sclocke - I like the mechanics and everything on this card, but the flavor between them and the name don't really work for me. The way that rusting could damage the controller without the artifact being destroyed doesn't work, to me.
Surging Chaos - I'm sorry, but for this card I feel it would have been better as a normal enchantment. Restricting it to one player doesn't feel like much of a change.
MNOP - Weird card. The ways this would be useful seem odd, to say the least. Is it feeding dredge? Awkward land destruction? I think maybe a bit too much is happening.
GetItWrong - I like this card. While I don't necessarily see the flavor connection, there's no blatant disconnect, and I think it's nice to see a card that embraces defender in some way.
cannon - I just don't get when you decide which abilities it has. Static choice just doesn't work. Can I switch from flying to shroud whenever you try to target it? Its too weird.
Kev the Walker - Way too good. Play this on an opponent's 7/7 and its 7 cards for two mana.
Illuminations - I feel this card would actually be better without changing control. Then its the player's choice who to play it for/against.
Charm Master - This is a pretty cool card. If the prize for winning the flip were drawing an additional card, i'd be all for it, but the tutor just makes it too good. Though I very much like the decision making behind who to play it on.
Opeth - This card pushes the curve a little bit. I think my main problem with it is flash. You can get more damage through AND draw a card all-of-a-sudden. Without flash, you've got a fine card.
rugglesworth - I'm a fan. It might be a bit boring and will probably never pose too much of a threat, but its a good combat guide.
Xyre - This just combos too well with too many things. Anythin that has a non-tap activation cost becomes awesome (Indigo Faerie anyone?)
It's a tough call between GetItWrong and ruggles, but I'm gonna give this one to GetItWrong, who will hopefully put up the next challenge soon.
Thanks Socrates! The card refers obliquely to the flaming sword given to the angels guarding the Garden of Eden. I didn't want to use the word "sword" because it connotes equipment, even though in this case I'm not really picturing a physical object.
--------------
The following cards will be in an upcoming set, the details of which are up to you. Design a card that is both flavorfully and mechanically connected to the keepsakes, without being a keepsake itself.
I'll judge on creativity, printability including power level, and flavor. Have fun!
War Memorial (uncommon) 2W
Artifact--Keepsake
Flash
When ~ comes into play, creatures you control get +1/+1 until end of turn.
Research Log (uncommon) 2U
Artifact--Keepsake
When ~ comes into play, draw 2 cards.
Head of the Slain (uncommon) 2B
Artifact--Keepsake
When ~ comes into play, destroy target non-black creature. It can't be regenerated.
Worthless Scraps (uncommon) 2R
Artifact--Keepsake
Flash
When ~ comes into play, destroy target artifact and draw a card.
Outdated Map (uncommon) 2G
Artifact--Keepsake
When ~ comes into play, search your library for up to two basic land cards, reveal those cards, and put one into play tapped and the other into your hand. Then shuffle your library.
Spell Residue (rare) 3
Artifact--Keepsake
When ~ comes into play, pay X, then add X+3 mana of any color or combination of colors to your mana pool.
Memories of Home - :1mana::symg:
Enchantment
:1mana:, sacrifice a creature: Remove target Keepsake you control from the game, then return it to play. "Though our loved ones may be gone, they are still here in these pieces of our lost lives. They shall give us hope."
Nest Egg2
Artifact [R]
:symtap:: Remove a keepsake in your hand from the game face-down. 5, :symtap:, Sacrifice Nest Egg: Put up to three keepsakes removed from the game by Nest Egg into play under your control. Play this ability only any time you could play a sorcery.
Baffling Bibelot 1U
Artifact {U}
Whenever an artifact comes into play under your control, you may return another target artifact to its owner's hand.
When Baffling Bibelot leaves play, draw a card. Perpetually reliving the same marvels both maddens and empowers its possessor.
Memento of the Collective3
Legendary Artifact
Keepsake spells you control cost 1 less to play.
Keepsake spells your opponents control cost 1 more to play. 1: Target non-creature artifact becomes a Keepsake in addition to its other types until end of turn.
I probably shouldn't let this fall off the front page, but I'd prefer a few more entries, so this is just a bump. I'll probably close and judge tomorrow night.
