Mirror Sliver3UU
Creature - Sliver
All slivers have "This permanent may enter the battlefield as a copy of any creature on the battlefield except it is a sliver in addition to its other types."
1/1
Not too shabby, though in many cases you'd want the sliver to enter the battlefield at its original shape, since often the slivers are run in 1s in a deck. Still good for the second Gemhide or unneeded abilities.
Miraculous Sliver2WW
Creature - Sliver
Miracle W
All Slivers have "Miracle 1". Only mana that shares a color with a sliver card may be used to pay for its miracle cost.
2/2
Heh, funny. It wouldn't be of much use in my decks, but the design is smart. Some proofreading issues, read Homing Sliver
Maternal Sliver 3G
Creature - Sliver (R)
All slivers have "t, tap an untapped Sliver you control: Put a 1/1 colorless Sliver creature token onto the battlefield."
2/2 After the Queen's death, the Hive had to adapt to its dwindling population.
Dear good lord. It's too cheap for what it does. I'd still play two if it cost seven
Inducted Sliver 3
Artifact Creature - Silver
All silvers have "Imprint - When this creature enters the battlefield, exile target silver."
All silvers have "This creature gets +2/+2 for each card imprinted on it and maintains all of the imprinted cards abilities."
2/4 The hive mind just got a little more close knit.
I kinda like what it tries to do, but confusing rules don't help too much, plus slivers rely on mass.
Pod Sliver3(G/B)(G/B)
Creature - Sliver
All slivers have "1(G/B), sacrifice this creature: search your library for a sliver creature card with converted mana cost equal to 1 plus this creature's converted mana cost, put that card onto the battlefield, then shuffle your library."
1/1
Yes please. I love it. Fairly costed and does not replace Homing
Ancient-Soul SilverWUBRG
Legendary Creature - Sliver Nephilim
All Slivers are Nephilim in addition to their other types.
All other Sliver creatures get +1/+1 for each of its colors. "Dear lord! Ravnica is DOOMED!" - Jace, izzet mind mage
5/5
Sliver Legion does so much more. Definitely needs a buff
Kinbreeder Sliver 1G
Creature - Sliver (U) G: Target creature becomes a sliver in addition to its other types. (this effect does not end at end of turn)
2/2
Useful for limited, extremely narrow in constructed.
Stinger Sliver
Creature - Sliver
Whenever you cast a sliver creature spell, it gains bloodthirst 1
1/1 'A single sting leads to a thousand more'
Elvish Proverb
Practice Makes Perfect 4UUU
Enchantment {MR}
Cards cost 2 to play.
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
It means "If I Win". It is the challenge you will judge if you win the round. It is in place so we don't have to wait for you to declare what the new challenge is in order to begin the next round.
Spirit Bomb 1WBR
Enchantment (R)
At the end of each turn, if any creatures attacked, blocked, were put into play, or put into the graveyard from play that turn, add a charge counter to ~.
Sacrifice ~: Chose any number of creatures in play and in graveyards. Exile those creatures. Activate this ability only during your upkeep and only if ~ has twenty or more charge counters on it.
Sometimes "kame-hame-ha" just doesn't cut it.
Legacy awesome 1cmc creatures:
W: Mother of Runes
U: Delver of Secrets
R: Grim Lavamancer
G: Noble Hierarch
B: ??
Complete the cycle by filling in the black slot
Also, someone please PM IIW, cuz I'm terrible about checking back >_<
Anti-Magic Field XWW
Enchantment R
Anti-Magic Field enters the battlfield with X charge
counters on it. Whenever a player casts a spell or
activates a non-mana ability from a permanent,
counter that spell or ability and remove a charge
counter from Anti-Magic Field.
Spirit of Rebellion3WW
Enchantment
Creatures you control get +1/+1.
Whenever a creature you control dies, put a charge counter on Spirit of Rebellion.
Sacrifice Spirt of Rebellion: Creatures you control get +X/+X until end of turn, where X is the number of charge counters on Spirit of Rebellion.
Jitte Umbra2BG
Legendary Enchantment - Aura
Enchant Creature
Whenever enchanted creature deals combat damage, put two charge counters on Jitte Umbra.
Remove a charge counter from Jitte Umbra: Choose one - Enchanted creature gets +2/+2 until end of turn; or target creature gets -1/-1 until end of turn; or you gain 2 life.
Totem Armor
If Jitte Umbra would be destroyed, remove a charge counter from Jitte Umbra instead. If you can't, sacrifice Jitte Umbra.
Umezawa's ClothGB
Enchantment - Aura (R)
Enchant creature
Whenever enchanted creature deals combat damage, put two charge counters on ~.
Enchanted creature gets +2/+2 for each charge counter on ~.
