Herald of the Unhallowed1BBB
Creature - Zombie Wizard Cleric {MR}
Zombie creatures you control have Deathtouch. BBB,T, exile target card from your hand: Return a creature card from any graveyard onto the battlefield. It becomes a Black zombie in addition to its other types and colors.
2/3
You see corpses, I see potential.
IIW: Multicolored titans, and second place judges...
Herald of the Unhallowed :1mana::symb::symb::symb:
Creature - Zombie Wizard Cleric {MR}
Zombie creatures you control have Deathtouch.
:symb::symb::symb:,, exile target card from your hand: Return a creature card from any graveyard onto the battlefield. It becomes a Black zombie in addition to its other types and colors.
2/3 You see corpses, I see potential.
IIW: Multicolored titans, and second place judges...
Critique: Alright, I like this card. Took me a little while to decide if it was balanced or not but I think it's sitting pretty close to in the middle. High investment for high gain. 1 colorless and 6 B and one exiled card for 1 resurrection. This guy is going to be an instant target on the battlefield so likely you get 1 maybe 2 uses out of his ability. The exile keeps the card from being too powerful. Only thing is I think giving them deathtouch as well was a tad bit overboard. I hope if you're running this the creatures you're bringing back are powerful enough not to need deathtouch.
Bone Necromancer :4mana::symb:
Creature - Human Shaman (R)
When Bone Necromancer enters the battlefield, exile all creature cards from your graveyard and put that many 1/1 black Skeleton creature tokens onto the battlefield with ":symb:: Regenerate this creature."
3/3
IIW: Replicate
Critique: I don't know what to think about this card. On one had you get a 3/3 and probably on average 3-6 skeletons for 5 mana. On the other hand skeletons have never really been more than glorified chump blockers that occasionally swing in to poke at your foe. I see this card as a time buyer, not a game winner or turning point maker. Run with something like Death Baron it would carry a bit more weight.
Otherworldly Sphinx :4mana::symu::symu:
Creature – Sphinx (Rare)
Flying
When Otherworldly Sphinx dies, each player shuffles his or her graveyard into his or her library.
4/6
IIW: Choose another challenge/judge.
Critique: I can't help but compare this to Consecrated Sphinx which accelerates your card draw over renewing it. I feel that Otherworldly just lacks a certain amount of oomph. It has to die for it's ability to activate and it doesn't even get shuffled back in since it's not when it hits the graveyard. While trying to stay true to the card I'd have made it whenever it leaves play and then given it a built in blink function. 'Discard your hand: Exile ~, then return it to the battlefield under it's owners control. Play this ability only as a sorcery.' or some such. That's just off the top of my head anyways.
Quest for Eternal Dominion :symw::symb:
Enchantment R
Whenever a creature enters the battlefield from your graveyard, or a instant or sorcery is cast from your graveyard, you may put a quest counter on ~. Remove four quest counters from ~, and sacrifice it: You get an emblem with "You have hexproof" and "Cards in your graveyard have hexproof." "There's something blocking our spells!" - Yelund, Mage of Bojuka
IIW: Black angels!
Critique: This is cool. I think it's well balanced and thought out. Earliest you'd probably be able to pop this off is 6 or 7th turn which is late enough but not too late. It gives the opponent a little time to try to deal with it as well. But seeing as how enchantment remove isn't heavy main board I can see this being a round 1 game changer against some decks. Red hates it. Black says mean things about it behind it's back and blue might tolerate it but not sit next to it at lunch.
Fell Mastodon :2mana::symb::symg:
Creature - Beast {R}
Trample
Fell Mastodon gets -1/-1 for each card in your graveyard
:symb::symg:, Exile a card from your graveyard: Put a +1/+1 counter on Fell Mastodon 'Everlasting hunger'
6/6
IIW: Sig
Critique: Risky. I think you could have gotten away with a slightly higher p/t. This card will only make it early game. Past turn 7 or 8 it's going to be pretty hit or miss. How I see it is if you're running this you want to steer away from spells. Which means heavy creature base and probably a ramp deck. Thing about ramp decks is the counter to them is to kill their creatures before they can... ya know... ramp. Which sadly fills your graveyard with dead little mana producers. So. Early game. If you can get this card out there, it's awesome. You're kinda golden. BG = +2/+2 and +1/+1 for any others you have on the field. Late game... not so much. If you haven't landed one of these early, likely you wont at all which makes it a dead draw. In late game. Yikes. Still I love the idea and general execution on the card.
Hallowed Altar
Artifact {R}
:2mana:: Exile target card in a graveyard. If :symw::symw: was spent to activate this ability, put a 1/1 white spirit creature token with flying onto the battlefield.
IIW: A mon-green Vampire
Critique: I don't see this as a rare. This looks more like a cycle of artifacts that fall in uncommon or perhaps common. It's well balanced but I'm just not feeling anything new.
