Meat WagonUBR
Artifact - Vehicle (R)
Menace T, tap an untapped Cleric you control: Create a 2/2 Zombie creature token.
At the beginning of combat on your turn, you may have target Zombie token you control gain "This creature can't be blocked." until end of turn. If you do, sacrifice it at the beginning of the next end step.
Crew 3
4/4
Brass’ Flagship. 1BRU
Artifact- Vehicle (M)
Vigilance, Trample, Menace
Raid- At the beginning of your second main phase, if you attacked with a creature this turn, you may put a pirate card from your hand onto the battlefield. If you do, each opponent loses life equal to that card’s converted mana cost.
Vehicles your opponents control have (sym:tap): gain control of this vehicle. Any player may activate this ability.
Crew 3
4/6
IIW: A memento card for club flamingo to be remembered. (Bonus points if you make me cry)
OverseercopterWUB
Artifact Creature - Vehicle Thopter
Your opponents play with their hands revealed.
Crew 1
Flying
Whenever Overseercopter deals combat damage to a player, name a card other than a basic land. All players reveal their hands & discard all cards with that name.
2/4
EDIT: I was hoping for a few more entries, but I'll judge what we have in the next few hours.
Mergatroid_Jones: Because what an Enchantress deck needs is more card draw and an airship, apparently.
Forestsguy: Not Shard colored.
Sephon19: You went with Wedge, rather than Shard.
Superbajt: I'm trying to discern why this is a Vehicle in addition to being a Zombie maker and enabler. Might have tied together better as an attack trigger.
TheRavenManIsSquee: As the flagship, it should A) have a name, and B) be Legendary. Why isn't the Raid trigger instead an attack or combat damage trigger for the free Pirate? And why does this turn the game into Gone in 60 Seconds?
VolrathTheRisen: Slightly broken, between the cheap crew cost and the fact that you will know exactly what card to name if it makes contact due to the first ability.
Isolation3RWB
Sorcery (R)
Each player chooses a nonland permanent of each type they control, then sacrifices the rest. Players discard cards and exile cards from their graveyards the same way. Finally alone, no one could betray Marchesa.
While it would be grand to judge the final Flamingo challenge on MTGS, I'll give that honor to the next person. I'll judge on the fifth. The site dies on the eighth (ninth?). That's just enough time for one more iteration. Winner sets the last challenge. I invite our host Megiddo to participate in this, or in our final challenge. I'll be there on the next site.
Apparently we have another month to go, so that's nice.
MTG Salvation is going into Read-Only mode on the 8th of July, not June. There's still weeks to go. Why else would the CCL and MCC be run if there wasn't a full month to complete them?
Excavate2
Instant (U)
Draw a card.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
IIW: The original Club Flamingo challenge - Make a mass removal card.
Taxation. 2WW
Enchantment (R)
Spells your opponents cast cost 1 more to cast.
Whenever an opponent casts a spell, you gain 1 life.
IIW: Each player of this challenge picks an IIW that was NOT THEIRS from the previous challenge.
Also, another month of being a flamingo.
YeEt
Somnambulism1UR
Enchantment - Aura R
Enchant creature
If enchanted creature would untap, it's controller flips a coin instead. If they lose the flip, choose one of their opponents at random. That opponent gains control of enchanted creature. Otherwise untap enchanted creature.
IIW: Lands which directly interact with win conditions, two examples would be (1) introducing new win conditions or (2) making it so that certain players can't win or lose.
Decentralize W
Instant
Kicker 1WW
Exile target creature. That creature's controller creates X 1/1 white Rebel creature tokens, where X is the exiled creature's power. If this spell was kicked, you create that many of those tokens instead.
Subject Sixteen: Isolation
The flavor is cool, but I think the card will end up being total jank. It should also require hand reveals. In the end, this takes out fewer cards than it seems like it should. There's nothing wrong with a jank rare, but I see this getting cut most of the time for just not doing quite enough.
Eventide Sojourner: Excavate
There would need to be a specific environment that supported this. As is, I don't feel like the flavor of excavation (which is theoretically mostly red and maybe white) justifies "breaking the rules" by making a colorless spell. Nonetheless, if this comes in a set like Antiquities 2, I could see there being a colorless artifact theme that could even spill over into spells (the opposite of colors spilling onto artifacts). Beyond all that, what you end up with is more like an enchantment that operates from the graveyard. It's basically a colorless Trade Routes/Tectonic Reformation that draws you a card to get started. That's pretty good, and maybe deserves to be rare. And it seems like it could just be an artifact.
The Raven Man Is Squee: Taxation
The name is quite direct, and so is the card. It's not a particularly fun card to play against, and it's actually pretty insanely pushed considering how much advantage this can gain you over a few turns, especially in multiplayer. I like my taxes to have some loopholes (maybe a type of card that isn't taxed for example). This card feels pretty blunt and pretty cruel.
Mr. Rithaniel: Somnambulism
"I fell asleep at my post, and when I woke up I was a Russian soldier. It was awfully confusing."
This is most reminiscent of Custody Battle, which I've had some jolly old times with. Obviously you aren't making a card for Spike here. This is a jank rare that people will hate to open (it's pretty middling removal in draft), but someone somewhere will make the most memorable mischief with this card. It's good to have cards for the casuals, but it would be nice if this were a little more effective on its own.
Totally Haywire: Decentralize
This is a pretty interesting card. Swords to-- little guys with swords. The flavor is a little strange here. I suppose unkicked it represents a rebel leader disbursing their accumulated military strength to the masses. And kicked it represents an assassination carried out by numerous rebels in order to decentralize political power Huh. Yeah, I guess that works. Mechanically, this is good, but not overpowered. At one mana, this compares generally unfavorably to Swords to Plowshares and Path to Exile, but the fact that it's even on their battleground isn't nothing. And then suddenly you realize this is 1WWW instant speed- exile target creature and get X guys. It's like if Vraska's Contempt had an option that was almost as good as Disfigure. This card is too good. The kicked version is too swingy to be so cheap.
Forests Guy: Impatience
Ugh. I'm really not looking for a fixed two mana Time Walk. This card is broken or bust. If it's not over powered, it's probably unplayable. Does this only work after exactly three spells? Because if it's at least three spells, it's definitely broken.
Stille Nacht: Solipsism
It's been a while since philosophy 101. I definitely had to look this up. It's the classic Descartes concept that only the self can be proven to exist. This is a pretty neat interpretation of that concept into a Magic card, and a pretty good use of a single word. This has the crucial "or ability" text, so it can be built into a death beam with any number of cheap and free abilities, which justifies the high cost of the enchantment.
Winner: Stille Nacht
Next: Original Mythological characters
@Mergatroid_Jones: I wanted something a little more entertaining and amusing than just an enchantment/artifact that reads "Land cards you control have cycling 2."
Original Mythological characters? Could we get a little more of a descriptor for that?
Private Mod Note
():
Rollback Post to RevisionRollBack
May your games be chaotic and your decks be Rogue.
@Mergatroid_Jones: I wanted something a little more entertaining and amusing than just an enchantment/artifact that reads "Land cards you control have cycling 2."
Original Mythological characters? Could we get a little more of a descriptor for that?
Fair enough. It does make it more interesting, though I think 1R would be the more logical (and conservative) choice for keeping it a spell.
I also would like some clarification on original mythological characters. You mean characters based on world mythology/folklore? My interpretation: less Tymna the Weaver who seems to be based directly off Arachne, and more like Kydele, Chosen of Kruphix, who is thematically based off the oracles, but not directly based on any character, or like Adarkar Valkyrie because valkyries. Am I correct?
Original Mythological Creatures: Basically make a creature/hero that seems like it's from a Greek or Norse or Egyptian or whatever mythological tradition but doesn't actually already exist. Examples in magic would be the Chromanticore, or all of Theros block.