Thief of Night1UB
Creature - Human Rogue {R}
Flash
When ~ comes into play, remove target Keepsake from the game, then return it to play under your control. I would say he's a cat burglar, but he left all the balls of yarn alone.
1/1
Private Mod Note
():
Rollback Post to RevisionRollBack
-This signature intentionally left blank to increase general intrigue and mystery-
Forsaken Maker :2mana::symb:
Creature - Human Wizard (rare)
When Forsaken Maker attacks, trigger target permanent's "comes into play" abilities.
:symtap:: Trigger target permanent's "comes into play" abilities. Banished for causing so much turmoil, the Makers were bitter and vengeful.
2/2
Sabotage Expert1UR
Creature - Goblin Wizard (R)
All Keepsakes lose all abilities.
As long as Sabotage Expert is in play, all Keepsakes that aren't in play lose the Keepsake subtype. "If it ain't fixed, break it."
2/2
Some similar cards this round, reasonably enough, but cannon's Thief of Night is easily the winner. It has an elegant combination of synergy and hosing. It plays into the humor of the concept, and its low stats give it a reasonable power level. I like how your color choices play into the blue and black keepsakes' lack of flash.
erikcu, then Xyre are the runners-up. Many of the other cards I liked, but objected to the fact that they was no flavor justification for them not to be keepsakes themselves.
Standard-Issue Broadsword (common) 3
Artifact--Equipment
When Standard-Issue Broadsword comes into play, put a 1/1 white Human Soldier creature token into play and attach Standard-Issue Broadsword to it.
Equipped creature gets +1/+1.
Equip 1 "These uniform armies give me a pain in the gastrointestinal tract."--Chrike, guerilla shaman
Blades of Alacrity 3
Tribal Artifact - Warrior Equipment
Equipped creature gets +1/+1 and gains haste.
Whenever a Warrior comes into play under your control, you may attach Blades of Alacrity to it.
Equip 2 "Why do I get this feeling that I want to go to war or to, uh, kill someone right here, right now?" -- Jacob, Human Warrior
Cloak of the Gloryseeker - 1W
Artifact - Equipment
Equipped creature has "Other creatures you control get +1/+1".
Equip 1 "The first man to the front lines rarely returns, but his bravery emboldens the rest." - Gerrard
Garnished Axe4R
Artifact - Equipment
Garnished Axe is colorless
Equipped creature gets +4/+1
If equipped creature would deal combat damage to a treefolk, then it deals twice its damage to that treefolk.
Equip 3
Private Mod Note
():
Rollback Post to RevisionRollBack
-Rukarumel, Field Journal
Thanks to mcchief111 for the avvy.
Decks:
Standard: RMinotaur MidrangeB
Modern: GSpider TribalB RArtifractureB
EDH:
MayaelWRG
Reaper KingWUBRG
Niv-MizzetUR
Alesha, Who Smiles At DeathWBR
Chameleon's Cloak 2U
Enchantment - Aura [R]
Enchant creature
As Chameleon's Cloak comes into play, choose a creature in play.
Enchanted creature is a copy of the chosen creature as long as Chameleon's Cloak remains in play. Look into its soul and it shall show you your own.
Mantle of the Hegemon 0
Artifact - Equipment
All creatures in play become the creature types of the equipped creature. (Those creatures lose all other creature types.)
Equip 0 "Life went on as usual, but I was confused why the stranger insisted we were all of his own kind. We jokingly accepted his words without realizing the consequences..."
Primal Blade2
Artifact - Equipment
Primal Blade comes into play as your choice of "Equipped creature gets +0/+3", "Equipped creature gets +3/+0", or "Equipped creature gets +1/+2."
Equip 1 Jack of all trades, master of none.
Wings of Spidersilk(U/G)
Enchantment - Aura
Enchant creature
Enchanted creature has flying and reach. T: Target creature loses flying and reach until end of turn. It also makes for a surprisingly effective fly-trap.
Enchantment - Aura
Enchant permanent
Whenever a permanent becomes a target of enchanted permanent's ability, destroy that permanent.
"Look, don't touch." - Liliana Vess
The wording is awkward, I know. It's inspired by Teferi's Response.
