So Figurative started a game over here and I won it.
Now we get to continue and to draw some attention to it I created this thread, which can be used for all following rounds.
Rules:
Last winner of a match gets to be judge for the next match.
First four people to sign up (holder or submission) get to play in the match.
Every round the judge gives out a 'basket' of 'ingredients' that have to be used for the card designs.
After everyone submitted a card the judge comments on all of them and decides on one player to be 'chopped'.
The next round starts without the chopped player until there's only one player left. That's the winner of the match.
So let's start. Something not too restrictive for the first round:
Is a land.
Is an enchantment.
Has a static ability.
Produces mana.
All of the above has to be true for your card.
Private Mod Note
():
Rollback Post to RevisionRollBack
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
I'm Rujasu, I am a Magic player and a moderator on MTGSalvation. I am a huge fan of blue and red aggro and aggro-control decks, but I believe all of the colors are important to the game. I want to win MtG: Chopped because I am Very Competitive, and also family and overcoming odds and stuff.
For the appetizer round, I made a land based on the Flowstone creatures found in Tempest block and the Nemesis set. I present...
Flowstone Valley
Enchantment Land
Flowstone Valley comes into play tapped.
Creatures you control get +1/-1. T: Add R to your mana pool.
Having this land affect all creatures on the board would clearly be too powerful against weenie and token strategies. By affecting only its controller's side of the board, it presents a powerful effect (giving all creatures additional strength) but one that comes with a significant drawback, particularly if you play multiple copies. How does one build a deck around this mechanic? You could make an aggro deck full of 2/2 creatures, but then you can't afford to play two copies of the land. All of your creatures would die! Because the +1 power effect is still very powerful for a land, I felt the land should come into play tapped. I also considered making it produce colorless mana instead of red, but decided the card already had enough drawbacks to be balanced.
Secluded Study
Enchantment Land (R) T: Add 1 to your mana pool.
At the beginning of your upkeep, sacrifice an enchantment. Draw cards equal to that card's converted mana cost.
I'll get to it. Tomorrow is a hard day for me, so if things go badly I'll have it done Thursday.
When I do, I will edit this post and send everyone a PM.
Private Mod Note
():
Rollback Post to RevisionRollBack
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
I'm not entering this round (may due it next round though) however just wanna wish luck to everyone entered. Think I know what I would eliminate but not sure. All of these are still solid cards though. Good luck!
(And enjoy being a judge doomfish ;))
rujasu with Flowstone Valley
To me, that's a solid way to make an enchantment land.
It's a land and it's an enchantment. The two parts are clearly separated.
I wonder how much design space is in this, but it'd be enough for a cycle I believe and that should do the trick.
What I don't agree on is the 'enters the battlefield (!) tapped' part. The -1 toughness is already restrictive enough and entering tapped makes this very hard to use for fast strategies.
The card is a tough nut to crack, maybe you'd build a wall deck around it?
A bitter-sweet card. I like it.
zeke_the_plumber with Demonic Mine
This card is on both ends of the spectrum.
First, this feels like the most natural way for an enchantment land to produce mana. It just makes so much sense.
But then why did you make it so so so bad in comparison to Mana Confluence? It's so very resrictive only on pre-combat mainphases and then loses you a wooping two life EVERY TURN, regardless of whether you actually want the mana!
As it is the card is unplayable, but oh the potential! The concept is a thing of beauty.
While it's both, tasty and foul, with the big promise of things to come with just a bit of adjustment, it doesn't leave a bad aftertaste so much.
Rudyard with Cloud Canyon
This is an interesting approach to mana fixing in a cycle, while also being a thrilling concept for enchantment lands.
Anthem-like effects seem to be a go-to for enchantments, so maybe this would sit best with the audience.
Still, this feels dangerous. Playing a lot of those makes them stronger, so a deck that just stuffs them in and benefits from enchantments in general might become too strong.
So all in all, a strong flavour, but it leaves me with the sense that I might have been poisoned.
Blal with Secluded Study
Both land and enchantment are represented on this card, well distinguishable.
A good approach, and definitly a great rare to make people exicted about.
It looks like it stands alone, not much potential for more cards like it, but that might be for the best and a good thing.
But I think you overshot here. The effect is too extreme. It's either a dead card, that can only produce mana once and throws you behind or it goes off like a bomb.
Drawing into other cards to sacrifice, this will be a brutal threat, turn after turn.
