody's really going to destroy it, lol...). Adding 'red or black' would be useful, although that makes your matchup against them insane. Not that it wasn't already what with Kor Firewalker and Devout Lightcaster...
Likin' the flavour here. Taking the Samurai and Kitsune out of Kamigawa, not a problem. Nice way of incorporating Rise though. It's little subtle things put together that make a very clear anti-Eldrazi dude without mentioning Eldrazi anywhere. It's a bit weak though; you could probably add an additional point of toughness without much problem.
Level up seems like it fits so perfectly into Bant, what with rising up the ranks as you gain sigils. Only problem I really find with it is that it's kinda plain. Also powerful; 3 to cast 4/4 who becomes a 5/5 with exalted, effectively 6 damage. That effective a creature by itself seems quite good in Bant. Nonetheless, good.
Oh, yeah, Exalted does stack. It's just a replacement for a triggered ability and having it twice means it works twice. Just like having two Armadillo Cloaks attached to one guy.
It doesn't sound like Phyrexia to want to get weaker, though. Compleation involves making them stronger, rather than weaker... I guess in order to convey that, it'd require something like "creatures you control with -1/-1 counters on them have +2/+2 and are artifacts with infect in addition to their other types and abilities" and that would be wordy and awkward.
Aside from that, it's powerful. Very powerful. Not only does it give guys you control persist for cheap - see Cauldron of Souls at 5 and tapping - it also... well, you'd only play it in infect, so it doesn't really do anything else. Still, it's very powerful. Maybe B, T as the cost instead?
This is really cool, like how it sorta grows the character permanently as opposed to the temporary adrenaline rush of the other boosted-by-land dudes like Kitty Catte. Like a Journey. Right. It's good.
It's decent, but it's boring. Also, I don't think W is enough for giving your entire team Exalted... seems powerful. Especially if you cast it twice. Although it doesn't really need to be instant, lol, because instant is kinda unnecessary as you have to cast it before you declare attackers anyway.
That's pretty cool; representing the way Lorwyn-Shadowmoor flips. Although, I have to say, that's a lot of text to go on a single flip card, so it would, imo, work better as a Transformer. Also because Transformers are day/night, like this card. Furthermore, you can't flip both ways for some dumb reason and you can only cast one side of a Flip card... in that way, actually this doesn't work as a Transformer or a flip card... You'd only ever play this in a mono-colour deck because of the disadvantage though, so, uh, maybe you should make it just in general (like, all white/black creatures) and lower the mana costs? At any rate, this isn't how flip or transform cards can work, so... ???
No crits:
ol MISAKA lo
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
My scoring criteria:
Card mechanics (1-5). How nicely the card would work in the real world
Card flavour (1-5). How nice the card "feels" to me
Challenge (1-3). Does the card meet the challenge presented.
Perfect templating (1). You get an extra point if the card is templated perfectly. If I don't give you this point and you can point me to another card worded exactly the same way, I'll change the point. (Also known as a tiebreaker, of sorts).
Tribal Land - Kor (R)
Kinsbaile, Kor Fortress enters the battlefield tapped.
: Add to your mana pool.
:symw::symw:, : Prevent all damage that would be dealt to Kor creatures you control this turn.
Mechanics: 5
Flavour: 2 (Kor are the wanderers of Zendikar, from what I've read - having a land which is "theirs" is a pretty big disconnect)
Challenge: 3
Templating: 1
Total: 11
Creature - Fox Samurai (R)
Bushido 1
Spells and abilities opponents control can't cause you to sacrifice Kitsune Voidwatcher.
When a permanent with converted mana cost 10 or more enters the battlefield under an opponent's control, until your next end step, you may cast Samurai spells as though they had flash.
3/3
Mechanics: 4. Kinda clunky wording on the last ability
Flavour: 3. The "can't be sacrificed" ability seems kinda tacked on for no real reason
Challenge: 2. When you explain where the card comes from, it makes sense. But looking at it without that info, it's not immediately clear that this is anything but a Kamigawa card. (Have been convinced to change from 1 to 2)
Templating: 1. "your opponents" "play Samurai spells". If it was only one of these I'd give you the point. ("play" is only used for lands, "cast" for non-lands. Of course, it usually says "nonland cards" but hey. Changed from 0 to 1)
Total: 10
Enchantment {R}
Whenever a creature enters the battlefield under your control, you may put a quest counter on Prevailer's Quest.
As long as Prevailer's Quest has three or more quest counters on it, creatures you control have battle cry.
"Our scouts have found a world that struggles as we do. Let us lend them our strength, in the hopes they will return the favor."
