Tezzeret's Displeasure3UB
Artifact Enchantment - Aura
Enchant artifact
If you control enchanted artifact it has "t: Put a charge counter on target artifact."
If one of your opponents controls enchanted artifact, it has "t: Sacrifice this card. This effect must be triggered if able during each of your end steps."
IIW: cards that create 1/1 Black soldier tokens
I'm pretty sure it's meant to be worded "If an opponent controls enchanted artifact, it has "At the beginning of your end step, sacrifice this artifact.""
At any rate, this is a... confusing thing. Why is it an artifact as well as an enchantment? I'm pretty sure that Tezzeret, Agent of Cups isn't so enamoured with his cups that even his thoughts are artifacts. I don't see what relation it has to Tezz, either, besides being an artifact. Second, it's... weak. It's either a 5 mana delayed artifact removal spell, or a 5 mana thing that makes your artifacts put charge counters on each other. Both of them are pretty bad, but the first ability is just so weak... :| It could easily be 3 mana. Finally, the card just has no semblance of being a card. The two abilities could easily be on separate cards and it looks like you kinda just mashed them together. I don't see what the flavour is or where it's coming from, besides the very bold name "Tezzeret" stuck there.
You said to design a HOLIDAY card, then specified that they have traditionally been christmas-related. Still there are other holidays around the same time... Hanukkah, Festivus, Kwanza, etc... Just b/c WotC hasn't focused on these with a card, doesn't DQ then as "holiday cards"
*sigh*
An original aura.hrm...
Willing Martyr1WW
Enchantment - Aura (U)
Enchant creature you control
Enchanted creature has martyr. (If a creature you control would be destroyed from lethal damage, you may sacrifice ~ to remove all damage from that creature.)
IIW: The Final Countdown
This wording is confusing me. "You may sacrifice ~" makes it sound as if it's totem armor for everyone. But that doesn't make sense with the enchanted creature getting martyr. Do you sac the enchanted creature or the enchantment? If it's the enchantment, why is it an enchantment at all? You really didn't need to mechanicise an ability that has nothing to do with the aura.
Holy AuguryW
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +1/+2.
Manifest 1W (1W, exile this card from your hand: Put a 0/0 colorless Elemental creature token onto the battlefield, then put this card onto the battlefield attached to that token. Manifest only as a sorcery.)
IIW: siggy
Why does manifest need to exile? Just "1W: Put a 0/0 colorless Elemental creature token onto the battlefield, then put this card onto the battlefield from your hand attached to that token" should work, should it not?
Besides that, I can't really complain, can I? It's pretty simple idea that has no problems, really. That said, it's also not really original, considering the 'obvious' design space is inherently not the 'original' design space.
Controlled Madness1RW
Enchantment - Aura U
Enchant creature
Enchanted creatures can't attack you and attack each turn if able.
Oho, I like this. In limited, it's just a mini-Pacifism, and it's just that in normal constructed. In multiplayer though, it turns a dangerous creature into a harmless minion. Stick this thing onto a Blightsteel and watch as it just swings in on the next most dangerous guy. I like it.
OG Aura1B Enchantment - Aura
The enchanted creature is an OG in addition to it's other types. (You don't **** with OGs.)
Enchanted creature has intimidate and is black.
****ing isn't a rules term, so this is ridiculously underpowered.
Aura ReflectionUU
Enchantment - Aura (U)
Choose an Aura on the battlefield. You may have Aura Reflection enter the battlefield as a copy of that Aura. In addition it has the following ability "U: Return Aura Reflection to it's owners hand."
The wording should solve any targeting issues stemming from the difference between enchant player/opponent/permanent.. etc..
This should just use the Clone wording, because it's actually functionally identical. Targetting issues don't occur because this doesn't target anyway. When you pick something, it'll enter the battlefield as a copy of it and be attached to any legal target of your choice. Note that it does bypass shroud. Besides that, it's... uh... relatively interesting, I guess. Not that original considering Copy Artifact/Enchantment already exist, but the returning ability is pretty sweet because it now survives Aura syndrome! Actually, it's the absolutest survivor of Aura syndrome because you can't tell what it'll enchant until it enchants it. Nice.
