And so it begins...your Spark has kindled a flame of planeswalking power, and you find yourself far from your home world. Whether you were a magic user or not in your previous life, you now find that the forces of the world respond to your desires, and you can shape the free-flowing magic into distinct spells that suit your needs. You notice immediately, however, that the flow of magic here is somewhat different from what you knew before. You have come to a new plane, fraught with new dangers. You will need to adapt quickly to survive.
The members of each team find themselves on these planes:
North - Kamigawa
South - Mirrodin
East - Innistrad
West - Alara
Challenge:
This is a two-part challenge.
First, design a common spell within your color identity. This spell must use a keyword or ability word that appeared in any of the sets that took place on your assigned plane.
Second, begin constructing your planeswalker. Design a + ability that will be the first ability on your planeswalker card. This ability should relate thematically to the spell you design this round. You do not need to assign a loyalty cost yet, but keep in mind space considerations; the ability should be 25 words or less.
Deadlines:
Submissions are due by 9PM Pacific Time, Tuesday, September 4th
Critiques will be due by 9PM Pacific Time, Thursday, September 6th
North critiques South
South critiques East
East critiques West
West critiques North
Players that did not make the signups are welcome to join before critiques begin. Please PM me to be assigned to a team.
North
Socrates
Lyzl
Æthermage
charut
Cardz5000
Phyrexian Editor
Koopa
South
MagicProfessor28
drewdagreek
willows
Prophylaxis
Savia
Polendino
arbitraryarmor
East
void_nothing
yewlas
KoolKoal
Timothy, Mimeslayer
Arcel
Chadly Whiplash
Maokun
West
Cythare
Random_Nation
Ninja Caterpie
Krey
queensauce
Rithaniel
foo_intherain
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.
Blood Run Cold1U
Instant (C)
Tap target creature. It doesn't untap during its controller's next untap step.
Flashback 4U(You may cast this card from your graveyard for its flashback cost. Then exile it.)
+1: Put an ice counter on up to one target creature. Tap that creature.
Cull the Unfit2R
Instant (C)
Each player sacrifices a permanent, then each player chooses a permanent he or she controls. Those permanents become indestructible until end of turn.
Flashback 4G "We must leave the disasters some prey, lest their greed make them desperate." - Drozu Nelek
+1: Until end of turn, permanents you control have "Sacrifice a permanent: Regenerate this permanent."
Ensigiled Samurai3W
Creature - Human Samurai (C)
Ensigiled Samurai has Bushido X, where X is the number of other Samurai creatures you control. "Fear my blades, for they are not solely mine own."
2/2
+?: For each creature type, as long as you control two or more creatures of that type, those creatures are indestructible until your next upkeep.
Name: Ontra Panur Colors:G Race: Treefolk Home Plane: Libros (because why not)
Zen Gardener2GG
Creature - Treefolk Shaman (U)
Whenever you gain life, you may payG. If you do, put a 1/1 green Saproling creature token onto the battlefield. "Life is in everything. Seeing it is the goal of a true master."
2/4
Cedarback Veteran2GG
Creature - Treefolk Ranger (U)
Exalted
When Cedarkback Veteran enters the battlefield, put a 2/2 green Wolf creature token onto the battlefield. The Cedarback Rangers are best known for their animal affinity; elite members often train the wildlife into reliable companions.
1/3
///
+0: Until the beginning of your next upkeep, whenever a creature enters the battlefield, put a loyalty counter on ~.
Should we critique cards and pw abilities or just cards?
U// Sedris and the Traitor Kings U// G Seshiro, the Appointed G B// Vaevictus Asmadi - "I'm 'exy and I know it" B// W// Treva, The Renewerer W// B/ Rakdos, Lord of Grouphate B/ W//// Cromat the Charmer W////
Blood Fury2R
Instant (C)
Target creature you control gets +3/+0 until end of turn.
Morbid - Target creature also gains first strike until end of turn if a creature died this turn.
Planeswalker Ability:
{+?}: Sacrifice a creature, target creature you control gets +X/+X until end of turn, where X is the sacrificed creatures power.
Could use some re-wording, but I like the idea I have so far for this guy.
Name: Elyria of the Wilt-Leaf
Color Identity: (G/W)
Race: Elf
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.
Aegis Bauble3(G/W)(G/W)
Artifact (R)
: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.