A strong card, but too spicy for me.
I'm sorry, but Blal, you are Chopped! Recurring card draw is something to be very careful with. Your design wasn't bad, just too dangerous.
Off we go to the next round.
Last time no one bothered to write a flavor text, so... Your basket for this round:
1. Has a flavor text.
2. The card features a bullet point list. (e.g. Abzan Charm)
3. Not a rare. (Mythic is fine)
4. A keyword is named in some way on the card. (Wiki entry on Keywords; the card doesn't have to have one, it may also grant it or anything else you can come up with)
This should be a bit more restrictive, I think we'll heighten it with every round.
Start cooking!
Private Mod Note
():
Rollback Post to RevisionRollBack
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
DrownU
Sorcery (U)
Choose one-
-Target creature gains islandwalk until end of turn.
-Destroy target creature with islandwalk. It can't be regenerated.
Buyback 3 Under the sea, no one can hear you scream.
Rudyard with Heliod's Blessing
While appropriately costed, just getting first strike is very unappealing.
And upgrading from something that already has first strike, just to deal more damage, while probably losing my creature, because it's not first-strike damage isn't so great either.
You'd be FAR better off just playing Double Cleave.
What I love is the idea of upgrading a keyword. I could see this being a thing for a cycle of cantrips. But without drawing a card it's just not good enough.
A well written flavortext, even if I dislike referencing Heliod here, as I think he's more about enchantments.
Why not use something that we haven't seen before, like Odric?
So, a card that suits my taste, but leaves me with an empty belly.
rujasu with Expand Horizons
A mini-brainstorm combined with a Summer Bloom. I have to say, it forms a thing of beauty.
I don't think it's too powerful, but it still looks very rewarding to play.
The name is amazing, the flavor text not so much. More of a list of facts and speaking of 'the land' in the context of Ravnica doesn't fit so well.
A very satisfying card.
zeke_the_plumber with Drown
Spot removal in blue? With buyback? That sounds off-color and very dangerous.
At least it'd take 8 mana for continuously pulling it off.
That doesn't sound so bad for limited though. A 5 mana removal that can turn into a lock in lategame? That's pretty strong.
All that really overshadows the potential to get some evasion going.
I believe the card would be very entertaining in a limited environment with high powerlevel like modern masters.
But it's breaking the color pie too much. Could have just been black with swampwalk.
The mechanics look like they make a lot of sense flavor-wise, but the name fails to tie them together.
How can something with islandwalk (which is usually some marine animal) drown? How does drowning get something islandwalk?
The flavortext is a bit cheesy, but a good fit for the card.
That makes for a card with an interesting aroma, which might be a bit too strong and you'd expect it to be a different color.
I'm sorry, but zeke_the_plumber, you are Chopped! Your card was exciting, but had more flaws than the others.
For the next round I was thinking that I didn't quite hit the idea of Chopped so far.
The ingredients might have been restricting, but this game should present you with interesting tools and the difficulty should come from combining them.
Your basket for this round:
1. Your card can* have 7 power if it's a creature or can* deal 7 damage if it's not.
2. Has a converted mana cost of 2.
3. Can* produce mana.
4. Can* discard a card.
*your card has to have the ability to actually make that happen on it's own with basic game resources, e.g. Blasphemous Act can deal 13 damage for a single red mana, but it can't deal 14 damage to a player (even though that's possible with some setup)
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Evergreen ElementalXGG
Creature - Elemental (R)
Evergreen Elemental enters the battlefield with X +1/+1 counters on it. T: Add G to your mana pool for each +1/+1 counter on Evergreen Elemental.
Discard a card: Untap Evergreen Elemental.
0/0
Rudyard with Evergreen Elemental
Ivy Elemental meets ramp. I love how it goes far beyond that. Usually you want your X/X for XC to be maxed out, waiting as long as possible to get maximum value.
And when you have to play it for 2 you feel bad. Not with this one though, you can get fine value out of it for little mana, since every card in your hand suddenly becomes a green dark ritual.
This card has a great dynamic to it, blending different textures into a wholesome unity.
rujasu with Shambling Shade
While the card forms a terrific tool, it doesn't quite excite me enough. After all it's mostly just your ordinary shade, with a little bit of psyatog mixed in.
The dynamic is fascinating, but frankly, Rudyards card has all the good points of your card, plus a little extra. edit: I feel I need to stress that I love this card, it's amazing, it only pales in comparission
So, to avoid beating around the bush, rujasu gets chopped here and Rudyard is our winner for this round.
