THE CARD CREATION LEAGUE
[ September 2011 ] ROUND ONE "The Door"
The Card Creation League is a monthly contest in which players compete over seven rounds. Each month has an overall theme and/or story, determined by that month's host.
Each round, the host will assign a card creation task to the players. This task may vary between teams or players.
The first three rounds are open to everyone who joined in the sign-up thread, which will be posted near the end of the previous month. After these rounds, the Top 8 players will move on to three single elimination rounds to determine a winner.
Rounds usually last three to four days for submissions and about two days for critiques, but the host has final say in making the schedule.
For the first three rounds, players are divided into teams. Four teams is standard, but there may be more or less depending on the number of players. Each team will review another team's cards during the critique period of that round.
Each player must submit a Top 3 ranking for the team he or she critiques at the end of each round. Each 1st place is worth 3 points, 2nd place 2 points, and 3rd place 1 point.
Additionally, each player can receive 2 bonus points per round. One point is awarded for posting a Top 3, and one point for providing critiques for that team's cards.
Suggested areas to critique include creativity, balance, printability, and relation to the overall theme or that player's previous cards.
Players who do not post a card or a Top 3 will be put on "probation." Top 3 violations for a round can be removed by posting or PMing the host with your Top 3 before the end of the next round. Any player that would receive a second violation is disqualified from further competition that month.
At the end of the first three rounds, the Top 8 players will be selected by points (usually the top 2 from each team). In the case of ties, there may be more than 8 players advancing. The host will determine matchups for single elimination. At the end of each elimination round, remaining players not in that matchup will choose a winner to advance. The host will break any ties.
The final round is determined by public poll.
Prior to Top 8, players have a chance of getting a total of 100 points toward their score each Scoring Round. Scores for each Round are determined by the following equation:
Total points of Player A in round N = 100 * X/Y, where:
X = Total number of Scoring Points (Judge Points + Additional Points from Top 3 & Critiques)
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
3 points are given for a First Place Top 3 finish, 2 points for a Second Place, and 1 point for a Third Place. 1 additional point is awarded if a Top 3 is submitted. 1 additional point is awarded if Critiques are given for all entries to be judged.
This way the grading is more streamlined in the fact that all rounds prior to Top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player accumulates points from each Scoring Round until the end of Round 3.
For some time now, you've suspected that there are other worlds beyond the one you can perceive - countless alternate planes of existence, strange and beautiful and terrifying, impossible to reach yet intimately connected. Perhaps you've studied lost and forbidden texts, discovered otherworldly artifacts, or even met someone who claimed to have visited such worlds; but no matter the source, you've been confronted with evidence that's difficult to ignore. Despite the protests, amusement, or even outright derision of your peers, you've dedicated your life to finding a way to prove the existence of these other planes, hungry for the knowledge and power such a discovery would certainly entail.
And now, finally, you may have succeeded.
It's time to take your first hesitant step out into the unknown.
Since we're starting a little later than usual this month, this round will serve as a signup round; players will be assigned to teams once critiques begin. Your task, here at the genesis of the September 2011 CCL, is to create a card that will allow you to observe or visit another plane. Feel free to use any card type to express this idea - have you engineered a device or creature that allows you to leap across the Blind Eternities, discovered an ancient ritual to tear open a window between dimensions, allied yourself with a planeswalker, or even awakened the dormant spark within yourself? The mechanics of your card will not necessarily influence future cards this month, but its flavor will.
You have until Sunday, September 4th at midnight Pacific to complete your submissions.
Planar Shift 2UU
Instant {R}
Kicker U
Put two suspend counters on yourself. While you have a suspend counter on yourself; at the beginning of each of your upkeeps remove a suspend counter, prevent all damage you would be dealt and would deal, you have hexproof, you may not add mana to your mana pool, and
you may not have counters placed on you. If Planar Shift was kicked, put a suspend counter on yourself instead.
