1. Jeska's Corruption2BR
Legendary Sorcery (R)
Jeska's Corruption 1 damage to each of up to two target creatures and/or planeswalkers.
Destroy each creature and/or planeswalker that was dealt damage this turn.
2. Tetlok, Breathstealer1BR
Legendary Creature - Nightstalker Assassin (R)
Shadow
Whenever a historic source you control deals damage to an opponent, you may have Tetlok, Breathstealer deal 1 damage to target creature that player controls. Ancient evils beget newborn fears.
3/2
3. M'wraja, Marked by Windgrace1RWB
Legendary Creature - Cat Warrior (M)
Haste, sparktouched 3
-2: Until end of turn, creatures you control get +2/+0 and gain indestructible.
-2: Each opponent sacrifices an artifact. Create a 2/2 black Cat Warrior creature token.
3/4
Sparktouched N reminder text (omitted on this card) (This enters the battlefield with N loyalty counters and gains one whenever it attacks. You may use these counters to activate one of the abilities below on your turn as a sorcery.)
4. Thran Artillery2
Artifact (U) 1R, T: Thran Artillery deals 1 damage to each opponent.
Resonate (Whenever you activate an activated ability of Thran Artillery, other artifacts you control gain that ability until end of turn.) Some of the sparktouched returned with insights into the Thran relics that surpassed what Urza had ever discovered.
5. Portal Gnome2
Artifact Creature - Gnome (C)
When Portal Gnome enters the battlefield, target creature gains or loses shadow until end of turn. The mechanical creations of the Zhalfirin Armorers' Guild were crucial in supplying the frontlines and cutting off escape routes.
1/2
1 The Mending3GU
Enchantment - Saga (R)
I, II: Each player may put a permanent card from their hand onto the battlefield with a time counter on it.
III: At the end of turn, exile all permanents with a time counter on them.
2 Mother of LoreW
Creature - Human Cleric (U)
Whenever you cast a historic spell, put a lore counter on Mother of Lore. (Artifacts, legendaries, and Sagas are historic.) T, Remove a lore counter from Mother of Lore: Target historic permanent gains hexproof and indestructible until end of turn. “It’s more than bookkeeping. You watch out for the things you document.”
1/1
3 The Stronghold Citadel7B
Legendary Artifact (M)
Besiegeable 5 (This enters the battlefield with five brick counters and may be attacked. Damage dealt to this removes that many brick counters. If there are no brick counters on this, put it into it’s owner’s graveyard.)
At the beginning of each upkeep, you may destroy target creature.
[5]
4 Brennet, Scion of Sisay1GG
Legendary Creature - Human Warrior (U)
Whenever Brennet, Scion of Sisay becomes the target of a spell or ability, it gets +1/+1 until end of turn and must be blocked this turn if able. Bequest — GW, Exile Brennet, Scion of Sisay from your graveyard: Target creature gets +X/+X until end of turn, where X is the number of creatures you control. Activate this ability only any time you could cast a sorcery.
3/3
5 RemakeU
Instant (C)
Move a counter from target permanent onto a second target permanent.
Reinforce 1—1G(1G, Discard this card: Put a +1/+1 counter on target creature.) “Now is the time to make this land into a home for all of us.”
—Tatyova, Benthic Druid
Is that how we're going to do it, huh? Well, you can have mine, with your stupid amazing sparktouched mechanic that made me worried my cards weren't flashy enough. Hmpfh!
Private Mod Note
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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 pretty sure it does. Shock now deals damage to "any target", so you could target the artifact. Normally wouldn't mean anything but with besieging tracking damage with brick counters, it would.
Some spells and abilities that refer to damage require "any target," "another target," "two targets," or similar rather than "target [something]." These targets may be creatures, players, or planeswalkers. Other game objects, such as noncreature artifacts or spells, can't be chosen.
I was just wondering if doomfish intended there to be a rules update to add besiegeable permanents to that list. (I probably would have opted for a new subtype that came with rules baggage à la sagas.)