Fortitude of Conviction1(G/W)(G/W)
Instant (C)
Target creature is indestructible until end of turn. If it's attacking alone, all creatures able to block it must do so.
PW Ability:
[+1]: Up to one target creature you control gains protection from the color or card type of your choice until end of turn.
Rhox Sigil-Guard4(G/W)(G/W)
Creature - Rhino Soldier (R)
Exalted
As long as it's not your turn, Rhox Sigil-Guard is indestructible.
3/3
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 :1mana::symr::symg:
Enchantment (U)
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?
- Seshaka
Now:
Flamboyant Riposte1R
Sorcery (C)
Choose one - Target creature you control gets +3/+0, first strike and is Legendary until end of turn; or target creature you control deals damage equal to its power to target creature.
Entwine 2R (Choose both if you pay the entwine cost.) To hack and slash is the work of barbarians; A true master must paint with a blade. - Seshaka
//
+? Target creature you control gets +3/+3, trample, and is Legendary until end of turn.
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 spark 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.
Warthreader2
Artifact — Equipment
Equipped creature has flying.
When equipped creature attacks, tap target creature defending player controls.
Equip 2
Vault Guardian4W
Creature — Human Soldier (C)
Affinity for Artifacts
3/3
---
+1 You may attach up to two Equipment you control to up to two target creatures you control.
(Wording per Helm of Kaldra... "those Equipment" shows Equipment is the plural, no matter how strange it looks.)
Flame FilteringUR
Sorcery (C)
Choose one - Flame Filtering deals 2 damage to target creature or player; or draw two cards, then discard a card.
Entwine 2
Food for Thought2U
Instant (C)
Search your library for a instant card and put it into your hand, then shuffle your library.
Sorcerycycling 2R(2R, Discard this card: Search your library for a Sorcery card, reveal it, and put it into your hand. Then shuffle your library.)
-
/+?\ Until the beginning of your next upkeep, you may cast sorcery spells as if they had flash.
Finicky LimbwhipperGG
Creature — Meggoshi Warrior {R}
Forestbond (You may pair this creature with an unpaired forest when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as ~ is paired with a land, that land is a 1/1 green Elemental creature with "Whenever this creature deals damage to an opponent flip Finicky Limbwhipper", It's still a land.
1/1
//////////////////////////////// Titanic Boughraiser
Creature — Meggoshi Shaman
As long as Titanic Boughraiser is paired with a land, that land is a 6/6 green Elemental creature with trample, It's still a land.
2/3
/+?\ Choose a color. You may have target land become a 1/1 Elemental creature that is the chosen color. It's still a land.
Lost to TimeWUB
Sorcery (C)
Put target nonland permanent into its owner's library third from the top.
Basic landcycling 1U(1U, Discard this card: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.)
[+1:] Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.
Ashborn RavagerR
Creature- Elemental (C)
When Ashborn Ravager enters the battlefield, it gets +4/+0 until end of turn.
Unearth 2R(2R: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
1/1
+1: Return target creature card with converted mana cost 3 or less from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step.
Funeral Specter 1:symb::symb:
Creature - Spirit Rouge (C)
Flying
Morbid — When Funeral Specter enters the battlefield, if a creature died this turn, target player loses 2 life.
1/3
Planeswalker Ability:
[+1]: Target creature get -1/-1 until end of turn
Name: Nihoh Sann Colors:(W/B) Race: Kalashtar Home Plane: Hauth Irit
The world of planeswalkers is so often one of absolutes. Either your spark ignites or it doesn't. Either you survive your first trip through the blind eternities or you don't. Either you have enough power for a task or you don't. However, this trait merely makes the few exceptions all that much more noteworthy.
One such exception would be Nihoh Sann, from the plane of Hauth Irit. Nihoh is a kalashtar, a human with a very small amount of spirit blood in his heritage. Blood from a race of men who were said to be the dreams of a sleeping god. The dream race, the kalashtar are called, are indiscernible from humans except for their wispy, white hair, sleepy eyes, and the strange black and white patterns that appear across all of their skin. On Hauth Irit, the race is often stereotyped by the other races as lazy tricksters.
Nihoh was once a traveler, and often met this prejudice wherever he found himself. In fact, it is this prejudice that lead to his spark igniting. A disillusioned mob coming after him, flying into a rage purely because a kalashtar were in their town. For Nihoh, his instincts took over the instant he realized what was happening. In his panic, at the sight of those torches and the rope, he planeswalked, leaping into The Blind Eternities. However, as the overwhelming wave of chaos that is The Blind Eternities ripped at him and poured into his mind, he turned every fragment of his will back upon it, forcing the terrifying thing to stop from destroying his body.
