Creeping Shapeshifter2UU
Creature- Shapeshifter (C) U: Creeping Shapeshifter gains flying until end of turn.
Whenever Creeping shapeshifter blocks or becomes blocked, it becomes a copy of the blocking or blocked creature until end of turn.
1/2 “Arrgh, Am I that handsome???” Glukk, Goblin Outcast
Slithering Doppelganger1UU
Creature – Shapeshifter (U) 1: Slithering Doppelganger’s power becomes that of target creature. 1: Slithering Doppelganger’s toughness becomes that of target creature. 1: Slithering Doppelganger gains the activated abilities of target creature.
2/3 "As the creature approached I swear that it had a fishtail instead of legs and crab-like pincers for hands" - Baha, Retired Pirate
Sneaky DoppelgangerUU
Creature – Shapeshifter (R) 0: Sneaky Doppelganger becomes a copy of target creature until end of turn.
1/1 These young shifters are so fascinated with their abilities that they copy everyone they saw.
Viashino Urchin1R
Creature - Viashino Soldier (C) R: Viashino Urchin gets +1/+0 until end of turn.
As long as Viashino Urchin's power is 2 or more, Viashino Urchin has haste.
1/1
Viashino Spearman1RR
Creature - Viashino Warrior (U) R: Viashino Spearman gets +1/+0 until end of turn.
As long as Viashino Spearman has 4 or more power, it has first strike.
2/2
Viashino Clan Leader2RR
Creature - Viashino (R) R: Viashino Clan Leader gets +1/+0 until end of turn.
As long as Viashino Clan Leader has 5 or more power, it has haste and double strike.
3/3
Umbral Egg2W
Creature — Egg (C)
Defender
As Umbral Egg enters the battlefield, choose a color.
Spells of the chosen color cost 1 more to cast.
When Umbral Egg dies, put a 1/1 white Bird creature token with flying on the battlefield.
0/3
Penumbral Egg3W
Creature — Egg (U)
Defender
As Penumbral Egg enters the battlefield, choose a color.
Spells of the chosen color cost 1 more to cast.
When Penumbral Egg dies, put a 2/2 white Bird creature token with flying onto the battlefield.
0/4
Antumbral Egg4W
Creature — Egg (R)
Defender
As Antumbral Egg enters the battlefield, choose a color.
Spells of the chosen color cost 2 more to cast.
When Antumbral Egg dies, put a 3/3 white Bird token with flying onto the battlefield.
0/5
Round 0: ConjureWU
Instant (C)
Put a 1/1 white Bird creature token with flying into the battlefield.
Draw a card. "Hey look there and—What's this bird doing in my hat?"
Round 1 Left3W
Sorcery (U)
Exile target creature. "I swear he was here last lesson..."
// Right1G
Sorcery (U)
Other spells you control can't be countered by spells or abilities this turn. "Told you so."
==
Better get my name on this Class 3A:
Grave Shambler1B
Creature - Zombie (C)
Grave Shambler enters the battlefield with a +1/+1 counter on it.
When Grave Shambler enters the battlefield, sacrifice a creature. Disregard life, acquire brains.
2/2
Depraved Ghoul3B
Creature - Zombie (U) 1, Discard a card: Depraved Ghoul gets +1/+1 until end of turn. If a creature card is discarded this way, put a +1/+1 counter on Depraved Ghoul. Brains, or more brains?
1/1
Carrion Remains4BB
Creature - Zombie (R)
When Carrion Remains enters the battlefield, put X +1/+1 counters on it, where X is the number of creature cards in all graveyards. 1, Remove a +1/+1 counter from Carrion Remains: Target creature gets -1/-1 until end of turn. As he rots, he leaves a trail of putrid flesh and brains.
0/0
Watch out everyone, they're heading straight for the smart students!
Viashino Urchin1R
Creature - Viashino Soldier (C) R: Viashino Urchin gets +1/+0 until end of turn.
As long as Viashino Urchin's power is 2 or more, Viashino Urchin has haste.
1/1
Viashino Spearman1RR
Creature - Viashino Warrior (U) R: Viashino Spearman gets +1/+0 until end of turn.
As long as Viashino Spearman has 4 or more power, it has first strike.
2/2
Viashino Clan Leader2RR
Creature - Viashino (R) R: Viashino Clan Leader gets +1/+0 until end of turn.
As long as Viashino Clan Leader has 5 or more power, it has haste and double strike.
3/3
this must be cheating. if your cards can have flavour text spoken by themselves i swear they're intelligent.
Private Mod Note
():
Rollback Post to RevisionRollBack
If you're having creature problems I feel bad for you son
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Ordinary Dune W
Creature - Sand (C)
Whenever Ordinary Dune blocks, regenerate it.
0/1 "The dunes are an impediment to any and all who seek to find me." - Hazezon Tamar
Stinging Sandstorm WW
Creature - Sand (U)
Whenever Stinging Sandstorm blocks, regenerate it.
Whenever a creature attacks you, Stinging Sandstorm deals 1 damage to it.
0/1 "The sand during a storm can be as fast as lightning and a sharp as blades." - Hazezon Tamar
Mocking Mirage 1WW
Creature - Sand (R)
Whenever Mocking Mirage blocks, regenerate it.
All creatures attack you each turn if able.
0/1 "The mirages keep my enemies traveling in the direction I choose, thinking it's their salvation." - Hazezon Tamar
Sham Wow1B
Creature - Sponge Coward (C)
Defender
~ can't block equipped creatures or creatures with counters on them.