Some spells and abilities that refer to damage require "any target," "another target," "two targets," or similar rather than "target [something]." These targets may be creatures, players, or planeswalkers. Other game objects, such as noncreature artifacts or spells, can't be chosen.
I was just wondering if doomfish intended there to be a rules update to add besiegeable permanents to that list. (I probably would have opted for a new subtype that came with rules baggage à la sagas.)
Whoops. Then it doesn't. His wording doesn't work to allow shock with that comp rule in place.
As I assume it drew inspiration from the structures for Ravnica that led to planeswalkers, I also assume the intention (rules as intended, to borrow a D&D phrase) were to allow direct damage to hit them, even if the rules as written don't allow it.
Conversely the loyalty counters on sparktouched don't get removed by damage, because I basically just made janky Time Spiral mechanics.
Well, I'm not exactly allowed to write a rules updates for my entries, so this is all you get.
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
Jeska's Corruption reads very well as a legendary sorcery. It's quite powerful but the conditions and multi colored nature seem close to fair. It also get's johnny going for potential abuse on the open endedness fo the second clause. It has a lot of appeal and power. I only wish it had flavor text to go with the event you name.
Tetlok makes sense. Shadow on an assassin reads perfectly. It's not a particularly flashy legend, but infact it could almost be an uncommon. I like how this synergizes with your legendary sorcery despite not being required. I think sticking with the rogue subtype would be fine here. Probably the least interesting of your cards.
M'wraja reads really awesome. Sparktouched could work as a very limited high rairty mechanic that doesnt remove other counter types from the set. The power level is aggressive but feasible. Probably a meta defining card. I'd be curious to see other designs with sparktouched, a good sign! The synergy is there with #1.
Thran Artillery offeres a really cool ability, though resonate seems like it would be hard to justify at common. which means the common mechanics in your proposed dominaria sequal would be historic and shadow? seems narrow.I like this design space for artifacts though and it synergizes well with #2.
Portal Gnome is cute. Seems great in an enviorment that would reintroduce shadow and has a lot of lenticular applications. It does synergize with both creatures, the assassin more than M'wraja. This is a good common that really helps define what would make your set unique.
Doomfish
The mending is a great event for a saga and this plays well mechanically with the idea of the rifts of dominaria being sealed. The open ended clause and the use of time counters opens this up to some subtle interactions of johnny to play with. The symmetry keeps it balanced, but loses some appeal. A solid card overall.
Mother of Lore is a clear riff of Mother of runes. I think it is a little clunky, even as an uncommon.I think the flavor of the idea here is solid, but the execution could use some adjusting, even if it changes the gameplay. That and there are already a lot of different counters in your set idea. Lore counters are probably the most likely to be nixed.
Stronghold citadel is cool, but the balance on this is hard. It's very swingy. You'll either win hard or have already lost/gain little value as this is destroyed. Of course, it cost 8 mana so without cheating it out somehow it probably wont have standard impact. EDH fodder. It's a neat idea the warrants testing. Perhaps the biggest issue for me though is the flavor. It mechanically is enchantment like, but is an artifact, but represents a location like a land. It feels jumbled. The synergy with card 1 is questionable.
Brennet is interesting. I like both abilities, but they feel like they belong on separate cards. I feel Bequest should grant something more similar to the cards others abilities. Wouldn't handing down a legacy flavorfully be that? The synergy with card 2 is definitely there in more ways than one.
I'm surprised remake isn't a card name already. good job on that one. Your common represents your understanding of the multiple counters your set is playing with, but as mentioned, you probably have one too many types. Reinforce is a underused mechanic that has some design space to explore, and the way this can make multiple copies useful is nice. Reinforce 1 is not really exciting.
The poll will close tomorrow at midnight EST. Please vote for your favorite entry by then if you haven't already! Remember, this counts towards your points in June's CCL.
If tomorrow there is a tie at midnight, I will vote to break it as I have currently withheld from voting. There will be no tie.
I like the temporary Hypergenesis mechanic on The Mending. I kind of feel like it's more telling the story of the time rifts that happened before the Mending but I guess it ends with the Mending. It's weird that we already have The Mending of Dominaria though.
Splitting protection into hexproof and indestructible works, but I think I would have either kept the counters and had it target anything, or got rid of the counters and just let it protect historic things. Per the GDS, Wizards would probably tell you to put a mana cost on the tap, but maybe this effect is just too strong - Dauntless Bodyguard indicates they are more comfortable with one-shot protection.
Citadel has cool flavor of killing stuff and a good mechanic to encourage/interact with getting attacked. I guess it's probably ok for an 8-mana artifact to have the potential to lock them out quickly.
Bequest is just the Dauntless Cathar mechanic, and yeah it seems like it wants to reference Brennet's own abilities more than being a reference to Shanna.
Remake is cool although I wish there was some way to do both of them - I guess that would be kicker or entwine or aftermath or something.
With all of my cards out and...8 mana you can use Thran Artillery and the Gnome with Tetlok to ping two things, M'wraja to make your creatures all indestructible, then Jeska's Corruption to wipe out at least 4 things. Also in case anybody cares Tetlok is a reference to Mirage flavor text.
I was hoping that it'd be mostly me seeing the issues with my cards, as I was the one spending the most time with them, but now IcariiFa just went and found them.
Yes, I agree, there's too much counters going on. Funnily, Lore counters wouldn't be axed, as those are used by Sagas. In hindsight I'd just remove the counters from the Mother, as they might cause confusion with +1/+1 counters and as per Gerrard's Mom's suggestion one time caring about historic is enough. I was too deep in the counters matter theme.
The reason why Brennet has no similiarity between his own ability and the Bequest is that this started as a fixed Grandeur. So it's supposed to play well with itself. Having a super big creature that needs blocking makes for an edict. Originally I was going to add trample, but that pushed it over the edge. And yes, Bequest is 'just' the Dauntless Cathar mechanic, but rather Dauntless Cathar is just a discarded design space. I was really disappointed back then when they printed that. I feel like it's a mechanic that deserves a slot in a set. I toyed around with that mechanic before the printing, but never named it.
I think you can't go above Reinforce 1 on common. It's too swingy. Oh well, playtesting.
Actually I liked the synergy between Stronghold and Mending as you get a high cost permanent for free that deals with whatever they put on the board plus more, while the drawback it has, that it can get rid off, doesn't matter so much, because it's going to be gone soon anyway.
Also I didn't catch what The Mending of Dominaria was about even though it's right there in the name. I just don't see it. It wasn't so much about dead stuff, but rather about time issues.
Comments on Gerrard's Mom's cards:
Jeska's Corruption is truly worthy of being a Legendary Sorcery. It fits the flavor well too. What I dislike is dealing 1 damage, when it just flat out destroys anyways. That might confuse players and has this clever-with-itself thing going on that just never feels right.
Tetlok is pretty cool. Makes for cool gameplay even on it's own. Only issue I have is that WotC shied away from using historic in a context, where part of the group doesn't make sense. Non-creature artifacts and sagas are seldom going to deal damage to your opponent. The rare cases they do might justify this though for people to feel clever.
Sparktouched reads exciting. I wonder what it plays like.
Resonate makes good use of the observation that with historic come artifacts. I didn't want to make an artifact centered mechanic, as I felt it turned Dominaria into an artifact set, which it isn't supposed to be and historic already pushed it into that direction too much for my tastes.
I like what Portal Gnome does in terms of it making sense while you have Shadow and while you don't. Great execution. Not sure if I'd want Shadow in a set when the previous set didn't have it. It becomes super-flying and fights for that space. The two sets are likely not going to play well together as both flying creatures and shadow creatures become too good and uninteractive. It IS a fan favorite tho. It's worth trying.
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
Yeah they did creature flashback with emblam/eternalize, so I guess Dauntless Cathar is - graveyard channel? Creature aftermath? I was wondering why gravecycling isn't a thing yet, or maybe I'm just forgetting the cards that do it.