Now, Nihoh's spark is different than most, more intense, far more powerful. Powerful enough, in fact, that, instead of his power simply being buffeted back by the fact of reality that is The Blind Eternities, he actually succeeded in holding it at bay, and, mid-walk, came to a full stop. He planeswalked halfway.
However, this is no great feat, not a thing to be lauded, because once he has stopped in the middle of the Eternities, there is no further movement. He will never leave the Eternities again, and almost all of his enormous power is forever bound to hold back the crushing wave of reality from eradicating him.
This has only recently came to pass...
Amulet of Kala4
Enchantment R
Whenever a creature enters the battlefield under your control, you may pay W. If you do, you gain 3 life.
Whenever an opponent sacrifices a creature, you may pay B. If you do, that creature's controller loses 3 life. A dead god, Kala's will lives on in his children, the kalashtar.
West into the Great Unknown
Nihoh's panic remained for three days as he hung there, suspended in the eternal chaos between realities, within a bubble of safety held up by his prodigious spark. Eventually, however, his fear gave way to confusion. He had been here for what must be close to a week, yet he felt no hunger, he had not needed to rest, he felt perfect comfortable. Was he dead? No, he remembered trying to flee, and everything changed before they could get more than two hands on him.
So, what was this place? Was he dreaming? No, he had wandered among dreams before, this was far different. Nothing was taking forms, nothing made even the limited sense it did in dreams. Everything here was chaos, unforming colors of all shapes. He stared out into that unworldly rippling for days, poking at the edge of his bubble to see what, if anything, would change, calling for help despite his doubts that anyone existed out there.
After a time, he decided that he might be in a coma, as that happened to kalashtar from time to time. When near a powerful sleeping entity, they would be forcibly drawn into it's dreams, and would not awaken until the dreamer awakened. It had never happened to Nihoh, and his wasn't exactly how he had heard it described, but he decided this could be some kind of neonate dream, one spawned from a mind that did not understand physics or thought. So, he entered into the dreaming trance that all kalashtar could enter, trying to probe the chaos, find the mind of the dreamer.
He found nothing.
Still, he tried to reach further out with his mind, weeks on weeks he strained his ability, trying to find something, anything, in the abyss. Still, he found nothing. After a time, he gave up, and sat staring at the endless change for a while, before deciding that he had nothing else to do, and returned to honing his ability, practicing, focusing, controlling his mind as best he could while lacking any frame of reference.
Then, one day, almost a year and a half after the day he was trapped, by Hauth Irit days, he felt something, on the peripheral of his spread-out dream vision, a blip out in the abyss. He snapped all of his attention towards that blip in an instant, stunned and overwhelmed that he finally found something, his power instantly condensing from a massive net into an extremely thin, extremely long string hooked to a planeswalker's mind. A planeswalker headed to Alara...
The planeswalker landed in Grixis, and Nihoh broke loose from his mind, spreading tendrils of his honed thoughts, his dream self, out among the sleeping minds of the denizens of Alara. He did not understand what was happening, what he was doing, where this place was, but as he appeared in the lofty dreams of Hegemons and the primitive dreams of God beasts, he learned. Every now and again, a dragon in Jund or a chef in Bant would be visited in their sleep by a pale man with long, wispy hair and sleepy eyes. A man intent on interviewing them, who did not know what this world was.
Death Scout1W
Creature - Human Scout C
Lifelink (W/B),Sacrifice Death Scout: Put a 1/1 white Soldier creature token onto the battlefield.
Unearth 1B
2/1
[+1]: Any player may sacrifice a creature. If no player does, put a 1/1 black Bat creature token with flying and lifelink onto the battlefield.
Name: Sangrell Par
Colors: UG
Race: Vedalken
Plane: Alara by way of Esper
Brief summary: An Esper metallurgeon whose eyes were opened to the power of nature. Now a transmogrification specialist.
This new place felt familiar to Sangrell, yet different. Here as in his home plane of Esper there was metal woven into everything living, but here it seemed... more natural. More beautiful. The creatures were born with metal, not brought to it by a surgeon's knife. What wonders could he create from this stock...