- Jor Kadeen, the Prevailer
Mechanics: 3. The mechanics are perfect, but WOW is this card overpowered. This is a windmill slam first pick in limited. It's low casting cost, combined with being an enchantment (the hardest permanent to remove) is too good
Flavour: 4. Fits in with Jor-Kadeen very well, and quests as well
Challenge: 3
Templating: 1
Total: 11
Creature - Human Knight (R)
Level up :1mana::symw: ( :1mana::symw:: Put a level counter on this. Level up only as a sorcery)
4/4
////////////////////////////////////////////////////////////////////////////////
[Level 1-3]
Exalted
5/5
///////////////////////////////////////////////////////////////////////////////
[Level 4+]
Creatures you control have Exalted
6/6Mechanics: 3. Speaking of overpowered... this is a 6/6 attacker for 3 (assuming you level it up the turn after you play it, and why wouldn't you?) The final level is probably ok... but this guy really needs to be a 2/2 or 3/3, or do nothing until level 2.
Flavour: 5. Home run here.
Challenge: 3
Templating: 1
Total: 12
Enchantment {UC}
:symb::symb:: Creatures you control gain persist until end of turn.
Creatures you control with -1/-1 counters on them are artifacts with infect in addition to their other types and abilities.
"A creature that willingly accepts death is a creature that Phyrexia will willingly embrace. In that, this plane is much like its creatures." -Elesh Norn, Grand Cenobite.
Mechanics: 4. The persist ability is too cheap, but otherwise this is good.
Flavour: 3. I like that if your creatures block a Phyrexian (something with infect) then they become infected too. However, I'm not convinced that Phyrexians - obsessed with perfection - would allow creatures that are less than they could be (-1/-1 counters)
Challenge: 3
Templating: 1
Total: 11
Instant {C}
Radiance - Target creature and each other creature that shares a color with it gains Exalted until end of turn.
Mechanics: 4. Fine, but slightly too cheap for what you'll probably get out of it.
Flavour: 4. I can see this fitting into both Boros and Bant, so good job there.
Challenge: 3. Given my previous comment, it pretty much has to be
Templating: 1
Total: 12
Artifact
Whenever you control more black permanents than white permanents, flip ~.
White creatures you control get +1/+1.
Black creatures you control get -1/-1.
The golden metal shows only the lightest in you.
-----
Mirror of Night :2mana::symb::symb:
Artifact
Whenever you control more white permanents than black permanents, flip ~.
Black creatures you control get +1/+1.
White creatures you control get -1/-1.
The necrogen-infused metal shows only the darkest in you. You probably saw this coming when I rendered the card for you...
Mechanics: 1. This plain doesn't work. There would have to be a BUNCH of rules changes to allow this card to see print. What's it's converted mana cost? What is it's name (cf Conundrum Sphinx)? What colour is it? Can I search for it with Glittering Wish?Can Pure destroy it? Can I cast it either way up? Also, this should really be an enchantment, not an artifact. Also there is literally no room for the flavour text but on a flip card that's not surprising. Maybe this should really be a Transforming Enchantment?
Flavour: 3. Why does it flip? What does it represent?
Challenge: 1 (almost a zero). Without the flavour text (which doesn't fit on the card) how do I see the NPH flavour here?
Templating: 1 Having said all that, there is no issue with the templating.
Total: 6
Enchantment - Aura (R)
Enchant creature
Landfall - Whenever a land enters the battlefield under your control put a +1/+1 counter on enchanted creature.
Remove two +1/+1 counters from enchanted creature: Search your library for an Aura card that can enchant enchanted creature and put it onto the battlefield attached to enchanted creature.
Mechanics: 4. Fine
Flavour: 3. I don't really get the flavour connection between landfall, and searching up auras.
Challenge: 1. I just don't see the Lorwyn in this card.
Templating: 1. Should be "attached to it" at the end, but that's very minor.
Total: 9
1. AeroMage
2. dwaynedu
3. Brofaux
Cornerstone of Passage - 4
Legendary Artifact (R)
When Cornerstone of Passage enters the battlefield or at the beginning of your upkeep, put target exiled permanent into play under your control.
Otherworld Anomaly - 4BB
Enchantment (R)
You may play green, red or black creatures from your graveyard as if they were in your hand. When they enter the battlefield with haste. At the beginning of each upkeep, put a -1/-1 wither counter on them. When a creature put into play this way dies, exile it.
As the outworlders stayed, they began to fade from existence.
