Spiritbound(When this creature dies, you may choose an unpaired creature. If you do, attach this creature and pair it with the chosen creature.)
Flying, lifelink.
Creature spiritbound by Soul of Ones Self gets +3/+3 has Flying and lifelink.
I'll be completely honest, I completely forgot about y'all in lieu of exams.
So, I'll be giving up to 20 points for the bonding mechanic, and 5 points for the actual card. Only the first card listed will be judged, but the mechanic as a whole will be judged across all cards.
Megatroid_Jones: This is the better nemesis, but it has the issue of feeling too much like soulbond, just being soulbond but enemies, hur hur. That's not too interesting, but luckily provides a large amount of new design space that you barely explored. 17pts The Card itself is fine, being slow and complicated removal but ok at uncommon. Being a 2 mana really slow flame lash is... odd at best. 2pts. 19/25
iphanx: So, this mechanic is haunt 2.0. That's not a good thing. Both mechanics are confusing as hell, especially to newer players, and are rather unituitive to remembering. This has more space than haunt, but it still has a lot of underlying problems. 8pts. Your card is too weak for a rare 2 drop. 2pts. Total: 10/25
Winterspring: The lesser nemesis mechanic is obviously meant for conspiracy, but makes the game much more like a 1 on 1 and kind of takes away from the spirit of the format. On another note, the nemesis commander is really weird and should not be a thing. 12pts. The first card is even more for conspiracy, has formatting issues, and is really cornercase. 3pts. Total: 15/25
Forestguy: MY GOD IS THIS TOO COMPLICATED. I almost vomitted before finishing the reminder text. 6. The second card is weak unless there's about 452 tapping effects in the format. 2. Total: 8/25
Ruki: This mechanic is... odd. It raises a lot of questions, and will often remain confusing with additions. This also closes a lot of the design space in the format, disallowing a lot of upkeep or end step triggers. 13 The card is odd as well and often times acts as a hundred handed one, but it way easier to disrupt. 3 Total: 16/25
Flatline: This format is much like the better nemesis mechanic that megatroid made, but has the same problem where it's too close to soulbond. 17. The card is a bit more intresting, acting as a contditional pacifism if your opponent doesn't want you to have value. 4. 21/25
RyuumiGarokumi: So, this mechanic is haunt 2.0. That's not a good thing. Both mechanics are confusing as hell, especially to newer players, and are rather unituitive to remembering. This has more space than haunt, but it still has a lot of underlying problems. 8. The card is a bit intresting, making this particular card a reverse bestow. 4. 12/25
The winner is Flatline, so y'all have to make thieves as creature types.
Private Mod Note
():
Rollback Post to RevisionRollBack
My thoughts are with the friends and family of the Orlando Shooting victims and with the rest of the LGBTQA+ community.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
Necarg, please don't acknowledge this in any way whatsoever.
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
When Spell Pilferer deals combat damage to a player, you may exile a card from that player's graveyard. If you do, return each other card exiled with Spell Pilferer to its owner's graveyard. 4 , You may copy a card exiled with Spell Pilferer. If you do, you may cast the copy without paying its mana cost.
Honor Among Thieves [mana]1WU/mana]
Enchantment (R)
Thief creatures you control have Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Whenever a Thief you control deals combat damage to your opponent, you may draw one card, then discard one card. Even without trust, a silent code prevails.
You said thief as a creature type, so making a support card for them is allowed, right?
IIW: A card with only colored mana used to cast it, and at least two mana.
Coin's MasterUB
Creature - Human Thief (R)
When you draw the second card during your turn, Coin's Master gains "Thief spells you cast cost 1 less to cast." and "Each other Thief creatures you control gets +1/+1." until end of turn.
Whenever Coin's Master becomes blocked, untap it and remove it from combat. If you do, draw a card.
1/3
iiw: remake Onslaught.. same cardname, same artwork.. you may change everything else..
Renegade Spell-Swiper (U/R)
Creature- Homonculus Thief
Flash
When you cast CARDNAME you may pay XX to gain control of target spell with converted a mana cost of X.
1/1
GraverobberXBBB
Creature - Human Thief
Graverobber enters the battlefield with X +1/+1 counters on it.
