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.
Submissions are due by the end of Saturday, the 21st.
One card has convoke or affinity
All cards mention <land>walk
One card makes three tokens
Cards form a three-card horizontal cycle
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 is a two-mana 2/2
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 is colorless
One card enters the battlefield with +1/+1 counters on it
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 two or more targets
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
One card is a planeswalker
Each card mentions one of the others OR one card mentions both the others
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
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
All cards use the tap symbol
One card has rampage
One card is legendary
One card uses only the number 3
One card has one or more basic land types
All cards use a mechanic of your design
One card has exactly three mana symbols in its mana cost
One card has bloodthirst
One card is an Innocent Blood variant
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
One card can regenerate itself.
One card triggers on being the target of a spell or ability.
One card counts the number of artifacts on the battlefield.
Fleshbind Ghoul2BB
Creature - Zombie {U}
Whenever another creature dies, put a +1/+1 counter on Fleshbind Ghoul.
Remove a +1/+1 counter from Fleshbind Ghoul: Regenerate Fleshbind Ghoul. It has no attachment to its attachments for it can always find more. 1/1
Mirrorcoat Plasmoid1UU
Creature -Weird {R}
Whenever Mirrorcoat Plasmoid becomes the target of a spell or ability, you may copy that spell or ability. You may choose new targets for the copy. 2/2
Filigree Archfiend4BBU
Artifact Creature - Demon {R}
Flying
When Filigree Archfiend enters the battlefield, target player loses X life, where X is twice the number of artifacts on the battlefield. “Through Crucius’s etherium I have acquired greater power. Subject to my will, and perhaps I will grant you a taste of it.” 4/4
One card has a trigger never before used on a card
One card has transmute
One card has double strike
Winged Tyrant4RR
Creature - Dragon (R)
Flying
Whenever a creature with less power than Winged Tyrant's power enters the battlefield, Winged Tyrant fights that creature. R: Winged Tyrant gets +1/+0 until end of turn.
5/5
DownX1UB
Instant (R)
Search your library for X cards and put them into your graveyard. Then shuffle your library.
Transmute 1UB
// Out3UB
Instant (R)
Exile any number of spells and/or cards in graveyards.
Transmute 1UB
Bellows Elemental2RR
Creature - Elemental (R)
Double strike
Whenever Bellows Elemental deals combat damage, it gets +X/+0 until end of turn, where X is its power.
2/2
All cards are Curses
All cards have an effect when in your hand or library
One card has "three" in its name
Curse of Subjugation4WW
Enchantment-- Aura Curse (r)
Enchant player
Creatures enchanted player can't attack unless they pay 2 for each attacking creature.
Revelation 3WW(Whenever a spell or ability causes you to reveal this card from anywhere, you may cast it for its revelation cost.) "Thou shalt not bear arms against the Church and its followers."
-- The Seventh Proscription of Manuul
Curse of Three Fathoms4U
Enchantment-- Aura Curse (u)
Enchant player
At the beginning of enchanted player's upkeep, put target nonland permanent that player controls on top of his or her library, then fateseal 1.
Revelation 3U(Whenever a spell or ability causes you to reveal this card from anywhere, you may cast it for its revelation cost.) "The Drowner must be fed, lest it grow hungry and devour our people."
-- Nestor Harlag, priest of the Drowner
Curse of Blinding Rage1RR
Enchantment-- Aura Curse (c)
Enchant player
Creatures enchanted player controls get +1/-1.
Revelation 1R(Whenever a spell or ability causes you to reveal this card from anywhere, you may cast it for its revelation cost.) "Whoever hates and acts on it only plants the seeds of future hatred."
-- The Teachings of Arunas the Blessed
All cards have an effect when in your hand or library
One card has reinforce
One card has one or more basic land types
Nekatha Woods
Land — Forest (U) (:symtap:: Add to your mana pool.)
Nekatha Woods enters the battlefield tapped.
Homeland (If Nekatha Woods is in your library at the beginning of the game, you may search your library for it, reveal it, and put it into your hand. If you do, shuffle two cards from your hand into your library.)
Quickthistle2G
Creature — Plant (U)
Reinforce 1—1G
Dredge 2 Quickthistle stalks can be woven into armor of great strength and flexibility — assuming you can get away with them before more grow back.