Opportunity Costs :2mana::symu::symu:
Enchantment {R}
Whenever a player draws a card, that player must put the top card of his or her library into his or her graveyard.
All players maximum hand size is equal to the number of cards in his or her graveyard. "And what was the moral of the Jonne parable?" the proctor asked Tymme.
"As Jonne's mind expanded, so did his discontent," Tymme replied.
IIW: An enchantment with an ability that does not have a
Critique: This card would find a comfortable home in a mill deck. Does take a bit of a risk of course because by milling someone in this way they're not having to discard. The deck would have to run a mixture of card draw and mass graveyard removal. (Much to the Fell Mastodons delight) Definitely a Johnny card. The deck would have to be built around it.
Cemetary Keeper :symw::symw:
Creature - Human Cleric (R)
Vigilance
Your Opponent's maximum graveyard size is 1 (Exile cards from your graveyard until no more than 1 card is in it at the end of the cleanup step.)
2/2
IIW: a card that reduces something
Critique: Something unique! Maximum graveyard size, I can't tell if this is broken or not just yet. No more dredge, no more reanimation decks, it literally just says no. This is not going to happen. Threshold gets cut out entirely too. So while interesting, it would have to come out in a very specific format. Definitely not extended. At the very least it would have to effect both your graveyards. It is small so it can at least be removed fairly easily at least. Bonus points for originality though.
Apex Predation :3mana::symb::symg:
Enchantment {R}
As long as you control as exactly one creature, it gets +2/+2 for each creature card in your graveyard.
Critique: This card makes me think of Desolation Giant and just laugh. (Granted it's terribly off color but still) This card is hardcore Timmy with a dash of Johnny on the side. With the right creature this card could be amazing. Problem is having that one creature that will be massive, that can still protect you and doesn't die to spot removal.
1. Trabant777
2. Brofaux
3. Moonleaf
Honorable Mention for original idea: bloodyspasm
1. Design a new Ravnica mechanic for one of the old guilds and make a card around it.
2.Design a mono-colored card using two Ravnica mechanics that both come from the color you're using.
3. Blow up a land.
Winner is Judge Wins: 12345
Luci's Influence Below2BB
Tribal Enchantment -- Angel 1BB, Tap an untapped Angel you control: Angel creatures lose all abilities until end of turn.
Sacrifice a creature, Q: Destroy target creature with no abilities.
IIW: A noncreature with Morph. (Example: Zoetic Cavern)
Sheoldred's Messenger3(P/B)(P/B)
Creature - Angel R
Flying
Whenever Sheoldred's Messenger enters or leaves the battlefield, each player sacrifices a non-black creature.
3/4
Private Mod Note
():
Rollback Post to RevisionRollBack
IIW:
Multicolored millcards in something other than dimir.
Herald of Death3BB
Creature - Angel {R}
Flying
Whenever Angel of Destruction attacks, you may sacrifice a creature. If you do, destroy target non-black creature 'She delights on the sight of corpses and severed parts'
4/4
Desecrated Angel BBB
Creature - Angel
Flying
If ~ is the target of a white or green spell or ability of a white or green permanent, destroy it.
When ~ leaves the battlefield target opponent puts a 6/4 white angel token with flying onto the battlefield.
6/4 Only the purity of nature or the act of an innocent can save her now.
1. Design a new Ravnica mechanic for one of the old guilds and make a card around it.
2.Design a mono-colored card using two Ravnica mechanics that both come from the color you're using.
3. Blow up a land.
Winner is Judge Wins: 12345
Hmm... Token generation with the potential to voltron, all the while keeping it very black... This is actually really good
9/10
Indigni
It's definitely interesting... Although very narrow.
5/10
Brofaux
I looked at this and was really excited, but I found myself thinking I wanted more from it, I wish it didn't say non black at 1 more expensive than Barter in Blood which is an it would have been cool to see a recurable version 8/10
nope
Kind of mediocre in general... But props for making a grixis angel though 6/10
Moonleaf
Your rules text calls your angel something other than it's name... fail? but on the card design itself it isn't terrible, Attrition on a stick is good i suppose. 6/10
Cypher
I like the idea you are going for, I just think that you really needed to spend a little time smoothing it out, the wording is a little strange and I think you're missing a the in there somewhere, and for flavor purposes I really wish that your opponent only got the white angel if they killed your with a green or white spell/ability instead of just whenever it left the battlefield... so points for the idea though
7/10
BloodySpasm
Man this is another card that I look at and really like the idea behind it... What I don't like is the guesswork, you essentially have to know which creature they will sac and target it before you deal damage, I wish the second ability was worded so that the next creature target opponent controls that is put into a graveyard this turn dies return it to the battlefield under your control... Or something along those lines, But props I like the concept.
8/10
WINNER!!!
1.Bloodyspasm
2.TywinLannister
3.Brofaux Note: TywinLannister would have won but he didn't have an IIW up so I gave it to a close second of Bloodyspasm
Fallow2GG
Enchantment {R}
The number of lands players can play on his or her turn is reduced by 1.