It's amazing how you both came up with so similar ideas that still formed quite different cards, that still seem to fill the same spot.
Great minds think alike it seems.
That leaves Rudyard to open the next round. Congratulations! I'm not sure if I should just edit the thread title every time a new round starts or if we want to start a new thread every time.
I didn't think that through. You think of something.
Private Mod Note
():
Rollback Post to RevisionRollBack
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Congrats to Rudyard! Gotta say, I agree with doomfish here. I didn't want to enter this round since I just judged the first round, but I think I'm gonna enter into this upcoming round.
okay, ya'll'll want to hear your ingredients? here ya go:
1. is a noncreature card that doesn't refer to creatures
2. uses the word "control"
3. involves an existing mechanic from magic's history
4. involves a new mechanic of your creation
Druidic Blessing4GG
Enchantment (R)
When Druidic Blessing enters the battlefield, you may Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
At the beginning of your end step, you gain 1 life for each basic land you control.
Evoke 1GG
At the beginning of each player's upkeep, that player puts the top X cards of his or her library into his or her graveyard, where X is the number of artifacts you control.
Reforge 6(6, Sacrifice an artifact: Return this card from your graveyard to the battlefield. Reforge only as a sorcery.)
Ritual of HalosW
Legendary Enchantment (M)
Hexproof
Constellation - Whenever Ritual of Halos or another enchantment enters the battlefield under your control, put a charge counter on Ritual of Halos.
Undesired 4 (You may discard this card and pay 4. If you do, search your library for a card with a type shared with this card.)
If there are 20 or more charge counters on Ritual of Halos, you win the game.
Saving Grace5WWWW
Sorcery (R)
Split Second
Destroy all nonland permanents. Welfare: If you have 10 or more life then your starting total, destroy all nonland permanents you don't control instead.
Transcendental Insight3GG
Sorcery (R) Domain-Draw a card for each basic land type amongst lands you control. Brilliant-Then, you may play 2 additional lands this turn if you have more than seven cards in your hand. "Live in each season as it passes; breathe the air, drink the drink, taste the fruit, and resign yourself to the influence of the earth." -Thoreau,Walden.
Huh, looks like we got 5 contestants this time.
Let's leave it to Rudyard to decide if there'll be more rounds this time or if RedKid has to be chopped already.
I changed the thread title again.
Private Mod Note
():
Rollback Post to RevisionRollBack
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
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Now we get to continue and to draw some attention to it I created this thread, which can be used for all following rounds.
Rules:
So let's start. Something not too restrictive for the first round:
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
For the appetizer round, I made a land based on the Flowstone creatures found in Tempest block and the Nemesis set. I present...
Flowstone Valley
Enchantment Land
Flowstone Valley comes into play tapped.
Creatures you control get +1/-1.
T: Add R to your mana pool.
Having this land affect all creatures on the board would clearly be too powerful against weenie and token strategies. By affecting only its controller's side of the board, it presents a powerful effect (giving all creatures additional strength) but one that comes with a significant drawback, particularly if you play multiple copies. How does one build a deck around this mechanic? You could make an aggro deck full of 2/2 creatures, but then you can't afford to play two copies of the land. All of your creatures would die! Because the +1 power effect is still very powerful for a land, I felt the land should come into play tapped. I also considered making it produce colorless mana instead of red, but decided the card already had enough drawbacks to be balanced.
Enchantment Land (R)
At the beginning of your precombat main phase, add one mana of any color to your mana pool and you lose 2 life.
This sig is by the amazing Rivenor
Enchantment Land (U)
T: Add 1 to your mana pool.
Other enchantment lands you control have "T: Add W to your mana pool."
Secluded Study
Enchantment Land (R)
T: Add 1 to your mana pool.
At the beginning of your upkeep, sacrifice an enchantment. Draw cards equal to that card's converted mana cost.
360-cube - Suggestions welcome!
When I do, I will edit this post and send everyone a PM.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
(And enjoy being a judge doomfish ;))
Modern
UBR Grixis Control
U Merfolk
Pauper
U Mono U Delver
Ancestral Visions is freed
To me, that's a solid way to make an enchantment land.
It's a land and it's an enchantment. The two parts are clearly separated.
I wonder how much design space is in this, but it'd be enough for a cycle I believe and that should do the trick.