2/2
Traumatic Specter1BB
Creature — Specter (R)
Flying
Whenever Traumatic Specter deals combat damage to an opponent or becomes revealed to an opponent from your hand, that player discards a card.
If an opponent would look at one or more cards in your hand, you may reveal Traumatic Specter from your hand instead. (If that player would then choose one or more cards from your hand, he or she still does so, but without looking at the other cards in your hand.)
2/1
One card has suspend
One card makes Elemental tokens
One card is a Homarid
Lawful Banisher2WW
Creature - Human Wizard (U)
When Lawful Banisher enters the battlefield, exile target creature with two time counters on it. If it doesn't have suspend, it gains suspend.
2/4
Holy Augury2W
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +2/+2 and has lifelink.
Manifest 2W (1W, exile this card from your hand: Put a 0/0 colorless Elemental creature token onto the battlefield, then put this card onto the battlefield attached to that token. Manifest only as a sorcery.)
Homarid Deciever2U
Creature - Homarid Scout (U)
Homarid Deciever enters the battlefield with two +1/+1 counters on it.
At the beginning of your upkeep, remove a +1/+1 counter from Homarid Deciever. If you can't, put two +1/+1 counters on Homarid Deciever.
1/1
One card phyrexian mana to activate ability
All cards cost reduction effect
One card basic land type
Entries:
Bloodspinner 2(P/U)
Creature- Homunculus (u) (P/U): The next blue spell you cast this turn costs 1 less to cast.
1/2
Shimmerweave Isle
Land- Island (u)
Shimmerweave Isle enters he battlefield tapped.
Whenever mana from Shimmerweave Isle is spent to cast a blue spell, spells that share a card type with that spell cost 1 less to cast this turn.
Sapphire Familiar 2
Artifact Creature- Golem (U)
Blue spells you cast cost 1 less to cast.
2/1
One card can counter spells
One card targets, but does not counter, a spell
All five colors are exactly present between your three cards
Arcane Blackmail :4mana::symb::symb:
Instant {R}
Counter target spell unless its controller sacrifices X permanents, where X is its converted mana cost. “Opposing me comes at a price few are willing to pay.”—Nicol Bolas
Change of Plans :1mana::symu::symu::symr:
Instant {R}
Return target spell to its owner’s hand. That player shuffles the cards from his or her hand into his or her library, then draws that many cards. “Not your best idea. Maybe the next one will be an improvement.”
Spell Refraction :1mana::symg::symw:
Instant {U}
You gain life equal to target spell’s converted mana cost. That which is channeled to create and to destroy also possesses essentia vitae.
One card has three creature types
One card triggers on entering the battlefield
Cards form a vertical cycle
Noble Enigma 3UU
Creature -Mutant Sphinx Illusion R
Flying
Whenever you draw a card, you may tap target creature. 2UU: Draw cards equal to the number of illusions you control. An idea made real... you don't see it so much as simply know it is there.
4/4
Puzzling Bleb 1U
Creature - Illusion U
When Puzzling Bleb enters the battlefield, target player reveals the
top card of their library. If it is a non-creature spell, put it on the bottom
of their library and you draw a card. A trick of the light which muddles the mind.
2/1
Living Riddle U
Creature - Illusion C
Flying
Morph: Draw a Card Its answer is ever on the tip of your tongue.
1/1
Balefire Fleshbind Ghoul has some great flavor and balance. To me, a mirrorcoat should change the target, not copy it. And the demon is kinda puny for being a seven drop, even with his potentially painful ETB trigger.
Gerrard's Mom Winged Tyrant would be weak against token generator decks, which is a great "restriction" on its trigger. Down // Out is an odd duck. Was it your intention to use the transmute to search for an 8 CMC card? Bellows Elemental deceptively powerful, as it is primed for an 8 damage Fling if it survives combat.
A close match for me due to skill from both competitors, but Gerrard's Mom gets the nod.
Icarael Revelation is ridiculous with all the reveal clauses these days. Especially with Revelation (I see what you did there). Curse of Three Fathoms is undercosted and should be Mythic. It makes JtMS look like an underachiever, but, being a classic Blue ******* Player, I like the concept. The Flowstone Curse should also be Uncommon.