Skip your next turn: Exile Fallow. Each player may search his or her library for a basic land and put it into play tapped. Any player may play this ability as a sorcery.
Leyline of Wildfire 3RRR
Enchantment {R}
If ~ is in your opening hand, you may begin the game with it on the battlefield. If ~ is put on the battlefield in this way, your life total becomes 10.
If a source would deal damage to an opponent or a permanent an opponent controls that source deals double that damage to that player or permanent instead. Uncontrollable path of destruction.
1. Design a new Ravnica mechanic for one of the old guilds and make a card around it.
2.Design a mono-colored card using two Ravnica mechanics that both come from the color you're using.
3. Blow up a land.
Winner is Judge Wins: 12345
Capacitance Vessel6
Artifact (R)
As ~ enters the battlefield, put X charge counters on it, where X is the number of nonland permanents on the battlefield.
When ~ has no charge counters on it, sacrifice it.
At the beginning of each upkeep, if there are more permanents on the battlefield than charge counters on ~, choose another nonland permanent at random. It's controller sacrifices it. 2: Remove a charge counter from ~.
Weight of the World 4BB
Enchantment R
All creatures get -2/-2.
~ deals 2 damage to each planeswalker.
Whenever a planeswalker comes into play, ~ deals 2 damage to that planeswalker.
IIW:
Wizards admits Snapcaster should be red. Assuming Snaps is red, finish the 2CMC creature cycle for W=Stoneforge, B=Confidant, R=Snapcaster, G=Goyf, U=?. Keep in mind that every card in the cycle is highly competitive in T2, Modern, AND Legacy.
Lobotomize3UUU
Enchantment - R
When ~ enters the battlefield choose a player, that players maximum library size is reduced to half of it's original size. If a player has more cards in their library than the legal limit, that player exiles the top card of his or her library until it's within legal limits. "Half of a brain, equals half of a threat." - Jace, the Mind Sculptor
there are less convoluted ways to do this, but I was trying to make the reduction lol.
Thanks bloody! Alright, let's see whatcha got. I'll probably cut it off around 9-10 people.
Private Mod Note
():
Rollback Post to RevisionRollBack
^ Done by ME! (My first banner)
IIW:
1. Design a new Ravnica mechanic for one of the old guilds and make a card around it.
2.Design a mono-colored card using two Ravnica mechanics that both come from the color you're using.
3. Blow up a land.
Winner is Judge Wins: 12345
Isamaru RebornWWW
Legendary Creature - Hound MR
First Strike
Whenever Isamaru blocks, prevent all combat damage that would be dealt to it this turn and put a +1/+1 counter on it.
3/3
Three-Headed Mastiff2BR
Creature — Hound (U)
Whenever ~ becomes blocked by a creature, ~ gets +1/+1 until end of turn.
Three-Headed Mastiff can't be blocked except by three or more creatures.
3/3
Cerby1BW
Creature - Hound {R}
Prevent all combat damage dealt to ~ by creatures with power greater than 1.
1/2
Flip ~ if any opponent controls 3 or more creatures.
//
Cerberus Maximus
Creature - Demon Hound {R}
First Strike
~ can block up to 3 creatures.
5/5
~~~~~~~~~~~~~
Based on the pet of the main character in the webcomic Evil Diva: http://www.evildivacomics.com/?p=66
Concept: little yappy dog that gets overexcited, supersized, and 3 headed when lots of people are around
IIW:
Wizards admits Snapcaster should be red. Assuming Snaps is red, finish the 2CMC creature cycle for W=Stoneforge, B=Confidant, R=Snapcaster, G=Goyf, U=?. Keep in mind that every card in the cycle is highly competitive in T2, Modern, AND Legacy.
Cerberus3BR
Legendary Creature - Demon Hound (R)
Haste, intimidate
Whenever Cerberus attacks, you may divide its damage among up to three target creatures and/or players.
6/3
Hound of Hell3BR
Creature - Demon Hound (R)
Deathtouch
Hound of Hell can't be blocked except by three or more creatures.
Hound of Hell can block two additional creatures. 2R: Hound of Hell gets +3/+0 until end of turn.
3/3 "No one knows what it's guarding, because no one has ever gotten close enough."
-Hyman, veteran explorer
IIW: Pick a random card, and make its mirrored pair
Cerberus, The Destroyer3BR
Legendary creature - Demon Hound (R)
Intimidate
When ~ deals combat damage to a player if it is the first or second time this turn, untap ~ and there is an additional combat phase. "And when he came, hell came with him." - Gideon Jura
3/3
Isamaru Reborn WWW
Legendary Creature - Hound MR
First Strike
Whenever Isamaru blocks, prevent all combat damage that would be dealt to it this turn and put a +1/+1 counter on it.
3/3
Critique: I like the card as a card on it's own but as a cerberus... well it really isn't one as far as I can tell. It's creature type is hound and there's no mention of multiple attacks or flavor for it. So base line, cool card. Not the challenge unfortunately.