What I don't agree on is the 'enters the battlefield (!) tapped' part. The -1 toughness is already restrictive enough and entering tapped makes this very hard to use for fast strategies.
The card is a tough nut to crack, maybe you'd build a wall deck around it?
A bitter-sweet card. I like it.
zeke_the_plumber with Demonic Mine
This card is on both ends of the spectrum.
First, this feels like the most natural way for an enchantment land to produce mana. It just makes so much sense.
But then why did you make it so so so bad in comparison to Mana Confluence? It's so very resrictive only on pre-combat mainphases and then loses you a wooping two life EVERY TURN, regardless of whether you actually want the mana!
As it is the card is unplayable, but oh the potential! The concept is a thing of beauty.
While it's both, tasty and foul, with the big promise of things to come with just a bit of adjustment, it doesn't leave a bad aftertaste so much.
Rudyard with Cloud Canyon
This is an interesting approach to mana fixing in a cycle, while also being a thrilling concept for enchantment lands.
Anthem-like effects seem to be a go-to for enchantments, so maybe this would sit best with the audience.
Still, this feels dangerous. Playing a lot of those makes them stronger, so a deck that just stuffs them in and benefits from enchantments in general might become too strong.
So all in all, a strong flavour, but it leaves me with the sense that I might have been poisoned.
Blal with Secluded Study
Both land and enchantment are represented on this card, well distinguishable.
A good approach, and definitly a great rare to make people exicted about.
It looks like it stands alone, not much potential for more cards like it, but that might be for the best and a good thing.
But I think you overshot here. The effect is too extreme. It's either a dead card, that can only produce mana once and throws you behind or it goes off like a bomb.
Drawing into other cards to sacrifice, this will be a brutal threat, turn after turn.
A strong card, but too spicy for me.
Off we go to the next round.
Last time no one bothered to write a flavor text, so...
Your basket for this round:
1. Has a flavor text.
2. The card features a bullet point list. (e.g. Abzan Charm)
3. Not a rare. (Mythic is fine)
4. A keyword is named in some way on the card. (Wiki entry on Keywords; the card doesn't have to have one, it may also grant it or anything else you can come up with)
This should be a bit more restrictive, I think we'll heighten it with every round.
Start cooking!
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Instant (C)
Choose one -
Sorcery (U)
Choose one:
The Azorius learn from books. The Izzet learn from experiments. The Simic learn from the land.
Sorcery (U)
Choose one-
-Target creature gains islandwalk until end of turn.
-Destroy target creature with islandwalk. It can't be regenerated.
Buyback 3
Under the sea, no one can hear you scream.
This sig is by the amazing Rivenor
While appropriately costed, just getting first strike is very unappealing.
And upgrading from something that already has first strike, just to deal more damage, while probably losing my creature, because it's not first-strike damage isn't so great either.
You'd be FAR better off just playing Double Cleave.
What I love is the idea of upgrading a keyword. I could see this being a thing for a cycle of cantrips. But without drawing a card it's just not good enough.
A well written flavortext, even if I dislike referencing Heliod here, as I think he's more about enchantments.
Why not use something that we haven't seen before, like Odric?
So, a card that suits my taste, but leaves me with an empty belly.
rujasu with Expand Horizons
A mini-brainstorm combined with a Summer Bloom. I have to say, it forms a thing of beauty.
I don't think it's too powerful, but it still looks very rewarding to play.
The name is amazing, the flavor text not so much. More of a list of facts and speaking of 'the land' in the context of Ravnica doesn't fit so well.
A very satisfying card.
zeke_the_plumber with Drown
Spot removal in blue? With buyback? That sounds off-color and very dangerous.
At least it'd take 8 mana for continuously pulling it off.
That doesn't sound so bad for limited though. A 5 mana removal that can turn into a lock in lategame? That's pretty strong.
All that really overshadows the potential to get some evasion going.
I believe the card would be very entertaining in a limited environment with high powerlevel like modern masters.
But it's breaking the color pie too much. Could have just been black with swampwalk.
The mechanics look like they make a lot of sense flavor-wise, but the name fails to tie them together.
How can something with islandwalk (which is usually some marine animal) drown? How does drowning get something islandwalk?
The flavortext is a bit cheesy, but a good fit for the card.
That makes for a card with an interesting aroma, which might be a bit too strong and you'd expect it to be a different color.
For the next round I was thinking that I didn't quite hit the idea of Chopped so far.
