Welcome to July's Club Flamingo game, the Battle Pike! This Pro Tour season will be led off by a callback to our first CF game, the Battle Factory. As a reminder of how that worked, you were given three restrictions to design cards around, then dueled against your fellow competitors in a series of knockout-style rounds.
So what's new here?
We've significantly changed the nature of the Battle Factory with a simple twist - after the signups close, you will be given all of your restrictions up front. How you choose to use them during the course of the month is up to you, but you will end up using each one exactly once. So while it seems like you have a lot more freedom, plan carefully or you may find yourself in trouble towards the end!
After the signups close, you will be given 15 restrictions (plus one later in the month). Every round, you will eliminate 3 of your restrictions to use that round (4 in the finals). You will design three cards that meet your chosen restrictions and post them in the round thread. Eliminated restrictions may not be used in future rounds.
At the end of the round, players will be assigned into random pairings. A public poll will determine the winner in each pairing, and the victor will proceed to the next round. This is repeated until we have a winner.
:
One card has convoke or affinity
All cards mention <land>walk
One card makes three tokens
One card has two or more phyrexian mana as a cost to activate an abilty
Cards form a three-card horizontal cycle
All cards have a cost reduction effect
One card has one or more basic land types
All cards have an effect when in your hand or library
Each card mentions one of the others OR one card mentions both the others
One card has buyback
One card has graft
All cards mention intimidate
One card is an Elephant
One card moves cards from a player's library into their graveyard
One card triggers on being tapped
One card can make 5 or more tokens
One card is a planeswalker
Any two of your cards form a combo that is interrupted by the third
One card is exactly five colors
All cards mention -1/-1 counters in their rules text
One card has protection from two colors
One card has landfall
One card has morbid
One card has Level up
One card is a planeswalker
All cards have an effect when in your hand or library
Each card mentions one of the others OR one card mentions both the others
One card uses hybrid mana
One card can regenerate itself
One card counts the number of artifacts on the battlefield
One card is a two-mana 2/2
One card triggers on being the target of a spell or ability
Cards form a three-card horizontal cycle
All cards count the number of lands you control
Each card mentions one of the others OR one card mentions both the others
All cards have the same rules text
One card places -1/-1 counters
One card has soulbond
All cards are instants
One card is a Panic Attack variant
One card triggers on being blocked
One card is an existing spell varied to affect all possible targets
Cards form a vertical cycle
All cards trigger when put into your graveyard from anywhere
One card is a planeswalker
One card is colorless
One card enters the battlefield with +1/+1 counters on it
One card has double strike
One card has transmute
One card has a trigger never before used on a card
All cards have two static abilities
All cards have an effect when in your hand or library
All five colors are exactly present between your three cards
Your cards have three new mechanics of your design spread among them
All cards mention haste
One card has three creature types
One card has two or more targets
One card triggers on entering the battlefield
One card has exactly three numbers on it, which sum to three
One card sacrifices itself as a cost and has another nonmana cost for the same activated ability
Cards form a vertical cycle
One card is a planeswalker
Each card mentions one of the others OR one card mentions both the others
One card has Reinforce
One card has devour
One card mentions "creatures you control" in its rules text
One card is a Bloodshed Fever variant
One card has two or more phyrexian mana as a cost to activate an abilty
Cards form a vertical cycle
One card has one or more basic land types
All cards have an effect when in your hand or library
Each card mentions one of the others OR one card mentions both the others
One card has reach
One card is a Horror
One card deals noncombat damage
One card is a Lure variant
One card has three modes
Cards form a vertical cycle
All cards have two or more targets
All cards use a mechanic of your design
Each card mentions one of the others OR one card mentions both the others
One card mentions "counter" and "combat damage" in the same ability
One card has hexproof
All cards are Equipment
One card targets players only
One card is a Seething Song variant
One card makes Saproling tokens
One card has "three" in its name
All cards are Curses
All cards have an effect when in your hand or library
One card has cumulative upkeep
One card has annihilator
One card switches a creature's power and thoughness
One card is a Cruel Edict variant
One card cares if it's the third spell cast in a turn
All cards are legendary
One card is a planeswalker
All cards have an effect when in your hand or library
Each card mentions one of the others OR one card mentions both the others
All cards use the tap symbol
One card can counter spells
One card has rampage
One card is legendary
One card targets, but does not counter, a spell
One card uses only the number 3
One card has one or more basic land types
All cards use a mechanic of your design
All five colors are exactly present between your three cards
One card removes -1/-1 counters
One card has unearth
One card counts the number of lands you control
One card triggers on blocking
One card replaces a member of an existing horizontal cycle
Cards form a three-card horizontal cycle
All cards move cards from a library into a graveyard
One card has one or more basic land types
All cards use a mechanic of your design
All five colors are exactly present between your three cards
One card has exactly three mana symbols in its mana cost
One card has suspend
One card has bloodthirst
One card is an Innocent Blood variant
One card makes Elemental tokens
One card is a Homarid
All cards mention "choose one" in their rules text
One card has one or more basic land types
All five colors are exactly present between your three cards
To all other contestants, thanks for playing!
One card removes charge counters
One card is a Master Decoy variant
One card triggers on dealing combat damage to a player
Battle Snarer1WW
Creature - Human Soldier (U)
Whenever a creature enters the battlefield under your control, you may tap target creature.
1/1
Exon, Mindcrime4UB
Legendary Creature - Spirit Assassin (M)
Exon is unblockable.
Whenever Exon deals combat damage to a player, instead search that player's library for up to that many cards and exile them face down.
You may look at and play face down cards exiled with Exon.
4/4 "They say stealing ideas are a crime, yet the Parliament routinely requires my services."
Abandoned Castle
Land (R)
Abandoned Castle enters the battlefield tapped and with two charge counters on it. T: Add 1 to your mana pool. WB,T, remove a charge counter from Abandoned Castle: Put a 1/1 white Human creature token onto the battlefield. Castles that fall to coup d'etats rarely ever find new visitors.
All cards have "poisoned" in their rules text
All five colors are exactly present between your three cards
One card is an Inspired Charge variant
Corrupted GrowthGW
Sorcery (U)
Creatures you control get +1/+1. If an opponent is poisoned, put a +1/+1 counter on each of them instead.