As is, the memory issues make this a card I'd hate to play with or against, but I like the idea behind it. I don't like that a Grixis-inspired card is using Jund colours. I'm not really sure any colour restriction is actually necessary, as it doesn't seem to add much to the card.
Artifact (R)
Players play with their hands revealed.
"I can see everything both in this world and the next."
Phystric Cytoplasm 3UG
Creature - Elemental Mutant (U)
Phystric Cytoplasm enters the battlefield with four -1/-1 counters on it. Whenever another creature enters the battlefield, you may move a -1/-1 counter from Phystric Cytoplasm onto that creature.
7/7
Some of the ideas on this world are magnificent, but they require a bit of... changing.
- Jin-Gitaxias, Core Auger
Graverobber Trap 4BB
Sorcery - Trap (R)
If two or more creatures were put in a graveyard this turn, you may pay BB instead of paying Graverobber Trap’s mana cost.
Put up to three target creatures with a casting cost of X or less from a graveyard on the battlefield under your control, where X is equal to half of the casting cost, rounded down, of the creatures put in a graveyard this turn.
I think that melding Eventide (retrace) with the fighting ability of Innistrad would be awesome! Upon copying a potential spell from those planes, we come up with:
Rampant Brutality 3G
Sorcery (U)
Target creature you control gets +X/+X and has fight until end of turn, where X is equal to the number of lands in your graveyard.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
"Target creature you control gets +X/+X until end of turn, where X is equal to the number of lands in your graveyard. It fights another target creature. (Each deals damage equal to its power to the other.)". I'm not even sure if that's what you intended, since you're trying to give it "fight" until end of turn, so maybe you wanted to grant it an activated ability which would let it fight other creatures? It's not entirely clear what you were trying to do, but I think making them fight when the spell resolves is by far the simplest and probably makes the most sense. Assuming it does that, this seems a little strong, as in a deck where you're retracing things it's going to quickly get to the point where it's a 4 mana green kill spell with retrace and no downside. Making it cost 5 makes it less useful in decks which aren't trying to abuse it with lots of dead/discarded lands, but at the very least I feel this should be a bit more colour-intesive so it's not so splashable and is a little trickier to cast - maybe 2GG?
Also, fighting isn't mechanically connected to Innistrad particularly, any more than vigilance is mechanically a part of the set which first used the keyword (I think Kamigawa?) - it gave a new evergreen name to an existing ability. So in that respect I feel you could have done better to make it feel like it was actually connecting two planes.
'Course, I'm not big on the flavour/background of Magic anyway... give me mechanics any day of the week
Wish Portal 5
Legendary Artifact (Mythic Rare)
WUBRG, T: Choose a card you own from outside the game, reveal that card, and put it into your hand. You lose life equal to that card’s converted mana cost.
I’m still not sure what purpose this gateway serves; however the corpses surrounding it do concern me greatly.
Kamigawa meets Mirrodin*
Kanjuro, Spirit Guardian 7W
Legendary Creature - Angel Spirit (Mythic Rare)
Affinity for Spirits (this spell costs 1 less to cast for each Spirit you control)
Flying
Spirits you control have "1W: Exile this creature. At the beginning of the next end step return that card to the battlefield under its owner's control"
5/5
Artifact (R)
If a card would be put into your graveyard from anywhere, you may exile that card. If you do, put a charge counter on Book of History.
:2mana:,:symtap:, Sacrifice Book of History: You may choose a nonland card with converted mana cost equal to the number of charge counters on Book of History you own from outside the game, reveal that card, and put it into your hand.
"The man demands to regain everything he lost, but it won't be as easy as he thinks."
Reconstruct :1mana::symu::symu:
Instant (R)
Reconstruct can't be countered by spells or abilities.
Choose target player. Each player shuffle all cards from his or her graveyard into his or her library, then the chosen player puts the top thirteen cards of his or her library into his or her graveyard.
"Change the past without changing it."
Legendary Artifact (MR)
,T: You may choose a card you own from outside the game, reveal that card, and put it into your hand.
When you reach into the bag, you never know what you are going to get! Or where you got it from.
Avalanche Elemental 5GG
Snow Creature - Elemental (MR)
Snow Landwalk
Landfall - Whenever a land enters the battlefield under your control, Avalanche Titan gets +X/+X until end of turn, where X is it's power.
Even when frozen solid the land lashes out.
4/4
A very cool Johnny-Timmy card with good flavour and which feels like it deserves it's Mythicness, so well done. Snow landwalk is kinda narrow, but the flavour pretty much requires it, so that can be excused.
