Kallahan, Force of the Horde4WWGG
Creature - Spirit
Whenever a creature enters the battlefield, put X +1/+1 counters on Kallahan, Force of the Horde, where X is that creature's power. T: Double the number of +1/+1 counters on Kallahan.
2/2
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If you're having creature problems I feel bad for you son
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
I agree, I don't see the necessity, but it seems like "Draw a card" is instructing you to do something, while "gain X life" is just saying that that happens.
Kind of weird, because older cards used "Gain X life" rather than "You gain X life," and some cards use "Draw a card" and others use "You draw a card."
I didn't use it as a factor; it was more of an afterthought.
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"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
Howling Behemoth 2GGG Creature - Beast
Trample
When ~ enters the battlefield, put a +1/+1 counter on each other creature you control.
Whenever ~ attacks, target creature gains trample until end of turn.
6/6
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Kallahan, Force of the Horde4WWGG
Creature - Spirit
Whenever a creature enters the battlefield, put X +1/+1 counters on Kallahan, Force of the Horde, where X is that creature's power. T: Double the number of +1/+1 counters on Kallahan.
2/2
So let's analyze the aspects of each card.
Name: Obviously represents a legendary creature. I like legends. +1
Mana cost: I like big mana costs like these. It costs 8, which might not be manageable for a big EDH game, but it's fine. +1
Creature Type: Spirits are okay, but.. NO LEGENDARY? -2
Ability 1: This is a cool ability. It lets it get a lot of +1/+1 counters, which is cool, and triggers when your opponents cast creatures, with is yay in EDH. +1
Ability 2: This is an OK ability, but I don't like how it doesn't have protection so you can't abuse it. I also don't like how when you double the amount of counters on it you don't attack. -1
2/2: You made it small, which is probably correct. +1
Howling Behemoth 2GGG Creature - Beast
Trample
When ~ enters the battlefield, put a +1/+1 counter on each other creature you control.
Whenever ~ attacks, target creature gains trample until end of turn.
6/6
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Name: Name is pretty non-bo and standard. Not really exciting. -1 2GGG: A mono-green guy. Fun. +1
Type: Once again, pretty non-bo. 0
Trample: Yay! We get to trample all over the little guys? +1
Ability 2: I like anthem effects like these. +1
Ability 3: I hate how this completely whiffs on the other ability. Why not "all"? -1
6/6: Fat fatty is fat. +1
Anyone care to tell me what could be done to get people to come?
Changing the challenge; I feel that the other one is a bit too out there.
New challenge, if anyone's still out there, is: Make a card which the attached artwork by Aleksi Briclot would appear on.
IIW is recommended, but not required.
Post a card, then tell your friends to come and post.
Abandoned Castle
Land (R)
Abandoned Castle enters the battlefield tapped and with two citizen counters on it. T: Add 1 to your mana pool. WB,T, remove a citizen counter from Abandoned Castle: Put a 1/1 white Human creature token onto the battlefield. Castles that fall to coup d'etats rarely ever find new visitors.
Cathedral Crypts1UWWB
Enchantment
If a creature controlled by another player would attack or block, exile it instead. At the beginning of your upkeep return all permanents exiled this way to play under your control. "Heretics of the Church are to be sent to the crypts. They will be returned to us once they have seen the err of their ways" ~Patriarch of Glum
IIW: Create an uncommon with a new keyword ability.
Midnight Seige 2BB
Instant U
If all target opponent's creatures are tapped, you may cast Midnight Seige for B instead.
Attacking creatures you control get +2/+0 and defending player discards a card. They entered while the world dreamt.
Apologies to everyone for dropping the ball on my last win. It's my last semester in grad school and I've just been incredibly swamped. My participation on the boards will likely be intermittent at best. Best wishes all around!
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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
Abandoned Castle
Land (R)
Abandoned Castle enters the battlefield tapped and with two citizen counters on it. T: Add 1 to your mana pool. WB,T, remove a citizen counter from Abandoned Castle: Put a 1/1 white Human creature token onto the battlefield. Castles that fall to coup d'etats rarely ever find new visitors.
*snip*
IIW: Attrition, recycling, reusing, no dredge
So two people thought it made for a good hideout. Makes sense. Also, it does seem to look like it's been a victim of time.
Besieged Castle
Land (R)
Besieged castle enters the battlefield tapped.
At the beginning of your upkeep, besieged castle deals 2 damage to you. T: Add 1to your mana pool. If that mana is spent on a creature spell, until end of turn, that creature has haste and is unblockable. "Fleeing is often the best response"
*snip*
IIW: a good guy demon
Boseiju makes sense in and of itself, as does this. Though taking two every turn can stack up, this is pretty powerful. I just don't see why they would stay on the battlefield if they were that eager to get the F outta dodge.
