Listen, we didn't walk all the way to this volcano just to be scared off by a dragon and a cloud.
Option A: Rebounded Fury4RW
Instant (R)
Until end of turn, if a creature would deal damage to another creature or player, it deals that damage to itself instead. The dragon saw a perfect opportunity to strike. The mage saw a perfect opportunity to strike back.
I really wanted to make the flavor text Stop hitting yourself.
Smackdown!2RRR
Sorcery {R}
Choose half of all creatures you don't control, rounded down. Then for each creature chosen this way, that creature fights at random a creature not chosen that you don't control. Creatures cannot fight more than once this way. While the massive army fought amongst itself, Jehoshaphat slipped through enemy lines. It didn't matter which path he took as long as he went.
Goldfletch Heartstriker 1BW
Creature - Human Mercenary Archer [UC] 1W; ~ gains reach until end of turn. Activate this ability only during combat, before blockers are declared. BB, t: ~ gains deathtouch until end of turn.
1/2
Heavy Crash3RG
Sorcery [Rare]
Each creature with flying loses flying until end of turn and deals damage to itself equal to its toughness. The regents of the skies - bested by gravity.
NVRBLND: Ignoring some weird wording shortcuts, this is an interesting card. I'm thinking about the applications of it. Obviously it's a "rescue" type card, but its expensive and does more. Is the "more" that it does worth it? If the timing works out, maybe you keep a blocker your opponent thought they were getting rid of, but on your own turn the token will rarely do anything, and after combat on your opponent's turn it will also rarely do anything. I just wish the token had more time to do something, because right now this feels designed to play with ETB triggers. Flavor for running away and leaving a decoy behind works out, though.
LustLain: Is "creatures with flying lose flying" an infinite loop of "now they do have flying, so they don't, so the ability stops looking at them so they do again, but now they don't." Assuming there's a perfect wording of this, it feels about right. Against a flying deck it's pretty much going to shut them down completely, but a 5-mana multicolored rare enchantment can do that. As for flavor, you've rendered the elemental powerless in terms of attack, but it could still tap you down with its abilities, perhaps, so I don't feel you've completely neutralized the threat with this card.
Angry Bob: That's a lot of spiders. As to whether this could ever see print, I mean, its a 7-mana enchantment with no immediate effect, BUT by your next turn, you have 7 power and 14 toughness from it, and then you can get at least that every turn for the rest of forever if you want. It might be a bit much in limited, that's for sure. Also, as for flavor, when the thunder dragon gets close, his thunder is going to kill all those spiders anyway, so this probably isn't the best plan.
Ogonomany: So realistically, the time to play this (in a duel at least) is when you are attacked, before declaring any blockers, but I guess there are other scenarios as well, like if you attack a team of 4/4s with a bunch of 1/2s or something. I do kind of think this could actually cost 1 less, but maybe I'm underestimating it. Either way, it's a fun effect, and I like how it's not specific to combat damage so, flavorfully and mechanically, it turns the dragon's thunder against itself. Good work on that score.
GG Crono: I'm sorry, I'm just not a fan of this kind of narrow hoser. I also don't feel that Elemental goes in the same category as Spirit and Illusion, which both have sort of a "not-real-or-not-of-this-plane" vibe, while an elemental is a very real, present, thing.
DeadSpectra: I'd love to play this in Magic Online and hate to play it anywhere else, just for the ordeal of actually executing the card. I think it's too intense in that regard, especially in multiplayer, and unnecessarily so. Flavorwise, I don't see how this solves either problem. Who would the enemy beast be fighting? I haven't identified anyone else for them to take down or be taken down by.
Xioslkon: There's a lot more restrictions going on here than you need. This could easily be a 2/3 creature with 1w: reach until end of turn, and 1b: deathtouch until end of turn. It's just plain underpowered as-is. Also, it can't withstand the dragon's thunderous entrance.
soramaro: I was so with you until I saw "toughness" where I expected "power." Even though I can kind of see the flavor there, I just don't like the design of "damage equal to its toughness" because it lacks the situational strategy of "damage equal to its power." Close, but that just rubs me the wrong way, but good flavor, mostly. I was hoping all the option A cards would address the thunder-damage issue, though.
WINNER: Ogonomany
You approach the path of the dragon, and while doing so, summon a warding shield in front of you to rebound any attacks from the draconian beast. Sure enough, the dragon sees you and decides you are not welcome there. As it approaches, thunder strikes in its wake, but you have you fear. A few bolts of lightning come down right above you, being sapped into your ward before being then shot out back at the dragon, who cannot withstand its own fury, and falls back behind the mountainside.
