Hello everyone and welcome to the September CCL! Due to the absence of the scheduled host, I will be hosting your tour through the planes until further notice.
This month we will be exploring the planeswalker's journey, the period referred to in most canonical planeswalker bios shortly after their spark is awakened, when they journey through the planes learning to use their new powers.
As a new walker, you will be building your powers over the course of this month. At this point, please provide some background on the planeswalker character you choose to develop. The only restriction is that this character should be allied to no more than two colors of mana (a hybrid identity is acceptable).
For signups, please give us a little story insight into your character, as long or short as you like, but including the following information:
Color Identity (up to two colors)
Home Plane (does not have to be an existing plane, but it may be)
In addition, since everyone loves making cards, please design a memento of your pre-walker life. This should be an artifact or enchantment that suggests the mechanical direction you would like to take with your walker.
The Card Creation League is a monthly contest in which players compete over seven rounds. Each month has an overall theme and/or story, determined by that month's host.
Each round, the host will assign a card creation task to the players. This task may vary between teams or players.
The first three rounds are open to everyone who joined in the sign-up thread, which will be posted near the end of the previous month. After these rounds, the Top 8 players will move on to three single elimination rounds to determine a winner.
Rounds usually last three to four days for submissions and about two days for critiques, but the host has final say in making the schedule.
For the first three rounds, players are divided into teams. Four teams is standard, but there may be more or less depending on the number of players. Each team will review another team's cards during the critique period of that round.
Each player must submit a Top 3 ranking for the team he or she critiques at the end of each round. Each 1st place is worth 3 points, 2nd place 2 points, and 3rd place 1 point.
Additionally, each player can receive 2 bonus points per round. One point is awarded for posting a Top 3, and one point for providing critiques for that team's cards.
Suggested areas to critique include creativity, balance, printability, and relation to the overall theme or that player's previous cards.
Players who do not post a card or a Top 3 will be put on "probation." Top 3 violations for a round can be removed by posting or PMing the host with your Top 3 before the end of the next round. Any player that would receive a second violation is disqualified from further competition that month.
At the end of the first three rounds, the Top 8 players will be selected by points (usually the top 2 from each team). In the case of ties, there may be more than 8 players advancing. The host will determine matchups for single elimination. At the end of each elimination round, remaining players not in that matchup will choose a winner to advance. The host will break any ties.
The final round is determined by public poll.
Prior to Top 8, players have a chance of getting a total of 100 points toward their score each Scoring Round. Scores for each Round are determined by the following equation:
Total points of Player A in round N = 100 * X/Y, where:
X = Total number of Scoring Points (Judge Points + Additional Points from Top 3 & Critiques)
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
3 points are given for a First Place Top 3 finish, 2 points for a Second Place, and 1 point for a Third Place. 1 additional point is awarded if a Top 3 is submitted. 1 additional point is awarded if Critiques are given for all entries to be judged.
This way the grading is more streamlined in the fact that all rounds prior to Top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player accumulates points from each Scoring Round until the end of Round 3.
Fantama, Illusion Master Color Identity: Race: Human Home Plane: Ir
Backstory: Born to a thief on the desolate prison known as Turri Island, Fantama was raised a target of derision and hostility by the other prisoners. Being raised this way would normally break a person, mentally and physically, however Fantama had a unique skillset that set him apart – his spark. Whenever Fantama would attract the ire of another prisoner, he was able to disappear within the shadows, and reappear at will. Although he lacked an understanding of his magical potential, it was through this skill that he was able to survive just as well as any other prisoner. It was not until one particularly brutal beating, in which his mother died to protect him that his spark fully ignited. He quickly jumped from plane to plane, seeking for the darkness of which he was so familiar. Blaming himself for his mother’s death, Fantama lives in his own delusions, muttering to the voices in his head which guilt him. He specializes in creating illusions to manipulate and seeks out learning dark magics so he can deliver revenge upon his parent’s killers and learn the secrets to their resurrection.
Enchantment – Aura (U)
As Illusory Disguise enters the battlefield, choose a creature on the battlefield.
Enchanted creature is a copy of the chosen creature except it can’t attack or block. "The key to hiding is to do it in plain sight"
- Fantama, Illusion Master
Name: Drozu Nelek
Color Identity: RG
Vantrea is a plane stalked by incarnate plagues, living storms of fire, and other entities that make it difficult for flesh-and-blood life to even exist there. Vantrean orcs are one of the few sapient races hardy enough to exist in such a hellish environment. Drozu is one of the orcish druids whose responsibility is to beat back the encroach of Guu-Ayaj, a living wasteland with delusions of godhood, from the last remaining hospitable lands, namely the jungle the orcs have adopted as their base of operations.