The winner is Rudyard, with his surprisingly unoriginal original card. Which means there is no challenge right now. Sad face.
Private Mod Note
():
Rollback Post to RevisionRollBack
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
That was meant to be the reminder text for the martyr keyword. Sorry for the confusion. Basically, if a creature you control is about to die from lethal damage, you can sac the martyr creature to save it.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Here only miracles. Here, only the rising of spirit. And yes, love if it was pertinent (which it was so often); and sometimes bloodletting. But never the prosaic, never the trivial. Here the man who brought the strangest tale was the most welcome. Here every excess was celebrated if it brought visions, and every vision analyzed for the hints it held to the nature of the Everlasting." - Clive Barker's Imajica
Whispering Winds2UG
Enchantment
All lands have phasing.
Whenever a land is tapped for mana it produces an additional mana of any type it can normally produce.
Lake of Knowledge
Land (U)
Lake of Knowledge enters the battlefield tapped.
When Lake of Knowledge enters the battlefield, you may pay 1U. If so, draw a card. T: Add U to your mana pool.
Legerdemain1UU
Instant (R)
You may rearrange the order of any spells or abilities on the stack.
IIW: Give me a low-calorie, low-fat, etc.. (e.g. reduced but still good) version of a currently existing card.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Here only miracles. Here, only the rising of spirit. And yes, love if it was pertinent (which it was so often); and sometimes bloodletting. But never the prosaic, never the trivial. Here the man who brought the strangest tale was the most welcome. Here every excess was celebrated if it brought visions, and every vision analyzed for the hints it held to the nature of the Everlasting." - Clive Barker's Imajica
Eremitic Handbell2 Artifact [r]
Nonpermanents have shroud. Not all noises beckon.
Private Mod Note
():
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Quote from ClockworkSwordfish »
Had semenulative upkeep before it was fashionable. Look what you forced me to do, Wizards! IT DIDN'T HAVE TO GO DOWN LIKE THIS!
Quote from LandBoySteve »
Like I said, I can only go by my own experience, which is now 18 years. Kind of disheartening when you think you know something and you find out that you're a notch below a low grade moron.
This effect shows up from time to time on this forum. It doesn't do much, but it doesn't do nothing. It sorta counters counter-spells, for example. It's still small enough of an effect to only cost U and maybe even cantrip.
EarthforceGGG Enchantment
Artifacts are basic forests instead.
Hey, that's pretty cool. Sadly, I don't think being Forests shuts down their abilities. The artifacts won't be artifacts anymore but will still otherwise function the same as they were before.
Lake of Knowledge
Land (U)
Lake of Knowledge enters the battlefield tapped.
When Lake of Knowledge enters the battlefield, you may pay 1U. If so, draw a card. T: Add U to your mana pool.
Aurific Boost2WW
Enchantment (R)
Whenever an enchantment card is put into your graveyard from anywhere, you may draw a card.
Sacrifice ~: the next enchantment spell you play costs 1 less to play for each enchantment card in your graveyard.
Femeref Enchantress-esque enchantment. The second part might be confusing for players since the price reduction won't change later on the turn even if more enchantments are buried later in the turn, its set at the moment. Though, of course, Aurific Boost itself will count.
Instead of reducing a future cost, it could also be written as a production of mana that can only be spent on enchantment spells. It's a minor detail, but generally I'd like it better that way.
Whispering Winds2UG
Enchantment
All lands have phasing.
Whenever a land is tapped for mana it produces an additional mana of any type it can normally produce.
Flurocent Resonance1GG Enchantment [R]
~ enters the battlefield tapped.
Non-creature, non-planeswalker permanents you control have "t: Add W to your mana pool."
You mentioned creatures and planeswalkers! How dare you?!
Seriously though, you could have said "Artifact, enchantments and lands you control have..." Whatever. Punk.
I very much like this.
...
Ok, so, every entry was pleasing. This is going to be quite difficult to decide a winner.
My favorite three are Winterspring's Fluorescent Resonance, Prophylaxis' Lake of Knowledge and Summon_Legend's Eremitic Handbell. Also, Trapped Hawk's Bond Sever was excellent.