Flames of Mercy1R
Instant (U)
Flames of Mercy deals 5 damage to each poisoned player. "We do as much as we can to stop the spread of phyresis. Sometimes, we don't have as many options."
- Jor Kadeen, Mirran rebel
Rebel SurgeonUB
Creature - Human Wizard (U)
Whenever Rebel Surgeon deals combat damage to a poisoned player, look at that player's hand. You may choose a nonland card from it and shuffle it into his or her library. If you do, that player draws a card. "This specimen seems to believe we accept him. Neurosection required to determine cause."
2/1
All cards have kicker
One card lets you take an extra turn
One card is a Fog variant
[box]Bolster Resolve1(W/G) Instant (U)
Kicker 2(W/G)(W/G)
Prevent all combat damage that would be dealt to creatures you control this turn. If Bolster Resolve was kicked creatures you control get +2/+2 until end of turn.[/box]
[box]Rip From Time3UU Sorcery (MR)
Kicker 3UU
Target player skips his or her next turn. If Rip From Time was kicked, take an extra turn after this one.[/box]
[box]Dashing Duelist1W Creature - Human Soldier (R)
Kicker 1R
First Strike
When Dashing Duelist enters the battlefield, if it was kicked, it gains haste and double strike until end of turn. "If looks could kill you'd be dead twice."
2/1
[/box]
All cards are enchantments
All cards have an effect when in your hand or library
One card places +1/+1 counters
Symbiote Seeds3G
Enchantment - Aura (U)
Enchant creature
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.
Reinforce 2—2G(2G, Discard this card: Put two +1/+1 counters on target creature.)
Mutable Mastery1UU
Enchantment (R)
Cards in your hand have transmute 1UU. (1UU, Discard a card: Search your library for a card with the same converted mana cost as the discarded card, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.)
Transmute 1UU
Wild Flowering2G
Enchantment - Aura (U)
Enchant land
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool (in addition to the mana the land produces).
While you're searching your library for a land card, you may cast Wild Flowering from your library for G.
1. One card has CMC>7. 2. One card mentions three different zones. 3. All cards use a mechanic of your design.
Salvage X (When this creature dies, put X +1/+1 counters on target creature you control.)
Clockheart6
Artifact Creature - Golem (R)
Salvage 1, salvage 1, salvage 1 (When this creature dies, distribute 3 +1/+1 counters on one, two or three target creatures you control.)
3/3
Recyclomaton4
Artifact Creature - Construct (R)
Salvage 2
Discard an artifact card: Return Recyclomaton from your graveyard to your hand.
2/2
All cards are Goblins
Cards form a vertical cycle
One card has thre abilities
Flintstick Brigand1R
Creature - Goblin {C}
Whenever Flintstick Brigand attacks, up to one target creature can’t block this turn. In the midst of fighting the beasts, Newt accidentally set Higg’s clothes on fire. 1/1
Flintstick Marauder2R
Creature - Goblin {U}
Haste
Whenever Flintstick Marauder attacks, up to two target creatures can’t block this turn. As Higg ran around ablaze, the beasts tried to avoid his flailing. 2/1
Flintstick Ravager3R
Creature - Goblin {R}
First strike, haste
Whenever Flintstick Ravager attacks, up to three target creatures can’t block this turn. And on that fateful day, the art of fire-running was born. 3/1
Selected Restrictions
One card places charge counters
All cards add and remove charge counters
All cards use a mechanic of your design - Synergism
Synergism(Whenever a player casts an instant or sorcery spell, put a charge counter on ~.)
L'ntal Synergist :2mana::symu:
Creature — Elemental Wizard {U}
Synergism (Whenever a player casts an instant or sorcery spell, put a charge counter on L’ntal Synergist.)
:xmana:, :symtap:, Remove X charge counters from L’ntal Synergist: Put X charge counters on target spell or permanent you control.
2/2
El'tch Fire :symr::symr:
Sorcery {U}
Synergism (Whenever a player casts an instant or sorcery spell, put a charge counter on El’tch Fire.)
El’tch Fire deals 2 damage to target creature or player.
Remove two charge counters from El’tch Fire: Put a copy of El’tch Fire onto the stack. You may choose new targets for the copy.
Mantle of Valor
Artifact — Equipment {U}
Synergism (Whenever a player casts an instant or sorcery spell, put a charge counter on Mantle of Valor.)
Equipped creature has first strike and vigilance.
Equipped creature can block an additional creature for each charge counter on Mantle of Valor.
Equip—Remove a charge counter from Mantle of Valor.
A nonwhite Angel, a nonblack Demon, a nonred Hellion
One card makes Zombie tokens
One card has Level up
Refraction Seraph1UU
Creature- Angel (R)
Level up 1U (2/3)
[1-4] Flying (3/4)
[5+] Flying
Whenever another creature you control attacks, you may have it become a copy of Refraction Seraph until end of turn, except it still has all its abilities. (4/5)
Repentant Asura2WW
Creature- Demon Monk (U)
First strike, vigilance, protection from black "Even the darkest of souls has a tiny spark of good in it. It is up to us to see that spark and nurture it."
-- Master Tenzin Korba
3/2
Graveborn Hellion5BB
Creature- Zombie Hellion (R)
Whenever Graveborn Hellion dies or enters the battlefield from a graveyard, put a 2/2 black Zombie creature token onto the battlefield for each creature card in your graveyard.
Unearth 2BB Its stomach is filled with a thousand corpses, ready to burst forth at a moment's notice.
6/3
All cards are colored
One card enters the battlefield with charge counters
All cards are Lich variants - one red, one green and one blue
Capricious Lich4RR
Enchantment - Aura(M)
Enchant permanent
At the beginning of your upkeep, attach Capricious Lich to a random permanent it can be attached to.
Enchanted permanent has "you can't lose the game and your opponents can't win the game."
Green Lichen7GGG
Enchantment (M)
Your life total is equal to the number of creatures you control. (When Green Lichen enters the battlefield your life total becomes equal to the number of creatures you control. Whenever a creature enters or leaves the battlefield under your control, your life total becomes equal to the number of creatures you control. If your life total would change, instead it becomes equal to the number of creatures you control.)