0/6
Scouring Pad2B
Creature - Sponge Warrior (U)
Defender
Whenever ~ blocks a creature, unattach all Equipment and remove all counters from that creature.
0/7
Polyurethanatos1BB
Creature - Sponge Assassin (R)
Defender
Whenever ~ blocks an equipped creature or a creature with counters on it, destroy that creature at end of combat. When that creature dies this turn, its controller loses life equal to the number of Equipment attached to it and the number of counters on it.
0/8
Homeroom 11A
Trying to be more in theme and cohesive this time around
Sparkmage regimen1R
Instant(C)
Sparkmage Regimen deals 1 damage to target creature and 2 damage to you. Return Sparkmage Regimen to your hand. “If at first you don’t succeed, fry, fry again” - Sparkmage handbook
Toil 2GW
Sorcery (U)
Gain X life, put X 0/1 white Goat creature tokens onto the battlefield.
//
Trouble2BR
Sorcery (U)
Gain X life, put X 0/1 white Goat creature tokens onto the battlefield.
Sparklet UR
Creature — Elemental (C)
Flying
Whenever a card is returned to it's owner's hand, Sparklet gets +2/+0 until end of turn. Friend, partner, target practice.
1/2
Crackling Sparklet1UR
Creature — Elemental(U)
Flying
Whenever a card is returned to it's owner's hand you may have Crackling Sparklet deal 1 damage to target creature or player.
1UR: Return Crackling Sparklet to your hand. Clever, elusive, strangely fond for socks.
2/3
Sparklet FamiliarUURR
Creature — Elemental (R)
Flying
Whenever Sparklet Familiar deals damage to a creature, you may pay U. If you do, return that creature to it’s owner’s hand.
1R: Sparklet Familiar deals 1 damage to target creature and 2 damage to itself. A ball of static electricity and water vapor, my greatest companion.
3/4
Lichenhydra Budling1G
Creature - Fungus Hydra (C)
Trample
Damage is dealt to Lichenhydra Budling in the form of -1/-1 counters. Lichenhydras are fragile behemoths, capable of leveling mountains but being felled by a few well places arrows. Few survive to adulthood, but those who do grow older are terrors.
3/3
Lichenhydra2GG
Creature - Fungus Hydra (U)
Trample
Damage it dealt to Lichenhydra in the form of -1/-1 counters.
Whenever Lichenhydra attacks, defending player may have target creature or or she controls fight it.
6/6
Lichenhydra Alpha3GGG
Creature - Fungus Hydra (R)
Trample
Damage is dealt to Lichenhydra Alpha in the form of -1/-1 counters.
Whenever Lichenhydra Alpha attacks, you may have it fight any number of creature.
At the beginning of your upkeep, remove up to three -1/-1 counters from Lichenhydra Alpha
8/8
Also, I noticed a comment in Arcel's post that people are dinging for not having any thematic connection between rounds. I'd prefer that you guys not do that this month - the only thematic connection between rounds is the school theme (well, and [REDACTED], but you guys will figure that out by the time we cut to Top 16) - but, well, it's up to you.
Eventide Sojourner - For the most part, I rather like your set, its perfect in its colors and has a constant growth rate. I do have a slight problem with how powerful Battle-bred Jackrabbit seems to be, but considering its a rare and its base power is just 2, It works still.
PsiJet - Very interesting set, only problem is the cost increase at common level doesn't seem... fitting, but it still fits the cycle very well. Also I enjoy that you didn't try to make it silly by having each egg produce more then one bird, which seems like a logical thing in card making, but flavor wise it would end up being confusing, so nice work there. Only bit of problem is the lack of toughness for the rare, but I suppose it makes sense.
queensauce - I have exactly 1 problem with your set, and that is that Pythons, to my knowledge, are not poisonus, they are constrictors, so a bit of a flavor flub maybe. However, that being the only problem I see, this is actually one of my favorite cycles for this round.
MagicProfessor28 - As much as I love the concept you have here, Miotic Slime being one of my favorite creatures, this just... doesn't seem to work for me. The primary problem being how overly wordy they are. Why do the tokens they make have +1/+1 counters on them? It seems like this set was designed to be broken as hell when combined with Doubling Season.
Profani - N/A
Rithaniel - Wraiths are probably one of the few creature types that I think is severely underused, and this set would be beautiful to make them shine. It's great that each one of them have the same CMC, and that, as it should be, they get progressively more powerful. The Wraith of Blistereyes is just beautiful and is a black card you would want to run in a deck without Urborg's, which I wouldn't mind seeing honestly xD. My only sad part about the set is that only the common has Flavor text.
The Most Curious Thing - Utterly silly and I shall do as you requested and not vote for it. Though I do admit, I love the name you gave the common
Whaaaaa?!?!!? Are we doing Top 3 for each half-class, or Top 3 across all reviewed players?
And as far as "thematic connections," this is the CCL. If the challenge does not specify a thematic link, it should not be docked in reviews. Not everything needs to be so intertwined. Split cards are hard enough to design without being further constricted by trying to tie it to a Common Instant with CMC <= 2. Not a lot of design space there, kids.
Critique Holder.
Achren: With so many creatures being tapped, who's left to actually block? And why is it that the Common can save a creature you don't control, but the Uncommon and Rare get picky? You also have numerous formatting issues, culminating in "pronoun confusion" with your Rare. Arcel: Lifegain available for mono-Red decks? These should have all been Gold, not Hybrid. Atogaholic: I can't seem to find what makes this a "vertical cycle" other than mana costs. There is no cohesion to the cards. Cythare: The P/T on the Common and Uncommon is really high for their casting costs. These are Blue creatures, not Green. They don't get to be that mana efficient with that many abilities. And "Inkspitter" or an Ice-inspired name would be more fitting.