IIW: a planeswalker for one of the ravnica guilds
Oops, sorry I didn't notice your new post after I submitted. I like your card can be set up such that you win the game with it. But hideously, it might lead to ridiculous draws. On the surface it looks quite weak since you have to have the winning board position anyway, and your opponents have to have no answers to it in hand, and it costs a million mana.
Baelith Restrained2UUU
Legendary Enchantment
Creatures you control get -1/-1 for each counter on ~.
At the beginning of your upkeep you may put a counter on ~, if its the fifth one, sacrifice ~ and put a 15/15 Blue Leviathan Legendary Creature token into play with shroud and trample.
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
Baelith Restrained2UUU
Legendary Enchantment
Creatures you control get -1/-1 for each counter on ~.
At the beginning of your upkeep you may put a counter on ~, if its the fifth one, sacrifice ~ and put a 15/15 Blue Leviathan Legendary Creature token into play with shroud and trample.
Why's doesn't the token have a name when it's legendary?
This package seems too prohibitive even for the size of the reward. Suspend has the advantage of having two options, suspend early or hard-cast late. This card can only be "suspended" and only later in the game. Later in the game is not a time one wants to be waiting. And the -1/-1 is a hugely painful drawback. Also wish the enchantment had shroud itself.
Revenge 1RRR Enchantment
Whenever you are dealt damage, put that many charge counters on ~. XRR, Remove X charge counters from ~: Deal X damage to target creature or player.
Hmm, seems pretty good. I don't imagine that it's too good though. Flavorful, probably fun.
Jitte Umbra2BG
Legendary Enchantment - Aura
Enchant Creature
Whenever enchanted creature deals combat damage, put two charge counters on Jitte Umbra.
Remove a charge counter from Jitte Umbra: Choose one - Enchanted creature gets +2/+2 until end of turn; or target creature gets -1/-1 until end of turn; or you gain 2 life.
Totem Armor
If Jitte Umbra would be destroyed, remove a charge counter from Jitte Umbra instead. If you can't, sacrifice Jitte Umbra.
Huh, totem armor that has its own "totem armor." You're biting off bloodyspasm's entry a bit here and i don't care for that but the colors make mechanical sense here, where the black part only makes flavor-sense on Umezawa's Cloth.
Except for the end bit that gives the Aura its own counter-based form of totem armor, the card's not that original. Jitte with totem armor. The tacked on Jitte part makes this too wordy, you should have kept it simple. Give the enchanted creature one keyword ability instead of all that text.
Umezawa's ClothGB
Enchantment - Aura (R)
Enchant creature
Whenever enchanted creature deals combat damage, put two charge counters on ~.
Enchanted creature gets +2/+2 for each charge counter on ~.
This is only black for a flavor reasons, but that's not a big deal. Actually, i suppose the ability to grow through damage is black sometimes, seen on vamps and what-not. This is pretty good on a creature with first strike, which is sadly usually out of these colors, or on a green fatty.
Spirit of Rebellion3WW
Enchantment
Creatures you control get +1/+1.
Whenever a creature you control dies, put a charge counter on Spirit of Rebellion.
Sacrifice Spirt of Rebellion: Creatures you control get +X/+X until end of turn, where X is the number of charge counters on Spirit of Rebellion.
Like it. Very nice. A bit slow, of course, but fair. Might cost this at 2WW, though maybe not.
Anti-Magic Field XWW
Enchantment R
Anti-Magic Field enters the battlfield with X charge
counters on it. Whenever a player casts a spell or
activates a non-mana ability from a permanent,
counter that spell or ability and remove a charge
counter from Anti-Magic Field.
Very cool, i've designed this kinda thing myself. I'm a fan of Hesitation, Standstill and Decree of Silence. More blue than white, obviously, but an argument could be made for it being in white.
I like that the countering of activated abilities helps against planeswalkers, but otherwise i'd rather this only counter spells, if only because activated abilities vary wildly in their activatability. They're usually quite easy to activate and often cost no mana if sometimes a tap. So it weakens the effectiveness of the enchantment and also makes it somewhat unpredictable how effective it'll be. Of course, we don't want it to be too effective, control likes this card a lot already.
Spirit Bomb 1WBR
Enchantment (R)
At the end of each turn, if any creatures attacked, blocked, were put into play, or put into the graveyard from play that turn, add a charge counter to ~.
Sacrifice ~: Chose any number of creatures in play and in graveyards. Exile those creatures. Activate this ability only during your upkeep and only if ~ has twenty or more charge counters on it.
Sometimes "kame-hame-ha" just doesn't cut it.
Huh, very interesting. A combination board-wipe-&-anti-reanimator, oh wait, it's totally one-sided. That's scary. The counters add up quickly but twenty is still a lot, i'm not sure how long this would take. Between three and six turns to get there? Unless it doesn't count each creature attacking/blocking/entering/dying like it seems on first glance and only provides one counter for any number of occurrences of each. That's unclear which is a point against the design.