Time Lich4UU
Legendary Enchantment (M)
Time Lich enters the battlefield with 5 charge counters.
When Time Lich enters the battlefield, if your life total is more than 5, your life total becomes 5.
At the beginning of your upkeep, remove a charge counter from Time Lich and lose 1 life, if you can't, you lose the game.
You cannot gain life.
Prevent all damage that would be dealt to you by sources you don't control.
Cards form a three-card horizontal cycle
All cards set your life total to a variable number
One card has the value of its converted mana cost in its text box.
Form of the Seraph4WWW
Enchanment (R)
At the beginning of your upkeep, put three 1/1 white Spirit creature tokens with flying onto the battlefield.
At the beginning of each end step, your life total becomes equal to the number of creatures you control.
Whenever a creature you control blocks, it gets +7/+7 until end of turn.
Form of the Sphinx4UUU
Enchantment (R)
At the beginning of your upkeep, draw two cards.
At the beginning of each end step, your life total becomes equal to the number of cards in your hand.
Creatures can't attack you unless their controller pays for each creature he or she controls that's attacking you.
Form of the Lich4BBB
Enchantment (R)
At the beginning of your upkeep, return all creature cards from your graveyard to the battlefield.
At the beginning of each end step, your life total becomes equal to the number of creature cards in your graveyard.
Exile a creature card from your graveyard: Prevent the next 1 damage that would be dealt to you this turn.
All cards are Golems
One card has a triggered ability with a mana cost
One card has an activated ability that costs more than its mana cost
Umber Hulk4 Artifact Creature - Golem C 1R: Umber Hulk gets +1/+0 until end of turn.
3/3
Fist of Bosh4 Artifact Creature - Golem U 4R, sacrifice an artifact creature: Fist of Bosh deals damage to target creature or player equal to sacrificed creature's power.
3/3
Tuktuk, the Eternal4R Legendary Artifact Creature - Goblin Golem R
Recover2R(When a creature is put into your graveyard from the battlefield, you may pay 2R. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
4/4
One card mentions mana cost (not CMC)
One card makes Bird tokens
One card is a Battlegrowth variant.
Holy TyrantWW
Creature - Human Cleric R
Opponents may only cast non-creature spells with W in their
mana cost. "Never without my permission!" -- Reelu, Archbishop
2/2
Feast for Crows1BB
Instant U
Target player sacrifices a creature and puts a number of
black 1/1 bird creature tokens with flying onto the battlefield
equal to its toughness. All that was left was a mass of entrails and the cawing of crows.
Primal DefenseGG
Instant U
Counter target spell that targets a creature.
Put a number of +1/+1 counters on targeted creature equal
to the target spell's converted mana cost. The wild has no tolerance for magic which would corrupt its fold.
All cards are sorceries
One card is a pyroclasm variant
All cards move cards from a library into a graveyard
Traumatic FlamesBR
Sorcery (U)
Traumatic Flames deals 2 damage to each creature.
Whenever a creature dealt damage by Traumatic Flames dies this turn, its controller puts the top X cards of his or her library into his or her graveyard, where X is that creature's toughness.
Hemispheric Balance3U
Sorcery (R)
Count the number of cards in target player's library and the number of cards in that player's graveyard. If there are more cards in the library, that player puts the top X cards of his or her library into his or her graveyard, where X is half the difference, rounded up. Otherwise, that player shuffles X cards at random from his or her graveyard into his or her library.
Fertilized MindXUG
Sorcery (U)
Target player puts the top X cards of his or her library into his or her graveyard, then draws a card for each land card put into his or her graveyard this way.
All cards are Vampires One card has three different colored mana symbols in its rules text Cards form a vertical cycle[/box]
[box]Noctus Initiate
B
Creature- Vampire Wizard (C)
Lifelink B,T: Noctus Initiate deals 1 damage to target player. Blood is the only truth.
1/1
[/box]
[box]Noctus Cleanser
2B
Creature- Vampire Wizard (U)
Lifelink BR,T: Noctus Cleanser deals 2 damage to target player. If it's your turn, that player discards a card, then draws a card. Truth is found only through pain.
2/2
[/box]
[box]Noctus Sangromancer
3B
Creature- Vampire Wizard (R)
Lifelink UBR,T: Noctus Sangromancer deals 3 damage to target player. That player draws two cards, then discards a card. Pain opens the path to enlightenment.
prophy: battle snarer turns everything into nibilis guys. That's cool.
Legendary dude has ghost chups
why is an abandoned castle making dudes? Flavor-wise this is weird to me...
NC: Flames of Mercy seems kind of forced, in that I'm unsure what deck would want to play it in a format where players will be getting poisoned...
Rebel Surgeon, while fairly aggressively costed, seems pretty underwhelming
SC: flavor text
GM: Mutable Mastery is the nuts! I love this card in, say, EDH.
I really like Wild Flowering. I'd like it more if it had a no casting cost, and some other thing for it do in hand - like cycling or something - but it's probably more printable as written.
Lanxal: I like the salvage mechanic. Not sure I like the helper text on the first card. I get why it's there though.
Balefire: I don't really like this cycle. 3/1 goblin = poopy, and I feel like you could have been more creative "powering up" the ETB ability.
ES: I'm not really sure what type of block would feature synergism as a keyworded mechanic. Also, I'm not sure I like charge counters on spells... It seems kind of weird to me. Without the synergist in play, El'tch Fire seems absurdly conditional. Overall, I think you may be doing a bit too much here.
Icarael: Graveborn Hellion is nuts. I'd pitch it to some discard outlet, and unearth away! Woohoo! All the tokens! lol
emeries: your pun makes me -__- Also, the red and blue ones should be "form of the" or something, as the enchantment itself is not a lich.
Time lich only prevents damage. This means loss of life effects still kill you. Kind of a bummer.
Lich is nuts with any good sacrifice outlet.
Why does Sphinx=propaganda?
Fancy cycle, but look everybody, I made golems!
pstmdrn: tyrant is a huge problem for burn... At only WW, me no likey.
