This month we'll be unleashing our imaginations to make the familiar unfamiliar, the old new, the antiquated fresh. In this challenge we will be building off of our creature types from Round 1. I want us to imagine that we are designing a Standard set that will be prominently featuring your creature type in the colors you chose. In this round you will have the chance to highlight the color extension by designing a monocolored creature in the new extended color. Then, most fun of all, you will get to design a new lord for your chosen creature type. It's time to get your fellow CCL participants excited about playing with your creature type! Ideal submissions will highlight fresh gameplay possibilities opened up by your choice of color extension. The feedback from your fellow participants from Round 1 may also help you.
Challenge
Challenge 1 -Design a monocolored creature card of your chosen creature type from Round 1. It must be in the new color, and must be either common or uncommon.
Challenge 2 - Design a nontraditional two-colored lord creature card for your chosen creature type. It cannot be common, and cannot give creatures that share a type with it +1/+1.
Make sure to include a rarity.
If the feedback on your Round 1 entry was harsh and you want to change tribes and/or colors, please
For the purposes of this round, we will use a broad definition of "lord" to be a creature that augments or uses all creatures that share a type with itself. Cards like Goblin Matron and Dire Fleet Poisoner would fail the challenge, the latter because it only buffs one pirate instead of all pirates. Cards like Dire Fleet Neckbreaker, Regisaur Alpha, and Sparksmith would successfully complete the challenge.
I already have the finals planned out, and I will be asking both finalists to design a Commander creature card of their chosen type. So you may want to steer clear of designing a legendary creature. This isn't necessary - just thought I should give y'all a heads up. This round will affect nothing else for the future rounds.
PLEASE NOTE: This month will continue the use of the "Mandatory Top 3 Rule." For this month, you must submit a Top 3 during a round's critique period in order to receive any points for the round. Submitting critiques as well will be worth 2 bonus points in the round.
Your submissions are due Saturday, February 17th, 23:59 PST.
Schedule
Round 1 — Open to Everyone (January 31st-February 6th)
Round 2 — Open to Everyone (February 5th–10th)
Rounds 1 and 2 Critiques (Due February 12th)
Top 8 — Open to top 8 finishers (February 13th–17th)
Top 8 Critiques (Due February 20th)
Top 4 — Open to top 4 finishers from last round (February 20th–24th)
Top 4 Critiques (Due February 26th)
Final (End of month, winner determined by public poll)
Flamesparker Hoodlum2R
Creature - Faerie Rogue (Common)
Flash
Flying
Sacrifice Flamesparker Hoodlum: The next time target instant or sorcery would deal damage, it deals that much damage plus one instead.
1/1
Challenge 2: Streamreader Faerie2UR
Creature - Faerie Wizard (Rare)
Flying
Whenever a Faerie enters the battlefield under your control, choose one:
* Draw a card.
* Exile the top two cards of your library. Until end of turn, you may play those cards.
2/2
Hostile Tinderling2RR
Creature - Dryad {U}
When Hostile Tinderling dies, it deals damage equal to its power to each creature that was dealt combat damage this turn.
3/4
2)
Tinderling Firestarters2RG
Creature - Dryad {M}
Nonbasic landwalk
Other Dryads you control have nonbasic landwalk.
3/4
Private Mod Note
():
Rollback Post to RevisionRollBack
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
Lightborn Watchmage1WU
Creature - Moonfolk Wizard {U}
Flying
Exhaust two lands you control: Untap target creature. Prevent all combat damage that would be dealt to that creature this turn. (To exhaust a land, tap it. It doesn’t untap during your next untap step)
1/3
Nightwatch Banisher3W [3W]
Creature - Moonfolk Cleric {U}
You may cast Nightwatch Banisher as though it had flash if you exhaust a land you control as an additional cost to cast it.
Flying
When Nightwatch Banisher enters the battlefield, put target tapped creature on the bottom of its owner's library.
2/2
Moonscape Illusionist3WU [3WU]
Creature - Moonfolk Wizard {R}
Flying
When Moonscape Illusionist enters the battlefield create three Moonscape land tokens. (these lands have no abilities)
Other Moonfolk you control have "Exhaust this creature: this creature gains hexpoof until end of turn".
2/3
701.**. Exhast
701.**a. To exhaust a permanent, tap it. during its controllers next untap step the exhausted permanent doesn't untap.
701.**b. A permanent cannot exhausted if it's already tapped, but a permanent can be exhausted more than once in a turn if it somehow becomes untapped. If you exhaust a permanent more than once before your next untap step, each effect causing it not to untap expires during the same untap step.
701.**c. An object that isn't on the battlefield can't be exhusted.
Neighing Sky-Stallion
Creature - Pegasus (u)
Flying
: +1/+0 until the end of turn.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
2/1
Head of the Stampede
Creature - Pegasus (r)
Flying
, sacrifice a land: Create a 1/1 white Pegasus creature token with flying.
, sacifice Head of the Stampede: Head of the Stampede deals damage to target player equal to the number of Pegasus creatures you control plus one. A bolting pegasus is often deadlier than anything that might have scared it
2/2
Serpentine Gorgon2U
Creature - Gorgon Rogue (U)
Whenever Serpentine Gorgon attacks and isn't blocked, switch its power and toughness until end of turn.
2/4 "Which of us will blink first? I must warn you, I've never lost a staring contest."
Matriarch Hag3UB
Creature - Gorgon Wizard (R)
Gorgons you control can't be blocked by creatures with petrification counters on them.
Whenever a Gorgon you control deals combat damage to an opponent, choose one -
* Put a petrification counter on target creature that player controls.
* That player discards a card.
3/5
Conscripted Gorgon2W
Creature - Gorgon Soldier (C)
Flying
When Conscripted Gorgon enters the battlefield, you may tap target creature.
2/2 Wings spread wide, she comes to demonstrate Phyrexia's gifts to the uninitiated.
Sisters of the Orthodoxy2WB
Creature - Gorgon Cleric (R)
Whenever a Gorgon you control deals damage to a player, create that many 1/1 white Soldier artifact creature tokens.
2/4 "Elesh's task to her gorgons of transforming heretics spotlighted their unique form of efficiency. Once turned to steel, the new converts could be retrieved easily and incorporated throughout the collective."
Disloyal Servant3B
Creature - Efreet (U)
Flying
When Disloyal Servant enters the battlefield, each player draws a card and loses 1 life. "What Master does not know will not hurt him... yet."
3/3
Despot of Ill Wishing3BR
Creature - Efreet (R)
At the beginning of your upkeep, choose one for each Efreet you control. You may choose the same mode more than once.
• Target creature you control gains menace until end of turn.
• Target creature your opponent controls gets -1/-1 until end of turn.
• Flip a coin. If heads, you draw a card and lose 1 life.
4/4
Flooder of Cities5GG
Creature - Kraken (U)
When Flooder of Cities enters the battlefield, destroy target nonbasic land and each land that shares a name with it. Not even the outlying farms were spared.
5/3
Dragnet Kraken3GU
Creature - Kraken (R)
Whenever Dragnet Kraken or another Kraken you control deals combat damage to a player, reveal the top card of your library. If it's a creature card, you may put it onto the battlefield. If it's a noncreature card, you may exile it and draw a card. Submerged beneath even the smallest bodies of water, ancient secrets lay dormant trapped by time and silt.
4/4
Flamesparker Hoodlum2R
Creature - Faerie Rogue (Common)
Flash
Flying
Sacrifice Flamesparker Hoodlum: The next time target instant or sorcery would deal damage, it deals that much damage plus one instead.
