How broad is the definition of a mechanical theme, and are there themes that are not acceptable? I'm guessing that having a set that "cares about" a certain zone or card type is fine, as in an "Enchantment set," a "land set," a "graveyard set," or an "exile zone set." But are the following concepts acceptable? 1. Tribal 2. Monocolor vs. Multicolor 3. Hybrid vs. Non-Hybrid 3. "Missing Color" Set (One color is entirely absent, or almost entirely)
Keyword: Flurry - Effect as long as you cast two or more spells this turn. Flurry - If you cast two or more spells this turn, effect instead.
Two different templates. One for permanents, one for instants/sorceries.
Eager RecruiterWW Creature - Human Soldier (R)
When Eager Recruiter enters the battlefield, search your library for a white creature card with converted mana cost 1 or less and put that card onto the battlefield. Then shuffle your library.
Eager Recruiter would enable flurry better if it put the card into hand instead of onto the field. Perhaps you thought of that and decided against it, but i favor the idea.
November CCL will be up tomorrow, but these scores are definite:
2 pts - Goblin Pile Shuffler, Solesticio, Saagn, Prophylaxis
4 pts - Noatz
Arcel, Big_Cal, and Ninja Caterpie each get at least 8 pts (there was a tie that produced 3 finalists). One of them will get 10 pts and the qualification.
You might be able to finalize the list with just these scores. I'll try to update this with the final result tomorrow afternoon during the Alara Sealed tournament we are doing.
We're right in the middle of the second CCC&G Pro Tour, and there's no better time than now to look at revising what we do.
While, overall, I think the system worked well (we'll see if the ambitious second PT pans out as well as I'm hoping it will), there are some places I'd like to make tweaks so that next year it goes even better!
One of the biggest is formally opening up the CFGs (the fourth MQ of the month) up to public submissions. So far, the games in the CFG slot have been restricted to being run by Flamingo members only, which is fine, but I think I'm missing out on some opportunities here. I've gotten requests via PM to run CFGs, and in my brain I can't think of any reason to say no.
So, the proposal:
1. Rename "Club Flamingo Games" as "Community Featured Games," to preserve the same acronym.
2. Create a sticky thread or designate some other official channel for CFG submissions.
3. Formalize a process whereby the Flamingos assist would-be and especially first-time game runners in getting their game polished and running. I've already drafted one:
Community Featured Game Submission Guidelines
1. Submit your game idea!* Submission form included below.
2. I (and the Flamingos) will review your game submission. We'll contact you regarding suggestions or questions about the game.
3. Either on your own or with help from us, refine the game (if needed).
4. If you are chosen to run a game, make sure you have a co-host! We will not allow games to be run solo.
5. I'll give you the final approval, and then you'll be good to go!
*Either through a sticky or via PM, not sure.
4. Create a set of guidelines for the creation of CFGs. I've already done this, too:
Community Featured Game Guidelines
1. MQs need to have a single winner. Because of the MQ nature of the CFGs, at the end of the month we need a single person that can receive a qualification.
2. MQs need to fit within a month. Again, due to the structure of the Pro Tour, there are some restrictions on what can be done. One winner per month per game.
3. The best games are about making cards. Not Planes. Not flavor. From experience we've realized that people come to CCC&G to make custom cards. Seems obvious, doesn't it? Some users love creating flavor. If you want to cater to these players, that's fine! But flavor can't be the core behind your game.
4. The best games are simple. Look at the most successful games. The MCC: "Players' cards are divided into brackets and judged, and the top scorers advance to the next round." The DCC: "Every day you post whatever you want, then vote for cards you like." Or even the Battle Factory, the first CFG: "Players make cards using restrictions, then get to swap restrictions with their opponents." There's more detail in each of those games, but the core is simple and easy to "grok." Your game should be similarly simple to understand.
5. The best games are easy. Easy both to play in and to run. Don't ask players to design an entire set in a week. Don't make a game that will sap hours out of your day every day for a month.
6. The best games are thematic. While not required, having a theme for your game goes a long way toward making it enjoyable. Make it more than just making cards. Give us a story!
7. The best games are fun! Following the previous four guidelines will actually help with the fun factor, but just ask yourself if you would enjoy playing in your own game. If not, scrap it!
1. Name of the game: Optional
2. Description of the game: Required (Include all details here. Is it elimination? How many people can play? And, most importantly, what is the game?)
3. Co-host: (Leave blank if you don't have one yet)
4. Availability: Required (e.g., "I can run the game in February or March")
If this idea sounds good to people, I'll put it into the works and hopefully start on public submissions as early as January!
We did have one at some point - look up The Labyrinth. The main issue was that getting everyone through a decent number of rounds within a month was a nightmare. There's always been strong support for a rerun, but even with four hosts it was extremely taxing on all of us. We're still looking into ways to fix this, so feel free to propose an alternate system.