Whenever a player casts a spell, sacrifice Sleeping Storm. If you do Sleeping Storm deals 8 damage to that player.
"It has been said to never wake the sleeping beast..."
If merging them doesn't count for some odd reasoning then use:
Sealed Tomb
Enchantment
Sealed Tomb is black.
Sacrifice Sealed Tomb: Search your library for up to 60 cards and put them into your graveyard.
At the beginning of your upkeep if Sealed Tomb is in your graveyard, Exile it. If you do return all creatures in all graveyards to the battlefield.
Verdant Season 1GG
Enchantment
All players may play an additional land card each turn.
Sacrifice Verdant Season: Untap all lands you control.
This card is very competitive. Since you'll always have the opportunity to sac this during their upkeep, you can set up for a defensive position while robbing them of their share of the benefits.
Hazardous Renovations2UB
Enchantment (R)
Players skip their draw step. 4, Sacrifice a creature you control: Draw a card and put a crumble counter on ~. Any player may activate this ability.
Sacrifice ~: Target player loses X life, where X is the number of crumble counters on ~. "With the library closed, the only way to glean knowledge is from the minds of the repair workers."
I feel requiring 4 mana to activate the draw ability is too much, since it forces the player to choose whether to play or draw on turn 4. I think a 1 or 2 cost with the sacrifice would suffice for that ability. Overall I feel this card needs more balancing since it's a win/win for the owner, especially in a control deck that can create its own draw opportunities.
Hammer FallRR
Enchantment {R}
Whenever a creature would enter the battlefield under your control, exile it instead.
Sacrifice ~: Return the cards exiled by ~ to the battlefield under their owners' control. They have haste.
I have trouble judging this card's balance, but it's safe to say you can add a mana cost to the activated sacrifice ability. It's creative giving red a haven effect for creatures. If anything else, there needs to be a clause that states they get sacrificed at the end of the turn or something to that effect as well.
Quest for the Spellheart
Enchantment
Whenever you cast a spell, put a quest counter on Quest for the Spellheart.
Remove X quest counters from Quest for the Spellheart, sacrifice Quest for the Spellheart: Spells you cast cost X less to cast this turn.
This is a very innovative quest. It's also funny I realized that my challenge pretty much describes quest cards. This card would be competitively branded as an uncommon but more comfortably as a rare. On a final note, it should be blue/red in my opinion.
Whenever you draw a card, you may put a theory counter on Theorycraft.
Remove X theory counters from Theorycraft: Search your library for a nonland card with converted mana cost X or less and exile it. Then shuffle your library. Activate this ability only once each turn and only any time you could cast a sorcery.
Sacrifice Theorycraft: You may cast any number of cards exiled with Theorycraft without paying their mana costs.
Mages are fond of elegant solutions to complex problems. "Use Theorycraft" is one of them.
This card is a very cool blue enchantment that I like a lot, but sadly if Wizards ever humored me by printing this it would probably cost 5cmc because they do that a lot and they know I hate it when they do. 4cmc is what I would want this card to cost, and it's a cool card that combines blue's affinity for drawing and casting into one neat package.
Whenever a Fairy creature comes into the battlefield under your control, draw a card and your opponent discards a card.
Sacrifice~: Draw a card for each card in target opponent's hand, then, that player discards his or her hand.
"Fae are mischiveous, fae like to play
If you are not cautious, they'll make your mind go away"
-Kithkin Child Rhyme
Broken! Sorry, but 4cmc for a ridiculous card advantage gain on the spot is ludicrous. The trigger can potentially have the same impact in a single turn by itself. These abilities need mana costs to activate at the least. There's potential for something great but I feel you may have rushed this.
I would have possibly changed the name as it doesn't fit, then changed the black color to green or red. Then it would fit. The idea is solid beyond that.
Draconic Umbra2RR
Enchantment - Aura
Enchant Creature
Whenever you play an instant or sorcery, enchanted creature gets +2/+0 and gains flying until end of turn.
Sacrifice Draconic Umbra: Enchanted creature deals damage equal to its power to target creature.
Totem Armor
I would add a mana cost to the sacrifice ability. I like this card however, since it turns a creature into my two favorite red things: a dragon AND a kiln fiend.
Shadow SealB Enchantment
Sacrifice Shadow Seal: Exile target creature card in a graveyard.
Whenever a creature is put into a graveyard from the battlefield, if Shadow Seal is in your graveyard, you may return it to the battlefield.
That may be undercosted, but I like the repeated use inherent in a very necessary hoser against certain decks.
Quote from Red_Death01 »
Sleeping Storm RRR
Enchantment
Whenever a player casts a spell, sacrifice Sleeping Storm. If you do Sleeping Storm deals 8 damage to that player.
"It has been said to never wake the sleeping beast..."
This card gives me the shivers. This would be a great card if it did four or five damage at the most. I've always fantsized about a cycle of standstill-like cards, and couldn't think of a good red one for some reason. With balance this would be the one. For the record, I multi-quote when I make my post so You probably shouldn't put quote tags around your entry unless you want to run the risk of being missed again, because I almost missed you this time.
Alright guys overall aside from any balance issues I liked all these ideas, so it was hard to come up with my favorite. But I have to, so click on the spoiler button:
My favorite design here belongs to Pstmdrn's although it was close. Oculous and swissh both had great entries, but Pstmdrn's entry appeals to Johnnies and Spikes alike. I'll be thinking about his card for a while and the possibilities with it, as it's a shoe-in for several deck themes that I personally like.
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Seven Knights gathered under a single banner, but soon came to learn one more would join their cause.
Wow! Thanks! I thought that card was neat too! Sorry for delay, I moved over the weekend!
I'd like to see some nice cards for a monogreen deck that show off some of green's nice features without being rehashes of Overrun and Fertile Ground, etc.
I feel requiring 4 mana to activate the draw ability is too much, since it forces the player to choose whether to play or draw on turn 4. I think a 1 or 2 cost with the sacrifice would suffice for that ability. Overall I feel this card needs more balancing since it's a win/win for the owner, especially in a control deck that can create its own draw opportunities.
I had originally worded the first ability as "Players can't draw cards." I then had, the mana activated sacrifice a creature ability to draw cards, but I wasn't sure how the card would work trying to override itself. I agree it ended up a bit unbalanced. Thoughts welcome on how the cards would have worked with the first intended ability.
Holder
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"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
Oral Tradition2G
Enchantment (R)
Whenever a non-token creature enters the battlefield under your control, choose one - Draw a card; or, put a +1/+1 counter on each creature you control. "Each new member of the tribe brings knowledge of the great mother. Through songs and stories, this new knowledge strengthens our tribe and its children."
- Tyasfil, Teller of Tales
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"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
Fog Python1G
Creature - Snake {UC}
Fog Python enters the battlefield with a +1/+1 counter on it.
:symg::symg:, Remove a +1/+1 counter from fog python: Prevent all damage that would be dealt from any source other than Fog Phython until end of turn.
1/1 Born from the mists of the mighty jungles of Kali'kas, the mighty Fog Python is a creature greatly revered for it's ability to strike against even the largest beast and emerge unscathed.
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IIW:
Multicolored millcards in something other than dimir.
What do I associate with green? Creature efficiency, size, mana acceleration, tribality...sounds like a job for:
Stonefont Elder1GG
Creature - Elf Druid Warrior (R)
Whenever green mana is added to your mana pool, if it was from a creature source, put a +1/+1 counter on another target Elf.
2/2
Animating land is also one of it's strengths. I always liked the 1/1 druid that makes a 4/5, but being able to get killed by a 1 dmg spell was too big of a letdown.
Ent Awakening :symg::symg:
Enchantment - Aura (U)
Enchant Forest
Enchanted land is a 3/4 green Treefolk creature that's still a land.
in all honesty, this should probably be a 3/3 like I designed it, but with bolt being played by every red deck, I did'nt want people losing a creature and a land in one go...
this gives you a 3/4 haste on T3, or a 3/4 creature to attack with next turn if you had nothing else to cast on T2. it might seem a tad above the power curve with those stats, but being a land is also a drawback: it can be targeted by LD, but mostly, they can now turn their doom blades into LD as well...
