Hello and welcome to the final poll for "The Pub at the End of the Multiverse," June's (delayed and abbreviated) Card Creation League contest! This month, Urza invited our participants to a mysterious extraplanar pub, where he got them drunk and introduced some dates. It turned out that he was seeking to correct some of his past mistakes, by fostering great magical works through cooperation instead of on his own. After testing the candidates' abilities to perfect the growth of a race, he selected the teams of Samtha and Zooye (Koopa) and Nicole and Lyra (Æthermage) to work in parallel on new versions of his famed Legacy. They each produced a combination of living creatures and powerful artifacts that could unite for victory. Which one laid out the perfect blueprints for success‽
Final challenge: Create a new Legacy, a group of cards that combine to perform a game-winning combo. The number of cards is flexible, but it must contain at least three of the following elements. You may overlap elements if you like, for example creating a mythic Juju Sword to cover the last two items.
A legendary creature from the race that you designed last round
Efira, Destined for Legacy4GU
Legendary Creature - Turtle Warrior (MR)
Hexproof
Permanents attached to Efira have hexproof.
4/8 A champion to save the world.
Stone of Duplication4
Artifact (R)
When a player cast a spell, you may sacrifice Stone of Duplication. If you do, copy that spell. From Mishra, a stone to make sparks into storms.
Stone of Negation4
Artifact (R)
When a player cast a spell, you may sacrifice Stone of Negation. If you do, counter that spell. From Urza, a stone to make floods into droughts.
Cloak of the Mind Sculptor3
Legendary Artifact - Equipment (MR)
Equipped creature is unblockable and has "Other creatures you control are unblockable."
Equip 3 From Jace, the gift of elusiveness.
Gauntlets of the Firebrand3
Legendary Artifact - Equipment (MR)
Equipped creature has haste and "Other creatures you control have haste."
Equip 3 From Chandra, the gift of speed.
Helm of the Primal Hunter3
Legendary Artifact - Equipment (MR)
Equipped creature has "Spells and abilities your opponents control can't cause you to sacrifice creatures."
Equip 3 From Garruk, the gift of solidarity.
Staff of the Pridecaller3
Legendary Artifact - Equipment (MR)
Equipped creature is indestructible and has "Other creatures you control are indestructible."
Equip 3 From Ajani, the gift of resilience.
Veil of the Deathmage3
Legendary Artifact - Equipment (MR)
Equipped creature has deathtouch and has "Other creatures you control have deathtouch."
Equip 3 From Liliana, the gift of power.
Jinxed Juju 1
Artifact (Rare)
At the beginning of each player's upkeep, that player gains control of Jinxed Juju and puts a Juju Counter on it.
At the beginning of your end step, Jinxed Juju deals 1 damage to you for each Juju counter on it. "The Juju may taste good, but it's not conducive to longevity."
Orb of Knowledge 2
Artifact (Uncommon)
Skip your untap step.
At the beginning of your draw step, draw a card. "Knowledge without resources".
Orb of Resources 2
Artifact (Uncommon)
Skip your combat phase.
At the beginning of your untap step, add 1 to your mana pool for each land untapped this turn. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end. "Resources without aggression".
Orb of Aggression 2
Artifact (Uncommon)
Skip your end step.
At the beginning of your combat phase, creatures that entered the battlefield this turn get +2/+0 until end of turn. "Aggression without finality."
Orb of Finality 2
Artifact (Uncommon)
Skip your upkeep step.
At beginning of your end step, you lose 1 life. "Finality without growth"
Orb of Growth 2
Artifact (Uncommon)
Skip your draw step.
At the beginning of your upkeep, put a +1/+1 counter on each creature you control. "Growth without knowledge".
Fonwyn, Trickiness Incarnate UR
Legendary Creature - Faerie Wizard (Mythic)
Flying
Whenever Fonwyn, Trickiness Incarnate deals combat damage to a player, at the beginning of the next cleanup step you gain control of that player and that player gains control of you. (You each control the actions the other would normally take)
1/1 "Her skill in confusing others is only matched by her skill in confusing herself."