Thought Transference1UB
Sorcery (U)
Target player draws a card and another target player discards a card. "I wouldn't recommend it." - Kallist Rhoka
Interplanar hitchhiking!
Sneaky edit (I don't know if I'm allowed to do this but I am so whatever):
Okay, so before anybody else screams "WAH THIS DOESN'T LET YOU PLANESWALK!", allow my to explain my apparently obscure flavour references (Did nobody read Agents of Artifice? ( . . . No)). Jace is on the run from the Consortium and wants to take his non-planeswalking friend - Kallist - off-plane, so he attempts to effectively create a partition inside his head and shove Kallist's mind into it, allowing him to planeswalk somewhere safe and then stick Mind Kallist into a new body upon arrival - effectively allowing Kallist to vicariously planeswalk. Needless to say he wasn't very good at it and it didn't quiiiite work. Of course, if you knew a planeswalker with a little more skill . . . (Please note: "Allied yourself with a planeswalker" is totally acceptable. OP says so.)
. . . I'm not saying that it's a good card, simply that it meets the requirements.
Planar Escape1WU
Sorcery (R)
Split Second
Play Planar Escape only during your first main phase.
Until the beginning of your next upkeep you cannot attack or be attacked.
Until the beginning of your next upkeep, you, permanents and spells you control have hexproof and you cannot target other players or permanents or spells they control.
Bonus flavor text that wouldn't fit in the card: "There's no stronger shield to put between your enemy and you than the blind eternities."
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.
Sign me up, this time I'll try making decent submissions for CCL.
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."
Automaton Experiment4
Planeswalker - Automaton (M) (There can be more than one Automaton Experiment on the battlefield.)
[+2]: Roll the planechase dice three times.
[-3]: Activate the planeswalking ability of the current plane.
[-6]: You get an emblem that has the chaos ability of the current plane. If you have already gained one this way, this one replaces it. [2]
Hopefully you've all had a chance to play Planechase.
I wouldn't planeswalk unless I knew there was something very cool there. So instead of trying to find a cool place and potentially ending up on like... Grixis... I'll just send out all my little dudes, and tell em to bring something back that shows me what the place is like.
Chaotic Spark5UR
Enchantment MR
At the beginning of your upkeep, you may choose three plane cards you own outside the battlefield, reveal one at random, then put that card into command. If you do, return each other plane card in command to the bottom of its owner's planar deck if able, or if not able, to outside the game. Otherwise, you may activate a chaos ability of a plane card in command. (Each player controls all plane cards in command during his or her turn.)
Explanation: Those in power (planeswalkers) always want more power. And what's more powerful to a planeswalker than be given a planeswalker spark so he can make a planeswalker that works for him? Trading a planeswalker a spark for his services (e.g. planeswalk) 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
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
As a rare, this wouldn't have the reminder text, but it would be something like this:
(2: As a sorcery, attach another target creature you control to this. Up to four creatures can ride this. They attack and block together and share the abilities below, but can be targeted separately.)
So if you had a generic 2/2 and 1/1 riding it, you would in effect have a 6/6 flyer, but spot removal only takes out part of it at a time, and they can block or be blocked as one creature.
"Dromond" comes from the planar dromonds in the D&D world, ships that sail between the planes.
Also, thanks to Kiwi for getting this up on short notice, saved me a lot of trouble again
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.
Kud of Ashsoot MountainRR
Legendary Creature- Goblin Warrior (MR)
Haste
If CARDNAME would die or be exiled, put two loyalty counters on it and transform it instead.
2/1
//////////////////// Kud, Myth of Ashsoot
Planeswalker- Kud
+2: Put two 1/1 red Goblin creature tokens onto the battlefield.
-1: Sacrifice a goblin. If you do, CARDNAME deals 3 damage to target creature or player.
-6: You get an emblem with "Goblin creatures you control get +1/+0 and gain haste."
Ansible Researcher1U
Creature - Human Artificer (U) 2U: Reveal a card from your hand. Each other player may reveal a card from his or her hand. For each player that doesn't, scry 1. Then, draw a card. Sending fragments of messages in the hope people will respond.
