Before we get started, let me just say that this was an extremely hard challenge. I like a tough nut to crack, and this was a doozy. If any of my critiques seem overly harsh or critical, it is mostly a reflection on the difficulty of this round. I'd like to give a thumbs up to everyone who managed to push through, because this has been quite a trip.
Changing force: Pact of the ParunsWUBRG
Enchantment (MR)
Multicolored creatures you control get +2/+2.
Whenever a multicolored permanent enters the battlefield under your control, choose two: Tap target permanent; or draw a card; or target creature gets -2/-2; or deal 3 damage to target player; or put two +1/+1 counters on target creature. 'Guildpact' in name only, this one was made not for peace, but for war.
Note: The guilds are two colours each.
Thing that interacts: Mindleash Helmet2(P/U)
Artifact (R)
If a player would choose one or more modes, you may choose those modes for them (You choose all targets for those modes). "These Ravnicans may have hope, but that can be changed."
- Jin-Gitaxias, Core Augur
Ruling note: You don't control the spell/ability so draw still affects the spell's controller.
Impossible Spyglass2
Artifact (R)
Players play with their hands revealed. "I can see everything both in this world and the next."
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 Augur
The Pact is pretty crazy. I wouldn't say overpowered, since it's mythic and has a prohibitive mana cost. I could see this fitting nicely into an EDH/Commander 5-color deck and going nuts. My biggest problem is it doesn't feel like it "changes history." The name hints at it, but the flavor text makes me think it has more to do with Ravnica's future than its past.
The Helm is very, VERY narrow. I'd have considered making the CMC 2 and upgrading to mythic, simply because of how rarely it will come up. It does have interesting applications with the pact, obviously, but also a variety of other cards (nothing jumps to my mind from the respective planes, save Entwine). Did you think about making it legendary, to play off of Mindslaver?
While I like how each card represents half of the planar merge, it would have been even better if they both took each into account (i.e. both referenced Ravnica and New Phyrexia). Polarizing the two sides feels an awful lot like Mirrodin vs. Phyrexia again.
Overall, neat and powerful cards. Both totally playable and they do a good job of showing off two planes in one. Good job.
Portal of Altercation
Enchantment (R)
At the beginning of each end step, if you shuffled your library this turn, you may look at the top five cards of your library, then put them back in any order.
Compass of Fate
Artifact (U)
When Compass of Fate enters the battlefield, draw a card.
:1mana:,:symtap:: Shuffle your library.
Sorry, but I don't get it. Does shuffling my library a lot change history? Or have anything to do with Innistrad or Mirrodin, for that matter. (Yeah, yeah, Myr Mindservant is a thing. So is Lantern of Insight.) Shuffling isn't a theme. It will probably never be a theme for one reason- it is tedious. Do you want to play a set where you constantly shuffle your library, instead of playing Magic? How about one where you watch your opponent shuffle needlessly while you wait to take your turn?
Bleh...this is going to be amusing...although with my score the way it is, I don't think me trying to hard on this would really mean much, so I'll just wing it. I'm pretty sure crits won't really be necessary for mine after I'm done. LOL
EDIT: Geez, I just realized I did Innistrad + Eventide (Lorwyn/Shadowmoor Block). THIS should be amusing. Thank goodness MSE put in the transform function.
The Happy Sorcery Spell:
Biomechanical Trap X:symbu::symbu:
Sorcery - Trap (U)
If there are three or more artifacts on the battlefield, you may pay X life instead of paying Biomechanic Trap’s mana cost.
Search your library for a noncreature artifact that uses counters and put it on the battlefield with X counters on it. Shuffle your library afterwards. "To bring life to a machine, you need to sometimes use your own."
The Happy Artifact:
(D) Mechanical Egg 5
Artifact (M)
During your upkeep, put an egg counter on Mechanical Egg.
If there are five or more egg counters on Mechanical Egg, transform it.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
/////////////////////
(N) Armor Plated Sphinx
(:symbu:)Legendary Artifact Creature - Sphinx (M)
Flying
During your upkeep, remove an egg counter from Armor Plated Sphinx and reveal the top card of your library. If it’s a creature, target player loses X life, where X is equal to the revealed creatures power.
If there are no egg counters on Armor Plated Sphinx, transform it.
3/7
Eventide + Innistrad, eh? Dark and Dark together at last. Seriously, though, that would make for an interesting cross-over.