When Graverobber enters the battlefield, put target creature card with CMC X or less from an opponents graveyard onto the battlefield under your control.
0/0
IIW: A card that makes a tier 3 modern deck tier 1 but not broken
Thieves' Guild
Land (U) T: Add C to your mana pool. Target Thief creature can't be blocked this turn. 3, T: Put a Finesse counter on target creature. That creature is a Thief in addition to other types for as long as it has a Finesse counter on it.
(The idea being that no cards are printed as thieves, but there are a few ways to get finesse counters.)
Spellsnatch Infiltrator1UB
Creature - Veldaken Thief Rogue (Rare)
Whenever an opponent discards an instant or sorcery card, you may exile that card encoded onto Spellsnatch Infiltrator.
Whenever Spellsnatch Infiltrator deals combat damage to a player, you may cast a copy of any card encoded onto it without paying its mana cost. "We have intercepted details of advanced experimental thaumaturgy. Replication will require acquisition of raw catalysts.
1/3
I was going to judge tonight, but I'm too tired. I'll do it in the morning. Feel free to post cards until then.
Private Mod Note
():
Rollback Post to RevisionRollBack
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Sorry for the double post, but I wanted people to see I was done. I'm a bit disappointed that nobody took a shot at a backstab ability.
RyuumiGaroukuni - This is an interesting card. I kinda reminds of me Mimic Vat a little bit. I think it would be rather difficult to really get this going though considering its small body, lack of evasion, and lack of a way to protect itself. Also, I really feel like this card should only be able to exile/steal instants and sorceries considering its colors. At the very least, it needs to be changed to nonland, or the copy ability needs to be reworded. It definitely feels like a Thief though.
RukiMotomiya - I don't have any problem with this not being a creature as it still interacts with the Thief creature type. I don't really like the idea of Bushido for Thieves though.
iphanx - A creature that becomes a lord for a turn when a certain condition is met is interesting, but it certainly makes the card much less elegant. I like how the card's abilities all tie together, I just just feel like it could have been done in a more elegant way.
banastronaut - The wording here is off quite a bit, but I'm still able to see that this is intended to be Aethersnatch on a creature. I would suggest putting the cost in mana cost itself and wording like this..."When ~ enters the battlefield, gain control of target spell with converted mana cost X. You may choose new targets for it. (If that spell becomes a permanent, it enters the battlefield under your control.). Setting aside the wording, I think the card seems pretty cool, and fairly well balanced. I'm not so sure how much I like the ability in mono-red though.
Figurative - This is a tough card to balance. It seems very underpowered until you start casting this for 7 or more. At four CMC, you get a 1/1, and hopefully a decent 1 drop out of your opponent's GY. That doesn't seem worth it for 4 CMC. It might be pretty decent in EDH though.
Winterspring - I'm not sure I get the flavor of this. So it steals the abilities of an Avatar in your library by dealing damage to an opponent? Doesn't seem right.
Winner — banastronaut
Next — A mechanic that represents farming.
Private Mod Note
():
Rollback Post to RevisionRollBack
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Garden Jungle
Land (R)
Work 2 (Tap any number of creatures you control with total power 2 or more: They work this land.)
Whenever one or more creatures work this land, add G to your mana pool.
Staled Farmland
Land (U) T: Add C to your mana pool.
Tap an untapped creature you control, T: Put a cultivation counter on Staled Farmland. 1, Remove X cultivation counters from Staled Farmland: Add X mana of any one color to your mana pool.
Fledgling Settlement
Land(M)
Settle 2(Whenever a creature with power 2 or less enters the battlefield, tap that creature. That creature doesn't untap during its controller's untap step.)
Untap two tapped creatures you control, add one mana of any color to your mana pool. Any player may activate this ability.
It was just brought to my attention that I somehow missed judging Mergatroid_Jones and Forestsguy when I judged for the "thief challenge". My sincerest apologies. Somehow I managed to miss both of these entries when I judged. Don't ask me how. I'll try to post judgments for those two cards asap, even if it won't matter for the challenge.
Edit -
Mergatroid_Jones - I like the idea of this, but I think the "Thief can't be blocked" part hould be a seperate ability. The second ability is interesting and unique. I like it.