1/1
Alternity Key6
Legendary Artifact (MR) ,T: Target permanent's owner sacrifices it. That player searches his or her library for a permanent card that shares a type with the sacrificed permanent and puts that card onto the battlefield, then shuffles his or her library. "What may be, will be." - Urvon the Infinite
Dichotoverse5RRW
Enchantment {R}
When Dichotoverse enters the battlefield, exile all permanents.
All creatures have haste.
At the beginning of your upkeep, return all permanents exiled by Dichotoverse to the battlefield, then exile all other permanents that didn't enter the battlefield this way.
Five months earlier, I stumbled upon what appeared to be the body of some strange creature. It resembled my own race; two legs, two arms, a head on top with a face, but it had round ears, of all things, and wore the strangest clothes. Naturally, I was intruiged as to how such a creature came to be so near my home, as I had never heard of strangely dressed, round eared people before. I tentativly took a few steps towards it, prepared to summon a battle golem in case this thing was not as dead as it seemed. It was soo apparent, however, that the creature was indeed as lifeless as it first appeared, aparently killed by a clean slach through it's chest. Most perplexing. Then, as I looked at it, there was the sound of thunder, and what appeared to be a tear in the fabric of reality oppened up just beneath the dead creature. In a matter of seconds, it had consumed the corpse, and I could only catch a glimpse of a mountain and gigantic trees, before the tear closed just as fast as it had appeared. I sat, too stunned to speak. To make a long story short, I spent the next five months researching what I had witnessed, and came to the conclusion that what I had seen was a completely different world, and that it was possible to use magic to open up another tear to that world. As I did not know what it was like over on the other side, I deemed it prudent to send a scout golem first. Golems were the specialty of my people, and I had created hundreds of others in my life already. I would link myself to it via magic, and thus see what it did once it was through. And now, the golem was finished.
Interplanar Scout 2
Artifact Creature - Golem (c)
Whenever Interplanar scout attacks, scry 2.
1/2 Now, finally, I shall know what lies beyond this world.
It was nothing special, really, just a tough shell with an eye and some legs. But it would get the job done, I hoped. With a quick incantation, I brought it to life. Another, slightly longer one, created the link that I would use to observe the other world. I took a momant to gather my thoughts, and then let forth a huge burst of pure magic energy, directed at the area around the golem. The same crack of thunder resounded through my house, and the same tear in reaitly oppened where my golem stood. It was sucked through, and I didn't even have time to get a look a the scene beyond before reality fixed the breach I had caused. This did not bother me though, as I knew that I would be able to get as long a view as I wanted, in a few minutes after I recovered from my spellcasting. When I was ready, I drew closed my eyes, drew upon the link, and opened them to see....
For years now, I have studied the otherwordly artifacts that find their way into the Great Heart. So many brushes with death were risked for this goal. So much pain. Why this possessed me so long, I cannot say. Something within me felt the pull of these trinkets. I'd become so devoted to my cause that I've abandoned my home and life in the outer rings of Sethara to reside within miles of the swirling torrent that is the Great Heart. Everything this world is comes from without, through the great heart. It must all come from somewhere. Torn scrolls that speak of great floating stone structures, a prosthetic limb of a dull metal that flows with raw power, and many other objects which I could never understand the purposes of.
I have finally found something that may let me learn what is through the Great Heart. It's a stone that seems to have bonded to my soul, and allows me to escape my body, and from there I can go anywhere. Without a body to lose, I could pass through the Great Heart into the land beyond, whatever that may be. Hopefully I will be able to obtain a new body on the other side. I do not know.
Manka, the Mechanized SoulUUB Legendary Creature - Spirit Construct (MR) UU: Manka, the Mechanized Soul becomes a legendary artifact equipment. Attach it to target creature. (It is no longer a creature.)
You control equipped creature. U: Unattach Manka. It becomes a 0/1 legendary Spirit Construct creature. (It is no longer an artifact.)