1/1
I'm not sure I'm sold on this guy for 3 mana; it seems like a more expensive and restrictive Mogg Fanatic. The flash + flying doesn't really empower it too much as it's body is very inconsequential and "kicking" a burn spell for 3 mana for +1 damage just doesn't seem worth a card.
The idea of a "Surprise! You actually take 1 more damage" does fit with the whole "Faerie Trickster" persona. The flash + flying does make it seem a bit like U still, but I think it's serviceable given that things will inevitably bleed over between colors in a dual color creature set.
Streamreader Faerie2UR
Creature - Faerie Wizard (Rare)
Flying
Whenever a Faerie enters the battlefield under your control, choose one:
* Draw a card.
* Exile the top two cards of your library. Until end of turn, you may play those cards.
2/2
Intersting! With potential bounce support in a set of UR faeries, I could imagine some really cool synergies with this.
It also has some very cool interaction from your round 1 creation as it adds more cards to exile for it to target.
Hostile Tinderling2RR
Creature - Dryad {U}
When Hostile Tinderling dies, it deals damage equal to its power to each creature that was dealt combat damage this turn.
3/4
I really like this twist of an ability. Reminds me of an alternative version of Needletooth Raptor. Only thing I'd change would be that it's based off of it's power instead of a static number. There's always a power pump effect at commons in R/G and this seems quite powerful for an uncommon in those limited environments.
Definitely fits a red creature. Dryad in red still feel really awkward to me, but the card mechanically makes me satisfied.
Tinderling Firestarters2RG
Creature - Dryad {M}
Nonbasic landwalk
Other Dryads you control have nonbasic landwalk.
3/4
A lord working off the Dryad Sophisticate model is something I can definitely understand for Dryads. That said, I'm not the biggest fan of landwalk and feel that it's a bit of an outdated mechanic.
Balance-wise, this is pretty meh; I don't see this getting any play in standard (definitely not modern) as it's too slow. In limited, it's a very meh card as nonbasic lands aren't nearly as common. I've already said it twice, but this just seems very meh to me, especially for a mythic.
Nightwatch Banisher3W [3W]
Creature - Moonfolk Cleric {U}
You may cast Nightwatch Banisher as though it had flash if you exhaust a land you control as an additional cost to cast it.
Flying
When Nightwatch Banisher enters the battlefield, put target tapped creature on the bottom of its owner's library.
2/2
I like this guy. A Condemn effect is certainly white, and its nice to have the option for flash. The power is a tad high; maybe a 2WW might bring it more in line.
Moonscape Illusionist3WU [3WU]
Creature - Moonfolk Wizard {R}
Flying
When Moonscape Illusionist enters the battlefield create three Moonscape land tokens. (these lands have no abilities)
Other Moonfolk you control have "Exhaust this creature: this creature gains hexpoof until end of turn".
2/3
I seriously like the land tokens. I think that's an awesome idea for moonfolk which interact with land all the time. My only concern might be that 3 may be too many, especially considering this is only 1 of it's abilities. The lord mechanic does seem quite potent, but I think this is properly costed to account for that.
Neighing Sky-Stallion
Creature - Pegasus (u)
Flying
: +1/+0 until the end of turn.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
2/1
Dash on this guy feels very good. I don't have any criticism on this card as I think it's a quality card and doesn't need anything changed.
Head of the Stampede
Creature - Pegasus (r)
Flying
, sacrifice a land: Create a 1/1 white Pegasus creature token with flying.
, sacifice Head of the Stampede: Head of the Stampede deals damage to target player equal to the number of Pegasus creatures you control plus one. A bolting pegasus is often deadlier than anything that might have scared it
2/2
This one feels a bit strange to me, as your card from round 1 had Ascend and land sacrificing is at odds with that. It's also quite a weak tribal card; I see this most of the time as a 2/2 flier for 2 that can "cycle" lands late game into 1/1 fliers. Quite efficient and could be played in a deck without other Pegasi, as it isn't really empowered all that much in a tribal Pegasi deck (excluding an entire set of RW hyper-aggro Pegasi which I don't believe is realistic). Bit disappointed by this as IMO that's not the end result I'd want when designing a lord.
Serpentine Gorgon2U
Creature - Gorgon Rogue (U)
Whenever Serpentine Gorgon attacks and isn't blocked, switch its power and toughness until end of turn.
2/4 "Which of us will blink first? I must warn you, I've never lost a staring contest."
This is great. Swapping power/toughness is definitely blue, and this makes sense in the context of Gorgons generally revolving around blocking/being blocked. Very solid card for blue in limited being a great blocker and attacker, I'd be happy to have this in one of those decks. Uncommon seems correct for this too.
Matriarch Hag3UB
Creature - Gorgon Wizard (R)
Gorgons you control can't be blocked by creatures with petrification counters on them.
Whenever a Gorgon you control deals combat damage to an opponent, choose one -
* Put a petrification counter on target creature that player controls.
* That player discards a card.
3/5
Well costed, good P/T and solid Lord effects. The discard is good, though nothing synergistic. I'd definitely want to have her if I was running a Gorgon tribal deck.
An issue I have with the card is the petrification "strangeness" for lack of a better word. It makes sense that you're petrifying creatures, but why are they still able to block non-Gorgons? Why can they still attack if they've been turned to statues? The mechanic just seems to be a bit off with how one would generally envision petrification to function. I do understand that it would be too powerful if that was how it worked on this card, but I just feel it should be reworked/renamed to better fit the mechanic you have now (which I think is great).
Disloyal Servant3B
Creature - Efreet (U)
Flying
When Disloyal Servant enters the battlefield, each player draws a card and loses 1 life. "What Master does not know will not hurt him... yet."
3/3
I like this effect. I'm glad to play this, and even if it's played against me I'm not totally unhappy.
Despot of Ill Wishing3BR
Creature - Efreet (R)
At the beginning of your upkeep, choose one for each Efreet you control. You may choose the same mode more than once.
• Target creature you control gains menace until end of turn.
• Target creature your opponent controls gets -1/-1 until end of turn.
• Flip a coin. If heads, you draw a card and lose 1 life.
4/4
This is a great card, especially because it triggers off itself. Options are always a nice plus, and at the very least this is a 4/4 menace for 5 (quite solid). Again, something I'd be very happy to play (even if not in an Efreet deck).
An issue I have with these cards in general is that they don't evoke any kind of tribal theme. Efreet historically don't really have any mechanical identity associated with them either. I just feel that these creatures in particular would need a strong, consistent theme and mechanic associated with them if they were to appear as a main cycle in a tribal set. These are great cards and interesting too, but in the spirit of this challenge I'm not sold on them as part of a tribal set.
Flooder of Cities5GG
Creature - Kraken (U)
When Flooder of Cities enters the battlefield, destroy target nonbasic land and each land that shares a name with it. Not even the outlying farms were spared.
5/3
This feels weird. The name is strange for a G card; "Flooder" would generally imply a creature that would channel water to flood something (really only a U flavor).
The effect is unusual, but still fine for G. Even so, I think this card just doesn't have a place in any deck; Limited there's very few non-basic lands, and Standard/Modern, this is way too slow and expensive for the body that you get.
Dragnet Kraken3GU
Creature - Kraken (R)
Whenever Dragnet Kraken or another Kraken you control deals combat damage to a player, reveal the top card of your library. If it's a creature card, you may put it onto the battlefield. If it's a noncreature card, you may exile it and draw a card. Submerged beneath even the smallest bodies of water, ancient secrets lay dormant trapped by time and silt.