Corrupted Elder 1GB
Creature - elf zombie cleric R
At the beginning of your upkeep choose 2 creatures you control other than ~. Sacrifice one of them and put 2 +1/+1 on the other.
Each creature you control with a +1/+1 counter has deathtouch. One of you have been chosen to be a delicious meal for the other
2/2
IIW: Make a really really useless planeswalker.
What happens when you control only one other creature? I like the flavor of the ability, but I would make it an activated ability rather than an upkeep triggered ability. Something like ":symtap:, Sacrifice a creature other than CARDNAME: Put two +1/+1 counters on target creature you control" or something similar.
Cathedral Crypts1UWWB
Enchantment
If a creature controlled by another player would attack or block, exile it instead. At the beginning of your upkeep return all permanents exiled this way to play under your control. "Heretics of the Church are to be sent to the crypts. They will be returned to us once they have seen the err of their ways" ~Patriarch of Glum
IIW: Create an uncommon with a new keyword ability.
And by "overpowered" I mean "broken" So basically, if an opponent attacks or blocks, he's just giving you a creature? I'm assuming that's the intent. So broken it's degenerate.
Midnight Seige 2BB
Instant U
If all target opponent's creatures are tapped, you may cast Midnight Seige for B instead.
Attacking creatures you control get +2/+0 and defending player discards a card. They entered while the world dreamt.
IIW: Reference a boardgame
How do you determine which player discards a card if you are attacking multiple players? And how do you determine cost reduction with a target? I'll suggest a fix:
Midnight Siege 2BB
Instant U
If an opponent controls no untapped creatures, you may pay rather than pay Midnight Siege's mana cost. This eliminates the targeted cost reduction.
Attacking creatures you control get +2/+0. These effects have no relation to each other and should be separate abilities.
Target player who was attacked this turn discards a card. This allows you to pick a player while still keeping the targeting restriction. They entered while the world dreamt.
And after doing that, you can see that the card as a whole really doesn't fit together as one cohesive whole; it tries to do a little too much.
After figuring out all that stuff (it's difficult)...
Congratulations bloodyspasm. Very flavorful card.
So that means your challenge is now: A good guy demon.
Jorgal, Fallen Prophet2BBB
Legendary Creature - Demon Cleric M
Flying
Whenever a creature dies, but a +1/+1 counter on ~. 1, remove a +1/+1 counter from ~: Target creature, other than ~, gains undying (This effect does not end at the end of turn)
5/4 "Jorgal sold his soul for the power of blood and death, but in his shame he used it to protect those he could."
Rathgaar the Revered 3B
Legendary Creature—Demon (R)
Intimidate
Rathgaar's power and toughness are each equal to the number of other creatures you control. 2B, Pay 2 life: Regenerate another target creature. He protects his subjects as he would himself.
*/*
Patron of Light2W
Creature - Human Cleric (U) W,T: White creatures you control get +1/+1 until end of turn.
2/2
Patron of Darkness2B
Creature - Human Cleric (U) B,T: Black creatures you control get +1/+1 until end of turn.
2/2
Usher of the Gray4WB
Creature - Demon (R)
Hexproof, lifelink
~ gets +1/+1 and has vigilance as long as you control a creature named Patron of Light.
~ gets +1/+1 and has intimidate as long as you control a creature named Patron of Darkness.
5/5
Life's Familiar2W
Creature - Spirit (U) T: Target player gains 2 life. Then, if there's a creature named Death's Familiar on the battlefield under your control, transform this creature and Death's Familiar.
2/2
Death's Familiar2B
Creature - Spirit (U) T: Target player loses 1 life.
2/2
The both sides transform into:
Purgatory's Familiar WB Legendary Creature - Spirit (U)
Whenever Purgatory's Familiar attacks, target player gains 3 life and target player loses 3 life.
5/5
Note that only one world creature can be on the battlefield at once.
Sarissa, Maiden of Spring3GG
World Creature - Incarnation
At the beginning of each player's upkeep, that player may put a creature or land card from his or her hand onto the battlefield.
When Sarissa, Maiden of Spring dies, you may search your library for a card named Demesne, Queen of Summer, reveal it, and put it into your hand. Then shuffle your library.
3/3
Demesne, Queen of Summer3RR
World Creature - Incarnation
Other creatures get +1/+0.
Whenever a land becomes tapped for mana, its controller adds one mana of any colour that land produced to his or her mana pool.
When Demesne, Queen of Summer dies, you may search your library for a card named Rofax, the Fall, reveal it, and put it into your hand. Then shuffle your library.
3/3
Rofax, the Fall3BB
World Creature - Incarnation
At the beginning of each player's end step, that player sacrifices a creature or land.
When Rofax, the Fall dies, you may search your library for a card named Yvan, Winter's Lord, reveal it, and put it into your hand. Then shuffle your library.