0/1
(Yes I do realize "Unnatach Manka" is redundant, but it helps the newbies. Just like how Heritage Druid and the like say "Tap X untapped creature(s)".)
Hopefully the little lore bit included should sufficiently explain how this fills the challenge.
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.
Spark Clamp3UB
Enchantment - Aura {R}
Enchant Planeswalker.
You control enchanted planeswalker. 3UB, Exile Spark Clamp: Move all loyalty counters from enchanted planeswalker to another planeswalker you control. "For years I tried to create an artificial spark within me. Having failed, I found it much easier to merely tap into the power of an existing walker. Regrettably, they rarely survive the process." - Zaun, Madman of Dimir
Dreams of Other Worlds1UU
Enchantment (R)
Whenever an activated ability of a planeswalker is activated, you may draw a card. Whenever I sleep, I see through their eyes, these voyagers of the eternities. I know not why these visions come to me, but fear I must learn something from them to protect our world from the horrors I have seen on others.
Chronal Lenses3
Artifact (U) X,:symtap:: Look at the top X cards of target player's library. For each U 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!
[ September 2011 ]
ROUND ONE
"The Door"
ParaSiempre
Marr965
MDenham
Oculus
AeroMage
Brofaux
dwaynedu
ol MISAKA lo
Eremity
@Team Portal@
Ninja Caterpie
CrazyMatt
ChaoticSpark
PsiJet
Jimmy Groove
Koopa
Krey
NotoriousLynx
Viperion
@Team Wormhole@
CrustaceanCrusader
Maokun
Lordschuft
Shaddock86
Rimeshade
ced395
CodGod
Prophylaxis
Takaline
@Team Corridor@
Hyral
lcd
MagicBrains
Gerrard's Mom
yewlas
Doom Lich
Timothy, Mimeslayer
Ryder052
DeusofCalamity
And now, finally, you may have succeeded.
It's time to take your first hesitant step out into the unknown.
Since we're starting a little later than usual this month, this round will serve as a signup round; players will be assigned to teams once critiques begin. Your task, here at the genesis of the September 2011 CCL, is to create a card that will allow you to observe or visit another plane. Feel free to use any card type to express this idea - have you engineered a device or creature that allows you to leap across the Blind Eternities, discovered an ancient ritual to tear open a window between dimensions, allied yourself with a planeswalker, or even awakened the dormant spark within yourself? The mechanics of your card will not necessarily influence future cards this month, but its flavor will.
You have until Sunday, September 4th at midnight Pacific to complete your submissions.Gateway critiques Portal
Portal critiques Wormhole
Wormhole critiques Corridor
Corridor critiques Gateway
Critiques are due by Wednesday, September 7th at 6PM pacific.
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Instant {R}
Kicker U
Put two suspend counters on yourself. While you have a suspend counter on yourself; at the beginning of each of your upkeeps remove a suspend counter, prevent all damage you would be dealt and would deal, you have hexproof, you may not add mana to your mana pool, and
you may not have counters placed on you. If Planar Shift was kicked, put a suspend counter on yourself instead.
Joke reminder text: Screw this I'm outta here.
Wow, that's an open concept...
Impossible Spyglass 2
Artifact (R)
Each player plays with his or her hand revealed.
"I can see everything both in this world and the next."
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Thought Transference 1UB
Sorcery (U)
Target player draws a card and another target player discards a card.
"I wouldn't recommend it." - Kallist Rhoka
Interplanar hitchhiking!
Sneaky edit (I don't know if I'm allowed to do this but I am so whatever):
Okay, so before anybody else screams "WAH THIS DOESN'T LET YOU PLANESWALK!", allow my to explain my apparently obscure flavour references (Did nobody read Agents of Artifice? ( . . . No)). Jace is on the run from the Consortium and wants to take his non-planeswalking friend - Kallist - off-plane, so he attempts to effectively create a partition inside his head and shove Kallist's mind into it, allowing him to planeswalk somewhere safe and then stick Mind Kallist into a new body upon arrival - effectively allowing Kallist to vicariously planeswalk. Needless to say he wasn't very good at it and it didn't quiiiite work. Of course, if you knew a planeswalker with a little more skill . . . (Please note: "Allied yourself with a planeswalker" is totally acceptable. OP says so.)