Artifact (U)
:xmana:,:symtap:: Look at the top X cards of target player's library. For each used to pay this ability you may put a card revealed this way at the bottom of that player's library.
With these lenses the future is open like a book to me!
Samurai Replica 3
Artifact Creature - Samurai
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
1W, Sacrifice Samurai Replica: Samurai Replica deals damage equal to its power to target creature blocking or blocked by it.
2/2
It protects with uncanny loyalty.
2: Viperion
3: Krey
Honorable mention to Koopa, a very close fourth, in my opinion.
Ninja Caterpie
Design: -1/-1 counter graft is a really flexible concept with a good amount of potential design space. Creatures that benefit from -1/-1 counters, things that punish the opponent for having -1/-1 counters, ways to restock the counters on your creature- it's a sign of good design when I automatically want to start designing cards around yours. It appeals mainly to Johnny and Timmy- Timmy gets a 7/7 and Johnny gets to play with counters.
Development: I think the cost is appropriate. Five mana for a 3/3 that eventually turns into a 7/7 sounds about right, especially since it requires two colors. I'm pretty sure this should be a rare, though. It's a splashy, build-around-me card that gets ridiculous when drafted in multiples, especially if there are a decent number of X/1s in the set. Think Grim Poppet (yes, I know there are differences, but I think this card could be more powerful in the right circumstances).
Flavor: Spot on. This really does feel like a Phyrexianized graft, even down to your own invented word for "phyrexianized" (or at least, that's what I'm assuming, since phystric wasn't in the dictionary and it's also on Phystric Sliver in your bonus cards. I especially like that the "Mutant" type feels just as right on a Phyrexian as it does on a Simic creation. The only minor nitpick I have is that I don't like using the word Cytoplasm in the name unless you're establishing Cytoplasms in your world as an actual thing (maybe a living conglomerate of cytoplasts, thus the Elemental?), given that cytoplasts were an actual concept for the Simic (the little symbiotic blobs on graft creatures).
CrazyMatt
Design: This card is pulling in so many directions. At first glance, it wants to be a mill card, but then you realize it actively works against that game plan. Then, you think it might be a griefer card, but "mill 13" isn't exactly "squirm under my thumb". Then you think about targeting yourself and the Johnny juices flow, and I begin to appreciate this design a bit more. It's an extremely powerful graveyard enabler, milling for 13 on turn 3, and it gains added utility as a way to save yourself from decking if the game goes long without totally ruining your graveyard shenanigans. I really appreciate this kind of self-synergy in a design. For a Johnny playing graveyard shenanigans, it's a dream come true, but the problem is I don't think it really appeals to the other demographics. Furthermore, the "can't be countered" clause seems tacked on to make the spell more powerful and/or to target a specific metagame problem, but doesn't actually add to the design.
Development: Definitely a rare. I don't know about the UU in the cost, though, since I don't think you need to worry about every deck splashing this card, and a decent amount of its utility will come from how well you can pair it with synergies from other colors. In short, making it more splashable may actually be desirable, and I'd rater see this as 3U, or even 2U and sorcery, than 1UU.
Flavor: I get the Innistrad elements loud and clear: it can enable graveyards, take away graveyards, and even leaves a graveyard at exactly thirteen. I even kind of understand the "reconstruct" flavor, recreating a past state (no graveyards) except for your personal touch, although I'd expect reconstruction to be more of a Time Spiral and less of a Mnemonic Nexus. What I don't understand is what this has to do with Invasion block, flavorfully or mechanically (but maybe I'm missing something because I didn't play during that era). As I understand it, Invasion was a multicolored-focused block that told the climax of the Phyrexia v. Coalition war. Is this supposed to be the reconstruction after that? If so, your only connection is the name, and that's pretty tenuous.
Chaotic Spark
Um, no card?
Psijet
Design: This is a pretty straightforward exploration of the fight design space by creating a card that can repeatedly let them fight, and Retrace is well suited as the implementation. The P/T pump works well with fight, and makes this implementation distinctly green (although fight already falls well within green's piece of the pie). I'd rather this card be an instant, though, to let it be a combat trick.
Development: Four mana is fine for this, but I'm pretty sure it should be rare. It's essentially repeatable removal that can't be Doom Bladed and scales as the game goes on. It would be a true bomb in draft and sealed, and I don't think you want it at uncommon. Also, you can't just grant a creature fight. It would be like granting a creature scry 2 or clash- fight is an action that requires a trigger, either as part of an activated ability (T: Fight target creature.) or a triggered ability (When X happens, this creature fights target creature).