The ingredients might have been restricting, but this game should present you with interesting tools and the difficulty should come from combining them.
Your basket for this round:
1. Your card can* have 7 power if it's a creature or can* deal 7 damage if it's not.
2. Has a converted mana cost of 2.
3. Can* produce mana.
4. Can* discard a card.
*your card has to have the ability to actually make that happen on it's own with basic game resources, e.g. Blasphemous Act can deal 13 damage for a single red mana, but it can't deal 14 damage to a player (even though that's possible with some setup)
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Creature - Elemental (R)
Evergreen Elemental enters the battlefield with X +1/+1 counters on it.
T: Add G to your mana pool for each +1/+1 counter on Evergreen Elemental.
Discard a card: Untap Evergreen Elemental.
0/0
Creature - Shade (R)
B: Shambling Shade gets +1/+1 until end of turn.
Discard a card: Add B to your mana pool.
1/2
Rudyard with Evergreen Elemental
Ivy Elemental meets ramp. I love how it goes far beyond that. Usually you want your X/X for XC to be maxed out, waiting as long as possible to get maximum value.
And when you have to play it for 2 you feel bad. Not with this one though, you can get fine value out of it for little mana, since every card in your hand suddenly becomes a green dark ritual.
This card has a great dynamic to it, blending different textures into a wholesome unity.
rujasu with Shambling Shade
While the card forms a terrific tool, it doesn't quite excite me enough. After all it's mostly just your ordinary shade, with a little bit of psyatog mixed in.
The dynamic is fascinating, but frankly, Rudyards card has all the good points of your card, plus a little extra.
edit: I feel I need to stress that I love this card, it's amazing, it only pales in comparission
So, to avoid beating around the bush, rujasu gets chopped here and Rudyard is our winner for this round.
It's amazing how you both came up with so similar ideas that still formed quite different cards, that still seem to fill the same spot.
Great minds think alike it seems.
That leaves Rudyard to open the next round. Congratulations! I'm not sure if I should just edit the thread title every time a new round starts or if we want to start a new thread every time.
I didn't think that through. You think of something.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances
Modern
UBR Grixis Control
U Merfolk
Pauper
U Mono U Delver
Ancestral Visions is freed
I've never done card creation before, but I enjoyed this a lot and was pleased to get as far as I did!
okay, ya'll'll want to hear your ingredients? here ya go:
1. is a noncreature card that doesn't refer to creatures
2. uses the word "control"
3. involves an existing mechanic from magic's history
4. involves a new mechanic of your creation
alright, get cookn
Enchantment (R)
When Druidic Blessing enters the battlefield, you may Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
At the beginning of your end step, you gain 1 life for each basic land you control.
Evoke 1GG
Artifact (R)
Affinity for artifacts
At the beginning of each player's upkeep, that player puts the top X cards of his or her library into his or her graveyard, where X is the number of artifacts you control.
Reforge 6 (6, Sacrifice an artifact: Return this card from your graveyard to the battlefield. Reforge only as a sorcery.)
Legendary Enchantment (M)
Hexproof
Constellation - Whenever Ritual of Halos or another enchantment enters the battlefield under your control, put a charge counter on Ritual of Halos.
Undesired 4 (You may discard this card and pay 4. If you do, search your library for a card with a type shared with this card.)
If there are 20 or more charge counters on Ritual of Halos, you win the game.
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block
Sorcery (R)
Split Second
Destroy all nonland permanents.
Welfare: If you have 10 or more life then your starting total, destroy all nonland permanents you don't control instead.
Modern
UBR Grixis Control
U Merfolk
Pauper
U Mono U Delver
Ancestral Visions is freed
Sorcery (R)
Domain-Draw a card for each basic land type amongst lands you control.
Brilliant-Then, you may play 2 additional lands this turn if you have more than seven cards in your hand.
"Live in each season as it passes; breathe the air, drink the drink, taste the fruit, and resign yourself to the influence of the earth." -Thoreau,Walden.
"There are no two words in the English language more harmful than 'good job'." -Terrance Fletcher, Whiplash (2014)
Let's leave it to Rudyard to decide if there'll be more rounds this time or if RedKid has to be chopped already.
I changed the thread title again.
Multiple instances of lifelink on the same creature are redundant.
Multiple instances of lifelink on the same creature are redundant.
—Eli Shiffrin, Rules Manager, on a design stacking lifelink instances