4/4
This is a cool effect and definitely plays to a creature heavy deck. I'm unsure how much use you'd get out of the tribal aspect of this as we've only seen humongous, expensive Kraken so it'd be unlikely to have many out simultaneously with this guy. If there were things like Kraken spawn which were smaller and cheaper, this would have potential to be a very powerful card.
Conscripted Gorgon2W
Creature - Gorgon Soldier (C)
Flying
When Conscripted Gorgon enters the battlefield, you may tap target creature.
2/2 Wings spread wide, she comes to demonstrate Phyrexia's gifts to the uninitiated.
I've felt from round 1 that you had a bit of a flavor fail that these aren't artifact creatures.
Flying gorgons is definitely new, but totally grok-able with art.
mechanically, this is a strict upgrade from Niblis of the Mist, and has better tribal support to boot
Sisters of the Orthodoxy2WB
Creature - Gorgon Cleric (R)
Whenever a Gorgon you control deals damage to a player, create that many 1/1 white Soldier artifact creature tokens.
2/4 "Elesh's task to her gorgons of transforming heretics spotlighted their unique form of efficiency. Once turned to steel, the new converts could be retrieved easily and incorporated throughout the collective."
(same notes on not being an artifact creature)
New Phyrexian gorgons turn things to steel instead of stone makes sense.
I probably would have just had combat damage make one soldier instead of it being variable based on power.
Flamesparker Hoodlum2R
Creature - Faerie Rogue (Common)
Flash
Flying
Sacrifice Flamesparker Hoodlum: The next time target instant or sorcery would deal damage, it deals that much damage plus one instead.
1/1
I think this has a bit too much going on for a common, but I like faeries tweaking your (or other's) spells.
This feels more UR than mono-R, but they would probably let it slide in a set with this tribe/colors.
Streamreader Faerie2UR
Creature - Faerie Wizard (Rare)
Flying
Whenever a Faerie enters the battlefield under your control, choose one:
* Draw a card.
* Exile the top two cards of your library. Until end of turn, you may play those cards.
2/2
super cute! I would just make one change and have the exile be facedown so that you can have some synergy with your round one ability.
Hostile Tinderling2RR
Creature - Dryad {U}
When Hostile Tinderling dies, it deals damage equal to its power to each creature that was dealt combat damage this turn.
3/4
This effect feels really weird, and probably falls in WR area. My brain kept on wanting to read it along the lines of Cathedral Membrane but with "it blocked or was blocked by" which is honestly how i would prefer the card work.
Tinderling Firestarters2RG
Creature - Dryad {M}
Nonbasic landwalk
Other Dryads you control have nonbasic landwalk.
3/4
In any constructed meta this is just "you dryads can't be blocked" (which is fine, just very powerful) This is probably fine cost wise, might be a bit pushed.
Neighing Sky-Stallion
Creature - Pegasus (u)
Flying
: +1/+0 until the end of turn.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
2/1
Name is a bit... odd...
card seems fine, nothing all that exciting... in fact depending on the set I think this could be common.
Head of the Stampede
Creature - Pegasus (r)
Flying
, sacrifice a land: Create a 1/1 white Pegasus creature token with flying.
, sacifice Head of the Stampede: Head of the Stampede deals damage to target player equal to the number of Pegasus creatures you control plus one. A bolting pegasus is often deadlier than anything that might have scared it
2/2
I feel like this should create RW Pegasuses, seems like a cool finisher for the tribe that can come down early and still matter a bit.
Serpentine Gorgon2U
Creature - Gorgon Rogue (U)
Whenever Serpentine Gorgon attacks and isn't blocked, switch its power and toughness until end of turn.
2/4 "Which of us will blink first? I must warn you, I've never lost a staring contest."
Not feeling gorgon from this, but I do like the mechanic for a rouge.
Matriarch Hag3UB
Creature - Gorgon Wizard (R)
Gorgons you control can't be blocked by creatures with petrification counters on them.
Whenever a Gorgon you control deals combat damage to an opponent, choose one -
* Put a petrification counter on target creature that player controls.
* That player discards a card.
3/5
Hag is a 'supported' creature type, so using it in the name and not the type-line seems weird. It seems that between these and your round 1 entry you have a being blocked or unblocked matters theme going for your gorgons, which is a nice area for UB to play with.
Disloyal Servant3B
Creature - Efreet (U)
Flying
When Disloyal Servant enters the battlefield, each player draws a card and loses 1 life. "What Master does not know will not hurt him... yet."
3/3
checks out. Nice twist on the flavor text.
Despot of Ill Wishing3BR
Creature - Efreet (R)
At the beginning of your upkeep, choose one for each Efreet you control. You may choose the same mode more than once.
• Target creature you control gains menace until end of turn.
• Target creature your opponent controls gets -1/-1 until end of turn.
• Flip a coin. If heads, you draw a card and lose 1 life.
4/4
This doesn't feel quite red enough mechanically (I get it from the efreet, but that's about it). I like where you have placed Efreets, they feel like they bridge the gap between demons and devils, which is some really cool space to play in.
Flooder of Cities5GG
Creature - Kraken (U)
When Flooder of Cities enters the battlefield, destroy target nonbasic land and each land that shares a name with it. Not even the outlying farms were spared.
5/3
This card seems half-Tammy, half-Spike, which seems to be what you are going for with this tribe (similar to the big dinos) I can't tell if this is just a big enough body/effect to warrant that cost, or if its just a smidgen over-costed.
Dragnet Kraken3GU
Creature - Kraken (R)
Whenever Dragnet Kraken or another Kraken you control deals combat damage to a player, reveal the top card of your library. If it's a creature card, you may put it onto the battlefield. If it's a noncreature card, you may exile it and draw a card. Submerged beneath even the smallest bodies of water, ancient secrets lay dormant trapped by time and silt.
4/4
And here is what enables all of those super-high-cost creatures you're loading your deck with! I'm not sure I'm a fan of using exile here, I think milling it or tucking it would have been fine. It's interesting that you made both options choices, so that regardless of what you turn up, you can choose to leave it on top.
Cardz5000: The Banisher is pushed, but interesting. Name sounds militaristic for moonfolk. Lord has a neat idea, but I dislike the concept of lands that produce no mana even if they synergize with moonfolk mechanics.
netn10: Your common isn't a common. Would be better as an uncommon that added 2 damage. The lord offers a strategic decision. I wonder how often one ability or another would be the "correct choice."
RaikouRider: That tinderling is an interesting little explosive. I'm not sure how well it plays as a mid size creature. Perhaps smaller? The lord is fine but uninspired. Certainly not a mythic.
void_nothing: Flooder of cities ahs very odd numbers. For 7 mana in green it could of been a bit bigger/more balanced. The kraken is neat, though I don't understand why you don't just draw the card instead of the eixling business. Does that extra step really illustrate the flavor of whats going on any better? I don't think it does.
FreshMeat: The mono card itself is fine but not a fresh design. The lord feeds into itself a bit since it makes it easier for your creatures to get through each time they do. The discarding seems minor in standard but perhaps more important in casual formats. It's solid and makes me want to test it.
Hemlock: Dash on a pegasus/horse creature is a flavor win, and the card itself seems close to balanced. The lord feels a little old school in its design. Not the most appealing card, but pretty spike oriented.
MahBoiii: The common seems, fun, if a little pushed and not that interesting. The rare is solid too, though im not 100% sure how I feel about this gorgons damaging players to get other effects trend. Not the direction I would go with their lords.