Name: Triu Aprenizzet Color Identity:UR Race: Human Home Plane: Ravnica Backstory: Triu's last name wasn't always Aprenizzet. No, wasn't given that name until he has named Hand of the Firemind, an honor held by few and coveted by many. As hand he relayed experiment plans, managed meetings with Niv, lead guilt rallies, and of course waiting on the Firemind hand and foot. During one of his daily runs around the guild Niv had asked him, telepathically of course, to check on one of his new projects he had asked to be started. Triu, of course, knew very little of Niv's projects, at least in detail. But from what he had gathered from whispers among the guild members this project was in the field of Planeswalking, a dangerous and potentially plane-changing ability. Triu walked down the corridor towards the labs tasked with the project. He opened the door to the main lab, revealing a red and blue aura in the middle of this otherwise empty room. He called out, looking for any of the taskmages who were supposed to be working on the project, but no response. He shuffled to the center of the room where the light was floating. It was beautiful, with this strange trident-like shape in the core of it. As he approached it, he could feel the mana inside of him reacting. Bouncing, churning, exploding... He reached out towards it. It was calling to him. His finger tips penetrated the light and a jolt of energy traveled through is body. Pure energy. It excited him. He pushed a little forward, his finger grazing the small symbol on this inside. A flash of light and he could see the Aether and the next thing he knew he was in a field. No buildings, no labs, no noise; just a calm, peaceful field. They had done it, they had perfected planeswalking, and now he was a Planeswalker. The idea was exciting. He stood up straight, tilted his head up, and disappeared in a flash, traveling across the multiverse.
Firemind's Blessing3UR
Enchantment - Aura (R)
Enchant creature
Enchanted creature has "T: This creature deals 1 damage to target creature or player" and "1U: Untap this creature." Niv spoke and I was filled with bliss. His power was my power, his thoughts were my thoughts.
Geyser BurstU
Sorcery (C)
Return target creature to it's owners hand.
Overload 3UU (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each".)
[+?]: Return target permanent you control and target permanent you don't control to their owners' hands.
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.
Illusory Disguise1UU
Enchantment – Aura (U)
Enchant creature
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
Dupe1U
Instant (C)
Target creature you control becomes a copy of another target creature until the beginning of the next end step.
Scry 2 “You’ll never find the real me until it’s too late.”
- Fantama, Illusion Master
---
[+2]: Exile a card from your hand. Cards you control that share a type with the exiled card become copies of that card until end of turn.
The members of each team find themselves on these planes:
North - Kamigawa
South - Mirrodin
East - Innistrad
West - Alara
Challenge:
This is a two-part challenge.
First, design a common spell within your color identity. This spell must use a keyword or ability word that appeared in any of the sets that took place on your assigned plane.
Second, begin constructing your planeswalker. Design a + ability that will be the first ability on your planeswalker card. This ability should relate thematically to the spell you design this round. You do not need to assign a loyalty cost yet, but keep in mind space considerations; the ability should be 25 words or less.
Deadlines:
Submissions are due by 9PM Pacific Time, Tuesday, September 4th
Critiques will be due by 9PM Pacific Time, Thursday, September 6th
North critiques South
South critiques East
East critiques West
West critiques North
Players that did not make the signups are welcome to join before critiques begin. Please PM me to be assigned to a team.
Socrates
Lyzl
Æthermage
charut
Cardz5000
Phyrexian Editor
Koopa
South
MagicProfessor28
drewdagreek
willows
Prophylaxis
Savia
Polendino
arbitraryarmor
East
void_nothing
yewlas
KoolKoal
Timothy, Mimeslayer
Arcel
Chadly Whiplash
Maokun
West
Cythare
Random_Nation
Ninja Caterpie
Krey
queensauce
Rithaniel
foo_intherain
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
Instant (C)
Tap target creature. It doesn't untap during its controller's next untap step.
Flashback 4U (You may cast this card from your graveyard for its flashback cost. Then exile it.)
+1: Put an ice counter on up to one target creature. Tap that creature.
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
Round 0: Drozu Nelek
Cull the Unfit 2R
Instant (C)
Each player sacrifices a permanent, then each player chooses a permanent he or she controls. Those permanents become indestructible until end of turn.
Flashback 4G
"We must leave the disasters some prey, lest their greed make them desperate." - Drozu Nelek
+1: Until end of turn, permanents you control have "Sacrifice a permanent: Regenerate this permanent."