Speaking to the above, yeah more Kydele, Chosen of Kruphix and less Triad of Fates (Play on a mythological concept vs. the actual Fates from Greek Myth). For creatures, more Hundred-Handed One or Pharika's Mender and less Adarkar Valkyrie (which could literally just be called Valkyrie). Don't worry too much about avoiding references to real mythology though, as long as it's not an actual direct pull, it's more important how flavorful the card is and how interesting the myth seems.
Kunmangwag, the Prismatic WUBRG
Legendary Creature - Snake M W: Each white creature you control gains vigilance until end of turn. U: Each blue creature you control gains flying until end of turn. B: Each black creature you control gains deathtouch until end of turn. R: Each red creature you control gains haste until end of turn. G: Each green creature you control gains trample until end of turn.
6/6
Hundred-Handed One is a direct pull from the Hecatoncheires... but I get the point.
Valen, The War King1RWB
Legendary Artifact Creature - God Wonder {MR} (As this Wonder enters and after your draw step, you may tap a creature to put a brick counter on this.)
Indestructible
As long as it has less than three brick counters on it, Valen isn’t a creature.
Remove a brick counter from Valen: Untap target attacking creature you control. After this phase there is an additional combat phase. Each other creature that attacked or blocked this turn, cannot attack or block until end of turn. Activate this ability only once per turn.
7/4
What will happen to club Flamingo when the site closes?
Could we make Club Flamingo it’s own website?
well, somebody could make a new Club Flamingo thread on the new site.
To be clear I'm referring to myself there.
I wasn't expecting to have to make a new post so soon after the last one, but I guess my hand was forced.
When the time comes and the new site is up I'll make a new Club Flamingo there, as well as providing one final retrospective post here. End of an era indeed, but just like last time it'll rise again.
I might make real cards again!
it's a shame I have over 1k vanished CF posts, the thread would easily clear 65k if so
Mischievous Cow 1WW
Creature- God Cow (M)
When Mischievous Cow enters the battlefield, flip a coin. If heads, shuffle your sideboard into your library, if tails, shuffle target opponents sideboard into your library.
1/2
“Moo.”
I think this fits the challenge, as I was going for a cow trickster god, which has never been done before to my knowledge.
IIW: Pick an IIW from this round that didn’t win and WASN'T YOURS to complete.
Laughing Coyote1W
Creature - Hound(U) 1W,T: Target attacking creature deals damage equal to its power to its controller.
2/2 Those who have had the benefit of learning from Coyote rarely forget.
Artifact - Vehicle (R)
Menace
T, tap an untapped Cleric you control: Create a 2/2 Zombie creature token.
At the beginning of combat on your turn, you may have target Zombie token you control gain "This creature can't be blocked." until end of turn. If you do, sacrifice it at the beginning of the next end step.
Crew 3
4/4
IIW: IT concept/device
Artifact- Vehicle (M)
Vigilance, Trample, Menace
Raid- At the beginning of your second main phase, if you attacked with a creature this turn, you may put a pirate card from your hand onto the battlefield. If you do, each opponent loses life equal to that card’s converted mana cost.
Vehicles your opponents control have (sym:tap): gain control of this vehicle. Any player may activate this ability.
Crew 3
4/6
IIW: A memento card for club flamingo to be remembered. (Bonus points if you make me cry)
Artifact Creature - Vehicle Thopter
Your opponents play with their hands revealed.
Crew 1
Flying
Whenever Overseercopter deals combat damage to a player, name a card other than a basic land. All players reveal their hands & discard all cards with that name.
2/4
IIW: Your username as a card.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Or the 1st of June, whichever happens first.
EDIT: I was hoping for a few more entries, but I'll judge what we have in the next few hours.
Mergatroid_Jones: Because what an Enchantress deck needs is more card draw and an airship, apparently.
Forestsguy: Not Shard colored.
Sephon19: You went with Wedge, rather than Shard.
Superbajt: I'm trying to discern why this is a Vehicle in addition to being a Zombie maker and enabler. Might have tied together better as an attack trigger.
TheRavenManIsSquee: As the flagship, it should A) have a name, and B) be Legendary. Why isn't the Raid trigger instead an attack or combat damage trigger for the free Pirate? And why does this turn the game into Gone in 60 Seconds?
VolrathTheRisen: Slightly broken, between the cheap crew cost and the fact that you will know exactly what card to name if it makes contact due to the first ability.
On those notes, the winner is: Mergatroid_Jones.
Next challenge: One-word card names.
Sorcery (R)
Each player chooses a nonland permanent of each type they control, then sacrifices the rest. Players discard cards and exile cards from their graveyards the same way.
Finally alone, no one could betray Marchesa.
Next challenge: Copies
While it would be grand to judge the final Flamingo challenge on MTGS, I'll give that honor to the next person. I'll judge on the fifth. The site dies on the eighth (ninth?). That's just enough time for one more iteration. Winner sets the last challenge. I invite our host Megiddo to participate in this, or in our final challenge. I'll be there on the next site.Apparently we have another month to go, so that's nice.
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.
Excavate 2
Instant (U)
Draw a card.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
IIW: The original Club Flamingo challenge - Make a mass removal card.
Enchantment (R)
Spells your opponents cast cost 1 more to cast.
Whenever an opponent casts a spell, you gain 1 life.
IIW: Each player of this challenge picks an IIW that was NOT THEIRS from the previous challenge.
Also, another month of being a flamingo.
YeEt
Enchantment - Aura R
Enchant creature
If enchanted creature would untap, it's controller flips a coin instead. If they lose the flip, choose one of their opponents at random. That opponent gains control of enchanted creature. Otherwise untap enchanted creature.
IIW: Lands which directly interact with win conditions, two examples would be (1) introducing new win conditions or (2) making it so that certain players can't win or lose.
Instant
Kicker 1WW
Exile target creature. That creature's controller creates X 1/1 white Rebel creature tokens, where X is the exiled creature's power. If this spell was kicked, you create that many of those tokens instead.
IIW: Use an existing mechanic in an unusual way
Instant (MR)
End the turn. Cast only if three other spells were cast this turn.
Iiw
3cmc below Mana Sinks
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.
Enchantment (M)
All creatures are Illusions in addition to their other types and have "Whenever this creature becomes the target of a spell or ability, sacrifice it."
IIW: Original mythological creatures.
UWUW ControlUW
UGWSpiritsUGW
GHardened ScalesG
WGRUKiki PodWGRU [RIP]
The flavor is cool, but I think the card will end up being total jank. It should also require hand reveals. In the end, this takes out fewer cards than it seems like it should. There's nothing wrong with a jank rare, but I see this getting cut most of the time for just not doing quite enough.
Eventide Sojourner: Excavate
There would need to be a specific environment that supported this. As is, I don't feel like the flavor of excavation (which is theoretically mostly red and maybe white) justifies "breaking the rules" by making a colorless spell. Nonetheless, if this comes in a set like Antiquities 2, I could see there being a colorless artifact theme that could even spill over into spells (the opposite of colors spilling onto artifacts). Beyond all that, what you end up with is more like an enchantment that operates from the graveyard. It's basically a colorless Trade Routes/Tectonic Reformation that draws you a card to get started. That's pretty good, and maybe deserves to be rare. And it seems like it could just be an artifact.
The Raven Man Is Squee: Taxation
The name is quite direct, and so is the card. It's not a particularly fun card to play against, and it's actually pretty insanely pushed considering how much advantage this can gain you over a few turns, especially in multiplayer. I like my taxes to have some loopholes (maybe a type of card that isn't taxed for example). This card feels pretty blunt and pretty cruel.
Mr. Rithaniel: Somnambulism
"I fell asleep at my post, and when I woke up I was a Russian soldier. It was awfully confusing."
This is most reminiscent of Custody Battle, which I've had some jolly old times with. Obviously you aren't making a card for Spike here. This is a jank rare that people will hate to open (it's pretty middling removal in draft), but someone somewhere will make the most memorable mischief with this card. It's good to have cards for the casuals, but it would be nice if this were a little more effective on its own.