Critique: Very flavorful. Ties in really well with the greek mythology of who Cerberus was. I'd say a little light on the casting cost despite the defender drawback. A 3/6 for 3 that shuts down any kind of creature renewal is pretty huge. Maybe 3BB or 1BBB? The flavor text as well is awesome. I'm assuming it's supposed to be some kind of underworldly dialect. Very cool.
Three-Headed Mastiff 2BR
Creature — Hound (U)
Whenever ~ be comes blocked by a creature, ~ gets +1/+1 until end of turn.
Three-Headed Mastiff can't be blocked except by three or more creatures.
3/3
IIW: Fortifications.
Critique: It's a cool concept but I find it's a tad overpowered. 4 mana for a near unblockable 3/3 in black and red is pretty powerful. Then add the extra +3/+3 at minimum if it is blocked and this is a force to be contended with. It's almost guaranteed to trade with at least 1 of the creatures blocking it. It's at least a bump up to rare.
Cerby 1WB
Creature - Hound {R}
Prevent all combat damage dealt to ~ by creatures with power greater than 1.
1/2
Flip ~ if any opponent controls 3 or more creatures.
//
Cerberus Maximus
Creature - Demon Hound {R}
First Strike
~ can block up to 3 creatures.
5/5
Critique: So little Cerby gets all growed up. D'aww. Who's the cutest little gatekeeper of hell. Seems like a defense mechanism almost. Cute and cuddly until there's enough of a threat to warrant hulking out. Pretty well balanced if a little undercosted. Nice idea!
Cerberus, the Three Faces of Terror 3BRR
Creature - Hound (M)
Triple strike, Intimidate, Persist
Whenever ~ deals combat damage to a player, that player discards a card.
"If two dogs fight for a bone... Oh... Wait..."
2/2
triple strike is quite easy to explain: it's like double strike but with yet another combat damage step: preemptive strike damage (happens before first strike), first strike damage, regular combat damage
IIW: a lord for a creature type that hasn't had one before.
Critique:: I kinda figured I'd get a Triple Strike card. Makes sense at least. Three heads, triple strike. Big freaking dog with three heads guarding hell, intimidate. Guards hell, probably has a little leeway with the big man downstairs, persist. The discard a card effect could be pretty cool with the triple strike effect but I don't see the flavor behind it in this case. Maybe exile a card in their graveyard for each time it deals damage? Well costed out and balanced, good job. Should be legendary though considering the name.
Cerberus 3BR
Legendary Creature - Demon Hound (R)
Haste, intimidate
Whenever Cerberus attacks, you may divide its damage among up to three target creatures and/or players.
6/3
IIW: Replicate
Critique: I think I get where you were going with this but I"m not sure as I think there's some wording issues with the text. Did you mean 'When ~ deals damage to an opponent you may divide its damage among up to three target creatures and/or players.'? Or 'When ~ is blocked you may divide its damage among up to three target creatures and/or players as though it weren't blocked.'? Regardless (seeing as how I think I might have botched that second wording myself), I see what you were aiming for in general, just a little more time to smooth it out would have made it a contender.
Hound of Hell 3BR
Creature - Demon Hound (R)
Deathtouch
Hound of Hell can't be blocked except by three or more creatures.
Hound of Hell can block two additional creatures. 2R: Hound of Hell gets +3/+0 until end of turn.
3/3
"No one knows what it's guarding, because no one has ever gotten close enough."
-Hyman, veteran explorer
IIW: Pick a random card, and make its mirrored pair
Critique: This suckers deadly! If it attacks or blocks it pretty well guaranteed to take 3 creatures down with it at the very least. I'm not sure I understand the point of the +3/+0 since it does have deathtouch but I suppose that's more to make it so much of a threat you have to block it. 5 mana for such heavy removal is a tad bit undercosted again as this card is very powerful. Granted it will be the target of every removal spell and their dogs. Generally well balanced and good flavor.
Cerberus, The Destroyer 3BR
Legendary creature - Demon Hound (R)
Intimidate
When ~ deals combat damage to a player if it is the first or second time this turn, untap ~ and there is an additional combat phase.
"And when he came, hell came with him." - Gideon Jura
3/3
Critique: This is a very cool take on the three heads of the cerberus. Calls almost to a certain blood lust. The first head has had it's takes, now it's the second and then the thirds turn. Intimidate as before stated, makes sense, and of course him being legendary is a must. Well constructed card.
1. Design a new Ravnica mechanic for one of the old guilds and make a card around it.
2.Design a mono-colored card using two Ravnica mechanics that both come from the color you're using.
3. Blow up a land.
Winner is Judge Wins: 12345
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Creature - Zombie Wizard Cleric {MR}
Zombie creatures you control have Deathtouch.
BBB,T, exile target card from your hand: Return a creature card from any graveyard onto the battlefield. It becomes a Black zombie in addition to its other types and colors.