Why the artifact theme, though? Is that just because you're second card is an artifact?
Okay- the Trap doesn't specify what type of counters. I get what you're going for, but it should really find some way to specify. Traps were a Zendikar thing. Sure, they could be used in a different setting, but I don't get why Eventide/Innistrad would be that setting. I almost get a mad alchemist vibe from this card, but not in an Innistrad way (those guys seem more into milling and Frankenstein-making).
Mechanical Egg transforms, so that's Innistrad-y, I guess. It doesn't transform in a Gothic Horror fashion, though, so you've lost me again. Overall, it feels like an Esper (Alara) card to me. It's a neat idea, but feels more like a pile of mechanics than a cohesive concept.
By using certain mechanics, you more or less met the round's requirements. It feels like you had a neat idea for the second card, and designed the first card to work with it, mostly just because you had to design two cards this 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
Circle of Winter4W
Legendary Snow Enchantment (MR)
All permanents, spells, and cards that are not in play are snow. All colored mana in a card's mana cost is snow mana instead. There it was, a circle of pure chill. From it, cold air which flooded the landscape, turning all to frost.
Magma Cannon3
Artifact (U)
Magma Cannon enters the battlefield with three charge counters on it. 2, T, Remove a charge counter from Magma Cannon: Destroy target snow permanent. I don't know what brought the Ice Age here, but I will be sure to remove it.
The Circle certainly changes history. Congratulations, because (for me, at least) this is the most spot-on design to meet the round's requirements. Excellent work. At mythic, I feel 5 CMC is a bit high for this effect. Also, why is it legendary? There's nothing wrong with making it legendary, except for the fact that I want to build a deck around this card and being legendary encourages me to play fewer copies. Yes, I am complaining about wanting to play multiple copies o your card; good on you. Anyway, being legendary, I'd like to have seen a cooler name.
The Cannon is highlights my biggest problem with your submission. It works just fine with the enchantment and in a snow-themed set (a little parasitic for, but given the right set/block, that should be okay). Neither card, though, makes me think of Zendikar at all. If the Cannon had a landfall ability to add counters, you would have sold me and I'd just give you 1st place right now. With an utter lack of Zendikar, though, I have to think about this a lot more.
Okay, not a lot more. This was possibly the best submission of anyone this round (any team).
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!
Samurai Replica
Artifact Creature - Samurai
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
:1mana::symw:, 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.
Chronal Displacement2WU
Enchantment
Return Chronal Displacement to your hand: Shuffle target non-land permanent into its owner's library. That permanent's controller may put a permanent of the same type onto the battlefield. When the waves of time grab you, its up to fate to know when you'll end.
Illusionary Wand3
Artifact U or 2,:symtap:: Choose a card type, target permanent becomes of the chosen type until end of turn. In these dark times things are really not what they seem.
Chronal Displacement certainly feels like it could change the history of a world. I don't quite see how it is this world, though (Kamigawa meets Mirrodin, right?). Personally, I really like how this works as both soft removal (in colors that aren't great at removal) and as a combo piece. It feels slightly like Polymorph, flavorwise. Repeatedly transforming things into other things? Yes, please! I'm assuming the permanent gets replaced with a card in my...hand?
Hey, it's Crystal Shard's little brother! Neat effect, especially to combo with the enchantment. Add in Peek or Telepathy, and I can just shuffle my opponent's stuff away for no downside, which is very cool.
I see no Kamigawa in these designs at all. In fact, I only see a little Mirrodin in the wand. This seems to be a major issue this round. Maybe I'm critiquing the wrong things, but there were very few submissions that I feel hit the mark. Unfortunately, this isn't one of them.
Reality ShiftWUBRG Legendary Enchantment (Mythic Rare)
As Reality Shift enters the battlefield, choose a creature type.
Creatures are the chosen type. WUBRG: Creatures become the creature type of your choice. Misako was in an even fouler mood than usual when she discovered her pointy ears.
- The History of Kamigawa
I probably shouldn't have forced the flavour text onto this but once I'd thought of it I couldn't resist
Notes: - WUBRG is a mana cost that appears in Kamigawa block (Genju of the Realm) and is also referenced in Mirrodin Block
- Because this is a Mythic Rare, it doesn't have the reminder text (This effect lasts indefinitely), nor does it spell out that activating the ability replaces the last creature type chosen.