I like primal defense though - not sure if it's costed right at GG, but I like it.
Socrates: mill in b/r? Hrm...
Hemispheric balance just seems unfun to resolve.
I do like fertilized mind, though.
:link:: now this is a good cycle. I'm a huge fan. Balefire, take notes!
@Vish: Read the cards again. They aren't ETB abilities. The rare could be nuts in an aggresive enough deck. I'm not denying it was uncreative, but it is what is.
Prophylaxis: Battle Snarer is solid, if a little boring. Exon is extremely powerful if you manage to hit with him, but he does give your opponent a turn to find an answer. I like his flavor text. Abandoned Castle seems pretty fair for a man-land sort of deal, but I'm not sure where the black mana in the activated ability is coming from and I don't really get the flavor.
Ninja Caterpie: Corrupted Growth is fine, though maybe a little underpowered considering it's a sorcery. Flames of Mercy and Rebel Surgeon both suffer from the same flaw: it's not in your best interest to mix infect and non-infect damage, because it dilutes your path to victory -- your poison counters will be wasted if you're trying to kill your opponent with damage, while your normal damage will be wasted if you're trying to poison your opponent to death.
Small Child: These cards are all perfectly fine, but none of them really resonate with me.
Gerrard's Mom: Symbiote Seeds is fine but not exciting. Mutable Mastery thrills my inner Johnny and Wild Flowering has my inner Spike stroking his goatee thoughtfully.
Lanxal: This mechanic seems rather one-dimensional and very similar to Modular. Cogs-Doll Armorer is pretty much unplayable and Clockheart seems a bit behind the curve compared to recent rare artifact creatures.
Balefire: Mechanically these cards are all fine if a little bland. The flavor helps immensely, though.
Eventide Sojourner: Synergism has some potential as a mechanic. L'ntal Synergist is definitely the best of the lot. El'tch fire simply doesn't work the way you've worded it: a card's activated and triggered abilities don't normally work while the card is on the stack; you need to explicitly state that they do in order for them to be useful. See Lightning Storm. Mantle of Valor is just unplayably bad.
Icarael: Refraction Angel is decent, although it might work a bit better flavorfully if it were an Angel Illusion. Repentant Asura is a flavor home run and a solid card to boot. Graveborn Hellion's power level may be dangerously high, but the flavor again is very strong.
emeries: Capricious Lich is a very cool card but it would be quite a stretch to call it a Lich variant. Green Lichen works a bit better as a lich variant, but it could probably be a bit cheaper considering how commonly creature removal is played. Time Lich would have better flavor if it used time counters -- charge counters seem to be more or less shoehorned in to fit the challenge. Five turns of nigh-invincibility is a long time, especially since it's not too hard to put more counters on it. Why is it legendary?
Sir Aureus: Form of the Seraph is very cool. Form of the Sphinx could have used something a little more riddle-like for its third ability; maybe something like "At the beginning of each opponent's attack step, choose a card from your hand and name a card. That opponent guesses whether or not the chosen card is the named card. You may reveal the chosen card. If you do and he or she guessed wrong, creatures can't attack you this turn," but with a bit less wordiness. Form of the Lich has a lot of risk but a huge payoff if you can make it work.
Vishamon: Umber Hulks in fantasy mythos are living creatures, not golems. Fist of Bosh is a solid uncommon that is playable on its own and potentially very strong in an artifact creature heavy environment. Tuktuk is pretty good, but do we really need another immortal goblin?
pstmdrn: Holy Tyrant is simply unfair. The way you've worded it I'm pretty sure it prevents your opponents from playing creature spells of any color, but even if it only shut off non-creature spells it's still pretty much game over for a large number of decks. Feast for Crows does not compare favorably to Mercy Killing or Diabolic Edict. Primal Defense does a good job of protecting your creatures from removal, but is hard to use as a combat trick, which is where Battlegrowth is most effective.
Socrates: Traumatic Flames and Fertilized Mind are both solid. Hemispheric Balance looks, as Vishamon said, like a pain to resolve.
Link: Great flavor, all playable and balanced. The Sangromancer seems like you'll mostly want to use it on yourself, but having the option to drain your opponent for three while giving them a little bit of card advantage isn't terrible.
I had a hard time balancing that card, thanks for your critiques. I wanted it to be very color restrictive, but leaving some room to take care of it. I though allowing creatures and multi-colored spells left a decent window but in hindsight no.
@Vishamon and Sir Aureus
Thank you for the criticisms. This was a hard challenge to make. While looking at liches of the past, I saw that they all pretty much replaced your life total with something else. For green, it was pretty obvious and easy, just make your life total equal your creatures. Done.
For blue, yes, I'll admit, I shoehorned charge counters on that one because I thought replacing your life with time counters would fit blue. I really wish I could have made it vanishing instead. That would have been a lot more elegant. 5 turns is a lot of time to work with so I tried to give it as many drawbacks as felt fair. I did intentionally make it so your opponents could still kill you through loss of life to help balance it. It was legendary when it had a platinum angel effect and disregarded life totals. I guess it doesn't need it now. Also want to point out that putting more charge counters on it does not make you live longer because it sets your life total to 5 and you lose a life whenever a counter is removed.
The red one was really difficult. I came up with red replacing your life total with luck so It was going to have you sacrifice random permanents and have you lose if you sacced the wrong one, but when I tried to make it, it ended up being to similar to lich's tomb. This is about as close a compromise as I could get without putting too many words on it. At least it still resembles replacing your life total with luck somewhat.
Glad I reminded others about the deadline to aid in getting myself eliminated from the competition. Sheesh.
@Vishamon: The mechanic is a carry-over from a contest last year. Having two restrictions dealing with charge counters, I wanted to do something that didn't immediately scream "Mirrodin" when you looked at the cards, either. Also, El'tch Fire is great if someone decides to counter it. That spell puts a charge counter on it, then you can kick out a Bolt of some sort to put on a second charge counter, remove them, and have one copy of Fire go off before the Bolt. The idea was to devise an inverse Storm mechanic that isn't as broken as the original.