Experiments Series: #5 (Courtly Intrigue Mafia) | #4 (Drunken Tracker) | #3 (Big Red Button) - coming soon | #2 (Pope Mafia) | #1 (Iso's Inflammable Mafia)
Mini Games: MTGS Mafia Redux II (Invitational, Evil Mirror Universe) | Unreal City
Old Games (bad): The Greenwood Affair | Blood Moon Mafia
Surging Chaos - I'm sorry, but for this card I feel it would have been better as a normal enchantment. Restricting it to one player doesn't feel like much of a change.
MNOP - Weird card. The ways this would be useful seem odd, to say the least. Is it feeding dredge? Awkward land destruction? I think maybe a bit too much is happening.
GetItWrong - I like this card. While I don't necessarily see the flavor connection, there's no blatant disconnect, and I think it's nice to see a card that embraces defender in some way.
cannon - I just don't get when you decide which abilities it has. Static choice just doesn't work. Can I switch from flying to shroud whenever you try to target it? Its too weird.
Kev the Walker - Way too good. Play this on an opponent's 7/7 and its 7 cards for two mana.
Illuminations - I feel this card would actually be better without changing control. Then its the player's choice who to play it for/against.
Charm Master - This is a pretty cool card. If the prize for winning the flip were drawing an additional card, i'd be all for it, but the tutor just makes it too good. Though I very much like the decision making behind who to play it on.
Opeth - This card pushes the curve a little bit. I think my main problem with it is flash. You can get more damage through AND draw a card all-of-a-sudden. Without flash, you've got a fine card.
rugglesworth - I'm a fan. It might be a bit boring and will probably never pose too much of a threat, but its a good combat guide.
Xyre - This just combos too well with too many things. Anythin that has a non-tap activation cost becomes awesome (Indigo Faerie anyone?)
It's a tough call between GetItWrong and ruggles, but I'm gonna give this one to GetItWrong, who will hopefully put up the next challenge soon.
Thanks Socrates! The card refers obliquely to the flaming sword given to the angels guarding the Garden of Eden. I didn't want to use the word "sword" because it connotes equipment, even though in this case I'm not really picturing a physical object.
--------------
The following cards will be in an upcoming set, the details of which are up to you. Design a card that is both flavorfully and mechanically connected to the keepsakes, without being a keepsake itself.
I'll judge on creativity, printability including power level, and flavor. Have fun!
War Memorial (uncommon)
2W
Artifact--Keepsake
Flash
When ~ comes into play, creatures you control get +1/+1 until end of turn.
Research Log (uncommon)
2U
Artifact--Keepsake
When ~ comes into play, draw 2 cards.
Head of the Slain (uncommon)
2B
Artifact--Keepsake
When ~ comes into play, destroy target non-black creature. It can't be regenerated.
Worthless Scraps (uncommon)
2R
Artifact--Keepsake
Flash
When ~ comes into play, destroy target artifact and draw a card.
Outdated Map (uncommon)
2G
Artifact--Keepsake
When ~ comes into play, search your library for up to two basic land cards, reveal those cards, and put one into play tapped and the other into your hand. Then shuffle your library.
Spell Residue (rare)
3
Artifact--Keepsake
When ~ comes into play, pay X, then add X+3 mana of any color or combination of colors to your mana pool.
Make a card called Long For This World.
Enchantment
:1mana:, sacrifice a creature: Remove target Keepsake you control from the game, then return it to play.
"Though our loved ones may be gone, they are still here in these pieces of our lost lives. They shall give us hope."
Experiments Series: #5 (Courtly Intrigue Mafia) | #4 (Drunken Tracker) | #3 (Big Red Button) - coming soon | #2 (Pope Mafia) | #1 (Iso's Inflammable Mafia)
Mini Games: MTGS Mafia Redux II (Invitational, Evil Mirror Universe) | Unreal City
Old Games (bad): The Greenwood Affair | Blood Moon Mafia
Artifact [R]
:symtap:: Remove a keepsake in your hand from the game face-down.
5, :symtap:, Sacrifice Nest Egg: Put up to three keepsakes removed from the game by Nest Egg into play under your control. Play this ability only any time you could play a sorcery.
Artifact {U}
Whenever an artifact comes into play under your control, you may return another target artifact to its owner's hand.
When Baffling Bibelot leaves play, draw a card.
Perpetually reliving the same marvels both maddens and empowers its possessor.