Forestsguy - This card reminds me of RyuumiGaroukuni's card a bit. While I found Ryuumi's card to be a bit on the weak side, this card has the opposite problem, although it might be fine. Unlike Ryuumi's card, your card can have multiple spells imprinted on it. I think it might be a bit more balanced if it could only have one spell imprinted on it at a time. It could be handled like Mimic Vat. Ultimately, I like the execution of your card better, and think the card is pretty cool.
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Outer Reaches Land{R}
You may exile Outer Reaches from your hand with any number of time counters on it by expending your land play for the turn. If you do, it gains "T: Add X green mana to your mana pool", where X is the amount of time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last counter is removed, put it onto the battlefield. Activate this ability only as a sorcery.
IIW: A Future Sight card foreshadowing a set that already exists
Private Mod Note
():
Rollback Post to RevisionRollBack
Wizards can start putting booster packs inside dog poo and dog owners will still complain.
Seasoned CultivatorG
Creature -- Elf Dryad (U) T: Till target land you control. (This creature doesn’t untap during your untap step. As long as this creature is tapped, whenever a land it’s tilling is tapped for mana, add G to your mana pool”.) 1: Untap Seasoned Cultivator
Full of PotentialGG
Enchantment - Aura
Enchant land
Enchanted land has "Tap a creature you control: add to your mana pool."
Enchanted land has "Tap 2 creatures you control: add one mana of any color to your mana pool." "All it needs is a little sweat-of-the-brow and this place will be flourishing in no time."
IIW: If Spell Snare and Fatal Push are the U and B members of a WUBRG cycle, make the white member.
Forebear the Fields4WG
Sorcery (U)
Create three 1/1 white Farmer creature tokens.
Cultivate (To cultivate, add one mana of any color to your mana pool for each farmer creature you control, then tap those creatures.) The work of our forefathers, and the work of our offspring bring us together upon these grand fields.
Tilled Ground
Land (C) T: Add 1 to your mana pool. 1, T: Cultivate. The product of the hard work from generations.
Bloodthirsty Herder3RG
Creature - Human Farmer Warrior (U)
Trample
Whenever Bloodthirsty Herder deals combat damage to a player, cultivate.
Whenever Bloodthirsty Herder deals combat damage to a creature, draw a card.
4/4
Reverent Harvester1WW
Creature - Human Farmer (R)
Lifelink
Whenever you cultivate, return target creature with converted mana cost X or less from your graveyard to your hand, where X is the number of farmer creatures you control. Let us not forget those who worked the land before us.
2/3
IIW: Make a mechanic that represents music majors.
Private Mod Note
():
Rollback Post to RevisionRollBack
My thoughts are with the friends and family of the Orlando Shooting victims and with the rest of the LGBTQA+ community.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
Necarg, please don't acknowledge this in any way whatsoever.
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Tempered Plough1
Artifact - Fortification (R) 1, T: Put a harvest counter on fortified land. 3, Remove three harvest counters from fortified land: Create three 1/1 green plant creature tokens. You gain 3 life. Activate this ability only any time you could cast a sorcery.
Fortify 2
willows: I love the idea of having various creatures work the land. I think it is pretty well balanced too, barring combos with things like glimpse of nature or other ways of chaining creatures together.
iphanx: this land feels more like a stockpile than a farm. Well balanced, though. Could be fun to play with.
RyuumiGaroukuni: A really odd card. The mechanic doesn't feel like settling and the farming wouldn't play out to be fun due to the universality. But I think if you were able to make it one way and rebrand the flavor would make it better.
Am Shegar: This card is really confusing. I'm not sure if this works within the rules, and even if it does, it's a lot to take in which distracts from the flavor tie-in this challenge is focusing on.
Roccovsky: The action word should work for what is being targeted, its inelegant to have it affect the creature and the land. Plus, I feel like this creature is OP.
mirrislegend: a very straightforward approach. It's a good approach to the challenge, but it isn't too exciting.
necarg: Cultivate is cool. I wish you had presented in a way that was slightly less parasitic, but I think it is merited for flavor reasons.
atogoholic: I like how this takes a while but has a large pay off. Really feels like farming.