@Sir Aureus: Yeah, I should have included the "while on the stack" clause that Lightning Storm has. And Mantle isn't "unplayable;" it's just different. It's also an Uncommon, like the other two cards I submitted. I wanted an equipment that does something almost never seen. First strike and vigilance? Only found on Sword of Vengeance. Being able to block more than one additional creature without stacking effects from multiple copies of a card (ala High Ground)? Hasn't been done since Judgment, and that still required payment for each additional creature.
Private Mod Note
():
Rollback Post to RevisionRollBack
May your games be chaotic and your decks be Rogue.
If my guess is correct (to be confirmed/denied once Round 3 is set up), Oculus set up the two trios to allow the highest two of the three to advance to Round 3. It would be one of the ways to have 8 players start Round 3 without having free-for-all voting and the Top 8 advance, which would be against the "nature" of the Battle Pike.
Private Mod Note
():
Rollback Post to RevisionRollBack
May your games be chaotic and your decks be Rogue.
If my guess is correct (to be confirmed/denied once Round 3 is set up), Oculus set up the two trios to allow the highest two of the three to advance to Round 3. It would be one of the ways to have 8 players start Round 3 without having free-for-all voting and the Top 8 advance, which would be against the "nature" of the Battle Pike.
Basically. I need exactly eight players for round 3, as that's where things get...interesting.
I have an odd feeling about that cryptic statement from Oculus, especially since the new thread isn't up yet. Making a guess here about Round 3, but are you pairing us off right away, and letting our opponent pick the restrictions we have to use?
Private Mod Note
():
Rollback Post to RevisionRollBack
May your games be chaotic and your decks be Rogue.
I have an odd feeling about that cryptic statement from Oculus, especially since the new thread isn't up yet. Making a guess here about Round 3, but are you pairing us off right away, and letting our opponent pick the restrictions we have to use?
Welcome to July's Club Flamingo game, the Battle Pike! This Pro Tour season will be led off by a callback to our first CF game, the Battle Factory. As a reminder of how that worked, you were given three restrictions to design cards around, then dueled against your fellow competitors in a series of knockout-style rounds.
So what's new here?
We've significantly changed the nature of the Battle Factory with a simple twist - after the signups close, you will be given all of your restrictions up front. How you choose to use them during the course of the month is up to you, but you will end up using each one exactly once. So while it seems like you have a lot more freedom, plan carefully or you may find yourself in trouble towards the end!
After the signups close, you will be given 15 restrictions (plus one later in the month). Every round, you will eliminate 3 of your restrictions to use that round (4 in the finals). You will design three cards that meet your chosen restrictions and post them in the round thread. Eliminated restrictions may not be used in future rounds.
At the end of the round, players will be assigned into random pairings. A public poll will determine the winner in each pairing, and the victor will proceed to the next round. This is repeated until we have a winner.
One card has convoke or affinity
All cards mention <land>walk
One card makes three tokens
One card has two or more phyrexian mana as a cost to activate an abilty
Cards form a three-card horizontal cycle
All cards have a cost reduction effect
One card has one or more basic land types
All cards have an effect when in your hand or library
Each card mentions one of the others OR one card mentions both the others
One card has buyback
One card has graft
All cards mention intimidate
One card is an Elephant
One card moves cards from a player's library into their graveyard
One card triggers on being tapped
One card can make 5 or more tokens
One card is a planeswalker
Any two of your cards form a combo that is interrupted by the third
One card is exactly five colors
All cards mention -1/-1 counters in their rules text
One card has protection from two colors
One card has landfall
One card has morbid
One card has Level up
One card is a planeswalker
All cards have an effect when in your hand or library
Each card mentions one of the others OR one card mentions both the others
One card uses hybrid mana
One card can regenerate itself
One card counts the number of artifacts on the battlefield
One card is a two-mana 2/2
One card triggers on being the target of a spell or ability
Cards form a three-card horizontal cycle
All cards count the number of lands you control
Each card mentions one of the others OR one card mentions both the others
All cards have the same rules text
One card places -1/-1 counters
One card has soulbond
All cards are instants
One card is a Panic Attack variant
One card triggers on being blocked
One card is an existing spell varied to affect all possible targets
Cards form a vertical cycle
All cards trigger when put into your graveyard from anywhere
One card is a planeswalker
One card is colorless
One card enters the battlefield with +1/+1 counters on it
One card has double strike
One card has transmute
One card has a trigger never before used on a card
All cards have two static abilities
All cards have an effect when in your hand or library
All five colors are exactly present between your three cards
Your cards have three new mechanics of your design spread among them
All cards mention haste
One card has three creature types
One card has two or more targets
One card triggers on entering the battlefield
One card has exactly three numbers on it, which sum to three
One card sacrifices itself as a cost and has another nonmana cost for the same activated ability
Cards form a vertical cycle
One card is a planeswalker
Each card mentions one of the others OR one card mentions both the others
One card has Reinforce
One card has devour
One card mentions "creatures you control" in its rules text
One card is a Bloodshed Fever variant
One card has two or more phyrexian mana as a cost to activate an abilty
Cards form a vertical cycle
One card has one or more basic land types
All cards have an effect when in your hand or library
Each card mentions one of the others OR one card mentions both the others
One card has reach
One card is a Horror
One card deals noncombat damage
One card is a Lure variant
One card has three modes
Cards form a vertical cycle
All cards have two or more targets
All cards use a mechanic of your design
Each card mentions one of the others OR one card mentions both the others
One card mentions "counter" and "combat damage" in the same ability
One card has hexproof
All cards are Equipment
One card targets players only
One card is a Seething Song variant
One card makes Saproling tokens
One card has "three" in its name
All cards are Curses
All cards have an effect when in your hand or library
One card has cumulative upkeep
One card has annihilator
One card switches a creature's power and thoughness
One card is a Cruel Edict variant
One card cares if it's the third spell cast in a turn
All cards are legendary
One card is a planeswalker
All cards have an effect when in your hand or library
Each card mentions one of the others OR one card mentions both the others
All cards use the tap symbol
One card can counter spells
One card has rampage
One card is legendary
One card targets, but does not counter, a spell
One card uses only the number 3
One card has one or more basic land types
All cards use a mechanic of your design
All five colors are exactly present between your three cards
One card removes -1/-1 counters
One card has unearth
One card counts the number of lands you control
One card triggers on blocking
One card replaces a member of an existing horizontal cycle
Cards form a three-card horizontal cycle
All cards move cards from a library into a graveyard
One card has one or more basic land types
All cards use a mechanic of your design
All five colors are exactly present between your three cards
One card has exactly three mana symbols in its mana cost
One card has suspend
One card has bloodthirst
One card is an Innocent Blood variant
One card makes Elemental tokens
One card is a Homarid
All cards mention "choose one" in their rules text
One card has one or more basic land types
All five colors are exactly present between your three cards
To all other contestants, thanks for playing!