A card of the same type (Artifact) that combos with the enchantment above:
Mana Philtre4
Artifact (Uncommon)
You may pay 0 rather than WUBRG for mana costs and activation costs of spells and permanents you control. “Why is everything grey?”
Notes:
- This costs 4 for a reason (see card number 1)
- This is not a combo with Fist of Suns. Both are alternative casting costs, and you can't replace an alternative cost with another alternative cost.
- It's very aggressively worded, but only in very specific situations. It doesn't reduce the coloured portion of a spell to 0, the spell has to cost EXACTLY WUBRG for this to work.
The artist is Boris Vallejo
Reality Shift- Does it change history? Sure, I could totally see it. Does it change this history of Mirrodin/Kamigawa? I don't think so. I'd believe the argument that you could pull from sunburst for a 5-color theme, but Kamigawa does not support you. Again, I could live with the 5-color thing as the Mirrodin/sunburst half, but don't tell me that it "appears in Kamigawa block" to justify your design. It was one card in a whole block. That's like designing Lorwyn/Alara and saying it has an enchantment-matters theme. "There were enchantments in those sets, right?" Anyway, I guess I could use this to make all creatures a Spirit or Anything-But-A-Spirit, except that it still won't help "Spirit or Arcane" triggers. I just don't get how tribal fits these two worlds.
Mana Philtre- Free Reality Shift! It's an artifact, and a Fist of Suns riff, so Mirrodin gets a check. Still not seeing much Kamigawa, though. Unless I want a free Genju of The Realm. 14 cards exist that can benefit from Mana Philtre. One of them was in Kamigawa. The other 13 were in...not Mirrodin. You say yourself that you can't "replace an alternative cost with another alternative cost," so this doesn't even work for with the //gatherer.wizards.com/Pages/Search/Default.aspx?type=+[bringer">||subtype=+[bringer]"]Bringers.
Incredibly narrow designs.
1. Koopa
2. Ninja Caterpie
3. Psijet
I don't like to elaborate on my designs, as they should stand on their own. Still, I wanted to try and clear a thing or two up.
My combo-world was Mercadia and Alara.
Bloodsand Hourglass- If the flavor feels rushed, that's because it probably was. I should have spent more time reviewing/editing. Also, I wasn't sure about the wording, so I tried to use one that I thought would be clear. On these two points, I have no problem taking it on the chin since these were not great design ideas. I liked the idea of "play things from the past" as my history-changer, and decided to merge it with Esper's colored artifacts (originally, this was an enchantment) and Jund's "death matters" theme. I wanted it to play nice with spellshapers (and, technically, creatures that died before this was cast).
Brackwater Diver- Mana cost, type and P/T are all an allusion to Ambassador Laquatus. The spell he is shaping is Mental Note. He was not meant to be a Merfolk Looter variant, though I see now how that came across. I choose Mental Note for the same reason it was used in Odyssey- fill up the graveyard (in this case, for the Hourglass). /rant
(Note: Please don't let these comments influence any of my scores. Like I said above, the cards should stand on their own, and if they don't, that's my fault. I'm perfectly satisfied with my scores thus far, anyway.)
Ninja Caterpie - The first card seems cool, but I don't see how the second goes with the first one, yeah, the first one has modes to choose from, but the second doesn't really affect that...does it?
CrazyMatt - seems a bit too good to me, I think it would make a deck too consistent since it isn't really hard to shuffle your library. Maybe if it costed 2 I could see it. The second card is decent, probably should come into play tapped though since it does cantrip.
ChaoticSpark
PsiJet - Wording feels weird, feels too good that it comes into play with those number of counters on it, does it get the original number that it would have had? Very confusing...
Jimmy Groove
Koopa - So it basically makes all cards "colorless"? The second card does definitely team well with the first one. The problem is the second card is too good against snow cards, in my opinion.
Krey - Wording is off. What happens if you turn a creature into an instant? Seems broken.
NotoriousLynx
Viperion - a flashy, WUBRG card that doesn't really do anything worthy of it being both mythic and five colors...zero mana for the artifact? Wow, that just screams to be broken. 5 mana for a 10/10 draw three cards is kinda good.
Scores for the first two Rounds have been calculated. ol MISAKA lo, ChaoticSpark, Jimmy Groove, CrustaceanCrusader, Doom Lich, and Hyral have been lost to the Blind Eternities.
To those of you who failed to submit a Top 3 last round, remember that you will be eliminated regardless of scores if you don't submit Top 3's for this round.