3/3
Yvan, Winter's Lord3UU
World Creature - Incarnation
Players can only untap up to three lands and/or creatures during their untap steps.
When Yvan, Winter's Lord dies, you may search your library for a card named Sarissa, Maiden of Spring, reveal it, and put it into your hand. Then shuffle your library.
3/3
The very conspicuous gap left by the lack of a white one. Also because the cycle goes in backwards order by colour.
Olkar, Essence of DecayBBB
Legendary Creature - Spirit Avatar R
Olkar, Essence of Decay cannot attack or block.
During your upkeep, target player sacrifices a permanent.
0/4
Soulless InitiateB
Creature - Human Cleric C
Intimidate
If you control Olkar, Essence of Decay, Soulless Initiate gets +1/+1.
1/1
Templar of RotBB
Creature - Zombie Cleric U
First Strike
If you control Olkar, Essence of Decay, Templar of Rot gets +2/+2 and has Deathtouch.
2/2
Void Heirophant1BB
Creature - Human Cleric R
During your upkeep, target player discards a card. If you control Olkar, Essence of Decay, also return a creature card from a graveyard to the battlefield.
3/3
Wolf of KreshGR
Creature - Wolf
Haste "They are fast, brutal, and remorseless. Worst of all they are never alone for long."
3/2
Kresh, Master Hunter2GR
Legendary Creature - Human Barbarian
Trample, Undying
If you control Wolf of Kresh, creatures you control gain ", t,(G/R): this creature fights target creature. "Alone, Kresh is a savage survivalist, with his pack he's a rallying force of rage and savagery"
4/3
Whipping Mesa
Legendary Land - Mountain (R)
Whipping Mesa enters the battlefield tapped.
Add a R to your mana pool. R,:symtap: Target creature you control has Haste.
Wilds of Utaler
Legendary Land - Forest (R)
Wilds of Utaler enters the battlefield tapped.
Add a G to your mana pool. G,:symtap: Target creature you control has Trample.
Wind Lifted Heights
Legendary Land - Island (R)
Wind Lifted Heights enters the battlefield tapped.
Add a U to your mana pool. U,:symtap: Target creature you control has Flying.
Watchers Meadow
Legendary Land - Plains (R)
Watchers Meadow enters the battlefield tapped.
Add a W to your mana pool. W,:symtap: Target creature you control has Vigilence.
Wicked Mire
Legendary Land - Swamp (R)
Wicked Mire enters the battlefield tapped.
Add a B to your mana pool. B,:symtap: Target creature you control has Deathtouch.
Will of the World3WUBRG
Legendary Creature - Incarnation (M)
You may only cast Will of the World if you control cards named Whipping Mesa, Wilds of Utaler, Wind Lifted Heights, Watchers Meadow, and Wicked Mire.
Hexproof, Haste, Trample, Flying, Vigilence, Deathtouch.
8/8
Left Glove of Gorb 3
Legendary Artifact - Equipment (R)
Equipped creature gets +2/+2. If equipped creature has an equipment attached to it named Right Glove of Gorb, it gets +5/+5 instead.
Equip 2
Right Glove Of Gorb 3
Legendary Artifact - Equipment (R)
Equipped creature has first strike and haste. If equipped creature has an equipment attached to it named Left Glove of Gorb, it has double strike and is unblockable.
Equip 2
Whipping Mesa
Legendary Land - Mountain (R)
Whipping Mesa enters the battlefield tapped.
Add a R to your mana pool. R,:symtap: Target creature you control has Haste.
Wilds of Utaler
Legendary Land - Forest (R)
Wilds of Utaler enters the battlefield tapped.
Add a G to your mana pool. G,:symtap: Target creature you control has Trample.
Wind Lifted Heights
Legendary Land - Island (R)
Wind Lifted Heights enters the battlefield tapped.
Add a U to your mana pool. U,:symtap: Target creature you control has Flying.
Watchers Meadow
Legendary Land - Plains (R)
Watchers Meadow enters the battlefield tapped.
Add a W to your mana pool. W,:symtap: Target creature you control has Vigilence.
Wicked Mire
Legendary Land - Swamp (R)
Wicked Mire enters the battlefield tapped.
Add a B to your mana pool. B,:symtap: Target creature you control has Deathtouch.
Will of the World3WUBRG
Legendary Creature - Incarnation (M)
You may only cast Will of the World if you control cards named Whipping Mesa, Wilds of Utaler, Wind Lifted Heights, Watchers Meadow, and Wicked Mire.
Hexproof, Haste, Trample, Flying, Vigilence, Deathtouch.
8/8
I really like the 5 lands; simple, interesting and evergreen. I don't think they need to be legendary though, especially since you need one of each in play to ever cast the creature. That's just too many hoops to jump through to be fun, and there's far easier ways to get Will of the World into play (e.g. Quicksilver Amulet, Unburial Rites)
Wolf of KreshGR
Creature - Wolf
Haste "They are fast, brutal, and remorseless. Worst of all they are never alone for long."