Um...
Damn, I dunno...
Winterspring wins for its enjoyable details: Entering tapped, the name, the color-tension.
Lake of Knowledge I'd just love to play, it's totally printable and feels really good. Bond Sever is fair for land-hate and quite printable. Eremitic Handbell was the most fascinating.
Pay in FullXXXU Instant [m]
Take X turns after this one, where X is the number of turns it's been since your last turn. A century saved is a century earned.
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from ClockworkSwordfish »
Had semenulative upkeep before it was fashionable. Look what you forced me to do, Wizards! IT DIDN'T HAVE TO GO DOWN LIKE THIS!
Quote from LandBoySteve »
Like I said, I can only go by my own experience, which is now 18 years. Kind of disheartening when you think you know something and you find out that you're a notch below a low grade moron.
Red Tape2W
Enchantment
Players can't cast spells that share a type with a spell he or she has cast this turn. The only way to keep this from getting out of hand is to slow it down to a glacial crawl.
Keep Moving2RR Enchantment
At the beginning of each player's end step, if that player didn't cast a spell or attack with a creature this turn, that player loses the game.
Never wait for things to happen; rather, make them happen.
Private Mod Note
():
Rollback Post to RevisionRollBack
"The rumors of my death have been greatly exaggerated." --Mark Twain
If I win a Winner is Judge-type game and forget an IIW:
1. A creature that will be destroyed by spot removal, but not mass removal.
2. Stockholm Syndrome
Red Tape2W
Enchantment
Each player may only play one spell or permanent of each type per turn. The only way to keep this from getting out of hand is to slow it down to a glacial crawl.
IIW: A card based on your favorite book.
Players can't cast spells that share a type with a spell he or she has cast this turn.
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from ClockworkSwordfish »
Had semenulative upkeep before it was fashionable. Look what you forced me to do, Wizards! IT DIDN'T HAVE TO GO DOWN LIKE THIS!
Quote from LandBoySteve »
Like I said, I can only go by my own experience, which is now 18 years. Kind of disheartening when you think you know something and you find out that you're a notch below a low grade moron.
Pay in FullXXXU Instant [m]
Take X turns after this one, where X is the number of turns it's been since your last turn. A century saved is a century earned.
I don't think it works the way you want it too... The X in the cost isn't linked to the ability at all. I think you need to word it with an additional cost to make it work correctly.
Pay in FullU Instant [m]
As an additional cost to play ~ pay xxx where X is equal to the number of turns it's been since your last turn.
Take X turns after this one. A century saved is a century earned.
I appear to be taking this literally (hint: take a look at the DKA Mechanics article on the mothership)
Wolfbitten CaptiveG
Creature - Human Werewolf (U)
At the beginning of each upkeep, if no spells were cast last turn, transform Wolfbitten Captive. He bides his time, knowing there will be a moment in which he will be unstoppable
0/1
//
Escaped Predator
(G) Creature - Werewolf (U)
Trample
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Escaped Predator. He runs, knowing there will be a time where he can run no longer.
3/2
IIW: DFCs from outside Innistrad (and the gothic horror setting).
Haunted Cemetery
Land (R)
~ enters the battlefield tapped.
Sacrifice a non-Spirit creature you control: Add W or B to your mana pool.
At the beginning of the end step, if three or more creatures died this turn, transform ~.
// Shattered Crypt (W/B) Enchantment (R)
Whenever a creature dies, put two 1/1 white Spirit creature tokens with flying onto the battlefield under your control.
At the beginning of the end step, if no creatures died this turn, transform ~.
IIW: How to survive alone in the desert.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Here only miracles. Here, only the rising of spirit. And yes, love if it was pertinent (which it was so often); and sometimes bloodletting. But never the prosaic, never the trivial. Here the man who brought the strangest tale was the most welcome. Here every excess was celebrated if it brought visions, and every vision analyzed for the hints it held to the nature of the Everlasting." - Clive Barker's Imajica
PeaceWW
World Enchantment
Creatures can't attack.
During each player's end of turn, if a creature has died, transform ~.
// War
World Enchantment
In the beginning of your upkeep, put a 1/1 white Human creature token onto the battlefield.