Lightborn Watchmage1WU
Creature - Moonfolk Wizard {U}
Flying
Exhaust two lands you control: Untap target creature. Prevent all combat damage that would be dealt to that creature this turn. (To exhaust a land, tap it. It doesn’t untap during your next untap step)
1/3
Nightwatch Banisher3W [3W]
Creature - Moonfolk Cleric {U}
You may cast Nightwatch Banisher as though it had flash if you exhaust a land you control as an additional cost to cast it.
Flying
When Nightwatch Banisher enters the battlefield, put target tapped creature on the bottom of its owner's library.
2/2
I like it. Definetly feels Moonfolk and very white. It is fresh and printable and very playable in limited. I imagine the art of this card as a very beutiful Moonfolk, it reminds me of old Kamigawa memories. I wander how the White Moonfolk will looks like...
Moonscape Illusionist3WU [3WU]
Creature - Moonfolk Wizard {R}
Flying
When Moonscape Illusionist enters the battlefield create three Moonscape land tokens. (these lands have no abilities)
Other Moonfolk you control have "Exhaust this creature: this creature gains hexpoof until end of turn".
2/3
The Moonscape tokens are so cool! The second and third abilities doesn't work together but I supposed that's ok for a rare. 2/3 for 5 mana is pretty weak but it is a pretty bomby in limited.
701.**. Exhast
701.**a. To exhaust a permanent, tap it. during its controllers next untap step the exhausted permanent doesn't untap.
701.**b. A permanent cannot exhausted if it's already tapped, but a permanent can be exhausted more than once in a turn if it somehow becomes untapped. If you exhaust a permanent more than once before your next untap step, each effect causing it not to untap expires during the same untap step.
701.**c. An object that isn't on the battlefield can't be exhusted.
Hostile Tinderling2RR
Creature - Dryad {U}
When Hostile Tinderling dies, it deals damage equal to its power to each creature that was dealt combat damage this turn.
3/4
Seems pretty powerful for limited. Flavor text would have helped. Seems dull but red Dryad makes sense.
Tinderling Firestarters2RG
Creature - Dryad {M}
Nonbasic landwalk
Other Dryads you control have nonbasic landwalk.
3/4
This is powerful in a tribal deck, but there is so much place in this for a flavor text. Doesn't feel Mythic and land walk is a discontinued mechanic as it is pretty frustrating to play against it.
Flooder of Cities5GG
Creature - Kraken (U)
When Flooder of Cities enters the battlefield, destroy target nonbasic land and each land that shares a name with it. Not even the outlying farms were spared.
5/3
Green Krakens made sense in Eventide, and they make sense now. This card seems... fine. Maybe in a fringe constructed deck. The art on this one should be interesting though.
Dragnet Kraken3GU
Creature - Kraken (R)
Whenever Dragnet Kraken or another Kraken you control deals combat damage to a player, reveal the top card of your library. If it's a creature card, you may put it onto the battlefield. If it's a noncreature card, you may exile it and draw a card. Submerged beneath even the smallest bodies of water, ancient secrets lay dormant trapped by time and silt.
4/4
Now this I like. This is a fresh way to get card adventage, and the flavor text is beutiful. A small reference to Dormant Sliver? Maybe I'm reading too much into this.
Serpentine Gorgon2U
Creature - Gorgon Rogue (U)
Whenever Serpentine Gorgon attacks and isn't blocked, switch its power and toughness until end of turn.
2/4 "Which of us will blink first? I must warn you, I've never lost a staring contest."
Wow I'm in love with this flavor text! Blue gorgons is interesting, not the first thing that spring into mind but it actually makes sense. this is a fine uncommon, pretty efficent and feel very rogue-y.
Matriarch Hag3UB
Creature - Gorgon Wizard (R)
Gorgons you control can't be blocked by creatures with petrification counters on them.
Whenever a Gorgon you control deals combat damage to an opponent, choose one -
* Put a petrification counter on target creature that player controls.
* That player discards a card.
3/5
The whole package is pretty nice. I like it. It is absolutely bomb in limited and it feels very new. I like it alot.
Neighing Sky-Stallion
Creature - Pegasus (u)
Flying
: +1/+0 until the end of turn.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
2/1
Red Pegasus - because red is pretty zealous, like white. I dig it. The cards have spelling errors but that's ok. In limited, this card is devestating, fire-balling every turn your opponent for all your red mana. Seems like a good uncommon to me.
Head of the Stampede
Creature - Pegasus (r)
Flying
, sacrifice a land: Create a 1/1 white Pegasus creature token with flying.
, sacifice Head of the Stampede: Head of the Stampede deals damage to target player equal to the number of Pegasus creatures you control plus one. A bolting pegasus is often deadlier than anything that might have scared it
2/2
This card is a messed up package. 1 mana and a land for 1 flyer? and then you sacrifice it to kill your opponent and all of this as a 2/2 flyer for 2 mana? I don't feel this one.
Disloyal Servant3B
Creature - Efreet (U)
Flying
When Disloyal Servant enters the battlefield, each player draws a card and loses 1 life. "What Master does not know will not hurt him... yet."
3/3
Black Efreet makes absolutely perfect sense. I'm actually pretty suprised that Wizards never printed one before. The card that you made feels demonic but also efreet - makes sense as both. The name, flavor text, ability, it is all powerful and flavorful. The whole package is just mash together so well. Well done!
Despot of Ill Wishing3BR
Creature - Efreet (R)
At the beginning of your upkeep, choose one for each Efreet you control. You may choose the same mode more than once.
• Target creature you control gains menace until end of turn.
• Target creature your opponent controls gets -1/-1 until end of turn.
• Flip a coin. If heads, you draw a card and lose 1 life.
4/4
The things that I said about the first card, now double it. I want this card as a legand and I want to make a deck around it and its friends. Now.
Conscripted Gorgon2W
Creature - Gorgon Soldier (C)
Flying
When Conscripted Gorgon enters the battlefield, you may tap target creature.
2/2 Wings spread wide, she comes to demonstrate Phyrexia's gifts to the uninitiated.
Wow... What? White Gorgon that is also a Soldier, flying of all things and also works for Elesh Norn? Flavor text is amazing and the card is a top pick common and actually printable, but I don't feel the flavor at all.
Sisters of the Orthodoxy2WB
Creature - Gorgon Cleric (R)
Whenever a Gorgon you control deals damage to a player, create that many 1/1 white Soldier artifact creature tokens.
2/4 "Elesh's task to her gorgons of transforming heretics spotlighted their unique form of efficiency. Once turned to steel, the new converts could be retrieved easily and incorporated throughout the collective."
This is more my style of cards. Simple, flavorful and powerful. The art on this one must be really powerful, sisters of the orthodoxy is such a badass name!
I like the design of your common quite a bit but interacting with spells on the stack might be a little complex for a common. It also feels slightly underpowered, though having said that it would probably be too good if it were any stronger. The rare feels feels like a card that could see print today, good combination of red and blue effects creating an interesting decision tension.
Very strong uncommon, possibly too strong, a slightly below average body but a huge effect and one that makes a board state much more complex. The rare is very much in the vein of traditional lords, nothing too exciting, I could see it getting printed as part of a larger Dryad themed Commander pre-con.
I'm a little confused about your uncommon, am I exhausting one of the lands I used to cast it or an additional land, bumping the effective CMC up to 5.5(ish)? I'm not big on the rare, for a 5 mana flier 2/3 is quite small and I don't like creating effectively blank tokens that serve only to fuel Moonfolk abilities. The 2nd ability would also lead to uninteresting board states, incentivizing the Moonfolk player to sit back and activate abilities without attacking.