3/2
Kresh, Master Hunter2GR
Legendary Creature - Human Barbarian
Trample, Undying
If you control Wolf of Kresh, creatures you control gain ", t,(G/R): this creature fights target creature. "Alone, Kresh is a savage survivalist, with his pack he's a rallying force of rage and savagery"
4/3
The Wolf is on the high end of the curve, but if it's an uncommon I think it would get through devel. I think there are a couple of flavor problems with Kresh, though: A) Why does a human have undying? B) if he needs a "pack" why is one wolf enough, and why does it have to be this specific kind of wolf?
Olkar, Essence of DecayBBB
Legendary Creature - Spirit Avatar R
Olkar, Essence of Decay cannot attack or block.
During your upkeep, target player sacrifices a permanent.
0/4
Soulless InitiateB
Creature - Human Cleric C
Intimidate
If you control Olkar, Essence of Decay, Soulless Initiate gets +1/+1.
1/1
Templar of RotBB
Creature - Zombie Cleric U
First Strike
If you control Olkar, Essence of Decay, Templar of Rot gets +2/+2 and has Deathtouch.
2/2
Void Heirophant1BB
Creature - Human Cleric R
During your upkeep, target player discards a card. If you control Olkar, Essence of Decay, also return a creature card from a graveyard to the battlefield.
3/3
I like what you've done here: having the "master" empower the supplicants, the vertical cycle. I wish it the cycle was a bit stricter, as in casting costs going from B to BBBB, the Heirophant getting a +3/+3 boost, Olkar being a 4/4 Mythic. I sooner see Olkar being cool in his own right, as well, not just pumping the others and making you opponents slowly lose land.
Note that only one world creature can be on the battlefield at once.
Sarissa, Maiden of Spring3GG
World Creature - Incarnation
At the beginning of each player's upkeep, that player may put a creature or land card from his or her hand onto the battlefield.
When Sarissa, Maiden of Spring dies, you may search your library for a card named Demesne, Queen of Summer, reveal it, and put it into your hand. Then shuffle your library.
3/3
Demesne, Queen of Summer3RR
World Creature - Incarnation
Other creatures get +1/+0.
Whenever a land becomes tapped for mana, its controller adds one mana of any colour that land produced to his or her mana pool.
When Demesne, Queen of Summer dies, you may search your library for a card named Rofax, the Fall, reveal it, and put it into your hand. Then shuffle your library.
3/3
Rofax, the Fall3BB
World Creature - Incarnation
At the beginning of each player's end step, that player sacrifices a creature or land.
When Rofax, the Fall dies, you may search your library for a card named Yvan, Winter's Lord, reveal it, and put it into your hand. Then shuffle your library.
3/3
Yvan, Winter's Lord3UU
World Creature - Incarnation
Players can only untap up to three lands and/or creatures during their untap steps.
When Yvan, Winter's Lord dies, you may search your library for a card named Sarissa, Maiden of Spring, reveal it, and put it into your hand. Then shuffle your library.
3/3
The very conspicuous gap left by the lack of a white one. Also because the cycle goes in backwards order by colour.
I understand and enjoy the flavor of making them creatures and having the new season start when the last one dies, but I really think these would be better as enchantments. The "world" supertype isn't supported anymore, and doesn't really fit on creatures. Maybe "Enchantment—Season" and "Whenever another Season enters the battlefield, sacrifice ~", and each season could have its own flavorful "sac and fetch" trigger as well. Nice flavorful abilites on each card, though, and I have no problem with a flavorful cycle being only four-cards
Life's Familiar2W
Creature - Spirit (U) T: Target player gains 2 life. Then, if there's a creature named Death's Familiar on the battlefield under your control, transform this creature and Death's Familiar.
2/2
Death's Familiar2B
Creature - Spirit (U) T: Target player loses 1 life.
2/2
The both sides transform into:
Purgatory's Familiar WB Legendary Creature - Spirit (U)
Whenever Purgatory's Familiar attacks, target player gains 3 life and target player loses 3 life.
5/5
And now for something completely different. Big points for making a B.F.M. that seems doable in black-border land. My inner-melvin would have liked if the p/t of the familiars added up to that of the flip-side, but that's a very minor point.
Patron of Light2W
Creature - Human Cleric (U) W,T: White creatures you control get +1/+1 until end of turn.
2/2
Patron of Darkness2B
Creature - Human Cleric (U) B,T: Black creatures you control get +1/+1 until end of turn.
2/2
Usher of the Gray4WB
Creature - Demon (R)
Hexproof, lifelink
~ gets +1/+1 and has vigilance as long as you control a creature named Patron of Light.
~ gets +1/+1 and has intimidate as long as you control a creature named Patron of Darkness.