I think I probably conveyed the idea more or less, but my set concept is that Teferi gets Zhalfir to return, but some of the weird distortions of Dominaria's past, like lost planeswalker powers and the shadow dimension, have been developed there, and actually time continued to pass in Zhalfir for generations or something, so they bring back this advanced society with magical powers enhanced by the past. And decide to take over the rest of Dominaria.
Thanks!
Great competition throughout and great cards and critiques from doomfish at every stage!
This month was more "crunchy" as in mechanically-focused, which I typically think of as the MCC side while the CCL is more "fluffy" and story or theme-focused, but it worked well in ramping up to higher numbers of cards and more complex challenges. They were all really fun and tough to think through. Thanks for running, IcariiFA!
Private Mod Note
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<3 Sally 4eva
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Art by Terese Nielsen
Welcome to the Card Creation League!
Theme
This month will about about creating cards with synergy and exploring what that means.
Challenge
Design five cards to showcase what a follow up set to Dominaria would be like. Of the five cards, you must cover each rarity at least once.
Our Entries:
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 was just wondering if doomfish intended there to be a rules update to add besiegeable permanents to that list. (I probably would have opted for a new subtype that came with rules baggage à la sagas.)
Conversely the loyalty counters on sparktouched don't get removed by damage, because I basically just made janky Time Spiral mechanics.
I'll be making comments on both entries before the poll is closed.
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
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Gerrard's Mom
Tetlok makes sense. Shadow on an assassin reads perfectly. It's not a particularly flashy legend, but infact it could almost be an uncommon. I like how this synergizes with your legendary sorcery despite not being required. I think sticking with the rogue subtype would be fine here. Probably the least interesting of your cards.
M'wraja reads really awesome. Sparktouched could work as a very limited high rairty mechanic that doesnt remove other counter types from the set. The power level is aggressive but feasible. Probably a meta defining card. I'd be curious to see other designs with sparktouched, a good sign! The synergy is there with #1.
Thran Artillery offeres a really cool ability, though resonate seems like it would be hard to justify at common. which means the common mechanics in your proposed dominaria sequal would be historic and shadow? seems narrow.I like this design space for artifacts though and it synergizes well with #2.
Portal Gnome is cute. Seems great in an enviorment that would reintroduce shadow and has a lot of lenticular applications. It does synergize with both creatures, the assassin more than M'wraja. This is a good common that really helps define what would make your set unique.
Mother of Lore is a clear riff of Mother of runes. I think it is a little clunky, even as an uncommon.I think the flavor of the idea here is solid, but the execution could use some adjusting, even if it changes the gameplay. That and there are already a lot of different counters in your set idea. Lore counters are probably the most likely to be nixed.
Stronghold citadel is cool, but the balance on this is hard. It's very swingy. You'll either win hard or have already lost/gain little value as this is destroyed. Of course, it cost 8 mana so without cheating it out somehow it probably wont have standard impact. EDH fodder. It's a neat idea the warrants testing. Perhaps the biggest issue for me though is the flavor. It mechanically is enchantment like, but is an artifact, but represents a location like a land. It feels jumbled. The synergy with card 1 is questionable.
Brennet is interesting. I like both abilities, but they feel like they belong on separate cards. I feel Bequest should grant something more similar to the cards others abilities. Wouldn't handing down a legacy flavorfully be that? The synergy with card 2 is definitely there in more ways than one.
I'm surprised remake isn't a card name already. good job on that one. Your common represents your understanding of the multiple counters your set is playing with, but as mentioned, you probably have one too many types. Reinforce is a underused mechanic that has some design space to explore, and the way this can make multiple copies useful is nice. Reinforce 1 is not really exciting.
If tomorrow there is a tie at midnight, I will vote to break it as I have currently withheld from voting. There will be no tie.
Splitting protection into hexproof and indestructible works, but I think I would have either kept the counters and had it target anything, or got rid of the counters and just let it protect historic things. Per the GDS, Wizards would probably tell you to put a mana cost on the tap, but maybe this effect is just too strong - Dauntless Bodyguard indicates they are more comfortable with one-shot protection.