Totally Haywire: Decentralize
This is a pretty interesting card. Swords to-- little guys with swords. The flavor is a little strange here. I suppose unkicked it represents a rebel leader disbursing their accumulated military strength to the masses. And kicked it represents an assassination carried out by numerous rebels in order to decentralize political power Huh. Yeah, I guess that works. Mechanically, this is good, but not overpowered. At one mana, this compares generally unfavorably to Swords to Plowshares and Path to Exile, but the fact that it's even on their battleground isn't nothing. And then suddenly you realize this is 1WWW instant speed- exile target creature and get X guys. It's like if Vraska's Contempt had an option that was almost as good as Disfigure. This card is too good. The kicked version is too swingy to be so cheap.
Forests Guy: Impatience
Ugh. I'm really not looking for a fixed two mana Time Walk. This card is broken or bust. If it's not over powered, it's probably unplayable. Does this only work after exactly three spells? Because if it's at least three spells, it's definitely broken.
Stille Nacht: Solipsism
It's been a while since philosophy 101. I definitely had to look this up. It's the classic Descartes concept that only the self can be proven to exist. This is a pretty neat interpretation of that concept into a Magic card, and a pretty good use of a single word. This has the crucial "or ability" text, so it can be built into a death beam with any number of cheap and free abilities, which justifies the high cost of the enchantment.
Winner: Stille Nacht
Next: Original Mythological characters
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.
Original Mythological characters? Could we get a little more of a descriptor for that?
Fair enough. It does make it more interesting, though I think 1R would be the more logical (and conservative) choice for keeping it a spell.
I also would like some clarification on original mythological characters. You mean characters based on world mythology/folklore? My interpretation: less Tymna the Weaver who seems to be based directly off Arachne, and more like Kydele, Chosen of Kruphix, who is thematically based off the oracles, but not directly based on any character, or like Adarkar Valkyrie because valkyries. Am I correct?
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.
Speaking to the above, yeah more Kydele, Chosen of Kruphix and less Triad of Fates (Play on a mythological concept vs. the actual Fates from Greek Myth). For creatures, more Hundred-Handed One or Pharika's Mender and less Adarkar Valkyrie (which could literally just be called Valkyrie). Don't worry too much about avoiding references to real mythology though, as long as it's not an actual direct pull, it's more important how flavorful the card is and how interesting the myth seems.
UWUW ControlUW
UGWSpiritsUGW
GHardened ScalesG
WGRUKiki PodWGRU [RIP]
Legendary Creature - Snake M
W: Each white creature you control gains vigilance until end of turn.
U: Each blue creature you control gains flying until end of turn.
B: Each black creature you control gains deathtouch until end of turn.
R: Each red creature you control gains haste until end of turn.
G: Each green creature you control gains trample until end of turn.
6/6
(Rainbow serpent)
Next: Remake a card from Alpha/Beta, concepting it based on its card name, and changing its card type.
Valen, The War King 1RWB
Legendary Artifact Creature - God Wonder {MR}
(As this Wonder enters and after your draw step, you may tap a creature to put a brick counter on this.)
Indestructible
As long as it has less than three brick counters on it, Valen isn’t a creature.
Remove a brick counter from Valen: Untap target attacking creature you control. After this phase there is an additional combat phase. Each other creature that attacked or blocked this turn, cannot attack or block until end of turn. Activate this ability only once per turn.
7/4
IIW: Artifacts with the subtype "Wonder"
I might make real cards again!
it's a shame I have over 1k vanished CF posts, the thread would easily clear 65k if so
never forgetti spam spaghetti
Creature- God Cow (M)
When Mischievous Cow enters the battlefield, flip a coin. If heads, shuffle your sideboard into your library, if tails, shuffle target opponents sideboard into your library.
1/2
“Moo.”
I think this fits the challenge, as I was going for a cow trickster god, which has never been done before to my knowledge.
IIW: Pick an IIW from this round that didn’t win and WASN'T YOURS to complete.
Creature - Hound(U)
1W,T: Target attacking creature deals damage equal to its power to its controller.
2/2
Those who have had the benefit of learning from Coyote rarely forget.
IIW: Super hero world
Club Flamingo Wins: 1!