The uncommon is decent, if a little uninteresting, could probably be a common (maybe with a dash cost of 2R instead). I have a few issues with the rare, the 2nd ability is a little clunky, not a huge issue, but in addition the 1st ability is extremely powerful, reminiscent of both Meloku and Goblin Trenches, both cards that quickly take over games. While it does technically fill the requirements of the challenge, it doesn't feel like a lord to me personally.
Not a particularly interesting common but functionally fine. I don't fully understand the flavour of flying gorgons, though. No major issues with the rare other than the power level might be slightly pushed and that I'm not sure where the black is in this card.
Strong uncommon but not too strong, I like it a lot. The rare has a lot going on, it probably didn't need 3 different effects and arguably this could be a mono black card, the only red effect there is granting menace but black can do that too.
I'm not sure how to feel about your uncommon, it's very expensive but with an undersized body and an effect that, while being very big on paper, will often be a complete blank. The rare is very powerful and swingy, but I'm not sure why revealing a noncreature both exiles the revealed card then draws you another card on top of that.
I may or may not post the next round tonight, but I won't look at the feedback and top 3s until late tomorrow afternoon, so y'all have an extra half-day. Hopefully that will make some of your lives easier.
Private Mod Note
():
Rollback Post to RevisionRollBack
Follow me on Twitch if you're interested in watching competitive league drafts.
Play MTGO? Check out my latest MTGO finance articles on Quiet Speculation.
netn10 - Instant/sorcery manipulation including damage increases feels like a red way to have Faeries; however, Flamesparker Hoodlum does not feel common at all. Streamreader Faerie presents an interesting choice with the modal triggered ability, but maybe there's too much internal tension?
RaikouRider - I like Hostile Tinderling - flavor is solid and it feels old-school like the likes of Brine Hag. I'm not sure I get Tinderling Firestarters; mythic seems bizarre and while Dryads have odd landwalks in their precedent (Tanglewalker, Dryad Sophisticate), a lord that's either a vanilla or unblockability for your whole team is just poor design.
Cardz5000 - Why use exhaust if exert already exists? Nightwatch Banisher feels a bit pushed for Limited but mostly fine. Moonscape Illusionist might be getting a little too cute with abilityless land tokens to exhaust (or I guess bounce with classic Moonfolk), and the lord ability itself seems like no great shakes.
Hemlock - I think I "get" red Pegasi better now considering how other fast equine things have been red. Neighing Sky-Stallion seems alright, even if a repeatable Fireball variant has inherent dangers. Head of the Stampede is doing a lot - reminds me of Sacred Mesa on a stick, and the flavor of the burn is odd - kamikaze attacks?
FreshMeat - Serpentine Gorgon is close to perfect. Matriarch Hag's petrification ability doesn't feel like it does enough flavorwise - seems like making the creature just afraid of Gorgons rather than turning it to stone, but otherwise a modal saboteur ability is fun.
MahBoiiii - Conscripted Gorgon is odd all around. Is this supposed to be a Mirrodin Gorgon? Were there any of those? "Tap target creature" makes sense for white Gorgons but only if it also stops the creature from untapping. Sisters of the Orthodoxy is good mechanically, but flavorfully, again, bizarre. Not sure how hitting a player makes brainwashed compleated robots.
IcariiFA - Disloyal Servant looks like a lot of fun. Reasonable for Limited. Despot of Ill Wishing is also fun, effectively copying its triggered ability repeatedly. The menace granting seems a little out-of-place/weak.
netn10: a- I do think this holds a bit of complexity for a common, so probably tweaking rarity is something to be done. The rare is very good but shoukd have been kept in the same line as your first faerie, and support trick as it is a really cool mechanic.
RaikouRider: a- I like how you tweaked the dryad to have it do something very red while departing enough from the usual to give the creature identity.
The lord is a very intresting case for me. It looks really too powerful but i do think hossing nonbasic lands is something that should exist and printed more often. The dryad tribe is good for this because it won't break people in half as Goblins would do and because dryads have a lot lot of landwalking history.
Cardz5000- a- Nice addition to the moonfolk ranks, and exhausting as an eztra cost looks a good way to go. The Moonscape tokens from the lord are a neat idea but I think you should have some uses for them.in the lord itself.
Freshmeat: a- The gorgon is fine but not somthing I feel quite excited about. On the lord, well, I do feel that the choices are not quite fine. In the other submissions that presented choices they wrre either connected machanically or by flavor, and I don't feel that kind of cohesion here. It feels like the discard part was slapped in to justify the black.
Mahbooi: Nothing too exciting, and I kinda feel that a flying Gorgon is somerhing a bit odd
as I don't ser Gorgons taming mounts neithrr using sketchy technology a-la-goblins. That said, I feel there's a kind of rebrand in your approach to Gorgons and sisters.of Orthodoxy make a great summary of what's going on with these zealous creatures. I really like the lord approach and the fact that it doesn't make gorgons is flavorful and necessary for balance
IcariFa: Choosing black efreets was quite a win, not hard to sell at all. Both designs are solid, balanced and with nice flavor. The way the lord works is quite intresting: Instead of giving menace to each efreet, you can do something else. Can be pretty powerdul if you throw a couple of small efreets in the battlefield
Voidnothing: While I like the direction of this, dwstroying more than one land at a time seems a bit out of place for green.
The lord reminds of quest for ula's temple I would have gone more in that direction, because if you have several krakens hitting your face you're pretty likely to be dead. I might be wrong but I feel it a bit win-more to make me want to play it
netn10: 1) Probably a little too strong for a common, but I like this shift. Keeps fae identity while still feeling within the new color. | 2) I like how this forces you to make a decision between when to cast your spells instead of just casting them all at end step. It not having flash is also a big risk.
Cardz5000: 1) The exhaust mechanic really needs to replace exert as exert has some rules problems with control changing effects. Card itself seems a pretty high draft pick and might see constructed play. | 2) I'm loving the idea of making land tokens to bounce to your moonfolk abilities.
Hemlock: 1) Dash is a great fit for this tribe adding red. A surprisingly resilient threat if you can use removal to keep flying defense down. | 2) Not *quite* sure this counts as a lord, but it's close enough. I like the throwback to Pegasus Stampede, as well as the second ability. Gotta deduct for quality, though.
FreshMeat: 1) This is a surprisingly aggressive and efficient creature for blue - maybe a bit too much so. I like the ability, but it probably should be a 1/4 with that ability and cost. Does blue even have a 2/4 for 2U? | 2) The matriarch herself probably needed some additional form of evasion - that's a lot of mana. Other than that, seems fine.
MahBoiiii: 1) Seems like a fine Limited common for your Skies decks. Winged gorgons are a nice evolution to fit the new color. | 2) I did a search of Scars of Mirrodin block, and apparently Gorgons do not exist on Mirrodin at all. Mechanically there's nothing wrong with the card, and I like the link between the petrification and the soldiers being artifact creatures, but I can't overlook the flavor conflict.
IcariiFA: 1) Very surprised this isn't a card already. Solid, seems like a high Limited pick. | 2) I'm a huge fan of mega-modal effects like these - this templating needs to be revisited for future casual releases such as Commander. I also like how one effect is strictly red, one strictly black, and one both colors.
void_nothing: 1) Horrible in Limited and too expensive for what it does in Constructed. I feel for you - unfortunately this challenge designed you into a corner and you made a good effort to work around it. When designing around a theme, remember for the future: it's not a theme unless it can be done at common. | 2) The power level of this depends on how many Kraken cheaper than five mana are in your set. Given their typical size, I have a hard time believing there are many.