Citadel has cool flavor of killing stuff and a good mechanic to encourage/interact with getting attacked. I guess it's probably ok for an 8-mana artifact to have the potential to lock them out quickly.
Bequest is just the Dauntless Cathar mechanic, and yeah it seems like it wants to reference Brennet's own abilities more than being a reference to Shanna.
Remake is cool although I wish there was some way to do both of them - I guess that would be kicker or entwine or aftermath or something.
With all of my cards out and...8 mana you can use Thran Artillery and the Gnome with Tetlok to ping two things, M'wraja to make your creatures all indestructible, then Jeska's Corruption to wipe out at least 4 things. Also in case anybody cares Tetlok is a reference to Mirage flavor text.
Yes, I agree, there's too much counters going on. Funnily, Lore counters wouldn't be axed, as those are used by Sagas. In hindsight I'd just remove the counters from the Mother, as they might cause confusion with +1/+1 counters and as per Gerrard's Mom's suggestion one time caring about historic is enough. I was too deep in the counters matter theme.
The reason why Brennet has no similiarity between his own ability and the Bequest is that this started as a fixed Grandeur. So it's supposed to play well with itself. Having a super big creature that needs blocking makes for an edict. Originally I was going to add trample, but that pushed it over the edge. And yes, Bequest is 'just' the Dauntless Cathar mechanic, but rather Dauntless Cathar is just a discarded design space. I was really disappointed back then when they printed that. I feel like it's a mechanic that deserves a slot in a set. I toyed around with that mechanic before the printing, but never named it.
I think you can't go above Reinforce 1 on common. It's too swingy. Oh well, playtesting.
Actually I liked the synergy between Stronghold and Mending as you get a high cost permanent for free that deals with whatever they put on the board plus more, while the drawback it has, that it can get rid off, doesn't matter so much, because it's going to be gone soon anyway.
Also I didn't catch what The Mending of Dominaria was about even though it's right there in the name. I just don't see it. It wasn't so much about dead stuff, but rather about time issues.
Comments on Gerrard's Mom's cards:
Jeska's Corruption is truly worthy of being a Legendary Sorcery. It fits the flavor well too. What I dislike is dealing 1 damage, when it just flat out destroys anyways. That might confuse players and has this clever-with-itself thing going on that just never feels right.
Tetlok is pretty cool. Makes for cool gameplay even on it's own. Only issue I have is that WotC shied away from using historic in a context, where part of the group doesn't make sense. Non-creature artifacts and sagas are seldom going to deal damage to your opponent. The rare cases they do might justify this though for people to feel clever.
Sparktouched reads exciting. I wonder what it plays like.
Resonate makes good use of the observation that with historic come artifacts. I didn't want to make an artifact centered mechanic, as I felt it turned Dominaria into an artifact set, which it isn't supposed to be and historic already pushed it into that direction too much for my tastes.
I like what Portal Gnome does in terms of it making sense while you have Shadow and while you don't. Great execution. Not sure if I'd want Shadow in a set when the previous set didn't have it. It becomes super-flying and fights for that space. The two sets are likely not going to play well together as both flying creatures and shadow creatures become too good and uninteractive. It IS a fan favorite tho. It's worth trying.
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 think I probably conveyed the idea more or less, but my set concept is that Teferi gets Zhalfir to return, but some of the weird distortions of Dominaria's past, like lost planeswalker powers and the shadow dimension, have been developed there, and actually time continued to pass in Zhalfir for generations or something, so they bring back this advanced society with magical powers enhanced by the past. And decide to take over the rest of Dominaria.
Great competition throughout and great cards and critiques from doomfish at every stage!
This month was more "crunchy" as in mechanically-focused, which I typically think of as the MCC side while the CCL is more "fluffy" and story or theme-focused, but it worked well in ramping up to higher numbers of cards and more complex challenges. They were all really fun and tough to think through. Thanks for running, IcariiFA!