Hyperspeed Bauble 1
Artifact (Rare)
Skip each of your main phases.
You may play nonland cards as though they had flash. "There's a time an a place for everything, and that time is NOW!"
Samtha, Vineyard KeeperGG
Planeswalker - Samtha (MR)
+1: Add G to your mana pool.
-4: Add X green mana to your mana pool, where X is the number of Forest you control.
-7: Add any amount of green mana to your mana pool and you get an emblem with "Green mana doesn't empty from your mana pool as steps and phases end."
[3]
Oran-Rief SapGG
Sorcery (C)
Gain 5 life.
Draw a card. It is said Zendikar's trees can produce a healing salve.
Or was it a poisonous toxin?
No I am pretty sure it was a healing salve.
Zooye Sparkmind1UR
Planeswalker - Zooye (MR)
+1: Draw a card, then discard a card.
-2: Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
-8: You get an emblem with "You may cast nonland cards from your hand without paying their mana costs and as though they had flash."
[2]
Turtle HatchlingU
Creature - Turtle (C)
Slowstrike (This creature deals combat damage after creatures without slowstrike.) Turtles are born with the strength of dragons and the speed of... well turtles.
2/2
Snapjaw Seer1GU
Creature - Turtle Warrior (U)
Slowstrike (This creature deals combat damage after creatures without slowstrike.)
Whenever a creature dealt damage by Snapjaw Seer this turn dies, you may draw a card.
2/3
Elder Turtle2GU
Creature - Turtle Shaman (R)
Other Turtle creatures you control get +0/+2 and lose slowstrike.
Turtle creatures you control assign combat damage equal to their toughness rather than their power. He guides the school, showing them the secrets of speed of mind.
2/4
Nicole, Erratic Æthermage
:1mana::symu::symw:
Planeswalker - Nicole
[+1]: Draw a card for each permanent returned to your hand this turn.
[-1]: Reveal the top card of your library. If it's a creature card, put it into play. It gains "At the beginning of your end step, return this creature to its owner's hand."
[-6]: Exile all permanents, then return those cards to the battlefield under their owner's control.
{3}
Drastic Reformation
:symu::symu:
Enchantment - Aura
Enchant Creature
At the beginning of your upkeep, choose one - Remove all counters from enchanted creature or double the number counters on enchanted creature. "The best elixers are ones that can be used to heal OR enhance".
Lyra, Erratic Passionmage
:2mana::symr::symr:
Planeswalker - Lyra
[+1]: Put a card from your hand on top of your library, then reveal it. Lyra, Erratic Passionmage deals damage to target creature or player equal to the converted mana cost of the revealed card.
[-3]: Return a creature you control to your hand. If you do, put a creature card from your hand into play. It gains haste until end of turn. Sacrifice it at the beginning of the next end step.
[-5]: You get an emblem with "Creatures you control get +2/+0 and have haste".
{3}
Mindfire Faerie
:2mana::symr:
Creature - Faerie Wizard (C)
Flying
Whenever you play an instant or sorcery spell, put a trick counter on Mindfire Faerie.
:symu:: Look at the top X cards of your library, where X is the number of trick counters on Mindfire Faerie, then put them back in any order. Activate this ability only once each turn.
2/1 "The aura of flame that surrounds her can be focused into pure thought energy".
Lavabreath Clique
:1mana::symu:
Creature - Faerie Wizard (U)
Flying
Whenever you play an instant or sorcery spell, put a trick counter on Lavabreath Clique.
:symr:: Lavabreath Clique get's +X/+0 until end of turn, where X is the number of trick counters on Lavabreath Clique. Activate this ability only once each turn.
1/1 "What did they EAT?!"
Stormbringer Clique
:1mana::symu::symr:
Legendary Creature - Faerie Wizard (R)
Flash, Flying
Whenever you play an instant or sorcery spell, put a trick counter on each Faerie creature you control.
Instant and Sorcery spells you play cost less to play for each trick counter on Stormbringer Clique.
3/1 "They spreads their knowledge among the rest of their kind so they may hinder others unhindered".