Private Mod Note
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Rollback Post to RevisionRollBack
"Suffer the little creatures, for they may yet rise up and beat you senseless."
The round says that the second card should "destroy, manipulate, or form a combo with" the plane-changing artifact or enchantment, and I don't see how Time Chisel and Circle of Waste interact at all.
Dude you totally misread the round requirements. Or maybe I did. It's supposed to be the same type and combo with the round I entry, no?
Wormhole Judgings. Forgive the brevity, really short on time at the moment.
Eremity: Ah, I missed that you edited your critiques last round into your submission. In the future, I recommend making a separate post for Top 3/critiques. I'll adjust scores accordingly.
Oculus: The intent was to create a card that shares a type with your Round 1 card, but interacts with the artifact/enchantment made this round. Sorry that I was unable to clarify that sooner.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Suffer the little creatures, for they may yet rise up and beat you senseless."
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.
, NB: First line should read "all other permanents".
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.
Scars of Zendikar (?):
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
Time Chisel3
Artifact {M} ,T: Put up to three cards in target opponent's graveyard on the bottom of his or her library. Search that player's library for that many cards, put them into his or her graveyard, then that player shuffles his or her library.
Circle of Waste2R
Enchantment {C}
When Circle of Waste enters the battlefield, exile target land.
When Circle of Waste leaves the battlefield, return the exiled land to the battlefield under its owner's control.
Time Chisel: It's a bit interesting, but it doesn't feel Mythic for me and it's kinda hard to see the connection between your worlds. I like the effect though. Capping is always a favorite. Circle of Waste: Once again, interesting, but it's hard to see the connection.
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.
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.
ROUND 3: THE DISCOVERY
You've been studying the different planes for ages (thanks to your Planar Portal). Now, a specific plane named Lorwyn has cought your attention. It's a dangerous world, where the land itself is alive - and angry! Kors, merfolk, vampires, goblins and elves populate this unstable land, forming solid tribal societies in which personal bonds are vital: families and townsfolk need to stick together, or they'll perish to the many challenges this land poses. They can only trust their kin. But there is something "off", there's something in this air that isn't right. You have the feeling that Lorywn shouldn't be this way. Even some of its denizens seem to belong somewhere else.
You've spent days, weeks, searching for an answer. You've visited Kinsbaile (the Kor Fortress), the mystical valley of Glen Elendra (oddly deserted) and some other places - and everywhere you travel you have this feeling that things just shouldn't be like they are. Finally, you've arrived to the deepest grove of Lorwyn's forest, the Murmuring Bosk. It was no easy journey, for vampires inhabit this gloomy forest and you've had to be careful in order to avoid them. You've noticed they all seem to get out the Murmuring Bosk, but never return in there. You need to know what's going on. You keep on walking and, suddenly, you are before the answer to all your questions:
Portal of Impersonation3
Artifact (R) t: Choose a creature type. All creatures become that type until end of turn. Appearances are deceitful.
Yes, that's it. This ancient device is somehow changing the nature of Lorwyn's inhabitants. But you still have questions: what about the land itself? and more importantly, why is all this happening?
***
After weeks of research, you've arrived to Velis Vel, a misterious subterranean cavern. There you find an ancient monolith, glowing as its magic is released. This is it. In conjunction with the portal, the monolith is changing Lorwyn's planar nature. It's giving live to the ground around you! You need to examine it further:
Mutagenic Terraformer4
Artifact (R) T: Choose a creature type. Target land you control becomes an X/X Elemental creature until end of turn, where X is the number of creatures of the chosen type you control. "They say the land suffers more and gets angrier as we grow in numbers. As if it were a living being!"
-Kemdor, earthquake victim
Still... why?
Portal of Impersonation: This looks like it could be a fun card, but there are some issues with it. I like tribal as much as the next Timmy, but I would just run all my Treefolk (or Zombies..) and not rely on this artifact to make my lone creature one. Mutagenic Terraformer: This one I like much more better than your other card. It's fun and gives you an extra body for tribes that need it. One caveat, though: Why Elemental? I would love it for it to become a Changeling.
Moonsilver Periapt4
Artifact (R)
Cards in graveyards and cards in exile lose all abilities.
Oboro Silversmith3UU
Creature - Moonfolk Artificer (R)
Flying Landfall—Whenever a land enters the battlefield under your control, exile the top card of target player's library. , Return two lands you control to their owner's hand: Exile target nonland permanent.
2/4
Moonsilver Periapt: I don't see the connection. Maybe a few sentences of flavor would have helped, but now I'm just seeing some strange artifact that would be better as an "exile all cards in target graveyard" sort of thing. Oboro Silversmith: This would be fun to get out of a pack. I like this card. It combos with the first card rather well.
Metalshift4UUU
Legendary Enchantment
At the beginning of your upkeep, choose one: all permanents become artifacts in addition to their other types until your next upkeep, or all permanents lose the artifact type until your next upkeep.
Yes, I do realise this allows for permanents with the type Artifact Artifact.
Mirror of Ebb and Flow3B
Artifact
Sacrifice an artifact: Each other player sacrifices an artifact.
Metalshift: I like it, but too overpriced for it's effect. Mirror of Ebb and Flow: This is pretty cool.
Will of the Masterminds1UBR
Enchantment
Whenever you activate the ability of a planeswalker you control, you may pay 3. If you do, gain control of target non-land permanent until end of turn. "Destiny? Bah. The fate of the world is the path that I have set for it." - Nicol Bolas
Spark Sabre 3R
Enchantment - Aura
Enchant Planeswalker 3R, :symtap:: Enchanted Planeswalker deals damage to target creature or player equal to the number of loyalty counters on it , then remove a loyalty counter from enchanted planeswalker. "Through the teachings of my elder Planeswalker, I learned that the spark's ability to manipulate space can not only be used for travel, but for attack as well." - Zaun, Mad Apprentice of Bolas
2nd Round Entry
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.
1st Round Entry
Will of the Masterminds: Very cool. I'm a bit worried that it's a bit narrow, though. Spark Sabre: Once again, quite a bit narrow, but strong and has great flavor.
Interplanar Scout
Artifact Creature - Golem (c)
Whenever Interplanar Scout attacks, scry 2.
1/2 Now, finally, I shall know what lies beyond this world.
Champion of Valeron :symw::symg::symu:
Creature - Human Knight (r)
Level up: :1mana::symw:
4/4
////////////////////////////////////////////////////
[Level 1-3] Exalted
5/5
///////////////////////////////////////////////////
[Level 4+] Creatures you control have exalted.
6/6
(Insert OP flavor)
Fluxing Terrian :3mana::symg::symu:
Enchantment (mr)
Lands have Flash A player may still only play one land per turn.
Whenever a creature attacks alone, it's controller may search their library for a basic land card, reveal it, put it into thier hand, then shuffle their library.
Truly, this was an awsome power to behold, and I reluctantly admit that I was soon enamored with the idea of using it for myself, though I knew not how. The answer soon came to me in the form of a deceptivly simple cloak, brought to me by one of my scouts.
Rangers Cloak
Artifact - Equipment
Landfall - Whenever a land enters the battlfield under your conrtol, equipped creature gains your choice of one of the following until the beginning of the next endstep: Flying; Trample; Haste; Shroud; or is unblockable.
Equip:
Bant meets Boros, the war between lawful and zealotry!
Dominion3
Legendary Artifact - Equipment {R}
Whenever equipped creature attacks alone, it gets +X/+Y until end of turn, where X is the sum of power of other creatures you control and Y is the sum of toughness of other creatures you control.
Equip 3 Blessed by justice of the people.
----------------------------------------------------
Sedan of the Renegade1RW
Legendary Creature - Human Rebel {R} 3RR,T: Gain control of target creature until end of turn. It gains haste. You may equip any number of Equipments equipped on Sedan of the Renegade to that creature. Activate this ability as sorcery and only if Sedan is equipped. "Take the sword of justice. Be victory or be treacherous!"
2/2
3, :symtap:: Shuffle target enchantment or land to its owner's library. Exile cards from the top of its controller's library until a permanent that shares a type with it is exiled. Put that permanent into play and shuffle all other cards exiled this way into their owner's library.
It's all a matter of where you standing.
1
Sorry, took too much time, will finish up rest of the comments later.
Lordschuft - The pact is really wordy and the other cad is out of color.
Shaddock86 - The first on is ok. The second one is amazing other than the "an" needing to be an "a".
Rimeshade - Where to start. The planeswalker's second ability is out of color due to the enchantment portion and though it combos well with your other card I only really see it as a combo to your other card. Your other card feels wonky.
ced395 - Brothers in Fury this card is very straight forward and cool, fun for red. The green card is very weird , but original and not for a begging level understanding.