One card is a Master Decoy variant
One card triggers on dealing combat damage to a player
Battle Snarer 1WW
Creature - Human Soldier (U)
Whenever a creature enters the battlefield under your control, you may tap target creature.
1/1
Exon, Mindcrime 4UB
Legendary Creature - Spirit Assassin (M)
Exon is unblockable.
Whenever Exon deals combat damage to a player, instead search that player's library for up to that many cards and exile them face down.
You may look at and play face down cards exiled with Exon.
4/4
"They say stealing ideas are a crime, yet the Parliament routinely requires my services."
Abandoned Castle
Land (R)
Abandoned Castle enters the battlefield tapped and with two charge counters on it.
T: Add 1 to your mana pool.
WB,T, remove a charge counter from Abandoned Castle: Put a 1/1 white Human creature token onto the battlefield.
Castles that fall to coup d'etats rarely ever find new visitors.
All five colors are exactly present between your three cards
One card is an Inspired Charge variant
Corrupted Growth GW
Sorcery (U)
Creatures you control get +1/+1. If an opponent is poisoned, put a +1/+1 counter on each of them instead.
Flames of Mercy 1R
Instant (U)
Flames of Mercy deals 5 damage to each poisoned player.
"We do as much as we can to stop the spread of phyresis. Sometimes, we don't have as many options."
- Jor Kadeen, Mirran rebel
Rebel Surgeon UB
Creature - Human Wizard (U)
Whenever Rebel Surgeon deals combat damage to a poisoned player, look at that player's hand. You may choose a nonland card from it and shuffle it into his or her library. If you do, that player draws a card.
"This specimen seems to believe we accept him. Neurosection required to determine cause."
2/1
All cards have kicker
One card lets you take an extra turn
One card is a Fog variant
[box]Bolster Resolve 1(W/G)
Instant (U)
Kicker 2(W/G)(W/G)
Prevent all combat damage that would be dealt to creatures you control this turn. If Bolster Resolve was kicked creatures you control get +2/+2 until end of turn.[/box]
[box]Rip From Time 3UU
Sorcery (MR)
Kicker 3UU
Target player skips his or her next turn. If Rip From Time was kicked, take an extra turn after this one.[/box]
[box]Dashing Duelist 1W
Creature - Human Soldier (R)
Kicker 1R
First Strike
When Dashing Duelist enters the battlefield, if it was kicked, it gains haste and double strike until end of turn.
"If looks could kill you'd be dead twice."
All cards are enchantments
All cards have an effect when in your hand or library
One card places +1/+1 counters
Symbiote Seeds 3G
Enchantment - Aura (U)
Enchant creature
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.
Reinforce 2—2G (2G, Discard this card: Put two +1/+1 counters on target creature.)
Mutable Mastery 1UU
Enchantment (R)
Cards in your hand have transmute 1UU. (1UU, Discard a card: Search your library for a card with the same converted mana cost as the discarded card, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.)
Transmute 1UU
Wild Flowering 2G
Enchantment - Aura (U)
Enchant land
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool (in addition to the mana the land produces).
While you're searching your library for a land card, you may cast Wild Flowering from your library for G.
1. One card has CMC>7.
2. One card mentions three different zones.
3. All cards use a mechanic of your design.
Salvage X (When this creature dies, put X +1/+1 counters on target creature you control.)
Clockheart 6
Artifact Creature - Golem (R)
Salvage 1, salvage 1, salvage 1 (When this creature dies, distribute 3 +1/+1 counters on one, two or three target creatures you control.)
3/3
Cogs-Doll Armorer 8
Artifact Creature - Construct (U)
Salvage 5
1/1
Recyclomaton 4
Artifact Creature - Construct (R)
Salvage 2
Discard an artifact card: Return Recyclomaton from your graveyard to your hand.
2/2
All cards are Goblins
Cards form a vertical cycle
One card has thre abilities
Flintstick Brigand 1R
Creature - Goblin {C}
Whenever Flintstick Brigand attacks, up to one target creature can’t block this turn.
In the midst of fighting the beasts, Newt accidentally set Higg’s clothes on fire.
1/1
Flintstick Marauder 2R
Creature - Goblin {U}
Haste
Whenever Flintstick Marauder attacks, up to two target creatures can’t block this turn.
As Higg ran around ablaze, the beasts tried to avoid his flailing.
2/1
Flintstick Ravager 3R
Creature - Goblin {R}
First strike, haste
Whenever Flintstick Ravager attacks, up to three target creatures can’t block this turn.
And on that fateful day, the art of fire-running was born.
3/1
Selected Restrictions
One card places charge counters
All cards add and remove charge counters
All cards use a mechanic of your design - Synergism
Synergism (Whenever a player casts an instant or sorcery spell, put a charge counter on ~.)
L'ntal Synergist :2mana::symu:
Creature — Elemental Wizard {U}
Synergism (Whenever a player casts an instant or sorcery spell, put a charge counter on L’ntal Synergist.)
:xmana:, :symtap:, Remove X charge counters from L’ntal Synergist: Put X charge counters on target spell or permanent you control.
2/2
El'tch Fire :symr::symr:
Sorcery {U}
Synergism (Whenever a player casts an instant or sorcery spell, put a charge counter on El’tch Fire.)
El’tch Fire deals 2 damage to target creature or player.
Remove two charge counters from El’tch Fire: Put a copy of El’tch Fire onto the stack. You may choose new targets for the copy.