Socrates: I still can't believe you picked basilisks. Since when does Green get lockdown abilities? And super provoke on the Rare? Lure I could understand, but that's overstepping, especially when you can essentially kill four creatures of your choice. TheMallen: Editing Tip: When you copy and paste from MSE, it does not carry over mana symbols in the text box. You have to change those on your own. Your cards are all above the curve, and the "vertical cycle" required isn't present. Vertain: Common is vastly overpowered. Uncommon does something completely different from the Common, and is more efficient LD than has been printed in several years. This is the first time I've ever seen where the Rare in a loose cycle can be enabler for the Common. The choices for the Rare also appear random, as Red returning lands from a graveyard is practically heresy. yewlas: This is a great cycle. The progression is obvious and the Common and Uncommon aren't overpowered. The Rare pushes it a little as a 6 CMC Sanguine Bond with wings, but not too much.
Whaaaaa?!?!!? Are we doing Top 3 for each half-class, or Top 3 across all reviewed players?
Across all reviewed players. This is my latest attempt to avoid the "teams critique straight across" issue that people complain about in Round 3 every so often.
Instinctive Response1(U/G)
Instant (C)
Target permanent gains hexproof until end of turn.
Draw a card.
Come1G
Sorcery (U)
Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest of the revealed cards into your graveyard.
// Go3U
Sorcery (U)
Put target creature on the top or bottom of its owner's library.
Mistvenom ViperGU
Creature - Snake (C)
Deathtouch
Whenever a creature dealt damage by Mistvenom Viper this turn dies, draw a card. Its bite draws not blood, but the thoughts and dreams of the victim.
1/1
Mistvenom Gazer1GU
Creature - Snake (U)
Deathtouch XU: Target creature blocking or blocked by Mistvenom Gazer gets -X/-0 until end of turn.
1/3
Mistvenom Moltmother2GU
Creature - Snake (R)
Deathtouch
Other Snake creatures you control get +1/+1.
Whenever a Snake you control would die, return it to its owner's hand instead.
3/3
Æthermage — An interesting mechanical tie that makes a lot of sense with your creature type. It's strange because Mocking Mirage doesn't actually defend you all that well, seeing as it can't block multiple creatures.
Krey — Clone effects are common are fairly bleh, especially because the confusing that Creeping Shapeshifter might bring to those who think it still retains it's activated flying after it becomes a copy. In general I don't see much of a mechanical tie either in the vertical cycle itself.
Koopa — Very neat designs that evoke the mechanics of the Starfish well. I like it a lot.
Mitt Romney — I don't really see this as fitting for the challenge. It's also weird that the Clan Leader would have no class type at all. But the mechanic has an evolution of firebreathing is nice.
Cypher28 — Wow these things are complicated. Perhaps overly so. Especially that rare. I'm not really a fan.
Random Nation — Not the most exciting progression; I feel like a lot more could've been done with a fairly nice mechanic link.
Yarn — Eh. Lack of mechanical link means that this isn't really a vertical cycle save for some small flavor ties. On the cards themselves, I actually like the flavor of some of the mechanic, so not badly done on that front.
WhisperedThunder — Ooh, not bad. I like this a lot. Elegant but it makes so much sense.
Gerrard's Mom- You are tardy! While these snakes certainly work together, they don't strike me as much of a vertical cycle (they all have deathtouch, I suppose). The Viper makes sense from a pie perspective, but it is very powerful. I'm a bit surprised by the Moltmother, given that it pumps all snakes (not just yours) and doesn't use the wording "If a Snake you control..." The Gazer is far and away my favorite of these, but also seems the most disconnected from the rest of the cycle.
Icarael- As I told you in the MCC, I like Alchemize. It's a pretty neat ability. That said, on a common, I'd rather see a basic version of the ability. Like, you know, a 2/2 for 1G with Alchemize G. The link running through this cycle is pretty weak, to be honest. I get that they all use Alchemize and all care about exiling stuff, but I feel like this could have been synced up much better.
Jimmy Groove- These are so brutal against control, but that's not necessarily a bad thing. The -1/-1 counter ability running through the three is a bit complex, especially for common. If this was in a set with a lot of -1/-1 counters, it might be fine, though. I like the progression as you move up the cycle by introducing fight. Not bad.
Lanxal- I wish Groveheart Elk cared more about the Forests instead of just turning everything into one. I know it makes the guy have more teeth in the right deck, but a lot of casual games will see the first two being played in decks full of Forests anyway. The Calf is pretty straightforward and a nice design, if a little easy to pull off. The Charger is nice, though he makes Timbermaw Larva look stupid (like he needed any help).
Lyzl- I like these cards, but am not feeling a ton of connection between them as a cycle. I mean, the Tree can't put counters on itself like the others can, and it want to exile your creature cards, which is a little counter-intuitive to what the Monstrosity is doing. I like the progression into multicolored cards, but I wish the progression of mechanics made more sense. I think a lot of people would miss that these are a cycle.
Ninja Caterpie- This is what I like to see in a cycle- a straightforward progression that is easy to pick up on. It's a shame that the Queen reduces the total number of creatures you control, but the counter it grants makes up for that (at least for the Warden). This allows players a nice moment of discovery which I love.
Rimeshade- These are pretty absurdly powerful. Any sacrifice outlet turns these guys (especially the Panther) into a machine gun of removal that would make games really difficult to enjoy.