WINNER: Willows, 2nd place is atogoholic.
NEW CHALLENGE: Japan, but don't use Japanese words
Isolated DevelopmentWUU Instant{M}
Each player takes an extra turn after their next turn. During those extra turns, creatures can't attack and spells targeting opponents or opponents' permanents can't be cast.
IIW: A Future Sight card foreshadowing a set that already exists
Private Mod Note
():
Rollback Post to RevisionRollBack
Wizards can start putting booster packs inside dog poo and dog owners will still complain.
Imprint - Whenever a nontoken creature you control returns to its owner's hand, you may exile that card. If you do, return each other card exiled with Artistic Realist to its owner's hand. WU, : Return target creature to its owner's hand. X, : Create a token that's a copy of a card exiled with Artistic Realist. X is the converted mana cost of that exiled card.
Creature - Angel
Spiritbound(When this creature dies, you may choose an unpaired creature. If you do, attach this creature and pair it with the chosen creature.)
Flying, lifelink.
Creature spiritbound by Soul of Ones Self gets +3/+3 has Flying and lifelink.
3/3
IIW: 1cc Dogs and/or cats
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
So, I'll be giving up to 20 points for the bonding mechanic, and 5 points for the actual card. Only the first card listed will be judged, but the mechanic as a whole will be judged across all cards.
Megatroid_Jones: This is the better nemesis, but it has the issue of feeling too much like soulbond, just being soulbond but enemies, hur hur. That's not too interesting, but luckily provides a large amount of new design space that you barely explored. 17pts The Card itself is fine, being slow and complicated removal but ok at uncommon. Being a 2 mana really slow flame lash is... odd at best. 2pts. 19/25
iphanx: So, this mechanic is haunt 2.0. That's not a good thing. Both mechanics are confusing as hell, especially to newer players, and are rather unituitive to remembering. This has more space than haunt, but it still has a lot of underlying problems. 8pts. Your card is too weak for a rare 2 drop. 2pts. Total: 10/25
Winterspring: The lesser nemesis mechanic is obviously meant for conspiracy, but makes the game much more like a 1 on 1 and kind of takes away from the spirit of the format. On another note, the nemesis commander is really weird and should not be a thing. 12pts. The first card is even more for conspiracy, has formatting issues, and is really cornercase. 3pts. Total: 15/25
Forestguy: MY GOD IS THIS TOO COMPLICATED. I almost vomitted before finishing the reminder text. 6. The second card is weak unless there's about 452 tapping effects in the format. 2. Total: 8/25
Ruki: This mechanic is... odd. It raises a lot of questions, and will often remain confusing with additions. This also closes a lot of the design space in the format, disallowing a lot of upkeep or end step triggers. 13 The card is odd as well and often times acts as a hundred handed one, but it way easier to disrupt. 3 Total: 16/25
Flatline: This format is much like the better nemesis mechanic that megatroid made, but has the same problem where it's too close to soulbond. 17. The card is a bit more intresting, acting as a contditional pacifism if your opponent doesn't want you to have value. 4. 21/25
RyuumiGarokumi: So, this mechanic is haunt 2.0. That's not a good thing. Both mechanics are confusing as hell, especially to newer players, and are rather unituitive to remembering. This has more space than haunt, but it still has a lot of underlying problems. 8. The card is a bit intresting, making this particular card a reverse bestow. 4. 12/25
The winner is Flatline, so y'all have to make thieves as creature types.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Creature - Human Thief
When Spell Pilferer deals combat damage to a player, you may exile a card from that player's graveyard. If you do, return each other card exiled with Spell Pilferer to its owner's graveyard.
4 , You may copy a card exiled with Spell Pilferer. If you do, you may cast the copy without paying its mana cost.
2/2
IIW: 1cc Dogs and/or cats
Enchantment (R)
Thief creatures you control have Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Whenever a Thief you control deals combat damage to your opponent, you may draw one card, then discard one card.
Even without trust, a silent code prevails.
You said thief as a creature type, so making a support card for them is allowed, right?
IIW: A card with only colored mana used to cast it, and at least two mana.
Creature - Human Thief (R)
When you draw the second card during your turn, Coin's Master gains "Thief spells you cast cost 1 less to cast." and "Each other Thief creatures you control gets +1/+1." until end of turn.