The poll will be open for one week. Comments are appreciated as well!
I enjoyed looking over the finalists' entries for this round and the previous ones.
Overall, I really enjoyed koopa's cards the most over the previous rounds, but was slightly disappointed by the offerings for the final challenge. No "juju" artifact? The artifact cycle was weird in that the power levels were all over the place (would anyone really want to choose the green one over the white one?). THe legend also wasn't very exciting and didn't seem to go with the other turtles from the previous round (I really liked the rare turtle). I did like the stones though. Beautiful design there.
As for aether, I also thought he had a number of very strong entries as well from the previous rounds. The cycle of faeries was intriquing, and the planeswalkers had a pretty original effect. I think one of your strong points is that you're able to come up with some very original, unique drawbacks to some strong abilities --- as reflected in the orbs in this round. THe legendary faerie seems awesome, but a rules nightmare. Still, I like how it gets players thinking. The juju artifact is amusing, and creates an interseting subgame in big multiplayer matches.
Overall, I thought aether had the strongest entries this round and I voted for him.
I really wanted to do a Juju artifact but I couldn't find a way to do it that I felt captured the spirit of the original juju card and still have it work with my cards. As for my turtle I wanted to give it slowstrike but. wasn't sure how to balance it so I left the card as is as the card is very UG
Orb of Aggression will confuse people. End of turn effects still end because the Cleanup Step still goes on after the End Step.
other than that AEthermage's stuff is just such a cool way to win, although I think swapping permanents would've been better than players.
Koopa's artifact cycle is everywhere. Veil is probably on the okay power level, Gauntlets is a bit under but Hat is so pathetic it's not funny (hexproof would have been a lot better) and Staff is overpowered (was it that hard to think "hmm, lifelink"?). Cloak I have no idea. Stone of Negation seems very good as well, and what happens when you copy a permanent spell with Stone of Duplication? I also dislike that it doesn't really just win you the game unlike AEthermage's. Yes, a 4/8 you can literally do nothing to is going to be dangerous, but you can still win because it's only a single 4/8. 4 damage a turn isn't much, really.
My stuff does seem a bit confusing. I know how Orb of Aggression works, and that was intended. It's not supposed to let your guys keep the +2/+0. As for the faerie, I agree it's sort of a rules nightmare, but so was Mindslaver when it was first envisioned and it ended up not really being complicated at all.
Actually I wasn't overly happy with the way my cards turned out nor overly impressed by Koopa's this round. Looking back at both of our entries up until this point shows a number of cards I like significantly more, but I guess that's what happens when the restriction is as harsh as it was.
Congrats Koopa, results will be submitted soon.
I liked Koopa's legend and the flavor concept of the equipment, although the power level was varied and the execution of becoming global effects was iffy. I'm also not sure that this is a game-winning combo.
AEthermage's combo concept was cool, giving up all your turns to let the Juju kill them off (if I get that right). I think being rules complicated was the turnoff, some steps are better left unskipped.
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Efira, Destined for Legacy 4GU
Legendary Creature - Turtle Warrior (MR)
Hexproof
Permanents attached to Efira have hexproof.
4/8
A champion to save the world.
Stone of Duplication 4
Artifact (R)
When a player cast a spell, you may sacrifice Stone of Duplication. If you do, copy that spell.
From Mishra, a stone to make sparks into storms.
Stone of Negation 4
Artifact (R)
When a player cast a spell, you may sacrifice Stone of Negation. If you do, counter that spell.
From Urza, a stone to make floods into droughts.
Cloak of the Mind Sculptor 3
Legendary Artifact - Equipment (MR)
Equipped creature is unblockable and has "Other creatures you control are unblockable."
Equip 3
From Jace, the gift of elusiveness.
Gauntlets of the Firebrand 3
Legendary Artifact - Equipment (MR)
Equipped creature has haste and "Other creatures you control have haste."
Equip 3
From Chandra, the gift of speed.
Helm of the Primal Hunter 3
Legendary Artifact - Equipment (MR)
Equipped creature has "Spells and abilities your opponents control can't cause you to sacrifice creatures."