Sir Aureus Nekatha Woods is... troublesome. The only other card I can think of that lets you search for it in your library is unique. Plus, it lets you do some hand repair without a true mulligan. Traumatic Specter is more damaging to your opponents being revealed from your hand or library than on the battlefield.
Another tough call, but Icarael's flavor and concerns with Sir Aureus' Specter give it to Icarael.
Prophylaxis Lawful Banisher is a great utility card, either for allowing one of your creatures to survive an upcoming board wipe, or temporarily getting a problem creature out of the way. Manifest: Elemental Living Weapon variant for Auras. And I'll overlook the obvious editing error. It's a Homarid... I guess. Having so few, it's hard to classify what makes a Homarid. But it reminds me of the original, so it works.
Link I love Blue, but this is a bit ridiculous. I think Shimmerweave Isle would end up in Eternal formats, especially for High Tide decks (Rewinds for :symu::symu:, anyone?). And being able to run eight Sapphire Medallions is way past overkill.
Even with the typo, Prophylaxis performed better in my eyes.
Eventide Sojourner Arcane Blackmail: 5 or 6 CMC? 6, to be on the safe side. And the Bolas flavor text fits so well. Also, for anyone in the current CCL, that is my idea of a "choice" card. If I don't see something similar to Change of Plans in RTR, I'll be shocked. Sure, we all hate seeing certain people hit the board, but outside of Bounteous Kirin, I don't think I've ever seen self lifegain from spells.
pstmdrn You used two restrictions I was saving for Round 5 (cycle; three types). Grrr. Grrr, I say.
Private Mod Note
():
Rollback Post to RevisionRollBack
May your games be chaotic and your decks be Rogue.
The ghoul is solid and would fit right in on Jund. The weird's trigger is only moderately effective as a shroud analog, but it's very good with things like Giant Growth. The demon looks pretty balanced and reasonably flavorful.
The dragon is very strong but its strength also makes it a little vulnerable. Down // Out seems ok, although unconditional hard counters these days almost always have UU in their cost somewhere. The elemental is pretty neat.
Curse of Subjugation seems very overcosted compared to, say, Ghostly Prison. Curse of Three Fathoms is unprintably powerful -- it's like a one-sided Call to the Grave that can hit any nonland permanent and lets you choose the permanent to hit. Curse of Blinding Rage is a bit dangerous for a common. It does a lot of what Curse of Death's Hold does but for a lot cheaper and much easier to draft in multiples.
Revelation is an interesting ability, but I'm not sure it's at its best on these cards.
Nekatha Woods: A pun on "neck of the woods." This is meant to be part of a horizontal cycle of lands at uncommon, with possibly a rare or mythic land that shares the ability but does something a little different. I am aware that Homeland is a big game-changer and perhaps it could use a little higher cost (three cards shuffled instead of two, maybe), but then game-changers is what this game is about.
Quickthistle: Somewhat comparable to Shambling Shell. On one hand, it works better as a combat trick, at least the first time, and it takes less mana and fewer cards milled to build up counters on another creature. On the other hand, it can't serve as a body and a potential source of +1/+1 counters at the same time.
Traumatic Specter: Comparable in power level to Hypnotic Specter: it loses a point of toughness and the randomness of the discard, but gains a secondary effect. Some rules notes below.
- "Becomes revealed" and "look at" have specific meanings in the game rules; while the MTG tournament rules permit a player to reveal any cards visible only to him or her at any time, doing so will not cause the specter to trigger.
- Almost every existing card that can cause a player to choose a card with particular characteristics from an opponents hand will have that opponent reveal his or her hand first. The one existing exception is Vendilion Clique. In this case, the opponent who tried to look at your hand may not choose any cards other than the specter if you reveal it, because the characteristics of the other cards in your hand are undefined — they are neither land nor nonland. If the effect just tells the opponent to look at your hand and then choose a card from it without any constraints on the card's characteristics, he or she can choose any of the cards in your hand, not just the specter.
Lawful Banisher is playable and balanced and its function fits its flavor well. Holy Augury has a bit of a typo but is otherwise solid. Homarid Deceiver is much more grokkable than Homarid and quite a bit more playable as well.
The challenge was "One card has two or more phyrexian mana as a cost to activate an abilty." Bloodspinner's power level is pretty dangerous and there is pretty much no reason to ever pay U on its ability rather than 2 life. Shimmerweave Isle is less dangerous but may require playtesting. Sapphire Familiar is more fair than Sapphire Medallion but I would make it a 1/1 rather than a 2/1 to make it a bit less of a no-brainer.