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Ensigiled Samurai 3W
Creature - Human Samurai (C)
Ensigiled Samurai has Bushido X, where X is the number of other Samurai creatures you control.
"Fear my blades, for they are not solely mine own."
2/2
+?: For each creature type, as long as you control two or more creatures of that type, those creatures are indestructible until your next upkeep.
Creature - Treefolk Ranger (U)
Exalted
When Cedarkback Veteran enters the battlefield, put a 2/2 green Wolf creature token onto the battlefield.
The Cedarback Rangers are best known for their animal affinity; elite members often train the wildlife into reliable companions.
1/3
///
+0: Until the beginning of your next upkeep, whenever a creature enters the battlefield, put a loyalty counter on ~.
Should we critique cards and pw abilities or just cards?
Custom Race: Guaroga
G Seshiro, the Appointed G
B// Vaevictus Asmadi - "I'm 'exy and I know it" B//
W// Treva, The Renewerer W//
B/ Rakdos, Lord of Grouphate B/
W//// Cromat the Charmer W////
Round 0
Blood Fury 2R
Instant (C)
Target creature you control gets +3/+0 until end of turn.
Morbid - Target creature also gains first strike until end of turn if a creature died this turn.
Planeswalker Ability:
{+?}: Sacrifice a creature, target creature you control gets +X/+X until end of turn, where X is the sacrificed creatures power.
Could use some re-wording, but I like the idea I have so far for this guy.
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
Name: Elyria of the Wilt-Leaf
Color Identity: (G/W)
Race: Elf
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.
Aegis Bauble 3(G/W)(G/W)
Artifact (R)
: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.
Fortitude of Conviction 1(G/W)(G/W)
Instant (C)
Target creature is indestructible until end of turn. If it's attacking alone, all creatures able to block it must do so.
PW Ability:
[+1]: Up to one target creature you control gains protection from the color or card type of your choice until end of turn.
Creature - Rhino Soldier (R)
Exalted
As long as it's not your turn, Rhox Sigil-Guard is indestructible.
3/3
Draft my cube! (630 cards)
Previously
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 :1mana::symr::symg:
Enchantment (U)
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?
- Seshaka
Flamboyant Riposte 1R
Sorcery (C)
Choose one - Target creature you control gets +3/+0, first strike and is Legendary until end of turn; or target creature you control deals damage equal to its power to target creature.
Entwine 2R (Choose both if you pay the entwine cost.)
To hack and slash is the work of barbarians; A true master must paint with a blade. - Seshaka
//
+? Target creature you control gets +3/+3, trample, and is Legendary until end of turn.
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 spark 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.
Warthreader 2
Artifact — Equipment
Equipped creature has flying.
When equipped creature attacks, tap target creature defending player controls.
Equip 2
Creature — Human Soldier (C)
Affinity for Artifacts
3/3
---
+1 You may attach up to two Equipment you control to up to two target creatures you control.
(Wording per Helm of Kaldra... "those Equipment" shows Equipment is the plural, no matter how strange it looks.)
My Walker will be U/R.
Flame Filtering UR
Sorcery (C)
Choose one - Flame Filtering deals 2 damage to target creature or player; or draw two cards, then discard a card.
Entwine 2
+1: Draw two cards, then discard a card.
Instant (C)
Search your library for a instant card and put it into your hand, then shuffle your library.
Sorcerycycling 2R (2R, Discard this card: Search your library for a Sorcery card, reveal it, and put it into your hand. Then shuffle your library.)
-
/+?\ Until the beginning of your next upkeep, you may cast sorcery spells as if they had flash.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Finicky Limbwhipper GG
Creature — Meggoshi Warrior {R}
Forestbond (You may pair this creature with an unpaired forest when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as ~ is paired with a land, that land is a 1/1 green Elemental creature with "Whenever this creature deals damage to an opponent flip Finicky Limbwhipper", It's still a land.
1/1
////////////////////////////////
Titanic Boughraiser
Creature — Meggoshi Shaman
As long as Titanic Boughraiser is paired with a land, that land is a 6/6 green Elemental creature with trample, It's still a land.
2/3
Lost to Time WUB
Sorcery (C)
Put target nonland permanent into its owner's library third from the top.
Basic landcycling 1U (1U, Discard this card: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.)
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
Ashborn Ravager R
Creature- Elemental (C)
When Ashborn Ravager enters the battlefield, it gets +4/+0 until end of turn.