5/5
I like how all three cards are very playable by themselves, and how UotG is pumped by the presence of the Patrons _and_ potentially by their abilities. Hexproof is probably unnecessary, though, as its out of flavor for WB and I think you want to allow players _some_ chance of getting rid of a 5/5 lifelinker, to say nothing of a 9/9 lifelink, vigilance, intimidate.
Left Glove of Gorb 3
Legendary Artifact - Equipment (R)
Equipped creature gets +2/+2. If equipped creature has an equipment attached to it named Right Glove of Gorb, it gets +5/+5 instead.
Equip 2
Right Glove Of Gorb 3
Legendary Artifact - Equipment (R)
Equipped creature has first strike and haste. If equipped creature has an equipment attached to it named Left Glove of Gorb, it has double strike and is unblockable.
Equip 2
Very nicely done. I like the flavor of the two gloves powering each other up, the appropriate use of legendary, how one gives p/t boost and the other abilities. I might have made a different choice from unblockable, though, as I like the flavor image of a powered gloved fighter leaping into the fray. Maybe even "Must be blocked if able" would be a nice fit.
Third: Socrates
Second: Tilde
First : Prophylaxis
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Creature - Spirit
Whenever a creature enters the battlefield, put X +1/+1 counters on Kallahan, Force of the Horde, where X is that creature's power.
T: Double the number of +1/+1 counters on Kallahan.
2/2
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Kind of weird, because older cards used "Gain X life" rather than "You gain X life," and some cards use "Draw a card" and others use "You draw a card."
I didn't use it as a factor; it was more of an afterthought.
If I win a Winner is Judge-type game and forget an IIW:
2. Stockholm Syndrome
Creature - Beast
Trample
When ~ enters the battlefield, put a +1/+1 counter on each other creature you control.
Whenever ~ attacks, target creature gains trample until end of turn.
6/6
Tell your friends that this is running again!
Be sure to ask if they want spam here!
If I win a Winner is Judge-type game and forget an IIW:
2. Stockholm Syndrome
So let's analyze the aspects of each card.
Name: Obviously represents a legendary creature. I like legends. +1
Mana cost: I like big mana costs like these. It costs 8, which might not be manageable for a big EDH game, but it's fine. +1
Creature Type: Spirits are okay, but.. NO LEGENDARY? -2
Ability 1: This is a cool ability. It lets it get a lot of +1/+1 counters, which is cool, and triggers when your opponents cast creatures, with is yay in EDH. +1
Ability 2: This is an OK ability, but I don't like how it doesn't have protection so you can't abuse it. I also don't like how when you double the amount of counters on it you don't attack. -1
2/2: You made it small, which is probably correct. +1
Final score: 1
Name: Name is pretty non-bo and standard. Not really exciting. -1
2GGG: A mono-green guy. Fun. +1
Type: Once again, pretty non-bo. 0
Trample: Yay! We get to trample all over the little guys? +1
Ability 2: I like anthem effects like these. +1
Ability 3: I hate how this completely whiffs on the other ability. Why not "all"? -1
6/6: Fat fatty is fat. +1
Final Score: 2
Winner goes to Trapped Hawk!
Next challenge: Live, and let die.
Changing the challenge; I feel that the other one is a bit too out there.
New challenge, if anyone's still out there, is:
Make a card which the attached artwork by Aleksi Briclot would appear on.
IIW is recommended, but not required.
Post a card, then tell your friends to come and post.
If I win a Winner is Judge-type game and forget an IIW:
2. Stockholm Syndrome
Land (R)
Abandoned Castle enters the battlefield tapped and with two citizen counters on it.
T: Add 1 to your mana pool.
WB,T, remove a citizen counter from Abandoned Castle: Put a 1/1 white Human creature token onto the battlefield.
Castles that fall to coup d'etats rarely ever find new visitors.
IIW:
THREE MOOSESIIW: Attrition, recycling, reusing, no dredge
Enchantment
If a creature controlled by another player would attack or block, exile it instead. At the beginning of your upkeep return all permanents exiled this way to play under your control.
"Heretics of the Church are to be sent to the crypts. They will be returned to us once they have seen the err of their ways" ~Patriarch of Glum
IIW: Create an uncommon with a new keyword ability.
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
Instant U
If all target opponent's creatures are tapped, you may cast Midnight Seige for B instead.
Attacking creatures you control get +2/+0 and defending player discards a card.
They entered while the world dreamt.
IIW: Reference a boardgame
[Clan Flamingo]
Judgings: Art Challenge
By the way, I'm sorry about the confusion.
And after doing that, you can see that the card as a whole really doesn't fit together as one cohesive whole; it tries to do a little too much.
After figuring out all that stuff (it's difficult)...
Congratulations bloodyspasm. Very flavorful card.
So that means your challenge is now: A good guy demon.