1) IcariiFA
2) Cardz5000
3) netn10
Private Mod Note
():
Rollback Post to RevisionRollBack
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
art by Petra Kavilamp
February CCL 2018 Round 3 - Yes, M'Lord!
Welcome to the Card Creation League! This Round is for the Top 8 Only. Feel free to watch and comment in the CCL Discussion thread!
Our Top 8:
Cardz5000
netn10
RaikouRider
void_nothing
FreshMeat
Hemlock
IcariiFA
MahBoiii
Theme
This month we'll be unleashing our imaginations to make the familiar unfamiliar, the old new, the antiquated fresh. In this challenge we will be building off of our creature types from Round 1. I want us to imagine that we are designing a Standard set that will be prominently featuring your creature type in the colors you chose. In this round you will have the chance to highlight the color extension by designing a monocolored creature in the new extended color. Then, most fun of all, you will get to design a new lord for your chosen creature type. It's time to get your fellow CCL participants excited about playing with your creature type! Ideal submissions will highlight fresh gameplay possibilities opened up by your choice of color extension. The feedback from your fellow participants from Round 1 may also help you.
Challenge
PLEASE NOTE: This month will continue the use of the "Mandatory Top 3 Rule." For this month, you must submit a Top 3 during a round's critique period in order to receive any points for the round. Submitting critiques as well will be worth 2 bonus points in the round.
Schedule
Flamesparker Hoodlum 2R
Creature - Faerie Rogue (Common)
Flash
Flying
Sacrifice Flamesparker Hoodlum: The next time target instant or sorcery would deal damage, it deals that much damage plus one instead.
1/1
Challenge 2:
Streamreader Faerie 2UR
Creature - Faerie Wizard (Rare)
Flying
Whenever a Faerie enters the battlefield under your control, choose one:
* Draw a card.
* Exile the top two cards of your library. Until end of turn, you may play those cards.
2/2
Hostile Tinderling 2RR
Creature - Dryad {U}
When Hostile Tinderling dies, it deals damage equal to its power to each creature that was dealt combat damage this turn.
3/4
2)
Tinderling Firestarters 2RG
Creature - Dryad {M}
Nonbasic landwalk
Other Dryads you control have nonbasic landwalk.
3/4
Emille, Seven-Sting Dancer Shalin Nariya
Creature - Moonfolk Cleric {U}
You may cast Nightwatch Banisher as though it had flash if you exhaust a land you control as an additional cost to cast it.
Flying
When Nightwatch Banisher enters the battlefield, put target tapped creature on the bottom of its owner's library.
2/2
Moonscape Illusionist 3WU [3WU]
Creature - Moonfolk Wizard {R}
Flying
When Moonscape Illusionist enters the battlefield create three Moonscape land tokens. (these lands have no abilities)
Other Moonfolk you control have "Exhaust this creature: this creature gains hexpoof until end of turn".
2/3
701.**a. To exhaust a permanent, tap it. during its controllers next untap step the exhausted permanent doesn't untap.
701.**b. A permanent cannot exhausted if it's already tapped, but a permanent can be exhausted more than once in a turn if it somehow becomes untapped. If you exhaust a permanent more than once before your next untap step, each effect causing it not to untap expires during the same untap step.
701.**c. An object that isn't on the battlefield can't be exhusted.
Neighing Sky-Stallion
Creature - Pegasus (u)
Flying
: +1/+0 until the end of turn.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
2/1
Head of the Stampede
Creature - Pegasus (r)
Flying
, sacrifice a land: Create a 1/1 white Pegasus creature token with flying.
, sacifice Head of the Stampede: Head of the Stampede deals damage to target player equal to the number of Pegasus creatures you control plus one.
A bolting pegasus is often deadlier than anything that might have scared it
2/2
Creature - Gorgon Rogue (U)
Whenever Serpentine Gorgon attacks and isn't blocked, switch its power and toughness until end of turn.
2/4
"Which of us will blink first? I must warn you, I've never lost a staring contest."
Matriarch Hag 3UB
Creature - Gorgon Wizard (R)
Gorgons you control can't be blocked by creatures with petrification counters on them.
Whenever a Gorgon you control deals combat damage to an opponent, choose one -
* Put a petrification counter on target creature that player controls.
* That player discards a card.
3/5
Creature - Gorgon Soldier (C)
Flying
When Conscripted Gorgon enters the battlefield, you may tap target creature.
2/2
Wings spread wide, she comes to demonstrate Phyrexia's gifts to the uninitiated.
Sisters of the Orthodoxy 2WB
Creature - Gorgon Cleric (R)
Whenever a Gorgon you control deals damage to a player, create that many 1/1 white Soldier artifact creature tokens.
2/4
"Elesh's task to her gorgons of transforming heretics spotlighted their unique form of efficiency. Once turned to steel, the new converts could be retrieved easily and incorporated throughout the collective."
Creature - Efreet (U)
Flying
When Disloyal Servant enters the battlefield, each player draws a card and loses 1 life.
"What Master does not know will not hurt him... yet."
3/3
Despot of Ill Wishing 3BR
Creature - Efreet (R)
At the beginning of your upkeep, choose one for each Efreet you control. You may choose the same mode more than once.
• Target creature you control gains menace until end of turn.
• Target creature your opponent controls gets -1/-1 until end of turn.
• Flip a coin. If heads, you draw a card and lose 1 life.
4/4
Creature - Kraken (U)
When Flooder of Cities enters the battlefield, destroy target nonbasic land and each land that shares a name with it.
Not even the outlying farms were spared.
5/3
Dragnet Kraken 3GU
Creature - Kraken (R)
Whenever Dragnet Kraken or another Kraken you control deals combat damage to a player, reveal the top card of your library. If it's a creature card, you may put it onto the battlefield. If it's a noncreature card, you may exile it and draw a card.
Submerged beneath even the smallest bodies of water, ancient secrets lay dormant trapped by time and silt.
4/4
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature - Faerie Rogue (Common)
Flash
Flying
Sacrifice Flamesparker Hoodlum: The next time target instant or sorcery would deal damage, it deals that much damage plus one instead.
1/1
I'm not sure I'm sold on this guy for 3 mana; it seems like a more expensive and restrictive Mogg Fanatic. The flash + flying doesn't really empower it too much as it's body is very inconsequential and "kicking" a burn spell for 3 mana for +1 damage just doesn't seem worth a card.
The idea of a "Surprise! You actually take 1 more damage" does fit with the whole "Faerie Trickster" persona. The flash + flying does make it seem a bit like U still, but I think it's serviceable given that things will inevitably bleed over between colors in a dual color creature set.
Streamreader Faerie 2UR
Creature - Faerie Wizard (Rare)
Flying
Whenever a Faerie enters the battlefield under your control, choose one:
* Draw a card.
* Exile the top two cards of your library. Until end of turn, you may play those cards.
2/2
Intersting! With potential bounce support in a set of UR faeries, I could imagine some really cool synergies with this.
It also has some very cool interaction from your round 1 creation as it adds more cards to exile for it to target.
Hostile Tinderling 2RR
Creature - Dryad {U}
When Hostile Tinderling dies, it deals damage equal to its power to each creature that was dealt combat damage this turn.
3/4
I really like this twist of an ability. Reminds me of an alternative version of Needletooth Raptor. Only thing I'd change would be that it's based off of it's power instead of a static number. There's always a power pump effect at commons in R/G and this seems quite powerful for an uncommon in those limited environments.
Definitely fits a red creature. Dryad in red still feel really awkward to me, but the card mechanically makes me satisfied.
Tinderling Firestarters 2RG
Creature - Dryad {M}
Nonbasic landwalk
Other Dryads you control have nonbasic landwalk.