CodGod - Both of these cards are nifty. I prefer the prison mechanically, even though I think it has some unnecessary specifications, and I like the memories for flavor and oddity.
Prophylaxis - Agyrem's Merging is blue not white, and probably green not black. The sorcery is over costed for what it does but it is interesting.
Takaline -Loose the Boggarts is interesting and good, but the sacrifice non-goblin section pushes for deck building that is challenging,. On your second card, I don't think it's abilities as a planeswalker work very well.
Ninja Caterpie
Pretty good enchantment, although maybe it would have gelled better without the creature bonus, also the "white" bonus is pretty weak. The Helmet is cool but it doesn't seem to help your other card since you already choose the modes.
Koopa
Nice Celestial Dawn for snow, although I think you could have gone with snow mana cost here. I like the combo as well.
Viperion
I don't know if this is really a five-color effect, seems like an artifact or blue card (Xenogenesis) would do fine. I think you can enable free Progenitus for four mana with your artifact, either way it's niche and would restrict future five color designs.
Krey
I'm not a fan of the returning as a cost, I'd rather see something tap and pay mana. The wand can turn permanents into sorceries, which is silly.
CrazyMatt
Wizards is restricting repeated shuffling for a reason. I really don't like the artifact, and the blue card is ok but not very compelling.
NotoriousLynx
No entry
PsiJet
Interesting idea referring to the use of counters on cards not in play, although the alternate casting thing clutters it. The transform card has too much going on and doesn't make very much sense to me.
Gerrard's Mom - Very innovative. Nice enchantment. The combo card could work well on its own yet works great with the enchantment.
Timothy, Mimeslayer - The enchantment does not seem too much of a world changer, the payment for the effect seems like a lot for the effect. The artifact seems confusing and the effect seems to be more blue than anything else.
yewlas - The wording could have been better. If you cast a non creature card you could keep recycling it when a creature dies. The creature could very much help this artifact but could also stand on its own.
lcd - Seems very powerful, the counters don't vanish upon activation so each end step you got a 10/10 creature. Seems too much. The scream is a bit more interesting yet powerful if played early. Haunt makes it more powerful, a bit too much for a rare but stil ok.
DeusofCalamity - This seems to have potential but taking into account that extra turns cards are costed high it seems balanced. Nice flavor text. The fix for that is cheap but making it just affect the extra turns/phases limits it a lot. That's a Mythic that's not so mythic.
1 - Gerrard's Mom 2 - DeusofCalamity 3 - Yewlas
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"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
Ninja Caterpie
Pretty good enchantment, although maybe it would have gelled better without the creature bonus, also the "white" bonus is pretty weak. The Helmet is cool but it doesn't seem to help your other card since you already choose the modes.
Just a minor thing; says it can "manipulate or destroy" the world-changer in the challenge, so it was doing that, not helping. The Phyrexians are fighting the Ravnicans, after all.
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If you're having creature problems I feel bad for you son
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
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Team Corridor Critiquing Team Portal
Before we get started, let me just say that this was an extremely hard challenge. I like a tough nut to crack, and this was a doozy. If any of my critiques seem overly harsh or critical, it is mostly a reflection on the difficulty of this round. I'd like to give a thumbs up to everyone who managed to push through, because this has been quite a trip.
The Helm is very, VERY narrow. I'd have considered making the CMC 2 and upgrading to mythic, simply because of how rarely it will come up. It does have interesting applications with the pact, obviously, but also a variety of other cards (nothing jumps to my mind from the respective planes, save Entwine). Did you think about making it legendary, to play off of Mindslaver?
While I like how each card represents half of the planar merge, it would have been even better if they both took each into account (i.e. both referenced Ravnica and New Phyrexia). Polarizing the two sides feels an awful lot like Mirrodin vs. Phyrexia again.
Overall, neat and powerful cards. Both totally playable and they do a good job of showing off two planes in one. Good job.
I cannot get behind this at all. I'm sorry.
Why the artifact theme, though? Is that just because you're second card is an artifact?
Okay- the Trap doesn't specify what type of counters. I get what you're going for, but it should really find some way to specify. Traps were a Zendikar thing. Sure, they could be used in a different setting, but I don't get why Eventide/Innistrad would be that setting. I almost get a mad alchemist vibe from this card, but not in an Innistrad way (those guys seem more into milling and Frankenstein-making).