Arcane Blackmail could cost quite a bit less, considering your opponent gets the choice of whether to sacrifice permanents or let you counter the spell. Compare to Dash Hopes and Perplex. Change of Plans is interesting and probably pretty fair -- you can mess with your opopnent's plans or you can draw new cards for yourself in a pinch. Spell Refraction is fine, but not very playable; but then, cards that do nothing but gain you life rarely are.
I'm not buying the "mutant illusion" creature type, and yes, I'm aware of Mistform Mutant. I wouldn't really call this much of a vertical cycle. They're all illusions and they all can draw you cards in some way but otherwise they have very little to do with each other. They're all playable and balanced, but not a great fit for the restrictions you chose.
Private Mod Note
():
Rollback Post to RevisionRollBack
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
I just want to say something about the white Curse: Ghostly Prison says "Creatures can't attack you". The Curse says "Creatures enchanted player controls can't attack". In other words, it stops the player from attacking altogether.
@Icarael: Actually, it says "Creatures enchanted player can't attack..." You forgot the 'controls,' though I think we all knew what you meant. In a 2 player game, the effect is virtually identical to Ghostly Prison/Windborn Muse/Propaganda. In a multiplayer game, Curse of Subjugation can be a strong, political card.
Private Mod Note
():
Rollback Post to RevisionRollBack
May your games be chaotic and your decks be Rogue.
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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.
Submissions are due by the end of Saturday, the 21st.
One card has convoke or affinity
All cards mention <land>walk
One card makes three tokens
Cards form a three-card horizontal cycle
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 is a two-mana 2/2
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 is colorless
One card enters the battlefield with +1/+1 counters on it
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 two or more targets
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
One card is a planeswalker
Each card mentions one of the others OR one card mentions both the others
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
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
All cards use the tap symbol
One card has rampage
One card is legendary
One card uses only the number 3
One card has one or more basic land types
All cards use a mechanic of your design
One card has exactly three mana symbols in its mana cost
One card has bloodthirst
One card is an Innocent Blood variant
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
One card can regenerate itself.
One card triggers on being the target of a spell or ability.
One card counts the number of artifacts on the battlefield.
Creature - Zombie {U}
Whenever another creature dies, put a +1/+1 counter on Fleshbind Ghoul.
Remove a +1/+1 counter from Fleshbind Ghoul: Regenerate Fleshbind Ghoul.
It has no attachment to its attachments for it can always find more.
1/1
Creature -Weird {R}
Whenever Mirrorcoat Plasmoid becomes the target of a spell or ability, you may copy that spell or ability. You may choose new targets for the copy.
2/2
Artifact Creature - Demon {R}
Flying
When Filigree Archfiend enters the battlefield, target player loses X life, where X is twice the number of artifacts on the battlefield.
“Through Crucius’s etherium I have acquired greater power. Subject to my will, and perhaps I will grant you a taste of it.”
4/4
One card has a trigger never before used on a card
One card has transmute
One card has double strike
Winged Tyrant 4RR
Creature - Dragon (R)
Flying
Whenever a creature with less power than Winged Tyrant's power enters the battlefield, Winged Tyrant fights that creature.
R: Winged Tyrant gets +1/+0 until end of turn.
5/5
Down X1UB
Instant (R)
Search your library for X cards and put them into your graveyard. Then shuffle your library.
Transmute 1UB
//
Out 3UB
Instant (R)
Exile any number of spells and/or cards in graveyards.
Transmute 1UB
Bellows Elemental 2RR
Creature - Elemental (R)
Double strike
Whenever Bellows Elemental deals combat damage, it gets +X/+0 until end of turn, where X is its power.
2/2
All cards are Curses
All cards have an effect when in your hand or library
One card has "three" in its name
Curse of Subjugation 4WW
Enchantment-- Aura Curse (r)
Enchant player
Creatures enchanted player can't attack unless they pay 2 for each attacking creature.
Revelation 3WW (Whenever a spell or ability causes you to reveal this card from anywhere, you may cast it for its revelation cost.)
"Thou shalt not bear arms against the Church and its followers."