2/3
You see corpses, I see potential.
IIW: Multicolored titans, and second place judges...
Herald of the Unhallowed :1mana::symb::symb::symb:
Creature - Zombie Wizard Cleric {MR}
Zombie creatures you control have Deathtouch.
:symb::symb::symb:,, exile target card from your hand: Return a creature card from any graveyard onto the battlefield. It becomes a Black zombie in addition to its other types and colors.
2/3
You see corpses, I see potential.
IIW: Multicolored titans, and second place judges...
Critique: Alright, I like this card. Took me a little while to decide if it was balanced or not but I think it's sitting pretty close to in the middle. High investment for high gain. 1 colorless and 6 B and one exiled card for 1 resurrection. This guy is going to be an instant target on the battlefield so likely you get 1 maybe 2 uses out of his ability. The exile keeps the card from being too powerful. Only thing is I think giving them deathtouch as well was a tad bit overboard. I hope if you're running this the creatures you're bringing back are powerful enough not to need deathtouch.
Bone Necromancer :4mana::symb:
Creature - Human Shaman (R)
When Bone Necromancer enters the battlefield, exile all creature cards from your graveyard and put that many 1/1 black Skeleton creature tokens onto the battlefield with ":symb:: Regenerate this creature."
3/3
IIW: Replicate
Critique: I don't know what to think about this card. On one had you get a 3/3 and probably on average 3-6 skeletons for 5 mana. On the other hand skeletons have never really been more than glorified chump blockers that occasionally swing in to poke at your foe. I see this card as a time buyer, not a game winner or turning point maker. Run with something like Death Baron it would carry a bit more weight.
Otherworldly Sphinx :4mana::symu::symu:
Creature – Sphinx (Rare)
Flying
When Otherworldly Sphinx dies, each player shuffles his or her graveyard into his or her library.
4/6
IIW: Choose another challenge/judge.
Critique: I can't help but compare this to Consecrated Sphinx which accelerates your card draw over renewing it. I feel that Otherworldly just lacks a certain amount of oomph. It has to die for it's ability to activate and it doesn't even get shuffled back in since it's not when it hits the graveyard. While trying to stay true to the card I'd have made it whenever it leaves play and then given it a built in blink function. 'Discard your hand: Exile ~, then return it to the battlefield under it's owners control. Play this ability only as a sorcery.' or some such. That's just off the top of my head anyways.
Quest for Eternal Dominion :symw::symb:
Enchantment R
Whenever a creature enters the battlefield from your graveyard, or a instant or sorcery is cast from your graveyard, you may put a quest counter on ~. Remove four quest counters from ~, and sacrifice it: You get an emblem with "You have hexproof" and "Cards in your graveyard have hexproof."
"There's something blocking our spells!" - Yelund, Mage of Bojuka
IIW: Black angels!
Critique: This is cool. I think it's well balanced and thought out. Earliest you'd probably be able to pop this off is 6 or 7th turn which is late enough but not too late. It gives the opponent a little time to try to deal with it as well. But seeing as how enchantment remove isn't heavy main board I can see this being a round 1 game changer against some decks. Red hates it. Black says mean things about it behind it's back and blue might tolerate it but not sit next to it at lunch.
Fell Mastodon :2mana::symb::symg:
Creature - Beast {R}
Trample
Fell Mastodon gets -1/-1 for each card in your graveyard
:symb::symg:, Exile a card from your graveyard: Put a +1/+1 counter on Fell Mastodon
'Everlasting hunger'
6/6
IIW: Sig
Critique: Risky. I think you could have gotten away with a slightly higher p/t. This card will only make it early game. Past turn 7 or 8 it's going to be pretty hit or miss. How I see it is if you're running this you want to steer away from spells. Which means heavy creature base and probably a ramp deck. Thing about ramp decks is the counter to them is to kill their creatures before they can... ya know... ramp. Which sadly fills your graveyard with dead little mana producers. So. Early game. If you can get this card out there, it's awesome. You're kinda golden. BG = +2/+2 and +1/+1 for any others you have on the field. Late game... not so much. If you haven't landed one of these early, likely you wont at all which makes it a dead draw. In late game. Yikes. Still I love the idea and general execution on the card.
Hallowed Altar
Artifact {R}
:2mana:: Exile target card in a graveyard. If :symw::symw: was spent to activate this ability, put a 1/1 white spirit creature token with flying onto the battlefield.
IIW: A mon-green Vampire
Critique: I don't see this as a rare. This looks more like a cycle of artifacts that fall in uncommon or perhaps common. It's well balanced but I'm just not feeling anything new.
Opportunity Costs :2mana::symu::symu:
Enchantment {R}
Whenever a player draws a card, that player must put the top card of his or her library into his or her graveyard.
All players maximum hand size is equal to the number of cards in his or her graveyard.
"And what was the moral of the Jonne parable?" the proctor asked Tymme.