EventideSojourner - I really like this cycle. The common seems nice and straightforward, the uncommon has a good set of abilities, and the rare works nicely. I was a little worried at first, because I thought that both combat abilities triggered on declaring attackers, but I like that the token generation occurs on damage, and he doesn't increase in power between first strike and regular strike damage. I'm not exactly sure why rabbits are red/white, though, since they've been black, blue and green, but not red or white, but that's not too big an issue.
PsiJet - I don't like the choice of Egg. It is a defunct creature type that only exists on Un-cards. Also, I don't like that the common has the identical cost increase ability as the uncommon. I appreciate that there is some tension between keeping the cost increasing ability and getting a token, but to be honest, I wish that the Bird that came out of the egg was the chosen color instead of white. That would have sold me over all the other issues.
queensauce - I have mixed feelings about the common one, since Ambush Viper is a common. That said, I respect that this functions differently, as it is a 1/3 instead of a 2/1. You won't always be trading. Usually, snakes have higher power than toughness unless they are the sentient snakes of Kamigawa, and so the switch kinda rubs me the wrong way. It doesn't feel snake-y. I do like the combination of abilities on the rare, though. That was well done.
MagicProfessor - Oozes! Definitely not sentient. That said, I'm really not excited by the scaling ability. Yes, I appreciate that each activation is half of its counters, but you get no cost discount on the rare one, and it leaves me just wishing that I could pay G four individual times rather than 1GGG to get four Oozes at once. I also wish the rare could steal the counters back or something else more than the others.
Profani - Drop
Rithaniel - Wraiths! I'm not sure where these stand on the sentience scale, since they are humanoid, and are often malevolent ghosts/spirits. You maintained the swampwalk, but gave it more flavor, which is nice. I don't really like how wraiths make BvB games go, but I like the way yours work more than many of the currently printed work.
The Most Curious Thing - Sponges are blue (well, the one sponge is). I don't know how I feel about them all having defender, and I don't feel like black needs walls that interact with equipment and counters, since both blue and red already deal with equipment unattaching (and stealing). I guess removing counters is more black than other colors, so that is fine. The cycle doesn't wow me, though.
WhisperedThunder: Yes, quite elegant and works well together. The precise "Madness 0" gives a unique presence to the cycle that I like. My only issue is one of ambition with the designs, as I feel it's all designed a bit "within the box".
Yarn: Grave Shambler - I don't quite understand why there is a +1/+1 counter involved. Flavorful and a 'cycle' connection maybe, there is no reason he shouldn't just be a 3/3 mechanically.
The other two are quite solid, I like the interactions between them. I can see the rare being printed as is in a real set too.
Random_Nation: I like the mana cost and P/T progressions on this cycle, it's quite coherent. I'm afraid these simply aren't enough though. The connection between the three is too obvious from a design point of view, and by the rare, it's probably become overpowered (Pyschatog comes to mind). Having some other design features that allowed these cards to feed off each other (the U or R maybe sacrificing creatures for example) could have brought the cycle up a notch, but is just one way of doing it.
This way of a consistent and true vertical cycle is still solid, and I do like the 'vulturous' flavor of these.
Æthermage: Haha, I looked over these with a friend and we had... quite differing opinions. Luckily, you didn't draw the short straw as I like them! I'm a big fan of fog bank, and these are reminiscent of it, and in a very appropriate color. The Uncommon especially is well designed to the 'sand' flavor. Unfortunately though, I gotta agree with my friend that the rare is a bit out of color and strange as a card (I do see the connection with the uncommon, but I don't think that's justification enough). Additionally, regeneration is an odd choice... but I kinda like it lol. Fun set of cards.
Krey: That Uncommon is a pretty sweet way to do a pseudo-clone. I kinda wish it could absorb the whole text of another card rather than just activated abilities though. I like how the common only clones in combat, but the 'jump' ability is very strange - the rules on what overrides what when you give it flying then put it into combat is a bit much for newer players methinks, and this is a common.
The rare is where things get much too wonky. 0: ability isn't used much anymore to my knowledge, and this is one of the most broken I've seen. It's exponentially better than Clone and frighten me with its combo potential. In the end, I'm not even sure one would be able to tell these are a cycle in an actual set as well.
Koopa: OhMehGerd, love the starfishies! Very cute, and great flavor. The Uncommon especially is ridiculously cool (though probably should be rare when compared to Mirror-Sigil Sergeant). Also, I honestly would have loved if the rare produced 5 tokens when it died or some such, more flavor! Pretty solid as it is now though, and probably more balanced.
Blue getting regenerate is rare, but I love it in this case. It's intensely flavorful. (PS. Hate the name Kingstar, sorry, sounds like a bad pokemon!)
Mitt Romney: These are a quite solid set of cards. It's completely understandable as a cycle. The common is especially elegant for its rarity. I must admit however, I'm just not crazy excited by the uncommon and rare. The trick of the cycle is very smart, so I have to give ya some points. The haste and double-strike on the rare is a nice touch, quite brutal! Honestly, there's a lot of hidden smart ideas in these cards (how the common is a 'this or that' choice, where the uncommon is a shade type effect, and the rare is both!), so props to that. Lastly, Cheating on the 'intelligent creature' requirement is a bit irksome, make sure you read challenges carefully.
Cypher28: Solid Common, it works well and reminds me of watchwolf haha. Pack Alpha's soulbound abilities are a bit strange though, I'm not sure about the first flavorfully, and both are templated in a strange way, if you can understand what I mean (0/0 wolves and normal creatures gaining "other wolves get +1/+1" when they aren't wolves themselves.)