Flavor: The flavor of "getting bigger and bigger and madder and madder" comes in loud and clear. There isn't really a carry over of block flavors, but there didn't need to be as long as you combined mechanics.
JimmyGroove
No card. These are easy!
Koopa
Design: This is a pretty blatant snow-hoser, but it's also just a really big creature so it's not totally useless against a snow-less opponent. Timmy will jump for joy, and I'm sure Johnny can find a way to give you that Snow land.
Development: Once again, a pretty blatant hoser, but narrow hosers don't work well as mythic rares. Mythic rares should get me really excited when I crack them, and if I don't care about Snow lands, and I'm not an uberTimmy, this is just a big dude. Compare this to something like Gaea's Revenge, which hoses anything that isn't green. Regular rare would be just fine for this. As far as power goes, costing seven mana goes a long way toward depowering the card, but I'm still a little worried about how ridiculous this thing gets if you give it trample.
Flavor: An avalanche building momentum as it covers more and more area is a neat concept, and it comes across clearly, although it doesn't really come across as green. Magic has been moving away from the "any act of nature is green" stance, and avalanches are closely associated with mountains, so the flavor of the card feels G/R at the least, possibly just red, although it is green mechanically.
Krey
Design: Simple concept, elegant execution, if a little close to Soldier replica for my taste. Then again, I kind of like the idea that a Samurai replica is just a Soldier replica with bushido- a conceptual line drawn that allows for contrast. This has nice symmetry with the other replicas, and I really want to complete the cycle now. The two abilities even have internal synergy.
Development: Can't really find much wrong. 2/2 for 3 with Bushido 1 sounds fine, even as an artifact (a white card would get something extra tacked on a la Kitsune Blademaster), and the ablility requires white mana to use. Looks fine at common- a high draft pick, definitely, but not warping the limited environment.
Flavor: A construct that has developed a sense of honor and loyalty? The flavor is a straightforward delivery, and the concept of an army of mechanical samurai is pretty interesting.
Notorious Lynx
Design: A new twist on an old idea. I get to play my creatures out of my graveyard, but instead of one-hit rush and then gone, they slowly dwindle away until they vanish. Also, I like the added layer of being able to manipulate the counters to keep my creatures alive. Feels at home in black, although I wonder if it shouldn't just be multicolored, given its color restrictions and the likelihood that this set will want to support multicolored decks.
Development: Cost is about right, definitely a rare (maybe even a mythic, it's definitely splashy). Putting a counter on at the beginning of each upkeep is pretty steep, though, and I don't like the fact that the card becomes much, much worse in multiplayer. Also (this is as good a place as any to put this), the wording problems were pretty distracting. "When they enter the battlefield with haste" isn't a sentence. It's just a -1/-1 counter, not a wither counter. On a more minor note, the creatures would be "cast", not "played", and you should probably reword the exile trigger to be a replacement effect (using "instead") unless you want creatures with flash to be cast from the graveyard in response to their own exile trigger. All of this is fix-it-up stuff, though, that could get changed pretty easily.
Flavor: The flavor of "undead that slowly deteriorate" is what I get from the mechanics, but the flavor text talks about outworlders fading from existence due to this enchantment, and it's called an Otherworldly Anomaly. I'm confused. What does a planar anomaly have to do with reanimating things from my graveyard? Also, the Grixis colors are UBR, not BRG. I get the mechanical connection (unearth with a wither twist), but when dealing with a place clearly defined by its colors, getting them wrong (or changing them without an explanation, if that's what happened here) is pretty jarring.
Viperion
Design: Affinity for X will always lead to compelling linear strategies, and this is no different. The meaningful twist, though, is that this is a lord with affinity for his subjects, which means that you will be aptly rewarded for all of your spirit-playing, not just by a cheaper spell, but by increasing the value of your efforts to cheapen it. I also like that this hearkens back to the "flickering spirit" mechanic, which feels more intuitively spirit than Kamigawa mechanics like Soulshift (although maybe this is more flavor than design) and works well with ETB abilities.
Development: This feels about right for a casually competitive spirit deck using the current cardpool. The best line I can think of is "turn two spirit, turn three Spectral Procession, turn four this", which I really don't think is too powerful for eternal formats, even Modern. Of course, if there are lots of cheap spirits in your set, or (god forbid) Spirit lands, you may need to rethink it. Also, definitely mythic rare.
Flavor: Once again, I like using the flicker concept here, although I'd prefer that it was an activated ability on Kanjuro itself that flickered target spirit, because that has more of a "guardian" feel (see Deathless Angel). The mechanical tie between planes is created, although the flavor is pure Kamigawa.