Unearth 2R (2R: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
1/1
----------------------------
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)
----------------------------
The keyword I'm using is Infect. My planeswalker's color identity will be WB.
And for the common:
Vindictive Guardian 2WW [C]
Creature - Horror Soldier
Defender, Infect
"Retribution is the most satisfying kind of killing."
3/5
Funeral Specter 1:symb::symb:
Creature - Spirit Rouge (C)
Flying
Morbid — When Funeral Specter enters the battlefield, if a creature died this turn, target player loses 2 life.
1/3
Planeswalker Ability:
[+1]: Target creature get -1/-1 until end of turn
Colors: (W/B)
Race: Kalashtar
Home Plane: Hauth Irit
The world of planeswalkers is so often one of absolutes. Either your spark ignites or it doesn't. Either you survive your first trip through the blind eternities or you don't. Either you have enough power for a task or you don't. However, this trait merely makes the few exceptions all that much more noteworthy.
One such exception would be Nihoh Sann, from the plane of Hauth Irit. Nihoh is a kalashtar, a human with a very small amount of spirit blood in his heritage. Blood from a race of men who were said to be the dreams of a sleeping god. The dream race, the kalashtar are called, are indiscernible from humans except for their wispy, white hair, sleepy eyes, and the strange black and white patterns that appear across all of their skin. On Hauth Irit, the race is often stereotyped by the other races as lazy tricksters.
Nihoh was once a traveler, and often met this prejudice wherever he found himself. In fact, it is this prejudice that lead to his spark igniting. A disillusioned mob coming after him, flying into a rage purely because a kalashtar were in their town. For Nihoh, his instincts took over the instant he realized what was happening. In his panic, at the sight of those torches and the rope, he planeswalked, leaping into The Blind Eternities. However, as the overwhelming wave of chaos that is The Blind Eternities ripped at him and poured into his mind, he turned every fragment of his will back upon it, forcing the terrifying thing to stop from destroying his body.
Now, Nihoh's spark is different than most, more intense, far more powerful. Powerful enough, in fact, that, instead of his power simply being buffeted back by the fact of reality that is The Blind Eternities, he actually succeeded in holding it at bay, and, mid-walk, came to a full stop. He planeswalked halfway.
However, this is no great feat, not a thing to be lauded, because once he has stopped in the middle of the Eternities, there is no further movement. He will never leave the Eternities again, and almost all of his enormous power is forever bound to hold back the crushing wave of reality from eradicating him.
This has only recently came to pass...
Amulet of Kala 4
Enchantment R
Whenever a creature enters the battlefield under your control, you may pay W. If you do, you gain 3 life.
Whenever an opponent sacrifices a creature, you may pay B. If you do, that creature's controller loses 3 life.
A dead god, Kala's will lives on in his children, the kalashtar.
Nihoh's panic remained for three days as he hung there, suspended in the eternal chaos between realities, within a bubble of safety held up by his prodigious spark. Eventually, however, his fear gave way to confusion. He had been here for what must be close to a week, yet he felt no hunger, he had not needed to rest, he felt perfect comfortable. Was he dead? No, he remembered trying to flee, and everything changed before they could get more than two hands on him.
So, what was this place? Was he dreaming? No, he had wandered among dreams before, this was far different. Nothing was taking forms, nothing made even the limited sense it did in dreams. Everything here was chaos, unforming colors of all shapes. He stared out into that unworldly rippling for days, poking at the edge of his bubble to see what, if anything, would change, calling for help despite his doubts that anyone existed out there.
After a time, he decided that he might be in a coma, as that happened to kalashtar from time to time. When near a powerful sleeping entity, they would be forcibly drawn into it's dreams, and would not awaken until the dreamer awakened. It had never happened to Nihoh, and his wasn't exactly how he had heard it described, but he decided this could be some kind of neonate dream, one spawned from a mind that did not understand physics or thought. So, he entered into the dreaming trance that all kalashtar could enter, trying to probe the chaos, find the mind of the dreamer.
He found nothing.
Still, he tried to reach further out with his mind, weeks on weeks he strained his ability, trying to find something, anything, in the abyss. Still, he found nothing. After a time, he gave up, and sat staring at the endless change for a while, before deciding that he had nothing else to do, and returned to honing his ability, practicing, focusing, controlling his mind as best he could while lacking any frame of reference.