As you start to go higher, the ground begins to tremor every so often. You do eventually make your way to the peak and peer down into the volcano's vent, seeing an unsettling bubbling of lava. It seems this thing may erupt at any moment, leaving you with two choices:
TWO OPTIONS:
A) Stop the eruption
B) Let the volcano erupt, likely destroying much of this region, but save yourself somehow
Forgelight Eidolon 1W
Enchantment Creature - Spirit [C]
Bestow 2W
Protection from red.
Enchanted creature gets +1/+1 and has protection from red.
1/1
If not, then I'll take the loss. =P
Marid Tyrant 3UU
Creature - Djinn
Flash, Flying
Echo 3UU
When Marid Tyrant enters the battlefield, counter target spell.
5/6
Hope the eruption counts as a spell.
Private Mod Note
():
Rollback Post to RevisionRollBack
I am GUR. I view the world around me with a sense of wonder and awe that only increases as I learn more about it. I quickly become bored if deprived of puzzles to solve or new things to learn. At my best, I am brilliant and inventive, at my worst, I am moody and erratic.
Makindi Appeaser1WW
Creature - Human Cleric (Uncommon)
Flash
When ~ enters the battlefield, you and creatures you control gain protection from lands until end of turn. "To be honest, I don't know what to think of this place. One one hand, I grew up here - it is my homeland. On the other, it has always been trying to kill me in at least five different ways per day. Makes you think." - Erdu the Explorer 1/4
Spirit of Yesterdays3UU
Creature - Spirit (R)
Flying T, Sacrifice Spirit of Yesterdays: Return all permanents that entered the battlefield this turn to their owners' hands, then end the turn. While others remember the past, it brings it back to life.
2/3
Blast of Steam1UR
Instant
Creatures you control get +1/+0 and gain flying until end of turn. Deal 1 damage to each creature you control. "Sure it may singe a little, but the rush is worth it!" - Squazark, Izzet Augmenter
Glacierblood Golem2UU
Creature - Golem (U)
When Glacierblood Golem enters the battlefield, tap target mountain. As long as Glacierblood Golem is on the battlefield, it doesn't untap during it's controller untap step. The earth trembles, the boiling lava is on the brim of the crater then it suddenly fizzles.
2/4
Option A Kor Medical Response Team2WW
Creature - Kor Cleric
When Kor Medical Response Team enters the battlefield, exile target land until Kor Medical Response Team leaves the battlefield. As the infection began to spread, the council saw it fit to quarantine huge swaths of the empire.
3/3
Option A:
Rebounded Fury 4RW
Instant (R)
Until end of turn, if a creature would deal damage to another creature or player, it deals that damage to itself instead.
The dragon saw a perfect opportunity to strike. The mage saw a perfect opportunity to strike back.
Dispersing Wave 3UU
Sorcery (R)
Put all Elemental, Spirit and Illusion creatures on the bottom of their owners' libraries.
Smackdown! 2RRR
Sorcery {R}
Choose half of all creatures you don't control, rounded down. Then for each creature chosen this way, that creature fights at random a creature not chosen that you don't control. Creatures cannot fight more than once this way.
While the massive army fought amongst itself, Jehoshaphat slipped through enemy lines. It didn't matter which path he took as long as he went.
Goldfletch Heartstriker 1BW
Creature - Human Mercenary Archer [UC]
1W; ~ gains reach until end of turn. Activate this ability only during combat, before blockers are declared.
BB, t: ~ gains deathtouch until end of turn.
1/2
Sorcery [Rare]
Each creature with flying loses flying until end of turn and deals damage to itself equal to its toughness.
The regents of the skies - bested by gravity.
LustLain: Is "creatures with flying lose flying" an infinite loop of "now they do have flying, so they don't, so the ability stops looking at them so they do again, but now they don't." Assuming there's a perfect wording of this, it feels about right. Against a flying deck it's pretty much going to shut them down completely, but a 5-mana multicolored rare enchantment can do that. As for flavor, you've rendered the elemental powerless in terms of attack, but it could still tap you down with its abilities, perhaps, so I don't feel you've completely neutralized the threat with this card.
Angry Bob: That's a lot of spiders. As to whether this could ever see print, I mean, its a 7-mana enchantment with no immediate effect, BUT by your next turn, you have 7 power and 14 toughness from it, and then you can get at least that every turn for the rest of forever if you want. It might be a bit much in limited, that's for sure. Also, as for flavor, when the thunder dragon gets close, his thunder is going to kill all those spiders anyway, so this probably isn't the best plan.