-- The Seventh Proscription of Manuul
Curse of Three Fathoms 4U
Enchantment-- Aura Curse (u)
Enchant player
At the beginning of enchanted player's upkeep, put target nonland permanent that player controls on top of his or her library, then fateseal 1.
Revelation 3U (Whenever a spell or ability causes you to reveal this card from anywhere, you may cast it for its revelation cost.)
"The Drowner must be fed, lest it grow hungry and devour our people."
-- Nestor Harlag, priest of the Drowner
Curse of Blinding Rage 1RR
Enchantment-- Aura Curse (c)
Enchant player
Creatures enchanted player controls get +1/-1.
Revelation 1R (Whenever a spell or ability causes you to reveal this card from anywhere, you may cast it for its revelation cost.)
"Whoever hates and acts on it only plants the seeds of future hatred."
-- The Teachings of Arunas the Blessed
All cards have an effect when in your hand or library
One card has reinforce
One card has one or more basic land types
Nekatha Woods
Land — Forest (U)
(:symtap:: Add to your mana pool.)
Nekatha Woods enters the battlefield tapped.
Homeland (If Nekatha Woods is in your library at the beginning of the game, you may search your library for it, reveal it, and put it into your hand. If you do, shuffle two cards from your hand into your library.)
Quickthistle 2G
Creature — Plant (U)
Reinforce 1—1G
Dredge 2
Quickthistle stalks can be woven into armor of great strength and flexibility — assuming you can get away with them before more grow back.
2/2
Traumatic Specter 1BB
Creature — Specter (R)
Flying
Whenever Traumatic Specter deals combat damage to an opponent or becomes revealed to an opponent from your hand, that player discards a card.
If an opponent would look at one or more cards in your hand, you may reveal Traumatic Specter from your hand instead. (If that player would then choose one or more cards from your hand, he or she still does so, but without looking at the other cards in your hand.)
2/1
One card has suspend
One card makes Elemental tokens
One card is a Homarid
Lawful Banisher 2WW
Creature - Human Wizard (U)
When Lawful Banisher enters the battlefield, exile target creature with two time counters on it. If it doesn't have suspend, it gains suspend.
2/4
Holy Augury 2W
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +2/+2 and has lifelink.
Manifest 2W (1W, exile this card from your hand: Put a 0/0 colorless Elemental creature token onto the battlefield, then put this card onto the battlefield attached to that token. Manifest only as a sorcery.)
Homarid Deciever 2U
Creature - Homarid Scout (U)
Homarid Deciever enters the battlefield with two +1/+1 counters on it.
At the beginning of your upkeep, remove a +1/+1 counter from Homarid Deciever. If you can't, put two +1/+1 counters on Homarid Deciever.
1/1
One card phyrexian mana to activate ability
All cards cost reduction effect
One card basic land type
Entries:
Bloodspinner 2(P/U)
Creature- Homunculus (u)
(P/U): The next blue spell you cast this turn costs 1 less to cast.
1/2
Shimmerweave Isle
Land- Island (u)
Shimmerweave Isle enters he battlefield tapped.
Whenever mana from Shimmerweave Isle is spent to cast a blue spell, spells that share a card type with that spell cost 1 less to cast this turn.
Sapphire Familiar 2
Artifact Creature- Golem (U)
Blue spells you cast cost 1 less to cast.
2/1
One card can counter spells
One card targets, but does not counter, a spell
All five colors are exactly present between your three cards
Arcane Blackmail :4mana::symb::symb:
Instant {R}
Counter target spell unless its controller sacrifices X permanents, where X is its converted mana cost.
“Opposing me comes at a price few are willing to pay.” —Nicol Bolas
Change of Plans :1mana::symu::symu::symr:
Instant {R}
Return target spell to its owner’s hand. That player shuffles the cards from his or her hand into his or her library, then draws that many cards.
“Not your best idea. Maybe the next one will be an improvement.”
Spell Refraction :1mana::symg::symw:
Instant {U}
You gain life equal to target spell’s converted mana cost.
That which is channeled to create and to destroy also possesses essentia vitae.
One card has three creature types
One card triggers on entering the battlefield
Cards form a vertical cycle
Noble Enigma 3UU
Creature -Mutant Sphinx Illusion R
Flying
Whenever you draw a card, you may tap target creature.
2UU: Draw cards equal to the number of illusions you control.