Then, one day, almost a year and a half after the day he was trapped, by Hauth Irit days, he felt something, on the peripheral of his spread-out dream vision, a blip out in the abyss. He snapped all of his attention towards that blip in an instant, stunned and overwhelmed that he finally found something, his power instantly condensing from a massive net into an extremely thin, extremely long string hooked to a planeswalker's mind. A planeswalker headed to Alara...
The planeswalker landed in Grixis, and Nihoh broke loose from his mind, spreading tendrils of his honed thoughts, his dream self, out among the sleeping minds of the denizens of Alara. He did not understand what was happening, what he was doing, where this place was, but as he appeared in the lofty dreams of Hegemons and the primitive dreams of God beasts, he learned. Every now and again, a dragon in Jund or a chef in Bant would be visited in their sleep by a pale man with long, wispy hair and sleepy eyes. A man intent on interviewing them, who did not know what this world was.
Death Scout 1W
Creature - Human Scout C
Lifelink
(W/B),Sacrifice Death Scout: Put a 1/1 white Soldier creature token onto the battlefield.
Unearth 1B
2/1
Colors: UG
Race: Vedalken
Plane: Alara by way of Esper
Brief summary: An Esper metallurgeon whose eyes were opened to the power of nature. Now a transmogrification specialist.
This new place felt familiar to Sangrell, yet different. Here as in his home plane of Esper there was metal woven into everything living, but here it seemed... more natural. More beautiful. The creatures were born with metal, not brought to it by a surgeon's knife. What wonders could he create from this stock...
Common card, Mirrodin:
Fangren Predator
3GG
Artifact Creature - Beast (C)
Metalcraft - As long as you control three or more artifacts, Fangren Predator gets +2/+2 and has trample.
3/3
Plus ability:
+[N]: Destroy target creature. Its controller puts a 3/3 green Ape creature token onto the battlefield.
I run a Tumblr for Magic-related statistics, graphs, and quizzes. Come check it out!
Name: Triu Aprenizzet
Color Identity: UR
Race: Human
Home Plane: Ravnica
Backstory: Triu's last name wasn't always Aprenizzet. No, wasn't given that name until he has named Hand of the Firemind, an honor held by few and coveted by many. As hand he relayed experiment plans, managed meetings with Niv, lead guilt rallies, and of course waiting on the Firemind hand and foot. During one of his daily runs around the guild Niv had asked him, telepathically of course, to check on one of his new projects he had asked to be started. Triu, of course, knew very little of Niv's projects, at least in detail. But from what he had gathered from whispers among the guild members this project was in the field of Planeswalking, a dangerous and potentially plane-changing ability. Triu walked down the corridor towards the labs tasked with the project. He opened the door to the main lab, revealing a red and blue aura in the middle of this otherwise empty room. He called out, looking for any of the taskmages who were supposed to be working on the project, but no response. He shuffled to the center of the room where the light was floating. It was beautiful, with this strange trident-like shape in the core of it. As he approached it, he could feel the mana inside of him reacting. Bouncing, churning, exploding... He reached out towards it. It was calling to him. His finger tips penetrated the light and a jolt of energy traveled through is body. Pure energy. It excited him. He pushed a little forward, his finger grazing the small symbol on this inside. A flash of light and he could see the Aether and the next thing he knew he was in a field. No buildings, no labs, no noise; just a calm, peaceful field. They had done it, they had perfected planeswalking, and now he was a Planeswalker. The idea was exciting. He stood up straight, tilted his head up, and disappeared in a flash, traveling across the multiverse.
Firemind's Blessing 3UR
Enchantment - Aura (R)
Enchant creature
Enchanted creature has "T: This creature deals 1 damage to target creature or player" and "1U: Untap this creature."
Niv spoke and I was filled with bliss. His power was my power, his thoughts were my thoughts.
Geyser Burst U
Sorcery (C)
Return target creature to it's owners hand.
Overload 3UU (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each".)
[+?]: Return target permanent you control and target permanent you don't control to their owners' hands.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
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.
Illusory Disguise 1UU
Enchantment – Aura (U)
Enchant creature
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
Dupe 1U
Instant (C)
Target creature you control becomes a copy of another target creature until the beginning of the next end step.
Scry 2
“You’ll never find the real me until it’s too late.”
- Fantama, Illusion Master
[+2]: Exile a card from your hand. Cards you control that share a type with the exiled card become copies of that card until end of turn.