The Uncommon is exceptionally strong however, and would be cool to have in certain decks. It's like a co-operative Vampire Nighthawk.
Round 0
Round1
Round 2 Entries:
Creeping Shapeshifter 2UU
Creature- Shapeshifter (C)
U: Creeping Shapeshifter gains flying until end of turn.
Whenever Creeping shapeshifter blocks or becomes blocked, it becomes a copy of the blocking or blocked creature until end of turn.
1/2
“Arrgh, Am I that handsome???” Glukk, Goblin Outcast
Slithering Doppelganger 1UU
Creature – Shapeshifter (U)
1: Slithering Doppelganger’s power becomes that of target creature.
1: Slithering Doppelganger’s toughness becomes that of target creature.
1: Slithering Doppelganger gains the activated abilities of target creature.
2/3
"As the creature approached I swear that it had a fishtail instead of legs and crab-like pincers for hands" - Baha, Retired Pirate
Sneaky Doppelganger UU
Creature – Shapeshifter (R)
0: Sneaky Doppelganger becomes a copy of target creature until end of turn.
1/1
These young shifters are so fascinated with their abilities that they copy everyone they saw.
Creature - Viashino Soldier (C)
R: Viashino Urchin gets +1/+0 until end of turn.
As long as Viashino Urchin's power is 2 or more, Viashino Urchin has haste.
1/1
Viashino Spearman 1RR
Creature - Viashino Warrior (U)
R: Viashino Spearman gets +1/+0 until end of turn.
As long as Viashino Spearman has 4 or more power, it has first strike.
2/2
Viashino Clan Leader 2RR
Creature - Viashino (R)
R: Viashino Clan Leader gets +1/+0 until end of turn.
As long as Viashino Clan Leader has 5 or more power, it has haste and double strike.
3/3
Round 0
Round 1
Creature — Egg (C)
Defender
As Umbral Egg enters the battlefield, choose a color.
Spells of the chosen color cost 1 more to cast.
When Umbral Egg dies, put a 1/1 white Bird creature token with flying on the battlefield.
0/3
Penumbral Egg 3W
Creature — Egg (U)
Defender
As Penumbral Egg enters the battlefield, choose a color.
Spells of the chosen color cost 1 more to cast.
When Penumbral Egg dies, put a 2/2 white Bird creature token with flying onto the battlefield.
0/4
Antumbral Egg 4W
Creature — Egg (R)
Defender
As Antumbral Egg enters the battlefield, choose a color.
Spells of the chosen color cost 2 more to cast.
When Antumbral Egg dies, put a 3/3 white Bird token with flying onto the battlefield.
0/5
Why would you even make them then.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
==
Previously:
Round 0:
Conjure WU
Instant (C)
Put a 1/1 white Bird creature token with flying into the battlefield.
Draw a card.
"Hey look there and—What's this bird doing in my hat?"
Round 1
Left 3W
Sorcery (U)
Exile target creature.
"I swear he was here last lesson..."
//
Right 1G
Sorcery (U)
Other spells you control can't be countered by spells or abilities this turn.
"Told you so."
==
Better get my name on this
Class 3A:
Grave Shambler 1B
Creature - Zombie (C)
Grave Shambler enters the battlefield with a +1/+1 counter on it.
When Grave Shambler enters the battlefield, sacrifice a creature.
Disregard life, acquire brains.
2/2
Depraved Ghoul 3B
Creature - Zombie (U)
1, Discard a card: Depraved Ghoul gets +1/+1 until end of turn. If a creature card is discarded this way, put a +1/+1 counter on Depraved Ghoul.
Brains, or more brains?
1/1
Carrion Remains 4BB
Creature - Zombie (R)
When Carrion Remains enters the battlefield, put X +1/+1 counters on it, where X is the number of creature cards in all graveyards.
1, Remove a +1/+1 counter from Carrion Remains: Target creature gets -1/-1 until end of turn.
As he rots, he leaves a trail of putrid flesh and brains.
0/0
Watch out everyone, they're heading straight for the smart students!
this must be cheating. if your cards can have flavour text spoken by themselves i swear they're intelligent.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Round 0
Round 1
Round 2 -
Ordinary Dune
W
Creature - Sand (C)
Whenever Ordinary Dune blocks, regenerate it.
0/1
"The dunes are an impediment to any and all who seek to find me." - Hazezon Tamar
Stinging Sandstorm
WW
Creature - Sand (U)
Whenever Stinging Sandstorm blocks, regenerate it.
Whenever a creature attacks you, Stinging Sandstorm deals 1 damage to it.
0/1
"The sand during a storm can be as fast as lightning and a sharp as blades." - Hazezon Tamar
Mocking Mirage
1WW
Creature - Sand (R)
Whenever Mocking Mirage blocks, regenerate it.
All creatures attack you each turn if able.
0/1
"The mirages keep my enemies traveling in the direction I choose, thinking it's their salvation." - Hazezon Tamar
Sham Wow 1B
Creature - Sponge Coward (C)
Defender
~ can't block equipped creatures or creatures with counters on them.
0/6
Scouring Pad 2B
Creature - Sponge Warrior (U)
Defender
Whenever ~ blocks a creature, unattach all Equipment and remove all counters from that creature.
0/7
Polyurethanatos 1BB
Creature - Sponge Assassin (R)
Defender
Whenever ~ blocks an equipped creature or a creature with counters on it, destroy that creature at end of combat. When that creature dies this turn, its controller loses life equal to the number of Equipment attached to it and the number of counters on it.