The three that really stand out to me as elegant, flavorful designs that I could see as actual Magic cards are:
#3: Phystric Cytoplasm (Ninja Caterpie)
#2: Kanjuro, Spirit Guardian (Viperion)
#1: Samurai Replica (Krey)
I'm going to do my crits when I wake up around 6 today. Good night everyone.
I like this card. EXTREMELY simple, even if it's completely and absolutely ineffective.
Awesome card. Great choice of planes too, considering the parallels they run (wither/infect).
A little weak. Not sure I'd want to pay 3 to potentially get a faerie. Nice attempt - imaginative.
Competition is for one card, not two. However, I think they're a little too parasitic. Good attempt, though.
Very cool. Well designed. Great mix of the two planes.
A little overpowered, me thinks. Nice try though.
Nice. Demonstrates both planes obviously and effectively.
All the elements of this card work well together. Very cool.
I like it. Feels neat. Not sure on the power level though.
Top 3
1) Prohylaxis
2) Maokun
3) Rimeshade
This is for me more than it is for anyone else. I sucks at colors.
My bad.
Frozen in AEtherspace XU
Instant {R}
(X cannot be 0)
Exile target creature with X time counters on it. If it doesn't have suspend, it gains suspend.
Replicate U
"Please don't tell me that you inputted in the wrong coordiates for the gate...."
"Alright, I won't tell you."
Tormented Ogre 3B
Creature - Ogre Shaman (R)
Haunt
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to twice its converted mana cost if you don't control a Demon.
When Tormented Ogre enters the battlefield or the creature it haunts dies, return target Demon from your graveyard to your hand.
3/2
Kyren Dragoncaller R
Creature- Goblin Spellshaper (R)
1/1
3RR,T, Discard a card, Sacrifice a creature: Put a 4/4 red Dragon creature token with flying onto the battlefield.
The Kyren tribe established an alliance with the dragons by making offerings of Jund's other goblin tribes.
Sigiled Sentinel 1WU
Creature - Human Monk (U)
Defender
Whenever Sigilroot Sentinel blocks, choose one ─ Put a +1/+1 counter on it; or draw a card, then discard a card.
Chaste - Sigilroot Sentinel loses defender as long as six or less cards are in your graveyard.
2/3
Also, you have it reading "Sigilroot Sentinel" twice in the rules text, rather than "Sigiled Sentinel".
Rishadan Souvenir
Arifact (R)
Threshold — If seven or more cards are in your graveyard, rather than pay Rishadan Souvenir's mana cost, you may have an opponent draw a card.
:1mana:, :symtap:: Tap target land.
"I got it for free, it just cost me an arm and a leg."
Imagine, instead of the Mirari, they fought over a snow globe?
Trun, the Plane Forger GGGG
Legendary Creature - Elemental
Whenever you search your library for at least one land card, put two +1/+1 counters on ~ for each land searched for.
Remove a +1/+1 counter from ~: Search your plane card pile for a plane card then shuffle it and put the plane card on top of it.
4/5
Careful Construction 2W
Sorcery (R)
Search your library for an artifact card with converted mana cost equal to or less than the number of artifacts you control and put it onto the battlefield. Then shuffle your library.
Forecast — , Reveal Careful Construction from your hand: Put a 1/1 colorless Myr artifact creature token onto the battlefield. (Activate this ability only during your upkeep and only once each turn.)
(This is using the Forecast mechanic from Ravnica with metalcraft-oriented themes from Mirrodin during Scars block.)
Top 3:
1 - DeusOfCalamity
2 - Timothy, Mimeslayer
3 - Gerrard's Mom
HM - yewlas
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
I'm not sure about that since M10, ced. I think the core sets have been referring to as yet unnamed planes with stuff like Kalonian Behemoth and Xathrid Demon.
MDenham, I don't know about worse than Fabricate since it tutors onto the battlefield, but maybe you're just referring to the CMC restriction.
For Wormhole:
CrustaceanCrusader
Dropped
Maokun
I think you mean Trow, unless it is also combining the H from Phyrexia or something. Flavorwise, it's actually not good at fighting Phyrexians, since anything with infect will prevent it from persisting, but ok. It feels like a lot of text to get a 4/3 trampler that comes back as a 5/2, strangely it seems more like unearth in some way.
Lordschuft
Ninjas with evasion are a good start, only Higure, the Still Wind had much capability to get through once they actually came out. Faerie Ninja is a pretty silly but maybe workable concept. You've also done a good job of working in the flavor of both planes, and it's a recognizable mashup of Ninja of the Deep Hours and Spellstutter Sprite. Actually works really awesomely with the latter, in fact.