"As Jonne's mind expanded, so did his discontent," Tymme replied.
IIW: An enchantment with an ability that does not have a
Critique: This card would find a comfortable home in a mill deck. Does take a bit of a risk of course because by milling someone in this way they're not having to discard. The deck would have to run a mixture of card draw and mass graveyard removal. (Much to the Fell Mastodons delight) Definitely a Johnny card. The deck would have to be built around it.
Cemetary Keeper :symw::symw:
Creature - Human Cleric (R)
Vigilance
Your Opponent's maximum graveyard size is 1 (Exile cards from your graveyard until no more than 1 card is in it at the end of the cleanup step.)
2/2
IIW: a card that reduces something
Critique: Something unique! Maximum graveyard size, I can't tell if this is broken or not just yet. No more dredge, no more reanimation decks, it literally just says no. This is not going to happen. Threshold gets cut out entirely too. So while interesting, it would have to come out in a very specific format. Definitely not extended. At the very least it would have to effect both your graveyards. It is small so it can at least be removed fairly easily at least. Bonus points for originality though.
Apex Predation :3mana::symb::symg:
Enchantment {R}
As long as you control as exactly one creature, it gets +2/+2 for each creature card in your graveyard.
Critique: This card makes me think of Desolation Giant and just laugh. (Granted it's terribly off color but still) This card is hardcore Timmy with a dash of Johnny on the side. With the right creature this card could be amazing. Problem is having that one creature that will be massive, that can still protect you and doesn't die to spot removal.
1. Trabant777
2. Brofaux
3. Moonleaf
Honorable Mention for original idea: bloodyspasm
New challenge! Black Angels! Gogogo!
^ Done by ME! (My first banner)
1. Design a new Ravnica mechanic for one of the old guilds and make a card around it.
2.Design a mono-colored card using two Ravnica mechanics that both come from the color you're using.
3. Blow up a land.
Winner is Judge Wins:
1 2 3 4 5
Tribal Enchantment -- Angel
1BB, Tap an untapped Angel you control: Angel creatures lose all abilities until end of turn.
Sacrifice a creature, Q: Destroy target creature with no abilities.
IIW: A noncreature with Morph. (Example: Zoetic Cavern)
Creature - Angel R
Flying
Whenever Sheoldred's Messenger enters or leaves the battlefield, each player sacrifices a non-black creature.
3/4
Multicolored millcards in something other than dimir.
Creature - Angel Warrior
Flying, First strike
Guardian of the Crypt costs 2 less to cast as long as you have a red creature in your graveyard
Guardian of the Crypt has flash as long as you have a blue creature in your graveyard.
4/3
**See Crypt Angel
IIW: Cantrips GO!!!
Standard: In Transition
Modern: RG Urzatron
Legacy: W Mighty Quinn
UW Stoneblade
Vintage: GWU "Classic" Angel Oath
GW Enchantress
Creature - Angel {R}
Flying
Whenever Angel of Destruction attacks, you may sacrifice a creature. If you do, destroy target non-black creature
'She delights on the sight of corpses and severed parts'
4/4
IIW: Sig
Club Flamingo win: 1, 2, 3, 4, 5, 6, 7,
8, 9
The Winner is Judge win: 1, 2
Winner is also Judge win: 1, 2
Creature - Angel
Flying
If ~ is the target of a white or green spell or ability of a white or green permanent, destroy it.
When ~ leaves the battlefield target opponent puts a 6/4 white angel token with flying onto the battlefield.
6/4
Only the purity of nature or the act of an innocent can save her now.
IIW: Cerberi (Cerberus, three headed dogs)
^ Done by ME! (My first banner)
1. Design a new Ravnica mechanic for one of the old guilds and make a card around it.
2.Design a mono-colored card using two Ravnica mechanics that both come from the color you're using.
3. Blow up a land.
Winner is Judge Wins:
1 2 3 4 5
TywinLannister
9/10
Indigni
5/10
Brofaux
nope
Moonleaf
Cypher
7/10
BloodySpasm
8/10
WINNER!!!
2.TywinLannister
3.Brofaux
Note: TywinLannister would have won but he didn't have an IIW up so I gave it to a close second of Bloodyspasm
Next Challenge: A card that reduces something
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Enchantment {R}
The number of lands players can play on his or her turn is reduced by 1.
Skip your next turn: Exile Fallow. Each player may search his or her library for a basic land and put it into play tapped. Any player may play this ability as a sorcery.
IIW: Mono-white djinn
Creature - Wisp (C)
Exile Dreamghasts: Target creature gets -3/-0 until end of turn.
1/1
IIW: Replicate 0
Enchantment {R}
If ~ is in your opening hand, you may begin the game with it on the battlefield. If ~ is put on the battlefield in this way, your life total becomes 10.
If a source would deal damage to an opponent or a permanent an opponent controls that source deals double that damage to that player or permanent instead.
Uncontrollable path of destruction.