3/4
A lord working off the Dryad Sophisticate model is something I can definitely understand for Dryads. That said, I'm not the biggest fan of landwalk and feel that it's a bit of an outdated mechanic.
Balance-wise, this is pretty meh; I don't see this getting any play in standard (definitely not modern) as it's too slow. In limited, it's a very meh card as nonbasic lands aren't nearly as common. I've already said it twice, but this just seems very meh to me, especially for a mythic.
Creature - Moonfolk Cleric {U}
You may cast Nightwatch Banisher as though it had flash if you exhaust a land you control as an additional cost to cast it.
Flying
When Nightwatch Banisher enters the battlefield, put target tapped creature on the bottom of its owner's library.
2/2
I like this guy. A Condemn effect is certainly white, and its nice to have the option for flash. The power is a tad high; maybe a 2WW might bring it more in line.
Moonscape Illusionist 3WU [3WU]
Creature - Moonfolk Wizard {R}
Flying
When Moonscape Illusionist enters the battlefield create three Moonscape land tokens. (these lands have no abilities)
Other Moonfolk you control have "Exhaust this creature: this creature gains hexpoof until end of turn".
2/3
I seriously like the land tokens. I think that's an awesome idea for moonfolk which interact with land all the time. My only concern might be that 3 may be too many, especially considering this is only 1 of it's abilities. The lord mechanic does seem quite potent, but I think this is properly costed to account for that.
Creature - Pegasus (u)
Flying
: +1/+0 until the end of turn.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
2/1
Dash on this guy feels very good. I don't have any criticism on this card as I think it's a quality card and doesn't need anything changed.
Head of the Stampede
Creature - Pegasus (r)
Flying
, sacrifice a land: Create a 1/1 white Pegasus creature token with flying.
, sacifice Head of the Stampede: Head of the Stampede deals damage to target player equal to the number of Pegasus creatures you control plus one.
A bolting pegasus is often deadlier than anything that might have scared it
2/2
This one feels a bit strange to me, as your card from round 1 had Ascend and land sacrificing is at odds with that. It's also quite a weak tribal card; I see this most of the time as a 2/2 flier for 2 that can "cycle" lands late game into 1/1 fliers. Quite efficient and could be played in a deck without other Pegasi, as it isn't really empowered all that much in a tribal Pegasi deck (excluding an entire set of RW hyper-aggro Pegasi which I don't believe is realistic). Bit disappointed by this as IMO that's not the end result I'd want when designing a lord.
Creature - Gorgon Rogue (U)
Whenever Serpentine Gorgon attacks and isn't blocked, switch its power and toughness until end of turn.
2/4
"Which of us will blink first? I must warn you, I've never lost a staring contest."
This is great. Swapping power/toughness is definitely blue, and this makes sense in the context of Gorgons generally revolving around blocking/being blocked. Very solid card for blue in limited being a great blocker and attacker, I'd be happy to have this in one of those decks. Uncommon seems correct for this too.
Matriarch Hag 3UB
Creature - Gorgon Wizard (R)
Gorgons you control can't be blocked by creatures with petrification counters on them.
Whenever a Gorgon you control deals combat damage to an opponent, choose one -
* Put a petrification counter on target creature that player controls.
* That player discards a card.
3/5
Well costed, good P/T and solid Lord effects. The discard is good, though nothing synergistic. I'd definitely want to have her if I was running a Gorgon tribal deck.
An issue I have with the card is the petrification "strangeness" for lack of a better word. It makes sense that you're petrifying creatures, but why are they still able to block non-Gorgons? Why can they still attack if they've been turned to statues? The mechanic just seems to be a bit off with how one would generally envision petrification to function. I do understand that it would be too powerful if that was how it worked on this card, but I just feel it should be reworked/renamed to better fit the mechanic you have now (which I think is great).
Creature - Efreet (U)
Flying
When Disloyal Servant enters the battlefield, each player draws a card and loses 1 life.
"What Master does not know will not hurt him... yet."
3/3
I like this effect. I'm glad to play this, and even if it's played against me I'm not totally unhappy.
Despot of Ill Wishing 3BR
Creature - Efreet (R)
At the beginning of your upkeep, choose one for each Efreet you control. You may choose the same mode more than once.
• Target creature you control gains menace until end of turn.
• Target creature your opponent controls gets -1/-1 until end of turn.
• Flip a coin. If heads, you draw a card and lose 1 life.
4/4
This is a great card, especially because it triggers off itself. Options are always a nice plus, and at the very least this is a 4/4 menace for 5 (quite solid). Again, something I'd be very happy to play (even if not in an Efreet deck).
An issue I have with these cards in general is that they don't evoke any kind of tribal theme. Efreet historically don't really have any mechanical identity associated with them either. I just feel that these creatures in particular would need a strong, consistent theme and mechanic associated with them if they were to appear as a main cycle in a tribal set. These are great cards and interesting too, but in the spirit of this challenge I'm not sold on them as part of a tribal set.
Creature - Kraken (U)
When Flooder of Cities enters the battlefield, destroy target nonbasic land and each land that shares a name with it.
Not even the outlying farms were spared.
5/3
This feels weird. The name is strange for a G card; "Flooder" would generally imply a creature that would channel water to flood something (really only a U flavor).
The effect is unusual, but still fine for G. Even so, I think this card just doesn't have a place in any deck; Limited there's very few non-basic lands, and Standard/Modern, this is way too slow and expensive for the body that you get.
Dragnet Kraken 3GU
Creature - Kraken (R)
Whenever Dragnet Kraken or another Kraken you control deals combat damage to a player, reveal the top card of your library. If it's a creature card, you may put it onto the battlefield. If it's a noncreature card, you may exile it and draw a card.
Submerged beneath even the smallest bodies of water, ancient secrets lay dormant trapped by time and silt.
4/4
This is a cool effect and definitely plays to a creature heavy deck. I'm unsure how much use you'd get out of the tribal aspect of this as we've only seen humongous, expensive Kraken so it'd be unlikely to have many out simultaneously with this guy. If there were things like Kraken spawn which were smaller and cheaper, this would have potential to be a very powerful card.
1. Cardz5000
2. FreshMeat
3. netn10
Flying gorgons is definitely new, but totally grok-able with art.
mechanically, this is a strict upgrade from Niblis of the Mist, and has better tribal support to boot (same notes on not being an artifact creature)
New Phyrexian gorgons turn things to steel instead of stone makes sense.
I probably would have just had combat damage make one soldier instead of it being variable based on power.
This feels more UR than mono-R, but they would probably let it slide in a set with this tribe/colors. super cute! I would just make one change and have the exile be facedown so that you can have some synergy with your round one ability.
card seems fine, nothing all that exciting... in fact depending on the set I think this could be common. I feel like this should create RW Pegasuses, seems like a cool finisher for the tribe that can come down early and still matter a bit.
2. void_nothing
3. netn10
netn10: Your common isn't a common. Would be better as an uncommon that added 2 damage. The lord offers a strategic decision. I wonder how often one ability or another would be the "correct choice."
RaikouRider: That tinderling is an interesting little explosive. I'm not sure how well it plays as a mid size creature. Perhaps smaller? The lord is fine but uninspired. Certainly not a mythic.
void_nothing: Flooder of cities ahs very odd numbers. For 7 mana in green it could of been a bit bigger/more balanced. The kraken is neat, though I don't understand why you don't just draw the card instead of the eixling business. Does that extra step really illustrate the flavor of whats going on any better? I don't think it does.