If I win a Winner is Judge-type game and forget an IIW:
2. Stockholm Syndrome
:xd: You're welcome.
If I win a Winner is Judge-type game and forget an IIW:
2. Stockholm Syndrome
Creature - Demon (R)
Flying
WW: Repentant Demon gains lifelink and vigilance until end of turn.
5/5
Creature - Human Demon Soldier U
Vigilance, Deathtouch
"A being of light clothed in a body of darkness..."
2/3
IIW: Forethought or Afterthought
[Clan Flamingo]
Legendary Creature - Demon Cleric M
Flying
Whenever a creature dies, but a +1/+1 counter on ~.
1, remove a +1/+1 counter from ~: Target creature, other than ~, gains undying (This effect does not end at the end of turn)
5/4
"Jorgal sold his soul for the power of blood and death, but in his shame he used it to protect those he could."
IIW: Make a mythic instant
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
Legendary Creature—Demon (R)
Intimidate
Rathgaar's power and toughness are each equal to the number of other creatures you control.
2B, Pay 2 life: Regenerate another target creature.
He protects his subjects as he would himself.
*/*
Next challenge: Make a set of 2-5 cards in which at least one refers to others by name. Examples include: The Alara Heralds, Arachnus Spinner + Arachnus Web, the Keldra Equimpent, Pious Kitsune + Eight-and-a-Half Tails, the Urzatron.
Creature - Human Cleric (U)
W,T: White creatures you control get +1/+1 until end of turn.
2/2
Patron of Darkness 2B
Creature - Human Cleric (U)
B,T: Black creatures you control get +1/+1 until end of turn.
2/2
Usher of the Gray 4WB
Creature - Demon (R)
Hexproof, lifelink
~ gets +1/+1 and has vigilance as long as you control a creature named Patron of Light.
~ gets +1/+1 and has intimidate as long as you control a creature named Patron of Darkness.
5/5
Creature - Spirit (U)
T: Target player gains 2 life. Then, if there's a creature named Death's Familiar on the battlefield under your control, transform this creature and Death's Familiar.
2/2
Death's Familiar 2B
Creature - Spirit (U)
T: Target player loses 1 life.
2/2
The both sides transform into:
Purgatory's Familiar
WB Legendary Creature - Spirit (U)
Whenever Purgatory's Familiar attacks, target player gains 3 life and target player loses 3 life.
5/5
It's a half-and-half card like B.F.M.
IIW: Siggy
Sarissa, Maiden of Spring 3GG
World Creature - Incarnation
At the beginning of each player's upkeep, that player may put a creature or land card from his or her hand onto the battlefield.
When Sarissa, Maiden of Spring dies, you may search your library for a card named Demesne, Queen of Summer, reveal it, and put it into your hand. Then shuffle your library.
3/3
Demesne, Queen of Summer 3RR
World Creature - Incarnation
Other creatures get +1/+0.
Whenever a land becomes tapped for mana, its controller adds one mana of any colour that land produced to his or her mana pool.
When Demesne, Queen of Summer dies, you may search your library for a card named Rofax, the Fall, reveal it, and put it into your hand. Then shuffle your library.
3/3
Rofax, the Fall 3BB
World Creature - Incarnation
At the beginning of each player's end step, that player sacrifices a creature or land.
When Rofax, the Fall dies, you may search your library for a card named Yvan, Winter's Lord, reveal it, and put it into your hand. Then shuffle your library.
3/3
Yvan, Winter's Lord 3UU
World Creature - Incarnation
Players can only untap up to three lands and/or creatures during their untap steps.
When Yvan, Winter's Lord dies, you may search your library for a card named Sarissa, Maiden of Spring, reveal it, and put it into your hand. Then shuffle your library.
3/3
The very conspicuous gap left by the lack of a white one. Also because the cycle goes in backwards order by colour.
IIW: Spells with kicker.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Legendary Creature - Spirit Avatar R
Olkar, Essence of Decay cannot attack or block.
During your upkeep, target player sacrifices a permanent.
0/4
Soulless Initiate B
Creature - Human Cleric C
Intimidate
If you control Olkar, Essence of Decay, Soulless Initiate gets +1/+1.
1/1
Templar of Rot BB
Creature - Zombie Cleric U
First Strike
If you control Olkar, Essence of Decay, Templar of Rot gets +2/+2 and has Deathtouch.
2/2
Void Heirophant 1BB
Creature - Human Cleric R
During your upkeep, target player discards a card. If you control Olkar, Essence of Decay, also return a creature card from a graveyard to the battlefield.
3/3
IIW: Occult
[Clan Flamingo]
Creature - Wolf
Haste
"They are fast, brutal, and remorseless. Worst of all they are never alone for long."
3/2
Kresh, Master Hunter 2GR
Legendary Creature - Human Barbarian
Trample, Undying
If you control Wolf of Kresh, creatures you control gain ", t,(G/R): this creature fights target creature.