Mantle of Valor
Artifact — Equipment {U}
Synergism (Whenever a player casts an instant or sorcery spell, put a charge counter on Mantle of Valor.)
Equipped creature has first strike and vigilance.
Equipped creature can block an additional creature for each charge counter on Mantle of Valor.
Equip—Remove a charge counter from Mantle of Valor.
A nonwhite Angel, a nonblack Demon, a nonred Hellion
One card makes Zombie tokens
One card has Level up
Refraction Seraph 1UU
Creature- Angel (R)
Level up 1U (2/3)
[1-4] Flying (3/4)
[5+] Flying
Whenever another creature you control attacks, you may have it become a copy of Refraction Seraph until end of turn, except it still has all its abilities. (4/5)
Repentant Asura 2WW
Creature- Demon Monk (U)
First strike, vigilance, protection from black
"Even the darkest of souls has a tiny spark of good in it. It is up to us to see that spark and nurture it."
-- Master Tenzin Korba
3/2
Graveborn Hellion 5BB
Creature- Zombie Hellion (R)
Whenever Graveborn Hellion dies or enters the battlefield from a graveyard, put a 2/2 black Zombie creature token onto the battlefield for each creature card in your graveyard.
Unearth 2BB
Its stomach is filled with a thousand corpses, ready to burst forth at a moment's notice.
6/3
All cards are colored
One card enters the battlefield with charge counters
All cards are Lich variants - one red, one green and one blue
Capricious Lich 4RR
Enchantment - Aura(M)
Enchant permanent
At the beginning of your upkeep, attach Capricious Lich to a random permanent it can be attached to.
Enchanted permanent has "you can't lose the game and your opponents can't win the game."
Green Lichen 7GGG
Enchantment (M)
Your life total is equal to the number of creatures you control.
(When Green Lichen enters the battlefield your life total becomes equal to the number of creatures you control. Whenever a creature enters or leaves the battlefield under your control, your life total becomes equal to the number of creatures you control. If your life total would change, instead it becomes equal to the number of creatures you control.)
Time Lich 4UU
Legendary Enchantment (M)
Time Lich enters the battlefield with 5 charge counters.
When Time Lich enters the battlefield, if your life total is more than 5, your life total becomes 5.
At the beginning of your upkeep, remove a charge counter from Time Lich and lose 1 life, if you can't, you lose the game.
You cannot gain life.
Prevent all damage that would be dealt to you by sources you don't control.
Cards form a three-card horizontal cycle
All cards set your life total to a variable number
One card has the value of its converted mana cost in its text box.
Form of the Seraph 4WWW
Enchanment (R)
At the beginning of your upkeep, put three 1/1 white Spirit creature tokens with flying onto the battlefield.
At the beginning of each end step, your life total becomes equal to the number of creatures you control.
Whenever a creature you control blocks, it gets +7/+7 until end of turn.
Form of the Sphinx 4UUU
Enchantment (R)
At the beginning of your upkeep, draw two cards.
At the beginning of each end step, your life total becomes equal to the number of cards in your hand.
Creatures can't attack you unless their controller pays for each creature he or she controls that's attacking you.
Form of the Lich 4BBB
Enchantment (R)
At the beginning of your upkeep, return all creature cards from your graveyard to the battlefield.
At the beginning of each end step, your life total becomes equal to the number of creature cards in your graveyard.
Exile a creature card from your graveyard: Prevent the next 1 damage that would be dealt to you this turn.
One card has a triggered ability with a mana cost
One card has an activated ability that costs more than its mana cost
Umber Hulk 4
Artifact Creature - Golem C
1R: Umber Hulk gets +1/+0 until end of turn.
3/3
Fist of Bosh 4
Artifact Creature - Golem U
4R, sacrifice an artifact creature: Fist of Bosh deals damage to target creature or player equal to sacrificed creature's power.
3/3
Tuktuk, the Eternal 4R
Legendary Artifact Creature - Goblin Golem R
Recover2R(When a creature is put into your graveyard from the battlefield, you may pay 2R. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)
4/4
One card mentions mana cost (not CMC)
One card makes Bird tokens
One card is a Battlegrowth variant.
Holy Tyrant WW
Creature - Human Cleric R
Opponents may only cast non-creature spells with W in their
mana cost.
"Never without my permission!" -- Reelu, Archbishop
2/2
Feast for Crows 1BB
Instant U
Target player sacrifices a creature and puts a number of
black 1/1 bird creature tokens with flying onto the battlefield
equal to its toughness.
All that was left was a mass of entrails and the cawing of crows.
Primal Defense GG
Instant U
Counter target spell that targets a creature.
Put a number of +1/+1 counters on targeted creature equal
to the target spell's converted mana cost.
The wild has no tolerance for magic which would corrupt its fold.
All cards are sorceries
One card is a pyroclasm variant
All cards move cards from a library into a graveyard
Traumatic Flames BR
Sorcery (U)
Traumatic Flames deals 2 damage to each creature.
Whenever a creature dealt damage by Traumatic Flames dies this turn, its controller puts the top X cards of his or her library into his or her graveyard, where X is that creature's toughness.
Hemispheric Balance 3U
Sorcery (R)
Count the number of cards in target player's library and the number of cards in that player's graveyard. If there are more cards in the library, that player puts the top X cards of his or her library into his or her graveyard, where X is half the difference, rounded up. Otherwise, that player shuffles X cards at random from his or her graveyard into his or her library.
Fertilized Mind XUG
Sorcery (U)
Target player puts the top X cards of his or her library into his or her graveyard, then draws a card for each land card put into his or her graveyard this way.
All cards are Vampires
One card has three different colored mana symbols in its rules text
Cards form a vertical cycle[/box]
[box]Noctus Initiate
Lifelink
B,T: Noctus Initiate deals 1 damage to target player.
Blood is the only truth.
[box]Noctus Cleanser
Lifelink
BR,T: Noctus Cleanser deals 2 damage to target player. If it's your turn, that player discards a card, then draws a card.
Truth is found only through pain.
[box]Noctus Sangromancer
Lifelink
UBR,T: Noctus Sangromancer deals 3 damage to target player. That player draws two cards, then discards a card.