Equip 3
From Garruk, the gift of solidarity.
Staff of the Pridecaller 3
Legendary Artifact - Equipment (MR)
Equipped creature is indestructible and has "Other creatures you control are indestructible."
Equip 3
From Ajani, the gift of resilience.
Veil of the Deathmage 3
Legendary Artifact - Equipment (MR)
Equipped creature has deathtouch and has "Other creatures you control have deathtouch."
Equip 3
From Liliana, the gift of power.
1
Artifact (Rare)
At the beginning of each player's upkeep, that player gains control of Jinxed Juju and puts a Juju Counter on it.
At the beginning of your end step, Jinxed Juju deals 1 damage to you for each Juju counter on it.
"The Juju may taste good, but it's not conducive to longevity."
2
Artifact (Uncommon)
Skip your untap step.
At the beginning of your draw step, draw a card.
"Knowledge without resources".
Orb of Resources
2
Artifact (Uncommon)
Skip your combat phase.
At the beginning of your untap step, add 1 to your mana pool for each land untapped this turn. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.
"Resources without aggression".
Orb of Aggression
2
Artifact (Uncommon)
Skip your end step.
At the beginning of your combat phase, creatures that entered the battlefield this turn get +2/+0 until end of turn.
"Aggression without finality."
Orb of Finality
2
Artifact (Uncommon)
Skip your upkeep step.
At beginning of your end step, you lose 1 life.
"Finality without growth"
Orb of Growth
2
Artifact (Uncommon)
Skip your draw step.
At the beginning of your upkeep, put a +1/+1 counter on each creature you control.
"Growth without knowledge".
UR
Legendary Creature - Faerie Wizard (Mythic)
Flying
Whenever Fonwyn, Trickiness Incarnate deals combat damage to a player, at the beginning of the next cleanup step you gain control of that player and that player gains control of you. (You each control the actions the other would normally take)
1/1
"Her skill in confusing others is only matched by her skill in confusing herself."
1
Artifact (Rare)
Skip each of your main phases.
You may play nonland cards as though they had flash.
"There's a time an a place for everything, and that time is NOW!"
Samtha, Vineyard Keeper GG
Planeswalker - Samtha (MR)
+1: Add G to your mana pool.
-4: Add X green mana to your mana pool, where X is the number of Forest you control.
-7: Add any amount of green mana to your mana pool and you get an emblem with "Green mana doesn't empty from your mana pool as steps and phases end."
[3]
Oran-Rief Sap GG
Sorcery (C)
Gain 5 life.
Draw a card.
It is said Zendikar's trees can produce a healing salve.
Or was it a poisonous toxin?
No I am pretty sure it was a healing salve.
Zooye Sparkmind 1UR
Planeswalker - Zooye (MR)
+1: Draw a card, then discard a card.
-2: Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
-8: You get an emblem with "You may cast nonland cards from your hand without paying their mana costs and as though they had flash."
[2]
Turtle Hatchling U
Creature - Turtle (C)
Slowstrike (This creature deals combat damage after creatures without slowstrike.)
Turtles are born with the strength of dragons and the speed of... well turtles.
2/2
Snapjaw Seer 1GU
Creature - Turtle Warrior (U)
Slowstrike (This creature deals combat damage after creatures without slowstrike.)
Whenever a creature dealt damage by Snapjaw Seer this turn dies, you may draw a card.
2/3
Elder Turtle 2GU
Creature - Turtle Shaman (R)
Other Turtle creatures you control get +0/+2 and lose slowstrike.
Turtle creatures you control assign combat damage equal to their toughness rather than their power.
He guides the school, showing them the secrets of speed of mind.
2/4
:1mana::symu::symw:
Planeswalker - Nicole
[+1]: Draw a card for each permanent returned to your hand this turn.
[-1]: Reveal the top card of your library. If it's a creature card, put it into play. It gains "At the beginning of your end step, return this creature to its owner's hand."
[-6]: Exile all permanents, then return those cards to the battlefield under their owner's control.