Creatures each player controls have +1/+0.
During each player's end of turn, if no creatures have attacked, transform ~.
I'm pretty sure it's meant to be worded "If an opponent controls enchanted artifact, it has "At the beginning of your end step, sacrifice this artifact.""
At any rate, this is a... confusing thing. Why is it an artifact as well as an enchantment? I'm pretty sure that Tezzeret, Agent of Cups isn't so enamoured with his cups that even his thoughts are artifacts. I don't see what relation it has to Tezz, either, besides being an artifact. Second, it's... weak. It's either a 5 mana delayed artifact removal spell, or a 5 mana thing that makes your artifacts put charge counters on each other. Both of them are pretty bad, but the first ability is just so weak... :| It could easily be 3 mana. Finally, the card just has no semblance of being a card. The two abilities could easily be on separate cards and it looks like you kinda just mashed them together. I don't see what the flavour is or where it's coming from, besides the very bold name "Tezzeret" stuck there.
This wording is confusing me. "You may sacrifice ~" makes it sound as if it's totem armor for everyone. But that doesn't make sense with the enchanted creature getting martyr. Do you sac the enchanted creature or the enchantment? If it's the enchantment, why is it an enchantment at all? You really didn't need to mechanicise an ability that has nothing to do with the aura.
Why does manifest need to exile? Just "1W: Put a 0/0 colorless Elemental creature token onto the battlefield, then put this card onto the battlefield from your hand attached to that token" should work, should it not?
Besides that, I can't really complain, can I? It's pretty simple idea that has no problems, really. That said, it's also not really original, considering the 'obvious' design space is inherently not the 'original' design space.
Oho, I like this. In limited, it's just a mini-Pacifism, and it's just that in normal constructed. In multiplayer though, it turns a dangerous creature into a harmless minion. Stick this thing onto a Blightsteel and watch as it just swings in on the next most dangerous guy. I like it.
****ing isn't a rules term, so this is ridiculously underpowered.
This should just use the Clone wording, because it's actually functionally identical. Targetting issues don't occur because this doesn't target anyway. When you pick something, it'll enter the battlefield as a copy of it and be attached to any legal target of your choice. Note that it does bypass shroud. Besides that, it's... uh... relatively interesting, I guess. Not that original considering Copy Artifact/Enchantment already exist, but the returning ability is pretty sweet because it now survives Aura syndrome! Actually, it's the absolutest survivor of Aura syndrome because you can't tell what it'll enchant until it enchants it. Nice.
The winner is Rudyard, with his surprisingly unoriginal original card. Which means there is no challenge right now. Sad face.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
noncreature, nonplaneswalker cards that have nothing to do with creatures or planeswalkers
Enchantment
All lands have phasing.
Whenever a land is tapped for mana it produces an additional mana of any type it can normally produce.
IIW: destruction that leaves something behind
Land (U)
Lake of Knowledge enters the battlefield tapped.
When Lake of Knowledge enters the battlefield, you may pay 1U. If so, draw a card.
T: Add U to your mana pool.
IIW siggy
Enchantment
Artifacts are basic forests instead
Bond Sever 3BBB
Enchantment
Whenever a land becomes tapped, destroy it.
If I win a Winner is Judge-type game and forget an IIW:
2. Stockholm Syndrome
Instant (R)
You may rearrange the order of any spells or abilities on the stack.
IIW: Give me a low-calorie, low-fat, etc.. (e.g. reduced but still good) version of a currently existing card.
Artifact [r]
Nonpermanents have shroud.
Not all noises beckon.
Interesting. So, spells have shroud. Players have shroud. Libraries have shroud. Pretty cool and clever.
Legerdemain.
This effect shows up from time to time on this forum. It doesn't do much, but it doesn't do nothing. It sorta counters counter-spells, for example. It's still small enough of an effect to only cost U and maybe even cantrip.
Seems fair. A solid design.
Hey, that's pretty cool. Sadly, I don't think being Forests shuts down their abilities. The artifacts won't be artifacts anymore but will still otherwise function the same as they were before.
Cantrip land! Awesome. Would love to play.