"Alone, Kresh is a savage survivalist, with his pack he's a rallying force of rage and savagery"
4/3
IIW: New keyword on an uncommon
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
Legendary Land - Mountain (R)
Whipping Mesa enters the battlefield tapped.
Add a R to your mana pool.
R,:symtap: Target creature you control has Haste.
Wilds of Utaler
Legendary Land - Forest (R)
Wilds of Utaler enters the battlefield tapped.
Add a G to your mana pool.
G,:symtap: Target creature you control has Trample.
Wind Lifted Heights
Legendary Land - Island (R)
Wind Lifted Heights enters the battlefield tapped.
Add a U to your mana pool.
U,:symtap: Target creature you control has Flying.
Watchers Meadow
Legendary Land - Plains (R)
Watchers Meadow enters the battlefield tapped.
Add a W to your mana pool.
W,:symtap: Target creature you control has Vigilence.
Wicked Mire
Legendary Land - Swamp (R)
Wicked Mire enters the battlefield tapped.
Add a B to your mana pool.
B,:symtap: Target creature you control has Deathtouch.
Will of the World 3WUBRG
Legendary Creature - Incarnation (M)
You may only cast Will of the World if you control cards named Whipping Mesa, Wilds of Utaler, Wind Lifted Heights, Watchers Meadow, and Wicked Mire.
Hexproof, Haste, Trample, Flying, Vigilence, Deathtouch.
8/8
IIW: Cartoon Villains as Legends
Legendary Artifact - Equipment (R)
Equipped creature gets +2/+2. If equipped creature has an equipment attached to it named Right Glove of Gorb, it gets +5/+5 instead.
Equip 2
Right Glove Of Gorb 3
Legendary Artifact - Equipment (R)
Equipped creature has first strike and haste. If equipped creature has an equipment attached to it named Left Glove of Gorb, it has double strike and is unblockable.
Equip 2
IIW: Slivers done in a way we haven't seen.
Whipping Mesa
Legendary Land - Mountain (R)
Whipping Mesa enters the battlefield tapped.
Add a R to your mana pool.
R,:symtap: Target creature you control has Haste.
Wilds of Utaler
Legendary Land - Forest (R)
Wilds of Utaler enters the battlefield tapped.
Add a G to your mana pool.
G,:symtap: Target creature you control has Trample.
Wind Lifted Heights
Legendary Land - Island (R)
Wind Lifted Heights enters the battlefield tapped.
Add a U to your mana pool.
U,:symtap: Target creature you control has Flying.
Watchers Meadow
Legendary Land - Plains (R)
Watchers Meadow enters the battlefield tapped.
Add a W to your mana pool.
W,:symtap: Target creature you control has Vigilence.
Wicked Mire
Legendary Land - Swamp (R)
Wicked Mire enters the battlefield tapped.
Add a B to your mana pool.
B,:symtap: Target creature you control has Deathtouch.
Will of the World 3WUBRG
Legendary Creature - Incarnation (M)
You may only cast Will of the World if you control cards named Whipping Mesa, Wilds of Utaler, Wind Lifted Heights, Watchers Meadow, and Wicked Mire.
Hexproof, Haste, Trample, Flying, Vigilence, Deathtouch.
8/8
I really like the 5 lands; simple, interesting and evergreen. I don't think they need to be legendary though, especially since you need one of each in play to ever cast the creature. That's just too many hoops to jump through to be fun, and there's far easier ways to get Will of the World into play (e.g. Quicksilver Amulet, Unburial Rites)
Wolf of Kresh GR
Creature - Wolf
Haste
"They are fast, brutal, and remorseless. Worst of all they are never alone for long."
3/2
Kresh, Master Hunter 2GR
Legendary Creature - Human Barbarian
Trample, Undying
If you control Wolf of Kresh, creatures you control gain ", t,(G/R): this creature fights target creature.
"Alone, Kresh is a savage survivalist, with his pack he's a rallying force of rage and savagery"
4/3
The Wolf is on the high end of the curve, but if it's an uncommon I think it would get through devel. I think there are a couple of flavor problems with Kresh, though: A) Why does a human have undying? B) if he needs a "pack" why is one wolf enough, and why does it have to be this specific kind of wolf?
Olkar, Essence of Decay BBB
Legendary Creature - Spirit Avatar R
Olkar, Essence of Decay cannot attack or block.
During your upkeep, target player sacrifices a permanent.
0/4
Soulless Initiate B
Creature - Human Cleric C
Intimidate
If you control Olkar, Essence of Decay, Soulless Initiate gets +1/+1.
1/1
Templar of Rot BB
Creature - Zombie Cleric U
First Strike
If you control Olkar, Essence of Decay, Templar of Rot gets +2/+2 and has Deathtouch.
2/2
Void Heirophant 1BB
Creature - Human Cleric R
During your upkeep, target player discards a card. If you control Olkar, Essence of Decay, also return a creature card from a graveyard to the battlefield.
3/3
I like what you've done here: having the "master" empower the supplicants, the vertical cycle. I wish it the cycle was a bit stricter, as in casting costs going from B to BBBB, the Heirophant getting a +3/+3 boost, Olkar being a 4/4 Mythic. I sooner see Olkar being cool in his own right, as well, not just pumping the others and making you opponents slowly lose land.
Sarissa, Maiden of Spring 3GG
World Creature - Incarnation
At the beginning of each player's upkeep, that player may put a creature or land card from his or her hand onto the battlefield.
When Sarissa, Maiden of Spring dies, you may search your library for a card named Demesne, Queen of Summer, reveal it, and put it into your hand. Then shuffle your library.
3/3
Demesne, Queen of Summer 3RR
World Creature - Incarnation
Other creatures get +1/+0.
Whenever a land becomes tapped for mana, its controller adds one mana of any colour that land produced to his or her mana pool.
When Demesne, Queen of Summer dies, you may search your library for a card named Rofax, the Fall, reveal it, and put it into your hand. Then shuffle your library.
3/3
Rofax, the Fall 3BB
World Creature - Incarnation
At the beginning of each player's end step, that player sacrifices a creature or land.
When Rofax, the Fall dies, you may search your library for a card named Yvan, Winter's Lord, reveal it, and put it into your hand. Then shuffle your library.
3/3
Yvan, Winter's Lord 3UU
World Creature - Incarnation
Players can only untap up to three lands and/or creatures during their untap steps.
When Yvan, Winter's Lord dies, you may search your library for a card named Sarissa, Maiden of Spring, reveal it, and put it into your hand. Then shuffle your library.
3/3
The very conspicuous gap left by the lack of a white one. Also because the cycle goes in backwards order by colour.
I understand and enjoy the flavor of making them creatures and having the new season start when the last one dies, but I really think these would be better as enchantments. The "world" supertype isn't supported anymore, and doesn't really fit on creatures. Maybe "Enchantment—Season" and "Whenever another Season enters the battlefield, sacrifice ~", and each season could have its own flavorful "sac and fetch" trigger as well. Nice flavorful abilites on each card, though, and I have no problem with a flavorful cycle being only four-cards
Life's Familiar 2W
Creature - Spirit (U)
T: Target player gains 2 life. Then, if there's a creature named Death's Familiar on the battlefield under your control, transform this creature and Death's Familiar.
2/2
Death's Familiar 2B
Creature - Spirit (U)
T: Target player loses 1 life.
2/2
The both sides transform into:
Purgatory's Familiar
WB Legendary Creature - Spirit (U)
Whenever Purgatory's Familiar attacks, target player gains 3 life and target player loses 3 life.
5/5
It's a half-and-half card like B.F.M.
And now for something completely different. Big points for making a B.F.M. that seems doable in black-border land. My inner-melvin would have liked if the p/t of the familiars added up to that of the flip-side, but that's a very minor point.
Patron of Light 2W
Creature - Human Cleric (U)
W,T: White creatures you control get +1/+1 until end of turn.
2/2
Patron of Darkness 2B
Creature - Human Cleric (U)
B,T: Black creatures you control get +1/+1 until end of turn.
2/2
Usher of the Gray 4WB
Creature - Demon (R)
Hexproof, lifelink
~ gets +1/+1 and has vigilance as long as you control a creature named Patron of Light.
~ gets +1/+1 and has intimidate as long as you control a creature named Patron of Darkness.
5/5
I like how all three cards are very playable by themselves, and how UotG is pumped by the presence of the Patrons _and_ potentially by their abilities. Hexproof is probably unnecessary, though, as its out of flavor for WB and I think you want to allow players _some_ chance of getting rid of a 5/5 lifelinker, to say nothing of a 9/9 lifelink, vigilance, intimidate.
Left Glove of Gorb 3
Legendary Artifact - Equipment (R)
Equipped creature gets +2/+2. If equipped creature has an equipment attached to it named Right Glove of Gorb, it gets +5/+5 instead.
Equip 2
Right Glove Of Gorb 3
Legendary Artifact - Equipment (R)
Equipped creature has first strike and haste. If equipped creature has an equipment attached to it named Left Glove of Gorb, it has double strike and is unblockable.
Equip 2
Very nicely done. I like the flavor of the two gloves powering each other up, the appropriate use of legendary, how one gives p/t boost and the other abilities. I might have made a different choice from unblockable, though, as I like the flavor image of a powered gloved fighter leaping into the fray. Maybe even "Must be blocked if able" would be a nice fit.
Third: Socrates
Second: Tilde
First : Prophylaxis