Dreamcatcher Shield GG
Artifact - Equipment (R)
Equipped creature gets +0/+4 and has vigilance and "Whenever this creature is the target of a spell or ability you don't control, you may pay 2. If you do, counter it."
Equip:2
Green likes to protect its stuff right?
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Now playing
T2 GRMistcutter GrullGR
Modern UGRSelkie GoodstuffUGR BRLavaclaw ComboBR
Thanks to Venser, Shaper Savant for the signature!
Terra's MightXGG
Enchantment {MR}
Spend only green mana on X.
Search your library for X Forest cards and exile them.
At the beginning of your upkeep, you may return a forest card exiled by Terra's Might to battlefield tapped.
Forests you control are indestructible. "Mother Terra will lend you her power, if you but trust in her guidance"
-Excerpt from the teachings of the Sapling of Colfener
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The Problem with the human gene pool is there are no lifeguards
Shifting Ecosystem1GG
Enchantment
When Shifting Ecosystem enters the battlefield, put two time counters on each creature you control and they gain vanishing.
Creature cards you own have "Vanishing 2."
Whenever a nontoken creature you control with no time counters on it is put into a graveyard from the battlefield, you may search your library for a creature card and put it onto the battlefield. "To everything there is a season, and time for every purpose under heaven."
Verduan Song1GG
Enchantment (Rare)
All non-Aura Enchantments are Forests in addition to their types. The enchantress sang a song so beautiful that trees would sprout from nothing. Moved by nature's audience, she wept in joy; and the sproutlings grew from her happiness.
EDIT: I was torn between making a card to aid forestwalk strategies, a card to bring back green's enchantress themes, and a card that makes more mana. Thankfully I found a way to accomplish all three in one.
Whenever a creature an opponent controls deals damage to you, you may search your library for a creature card with converted mana cost equal to or less than the creature that dealt damage to you and put it into play.
"Those that dwell within the forest, must rise to protect it."
One-Winged Angel I really like it, but it seems overpowered for GGG. Though I suppose Necropotence is only BBB and way powerful. A-
Jon-Fury Zacharias I really love the flavor of this card and I love options.It would fit nice it White too. A
Brofaux I've been into snakes and I like reworks of old classics. A
Oculus Your card is so innovative! Very green too! I like A+
BloodySpasm 3/4 completely appropriate for the double green casting cost. A fun card! A
Crimson Crossfire I like when Green gets very limited countering abilities (ala Avoid Fate) and yours does it well. The name sounds blue though. A
Red Death 01 Nice and original! Lots implications. Might be too powerful, but super fun! A-
Phyrexian Editor This card is very interesting. It took me a while to see its usefulness. B+
Crusader 8 This card is simple and elegant. I like the idea of Green getting to reap its invested magic as mana! A
Nope I like cards, like Lich, that make the player become an active role in the story of the game! You get to be the Defender! A
Again, so hard to judge. ALl cards amazing. I was going to give to Oculus, but he is bowing out of these threads for a while. So...
Next Challenge: Take a pair of commonly confused words from here and create a card or cards based upon the pair. This can be a split card, flip card, single card that plays upon both of the words, or a pair of cards to illustrate the differences/similarities/etc... between the pair.
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"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
Cool. Well, thanks for the win. Look forward to some interesting cards. This will be open until Sunday (or until we get around 15 entries) and I'll toss out some detailed judgings this time.
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"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
In the unlikely case anybody actually reads this post, I'm okay with people skipping over me in the rare event I win a WIJ contest. I'm trying to save the last of my creative soul that hasn't been sucked out of me by the monster that is Statistics for the DCC.
who is the least generous? exercise for the reader.
you must be a math major.
Fission1UR
Instant (R)
As an additional cost to cast Fission, sacrifice a creature.
Put X 1/1 creature tokens onto the battlefield, where X is the sacrificed creature's converted mana cost. They are all colors and types of the sacrificed creature.
//
Fusion1GU
Instant (R)
As an additional cost to cast Fusion, sacrifice two or more creatures.
Put an X/X creature token onto the battlefield, where X is the total converted mana cost of the sacrificed creatures. It is all colors and types of the sacrificed creatures.
Enchantment
All players may play an additional land card each turn.
Sacrifice Verdant Season: Untap all lands you control
[Clan Flamingo]
If merging them doesn't count for some odd reasoning then use:
Enchantment
Sealed Tomb is black.
Sacrifice Sealed Tomb: Search your library for up to 60 cards and put them into your graveyard.
At the beginning of your upkeep if Sealed Tomb is in your graveyard, Exile it. If you do return all creatures in all graveyards to the battlefield.
Decks:
This card is very competitive. Since you'll always have the opportunity to sac this during their upkeep, you can set up for a defensive position while robbing them of their share of the benefits.
I feel requiring 4 mana to activate the draw ability is too much, since it forces the player to choose whether to play or draw on turn 4. I think a 1 or 2 cost with the sacrifice would suffice for that ability. Overall I feel this card needs more balancing since it's a win/win for the owner, especially in a control deck that can create its own draw opportunities.
I have trouble judging this card's balance, but it's safe to say you can add a mana cost to the activated sacrifice ability. It's creative giving red a haven effect for creatures. If anything else, there needs to be a clause that states they get sacrificed at the end of the turn or something to that effect as well.
This is a very innovative quest. It's also funny I realized that my challenge pretty much describes quest cards. This card would be competitively branded as an uncommon but more comfortably as a rare. On a final note, it should be blue/red in my opinion.
This card is a very cool blue enchantment that I like a lot, but sadly if Wizards ever humored me by printing this it would probably cost 5cmc because they do that a lot and they know I hate it when they do. 4cmc is what I would want this card to cost, and it's a cool card that combines blue's affinity for drawing and casting into one neat package.
Broken! Sorry, but 4cmc for a ridiculous card advantage gain on the spot is ludicrous. The trigger can potentially have the same impact in a single turn by itself. These abilities need mana costs to activate at the least. There's potential for something great but I feel you may have rushed this.
I would have possibly changed the name as it doesn't fit, then changed the black color to green or red. Then it would fit. The idea is solid beyond that.
I would add a mana cost to the sacrifice ability. I like this card however, since it turns a creature into my two favorite red things: a dragon AND a kiln fiend.
That may be undercosted, but I like the repeated use inherent in a very necessary hoser against certain decks.
This card gives me the shivers. This would be a great card if it did four or five damage at the most. I've always fantsized about a cycle of standstill-like cards, and couldn't think of a good red one for some reason. With balance this would be the one. For the record, I multi-quote when I make my post so You probably shouldn't put quote tags around your entry unless you want to run the risk of being missed again, because I almost missed you this time.
Alright guys overall aside from any balance issues I liked all these ideas, so it was hard to come up with my favorite. But I have to, so click on the spoiler button:
I'd like to see some nice cards for a monogreen deck that show off some of green's nice features without being rehashes of Overrun and Fertile Ground, etc.
[Clan Flamingo]
I had originally worded the first ability as "Players can't draw cards." I then had, the mana activated sacrifice a creature ability to draw cards, but I wasn't sure how the card would work trying to override itself. I agree it ended up a bit unbalanced. Thoughts welcome on how the cards would have worked with the first intended ability.
Holder
Enchantment (R)
Whenever a non-token creature enters the battlefield under your control, choose one - Draw a card; or, put a +1/+1 counter on each creature you control.
"Each new member of the tribe brings knowledge of the great mother. Through songs and stories, this new knowledge strengthens our tribe and its children."
- Tyasfil, Teller of Tales
Creature - Snake {UC}
Fog Python enters the battlefield with a +1/+1 counter on it.
:symg::symg:, Remove a +1/+1 counter from fog python: Prevent all damage that would be dealt from any source other than Fog Phython until end of turn.
1/1
Born from the mists of the mighty jungles of Kali'kas, the mighty Fog Python is a creature greatly revered for it's ability to strike against even the largest beast and emerge unscathed.
Multicolored millcards in something other than dimir.
Stonefont Elder 1GG
Creature - Elf Druid Warrior (R)
Whenever green mana is added to your mana pool, if it was from a creature source, put a +1/+1 counter on another target Elf.
2/2
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Living Terrain says hi.
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Artifact - Equipment (R)
Equipped creature gets +0/+4 and has vigilance and "Whenever this creature is the target of a spell or ability you don't control, you may pay 2. If you do, counter it."
Equip:2
Green likes to protect its stuff right?
T2
GRMistcutter GrullGR
Modern
UGRSelkie GoodstuffUGR
BRLavaclaw ComboBR
Thanks to Venser, Shaper Savant for the signature!
Enchantment {MR}
Spend only green mana on X.
Search your library for X Forest cards and exile them.
At the beginning of your upkeep, you may return a forest card exiled by Terra's Might to battlefield tapped.
Forests you control are indestructible.
"Mother Terra will lend you her power, if you but trust in her guidance"
-Excerpt from the teachings of the Sapling of Colfener
Standard: In Transition
Modern: RG Urzatron
Legacy: W Mighty Quinn
UW Stoneblade
Vintage: GWU "Classic" Angel Oath
GW Enchantress
Enchantment
When Shifting Ecosystem enters the battlefield, put two time counters on each creature you control and they gain vanishing.
Creature cards you own have "Vanishing 2."
Whenever a nontoken creature you control with no time counters on it is put into a graveyard from the battlefield, you may search your library for a creature card and put it onto the battlefield.
"To everything there is a season, and time for every purpose under heaven."
Enchantment (Rare)
All non-Aura Enchantments are Forests in addition to their types.
The enchantress sang a song so beautiful that trees would sprout from nothing. Moved by nature's audience, she wept in joy; and the sproutlings grew from her happiness.
EDIT: I was torn between making a card to aid forestwalk strategies, a card to bring back green's enchantress themes, and a card that makes more mana. Thankfully I found a way to accomplish all three in one.
Enchantment
Whenever a creature an opponent controls deals damage to you, you may search your library for a creature card with converted mana cost equal to or less than the creature that dealt damage to you and put it into play.
"Those that dwell within the forest, must rise to protect it."
Decks:
CLOSED
Judging this afternoon or night!
TODAY!
[Clan Flamingo]
Jon-Fury Zacharias I really love the flavor of this card and I love options.It would fit nice it White too. A
Brofaux I've been into snakes and I like reworks of old classics. A
Oculus Your card is so innovative! Very green too! I like A+
BloodySpasm 3/4 completely appropriate for the double green casting cost. A fun card! A
Crimson Crossfire I like when Green gets very limited countering abilities (ala Avoid Fate) and yours does it well. The name sounds blue though. A
Red Death 01 Nice and original! Lots implications. Might be too powerful, but super fun! A-
Phyrexian Editor This card is very interesting. It took me a while to see its usefulness. B+
Crusader 8 This card is simple and elegant. I like the idea of Green getting to reap its invested magic as mana! A
Nope I like cards, like Lich, that make the player become an active role in the story of the game! You get to be the Defender! A
Again, so hard to judge. ALl cards amazing. I was going to give to Oculus, but he is bowing out of these threads for a while. So...
Winner is:
[Clan Flamingo]
Ok then, I'll just run with it...
Next Challenge: Take a pair of commonly confused words from here and create a card or cards based upon the pair. This can be a split card, flip card, single card that plays upon both of the words, or a pair of cards to illustrate the differences/similarities/etc... between the pair.
[Clan Flamingo]
Multicolored millcards in something other than dimir.
who is the least generous? exercise for the reader.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Instant
Target creature gets +X/+X until end of turn where X is half the creature's power, rounded up.
////
Rupture2B
Instant
Target creature gets -X/-X until end of turn where X is half the creature's toughness, rounded up.
Winnings
Winnings WIAJ: 2
Winnings WIJ: 2
you must be a math major.
Fission 1UR
Instant (R)
As an additional cost to cast Fission, sacrifice a creature.
Put X 1/1 creature tokens onto the battlefield, where X is the sacrificed creature's converted mana cost. They are all colors and types of the sacrificed creature.
//
Fusion 1GU
Instant (R)
As an additional cost to cast Fusion, sacrifice two or more creatures.
Put an X/X creature token onto the battlefield, where X is the total converted mana cost of the sacrificed creatures. It is all colors and types of the sacrificed creatures.