The package seems a bit messy. I don't understand why the activated ability isn't a triggered ability that triggers upon upkeep.
Voltaic Field1RR
Enchantment
Whenever you proliferate, you may put a charge counter on Voltaic Field. 1R, Remove two charge counters from Voltaic Field: Voltaic Field deals 2 damage to target creature or player.
Pretty sweet idea. I don't usually care for narrow-parasitic cards like this, but Voltaic Field has a good feel to it. Takes a bit to get going and to maintain so seems safe yet strong in the right deck. Very fun. I can feel the electricity.
Ancestral PowerxGG
Instant U
Target creature gets +X/+X until end of turn.
Delve "In my time of crisis I called upon my grandfather... my uncles and brothers...
whoever would answer my prayer." -- Slaughter of Chaa Survivor
Retribution of the FallenXWWW
Instant
Delve (You may exile any number of cards from your graveyard as you cast this spell. It costs {1} less to cast for each card exiled this way.)
Prevent the next X damage that would be dealt to you this turn. If damage is prevented this way, ~ deals that much damage to target creature or player.
Memory Gorger4UU
Creature - Beast (R)
Delve
When Memory Gorger enters the battlefield, draw a card for blue instant or sorcery card exiled as Memory Gorger was cast.
3/3
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 - Sliver
Slivers have infect
3/3
IIW: doubling effects
Heh, funny. It wouldn't be of much use in my decks, but the design is smart. Some proofreading issues, read Homing Sliver
Dear good lord. It's too cheap for what it does. I'd still play two if it cost seven
I kinda like what it tries to do, but confusing rules don't help too much, plus slivers rely on mass.
Yes please. I love it. Fairly costed and does not replace Homing
Smart design, but an extremely narrow sideboard card
Sliver Legion does so much more. Definitely needs a buff
Useful for limited, extremely narrow in constructed.
Heh, not too exciting but pretty.
A good alternative to the other evasion slivers (Shadow and Winged) because it fits another color. Fits a hole, good job
Why nerf Winged Sliver?
Heh, I'd like it more at one mana cheaper... Scary
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
Enchantment {MR}
Cards cost 2 to play.
^ 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
Instant MR
Untap all tapped permanents you control.
When it washes over, the soul is refreshed.
IIW: Abstraction
[Clan Flamingo]
Enchantment (MR)
Creatures you control get +5/+5.
IIW: Enchantment lands
Atrius' Posts 1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead.
"Wait, can you actually win a thread?" - Atrius.
Sorcery (M)
Exchange control of two players.
IIW: Form of the _
Sorcery (M)
Gain control of all creatures.
IIW: auras
Insanity Field 5BB
Enchantment (M)
Other players can't draw cards.
WUBRGCommander Decklists - PaperWUBRG
CCCCCommander Decklists - TheorycraftCCCC
Sig Credit: Pegasus Bishop
[Clan Flamingo]
Sorcery (M)
Convoke
Miracle GW
Buyback UBR
Cascade
Rebound
iiw: enchantments with charge counters
Creature - Human Shaman (Mythic Rare)
Haste
Your opponents have shroud.
5/5
IIW: Choose another challenge/another player to judge.
Sorcery (M)
Exile all hands and libraries.
IIW: It's in my sig!
Draft my cube! (630 cards)
This reads "win the game" in a another way. Too powerful.
These days probably hexproof. This one is clever with its anti-burn synergy, and I think fairly costed. I really like it.
Awesome, a bit of a jumble, but all of these abilities actually work really well together (I checked rebound). Nice one.
This card is cool, but it locks out other players for 7, maybe a bit unfun. Not sure if its balanced.
Blue insurrection, I like it.
They swap positions? If so cool, but this needs rewording to work within the current rules.
Much too powerful.
Nice combo card, but I think Turnabout is probably fine as is.
Similar to omniscience, I like it, but a bit boring.
Winner: Marco
Second Place: Rudyard
next challenge: enchantments with charge counters
Enchantment (R)
At the end of each turn, if any creatures attacked, blocked, were put into play, or put into the graveyard from play that turn, add a charge counter to ~.
Sacrifice ~: Chose any number of creatures in play and in graveyards. Exile those creatures. Activate this ability only during your upkeep and only if ~ has twenty or more charge counters on it.
Sometimes "kame-hame-ha" just doesn't cut it.
W: Mother of Runes
U: Delver of Secrets
R: Grim Lavamancer
G: Noble Hierarch
B: ??
Complete the cycle by filling in the black slot
Also, someone please PM IIW, cuz I'm terrible about checking back >_<
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
Enchantment R
Anti-Magic Field enters the battlfield with X charge
counters on it. Whenever a player casts a spell or
activates a non-mana ability from a permanent,
counter that spell or ability and remove a charge
counter from Anti-Magic Field.