IIW: Cerberi! (Cerberus, three headed dog)
^ Done by ME! (My first banner)
1. Design a new Ravnica mechanic for one of the old guilds and make a card around it.
2.Design a mono-colored card using two Ravnica mechanics that both come from the color you're using.
3. Blow up a land.
Winner is Judge Wins:
1 2 3 4 5
Enchantment R
Players may cast spells from their graveyards.
Players' hand size is reduced by seven.
Multicolored millcards in something other than dimir.
Artifact (R)
As ~ enters the battlefield, put X charge counters on it, where X is the number of nonland permanents on the battlefield.
When ~ has no charge counters on it, sacrifice it.
At the beginning of each upkeep, if there are more permanents on the battlefield than charge counters on ~, choose another nonland permanent at random. It's controller sacrifices it.
2: Remove a charge counter from ~.
IIW: Artifacts without equip or mana abilities
Enchantment R
All creatures get -2/-2.
~ deals 2 damage to each planeswalker.
Whenever a planeswalker comes into play, ~ deals 2 damage to that planeswalker.
IIW:
Wizards admits Snapcaster should be red. Assuming Snaps is red, finish the 2CMC creature cycle for W=Stoneforge, B=Confidant, R=Snapcaster, G=Goyf, U=?. Keep in mind that every card in the cycle is highly competitive in T2, Modern, AND Legacy.
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
Enchantment - R
When ~ enters the battlefield choose a player, that players maximum library size is reduced to half of it's original size. If a player has more cards in their library than the legal limit, that player exiles the top card of his or her library until it's within legal limits.
"Half of a brain, equals half of a threat." - Jace, the Mind Sculptor
there are less convoluted ways to do this, but I was trying to make the reduction lol.
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
^ Done by ME! (My first banner)
1. Design a new Ravnica mechanic for one of the old guilds and make a card around it.
2.Design a mono-colored card using two Ravnica mechanics that both come from the color you're using.
3. Blow up a land.
Winner is Judge Wins:
1 2 3 4 5
Legendary Creature - Hound MR
First Strike
Whenever Isamaru blocks, prevent all combat damage that would be dealt to it this turn and put a +1/+1 counter on it.
3/3
Multicolored millcards in something other than dimir.
Legendary Creature - Hound {R}
Defender
Creature cards can't leave the graveyard
«Κέρβερος ωμηστής Αΐδεω κύων χαλκεόφωνος πεντηκοντακέφαλος»
3/6
Club Flamingo win: 1, 2, 3, 4, 5, 6, 7,
8, 9
The Winner is Judge win: 1, 2
Winner is also Judge win: 1, 2
Creature — Hound (U)
Whenever ~ becomes blocked by a creature, ~ gets +1/+1 until end of turn.
Three-Headed Mastiff can't be blocked except by three or more creatures.
3/3
IIW: Fortifications.
Creature - Hound {R}
Prevent all combat damage dealt to ~ by creatures with power greater than 1.
1/2
Flip ~ if any opponent controls 3 or more creatures.
//
Cerberus Maximus
Creature - Demon Hound {R}
First Strike
~ can block up to 3 creatures.
5/5
~~~~~~~~~~~~~
Based on the pet of the main character in the webcomic Evil Diva: http://www.evildivacomics.com/?p=66
Concept: little yappy dog that gets overexcited, supersized, and 3 headed when lots of people are around
IIW:
Wizards admits Snapcaster should be red. Assuming Snaps is red, finish the 2CMC creature cycle for W=Stoneforge, B=Confidant, R=Snapcaster, G=Goyf, U=?. Keep in mind that every card in the cycle is highly competitive in T2, Modern, AND Legacy.
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
Legendary Creature - Demon Hound (R)
Haste, intimidate
Whenever Cerberus attacks, you may divide its damage among up to three target creatures and/or players.
6/3
IIW: Replicate 0
Creature - Demon Hound (R)
Deathtouch
Hound of Hell can't be blocked except by three or more creatures.
Hound of Hell can block two additional creatures.
2R: Hound of Hell gets +3/+0 until end of turn.
3/3
"No one knows what it's guarding, because no one has ever gotten close enough."
-Hyman, veteran explorer
IIW: Pick a random card, and make its mirrored pair
Legendary creature - Demon Hound (R)
Intimidate
When ~ deals combat damage to a player if it is the first or second time this turn, untap ~ and there is an additional combat phase.
"And when he came, hell came with him." - Gideon Jura
3/3
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Isamaru Reborn WWW
Legendary Creature - Hound MR
First Strike
Whenever Isamaru blocks, prevent all combat damage that would be dealt to it this turn and put a +1/+1 counter on it.
3/3
Critique: I like the card as a card on it's own but as a cerberus... well it really isn't one as far as I can tell. It's creature type is hound and there's no mention of multiple attacks or flavor for it. So base line, cool card. Not the challenge unfortunately.