Femeref Enchantress-esque enchantment. The second part might be confusing for players since the price reduction won't change later on the turn even if more enchantments are buried later in the turn, its set at the moment. Though, of course, Aurific Boost itself will count.
Instead of reducing a future cost, it could also be written as a production of mana that can only be spent on enchantment spells. It's a minor detail, but generally I'd like it better that way.
Heheh. Fun! Frustrating also?
Somewhat similar to Shimmer.
You mentioned creatures and planeswalkers! How dare you?!
Seriously though, you could have said "Artifact, enchantments and lands you control have..." Whatever. Punk.
I very much like this.
...
Ok, so, every entry was pleasing. This is going to be quite difficult to decide a winner.
My favorite three are Winterspring's Fluorescent Resonance, Prophylaxis' Lake of Knowledge and Summon_Legend's Eremitic Handbell. Also, Trapped Hawk's Bond Sever was excellent.
Um...
Damn, I dunno...
Winterspring wins for its enjoyable details: Entering tapped, the name, the color-tension.
Lake of Knowledge I'd just love to play, it's totally printable and feels really good. Bond Sever is fair for land-hate and quite printable. Eremitic Handbell was the most fascinating.
Anyway, new challenge:
Let's not get ahead of ourselves.
Instant [m]
Take X turns after this one, where X is the number of turns it's been since your last turn.
A century saved is a century earned.
Instant (Common)
Each player other than the player with the most cards in hand may draw up to two cards.
Enchantment
Players can't cast spells that share a type with a spell he or she has cast this turn.
The only way to keep this from getting out of hand is to slow it down to a glacial crawl.
IIW: A card based on your favorite book.
Enchantment
At the beginning of each player's end step, if that player didn't cast a spell or attack with a creature this turn, that player loses the game.
Never wait for things to happen; rather, make them happen.
If I win a Winner is Judge-type game and forget an IIW:
2. Stockholm Syndrome
Players can't cast spells that share a type with a spell he or she has cast this turn.
Thank you! I could not figure out how to word that.
I don't think it works the way you want it too... The X in the cost isn't linked to the ability at all. I think you need to word it with an additional cost to make it work correctly.
Pay in Full U
Instant [m]
As an additional cost to play ~ pay xxx where X is equal to the number of turns it's been since your last turn.
Take X turns after this one.
A century saved is a century earned.
though that might not be right either
Long live CLAN FLAMINGO
Make wall support cards or a legendary wall
Winner is also Judge = 2
Club Flamingo/Megiddo's Magic Pimp Shack = 4
Instant (R)
If an opponent would take an extra turn, you take an extra turn instead.
Draw a card.
IIW: Dark Ascension DFCs.
Enchantment (R)
All spells and abilities have split second.
"Let's take things one at a time, shall we?"
IIW: Some top-down DFCs.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Wolfbitten Captive G
Creature - Human Werewolf (U)
At the beginning of each upkeep, if no spells were cast last turn, transform Wolfbitten Captive.
He bides his time, knowing there will be a moment in which he will be unstoppable
0/1
//
Escaped Predator
(G) Creature - Werewolf (U)
Trample
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Escaped Predator.
He runs, knowing there will be a time where he can run no longer.
3/2
IIW: DFCs from outside Innistrad (and the gothic horror setting).
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Judging whenever this reaches 10 entries or tomorrow night/Wednesday evening.
Land (R)
~ enters the battlefield tapped.
Sacrifice a non-Spirit creature you control: Add W or B to your mana pool.
At the beginning of the end step, if three or more creatures died this turn, transform ~.
//
Shattered Crypt
(W/B) Enchantment (R)
Whenever a creature dies, put two 1/1 white Spirit creature tokens with flying onto the battlefield under your control.
At the beginning of the end step, if no creatures died this turn, transform ~.
IIW: How to survive alone in the desert.
World Enchantment
Creatures can't attack.
During each player's end of turn, if a creature has died, transform ~.
//
War
World Enchantment
In the beginning of your upkeep, put a 1/1 white Human creature token onto the battlefield.
Creatures each player controls have +1/+0.
During each player's end of turn, if no creatures have attacked, transform ~.
IIW: Explosions!