0/8
No but seriously don't vote for me.
Trying to be more in theme and cohesive this time around
Sparkmage regimen 1R
Instant(C)
Sparkmage Regimen deals 1 damage to target creature and 2 damage to you. Return Sparkmage Regimen to your hand.
“If at first you don’t succeed, fry, fry again” - Sparkmage handbook
Toil 2GW
Sorcery (U)
Gain X life, put X 0/1 white Goat creature tokens onto the battlefield.
//
Trouble 2BR
Sorcery (U)
Gain X life, put X 0/1 white Goat creature tokens onto the battlefield.
Sparklet UR
Creature — Elemental (C)
Flying
Whenever a card is returned to it's owner's hand, Sparklet gets +2/+0 until end of turn.
Friend, partner, target practice.
1/2
Crackling Sparklet 1UR
Creature — Elemental(U)
Flying
Whenever a card is returned to it's owner's hand you may have Crackling Sparklet deal 1 damage to target creature or player.
1UR: Return Crackling Sparklet to your hand.
Clever, elusive, strangely fond for socks.
2/3
Sparklet Familiar UURR
Creature — Elemental (R)
Flying
Whenever Sparklet Familiar deals damage to a creature, you may pay U. If you do, return that creature to it’s owner’s hand.
1R: Sparklet Familiar deals 1 damage to target creature and 2 damage to itself.
A ball of static electricity and water vapor, my greatest companion.
3/4
Creature - Fungus Hydra (C)
Trample
Damage is dealt to Lichenhydra Budling in the form of -1/-1 counters.
Lichenhydras are fragile behemoths, capable of leveling mountains but being felled by a few well places arrows. Few survive to adulthood, but those who do grow older are terrors.
3/3
Lichenhydra 2GG
Creature - Fungus Hydra (U)
Trample
Damage it dealt to Lichenhydra in the form of -1/-1 counters.
Whenever Lichenhydra attacks, defending player may have target creature or or she controls fight it.
6/6
Lichenhydra Alpha 3GGG
Creature - Fungus Hydra (R)
Trample
Damage is dealt to Lichenhydra Alpha in the form of -1/-1 counters.
Whenever Lichenhydra Alpha attacks, you may have it fight any number of creature.
At the beginning of your upkeep, remove up to three -1/-1 counters from Lichenhydra Alpha
8/8
Also, I noticed a comment in Arcel's post that people are dinging for not having any thematic connection between rounds. I'd prefer that you guys not do that this month - the only thematic connection between rounds is the school theme (well, and [REDACTED], but you guys will figure that out by the time we cut to Top 16) - but, well, it's up to you.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Eventide Sojourner - For the most part, I rather like your set, its perfect in its colors and has a constant growth rate. I do have a slight problem with how powerful Battle-bred Jackrabbit seems to be, but considering its a rare and its base power is just 2, It works still.
PsiJet - Very interesting set, only problem is the cost increase at common level doesn't seem... fitting, but it still fits the cycle very well. Also I enjoy that you didn't try to make it silly by having each egg produce more then one bird, which seems like a logical thing in card making, but flavor wise it would end up being confusing, so nice work there. Only bit of problem is the lack of toughness for the rare, but I suppose it makes sense.
queensauce - I have exactly 1 problem with your set, and that is that Pythons, to my knowledge, are not poisonus, they are constrictors, so a bit of a flavor flub maybe. However, that being the only problem I see, this is actually one of my favorite cycles for this round.
Profani - N/A
Rithaniel - Wraiths are probably one of the few creature types that I think is severely underused, and this set would be beautiful to make them shine. It's great that each one of them have the same CMC, and that, as it should be, they get progressively more powerful. The Wraith of Blistereyes is just beautiful and is a black card you would want to run in a deck without Urborg's, which I wouldn't mind seeing honestly xD. My only sad part about the set is that only the common has Flavor text.
The Most Curious Thing - Utterly silly and I shall do as you requested and not vote for it. Though I do admit, I love the name you gave the common
1) Rithaniel
2) queensauce
3) Eventide Sojourner
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
And as far as "thematic connections," this is the CCL. If the challenge does not specify a thematic link, it should not be docked in reviews. Not everything needs to be so intertwined. Split cards are hard enough to design without being further constricted by trying to tie it to a Common Instant with CMC <= 2. Not a lot of design space there, kids.
Critique Holder.
Achren: With so many creatures being tapped, who's left to actually block? And why is it that the Common can save a creature you don't control, but the Uncommon and Rare get picky? You also have numerous formatting issues, culminating in "pronoun confusion" with your Rare.
Arcel: Lifegain available for mono-Red decks? These should have all been Gold, not Hybrid.
Atogaholic: I can't seem to find what makes this a "vertical cycle" other than mana costs. There is no cohesion to the cards.
Cythare: The P/T on the Common and Uncommon is really high for their casting costs. These are Blue creatures, not Green. They don't get to be that mana efficient with that many abilities. And "Inkspitter" or an Ice-inspired name would be more fitting.
Socrates: I still can't believe you picked basilisks. Since when does Green get lockdown abilities? And super provoke on the Rare? Lure I could understand, but that's overstepping, especially when you can essentially kill four creatures of your choice.
TheMallen: Editing Tip: When you copy and paste from MSE, it does not carry over mana symbols in the text box. You have to change those on your own. Your cards are all above the curve, and the "vertical cycle" required isn't present.