When Drozu killed the spirit of a dust storm, he was buried alive under the massive weight of a million falling particles, and his spark ignited as he achieved unity with the soil beneath him. His magic focuses on regeneration, survival, and plants, particularly carnivorous ones.
Plant creatures you control have trample. 2RG, Sacrifice a creature or a land: Put a 3/3 red and green Plant creature token onto the battlefield. If you sacrificed a land creature in this way, put two of those tokens onto the battlefield instead. "Strong roots need deep soil. Sharp spines need hot blood." - Drozu Nelek
Name: Elyria of the Wilt-Leaf
Color Identity: (G/W)
Home Plane: Shadowmoor
Brief background: On Lorwyn, Elyria was a winnower, constantly hunting eyeblights to rid the world of their imperfect nature. On Shadowmoor, she is a fierce protector of the dwindling beauty, but is more kindhearted than most, willing to look past the darkness to find beauty in other forms of life beyond those of her compatriots. As Shadowmoor was changing back into Lorwyn following the events of the Mending, Elyria became aware of her "day" self, and horrified by the monstrousness of her other form, ignited her spark and instinctively fled from the plane before the Aurora could transform her back. She now wanders the Multiverse, striving to find beauty worth protecting as much as she did back home. She fears returning to her home plane however, lest entrance into Lorwyn transforms her again. Elyria focuses on protection magic and her strong emotional ties to beauty allow her to call on allies from across the planes she has visited, as the protection pacts she has made flow both ways.
:symtap:: Put an divinity counter on target creature you control. Activate this ability only if you control three or fewer creatures with divinity counters on them.
Creatures with divinity counters on them are indestructible. A bauble so beautiful that the Wilt-Leaf would do anything to protect it. Little did they know that it felt the same about them.
Design note: Divinity counters don't specifically fit flavorfully with Shadowmoor, but the counter type already serves this function, so I didn't want to create a different redundant counter type.
Note to charut: The planeswalker's spark is incompatible with Phyrexian oil.
After several months absence, I'll give it a go again. Holding
Name: Seshaka the Iconoclast
Color Identity: Green and Red
Race: Orochi (Snake)
Theme: Uniqueness and Artistry
Home Plane: Kamigawa
Brief Story: An Orochi shaman of the Sakura Tribe who is mysterious talented in two forms of mana. Breaking from her tribe, she seeks to master new forms, wielding the artistic side of red magic. (Longer story to follow)
Artist's Panache 1RG
Spells you control cannot be countered by spells or abilities unless they share a name with a card in play or in a graveyard. In dueling, as in life, the key is variety. For how can one react to the unexpected and the new?
Name: Maela Cial Colour Identity: U Race: Vedalken Home Plane: Kaldheim
Maela is a cryomancer, a master of ice magic. On her home of Kaldheim she was a noble of the city of Whitemarch. She delighted in works of beauty, from artwork to people. As such, Maela couldn't stand to see beauty fade with the ravages of time and took up the habit of encasing things she considered "beautiful" in solid ice, to preserve their pristine state. She made the mistake of adding a Skybreen barbarian to her collection, causing retaliation from his clan. As she fought a losing battle against the enraged avengers, her spark ignited, allowing her to escape. She now hopes to observe other works of beauty throughout the multiverse, and set up her "galleries" on many planes.
Whenever a creature attacks you, put an ice counter on it.
Creatures with ice counters on them don't untap during their controller's untap steps. "That face...such sublime beauty in your aggression. I want to remember it just like that."
Name: Reylan Bocard Color Identity:RG Race: Human Home Plane: Fiora
Brief Background: Born on plane of Fiora, to the Bocard clan, a family of powerful merchant-mages. Reylan specialized in “empathic shaping” allowing him to use the his emotions as well as the emotions of others to shape constructs. He awoke one night to the sound of screaming. He soon found that a mysterious assassin had slain his family. He chased after the assassin, his planeswalker spark activating as he followed the assassin into the Multiverse, however he was so inexperienced by his new found power, that he lost the trail of the assassin and was for a time stranded in the vicious jungles of Muraganda. Surviving on that plane, toughened Reylan and he made a vow,to not rest until he took his vengeance upon his family's killer.