Whenever Coin's Master becomes blocked, untap it and remove it from combat. If you do, draw a card.
1/3
iiw: remake Onslaught.. same cardname, same artwork.. you may change everything else..
Creature- Homonculus Thief
Flash
When you cast CARDNAME you may pay XX to gain control of target spell with converted a mana cost of X.
1/1
IIW: A mechanic that represents farming.
Creature - Human Thief
Graverobber enters the battlefield with X +1/+1 counters on it.
When Graverobber enters the battlefield, put target creature card with CMC X or less from an opponents graveyard onto the battlefield under your control.
0/0
IIW: A card that makes a tier 3 modern deck tier 1 but not broken
Modern
UBR Grixis Control
U Merfolk
Pauper
U Mono U Delver
Ancestral Visions is freed
Land (U)
T: Add C to your mana pool. Target Thief creature can't be blocked this turn.
3, T: Put a Finesse counter on target creature. That creature is a Thief in addition to other types for as long as it has a Finesse counter on it.
(The idea being that no cards are printed as thieves, but there are a few ways to get finesse counters.)
IIW: A card for your favorite deck archetype.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Creature - Veldaken Thief Rogue (Rare)
Whenever an opponent discards an instant or sorcery card, you may exile that card encoded onto Spellsnatch Infiltrator.
Whenever Spellsnatch Infiltrator deals combat damage to a player, you may cast a copy of any card encoded onto it without paying its mana cost.
"We have intercepted details of advanced experimental thaumaturgy. Replication will require acquisition of raw catalysts.
1/3
IIW
Red Tokens or Red Swarming
RukiMotomiya - I don't have any problem with this not being a creature as it still interacts with the Thief creature type. I don't really like the idea of Bushido for Thieves though.
iphanx - A creature that becomes a lord for a turn when a certain condition is met is interesting, but it certainly makes the card much less elegant. I like how the card's abilities all tie together, I just just feel like it could have been done in a more elegant way.
banastronaut - The wording here is off quite a bit, but I'm still able to see that this is intended to be Aethersnatch on a creature. I would suggest putting the cost in mana cost itself and wording like this..."When ~ enters the battlefield, gain control of target spell with converted mana cost X. You may choose new targets for it. (If that spell becomes a permanent, it enters the battlefield under your control.). Setting aside the wording, I think the card seems pretty cool, and fairly well balanced. I'm not so sure how much I like the ability in mono-red though.
Figurative - This is a tough card to balance. It seems very underpowered until you start casting this for 7 or more. At four CMC, you get a 1/1, and hopefully a decent 1 drop out of your opponent's GY. That doesn't seem worth it for 4 CMC. It might be pretty decent in EDH though.
Winterspring - I'm not sure I get the flavor of this. So it steals the abilities of an Avatar in your library by dealing damage to an opponent? Doesn't seem right.
Winner — banastronaut
Next — A mechanic that represents farming.
Land (R)
Work 2 (Tap any number of creatures you control with total power 2 or more: They work this land.)
Whenever one or more creatures work this land, add G to your mana pool.
IIW: Japan, but don't use Japanese words
Land (U)
T: Add C to your mana pool.
Tap an untapped creature you control, T: Put a cultivation counter on Staled Farmland.
1, Remove X cultivation counters from Staled Farmland: Add X mana of any one color to your mana pool.
iiw: 2 cmc non aura enchantment
Land(M)
Settle 2(Whenever a creature with power 2 or less enters the battlefield, tap that creature. That creature doesn't untap during its controller's untap step.)
Untap two tapped creatures you control, add one mana of any color to your mana pool. Any player may activate this ability.
Settle first, then work for our land.
IIW: 1cc or 2cc Cat and/or Dog
Edit -
Forestsguy - This card reminds me of RyuumiGaroukuni's card a bit. While I found Ryuumi's card to be a bit on the weak side, this card has the opposite problem, although it might be fine. Unlike Ryuumi's card, your card can have multiple spells imprinted on it. I think it might be a bit more balanced if it could only have one spell imprinted on it at a time. It could be handled like Mimic Vat. Ultimately, I like the execution of your card better, and think the card is pretty cool.
