Also, can someone tell me the rules on rebooting. Not that we need to, its only been 2 days.
No real "rules," but after a set amount of time we go back to the previous judge and use the earliest posted challenge in the thread that we haven't used for a reboot yet.
My entry:
Dodo3W
Creature - Bird {U}
Dodo has flying as long as you control at least two creatures named Wingtip Shaman.
2/2
Wingtip Shaman1W
Creature - Human Shaman {C}
When Wingtip Shaman enters the battlefield, you may search your library for a card named Wingtip Shaman, reveal it, and put it into your hand. If you do, shuffle your library.
Creatures you control named Dodo get +1/+1.
2/1
Orb of TeachingU
Artifact (Common) T: Target player draws a card if you control a permanent named Orb of Taking. Taking is nothing but a necessary evil of learning.
Orb of TakingB
Artifact (Common) T: Target player discards a card if you control a permanent named Orb of Teaching. To learn, you must first take.
IIW:
Make a split card, each side has to be an instant or sorcery. Each side must have flashback.
Santo, Son of Haggith2W
Legendary Creature - Human Cleric {R}
Santo, Son of Haggith gets +2/+2 as long as Haggith, Father of Santo is on the battlefield. T: Destroy target zombie. Santo rejected his father's wickedness in his early life, and devoted his research to the destruction of the undead, to cleanse the world of his father's sins.
1/1
Haggith, Father of Santo3BB
Legendary Creature - Human Wizard {R}
Deathtouch
Whenever a creature dealt damage by Haggith, Father of Santo is put into a graveyard from the battlefield this turn, put a 2/2 black Zombie creature token onto the battlefield.
Haggith, Father of Santo gets -2/-2 as long as Santo, Son of Haggith is on the battlefield. Haggith became depressed and distraught when his son rebelled against him, and scours the country side bringing equal misery to all caught in his wake.
4/4
Make a clockwork card that interacts with gear counters, This keyword would be in this hypothetical set.
Clockwork N (This permanent enters the battlefield with N gear counters on it. When it becomes tapped, remove a gear counter from it. When the last is removed, sacrifice it.)
(Clockwork creatures probably would have the line "~ has power and toughness each equal to the number of gear counters on it.) or some such.
Example
Clockwork Vashino5
Artifact Creature - Vashino Construct {C}
Clockwork 5 (This permanent enters the battlefield with 5 gear counters on it. When it becomes tapped, remove a gear counter from it. When the last is removed, sacrifice it.)
Haste
Clockwork Vashino has power equal to the number of gear counters on it.
*/1
Blessed HeraldWW {uncommon}
Creature - Angel Cleric
Flying, Vigilance
Whenever Blessed Herald attacks, if you've gained life this turn, you may search your library for a card named Pristine Emissary and cast it.
2/2
Pristine Emissary3WW
Creature - Angel Warrior
Other Angels you control get +1/+1 and have lifelink.
Sacrifice a creature named Blessed Herald: Prevent all combat damage that would be dealt this turn.
3/4
If I win, make a flip card like they have in kamigawa (but not legendary, be more creative than that!)
Private Mod Note
():
Rollback Post to RevisionRollBack
Seven Knights gathered under a single banner, but soon came to learn one more would join their cause.
Cliff-Face Warrens
Land (U)
Cliff-Face Warrens comes into play tapped. T: Add R to your mana pool. 3, T: Put a 1/1 Goblin into play. If Weetle, Goblin General is in play, Goblins you control get +1/+1 until end of turn. "Blah blah blah blah blah blah dead,
then come home and go to bed."
--Goblin cadance
Weetle, Goblin General2RR
Legendary Creature - Goblin Warrior (R)
Haste
Whenever a Goblin comes into play, untap all Goblins you control.
If Cliff-Face Warrens is in play, Goblins you control have haste. "Kill 'em, kill 'em, kill 'em dead,
...something something something bed."
--Goblin cadence
2/2
Breaking news.
There will be no Tibalt, Tamiyo, Tezzeret, Garruk, Chandra, Liliana, mini-Jace, big-Jace, Garruk again, or Sarkhan in Theros either.
There will also be no Black Lotus.
Akroma's Valor - WW Instant
Creatures you control get +0/+3 until end of turn.
If a spell named Akroma's Strength was played this turn, your creatures also get flying, first strike, vigilance, trample, haste, protection from black, and protection from red until end of turn.
Akroma's Strength - 2WW Sorcery
Creatures you control get +3/+0 until end of turn.
If a spell named Akroma's Valor was played this turn, your creatures also get flying, first strike, vigilance, trample, haste, protection from black, and protection from red until end of turn.
Arthur Pendragon 3WW
Legendary Creature-Human Lord
First strike, vigilance and protection from black.
As long as Excalibur is equipped to ~ white creatures you control have protection from black.
4/4
Excalibur 2W
Artifact-Equipment
Equip 2w.
Equipped creature gets +3/+3 and lifelink.
Prevent all damage that would be dealt to Arthur Pendragon.
Private Mod Note
():
Rollback Post to RevisionRollBack
The Problem with the human gene pool is there are no lifeguards
Shower of VeilsXUU
Enchantment - Aura
Enchant creature, enchant permanent named Splendid Whirls.
Flash, shroud
Shower of Veils enters the battlefield with X splendor counter on it.
Enchanted permanent has shroud.
Splendid WhirlsW
Enchantment - Aura
Enchant creature, enchant permanent named Shower of Veils 1: Move a splendor counter from target permanent that enchants ~this to enchanted permanent.
Creatures have exalted for each splendor counter on them.
Magnilum, Who Rains Light 3WW
Legendary Creature--Angel (rare)
4/4
Flying, vigilance
Magnilum, Who Rains Light is indestructible as long as another creature is enchanted by a card named Magnilum's Blessing.
Magnilum's Blessing W
Enchantment--Aura (common)
Enchant creature
Enchanted creature gets +1/+1.
As long as a creature named Magnilum, Who Rains Light is on the battlefield, enchanted creature has flying and vigilance.
Brief Judging since I’m a little hog-tied in real life, so apologies in advance on that. The way I’ll evaluate the cards is how they work with themselves, how much they work (if they are too overpowered or not), and how much they really connect flavorfully.
In this one, I won’t grade based on Limited because most likely you will never see the two together, nor in other formats like EDH, for reasons that are obvious.
Dodo3W
Creature - Bird {U}
Dodo has flying as long as you control at least two creatures named Wingtip Shaman.
2/2 Wingtip Shaman1W
Creature - Human Shaman {C}
When Wingtip Shaman enters the battlefield, you may search your library for a card named Wingtip Shaman, reveal it, and put it into your hand. If you do, shuffle your library.
Creatures you control named Dodo get +1/+1.
2/1
These are very balanced cards for what they’re worth. For Dodo, he can potentially become a 3/3 off the bat for 4 mana since it is likely to have a Wingtip Shaman out in play already. The conjunction with turn use is very nice: Turn 2 Wingtip Shaman and get another in your hand, Turn 3 play the other Shaman and put another in your hand. Turn 4 Dodo, which is a solid 4/4 Flyer for 4 mana, then Turn 5 Shaman, Dodo swings for 5 in the air, with mana to boot for other tricks and things.
The flavor is cool, since it references to the cartoony myth of the Dodo bird. Good job.
Knowledge TeacherU
Artifact T: Target player draws a card if you control a permanent named Knowledge Taker. To learn, you must first take. Knowledge TakerB
Artifact T: Target player discards a card if you control a permanent named Knowledge Teacher. You must take, in order to learn.
IIW:
Make a split card, each side has to be an instant or sorcery. Each side must have flashback.
Overpowered. You can run 4 of these in a deck and chances are you are able to get them almost all of the time and it would be a pain to deal with in the opponents eyes as it wrecks Card Advantage. Be wary: Blue card draw and Black Discard have always been leashed after Alpha since the dawn of ridiculous cards like Ancestral Vision and Mind Twist, and blue card draw has been mana-costly for a reason, which is why the blue one is severely over the curve; the black one a little less yet still high up. In turn 2 you can get both of these out and do it instantaneously, repeatable, and there are hardly any ways to deals with it too, plus it’s all easily tutor able with cards like Trinket Mage.
As for that, the flavor text is decent, but the names…? They sound like people, “person, place, or thing” comes into effect here, and while they sound like persons, they are really things.
Santo, Son of Haggith2W
Legendary Creature - Human Cleric {R}
Santo, Son of Haggith gets +2/+2 as long as Haggith, Father of Santo is on the battlefield. T: Destroy target zombie. Santo rejected his father's wickedness in his early life, and devoted his research to the destruction of the undead, to cleanse the world of his father's sins.
1/1 Haggith, Father of Santo3BB
Legendary Creature - Human Wizard {R}
Deathtouch
Whenever a creature dealt damage by Haggith, Father of Santo is put into a graveyard from the battlefield this turn, put a 2/2 black Zombie creature token onto the battlefield.
Haggith, Father of Santo gets -2/-2 as long as Santo, Son of Haggith is on the battlefield. Haggith became depressed and distraught when his son rebelled against him, and scours the country side bringing equal misery to all caught in his wake.
4/4
Make a clockwork card that interacts with gear counters, This keyword would be in this hypothetical set.
Clockwork N (This permanent enters the battlefield with N gear counters on it. When it becomes tapped, remove a gear counter from it. When the last is removed, sacrifice it.)
(Clockwork creatures probably would have the line "~ has power and toughness each equal to the number of gear counters on it.) or some such.
Example Clockwork Vashino5
Artifact Creature - Vashino Construct {C}
Clockwork 5 (This permanent enters the battlefield with 5 gear counters on it. When it becomes tapped, remove a gear counter from it. When the last is removed, sacrifice it.)
Haste
Clockwork Vashino has power equal to the number of gear counters on it.
*/1
The second ability for Haggith should be on top, as with Santo’s ability. Anyway, these cards don’t really “click” to me. For Santo, you have a creature that works as a Zombie Intrepid Hero and that’s it. When his Dad comes out, he becomes a 3/3 for 3, which won’t make that big of an impact in the game.
For Haggith, his Neo-Vampire ability is a nice touch, but since he is downgraded to a 2/2 when his son is out, he won’t be that big of a help…personally, I would just play Haggith all by himself since he has a decent ability for his cost.
But really, this combination doesn’t work so well, and is a bad example of father-son relationships. Santo’s abilities feel tacked on, hardly useful, and Haggith doesn’t really need Santo to be effective. The flavor text is very, very nice though, and that is what saves it from being a pointless couple of cards.
Angel decks deserve more aggressive angels! Blessed HeraldWW {uncommon}
Creature - Angel Cleric
Flying, Vigilance
Whenever Blessed Herald attacks, if you've gained life this turn, you may search your library for a card named Pristine Emissary and cast it.
2/2 Pristine Emissary3WW
Creature - Angel Warrior
Other Angels you control get +1/+1 and have lifelink.
Sacrifice a creature named Blessed Herald: Prevent all combat damage that would be dealt this turn.
3/4
If I win, make a flip card like they have in kamigawa (but not legendary, be more creative than that!)
For Blessed Herald, great job on implementing a new way to use life-gain. However, that is quite the problem, the ability is too easy to pull off for white, and what you get off of it is very unfair. To start, Blessed Herald should be 1WW since he has the third ability, having it a turn earlier and getting the other guy in turn 3 is just nuts (Since you can use stuff like Soul Warden and things.) But that is just Christmas-Land talk; given the average game, you can get Blessed Heralds ability to kick in an average of two turns assuming you are playing the right deck, but even then that would be unfair since you get a free ¾ and life linking for your guys…
The ability to cast the Angel from your deck under the right circumstances is a very neat idea, and it's a nice touch to the Panglacial Wurm style of casting.
Pristine, I already explained how much of an effect she would have coming out, but by herself she is just a little to big for what she is worth. By herself, she powers up Angel decks, which is a cool thing to have in the near future of real Magic. The second ability is also nice, and fits with the “herald” theme.
Over all, great ideas, but the effects you gave them are over the top.
my entry: King's Guard1WW
Creature - Human Knight
~ gets +1/+1, lifelink and first strike if you control a creature named Agon, King of Benalia.
"For my King"
2/3 Agon, King of Benalia1WWW
Legendary Creature - Human Knight
Knights you control get +1/+2.
If you control a creature named King's guard, If a spell or abilitie an opponent controls targets ~, you may change that target to King's guard.
3/4
Create me a card that mentions both the word 'angel' or 'angels' and 'demon' or 'demons' in it's rules text.
The Knight and King flavor is well done (Talking about Agons second ability).
Again, this is very powerful…With Agon out, the Guards become 4/6s with lifelink and first strike. Assuming this is uncommon or something, that’s way too high up there for it’s cost. For Agon, the Knight pump is a great thing in a Knight deck, but it could walk away with +1/+1 instead. Really, the Guard is what’s the problem, because it’s very high up in the power department when Agon is out…true, a Terminate towards Agon would go to the Guard instead but then again, I can use things like Flickering Ward to shave it off.
The Lifelink feels like it’s tacked on, and vaguely reminds me of Baneslayer Angel and how word-salad-like it is. Since it’s a Knight, wouldn’t it initially have First Strike? It doesn’t make sense that it just “gains” it as its liege comes out.
Another good idea, but it needs to be toned down.
Cliff-Face Warrens
Land (U)
Cliff-Face Warrens comes into play tapped. T: Add R to your mana pool. 3, T: Put a 1/1 Goblin into play. If Weetle, Goblin General is in play, Goblins you control get +1/+1 until end of turn. "Blah blah blah blah blah blah dead, then come home and go to bed." --Goblin cadance Weetle, Goblin General2RR
Legendary Creature - Goblin Warrior (R)
Haste
Whenever a Goblin comes into play, untap all Goblins you control.
If Cliff-Face Warrens is in play, Goblins you control have haste. "Kill 'em, kill 'em, kill 'em dead, ...something something something bed." --Goblin cadence
2/2
First things first: For Weetle, it should just be:
“Whenever a Goblin enters the battlefield, untap all Goblins you control.
All Goblin creatures you control have haste.”
Warrens:
“…Put a 1/1 red Goblin creature token onto the battlefield. If you control a creature named Weetle, Goblin General, Goblin creatures you control get +1/+1 until end of turn.
~~~
Another Goblin lord huh? Well let’s see…
For Warrens, it’s a great land for Goblins for sure. While Weet’s is out, you basically have a Call to Glory for Goblins, which in itself is sort of in the color pie but inching towards white. Weet’s is fairly balanced, and it is actually not a bad choise for a 4 CMC Goblin, and it’s playable if you control the Warrens…which all Goblin decks would likely play. The flavor text feels Goblin-y, I guess.
Not a bad combination, Good deal.
Akroma's Valor - WW Instant
Creatures you control get +0/+3 until end of turn.
If a spell named Akroma's Strength was played this turn, your creatures also get flying, first strike, vigilance, trample, haste, protection from black, and protection from red until end of turn. Akroma's Strength - 2WW Sorcery
Creatures you control get +3/+0 until end of turn.
If a spell named Akroma's Valor was played this turn, your creatures also get flying, first strike, vigilance, trample, haste, protection from black, and protection from red until end of turn.
Akroma’s Strength is over the curve by itself, and essentially acts as an White Overrun for White Weenie. I’d rather put it as +2/+2 combining the abilitys together. I’m not sure if both instances of the abilities is correct templateing, but going from my gut, I’d just print one of the cards with that ability. (Nor should that matter anyway.)
The flavor is there, since it tells me that Akroma has bits and pieces of herself to conjure up great strength.
Arthur Pendragon 3WW
Legendary Creature-Human Lord
First strike, vigilance and protection from black.
As long as Excalibur is equipped to ~, white creatures you control have protection from black.
4/4
Excalibur 2W
Artifact-Equipment
Equip 2w.
Equipped creature gets +3/+3 and lifelink.
Prevent all damage that would be dealt to Arthur Pendragon.
Props for making a card based on Arthur himself. One small problem though is that it would make more sense if the damage was prevented to Arthur *when* he is equipping the Excalibur. Other than that, fairly solid cards, and it’s flavorful too, he does get fairly powerful late game assuming you have both cards out.
Oh, and unimportantly but necessary for the future: Lord isn’t a creature type anymore.
Shower of VeilsXUU
Enchantment - Aura
Enchant creature, enchant permanent named Splendid Whirls.
Flash, shroud
Shower of Veils enters the battlefield with X splendor counter on it.
Enchanted permanent has shroud. Splendid WhirlsW
Enchantment - Aura
Enchant creature, enchant permanent named Shower of Veils 1: Move a splendor counter from target permanent that enchants ~this to enchanted permanent.
Creatures have exalted for each splendor counter on them.
Damn I can't do uncomplicated
Way to complicated, man. For one, this requires you to have both Auras out at the same time, but how the blue one shrouds your target is something good (then again, the doomed Aura flaw of having your critter susceptible to die is something to consider, but nothing too big.)
Anyway, the effect is all right. It’s essentially a Shroud and Exalted combo, but sadly the white one is almost pointless. In fact, the wording is wacky…Try this: For the white one, do “enchant creature enchated by Shower of Veils” and just have it say “1: If the enchanted creature is enchanted by Shower of Veils, move a splendor counter from Shower of Veils to Splendid Whirls.”
Really though, it’s very inelegant…and the effects just go everywhere. One thing I do admire is the idea of using two enchantments to power up the creature but… that’s about it.
Magnilum, Who Rains Light 3WW
Legendary Creature--Angel (rare)
4/4
Flying, vigilance
Magnilum, Who Rains Light is indestructible as long as another creature is enchanted by a card named Magnilum's Blessing. Magnilum's Blessing W
Enchantment--Aura (common)
Enchant creature
Enchanted creature gets +1/+1.
As long as a creature named Magnilum, Who Rains Light is on the battlefield, enchanted creature has flying and vigilance.
Now this is thinking outside the box: Cards that benefit itself AND others if they are both out on the battlefield.
I like how you made a Serra Angel that has an boosted ability when she is enchanted, or when you enchant something else, and all at one mana. Enchanting herself will make it a 5/5 Flying Vigi Indestructible guy, and with the cost of an Aura, it is worth the cost of card advantage. Legendary status keeps it from being too ridiculous. Really, this is a nice card. It’s efficient, and gets a major power boost at the cost of risking your Aura, but very helpful none the less.
Honestly, it came down to three people, since they all had really good cards but among those three: Getitwrong wins because out of those three, his idea was perhaps the most simple yet innovative way around the challenge.
Some honorable mentions though for the other two: Meggido - Because he made a couple of cards that easily worked out and would work fairly well together with succession, and how he balanced it.
And Zanny - Normally I don't really like Goblins or anything Tribal, but the cards you made did work together and provided something fresh for the Goblin Archetype. The land I can certainly see print, even without the Weetle ability stuck on it.
Edit: Error of judgment in Crusader_8's submission. Changed review to proper state.
u noticed when judging, my herald says ‘cast’ right? it doesnt circumvent the cost of the pristine in any way, so i have no idea what kind of turn 3 you're talking about,
Private Mod Note
():
Rollback Post to RevisionRollBack
Seven Knights gathered under a single banner, but soon came to learn one more would join their cause.
u noticed when judging, my herald says ‘cast’ right? it doesnt circumvent the cost of the pristine in any way, so i have no idea what kind of turn 3 you're talking about,
You know what, I'm a dork. I didn't read your card properly because I thought it was casting for free.
I changed your review some, though some of my points are the same, clearing the fog does give me a better taste for your submission. Good job overall.
You know what, I'm a dork. I didn't read your card properly because I thought it was casting for free.
I changed your review some, though some of my points are the same, clearing the fog does give me a better taste for your submission. Good job overall.
i only wish i remembered to put flying on the emissary.
Private Mod Note
():
Rollback Post to RevisionRollBack
Seven Knights gathered under a single banner, but soon came to learn one more would join their cause.
Elf Eater3B
Creature — Horror {R}
When Elf Eater enters the battlefield, destroy any number of target Elves. For each Elf destroyed this way, put a 2/2 black Zombie creature token onto the battlefield.
2/2
my card makes "Zombie" tokens.
Private Mod Note
():
Rollback Post to RevisionRollBack
Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
Murder in the SkiesXU ART: Flocks and Flocks of crows
Tribal Sorcery - Bird {R}
X cannot be more than the number of Birds you control.
Each player puts X 1/1 blue Bird creature tokens with flying onto the battlefield.
Mind into MatterX2UU
Sorcery (R)
Target player puts the top X cards of their library into their graveyard.
Put X 1/1 blue Illusion tokens into play. Your thought will be my army, your forgetfulness will be my sword.
Breaking news.
There will be no Tibalt, Tamiyo, Tezzeret, Garruk, Chandra, Liliana, mini-Jace, big-Jace, Garruk again, or Sarkhan in Theros either.
There will also be no Black Lotus.
Goblin Jailbreak2RRR Sorcery (U) Put X 1/1 Goblin tokens with haste into play. X is the number of creatures all other players control plus one. At the end of your turn, sacrifice all Goblin tokens you control. There is always one more than you can catch...
Private Mod Note
():
Rollback Post to RevisionRollBack
:mad1: "It's as true today as when I started adventuring: 'When in doubt, set something on fire.'" ~ Belkar:mad1:
Pixie Ring DanceX:symwg::symwg::symwg:
Sorcery
Put X 1/1 green Saproling creature tokens on the battlefield.
Buyback — sacrifice any number of Saproling and/or Fungus creatures with a combined toughness of X or more. The ring center dies, for them a living chance. No wonder why's that they should dance.
Seed of Mind(B/G)
Sorcery (Uncommon)
Put X 1/1 green Saproling creature tokens onto the battlefield where X is the number of cards discarded by opponents this turn. The death of one mind can bring forth the life of many.
IIW:
Make a 20/20 for 0, it has to be balanced. I'm looking for originality, twists, flavor, and power.
Vile PactxB
Sorcery
Put x 2/2 black imp creature tokens with flying onto the battlefield.
Then lose 2x X life.
Only black mana may be spent to pay X. "Oh, the darker powers will answer your call young sorcerer. What you must be ready for is the toll you will have to pay for the inconvenience of their summons"
- Liliana Vess
Private Mod Note
():
Rollback Post to RevisionRollBack
The Problem with the human gene pool is there are no lifeguards
Hellraise :xmana::symrb::symrb::symbr: SorceryR
As an additional cost to casting Hellraise, sacrifice X permanents.
Put X 3/3 red and black Demon creature tokens onto the battlefield. "A burst of lava came out from underneath the crowd, but it was quickly blackened, and there were many faces that has a burning passion to come close with everything around it."
Wildspeaker's Mind Sculpture X2GU
Sorcery
Put X token copies of target planeswalker onto the playfield, except the copies don't have planeswalker types.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
No real "rules," but after a set amount of time we go back to the previous judge and use the earliest posted challenge in the thread that we haven't used for a reboot yet.
My entry:
Dodo 3W
Creature - Bird {U}
Dodo has flying as long as you control at least two creatures named Wingtip Shaman.
2/2
Wingtip Shaman 1W
Creature - Human Shaman {C}
When Wingtip Shaman enters the battlefield, you may search your library for a card named Wingtip Shaman, reveal it, and put it into your hand. If you do, shuffle your library.
Creatures you control named Dodo get +1/+1.
2/1
Artifact (Common)
T: Target player draws a card if you control a permanent named Orb of Taking.
Taking is nothing but a necessary evil of learning.
Orb of Taking B
Artifact (Common)
T: Target player discards a card if you control a permanent named Orb of Teaching.
To learn, you must first take.
IIW:
Legendary Creature - Human Cleric {R}
Santo, Son of Haggith gets +2/+2 as long as Haggith, Father of Santo is on the battlefield.
T: Destroy target zombie.
Santo rejected his father's wickedness in his early life, and devoted his research to the destruction of the undead, to cleanse the world of his father's sins.
1/1
Haggith, Father of Santo 3BB
Legendary Creature - Human Wizard {R}
Deathtouch
Whenever a creature dealt damage by Haggith, Father of Santo is put into a graveyard from the battlefield this turn, put a 2/2 black Zombie creature token onto the battlefield.
Haggith, Father of Santo gets -2/-2 as long as Santo, Son of Haggith is on the battlefield.
Haggith became depressed and distraught when his son rebelled against him, and scours the country side bringing equal misery to all caught in his wake.
4/4
Make a clockwork card that interacts with gear counters, This keyword would be in this hypothetical set.
Clockwork N (This permanent enters the battlefield with N gear counters on it. When it becomes tapped, remove a gear counter from it. When the last is removed, sacrifice it.)
(Clockwork creatures probably would have the line "~ has power and toughness each equal to the number of gear counters on it.) or some such.
Example
Clockwork Vashino 5
Artifact Creature - Vashino Construct {C}
Clockwork 5 (This permanent enters the battlefield with 5 gear counters on it. When it becomes tapped, remove a gear counter from it. When the last is removed, sacrifice it.)
Haste
Clockwork Vashino has power equal to the number of gear counters on it.
*/1
Blessed Herald WW {uncommon}
Creature - Angel Cleric
Flying, Vigilance
Whenever Blessed Herald attacks, if you've gained life this turn, you may search your library for a card named Pristine Emissary and cast it.
2/2
Pristine Emissary 3WW
Creature - Angel Warrior
Other Angels you control get +1/+1 and have lifelink.
Sacrifice a creature named Blessed Herald: Prevent all combat damage that would be dealt this turn.
3/4
Land (U)
Cliff-Face Warrens comes into play tapped.
T: Add R to your mana pool.
3, T: Put a 1/1 Goblin into play. If Weetle, Goblin General is in play, Goblins you control get +1/+1 until end of turn.
"Blah blah blah blah blah blah dead,
then come home and go to bed."
--Goblin cadance
Weetle, Goblin General 2RR
Legendary Creature - Goblin Warrior (R)
Haste
Whenever a Goblin comes into play, untap all Goblins you control.
If Cliff-Face Warrens is in play, Goblins you control have haste.
"Kill 'em, kill 'em, kill 'em dead,
...something something something bed."
--Goblin cadence
2/2
₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪
(W/B) Teysa, Orzhov Scion (W/B)
G Devoted G
(U/R) Scramblefun (U/R)
(W/U) Heh, Birbs (W/U)
Instant
Creatures you control get +0/+3 until end of turn.
If a spell named Akroma's Strength was played this turn, your creatures also get flying, first strike, vigilance, trample, haste, protection from black, and protection from red until end of turn.
Akroma's Strength - 2WW
Sorcery
Creatures you control get +3/+0 until end of turn.
If a spell named Akroma's Valor was played this turn, your creatures also get flying, first strike, vigilance, trample, haste, protection from black, and protection from red until end of turn.
Legendary Creature-Human Lord
First strike, vigilance and protection from black.
As long as Excalibur is equipped to ~ white creatures you control have protection from black.
4/4
Excalibur 2W
Artifact-Equipment
Equip 2w.
Equipped creature gets +3/+3 and lifelink.
Prevent all damage that would be dealt to Arthur Pendragon.
Standard: In Transition
Modern: RG Urzatron
Legacy: W Mighty Quinn
UW Stoneblade
Vintage: GWU "Classic" Angel Oath
GW Enchantress
Enchantment - Aura
Enchant creature, enchant permanent named Splendid Whirls.
Flash, shroud
Shower of Veils enters the battlefield with X splendor counter on it.
Enchanted permanent has shroud.
Splendid Whirls W
Enchantment - Aura
Enchant creature, enchant permanent named Shower of Veils
1: Move a splendor counter from target permanent that enchants ~this to enchanted permanent.
Creatures have exalted for each splendor counter on them.
Damn I can't do uncomplicated
3WW
Legendary Creature--Angel (rare)
4/4
Flying, vigilance
Magnilum, Who Rains Light is indestructible as long as another creature is enchanted by a card named Magnilum's Blessing.
Magnilum's Blessing
W
Enchantment--Aura (common)
Enchant creature
Enchanted creature gets +1/+1.
As long as a creature named Magnilum, Who Rains Light is on the battlefield, enchanted creature has flying and vigilance.
Make a card called Long For This World.
Judgings will have to wait until tommorow. I'm sick, and I can't harbor energy to do something without screwing it up.
So Bleeeeeeeeeeeeeeeh! Eh!
Brief Judging since I’m a little hog-tied in real life, so apologies in advance on that. The way I’ll evaluate the cards is how they work with themselves, how much they work (if they are too overpowered or not), and how much they really connect flavorfully.
In this one, I won’t grade based on Limited because most likely you will never see the two together, nor in other formats like EDH, for reasons that are obvious.
These are very balanced cards for what they’re worth. For Dodo, he can potentially become a 3/3 off the bat for 4 mana since it is likely to have a Wingtip Shaman out in play already. The conjunction with turn use is very nice: Turn 2 Wingtip Shaman and get another in your hand, Turn 3 play the other Shaman and put another in your hand. Turn 4 Dodo, which is a solid 4/4 Flyer for 4 mana, then Turn 5 Shaman, Dodo swings for 5 in the air, with mana to boot for other tricks and things.
The flavor is cool, since it references to the cartoony myth of the Dodo bird. Good job.
Overpowered. You can run 4 of these in a deck and chances are you are able to get them almost all of the time and it would be a pain to deal with in the opponents eyes as it wrecks Card Advantage. Be wary: Blue card draw and Black Discard have always been leashed after Alpha since the dawn of ridiculous cards like Ancestral Vision and Mind Twist, and blue card draw has been mana-costly for a reason, which is why the blue one is severely over the curve; the black one a little less yet still high up. In turn 2 you can get both of these out and do it instantaneously, repeatable, and there are hardly any ways to deals with it too, plus it’s all easily tutor able with cards like Trinket Mage.
As for that, the flavor text is decent, but the names…? They sound like people, “person, place, or thing” comes into effect here, and while they sound like persons, they are really things.
The second ability for Haggith should be on top, as with Santo’s ability. Anyway, these cards don’t really “click” to me. For Santo, you have a creature that works as a Zombie Intrepid Hero and that’s it. When his Dad comes out, he becomes a 3/3 for 3, which won’t make that big of an impact in the game.
For Haggith, his Neo-Vampire ability is a nice touch, but since he is downgraded to a 2/2 when his son is out, he won’t be that big of a help…personally, I would just play Haggith all by himself since he has a decent ability for his cost.
But really, this combination doesn’t work so well, and is a bad example of father-son relationships. Santo’s abilities feel tacked on, hardly useful, and Haggith doesn’t really need Santo to be effective. The flavor text is very, very nice though, and that is what saves it from being a pointless couple of cards.
For Blessed Herald, great job on implementing a new way to use life-gain.
However, that is quite the problem, the ability is too easy to pull off for white, and what you get off of it is very unfair. To start,Blessed Herald should be 1WW since he has the third ability,having it a turn earlier and getting the other guy in turn 3 is just nuts (Since you can use stuff like Soul Warden and things.) But that is just Christmas-Land talk; given the average game, you can get Blessed Heralds ability to kick in an average of two turns assuming you are playing the right deck, but even then that would be unfair since you get a free ¾ and life linking for your guys…The ability to cast the Angel from your deck under the right circumstances is a very neat idea, and it's a nice touch to the Panglacial Wurm style of casting.
Pristine, I already explained how much of an effect she would have coming out, but by herself she is just a little to big for what she is worth. By herself, she powers up Angel decks, which is a cool thing to have in the near future of real Magic. The second ability is also nice, and fits with the “herald” theme.
Over all, great ideas, but the effects you gave them are over the top.
The Knight and King flavor is well done (Talking about Agons second ability).
Again, this is very powerful…With Agon out, the Guards become 4/6s with lifelink and first strike. Assuming this is uncommon or something, that’s way too high up there for it’s cost. For Agon, the Knight pump is a great thing in a Knight deck, but it could walk away with +1/+1 instead. Really, the Guard is what’s the problem, because it’s very high up in the power department when Agon is out…true, a Terminate towards Agon would go to the Guard instead but then again, I can use things like Flickering Ward to shave it off.
The Lifelink feels like it’s tacked on, and vaguely reminds me of Baneslayer Angel and how word-salad-like it is. Since it’s a Knight, wouldn’t it initially have First Strike? It doesn’t make sense that it just “gains” it as its liege comes out.
Another good idea, but it needs to be toned down.
First things first: For Weetle, it should just be:
“Whenever a Goblin enters the battlefield, untap all Goblins you control.
All Goblin creatures you control have haste.”
Warrens:
“…Put a 1/1 red Goblin creature token onto the battlefield. If you control a creature named Weetle, Goblin General, Goblin creatures you control get +1/+1 until end of turn.
~~~
Another Goblin lord huh? Well let’s see…
For Warrens, it’s a great land for Goblins for sure. While Weet’s is out, you basically have a Call to Glory for Goblins, which in itself is sort of in the color pie but inching towards white. Weet’s is fairly balanced, and it is actually not a bad choise for a 4 CMC Goblin, and it’s playable if you control the Warrens…which all Goblin decks would likely play. The flavor text feels Goblin-y, I guess.
Not a bad combination, Good deal.
Akroma’s Strength is over the curve by itself, and essentially acts as an White Overrun for White Weenie. I’d rather put it as +2/+2 combining the abilitys together. I’m not sure if both instances of the abilities is correct templateing, but going from my gut, I’d just print one of the cards with that ability. (Nor should that matter anyway.)
The flavor is there, since it tells me that Akroma has bits and pieces of herself to conjure up great strength.
Props for making a card based on Arthur himself. One small problem though is that it would make more sense if the damage was prevented to Arthur *when* he is equipping the Excalibur. Other than that, fairly solid cards, and it’s flavorful too, he does get fairly powerful late game assuming you have both cards out.
Oh, and unimportantly but necessary for the future: Lord isn’t a creature type anymore.
Way to complicated, man. For one, this requires you to have both Auras out at the same time, but how the blue one shrouds your target is something good (then again, the doomed Aura flaw of having your critter susceptible to die is something to consider, but nothing too big.)
Anyway, the effect is all right. It’s essentially a Shroud and Exalted combo, but sadly the white one is almost pointless. In fact, the wording is wacky…Try this: For the white one, do “enchant creature enchated by Shower of Veils” and just have it say “1: If the enchanted creature is enchanted by Shower of Veils, move a splendor counter from Shower of Veils to Splendid Whirls.”
Really though, it’s very inelegant…and the effects just go everywhere. One thing I do admire is the idea of using two enchantments to power up the creature but… that’s about it.
Now this is thinking outside the box: Cards that benefit itself AND others if they are both out on the battlefield.
I like how you made a Serra Angel that has an boosted ability when she is enchanted, or when you enchant something else, and all at one mana. Enchanting herself will make it a 5/5 Flying Vigi Indestructible guy, and with the cost of an Aura, it is worth the cost of card advantage. Legendary status keeps it from being too ridiculous. Really, this is a nice card. It’s efficient, and gets a major power boost at the cost of risking your Aura, but very helpful none the less.
Honestly, it came down to three people, since they all had really good cards but among those three: Getitwrong wins because out of those three, his idea was perhaps the most simple yet innovative way around the challenge.
Some honorable mentions though for the other two:
Meggido - Because he made a couple of cards that easily worked out and would work fairly well together with succession, and how he balanced it.
And Zanny - Normally I don't really like Goblins or anything Tribal, but the cards you made did work together and provided something fresh for the Goblin Archetype. The land I can certainly see print, even without the Weetle ability stuck on it.
Edit: Error of judgment in Crusader_8's submission. Changed review to proper state.
You know what, I'm a dork. I didn't read your card properly because I thought it was casting for free.
I changed your review some, though some of my points are the same, clearing the fog does give me a better taste for your submission. Good job overall.
Next challenge: A sorcery that creates X tokens.
Make a card called Long For This World.
i only wish i remembered to put flying on the emissary.
Creature — Horror {R}
When Elf Eater enters the battlefield, destroy any number of target Elves. For each Elf destroyed this way, put a 2/2 black Zombie creature token onto the battlefield.
2/2
my card makes "Zombie" tokens.
ART: Flocks and Flocks of crows
Tribal Sorcery - Bird {R}
X cannot be more than the number of Birds you control.
Each player puts X 1/1 blue Bird creature tokens with flying onto the battlefield.
Sorcery (R)
Target player puts the top X cards of their library into their graveyard.
Put X 1/1 blue Illusion tokens into play.
Your thought will be my army, your forgetfulness will be my sword.
₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪
(W/B) Teysa, Orzhov Scion (W/B)
G Devoted G
(U/R) Scramblefun (U/R)
(W/U) Heh, Birbs (W/U)
Sorcery (U)
Put X 1/1 Goblin tokens with haste into play. X is the number of creatures all other players control plus one. At the end of your turn, sacrifice all Goblin tokens you control.
There is always one more than you can catch...
Sorcery
Put X 1/1 green Saproling creature tokens on the battlefield.
Buyback — sacrifice any number of Saproling and/or Fungus creatures with a combined toughness of X or more.
The ring center dies, for them a living chance. No wonder why's that they should dance.
Sorcery (Uncommon)
Put X 1/1 green Saproling creature tokens onto the battlefield where X is the number of cards discarded by opponents this turn.
The death of one mind can bring forth the life of many.
IIW:
Sorcery
Put x 2/2 black imp creature tokens with flying onto the battlefield.
Then lose 2x X life.
Only black mana may be spent to pay X.
"Oh, the darker powers will answer your call young sorcerer. What you must be ready for is the toll you will have to pay for the inconvenience of their summons"
- Liliana Vess
Standard: In Transition
Modern: RG Urzatron
Legacy: W Mighty Quinn
UW Stoneblade
Vintage: GWU "Classic" Angel Oath
GW Enchantress
Sorcery R
As an additional cost to casting Hellraise, sacrifice X permanents.
Put X 3/3 red and black Demon creature tokens onto the battlefield.
"A burst of lava came out from underneath the crowd, but it was quickly blackened, and there were many faces that has a burning passion to come close with everything around it."
Give it to the next person in line.
Sorcery
Put X token copies of target planeswalker onto the playfield, except the copies don't have planeswalker types.