He now roams Multiverse looking for clues about mysterious and mystical assassin and answers to why his family was slain.
Artifact (R) T,Discard two cards:Add RRRto your mana pool.
Colour Identity: BG
Home Plane: Ravnica
Brief Description: As the second in command to the Sisters of Stone Death (the Golgari Parun during the events of Ravnica), Kenithra was in charge of overseeing the mundane tasks required of the Golgari in their name. During the events of Ravnica, she witnessed Savra killing two of the three and went into hiding. She was later tracked down and had a fight with Savra, during which her spark ignited and she planeswalked away. Savra assumed she was killed. She is now learning how best to abuse her newfound powers and has vowed to return to Ravnica (pun intended), both to assume control of the Golgari guild and to punish Ludmilla (the last remaining Sister) for her weakness.
Sister's Fertilization 1BG (R)
At the beginning of your upkeep, sacrifice a non-token creature or sacrifice Sister's Fertilization.
At the beginning of your end step, you may exile a creature card in your graveyard. If you do, put a number of 1/1 green Saproling creature tokens onto the battlefield equal to the exiled creatures power. "Those who fail the Sisters of Stone Death are given a second chance... as fodder."
Komel Chatarr Color Identity:WU Race: Kor Home Plane: Zendikar
Once a sanctifier among the kor, Komel has been haunted by visions of unfamiliar lands since his childhood: islands floating in a bottomless sky, a city without borders, a lake wrapped in moody twilight. During the traumatic events of the Rise of the Eldrazi, Komel's spak ignited and dragged him to Arkhos, where he spent some years in a fugue, struggling to regain his grip on consciousness when faced with the psychic rigors of that plane.
Some months later, Komel regained his awareness, and found that he had been changed; his heart had stopped beating. Perhaps he was no longer alive. He took to wandering the planes in an effort to unravel this mystery, and perhaps to find what remains of his people.
Artifact — Equipment
Equipped creature has flying.
When equipped creature attacks, tap target creature defending player controls.
Artifact (C) 1, :symtap:, Sacrifice Pain Sigil: Pain Sigil deals 1 damage to target creature or player. If you spent R to activate this ability, you may put a charge counter on target artifact.
Name: Kerick van Filo Colour Identity: UR Race: Human Plane of origin: Innistrad
Kerick is a fire/lightning mage who lives on Innistrad.
He does some cool tricks and research and stuff.
If the total power of creatures is attacking you is greater than 10, you may cast Snapblast Trap as if it had flash by paying XRR instead of its mana cost.
Snapblast Trap deals X damage to each creature target player controls.
Artifact - Equipment (R)
Equipped creature gets +2/+0 and has first strike.
Whenever equipped creature deals combat damage to a creature, tap that creature and remove it from combat.
Thoro of Ordruun
Thoro was a member of the Boros Legion on the plane of Ravnica. Thoros squadron was sent to destroy a Golgari Rot Farm, but the mission was an ambush by the Golgari and most of the team fell to them. Thoro fought the Golgari menangerie but as he fell, he felt something deep within him raise. The loss of his team provided the fuel for his ascencion. Thoro was comissioned ba Razia to travel the multiverse and bring order to it by any means necessary.
Whenever you are dealt damage by a source you don't control you may pay R, if you do Angelfire Medallion deals 2 damage to target opponent.
Whenever you cast a white spell you may payW, if you do you gain 2 life. "This medallion is a reminder that wherever you are, you got our favor" - Razia
Name: Sangrell Par
Plane: Alara by way of Esper
Sangrell was a metallurgeon, a doctor-sculptor that crafted etherium enhancements. All that changed when the shards recombined, forcing the wild and inexplicable forces of red and green mana into the previously ordered and calm world. His spark was ignited when his home was utterly crushed by a Nayan godbeast, killing his family. He himself escaped only through planeswalking away.
Unable to reconcile his order's belief in the superiority of reason and metallic perfection when confronted with the casual destruction he had witnessed, Sangrell became a heretic, seeking to study the acquisition of physical power through magic. Previously a dedicated artificer specialising in the grafting of etherium, his talents have now turned towards transmogrification and transformation, changing his subjects into whatever mixture of creatures his analytical mind thinks best.
Artifact - Equipment
Equipped creature gets +1/+1 and has "T: Target artifact creature gets +1/+1 until end of turn."
Private Mod Note
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DCI L3 Judge; Regional Coordinator, British Isles & South Africa