Mechanical Egg transforms, so that's Innistrad-y, I guess. It doesn't transform in a Gothic Horror fashion, though, so you've lost me again. Overall, it feels like an Esper (Alara) card to me. It's a neat idea, but feels more like a pile of mechanics than a cohesive concept.
By using certain mechanics, you more or less met the round's requirements. It feels like you had a neat idea for the second card, and designed the first card to work with it, mostly just because you had to design two cards this round.
The Cannon is highlights my biggest problem with your submission. It works just fine with the enchantment and in a snow-themed set (a little parasitic for, but given the right set/block, that should be okay). Neither card, though, makes me think of Zendikar at all. If the Cannon had a landfall ability to add counters, you would have sold me and I'd just give you 1st place right now. With an utter lack of Zendikar, though, I have to think about this a lot more.
Okay, not a lot more. This was possibly the best submission of anyone this round (any team).
Hey, it's Crystal Shard's little brother! Neat effect, especially to combo with the enchantment. Add in Peek or Telepathy, and I can just shuffle my opponent's stuff away for no downside, which is very cool.
I see no Kamigawa in these designs at all. In fact, I only see a little Mirrodin in the wand. This seems to be a major issue this round. Maybe I'm critiquing the wrong things, but there were very few submissions that I feel hit the mark. Unfortunately, this isn't one of them.
Mana Philtre- Free Reality Shift! It's an artifact, and a Fist of Suns riff, so Mirrodin gets a check. Still not seeing much Kamigawa, though. Unless I want a free Genju of The Realm. 14 cards exist that can benefit from Mana Philtre. One of them was in Kamigawa. The other 13 were in...not Mirrodin. You say yourself that you can't "replace an alternative cost with another alternative cost," so this doesn't even work for with the //gatherer.wizards.com/Pages/Search/Default.aspx?type=+[bringer">||subtype=+[bringer]"]Bringers.
Incredibly narrow designs.
1. Koopa
2. Ninja Caterpie
3. Psijet
My combo-world was Mercadia and Alara.
Bloodsand Hourglass- If the flavor feels rushed, that's because it probably was. I should have spent more time reviewing/editing. Also, I wasn't sure about the wording, so I tried to use one that I thought would be clear. On these two points, I have no problem taking it on the chin since these were not great design ideas. I liked the idea of "play things from the past" as my history-changer, and decided to merge it with Esper's colored artifacts (originally, this was an enchantment) and Jund's "death matters" theme. I wanted it to play nice with spellshapers (and, technically, creatures that died before this was cast).
Brackwater Diver- Mana cost, type and P/T are all an allusion to Ambassador Laquatus. The spell he is shaping is Mental Note. He was not meant to be a Merfolk Looter variant, though I see now how that came across. I choose Mental Note for the same reason it was used in Odyssey- fill up the graveyard (in this case, for the Hourglass). /rant
(Note: Please don't let these comments influence any of my scores. Like I said above, the cards should stand on their own, and if they don't, that's my fault. I'm perfectly satisfied with my scores thus far, anyway.)
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
I'll clear up some stuff with my card. I made a mistake - you cannot get infinite copies of the token copy. Only one. I apologize.
Ninja Caterpie - The first card seems cool, but I don't see how the second goes with the first one, yeah, the first one has modes to choose from, but the second doesn't really affect that...does it?
CrazyMatt - seems a bit too good to me, I think it would make a deck too consistent since it isn't really hard to shuffle your library. Maybe if it costed 2 I could see it. The second card is decent, probably should come into play tapped though since it does cantrip.
ChaoticSpark
PsiJet - Wording feels weird, feels too good that it comes into play with those number of counters on it, does it get the original number that it would have had? Very confusing...
Jimmy Groove
Koopa - So it basically makes all cards "colorless"? The second card does definitely team well with the first one. The problem is the second card is too good against snow cards, in my opinion.
Krey - Wording is off. What happens if you turn a creature into an instant? Seems broken.
NotoriousLynx
Viperion - a flashy, WUBRG card that doesn't really do anything worthy of it being both mythic and five colors...zero mana for the artifact? Wow, that just screams to be broken. 5 mana for a 10/10 draw three cards is kinda good.
3. CrazyMatt
2. Koopa
1. Ninja Caterpie
Since one of the major themes of Kamigawa block is Spirits vs Non-Spirits I thought the connect between a type changer would have been self-evident.