Shaddock86
Well, you are thinking outside of the box. Speaking of boxes, I just found my box of Decipher Star Wars cards, which I bring up because your submission has the same big problem that the Star Wars TCG did; parasitic specificity. Practically every card in that game refers to another card by name or some really small set of cards. Thinking about what you are trying to do, I wonder if splice might have been a better route; a spell which powered up additionally if it was spliced would be kind of cool.
Rimeshade
I'm not sure that I would say UR "opposes" GW, but the card affecting only you isn't much of a problem. It's a bit random, but you have blue, so you can probably come up with some good library manipulation, and randomness has long been a hallmark of this color combination. The double if clauses are a little awkward, I don't think it would have been broken if you cut the mana payment.
ced395
I didn't realize I was critiquing you when I first brought this up, but I'll repeat (or pre-peat) my contention that the choice of a card with no discernible planar influence was maybe not the wisest thing to do this round. Furthermore, there doesn't appear to be much effort to reflavor it to involve Lorwyn other than the addition of Elemental on the type line. So I'm not sold on the flavor, but mechanically it isn't terrible; you will want to save your guys often enough for the ETB ability to be relevant, and it's pretty beastly when you can actually cast it, particularly with the flash block. I guess being overpowered is the titans' planar ability.
CodGod
Ok...snow and legendary. Not the most exciting mechanics ever, but it's ok. There is an interesting nod to Frost Titan's ability, not sure if that's intentional. I guess it would be played in some EDH decks, if they run snow. I would like it better if it guaranteed a counter.
Prophylaxis
Combining wisdom and forecast is all well and good, but I would like it a lot better if the card could actually be played for something. I guess it might be workable like Evermind, but I'd appreciate the versatility of being able to play it for some other effect.
Takaline
Ok, hybrid mana and Boggartness for Shadowmoor, but I didn't know Boggarts ate other beings. Not sure if you corrected your first round card, since it has no mana cost or p/t on the creature side. Anyway, it's not really showing much innovation, but it's ok I guess. I'd rather have a Kird Ape in R/G.
2. Rimeshade
3. CodGod
Marr965 - Lorwyn/Shadowmoor were indeed day and night, however this as a flip wouldn't work due to the massive amounts of text. You also didn't put in a rarity. I think the best bet would be for a transform. Even though we don't know a whole LOT about it yet, I think that you would have to choose a side to have it as a casting cost, then transform.
MDenham - At first it looked like a decent card, but then, even though you can pull samurais out like mad, it still costs quite a bit. The only real issue I have with this card is that it feels more blue than white.
Oculus - This seems as if though it's under-costed for what it can do, even for a rare, considering that I can see proliferate hitting it pretty hard. Regardless, it's a good card, but too powerful for its cost.
AeroMage - The template should be:
[Level 4+]
Exalted
Creatures you control have exalted.
The problem with levelers is that unless it's specified in their next 'step', they don't retain the abilities from previous levels. Not to mention it's pretty powerful for such a low cost.
Brofaux - Definitely a way to keep a creature in the game and cause some issues with an opponent.
dwaynedu - Very simple.
ol MISAKA lo - Zippo
Eremity - The landfall ability seems as if though it'd be more green than white. Otherwise it's not a bad card.
Top 3:
1. Brofaux
2. dwaynedu
3. ParaSiempre
I have also finished my critiques, above.
?
Also, Consume Flesh uses two different types of counters.
I applaud your ability to think outside the box. This concept (combining two cards into one) could work and be very exciting if the cards in question made sense together. Sorry, but this is a rather large miss for me.
Anyway, this is a very cool concept. It is overpowered, but try to err on the side of awesome when experimenting in the unknown. When designing cards, I used to worry so much about power-level that my cards were just not good or fun. So, to summarize, this IS overpowered, but I don't mind that. Let development get the numbers right. The use of in the cost is a little odd, but not enough to make me dislike the card.
The clash mechanic is the only Lorwyn influence. Otherwise, this feels like a firmly Izzet card (an awesome one, but not a very Lorwyn inspired one). The flavor text seems like it would have been a neat place to build some crossover, but it is also firmly Izzet. This certainly satisfies the requirements, but I find it a little disappointing.