Vertain: Common is vastly overpowered. Uncommon does something completely different from the Common, and is more efficient LD than has been printed in several years. This is the first time I've ever seen where the Rare in a loose cycle can be enabler for the Common. The choices for the Rare also appear random, as Red returning lands from a graveyard is practically heresy.
yewlas: This is a great cycle. The progression is obvious and the Common and Uncommon aren't overpowered. The Rare pushes it a little as a 6 CMC Sanguine Bond with wings, but not too much.
Top 3
3. Cythare
2. Socrates
1. yewlas
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Instant (C)
Target permanent gains hexproof until end of turn.
Draw a card.
Come 1G
Sorcery (U)
Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest of the revealed cards into your graveyard.
//
Go 3U
Sorcery (U)
Put target creature on the top or bottom of its owner's library.
Mistvenom Viper GU
Creature - Snake (C)
Deathtouch
Whenever a creature dealt damage by Mistvenom Viper this turn dies, draw a card.
Its bite draws not blood, but the thoughts and dreams of the victim.
1/1
Mistvenom Gazer 1GU
Creature - Snake (U)
Deathtouch
XU: Target creature blocking or blocked by Mistvenom Gazer gets -X/-0 until end of turn.
1/3
Mistvenom Moltmother 2GU
Creature - Snake (R)
Deathtouch
Other Snake creatures you control get +1/+1.
Whenever a Snake you control would die, return it to its owner's hand instead.
3/3
EDIT - Forgot "you control" on the Lord ability.
5A reviewing 11A and 3A!
Æthermage — An interesting mechanical tie that makes a lot of sense with your creature type. It's strange because Mocking Mirage doesn't actually defend you all that well, seeing as it can't block multiple creatures.
Krey — Clone effects are common are fairly bleh, especially because the confusing that Creeping Shapeshifter might bring to those who think it still retains it's activated flying after it becomes a copy. In general I don't see much of a mechanical tie either in the vertical cycle itself.
Koopa — Very neat designs that evoke the mechanics of the Starfish well. I like it a lot.
Mitt Romney — I don't really see this as fitting for the challenge. It's also weird that the Clan Leader would have no class type at all. But the mechanic has an evolution of firebreathing is nice.
Cypher28 — Wow these things are complicated. Perhaps overly so. Especially that rare. I'm not really a fan.
Random Nation — Not the most exciting progression; I feel like a lot more could've been done with a fairly nice mechanic link.
Yarn — Eh. Lack of mechanical link means that this isn't really a vertical cycle save for some small flavor ties. On the cards themselves, I actually like the flavor of some of the mechanic, so not badly done on that front.
WhisperedThunder — Ooh, not bad. I like this a lot. Elegant but it makes so much sense.
1. Koopa
2. WhisperedThunder
3. Yarn
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Gerrard's Mom- You are tardy! While these snakes certainly work together, they don't strike me as much of a vertical cycle (they all have deathtouch, I suppose). The Viper makes sense from a pie perspective, but it is very powerful. I'm a bit surprised by the Moltmother, given that it pumps all snakes (not just yours) and doesn't use the wording "If a Snake you control..." The Gazer is far and away my favorite of these, but also seems the most disconnected from the rest of the cycle.
Icarael- As I told you in the MCC, I like Alchemize. It's a pretty neat ability. That said, on a common, I'd rather see a basic version of the ability. Like, you know, a 2/2 for 1G with Alchemize G. The link running through this cycle is pretty weak, to be honest. I get that they all use Alchemize and all care about exiling stuff, but I feel like this could have been synced up much better.
Jimmy Groove- These are so brutal against control, but that's not necessarily a bad thing. The -1/-1 counter ability running through the three is a bit complex, especially for common. If this was in a set with a lot of -1/-1 counters, it might be fine, though. I like the progression as you move up the cycle by introducing fight. Not bad.
Lanxal- I wish Groveheart Elk cared more about the Forests instead of just turning everything into one. I know it makes the guy have more teeth in the right deck, but a lot of casual games will see the first two being played in decks full of Forests anyway. The Calf is pretty straightforward and a nice design, if a little easy to pull off. The Charger is nice, though he makes Timbermaw Larva look stupid (like he needed any help).
Lyzl- I like these cards, but am not feeling a ton of connection between them as a cycle. I mean, the Tree can't put counters on itself like the others can, and it want to exile your creature cards, which is a little counter-intuitive to what the Monstrosity is doing. I like the progression into multicolored cards, but I wish the progression of mechanics made more sense. I think a lot of people would miss that these are a cycle.
Ninja Caterpie- This is what I like to see in a cycle- a straightforward progression that is easy to pick up on. It's a shame that the Queen reduces the total number of creatures you control, but the counter it grants makes up for that (at least for the Warden). This allows players a nice moment of discovery which I love.
Rimeshade- These are pretty absurdly powerful. Any sacrifice outlet turns these guys (especially the Panther) into a machine gun of removal that would make games really difficult to enjoy.
3. Jimmy Groove
2. Lanxal
1. Ninja Caterpie
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
Critiques entered!
CC - No entry
EventideSojourner - I really like this cycle. The common seems nice and straightforward, the uncommon has a good set of abilities, and the rare works nicely. I was a little worried at first, because I thought that both combat abilities triggered on declaring attackers, but I like that the token generation occurs on damage, and he doesn't increase in power between first strike and regular strike damage. I'm not exactly sure why rabbits are red/white, though, since they've been black, blue and green, but not red or white, but that's not too big an issue.