IIW: French Vanilla Legends
[Clan Flamingo]
Enchantment
Creatures you control get +1/+1.
Whenever a creature you control dies, put a charge counter on Spirit of Rebellion.
Sacrifice Spirt of Rebellion: Creatures you control get +X/+X until end of turn, where X is the number of charge counters on Spirit of Rebellion.
IIW: Form of the _
Legendary Enchantment - Aura
Enchant Creature
Whenever enchanted creature deals combat damage, put two charge counters on Jitte Umbra.
Remove a charge counter from Jitte Umbra: Choose one - Enchanted creature gets +2/+2 until end of turn; or target creature gets -1/-1 until end of turn; or you gain 2 life.
Totem Armor
If Jitte Umbra would be destroyed, remove a charge counter from Jitte Umbra instead. If you can't, sacrifice Jitte Umbra.
IIW: Sig
Draft my cube! (630 cards)
Oops, sorry I didn't notice your new post after I submitted. I like your card can be set up such that you win the game with it. But hideously, it might lead to ridiculous draws. On the surface it looks quite weak since you have to have the winning board position anyway, and your opponents have to have no answers to it in hand, and it costs a million mana.
Legendary Enchantment
Creatures you control get -1/-1 for each counter on ~.
At the beginning of your upkeep you may put a counter on ~, if its the fifth one, sacrifice ~ and put a 15/15 Blue Leviathan Legendary Creature token into play with shroud and trample.
^ 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
Why's doesn't the token have a name when it's legendary?
This package seems too prohibitive even for the size of the reward. Suspend has the advantage of having two options, suspend early or hard-cast late. This card can only be "suspended" and only later in the game. Later in the game is not a time one wants to be waiting. And the -1/-1 is a hugely painful drawback. Also wish the enchantment had shroud itself.
Hmm, seems pretty good. I don't imagine that it's too good though. Flavorful, probably fun.
Huh, totem armor that has its own "totem armor." You're biting off bloodyspasm's entry a bit here and i don't care for that but the colors make mechanical sense here, where the black part only makes flavor-sense on Umezawa's Cloth.
Except for the end bit that gives the Aura its own counter-based form of totem armor, the card's not that original. Jitte with totem armor. The tacked on Jitte part makes this too wordy, you should have kept it simple. Give the enchanted creature one keyword ability instead of all that text.
This is only black for a flavor reasons, but that's not a big deal. Actually, i suppose the ability to grow through damage is black sometimes, seen on vamps and what-not. This is pretty good on a creature with first strike, which is sadly usually out of these colors, or on a green fatty.
Like it. Very nice. A bit slow, of course, but fair. Might cost this at 2WW, though maybe not.
Very cool, i've designed this kinda thing myself. I'm a fan of Hesitation, Standstill and Decree of Silence. More blue than white, obviously, but an argument could be made for it being in white.
I like that the countering of activated abilities helps against planeswalkers, but otherwise i'd rather this only counter spells, if only because activated abilities vary wildly in their activatability. They're usually quite easy to activate and often cost no mana if sometimes a tap. So it weakens the effectiveness of the enchantment and also makes it somewhat unpredictable how effective it'll be. Of course, we don't want it to be too effective, control likes this card a lot already.
Huh, very interesting. A combination board-wipe-&-anti-reanimator, oh wait, it's totally one-sided. That's scary. The counters add up quickly but twenty is still a lot, i'm not sure how long this would take. Between three and six turns to get there? Unless it doesn't count each creature attacking/blocking/entering/dying like it seems on first glance and only provides one counter for any number of occurrences of each. That's unclear which is a point against the design.
The package seems a bit messy. I don't understand why the activated ability isn't a triggered ability that triggers upon upkeep.
Pretty sweet idea. I don't usually care for narrow-parasitic cards like this, but Voltaic Field has a good feel to it. Takes a bit to get going and to maintain so seems safe yet strong in the right deck. Very fun. I can feel the electricity.
HotChoc with Voltaic Field
Delve (the Tombstalker keyword ability)
Instant U
Target creature gets +X/+X until end of turn.
Delve
"In my time of crisis I called upon my grandfather... my uncles and brothers...
whoever would answer my prayer." -- Slaughter of Chaa Survivor
IIW: Forgotten things
[Clan Flamingo]
Instant
Delve (You may exile any number of cards from your graveyard as you cast this spell. It costs {1} less to cast for each card exiled this way.)
Prevent the next X damage that would be dealt to you this turn. If damage is prevented this way, ~ deals that much damage to target creature or player.
IIW: Form of the _
Creature - Beast (R)
Delve
When Memory Gorger enters the battlefield, draw a card for blue instant or sorcery card exiled as Memory Gorger was cast.
3/3
IIW: Enchantment lands
Atrius' Posts 1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead.
"Wait, can you actually win a thread?" - Atrius.