FreshMeat: The mono card itself is fine but not a fresh design. The lord feeds into itself a bit since it makes it easier for your creatures to get through each time they do. The discarding seems minor in standard but perhaps more important in casual formats. It's solid and makes me want to test it.
Hemlock: Dash on a pegasus/horse creature is a flavor win, and the card itself seems close to balanced. The lord feels a little old school in its design. Not the most appealing card, but pretty spike oriented.
MahBoiii: The common seems, fun, if a little pushed and not that interesting. The rare is solid too, though im not 100% sure how I feel about this gorgons damaging players to get other effects trend. Not the direction I would go with their lords.
1: Cardz5000
2: Hemlock
3: FreshMeat
Now this I like. This is a fresh way to get card adventage, and the flavor text is beutiful. A small reference to Dormant Sliver? Maybe I'm reading too much into this.
The whole package is pretty nice. I like it. It is absolutely bomb in limited and it feels very new. I like it alot.
The things that I said about the first card, now double it. I want this card as a legand and I want to make a deck around it and its friends. Now.
This is more my style of cards. Simple, flavorful and powerful. The art on this one must be really powerful, sisters of the orthodoxy is such a badass name!
1st: IcariiFA
2nd: Cardz5000
3rd: FreshMeat
2. IcariiFA
3. MahBoiiii
netn10 - Instant/sorcery manipulation including damage increases feels like a red way to have Faeries; however, Flamesparker Hoodlum does not feel common at all. Streamreader Faerie presents an interesting choice with the modal triggered ability, but maybe there's too much internal tension?
RaikouRider - I like Hostile Tinderling - flavor is solid and it feels old-school like the likes of Brine Hag. I'm not sure I get Tinderling Firestarters; mythic seems bizarre and while Dryads have odd landwalks in their precedent (Tanglewalker, Dryad Sophisticate), a lord that's either a vanilla or unblockability for your whole team is just poor design.
Cardz5000 - Why use exhaust if exert already exists? Nightwatch Banisher feels a bit pushed for Limited but mostly fine. Moonscape Illusionist might be getting a little too cute with abilityless land tokens to exhaust (or I guess bounce with classic Moonfolk), and the lord ability itself seems like no great shakes.
Hemlock - I think I "get" red Pegasi better now considering how other fast equine things have been red. Neighing Sky-Stallion seems alright, even if a repeatable Fireball variant has inherent dangers. Head of the Stampede is doing a lot - reminds me of Sacred Mesa on a stick, and the flavor of the burn is odd - kamikaze attacks?
FreshMeat - Serpentine Gorgon is close to perfect. Matriarch Hag's petrification ability doesn't feel like it does enough flavorwise - seems like making the creature just afraid of Gorgons rather than turning it to stone, but otherwise a modal saboteur ability is fun.
MahBoiiii - Conscripted Gorgon is odd all around. Is this supposed to be a Mirrodin Gorgon? Were there any of those? "Tap target creature" makes sense for white Gorgons but only if it also stops the creature from untapping. Sisters of the Orthodoxy is good mechanically, but flavorfully, again, bizarre. Not sure how hitting a player makes brainwashed compleated robots.
IcariiFA - Disloyal Servant looks like a lot of fun. Reasonable for Limited. Despot of Ill Wishing is also fun, effectively copying its triggered ability repeatedly. The menace granting seems a little out-of-place/weak.
1. IcariiFA
2. FreshMeat
3. netn10
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
netn10: a- I do think this holds a bit of complexity for a common, so probably tweaking rarity is something to be done. The rare is very good but shoukd have been kept in the same line as your first faerie, and support trick as it is a really cool mechanic.
RaikouRider: a- I like how you tweaked the dryad to have it do something very red while departing enough from the usual to give the creature identity.
The lord is a very intresting case for me. It looks really too powerful but i do think hossing nonbasic lands is something that should exist and printed more often. The dryad tribe is good for this because it won't break people in half as Goblins would do and because dryads have a lot lot of landwalking history.
Cardz5000- a- Nice addition to the moonfolk ranks, and exhausting as an eztra cost looks a good way to go. The Moonscape tokens from the lord are a neat idea but I think you should have some uses for them.in the lord itself.
Freshmeat: a- The gorgon is fine but not somthing I feel quite excited about. On the lord, well, I do feel that the choices are not quite fine. In the other submissions that presented choices they wrre either connected machanically or by flavor, and I don't feel that kind of cohesion here. It feels like the discard part was slapped in to justify the black.
Mahbooi: Nothing too exciting, and I kinda feel that a flying Gorgon is somerhing a bit odd
as I don't ser Gorgons taming mounts neithrr using sketchy technology a-la-goblins. That said, I feel there's a kind of rebrand in your approach to Gorgons and sisters.of Orthodoxy make a great summary of what's going on with these zealous creatures. I really like the lord approach and the fact that it doesn't make gorgons is flavorful and necessary for balance
IcariFa: Choosing black efreets was quite a win, not hard to sell at all. Both designs are solid, balanced and with nice flavor. The way the lord works is quite intresting: Instead of giving menace to each efreet, you can do something else. Can be pretty powerdul if you throw a couple of small efreets in the battlefield
Voidnothing: While I like the direction of this, dwstroying more than one land at a time seems a bit out of place for green.
The lord reminds of quest for ula's temple I would have gone more in that direction, because if you have several krakens hitting your face you're pretty likely to be dead. I might be wrong but I feel it a bit win-more to make me want to play it
Top 3
1.IcariFaa
2.Mahboii
3.RaikouRaider
Cardz5000: 1) The exhaust mechanic really needs to replace exert as exert has some rules problems with control changing effects. Card itself seems a pretty high draft pick and might see constructed play. | 2) I'm loving the idea of making land tokens to bounce to your moonfolk abilities.
Hemlock: 1) Dash is a great fit for this tribe adding red. A surprisingly resilient threat if you can use removal to keep flying defense down. | 2) Not *quite* sure this counts as a lord, but it's close enough. I like the throwback to Pegasus Stampede, as well as the second ability. Gotta deduct for quality, though.
FreshMeat: 1) This is a surprisingly aggressive and efficient creature for blue - maybe a bit too much so. I like the ability, but it probably should be a 1/4 with that ability and cost. Does blue even have a 2/4 for 2U? | 2) The matriarch herself probably needed some additional form of evasion - that's a lot of mana. Other than that, seems fine.
MahBoiiii: 1) Seems like a fine Limited common for your Skies decks. Winged gorgons are a nice evolution to fit the new color. | 2) I did a search of Scars of Mirrodin block, and apparently Gorgons do not exist on Mirrodin at all. Mechanically there's nothing wrong with the card, and I like the link between the petrification and the soldiers being artifact creatures, but I can't overlook the flavor conflict.
IcariiFA: 1) Very surprised this isn't a card already. Solid, seems like a high Limited pick. | 2) I'm a huge fan of mega-modal effects like these - this templating needs to be revisited for future casual releases such as Commander. I also like how one effect is strictly red, one strictly black, and one both colors.
void_nothing: 1) Horrible in Limited and too expensive for what it does in Constructed. I feel for you - unfortunately this challenge designed you into a corner and you made a good effort to work around it. When designing around a theme, remember for the future: it's not a theme unless it can be done at common. | 2) The power level of this depends on how many Kraken cheaper than five mana are in your set. Given their typical size, I have a hard time believing there are many.
1) IcariiFA
2) Cardz5000
3) netn10
Emille, Seven-Sting Dancer Shalin Nariya
Congratulations to our top 4:
IcariiFA
FreshMeat
netn10
Cardz5000
The next round will be up shortly.