Sorcery
Return target artifact or enchantment to its owner's hand.
Add to your mana pool.
Legendary Artifact
Keepsake spells you control cost 1 less to play.
Keepsake spells your opponents control cost 1 more to play.
1: Target non-creature artifact becomes a Keepsake in addition to its other types until end of turn.
My Sales Post!
Make a card called Long For This World.
Creature - Human Rogue {R}
Flash
When ~ comes into play, remove target Keepsake from the game, then return it to play under your control.
I would say he's a cat burglar, but he left all the balls of yarn alone.
1/1
Creature - Human Wizard (rare)
When Forsaken Maker attacks, trigger target permanent's "comes into play" abilities.
:symtap:: Trigger target permanent's "comes into play" abilities.
Banished for causing so much turmoil, the Makers were bitter and vengeful.
2/2
Creature - Goblin Wizard (R)
All Keepsakes lose all abilities.
As long as Sabotage Expert is in play, all Keepsakes that aren't in play lose the Keepsake subtype.
"If it ain't fixed, break it."
2/2
erikcu, then Xyre are the runners-up. Many of the other cards I liked, but objected to the fact that they was no flavor justification for them not to be keepsakes themselves.
Make a card called Long For This World.
You can choose to either make an equipment, or an aura, but if you choose the latter, it still has to affect only creatures...
3
Artifact--Equipment
When Standard-Issue Broadsword comes into play, put a 1/1 white Human Soldier creature token into play and attach Standard-Issue Broadsword to it.
Equipped creature gets +1/+1.
Equip 1
"These uniform armies give me a pain in the gastrointestinal tract."--Chrike, guerilla shaman
Make a card called Long For This World.
Tribal Artifact - Warrior Equipment
Equipped creature gets +1/+1 and gains haste.
Whenever a Warrior comes into play under your control, you may attach Blades of Alacrity to it.
Equip 2
"Why do I get this feeling that I want to go to war or to, uh, kill someone right here, right now?" -- Jacob, Human Warrior
Artifact - Equipment
Equipped creature has "Other creatures you control get +1/+1".
Equip 1
"The first man to the front lines rarely returns, but his bravery emboldens the rest." - Gerrard
Experiments Series: #5 (Courtly Intrigue Mafia) | #4 (Drunken Tracker) | #3 (Big Red Button) - coming soon | #2 (Pope Mafia) | #1 (Iso's Inflammable Mafia)
Mini Games: MTGS Mafia Redux II (Invitational, Evil Mirror Universe) | Unreal City
Old Games (bad): The Greenwood Affair | Blood Moon Mafia
Artifact - Equipment
Garnished Axe is colorless
Equipped creature gets +4/+1
If equipped creature would deal combat damage to a treefolk, then it deals twice its damage to that treefolk.
Equip 3
Thanks to mcchief111 for the avvy.
Decks:
Standard:
RMinotaur MidrangeB
Modern:
GSpider TribalB
RArtifractureB
EDH:
MayaelWRG
Reaper KingWUBRG
Niv-MizzetUR
Alesha, Who Smiles At DeathWBR
Enchantment - Aura [R]
Enchant creature
As Chameleon's Cloak comes into play, choose a creature in play.
Enchanted creature is a copy of the chosen creature as long as Chameleon's Cloak remains in play.
Look into its soul and it shall show you your own.
Artifact - Equipment
All creatures in play become the creature types of the equipped creature. (Those creatures lose all other creature types.)
Equip 0
"Life went on as usual, but I was confused why the stranger insisted we were all of his own kind. We jokingly accepted his words without realizing the consequences..."
Artifact - Equipment
Primal Blade comes into play as your choice of "Equipped creature gets +0/+3", "Equipped creature gets +3/+0", or "Equipped creature gets +1/+2."
Equip 1
Jack of all trades, master of none.
:symw::symb:
Enchantment- Aura
Enchant creature.
Enchanted creature cannot attack nor block.
:symtap:: Destroy Enchanted Creature.
:symtap:: Regenerate Enchanted Creature.
Enchantment - Aura
Enchant creature
Enchanted creature has flying and reach.
T: Target creature loses flying and reach until end of turn.
It also makes for a surprisingly effective fly-trap.
My Sales Post!