However, I see some fundamental issues here. 1.) Core set isn't a plane. Dominaria is, sure, but we don't know the titans are from Dominaria, as core sets aren't just set there; they are a smattering of planes, places, and times. Frankly, the core set is a tool used to support and sell Magic as a card game first, and an avenue for flavor second. 2.) None of the original titans were elementals. Not even Frost or Inferno. Tacking the elemental type on seems to be done for the sack of matching Lorwyn and the evoke mechanic (and meeting the round's requirement), not for the sake of this card. It doesn't feel like a good merge to me.
Overall, I like this card a lot. Unfortunately, I don't think it fulfilled the challenge properly.
Great design. You are a custom card contender, to be sure.
I suppose this supports a certain type of deck- WU control, draw cards without giving up card advantage, and then grind out a miserably slow win. I hate playing against that, but lots of people seem to like that style of deck. Not to mention it is effective. You gave that deck yet another tool, so...good...job?
Also, to nitpick, it should be "...seven or more cards in your hand..."
*- One mana = 0/1 BAD
*- One mana + sac 1 creature = 2/3 GOOD (maybe too good? I'm not sure)
*- One mana + sac 2 creatures = 4/5 VERY GOOD (see above)
You get the point. One mana, devour 1 at common probably would have been good enough, by I'm not certain. That's why they hire developers, I guess. Bear in mind that the devour mechanic only appeared on two commons, and they were in different sets. All in all, though, I really like this card and would absolutely play it.
3. Prophylaxis
2. Rimeshade
1. CodGod
HM to Takaline. I really, really wish I could do a Top 4.
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
Creature - Ogre Shaman
Haunt
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to twice its converted mana cost if you don't control a Demon.
When Tormented Ogre enters the battlefield or the creature it haunts dies, return target Demon from your graveyard to your hand. 3/2
Legendary Creature - Elemental
Whenever you search your library for at least one land card, put two +1/+1 counters on ~ for each land searched for.
Remove a +1/+1 counter from ~: Search your plane card pile for a plane card then shuffle it and put the plane card on top of it.
4/5
Sorcery (R)
Search your library for an artifact card with converted mana cost equal to or less than the number of artifacts you control and put it onto the battlefield. Then shuffle your library.
Forecast — :1mana::symw:, Reveal Careful Construction from your hand: Put a 1/1 colorless Myr artifact creature token onto the battlefield. (Activate this ability only during your upkeep and only once each turn.)
Creature- Goblin Spellshaper (R)
1/1
:3mana::symr::symr:, :symtap:, Discard a card, Sacrifice a creature: Put a 4/4 red Dragon creature token with flying onto the battlefield.
The Kyren tribe established an alliance with the dragons by making offerings of Jund's other goblin tribes.
Arifact (R)
Threshold — If seven or more cards are in your graveyard, rather than pay Rishadan Souvenir's mana cost, you may have an opponent draw a card.
:1mana:, :symtap:: Tap target land.
"I got it for free, it just cost me an arm and a leg."
Creature - Human Monk (U)
Defender
Whenever Sigiled Sentinel blocks, choose one ─ Put a +1/+1 counter on it; or draw a card, then discard a card.
Chaste - Sigiled Sentinel loses defender as long as six or less cards are in your graveyard.
2/3
Instant {R}
(X cannot be 0)
Exile target creature with X time counters on it. If it doesn't have suspend, it gains suspend.
Replicate
"Please don't tell me that you inputted in the wrong coordiates for the gate...."
"Alright, I won't tell you."
1. Gerrard's Mom
2. yewlas
3. Ryder052
NotoriousLynx
Why Jund colors and not Grixis? What's a wither counter? I like what this is trying to do, but execution problems prevent it from living up to it's full potential.
Ninja Caterpie
It's a Grim Poppet of sorts. Anyways, I like it.
PsiJet
Fight what? At what cost? This card doesn't work. Sorry. I like where it was going though.
Viperion
This is a solid card, but my main gripe is that with multiple spirits on the board, you'll likely be winning already. This really feels like a win-more to me.
CrazyMatt
So... It fills your graveyard? This card seems much more Innistrad the Dominaria. It doesn't really do anything besides self-mill, and it would be nothing in Standard while probably broken in Legacy.
Koopa
I'm a sucker for this card. It combined both planes perfectly as well as being a very interesting card to play with. My only problem with this card is that Snow Landwalk likely won't matter. It just seems like it's put there for flavor reasons, while not mattering very much in a real game. Snow decks need to be powered up, not be punished.
Krey
Interesting. This is quite good. I like it quite well, but what does it have to differentiate itself from the Top 3?
Top 3
3. Krey with Samurai Replica
2. Koopa with Avalance Elemental
1. Ninja Caterpie with Phystric Cytoplasm