Ogonomany: So realistically, the time to play this (in a duel at least) is when you are attacked, before declaring any blockers, but I guess there are other scenarios as well, like if you attack a team of 4/4s with a bunch of 1/2s or something. I do kind of think this could actually cost 1 less, but maybe I'm underestimating it. Either way, it's a fun effect, and I like how it's not specific to combat damage so, flavorfully and mechanically, it turns the dragon's thunder against itself. Good work on that score.
GG Crono: I'm sorry, I'm just not a fan of this kind of narrow hoser. I also don't feel that Elemental goes in the same category as Spirit and Illusion, which both have sort of a "not-real-or-not-of-this-plane" vibe, while an elemental is a very real, present, thing.
DeadSpectra: I'd love to play this in Magic Online and hate to play it anywhere else, just for the ordeal of actually executing the card. I think it's too intense in that regard, especially in multiplayer, and unnecessarily so. Flavorwise, I don't see how this solves either problem. Who would the enemy beast be fighting? I haven't identified anyone else for them to take down or be taken down by.
Xioslkon: There's a lot more restrictions going on here than you need. This could easily be a 2/3 creature with 1w: reach until end of turn, and 1b: deathtouch until end of turn. It's just plain underpowered as-is. Also, it can't withstand the dragon's thunderous entrance.
soramaro: I was so with you until I saw "toughness" where I expected "power." Even though I can kind of see the flavor there, I just don't like the design of "damage equal to its toughness" because it lacks the situational strategy of "damage equal to its power." Close, but that just rubs me the wrong way, but good flavor, mostly. I was hoping all the option A cards would address the thunder-damage issue, though.
WINNER: Ogonomany
You approach the path of the dragon, and while doing so, summon a warding shield in front of you to rebound any attacks from the draconian beast. Sure enough, the dragon sees you and decides you are not welcome there. As it approaches, thunder strikes in its wake, but you have you fear. A few bolts of lightning come down right above you, being sapped into your ward before being then shot out back at the dragon, who cannot withstand its own fury, and falls back behind the mountainside.
As you start to go higher, the ground begins to tremor every so often. You do eventually make your way to the peak and peer down into the volcano's vent, seeing an unsettling bubbling of lava. It seems this thing may erupt at any moment, leaving you with two choices:
TWO OPTIONS:
A) Stop the eruption
B) Let the volcano erupt, likely destroying much of this region, but save yourself somehow
DESIGN RESTRICTIONS:
Creatures only
Burrenton For- But seriously.
Hmm, is bestow okay here? If sooo...
Forgelight Eidolon 1W
Enchantment Creature - Spirit [C]
Bestow 2W
Protection from red.
Enchanted creature gets +1/+1 and has protection from red.
1/1
If not, then I'll take the loss. =P
Creature - Mage
Volcanoes can't erupt.
Neutralize? I merely asked it to stop.
1/1
Creature - Djinn
Flash, Flying
Echo 3UU
When Marid Tyrant enters the battlefield, counter target spell.
5/6
Hope the eruption counts as a spell.
Creature - Human Cleric (Uncommon)
Flash
When ~ enters the battlefield, you and creatures you control gain protection from lands until end of turn.
"To be honest, I don't know what to think of this place. One one hand, I grew up here - it is my homeland. On the other, it has always been trying to kill me in at least five different ways per day. Makes you think." - Erdu the Explorer
1/4
(Option B)
Spirit of Yesterdays 3UU
Creature - Spirit (R)
Flying
T, Sacrifice Spirit of Yesterdays: Return all permanents that entered the battlefield this turn to their owners' hands, then end the turn.
While others remember the past, it brings it back to life.
2/3
Blast of Steam 1UR
Instant
Creatures you control get +1/+0 and gain flying until end of turn. Deal 1 damage to each creature you control.
"Sure it may singe a little, but the rush is worth it!" - Squazark, Izzet Augmenter
Signature by DarkNightCavalier at Heroes of the Plane Studios
Glacierblood Golem2UU
Creature - Golem (U)
When Glacierblood Golem enters the battlefield, tap target mountain. As long as Glacierblood Golem is on the battlefield, it doesn't untap during it's controller untap step.
The earth trembles, the boiling lava is on the brim of the crater then it suddenly fizzles.
2/4
Kor Medical Response Team 2WW
Creature - Kor Cleric
When Kor Medical Response Team enters the battlefield, exile target land until Kor Medical Response Team leaves the battlefield.
As the infection began to spread, the council saw it fit to quarantine huge swaths of the empire.
3/3
seisomancer 2U
creature - human wizard
Flash
When seisomancer comes into play, counter target spell named active volcano.
2/1
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom