THE CARD CREATION LEAGUE
[ September 2011 ] FINAL ROUND CLASH "The Determinator"
Final Competitors Gerrard's Mom vs. Oculus
This month, players started as intrepid explorers taking their first steps into a broader world, unaware of the dangers awaiting them: a sinister plot to remake the Multiverse around a single being's massive ego. Matching wits with this manipulative monomaniac, our heroes rose to the challenge, becoming more than they could have possibly imagined as they too learned to harness the godlike power to rewrite history on a planar scale. Though many displayed vast wells of talent, ingenuity, and raw power, only two survived the conflict intact. Now, their foe fallen, the task of repairing the damage done to the timelines of every world is a heavy burden these masters of magic take upon themselves - but their realities cannot coexist. These two contradicting Multiverses will inadvertently destroy each other, undoing the careful and desperate work of their saviors, unless one can prove itself more stable - more perfect - than the other.
It falls to you, the silent watchers, to decide their ultimate fate.
Our finalists will be creating six cards this round, building a paradise-world from the fragments of the Multiverse.
One of these cards must be a card that can repair or undo the damage done to the Multiverse on a planar scale. It should reference at least two existing cards that represent healing, mending, or reversal.
Three of the cards must be a trio of any types that together showcase the core flavor and/or mechanical theme of your plane, built on the flavor of your first round card and the other cards you've made this month that reference it. You're drawing inspiration from the best the Multiverse has to offer here - each of these cards should also include flavor or mechanical themes from another, existing plane.
One card must be a land that represents the capital of your new plane. It should be an altered version of a location from an existing set. This can mean a legendary land, a nonlegendary land with a proper name (Vitu-Ghazi, the City-Tree), or a place mentioned in flavor text but not given an actual card.
And finally, one card will be a planeswalker to represent yourself, the being that will guide this new, perfected vision of your world to glory, capable of altering history at will.
Additionally, the first letters from the names of these six cards must spell the word UTOPIA.
No, it would just be as though they cast it again. It only comes onto the battlefield on your side if it's your creature. The idea is that then blue could counter it; also it removes things from combat, untaps them, and could save a guy in a pinch, similar to blinking. Lightning Storm is another uncommon that references the stack (plus all the split second cards) before anybody brings up that criticism.
Sort of anti-climactic, I guess we needed to advertise the thread more.
For your cards, I thought Planar Resurgence was pretty interesting, although it might be annoying to resolve. The Fogweaver's combat trigger was interesting, although at 3 mana it seems worse at accel than something like Avenging Druid (It is balanced by the evasion stuff obviously). The land and planeswalker are fine but not really anything too new, and the only problem with the transforming enchantment was the fact that the Morbid ability word breaks the symmetry a little bit. The shade pump thing was clearly your weak point, especially when you didn't even design another Shade to go with it. Shade of Trokair is the only white Shade, I'm pretty sure you didn't mean to pump that. It might be an ok card in a set, but I think it's a tactical error of sorts to include it here only to suggest a theme when we don't see any of that theme.
I would change my own cards by making the last one have the blue insta-equip ability of Neurok Stealthsuit, and changing Temporal Tantrum to U or maybe 1U with a cantrip, so you can use it on your own guys. I think the base effect is only one mana since Turn to Mist lasts for a whole turn and is hybrid.