Land {R}
You may exile Outer Reaches from your hand with any number of time counters on it by expending your land play for the turn. If you do, it gains "T: Add X green mana to your mana pool", where X is the amount of time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last counter is removed, put it onto the battlefield. Activate this ability only as a sorcery.
IIW: A Future Sight card foreshadowing a set that already exists
Creature -- Elf Dryad (U)
T: Till target land you control. (This creature doesn’t untap during your untap step. As long as this creature is tapped, whenever a land it’s tilling is tapped for mana, add G to your mana pool”.)
1: Untap Seasoned Cultivator
IIW: A flavorful vehicle card named "Clown Car"
(Is this how I be a Flamingo?)
Enchantment - Aura
Enchant land
Enchanted land has "Tap a creature you control: add to your mana pool."
Enchanted land has "Tap 2 creatures you control: add one mana of any color to your mana pool."
"All it needs is a little sweat-of-the-brow and this place will be flourishing in no time."
IIW: If Spell Snare and Fatal Push are the U and B members of a WUBRG cycle, make the white member.
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
Sorcery (U)
Create three 1/1 white Farmer creature tokens.
Cultivate (To cultivate, add one mana of any color to your mana pool for each farmer creature you control, then tap those creatures.)
The work of our forefathers, and the work of our offspring bring us together upon these grand fields.
Tilled Ground
Land (C)
T: Add 1 to your mana pool.
1, T: Cultivate.
The product of the hard work from generations.
Bloodthirsty Herder 3RG
Creature - Human Farmer Warrior (U)
Trample
Whenever Bloodthirsty Herder deals combat damage to a player, cultivate.
Whenever Bloodthirsty Herder deals combat damage to a creature, draw a card.
4/4
Reverent Harvester 1WW
Creature - Human Farmer (R)
Lifelink
Whenever you cultivate, return target creature with converted mana cost X or less from your graveyard to your hand, where X is the number of farmer creatures you control.
Let us not forget those who worked the land before us.
2/3
IIW: Make a mechanic that represents music majors.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Artifact - Fortification (R)
1, T: Put a harvest counter on fortified land.
3, Remove three harvest counters from fortified land: Create three 1/1 green plant creature tokens. You gain 3 life. Activate this ability only any time you could cast a sorcery.
Fortify 2
IIW: The flamingo classic
willows: I love the idea of having various creatures work the land. I think it is pretty well balanced too, barring combos with things like glimpse of nature or other ways of chaining creatures together.
iphanx: this land feels more like a stockpile than a farm. Well balanced, though. Could be fun to play with.
RyuumiGaroukuni: A really odd card. The mechanic doesn't feel like settling and the farming wouldn't play out to be fun due to the universality. But I think if you were able to make it one way and rebrand the flavor would make it better.
Am Shegar: This card is really confusing. I'm not sure if this works within the rules, and even if it does, it's a lot to take in which distracts from the flavor tie-in this challenge is focusing on.
Roccovsky: The action word should work for what is being targeted, its inelegant to have it affect the creature and the land. Plus, I feel like this creature is OP.
mirrislegend: a very straightforward approach. It's a good approach to the challenge, but it isn't too exciting.
necarg: Cultivate is cool. I wish you had presented in a way that was slightly less parasitic, but I think it is merited for flavor reasons.
atogoholic: I like how this takes a while but has a large pay off. Really feels like farming.
WINNER: Willows, 2nd place is atogoholic.
NEW CHALLENGE: Japan, but don't use Japanese words
Instant {M}
Each player takes an extra turn after their next turn. During those extra turns, creatures can't attack and spells targeting opponents or opponents' permanents can't be cast.
IIW: A Future Sight card foreshadowing a set that already exists
Creature - Human Wizard
Imprint - Whenever a nontoken creature you control returns to its owner's hand, you may exile that card. If you do, return each other card exiled with Artistic Realist to its owner's hand.
WU, : Return target creature to its owner's hand.
X, : Create a token that's a copy of a card exiled with Artistic Realist. X is the converted mana cost of that exiled card.
Everything I create is my greatest creation
2/4
IIW: 1cc or 2cc Cat and/or Dog