An idea made real... you don't see it so much as simply know it is there.
4/4
Puzzling Bleb 1U
Creature - Illusion U
When Puzzling Bleb enters the battlefield, target player reveals the
top card of their library. If it is a non-creature spell, put it on the bottom
of their library and you draw a card.
A trick of the light which muddles the mind.
2/1
Living Riddle U
Creature - Illusion C
Flying
Morph: Draw a Card
Its answer is ever on the tip of your tongue.
1/1
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
That was weird.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
----------------------------
Club Flamingo Wins: 10
----------------------------
EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
----------------------------
Balefire
Fleshbind Ghoul has some great flavor and balance. To me, a mirrorcoat should change the target, not copy it. And the demon is kinda puny for being a seven drop, even with his potentially painful ETB trigger.
Gerrard's Mom
Winged Tyrant would be weak against token generator decks, which is a great "restriction" on its trigger. Down // Out is an odd duck. Was it your intention to use the transmute to search for an 8 CMC card? Bellows Elemental deceptively powerful, as it is primed for an 8 damage Fling if it survives combat.
A close match for me due to skill from both competitors, but Gerrard's Mom gets the nod.
Icarael
Revelation is ridiculous with all the reveal clauses these days. Especially with Revelation (I see what you did there). Curse of Three Fathoms is undercosted and should be Mythic. It makes JtMS look like an underachiever, but, being a classic Blue ******* Player, I like the concept. The Flowstone Curse should also be Uncommon.
Sir Aureus
Nekatha Woods is... troublesome. The only other card I can think of that lets you search for it in your library is unique. Plus, it lets you do some hand repair without a true mulligan. Traumatic Specter is more damaging to your opponents being revealed from your hand or library than on the battlefield.
Another tough call, but Icarael's flavor and concerns with Sir Aureus' Specter give it to Icarael.
Prophylaxis
Lawful Banisher is a great utility card, either for allowing one of your creatures to survive an upcoming board wipe, or temporarily getting a problem creature out of the way. Manifest: Elemental Living Weapon variant for Auras. And I'll overlook the obvious editing error. It's a Homarid... I guess. Having so few, it's hard to classify what makes a Homarid. But it reminds me of the original, so it works.
Link
I love Blue, but this is a bit ridiculous. I think Shimmerweave Isle would end up in Eternal formats, especially for High Tide decks (Rewinds for :symu::symu:, anyone?). And being able to run eight Sapphire Medallions is way past overkill.
Even with the typo, Prophylaxis performed better in my eyes.
Eventide Sojourner
Arcane Blackmail: 5 or 6 CMC? 6, to be on the safe side. And the Bolas flavor text fits so well. Also, for anyone in the current CCL, that is my idea of a "choice" card. If I don't see something similar to Change of Plans in RTR, I'll be shocked. Sure, we all hate seeing certain people hit the board, but outside of Bounteous Kirin, I don't think I've ever seen self lifegain from spells.
pstmdrn
You used two restrictions I was saving for Round 5 (cycle; three types). Grrr. Grrr, I say.
Revelation is an interesting ability, but I'm not sure it's at its best on these cards.
Quickthistle: Somewhat comparable to Shambling Shell. On one hand, it works better as a combat trick, at least the first time, and it takes less mana and fewer cards milled to build up counters on another creature. On the other hand, it can't serve as a body and a potential source of +1/+1 counters at the same time.
Traumatic Specter: Comparable in power level to Hypnotic Specter: it loses a point of toughness and the randomness of the discard, but gains a secondary effect. Some rules notes below.
- "Becomes revealed" and "look at" have specific meanings in the game rules; while the MTG tournament rules permit a player to reveal any cards visible only to him or her at any time, doing so will not cause the specter to trigger.
- Almost every existing card that can cause a player to choose a card with particular characteristics from an opponents hand will have that opponent reveal his or her hand first. The one existing exception is Vendilion Clique. In this case, the opponent who tried to look at your hand may not choose any cards other than the specter if you reveal it, because the characteristics of the other cards in your hand are undefined — they are neither land nor nonland. If the effect just tells the opponent to look at your hand and then choose a card from it without any constraints on the card's characteristics, he or she can choose any of the cards in your hand, not just the specter.
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
Other than that, I don't have anything to say.
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Club Flamingo Wins: 10
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EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
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