Pain opens the path to enlightenment.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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I have no idea what you are talking about.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
<_<
>_>
Me either.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Legendary dude has ghost chups
why is an abandoned castle making dudes? Flavor-wise this is weird to me...
NC: Flames of Mercy seems kind of forced, in that I'm unsure what deck would want to play it in a format where players will be getting poisoned...
Rebel Surgeon, while fairly aggressively costed, seems pretty underwhelming
GM: Mutable Mastery is the nuts! I love this card in, say, EDH.
I really like Wild Flowering. I'd like it more if it had a no casting cost, and some other thing for it do in hand - like cycling or something - but it's probably more printable as written.
Balefire: I don't really like this cycle. 3/1 goblin = poopy, and I feel like you could have been more creative "powering up" the ETB ability.
ES: I'm not really sure what type of block would feature synergism as a keyworded mechanic. Also, I'm not sure I like charge counters on spells... It seems kind of weird to me. Without the synergist in play, El'tch Fire seems absurdly conditional. Overall, I think you may be doing a bit too much here.
Icarael: Graveborn Hellion is nuts. I'd pitch it to some discard outlet, and unearth away! Woohoo! All the tokens! lol
emeries: your pun makes me -__- Also, the red and blue ones should be "form of the" or something, as the enchantment itself is not a lich.
Time lich only prevents damage. This means loss of life effects still kill you. Kind of a bummer.
Why does Sphinx=propaganda?
Fancy cycle, but look everybody, I made golems!
I like primal defense though - not sure if it's costed right at GG, but I like it.
Socrates: mill in b/r? Hrm...
Hemispheric balance just seems unfun to resolve.
I do like fertilized mind, though.
:link:: now this is a good cycle. I'm a huge fan. Balefire, take notes!
Oh boy...
@Vish: Read the cards again. They aren't ETB abilities. The rare could be nuts in an aggresive enough deck. I'm not denying it was uncreative, but it is what is.
Ninja Caterpie: Corrupted Growth is fine, though maybe a little underpowered considering it's a sorcery. Flames of Mercy and Rebel Surgeon both suffer from the same flaw: it's not in your best interest to mix infect and non-infect damage, because it dilutes your path to victory -- your poison counters will be wasted if you're trying to kill your opponent with damage, while your normal damage will be wasted if you're trying to poison your opponent to death.
Gerrard's Mom: Symbiote Seeds is fine but not exciting. Mutable Mastery thrills my inner Johnny and Wild Flowering has my inner Spike stroking his goatee thoughtfully.
Balefire: Mechanically these cards are all fine if a little bland. The flavor helps immensely, though.
Eventide Sojourner: Synergism has some potential as a mechanic. L'ntal Synergist is definitely the best of the lot. El'tch fire simply doesn't work the way you've worded it: a card's activated and triggered abilities don't normally work while the card is on the stack; you need to explicitly state that they do in order for them to be useful. See Lightning Storm. Mantle of Valor is just unplayably bad.
emeries: Capricious Lich is a very cool card but it would be quite a stretch to call it a Lich variant. Green Lichen works a bit better as a lich variant, but it could probably be a bit cheaper considering how commonly creature removal is played. Time Lich would have better flavor if it used time counters -- charge counters seem to be more or less shoehorned in to fit the challenge. Five turns of nigh-invincibility is a long time, especially since it's not too hard to put more counters on it. Why is it legendary?
Vishamon: Umber Hulks in fantasy mythos are living creatures, not golems. Fist of Bosh is a solid uncommon that is playable on its own and potentially very strong in an artifact creature heavy environment. Tuktuk is pretty good, but do we really need another immortal goblin?
Socrates: Traumatic Flames and Fertilized Mind are both solid. Hemispheric Balance looks, as Vishamon said, like a pain to resolve.
Link: Great flavor, all playable and balanced. The Sangromancer seems like you'll mostly want to use it on yourself, but having the option to drain your opponent for three while giving them a little bit of card advantage isn't terrible.
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
[Clan Flamingo]
Thank you for the criticisms. This was a hard challenge to make. While looking at liches of the past, I saw that they all pretty much replaced your life total with something else. For green, it was pretty obvious and easy, just make your life total equal your creatures. Done.
For blue, yes, I'll admit, I shoehorned charge counters on that one because I thought replacing your life with time counters would fit blue. I really wish I could have made it vanishing instead. That would have been a lot more elegant. 5 turns is a lot of time to work with so I tried to give it as many drawbacks as felt fair. I did intentionally make it so your opponents could still kill you through loss of life to help balance it. It was legendary when it had a platinum angel effect and disregarded life totals. I guess it doesn't need it now. Also want to point out that putting more charge counters on it does not make you live longer because it sets your life total to 5 and you lose a life whenever a counter is removed.
The red one was really difficult. I came up with red replacing your life total with luck so It was going to have you sacrifice random permanents and have you lose if you sacced the wrong one, but when I tried to make it, it ended up being to similar to lich's tomb. This is about as close a compromise as I could get without putting too many words on it. At least it still resembles replacing your life total with luck somewhat.
@Vishamon: The mechanic is a carry-over from a contest last year. Having two restrictions dealing with charge counters, I wanted to do something that didn't immediately scream "Mirrodin" when you looked at the cards, either. Also, El'tch Fire is great if someone decides to counter it. That spell puts a charge counter on it, then you can kick out a Bolt of some sort to put on a second charge counter, remove them, and have one copy of Fire go off before the Bolt. The idea was to devise an inverse Storm mechanic that isn't as broken as the original.
@Sir Aureus: Yeah, I should have included the "while on the stack" clause that Lightning Storm has. And Mantle isn't "unplayable;" it's just different. It's also an Uncommon, like the other two cards I submitted. I wanted an equipment that does something almost never seen. First strike and vigilance? Only found on Sword of Vengeance. Being able to block more than one additional creature without stacking effects from multiple copies of a card (ala High Ground)? Hasn't been done since Judgment, and that still required payment for each additional creature.
Not much longer to go, get those votes in!
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Basically. I need exactly eight players for round 3, as that's where things get...interesting.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
That would be horrific.
Aw. You spoiled the surprise.
New round up soon.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------