. . . I'm not saying that it's a good card, simply that it meets the requirements.
Sorcery (R)
Split Second
Play Planar Escape only during your first main phase.
Until the beginning of your next upkeep you cannot attack or be attacked.
Until the beginning of your next upkeep, you, permanents and spells you control have hexproof and you cannot target other players or permanents or spells they control.
Bonus flavor text that wouldn't fit in the card: "There's no stronger shield to put between your enemy and you than the blind eternities."
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."
Planeswalker - Automaton (M)
(There can be more than one Automaton Experiment on the battlefield.)
[+2]: Roll the planechase dice three times.
[-3]: Activate the planeswalking ability of the current plane.
[-6]: You get an emblem that has the chaos ability of the current plane. If you have already gained one this way, this one replaces it.
[2]
Hopefully you've all had a chance to play Planechase.
I wouldn't planeswalk unless I knew there was something very cool there. So instead of trying to find a cool place and potentially ending up on like... Grixis... I'll just send out all my little dudes, and tell em to bring something back that shows me what the place is like.
This is for me more than it is for anyone else. I sucks at colors.
Enchantment MR
At the beginning of your upkeep, you may choose three plane cards you own outside the battlefield, reveal one at random, then put that card into command. If you do, return each other plane card in command to the bottom of its owner's planar deck if able, or if not able, to outside the game. Otherwise, you may activate a chaos ability of a plane card in command. (Each player controls all plane cards in command during his or her turn.)
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
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
As a rare, this wouldn't have the reminder text, but it would be something like this:
(2: As a sorcery, attach another target creature you control to this. Up to four creatures can ride this. They attack and block together and share the abilities below, but can be targeted separately.)
So if you had a generic 2/2 and 1/1 riding it, you would in effect have a 6/6 flyer, but spot removal only takes out part of it at a time, and they can block or be blocked as one creature.
"Dromond" comes from the planar dromonds in the D&D world, ships that sail between the planes.
Also, thanks to Kiwi for getting this up on short notice, saved me a lot of trouble again
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.
Legendary Creature- Goblin Warrior (MR)
Haste
If CARDNAME would die or be exiled, put two loyalty counters on it and transform it instead.
2/1
////////////////////
Kud, Myth of Ashsoot
Planeswalker- Kud
+2: Put two 1/1 red Goblin creature tokens onto the battlefield.
-1: Sacrifice a goblin. If you do, CARDNAME deals 3 damage to target creature or player.
-6: You get an emblem with "Goblin creatures you control get +1/+0 and gain haste."
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
Creature - Human Artificer (U)
2U: Reveal a card from your hand. Each other player may reveal a card from his or her hand. For each player that doesn't, scry 1. Then, draw a card.
Sending fragments of messages in the hope people will respond.
1/1
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Legendary Artifact (MR)
,T: Target permanent's owner sacrifices it. That player searches his or her library for a permanent card that shares a type with the sacrificed permanent and puts that card onto the battlefield, then shuffles his or her library.
"What may be, will be." - Urvon the Infinite
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Enchantment {R}
When Dichotoverse enters the battlefield, exile all permanents.
All creatures have haste.
At the beginning of your upkeep, return all permanents exiled by Dichotoverse to the battlefield, then exile all other permanents that didn't enter the battlefield this way.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
At last, it was time.
Five months earlier, I stumbled upon what appeared to be the body of some strange creature. It resembled my own race; two legs, two arms, a head on top with a face, but it had round ears, of all things, and wore the strangest clothes. Naturally, I was intruiged as to how such a creature came to be so near my home, as I had never heard of strangely dressed, round eared people before. I tentativly took a few steps towards it, prepared to summon a battle golem in case this thing was not as dead as it seemed. It was soo apparent, however, that the creature was indeed as lifeless as it first appeared, aparently killed by a clean slach through it's chest. Most perplexing.