Cerberus, Gatekeeper of Hades BBB
Legendary Creature - Hound {R}
Defender
Creature cards can't leave the graveyard
«Κέρβερος ωμηστής Αΐδεω κύων χαλκεόφωνος πεντηκοντακέφαλος»
3/6
Critique: Very flavorful. Ties in really well with the greek mythology of who Cerberus was. I'd say a little light on the casting cost despite the defender drawback. A 3/6 for 3 that shuts down any kind of creature renewal is pretty huge. Maybe 3BB or 1BBB? The flavor text as well is awesome. I'm assuming it's supposed to be some kind of underworldly dialect. Very cool.
Three-Headed Mastiff 2BR
Creature — Hound (U)
Whenever ~ be comes blocked by a creature, ~ gets +1/+1 until end of turn.
Three-Headed Mastiff can't be blocked except by three or more creatures.
3/3
IIW: Fortifications.
Critique: It's a cool concept but I find it's a tad overpowered. 4 mana for a near unblockable 3/3 in black and red is pretty powerful. Then add the extra +3/+3 at minimum if it is blocked and this is a force to be contended with. It's almost guaranteed to trade with at least 1 of the creatures blocking it. It's at least a bump up to rare.
Cerby 1WB
Creature - Hound {R}
Prevent all combat damage dealt to ~ by creatures with power greater than 1.
1/2
Flip ~ if any opponent controls 3 or more creatures.
//
Cerberus Maximus
Creature - Demon Hound {R}
First Strike
~ can block up to 3 creatures.
5/5
Critique: So little Cerby gets all growed up. D'aww. Who's the cutest little gatekeeper of hell. Seems like a defense mechanism almost. Cute and cuddly until there's enough of a threat to warrant hulking out. Pretty well balanced if a little undercosted. Nice idea!
Cerberus, the Three Faces of Terror 3BRR
Creature - Hound (M)
Triple strike, Intimidate, Persist
Whenever ~ deals combat damage to a player, that player discards a card.
"If two dogs fight for a bone... Oh... Wait..."
2/2
triple strike is quite easy to explain: it's like double strike but with yet another combat damage step: preemptive strike damage (happens before first strike), first strike damage, regular combat damage
IIW: a lord for a creature type that hasn't had one before.
Critique:: I kinda figured I'd get a Triple Strike card. Makes sense at least. Three heads, triple strike. Big freaking dog with three heads guarding hell, intimidate. Guards hell, probably has a little leeway with the big man downstairs, persist. The discard a card effect could be pretty cool with the triple strike effect but I don't see the flavor behind it in this case. Maybe exile a card in their graveyard for each time it deals damage? Well costed out and balanced, good job. Should be legendary though considering the name.
Cerberus 3BR
Legendary Creature - Demon Hound (R)
Haste, intimidate
Whenever Cerberus attacks, you may divide its damage among up to three target creatures and/or players.
6/3
IIW: Replicate
Critique: I think I get where you were going with this but I"m not sure as I think there's some wording issues with the text. Did you mean 'When ~ deals damage to an opponent you may divide its damage among up to three target creatures and/or players.'? Or 'When ~ is blocked you may divide its damage among up to three target creatures and/or players as though it weren't blocked.'? Regardless (seeing as how I think I might have botched that second wording myself), I see what you were aiming for in general, just a little more time to smooth it out would have made it a contender.
Hound of Hell 3BR
Creature - Demon Hound (R)
Deathtouch
Hound of Hell can't be blocked except by three or more creatures.
Hound of Hell can block two additional creatures.
2R: Hound of Hell gets +3/+0 until end of turn.
3/3
"No one knows what it's guarding, because no one has ever gotten close enough."
-Hyman, veteran explorer
IIW: Pick a random card, and make its mirrored pair
Critique: This suckers deadly! If it attacks or blocks it pretty well guaranteed to take 3 creatures down with it at the very least. I'm not sure I understand the point of the +3/+0 since it does have deathtouch but I suppose that's more to make it so much of a threat you have to block it. 5 mana for such heavy removal is a tad bit undercosted again as this card is very powerful. Granted it will be the target of every removal spell and their dogs. Generally well balanced and good flavor.
Cerberus, The Destroyer 3BR
Legendary creature - Demon Hound (R)
Intimidate
When ~ deals combat damage to a player if it is the first or second time this turn, untap ~ and there is an additional combat phase.
"And when he came, hell came with him." - Gideon Jura
3/3
Critique: This is a very cool take on the three heads of the cerberus. Calls almost to a certain blood lust. The first head has had it's takes, now it's the second and then the thirds turn. Intimidate as before stated, makes sense, and of course him being legendary is a must. Well constructed card.
1. Moonleaf
2. Trabant777
3. Mirrislegend
^ Done by ME! (My first banner)
1. Design a new Ravnica mechanic for one of the old guilds and make a card around it.
2.Design a mono-colored card using two Ravnica mechanics that both come from the color you're using.
3. Blow up a land.
Winner is Judge Wins:
1 2 3 4 5