PsiJet - I don't like the choice of Egg. It is a defunct creature type that only exists on Un-cards. Also, I don't like that the common has the identical cost increase ability as the uncommon. I appreciate that there is some tension between keeping the cost increasing ability and getting a token, but to be honest, I wish that the Bird that came out of the egg was the chosen color instead of white. That would have sold me over all the other issues.
queensauce - I have mixed feelings about the common one, since Ambush Viper is a common. That said, I respect that this functions differently, as it is a 1/3 instead of a 2/1. You won't always be trading. Usually, snakes have higher power than toughness unless they are the sentient snakes of Kamigawa, and so the switch kinda rubs me the wrong way. It doesn't feel snake-y. I do like the combination of abilities on the rare, though. That was well done.
MagicProfessor - Oozes! Definitely not sentient. That said, I'm really not excited by the scaling ability. Yes, I appreciate that each activation is half of its counters, but you get no cost discount on the rare one, and it leaves me just wishing that I could pay G four individual times rather than 1GGG to get four Oozes at once. I also wish the rare could steal the counters back or something else more than the others.
Profani - Drop
Rithaniel - Wraiths! I'm not sure where these stand on the sentience scale, since they are humanoid, and are often malevolent ghosts/spirits. You maintained the swampwalk, but gave it more flavor, which is nice. I don't really like how wraiths make BvB games go, but I like the way yours work more than many of the currently printed work.
The Most Curious Thing - Sponges are blue (well, the one sponge is). I don't know how I feel about them all having defender, and I don't feel like black needs walls that interact with equipment and counters, since both blue and red already deal with equipment unattaching (and stealing). I guess removing counters is more black than other colors, so that is fine. The cycle doesn't wow me, though.
3. queensauce
2. Rithaniel
1. Eventide Sojourner
Draft my cube! (630 cards)
WhisperedThunder: Yes, quite elegant and works well together. The precise "Madness 0" gives a unique presence to the cycle that I like. My only issue is one of ambition with the designs, as I feel it's all designed a bit "within the box".
Yarn: Grave Shambler - I don't quite understand why there is a +1/+1 counter involved. Flavorful and a 'cycle' connection maybe, there is no reason he shouldn't just be a 3/3 mechanically.
The other two are quite solid, I like the interactions between them. I can see the rare being printed as is in a real set too.
Random_Nation: I like the mana cost and P/T progressions on this cycle, it's quite coherent. I'm afraid these simply aren't enough though. The connection between the three is too obvious from a design point of view, and by the rare, it's probably become overpowered (Pyschatog comes to mind). Having some other design features that allowed these cards to feed off each other (the U or R maybe sacrificing creatures for example) could have brought the cycle up a notch, but is just one way of doing it.
This way of a consistent and true vertical cycle is still solid, and I do like the 'vulturous' flavor of these.
Æthermage: Haha, I looked over these with a friend and we had... quite differing opinions. Luckily, you didn't draw the short straw as I like them! I'm a big fan of fog bank, and these are reminiscent of it, and in a very appropriate color. The Uncommon especially is well designed to the 'sand' flavor. Unfortunately though, I gotta agree with my friend that the rare is a bit out of color and strange as a card (I do see the connection with the uncommon, but I don't think that's justification enough). Additionally, regeneration is an odd choice... but I kinda like it lol. Fun set of cards.
Krey: That Uncommon is a pretty sweet way to do a pseudo-clone. I kinda wish it could absorb the whole text of another card rather than just activated abilities though. I like how the common only clones in combat, but the 'jump' ability is very strange - the rules on what overrides what when you give it flying then put it into combat is a bit much for newer players methinks, and this is a common.
The rare is where things get much too wonky. 0: ability isn't used much anymore to my knowledge, and this is one of the most broken I've seen. It's exponentially better than Clone and frighten me with its combo potential. In the end, I'm not even sure one would be able to tell these are a cycle in an actual set as well.
Koopa: OhMehGerd, love the starfishies! Very cute, and great flavor. The Uncommon especially is ridiculously cool (though probably should be rare when compared to Mirror-Sigil Sergeant). Also, I honestly would have loved if the rare produced 5 tokens when it died or some such, more flavor! Pretty solid as it is now though, and probably more balanced.
Blue getting regenerate is rare, but I love it in this case. It's intensely flavorful. (PS. Hate the name Kingstar, sorry, sounds like a bad pokemon!)
Mitt Romney: These are a quite solid set of cards. It's completely understandable as a cycle. The common is especially elegant for its rarity. I must admit however, I'm just not crazy excited by the uncommon and rare. The trick of the cycle is very smart, so I have to give ya some points. The haste and double-strike on the rare is a nice touch, quite brutal! Honestly, there's a lot of hidden smart ideas in these cards (how the common is a 'this or that' choice, where the uncommon is a shade type effect, and the rare is both!), so props to that. Lastly, Cheating on the 'intelligent creature' requirement is a bit irksome, make sure you read challenges carefully.
Cypher28: Solid Common, it works well and reminds me of watchwolf haha. Pack Alpha's soulbound abilities are a bit strange though, I'm not sure about the first flavorfully, and both are templated in a strange way, if you can understand what I mean (0/0 wolves and normal creatures gaining "other wolves get +1/+1" when they aren't wolves themselves.)
The Uncommon is exceptionally strong however, and would be cool to have in certain decks. It's like a co-operative Vampire Nighthawk.
Top 3:
1. WhisperedThunder
2. Koopa
3. Mitt Romney
HM - Yarn, Æthermage
Honestly, it was an exceptional round, lots of strong cards. Props all round!
Sets - Arcania
Competitions - CCL: March 2011, April 2011