Then, as I looked at it, there was the sound of thunder, and what appeared to be a tear in the fabric of reality oppened up just beneath the dead creature. In a matter of seconds, it had consumed the corpse, and I could only catch a glimpse of a mountain and gigantic trees, before the tear closed just as fast as it had appeared. I sat, too stunned to speak.
To make a long story short, I spent the next five months researching what I had witnessed, and came to the conclusion that what I had seen was a completely different world, and that it was possible to use magic to open up another tear to that world. As I did not know what it was like over on the other side, I deemed it prudent to send a scout golem first. Golems were the specialty of my people, and I had created hundreds of others in my life already. I would link myself to it via magic, and thus see what it did once it was through. And now, the golem was finished.
It was nothing special, really, just a tough shell with an eye and some legs. But it would get the job done, I hoped. With a quick incantation, I brought it to life. Another, slightly longer one, created the link that I would use to observe the other world. I took a momant to gather my thoughts, and then let forth a huge burst of pure magic energy, directed at the area around the golem. The same crack of thunder resounded through my house, and the same tear in reaitly oppened where my golem stood. It was sucked through, and I didn't even have time to get a look a the scene beyond before reality fixed the breach I had caused. This did not bother me though, as I knew that I would be able to get as long a view as I wanted, in a few minutes after I recovered from my spellcasting. When I was ready, I drew closed my eyes, drew upon the link, and opened them to see....
For years now, I have studied the otherwordly artifacts that find their way into the Great Heart. So many brushes with death were risked for this goal. So much pain. Why this possessed me so long, I cannot say. Something within me felt the pull of these trinkets. I'd become so devoted to my cause that I've abandoned my home and life in the outer rings of Sethara to reside within miles of the swirling torrent that is the Great Heart. Everything this world is comes from without, through the great heart. It must all come from somewhere. Torn scrolls that speak of great floating stone structures, a prosthetic limb of a dull metal that flows with raw power, and many other objects which I could never understand the purposes of.
I have finally found something that may let me learn what is through the Great Heart. It's a stone that seems to have bonded to my soul, and allows me to escape my body, and from there I can go anywhere. Without a body to lose, I could pass through the Great Heart into the land beyond, whatever that may be. Hopefully I will be able to obtain a new body on the other side. I do not know.
Legendary Creature - Spirit Construct (MR)
UU: Manka, the Mechanized Soul becomes a legendary artifact equipment. Attach it to target creature. (It is no longer a creature.)
You control equipped creature.
U: Unattach Manka. It becomes a 0/1 legendary Spirit Construct creature. (It is no longer an artifact.)
(Yes I do realize "Unnatach Manka" is redundant, but it helps the newbies. Just like how Heritage Druid and the like say "Tap X untapped creature(s)".)
Hopefully the little lore bit included should sufficiently explain how this fills the challenge.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Legendary 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.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Don't be nervous bro. Have fun!
This is for me more than it is for anyone else. I sucks at colors.
Enchantment - Aura {R}
Enchant Planeswalker.
You control enchanted planeswalker.
3UB, Exile Spark Clamp: Move all loyalty counters from enchanted planeswalker to another planeswalker you control.
"For years I tried to create an artificial spark within me. Having failed, I found it much easier to merely tap into the power of an existing walker. Regrettably, they rarely survive the process." - Zaun, Madman of Dimir
Multicolored millcards in something other than dimir.
Enchantment (R)
Whenever an activated ability of a planeswalker is activated, you may draw a card.
Whenever I sleep, I see through their eyes, these voyagers of the eternities. I know not why these visions come to me, but fear I must learn something from them to protect our world from the horrors I have seen on others.
Artifact (U)
X,:symtap:: Look at the top X cards of target player's library. For each U 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!