{3}
:symu::symu:
Enchantment - Aura
Enchant Creature
At the beginning of your upkeep, choose one - Remove all counters from enchanted creature or double the number counters on enchanted creature.
"The best elixers are ones that can be used to heal OR enhance".
:2mana::symr::symr:
Planeswalker - Lyra
[+1]: Put a card from your hand on top of your library, then reveal it. Lyra, Erratic Passionmage deals damage to target creature or player equal to the converted mana cost of the revealed card.
[-3]: Return a creature you control to your hand. If you do, put a creature card from your hand into play. It gains haste until end of turn. Sacrifice it at the beginning of the next end step.
[-5]: You get an emblem with "Creatures you control get +2/+0 and have haste".
{3}
:2mana::symr:
Creature - Faerie Wizard (C)
Flying
Whenever you play an instant or sorcery spell, put a trick counter on Mindfire Faerie.
:symu:: Look at the top X cards of your library, where X is the number of trick counters on Mindfire Faerie, then put them back in any order. Activate this ability only once each turn.
2/1
"The aura of flame that surrounds her can be focused into pure thought energy".
Lavabreath Clique
:1mana::symu:
Creature - Faerie Wizard (U)
Flying
Whenever you play an instant or sorcery spell, put a trick counter on Lavabreath Clique.
:symr:: Lavabreath Clique get's +X/+0 until end of turn, where X is the number of trick counters on Lavabreath Clique. Activate this ability only once each turn.
1/1
"What did they EAT?!"
Stormbringer Clique
:1mana::symu::symr:
Legendary Creature - Faerie Wizard (R)
Flash, Flying
Whenever you play an instant or sorcery spell, put a trick counter on each Faerie creature you control.
Instant and Sorcery spells you play cost less to play for each trick counter on Stormbringer Clique.
3/1
"They spreads their knowledge among the rest of their kind so they may hinder others unhindered".
The poll will be open for one week. Comments are appreciated as well!
Overall, I really enjoyed koopa's cards the most over the previous rounds, but was slightly disappointed by the offerings for the final challenge. No "juju" artifact? The artifact cycle was weird in that the power levels were all over the place (would anyone really want to choose the green one over the white one?). THe legend also wasn't very exciting and didn't seem to go with the other turtles from the previous round (I really liked the rare turtle). I did like the stones though. Beautiful design there.
As for aether, I also thought he had a number of very strong entries as well from the previous rounds. The cycle of faeries was intriquing, and the planeswalkers had a pretty original effect. I think one of your strong points is that you're able to come up with some very original, unique drawbacks to some strong abilities --- as reflected in the orbs in this round. THe legendary faerie seems awesome, but a rules nightmare. Still, I like how it gets players thinking. The juju artifact is amusing, and creates an interseting subgame in big multiplayer matches.
Overall, I thought aether had the strongest entries this round and I voted for him.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
other than that AEthermage's stuff is just such a cool way to win, although I think swapping permanents would've been better than players.
Koopa's artifact cycle is everywhere. Veil is probably on the okay power level, Gauntlets is a bit under but Hat is so pathetic it's not funny (hexproof would have been a lot better) and Staff is overpowered (was it that hard to think "hmm, lifelink"?). Cloak I have no idea. Stone of Negation seems very good as well, and what happens when you copy a permanent spell with Stone of Duplication? I also dislike that it doesn't really just win you the game unlike AEthermage's. Yes, a 4/8 you can literally do nothing to is going to be dangerous, but you can still win because it's only a single 4/8. 4 damage a turn isn't much, really.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Actually I wasn't overly happy with the way my cards turned out nor overly impressed by Koopa's this round. Looking back at both of our entries up until this point shows a number of cards I like significantly more, but I guess that's what happens when the restriction is as harsh as it was.
I liked Koopa's legend and the flavor concept of the equipment, although the power level was varied and the execution of becoming global effects was iffy. I'm also not sure that this is a game-winning combo.
AEthermage's combo concept was cool, giving up all your turns to let the Juju kill them off (if I get that right). I think being rules complicated was the turnoff, some steps are better left unskipped.