Mental note: Design for mechanics, not flavour.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
To those of you who failed to submit a Top 3 last round, remember that you will be eliminated regardless of scores if you don't submit Top 3's for this round.
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Dude you totally misread the round requirements. Or maybe I did. It's supposed to be the same type and combo with the round I entry, no?
Wormhole Judgings. Forgive the brevity, really short on time at the moment.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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Oculus: The intent was to create a card that shares a type with your Round 1 card, but interacts with the artifact/enchantment made this round. Sorry that I was unable to clarify that sooner.
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Circle of Waste: Once again, interesting, but it's hard to see the connection.
Mutagenic Terraformer: This one I like much more better than your other card. It's fun and gives you an extra body for tribes that need it. One caveat, though: Why Elemental? I would love it for it to become a Changeling.
Oboro Silversmith: This would be fun to get out of a pack. I like this card. It combos with the first card rather well.
Mirror of Ebb and Flow: This is pretty cool.
Spark Sabre: Once again, quite a bit narrow, but strong and has great flavor.
1
Sorry, took too much time, will finish up rest of the comments later.
3. ParaSiempre
2. Marr965
1. Brofaux
Shaddock86 - The first on is ok. The second one is amazing other than the "an" needing to be an "a".
Rimeshade - Where to start. The planeswalker's second ability is out of color due to the enchantment portion and though it combos well with your other card I only really see it as a combo to your other card. Your other card feels wonky.
ced395 - Brothers in Fury this card is very straight forward and cool, fun for red. The green card is very weird , but original and not for a begging level understanding.
CodGod - Both of these cards are nifty. I prefer the prison mechanically, even though I think it has some unnecessary specifications, and I like the memories for flavor and oddity.
Prophylaxis - Agyrem's Merging is blue not white, and probably green not black. The sorcery is over costed for what it does but it is interesting.
Takaline -Loose the Boggarts is interesting and good, but the sacrifice non-goblin section pushes for deck building that is challenging,. On your second card, I don't think it's abilities as a planeswalker work very well.
top 3
1)ced395
2)CodGod
3)Shaddock86
Pretty good enchantment, although maybe it would have gelled better without the creature bonus, also the "white" bonus is pretty weak. The Helmet is cool but it doesn't seem to help your other card since you already choose the modes.
Koopa
Nice Celestial Dawn for snow, although I think you could have gone with snow mana cost here. I like the combo as well.
Viperion
I don't know if this is really a five-color effect, seems like an artifact or blue card (Xenogenesis) would do fine. I think you can enable free Progenitus for four mana with your artifact, either way it's niche and would restrict future five color designs.
Krey
I'm not a fan of the returning as a cost, I'd rather see something tap and pay mana. The wand can turn permanents into sorceries, which is silly.
CrazyMatt
Wizards is restricting repeated shuffling for a reason. I really don't like the artifact, and the blue card is ok but not very compelling.
NotoriousLynx
No entry
PsiJet
Interesting idea referring to the use of counters on cards not in play, although the alternate casting thing clutters it. The transform card has too much going on and doesn't make very much sense to me.
2. Ninja Caterpie
3. PsiJet
Top 3 is all i have time for:
1. Ninja
2. Psijet
3. Koopa
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Gerrard's Mom - Very innovative. Nice enchantment. The combo card could work well on its own yet works great with the enchantment.
Timothy, Mimeslayer - The enchantment does not seem too much of a world changer, the payment for the effect seems like a lot for the effect. The artifact seems confusing and the effect seems to be more blue than anything else.
yewlas - The wording could have been better. If you cast a non creature card you could keep recycling it when a creature dies. The creature could very much help this artifact but could also stand on its own.
lcd - Seems very powerful, the counters don't vanish upon activation so each end step you got a 10/10 creature. Seems too much. The scream is a bit more interesting yet powerful if played early. Haunt makes it more powerful, a bit too much for a rare but stil ok.
DeusofCalamity - This seems to have potential but taking into account that extra turns cards are costed high it seems balanced. Nice flavor text. The fix for that is cheap but making it just affect the extra turns/phases limits it a lot. That's a Mythic that's not so mythic.
1 - Gerrard's Mom
2 - DeusofCalamity
3 - Yewlas
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Just a minor thing; says it can "manipulate or destroy" the world-changer in the challenge, so it was doing that, not helping. The Phyrexians are fighting the Ravnicans, after all.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots