Mistbelch Engine4
Artifact (R) , sacrifice a creature: Creatures deal no combat damage this turn. For each unblocked attacking creature, the defending player discards a card.
Komel Chatarr3WU
Planeswalker - Komel (M) +1: You may attach up to two Equipment you control to up to two target creatures you control. –2: Put an Equipment token named Korhook with equip 2 and "Equipped creature has first strike" onto the battlefield attached to a creature you control. -6: Creatures you control have flying until end of turn. If they are equipped, they get +2/+2 and have double strike until end of turn. [3]
MagicProfessor - As much as I like your enchantment, it seems its almost to easy to go off, and in multiplayer, it will either make it so no one does anything, or you get a big creature out super fast. If it limited what kind of spells had to be cast(say creature spells) that would be one thing, but as it is, it seems horrendously overpowered for its cost of 3.
Your Planeswalker on the other hand is very well done, it has its limits for example, though the +1 is limited to needing you to have a hand and is good only if you have the right cards in your hand and cards on the field, your minus -3 almost seems op, almost, its close, but your ult is perfectly costed and getting to it is quiet difficult, which is its redeeming feature in my eyes.
drewdagreek - Your rare artifact... if a bit confusingly worded to me, though I do like it, it can utterly screw over a token deck and is pretty much balanced out since it is useless against non-token decks. Though still, it might be a bit to powerful even for a rare, feels almost mythic to me. *shrug* It would screw over Selesnya though in RtR
Your Planeswalker is unique and rather powerful, the whole Unique thing is a keyword I could really get behind, it would make cloning/copy decks all the more potent. Where it falls apart is the starting loyalty compared to its ult cost, it wouldn't be difficult to protect it for the single turn required to make it ult, then soon enough ult again, its TOO efficient, sorry, just think it overdoes the power of the Planeswalkers a bit much.
willows - Easily my favorite from your team when it comes to Rare artifacts. It is well costed, its cost to activate is balanced and can be used offensively or defensively, and it is a deck you have to work a bit to get it to abuse the effect properly.
Your Planeswalker I am a bit less enthusiastic about... where its + and - ability are nice and I can see them being used to great effect in the right deck, its ult just is very underwhelming for what it does, its nice, but it seems just... limited, even though the Planeswalker would set it up for a nice activation. I don't know, it just doesn't feel right to me.
Prophylaxis - Your rare enchantment is simple, straight forward, and I feel perfectly costed for what it does, Bravo =3.
Your Planeswalker is just about as perfect as they can get. It has a simple plus and minus ability that could help when needed, and its ult, though powerful, does take a few turns to get to, and can easily go wrong if the spells you need are in your hand or graveyard before it goes off, so slight(very slight) gamble with it, but one that could potentially win you the game in the right circumstances.
Polendino - The only problem I have with your spell is how effective it is for its cost, 4 to shut down every creature ability and etb effect, and with no draw back besides it effects your creatures as well, a problem that seems easy to overcome if you built your deck with this enchantment in mind. And it only doesn't effect graveyard creatures, which is actually a place that Zombies enjoy to act from in some case.
Your Planeswalker on the other hand seems just about perfect, a little wording shift could be done on the first ability to make it a little more straight forward(could be just me on that one though), the 2nd ability may be a bit overpowered for -1, an indestructible, even at 1/1, is not laughing matter. The Ult I rather like though, seems prefect for the kind of field the planeswalker will be setting up before it goes off, and I know most say a planeswalker Ult has to basically win you the game, and even if this one doesn't, I still think it is brilliant.
arbitraryarmor - No Entry
1) Prophylaxis
2) willows
3) MagicProfessor
@Krey: For the Planeswalker ability, I don't see why that is a problem. Most Planeswalkers have it set up so you need to activate the + ability twice to have enough Loyalty to Activate the Ult, and that is exactly how mine is set up.
Whenever a player draws a card they may draw an addition card
In this plain I can't tell if I'm loosing my mind or if it has been opened to infinite possibilities. ~ Yoshiro The Nightshade
Yoshiro, The Nightshade 2:symu::symb:
Planeswalker - Yoshiro
[+1] up to one target creature get -1/-1 until the end of turn
[-2] Creatures you control are unblockable until end of turn
[-6] You get and emblem that says, "Whenever you draw a card target opponent loses 1 life."
Socrates - Interesting Sentinel, will get huge in a multiplayer game, but also pumps your opponents creatures. Not sure why its an artifact. I like the Planeswalker. The abilities synergize and it defends itself.
Charut - A little confusing and perhaps could be worded more clearly. Also, it would require exiling (and thus revealing) your whole library if you didn't have a creature.. this owuld make games long and complicated really fast. Bhoya: The first ability is useless without some way of tapping first. The last ability seems to totally clash with the other spells.. and seem like too blunt and uncreative a hoser. Difficult to establish combos to lock people take and encourage skill. Here, if you hit the ultimate... a major part of the game shuts down and your opponent waits to die. In a single card.. too much.
Cadz500 - No Show
Ninjacaterpie - Interesting, The trance seems like a fairly powerful engine.. combining the search and free casting for only 2 mana and a bunch of sacrifical fodder. it is fairly pricy... If it was printed I'm be curious is we could get a cycling type deck with ritual cards to accelerate it.. then tutor and cast some Ultimatums. I like the planeswalker, flexible and tricky.
Savie- Directed Evolution & Sangrell Par: Directed Evolution is creative. It gets my Johnny senses tingling. Pherexian Dreadnaught anyone? Not sure how related it is to the plane, which spawns extra creatures. The Planeswalker seem inconsistant and doesn't thrill me.
void_nothing - Interesting ability. Seems very innovative and could work well in both colors. The PW has a nice sinergy with each ability. Very nicely costed and with a nice loyalty.
yewlas - Interesting device. The mana cost is ok. This could have some use and its versatile enough to draw cards too. The PW is nicely costed and the abilities are nice. I think the second ability is too cheap since emblems are cumulative.
KoolKoal - The golem is interesting, the blocking effect is very innovative. The second ability is very interesting and have nice sinergy with the artifacts and the golem. The PW is very nice and has a nice artifact theme to it.
Arcel - Very nice effect, I think that the mana cost of the artifact seems a bit high but it is ok. The PW seems nice. The +3 on the first ability seems too much since you already start at 6.
Chadly Whiplash - The wording on the card could be better, even then it is not broken due to its legendary status and be able to affect both players. Not much relation between the PW abilities, but the last one works well with this round's card.
Maokun - Interesting card with nice effects. Even then the abilities work on specific requirements that could be hard to obtain unless in a dedicated deck. The PW is interesting but there does not seem to be any sinergy within the PW.
1. Void Nothing 2. KoolKoal
3. Yewlas
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"Those who endure in the face of suffering, those whose faith shines long in evil days, they shall see salvation." -Song of All, canto 904
Queensauce: I dislike AEther Frenzy because of how unfun and winmore it is. If it was the owner of the creature playing it, it might be fun, but the same person will get it all the time and, if you end up giving your opponent a bunch of creatures, it's going to get mighty annoying (also the game will end much faster rather than giving you any chance of catching up)
Rithaniel: Dreams of Hardship seems very strong. It's like Zealous Persecution except you can keep dong it and wiping the board regularly, or just pumping your guys for the kill. I suppose at its converted mana cost of 4 it should be okay, but it's definitely a cool card.
Krey: Ugh does this even work with the rules. It also seems overpowered. I think that you have to realise if you use "skip your next turn" as a downside, it's either going to be terribad or OP as hell. This I think is probably on the OP side because with like Voltaic Key or something you can slam all three guys onto the battlefield very quickly. On turn 3, losing a few turns isn't going to kill you when you have Griselbrand and Emrakul, the Aeons Torn on the battlefield.
Random_Nation: Narcomeba Vault seems underwhelming to be honest. It costs four and does very little until you charge it up for like 3 turns. It could probably do to be cheaper base and maybe have a tap-cost on the sacrifice or something. I dunno, but I do like the mirror of drawing from the future or returning from the past.
foo_intherain Iquatan Library seems quite powerful maybe even just as a "kind-of-draw a few cards" spell that you can use to draw more later. I'd personally put a mana cost on the 'draw' ability to make sure it's not crazy. Also, typo; you put page counters but check for time counters.
Cythare: Nope.
#1 - Rithaniel
#2 - foo_intherain
#3 - queensauce
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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
Arcel: I think you are hung up on my planeswalker's ult ability because it's placed last. Looking at the ability itself, it's a bit different than a planeswalker's ult ability. I could see you pinging it for beings too weak not too easy. It does nothing on its own. And while it allows for Seshaka's other abilities to interact and synergize, her defensive ability (the token blocker) can't be used if you want to rush to it. Also, pinging her for even 1 makes the ult suicidal.. and you still have a window to smack her for 3 and leave them with an emblem.. and nothing to use it with.
Your previous work has shown me an emotion mage with a jungle flavour.
Your card for this week has a good flavour, being a repository of the living memories that Narcomebae represent. It charges up quite easily, however, and the reward can be very scary - returning cards from graveyards is generally stronger than drawing cards (see how Restock is costed versus Divination). Having no tap or mana cost attached to the second ability also mean that the card is more or less immune to Naturalize etc., which takes some of the tension away from the game play.
On a note of polish, there is quite a lot of spacing and punctuation missing from your final card. The wording is a little off, too. The graveyard ability should target, too. I would suggest:
,T: Put a memory counter on Narcomeba Vault.
Sacrifice Narcomeba Vault: Choose one - Draw X cards; or return up to X target cards from your graveyard to your hand. X is the number of memory counters on Narcomeba Vault.
Your planeswalker ultimate is pretty neat, making a swarm of 3/1s. It's a little less epic than maybe it could be, but is flavourful and would be fun to resolve. Taking your planeswalker as a whole, however, they are 100% monored - none of their abilities feels green and that's a missed opportunity.
Reading your previous work, I learned that Thoros is a Boros legionnaire. Let's see what he makes of his new surroundings.
Your artifact has an interesting effect - letting me get three runs at resolving half a Tooth and Nail for only 3 mana, but costing me turns in the process. Mechanically the idea is interesting, but I think that it wants a mana cost to the activation and that the power level is definitely too high. For starters, the shuffling of the pile isn't that relevant - I can just get less than three cards and/or duplicates to make sure I always get my Emrakul. Those kinds of creatures on turn 3 are absolutely worth skipping turn 4 and will almost always be unbeatable. Also, I am not sure why your artifact is legendary or has hexproof.
On a polish note, the triggered ability here must involve revealing the cards at some stage, otherwise it can be resolved illegally.
Your planeswalker ultimate is neat, granting a True Conviction emblem. It's not exactly original but it's certainly exciting and powerful. Taken as a whole, though, your planeswalker has some problems. The + ability can only be activated when I have something I want to Disenchant; the use of "up to one" wording would have helped here. The minus ability only is relevant when my opponent's creatures damage me - i.e. during their turn - but only works during my turn. It is also not worded correctly. I would suggest:
Until your next turn, if a creature would deal damage to you, exile it instead.
This reverse-Vraska looks appealing but does more or less guarantee that Thoros will just die if he ever uses it.
You have an interesting treefolk planeswalker to play with. Let's see what they come out like.
Your enchantment here shows a powerful storm in the aether, leading to a surge of new creatures. I like the flavour, and the execution is interesting. The downside is that the fact that the card cares about power feels very red; red also sometimes gets these weird style enchantments and overall the card doesn't work for me as a blue card. I like it a lot as a fun red enchantment, though.
One polish note - your card needs to tell me what to do if two or more players are tied for the highest power creature.
Your planeswalker ultimate is definitely great, providing a massive boost to my swarm. It even manages to tempt me to use the - ability on my way to the ultimate, which is something a lot of planeswalkers don't do and which suffer for it. All 3 abilities look fun and feel green.
Minor nitpick - the first two abilities really should just be "Until your next turn".
Your Blind Eternities-bound dreamwalker is a really interesting character, and I'm interested to see more of them.
Your enchantment is a really great WB card, with a simple, mirrored ability from each colour. The Gerrard's Battle Cry half has been done before at this cost, but the black half is new. The card is really interesting and well-designed. My only nitpick would be that, whilst having the costs be the same aids the symmetry of the card, the black half is a lot stronger than the white half - I am happy to pick a Cower in Fear early in draft but never play my Glorious Charges, even though they cost 1 less - so the black half should probably cost ~2 mana more.
Your final ability is not an ultimate ability; instead your planeswalker has the reverse setup of Elspeth, Knight-Errant, having one + ability and two - ones. This adds a lot of options to the card, but sacrifices some epicness. I'm ok with that in principle, so let's see what your specific abilities do.
The new - ability drains life based on your having creatures; this ties in well to the +1 ability that can give you extra creatures and the draining theme of those lifelinkers. It seems like a fine ability.
Taken as a whole your planeswalker feels a little confused, because whilst the 1st and 3rd abilities focus on making extra creatures and draining my opponent, the 2nd ability is a pseudo-Balance effect that rewards me playing no creatures at all. Furthermore, the existence of that ability makes the sacrifice option in the 1st ability more strained - either option makes the Balance effect worse.
Well, prior to this week we didn't really know anything about your planeswalker. Also, you had to pick a two-colour identity and design cards based on that for weeks 1 and 2, so you haven't played within the rules here.
Your enchantment here has an interesting concept - steadily increasing life payments for a sort of Elkin Bottle effect. Unfortunately, the way you have worded the ability adds the page counter as part of the resolution, not the cost. This means that I can just activate the ability for 0, then respond by activating it again and again until I have milled my entire library. For two mana I have effectively gained access to my entire library, which is obviously very, very broken. A "only as a sorcery" restriction would have fixed this but it is not printable as submitted.
Your planeswalker does not mean the requirements of the challenge as a three-colour card.
3. Random_Nation
2. Rithaniel
1. queensauce
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void_nothing
I like what your enchantment is trying to do, but it is far from easily comprehensible. It triggers a lot, looks for weird requirements, and if you somehow manage to fulfill that, you still have a not-directly-specified cost to pay. All for a chance to do it again? And now you have to keep track of +1/+1s too? headache!
He cares about permanents in general. Okay. That ultimate is pretty nifty. Getting there seems a little slow as he has few ways to defend himself. I wished his first ability lasted until your next turn, so you could at least have a way to throw chumps around and avoid mass removal.
yewlas
A johnny box. Definitely something Johnny wants. This probably doesn't need to cost 4 either. It hasn't been done before either, but it should be pretty obvious why.
This just feels like a really boring planeswalker. Im guessing she would be in a set that did a lot of things with ice counters, but even then, it probably wouldn't be too exciting. If her first ability also prevented that permanent from untapping, she would at least be playable. As is, she won't get anywhere unless given way too many turns. There are many other things I'd want to do with my time and mana instead.
KoolKoal
I like the flavor of Infinity Golem. I think his second ability should be reworded to say "Whenever Infinity Golem blocks one or more creatures..." otherwise, he can beef up way too easily. Not that someone would swing into him lightly, it just seems strong. Otherwise he's cool.
Woohoo, here's a powerhouse 'walker. His first ability seems a little weak at first, but the 2nd and third abilities are where the real magic happens. That 2nd ability would become a combo deck staple. And the third ability, were it ever to go off, should end the game on the spot. He definitely seems fun and planeswalker-y.
Arcel
Your artifact is flavorful, indeed. But it also feels scary to play against. The 3 is probably better than 2 for the trigger cost. I don't like that it gets around shroud/hexproof, but I can't win them all. Although... I can't think of too many instances in which an "artifact" is a place. This might be better as an enchantment. Or under a different name.
Your pw is pretty cool. Very red. Screw Chandra and Tibalt, this is a good red walker. Berserk? Awesome. Tramply dudes? okay. That emblem is awesome and certainly game ending. I like the idea of an ogre 'walker too.
Chadly Whiplash
3 mana means any player can draw their whole deck? No thank you.
That pw seems decent. Killin little dudes or letting your beaters get through is fine. Sure, you copy Venser's 2nd ability, but it feels just as fine in UB. The ultimate is bland, but certainly powerful.
Maokun
Your enchantment seems like a stretch when it tries to relate to the plane - both mechanically and flavorfully. However, it's an awesome card. I would love to see something like this printed. It utilizes already known mechanics, but combines them in a new way. Kinda neat that it feeds itself too.
A rhox 'walker with a mouthful of a name. The first two abilities are pretty cool. The last one is just unexciting. It's strong, but it doesn't quite relate to the other two abilities.
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////
MagicProfessor28 - A quest that gets fulfilled based on what your opponent does doesn't make sense to me. Your walker's + ability seems pretty terrible to me, forcing yourself to thin your hand for a temporary benefit. Plus it's a spike ability that interferes with the ultimate, a timmy-johnny ability. The -3 is fine, though a little clunky. I love the ultimate, but, again, the rest of the card doesn't live up to it.
drewdagreek - Heart of Azgol is extremely weak. It's either an expensive token-hate card, or a combo based on making everyone equally powerful. Why is it legendary? Unique is rather interesting, I can't decide if it's worth designing cards around. I really don't like your ultimate ability. So if the opponent can't take out your walker, you get to activate the ultimate on the second turn, plus a free +2. Then in two turns, you get to activate the ultimate, and a free +2 +2, Next turn you can go +2, -6, +2, +2, etc. And that's if you aren't using multiple planeswalkers in your deck. Each planeswalker is very carefully balanced around using a single ability per turn. You shouldn't remove that rule so easily.
willows - Quite a bizarre artifact. You can use it to make the opponent discard their hand (I can't think of many times you'd want to trade damage for this, but they exist) or you could stall in topdeck mode. I like it. An equipment planeswalker is interesting, but the first ability is clunkily worded. I'd suggest finding a way to make it move only one equipment maybe for +2. The equipment token is rather lame for a full -2. The ult is rather lame as well, requiring you to have plenty of creatures + plenty of equipment. Often, I'd expect to be winning the game regardless when the board was right for this to be useful.
Prophylaxis - The planeswalker is too plain. I don't like it much. Master Necromancy is pretty powerful, but also plain. It isn't nearly as bad for your rare to be plain than your walker though.
Polendino - Nice enchantment, I wonder if it needs to cost more though. I read the flavor text as mocking and condescending, and did a double take when it was Ajani speaking. I can't make sense of that. On your planeswalker, first the + ability: Don't use instead with regeneration. This actually replaces the destruction with a regeneration shield, which either works exactly the same (when destroyed by damage) or is even more powerful (targetted removal). I assume this was a mistake. I don't like the ultimate. Planeswalkers should help you win the game, not stall it out.
Top 3:
1. MagicProfessor28 (The only one with concepts that excited me.) Had trouble picking between Prophy, Polendino, and Willow, so I decided to reward them based on amount of risk taken.
2. Willow
3. Polendino
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
MagicProfessor28 - You do realize that you've created a +2 ability that can win as many games as most other planeswalkers' ultimates, right? Most people would play your planeswalker purely for that ability in order to exile a Blightsteel Colossus with basically any artifacts and creatures on the board and say GG. The -3 is equally absurd with any mass -X/-X or burn effect. And the ultimate is kind of overkill at that point. Shadow Lair Quest is basically a Deep-Sea Kraken with Zendikar flavor. Despite the power level problems, this stuff is all cool and well designed.
drewdagreek - Unique is an interesting bit of business, although I question the need to introduce that term to the game. That +2 feels really derivative of Sarkhan Vol. I do like the -3. I'm not sure what's going on with the ultimate; why she's suddenly a support card for other 'walkers is beyond me. Heart of Azgol feels really weird. I don't get the my-team-gets-to-cantrip thing; it feels stapled on to the token-hosing ability, which would have been fine on its own with the artifact itself being cheaper to compensate.
willows - Your 'walker probably focuses too narrowly on Equipment; in other words, he has a milder version of Nissa Revane's problem. The ultimate is very poor unless you have enough creatures for it to be win-more or are playing a ton of equipment, although I will grant that the Korhook ability is clever and synergistic. Mistbelch Engine is just grieferish whether it's being used in a Turbofog way or to make your opponent discard a bunch of cards in a control deck.
Prophylaxis - The Izmagnus is a collective name for Niv-Mizzet's strongest mages, not a singular term for one. Your 'walker's +1 ability is totally insane, and his ultimate feels derivative of the new Jace, Architect of Thought's. Master Necromancy probably doesn't need to cost quite so much mana to cast seeing as you need a very full 'yard to make any good use of it in the first place and you can just get an Army of the Damned for more.
Polendino - I hate "up to one" stuff in planeswalkers' plus abilities, but that is acceptable. I do really like the subsequent two abilities; an indestructible 1/1 is fair for that cost and ten-per-creature makes for gamewinning amounts of lifegain. Throes of Necromancy somehow manages to raise more rules questions than Humility, which may or may not be a good thing. It's flavorful and resonant, but still problematic.
queensauce: Your rare fits the theme of the plane but in my opinion the card is not very blue. Your planes walker is really good, you could even put it at 1GG and it would still be fine I think.
Rithaniel: Sweet sweet rare. I don't see the relation with the plane though. I love the planeswalker too. Really well costed, the abilities synergies with each other. Perfect.
Random_nation: I hope your second choice is Return X creature cards. Otherwise, I think the card is too powerful. After the early game, it's like drawing the best spells you want to draw. I like the planeswalker.
Krey: Isn't this too powerful? I get that skipping a turn is really huge but even then you could search three of the same card. Also, you should reveal the cards. Your planeswalker's second ability could be useless. The ultimate is good though.
foo_intherain: I think it's too aggressively costed. I really like the card though. Planeswalker's good and all of its abilities are decent.
drewdagreek: I like your theme and the dedication you put in it to make it appear a true rule inclusion in real Magic. Your artifact for this round is interesting if somewhat niche since most of the times you want to activate when a token enters your opponent's control which may not even happen; in other words is not a maindeck-able alternative and a very narrow use of a sideboard slot. If only for that, I'd reduce its casting cost. Your Planeswalker is interesting and displays well your theme. Its second ability kind of rubs me the wrong way because it's so alien to the current rules but I guess that could be fixed. Nevertheless, being an "unique" token I dislike that it copies its p/t from other creatures: I think that the ability cost should be -X and X the token's power and toughness. The last ability is very interesting and though I get the feeling that such ability has no place in either green or red I can't help to like how well it plays with itself.
Prophylaxis: The enchantment may be very powerful but its costed correctly. The Planeswalker is interesting and balanced and thematically tight. My only complain is that I'm pretty sure that there must be a combo of 3 spells that can win the game right away. As such, I'd raise the cost of the ultimate at least by 1.
MagicProfessor28: Your card for this round is the weakest of your cards in this contest. Its strong Zendikar flavor and no connection whatsoever with your given plane makes it a requirement fail. It's also kind of vague and uninteresting. Then you went and made your Planeswalker's third ability basically identical to that card despite your planeswalker being just a visitor to that plane. And once put together, all abilities don't seem tight and coherent like other contestants' in this round.
Polendino: Your enchantment is very interesting but hard to measure. I'm not really sure that such a massive effect can cost only 4 mana, especially taking in account that 2 colors (red and black) can do absolutely nothing to remove the enchantment. I still give it high marks for originality. Your PW's first ability should have been worded not to target but I have to wonder if you consciously made it target as a downside to try to keep the -frankly insane- ultimate from going off. I still believe the ultimate should cost at least 1 more loyalty, given how well it can protect itself.
willows: Your Artifact is very interesting but I'm afraid it can be too powerful in a dedicated deck, which is made worse by its colorless mana cost and activation cost. I'd have costed it at least1WBB with activation cost of WB The ultimate of your planeswalker is kind of bad and too situational taking in account that it takes you at least 5 turns to fire it and you might not even have enough creatures to make it count.
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
Artifact (R)
, sacrifice a creature: Creatures deal no combat damage this turn. For each unblocked attacking creature, the defending player discards a card.
Komel Chatarr 3WU
Planeswalker - Komel (M)
+1: You may attach up to two Equipment you control to up to two target creatures you control.
–2: Put an Equipment token named Korhook with equip 2 and "Equipped creature has first strike" onto the battlefield attached to a creature you control.
-6: Creatures you control have flying until end of turn. If they are equipped, they get +2/+2 and have double strike until end of turn.
[3]
Complete
Your Planeswalker on the other hand is very well done, it has its limits for example, though the +1 is limited to needing you to have a hand and is good only if you have the right cards in your hand and cards on the field, your minus -3 almost seems op, almost, its close, but your ult is perfectly costed and getting to it is quiet difficult, which is its redeeming feature in my eyes.
drewdagreek - Your rare artifact... if a bit confusingly worded to me, though I do like it, it can utterly screw over a token deck and is pretty much balanced out since it is useless against non-token decks. Though still, it might be a bit to powerful even for a rare, feels almost mythic to me. *shrug* It would screw over Selesnya though in RtR
Your Planeswalker is unique and rather powerful, the whole Unique thing is a keyword I could really get behind, it would make cloning/copy decks all the more potent. Where it falls apart is the starting loyalty compared to its ult cost, it wouldn't be difficult to protect it for the single turn required to make it ult, then soon enough ult again, its TOO efficient, sorry, just think it overdoes the power of the Planeswalkers a bit much.
willows - Easily my favorite from your team when it comes to Rare artifacts. It is well costed, its cost to activate is balanced and can be used offensively or defensively, and it is a deck you have to work a bit to get it to abuse the effect properly.
Your Planeswalker I am a bit less enthusiastic about... where its + and - ability are nice and I can see them being used to great effect in the right deck, its ult just is very underwhelming for what it does, its nice, but it seems just... limited, even though the Planeswalker would set it up for a nice activation. I don't know, it just doesn't feel right to me.
Prophylaxis - Your rare enchantment is simple, straight forward, and I feel perfectly costed for what it does, Bravo =3.
Your Planeswalker is just about as perfect as they can get. It has a simple plus and minus ability that could help when needed, and its ult, though powerful, does take a few turns to get to, and can easily go wrong if the spells you need are in your hand or graveyard before it goes off, so slight(very slight) gamble with it, but one that could potentially win you the game in the right circumstances.
Polendino - The only problem I have with your spell is how effective it is for its cost, 4 to shut down every creature ability and etb effect, and with no draw back besides it effects your creatures as well, a problem that seems easy to overcome if you built your deck with this enchantment in mind. And it only doesn't effect graveyard creatures, which is actually a place that Zombies enjoy to act from in some case.
Your Planeswalker on the other hand seems just about perfect, a little wording shift could be done on the first ability to make it a little more straight forward(could be just me on that one though), the 2nd ability may be a bit overpowered for -1, an indestructible, even at 1/1, is not laughing matter. The Ult I rather like though, seems prefect for the kind of field the planeswalker will be setting up before it goes off, and I know most say a planeswalker Ult has to basically win you the game, and even if this one doesn't, I still think it is brilliant.
arbitraryarmor - No Entry
2) willows
3) MagicProfessor
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
Eternal Staircase 3
Legendary Artifact (R)
Whenever a player draws a card they may draw an addition card
In this plain I can't tell if I'm loosing my mind or if it has been opened to infinite possibilities. ~ Yoshiro The Nightshade
Yoshiro, The Nightshade 2:symu::symb:
Planeswalker - Yoshiro
[+1] up to one target creature get -1/-1 until the end of turn
[-2] Creatures you control are unblockable until end of turn
[-6] You get and emblem that says, "Whenever you draw a card target opponent loses 1 life."
[3]
Charut - A little confusing and perhaps could be worded more clearly. Also, it would require exiling (and thus revealing) your whole library if you didn't have a creature.. this owuld make games long and complicated really fast. Bhoya: The first ability is useless without some way of tapping first. The last ability seems to totally clash with the other spells.. and seem like too blunt and uncreative a hoser. Difficult to establish combos to lock people take and encourage skill. Here, if you hit the ultimate... a major part of the game shuts down and your opponent waits to die. In a single card.. too much.
Cadz500 - No Show
Ninjacaterpie - Interesting, The trance seems like a fairly powerful engine.. combining the search and free casting for only 2 mana and a bunch of sacrifical fodder. it is fairly pricy... If it was printed I'm be curious is we could get a cycling type deck with ritual cards to accelerate it.. then tutor and cast some Ultimatums. I like the planeswalker, flexible and tricky.
Savie- Directed Evolution & Sangrell Par: Directed Evolution is creative. It gets my Johnny senses tingling. Pherexian Dreadnaught anyone? Not sure how related it is to the plane, which spawns extra creatures. The Planeswalker seem inconsistant and doesn't thrill me.
Aethermage - No Show
Top 3:
1. NinjaCaterpie
2. Socrates
3. Savie
Crit Team South
MagicProfessor:
drewdagreek:
willows:
Prophylaxis:
Polendino:
Top 3:
1: Prophylaxis
2: willows
3: MagicProfessor
void_nothing - Interesting ability. Seems very innovative and could work well in both colors. The PW has a nice sinergy with each ability. Very nicely costed and with a nice loyalty.
yewlas - Interesting device. The mana cost is ok. This could have some use and its versatile enough to draw cards too. The PW is nicely costed and the abilities are nice. I think the second ability is too cheap since emblems are cumulative.
KoolKoal - The golem is interesting, the blocking effect is very innovative. The second ability is very interesting and have nice sinergy with the artifacts and the golem. The PW is very nice and has a nice artifact theme to it.
Arcel - Very nice effect, I think that the mana cost of the artifact seems a bit high but it is ok. The PW seems nice. The +3 on the first ability seems too much since you already start at 6.
Chadly Whiplash - The wording on the card could be better, even then it is not broken due to its legendary status and be able to affect both players. Not much relation between the PW abilities, but the last one works well with this round's card.
Maokun - Interesting card with nice effects. Even then the abilities work on specific requirements that could be hard to obtain unless in a dedicated deck. The PW is interesting but there does not seem to be any sinergy within the PW.
1. Void Nothing
2. KoolKoal
3. Yewlas
Queensauce: I dislike AEther Frenzy because of how unfun and winmore it is. If it was the owner of the creature playing it, it might be fun, but the same person will get it all the time and, if you end up giving your opponent a bunch of creatures, it's going to get mighty annoying (also the game will end much faster rather than giving you any chance of catching up)
Rithaniel: Dreams of Hardship seems very strong. It's like Zealous Persecution except you can keep dong it and wiping the board regularly, or just pumping your guys for the kill. I suppose at its converted mana cost of 4 it should be okay, but it's definitely a cool card.
Krey: Ugh does this even work with the rules. It also seems overpowered. I think that you have to realise if you use "skip your next turn" as a downside, it's either going to be terribad or OP as hell. This I think is probably on the OP side because with like Voltaic Key or something you can slam all three guys onto the battlefield very quickly. On turn 3, losing a few turns isn't going to kill you when you have Griselbrand and Emrakul, the Aeons Torn on the battlefield.
Random_Nation: Narcomeba Vault seems underwhelming to be honest. It costs four and does very little until you charge it up for like 3 turns. It could probably do to be cheaper base and maybe have a tap-cost on the sacrifice or something. I dunno, but I do like the mirror of drawing from the future or returning from the past.
foo_intherain Iquatan Library seems quite powerful maybe even just as a "kind-of-draw a few cards" spell that you can use to draw more later. I'd personally put a mana cost on the 'draw' ability to make sure it's not crazy. Also, typo; you put page counters but check for time counters.
Cythare: Nope.
#2 - foo_intherain
#3 - queensauce
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Arcel: I think you are hung up on my planeswalker's ult ability because it's placed last. Looking at the ability itself, it's a bit different than a planeswalker's ult ability. I could see you pinging it for beings too weak not too easy. It does nothing on its own. And while it allows for Seshaka's other abilities to interact and synergize, her defensive ability (the token blocker) can't be used if you want to rush to it. Also, pinging her for even 1 makes the ult suicidal.. and you still have a window to smack her for 3 and leave them with an emblem.. and nothing to use it with.
Cythare - did not submit a card.
Your card for this week has a good flavour, being a repository of the living memories that Narcomebae represent. It charges up quite easily, however, and the reward can be very scary - returning cards from graveyards is generally stronger than drawing cards (see how Restock is costed versus Divination). Having no tap or mana cost attached to the second ability also mean that the card is more or less immune to Naturalize etc., which takes some of the tension away from the game play.
On a note of polish, there is quite a lot of spacing and punctuation missing from your final card. The wording is a little off, too. The graveyard ability should target, too. I would suggest:
,T: Put a memory counter on Narcomeba Vault.
Sacrifice Narcomeba Vault: Choose one - Draw X cards; or return up to X target cards from your graveyard to your hand. X is the number of memory counters on Narcomeba Vault.
Your planeswalker ultimate is pretty neat, making a swarm of 3/1s. It's a little less epic than maybe it could be, but is flavourful and would be fun to resolve. Taking your planeswalker as a whole, however, they are 100% monored - none of their abilities feels green and that's a missed opportunity.
Your artifact has an interesting effect - letting me get three runs at resolving half a Tooth and Nail for only 3 mana, but costing me turns in the process. Mechanically the idea is interesting, but I think that it wants a mana cost to the activation and that the power level is definitely too high. For starters, the shuffling of the pile isn't that relevant - I can just get less than three cards and/or duplicates to make sure I always get my Emrakul. Those kinds of creatures on turn 3 are absolutely worth skipping turn 4 and will almost always be unbeatable. Also, I am not sure why your artifact is legendary or has hexproof.
On a polish note, the triggered ability here must involve revealing the cards at some stage, otherwise it can be resolved illegally.
Your planeswalker ultimate is neat, granting a True Conviction emblem. It's not exactly original but it's certainly exciting and powerful. Taken as a whole, though, your planeswalker has some problems. The + ability can only be activated when I have something I want to Disenchant; the use of "up to one" wording would have helped here. The minus ability only is relevant when my opponent's creatures damage me - i.e. during their turn - but only works during my turn. It is also not worded correctly. I would suggest:
Until your next turn, if a creature would deal damage to you, exile it instead.
This reverse-Vraska looks appealing but does more or less guarantee that Thoros will just die if he ever uses it.
Your enchantment here shows a powerful storm in the aether, leading to a surge of new creatures. I like the flavour, and the execution is interesting. The downside is that the fact that the card cares about power feels very red; red also sometimes gets these weird style enchantments and overall the card doesn't work for me as a blue card. I like it a lot as a fun red enchantment, though.
One polish note - your card needs to tell me what to do if two or more players are tied for the highest power creature.
Your planeswalker ultimate is definitely great, providing a massive boost to my swarm. It even manages to tempt me to use the - ability on my way to the ultimate, which is something a lot of planeswalkers don't do and which suffer for it. All 3 abilities look fun and feel green.
Minor nitpick - the first two abilities really should just be "Until your next turn".
Your enchantment is a really great WB card, with a simple, mirrored ability from each colour. The Gerrard's Battle Cry half has been done before at this cost, but the black half is new. The card is really interesting and well-designed. My only nitpick would be that, whilst having the costs be the same aids the symmetry of the card, the black half is a lot stronger than the white half - I am happy to pick a Cower in Fear early in draft but never play my Glorious Charges, even though they cost 1 less - so the black half should probably cost ~2 mana more.
Your final ability is not an ultimate ability; instead your planeswalker has the reverse setup of Elspeth, Knight-Errant, having one + ability and two - ones. This adds a lot of options to the card, but sacrifices some epicness. I'm ok with that in principle, so let's see what your specific abilities do.
The new - ability drains life based on your having creatures; this ties in well to the +1 ability that can give you extra creatures and the draining theme of those lifelinkers. It seems like a fine ability.
Taken as a whole your planeswalker feels a little confused, because whilst the 1st and 3rd abilities focus on making extra creatures and draining my opponent, the 2nd ability is a pseudo-Balance effect that rewards me playing no creatures at all. Furthermore, the existence of that ability makes the sacrifice option in the 1st ability more strained - either option makes the Balance effect worse.
Your enchantment here has an interesting concept - steadily increasing life payments for a sort of Elkin Bottle effect. Unfortunately, the way you have worded the ability adds the page counter as part of the resolution, not the cost. This means that I can just activate the ability for 0, then respond by activating it again and again until I have milled my entire library. For two mana I have effectively gained access to my entire library, which is obviously very, very broken. A "only as a sorcery" restriction would have fixed this but it is not printable as submitted.
Your planeswalker does not mean the requirements of the challenge as a three-colour card.
2. Rithaniel
1. queensauce
I run a Tumblr for Magic-related statistics, graphs, and quizzes. Come check it out!
void_nothing
I like what your enchantment is trying to do, but it is far from easily comprehensible. It triggers a lot, looks for weird requirements, and if you somehow manage to fulfill that, you still have a not-directly-specified cost to pay. All for a chance to do it again? And now you have to keep track of +1/+1s too? headache!
He cares about permanents in general. Okay. That ultimate is pretty nifty. Getting there seems a little slow as he has few ways to defend himself. I wished his first ability lasted until your next turn, so you could at least have a way to throw chumps around and avoid mass removal.
yewlas
A johnny box. Definitely something Johnny wants. This probably doesn't need to cost 4 either. It hasn't been done before either, but it should be pretty obvious why.
This just feels like a really boring planeswalker. Im guessing she would be in a set that did a lot of things with ice counters, but even then, it probably wouldn't be too exciting. If her first ability also prevented that permanent from untapping, she would at least be playable. As is, she won't get anywhere unless given way too many turns. There are many other things I'd want to do with my time and mana instead.
KoolKoal
I like the flavor of Infinity Golem. I think his second ability should be reworded to say "Whenever Infinity Golem blocks one or more creatures..." otherwise, he can beef up way too easily. Not that someone would swing into him lightly, it just seems strong. Otherwise he's cool.
Woohoo, here's a powerhouse 'walker. His first ability seems a little weak at first, but the 2nd and third abilities are where the real magic happens. That 2nd ability would become a combo deck staple. And the third ability, were it ever to go off, should end the game on the spot. He definitely seems fun and planeswalker-y.
Arcel
Your artifact is flavorful, indeed. But it also feels scary to play against. The 3 is probably better than 2 for the trigger cost. I don't like that it gets around shroud/hexproof, but I can't win them all. Although... I can't think of too many instances in which an "artifact" is a place. This might be better as an enchantment. Or under a different name.
Your pw is pretty cool. Very red. Screw Chandra and Tibalt, this is a good red walker. Berserk? Awesome. Tramply dudes? okay. That emblem is awesome and certainly game ending. I like the idea of an ogre 'walker too.
Chadly Whiplash
3 mana means any player can draw their whole deck? No thank you.
That pw seems decent. Killin little dudes or letting your beaters get through is fine. Sure, you copy Venser's 2nd ability, but it feels just as fine in UB. The ultimate is bland, but certainly powerful.
Maokun
Your enchantment seems like a stretch when it tries to relate to the plane - both mechanically and flavorfully. However, it's an awesome card. I would love to see something like this printed. It utilizes already known mechanics, but combines them in a new way. Kinda neat that it feeds itself too.
A rhox 'walker with a mouthful of a name. The first two abilities are pretty cool. The last one is just unexciting. It's strong, but it doesn't quite relate to the other two abilities.
1. Maokun
2. KoolKoal
3. Arcel
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////
Top 3
. KoolKoal
2.Arcel
.Chadly
The Anabyn
Stay Hungry My Friends....
drewdagreek - Heart of Azgol is extremely weak. It's either an expensive token-hate card, or a combo based on making everyone equally powerful. Why is it legendary? Unique is rather interesting, I can't decide if it's worth designing cards around. I really don't like your ultimate ability. So if the opponent can't take out your walker, you get to activate the ultimate on the second turn, plus a free +2. Then in two turns, you get to activate the ultimate, and a free +2 +2, Next turn you can go +2, -6, +2, +2, etc. And that's if you aren't using multiple planeswalkers in your deck. Each planeswalker is very carefully balanced around using a single ability per turn. You shouldn't remove that rule so easily.
willows - Quite a bizarre artifact. You can use it to make the opponent discard their hand (I can't think of many times you'd want to trade damage for this, but they exist) or you could stall in topdeck mode. I like it. An equipment planeswalker is interesting, but the first ability is clunkily worded. I'd suggest finding a way to make it move only one equipment maybe for +2. The equipment token is rather lame for a full -2. The ult is rather lame as well, requiring you to have plenty of creatures + plenty of equipment. Often, I'd expect to be winning the game regardless when the board was right for this to be useful.
Prophylaxis - The planeswalker is too plain. I don't like it much. Master Necromancy is pretty powerful, but also plain. It isn't nearly as bad for your rare to be plain than your walker though.
Polendino - Nice enchantment, I wonder if it needs to cost more though. I read the flavor text as mocking and condescending, and did a double take when it was Ajani speaking. I can't make sense of that. On your planeswalker, first the + ability: Don't use instead with regeneration. This actually replaces the destruction with a regeneration shield, which either works exactly the same (when destroyed by damage) or is even more powerful (targetted removal). I assume this was a mistake. I don't like the ultimate. Planeswalkers should help you win the game, not stall it out.
Top 3:
1. MagicProfessor28 (The only one with concepts that excited me.)
Had trouble picking between Prophy, Polendino, and Willow, so I decided to reward them based on amount of risk taken.
2. Willow
3. Polendino
MagicProfessor28 - You do realize that you've created a +2 ability that can win as many games as most other planeswalkers' ultimates, right? Most people would play your planeswalker purely for that ability in order to exile a Blightsteel Colossus with basically any artifacts and creatures on the board and say GG. The -3 is equally absurd with any mass -X/-X or burn effect. And the ultimate is kind of overkill at that point. Shadow Lair Quest is basically a Deep-Sea Kraken with Zendikar flavor. Despite the power level problems, this stuff is all cool and well designed.
drewdagreek - Unique is an interesting bit of business, although I question the need to introduce that term to the game. That +2 feels really derivative of Sarkhan Vol. I do like the -3. I'm not sure what's going on with the ultimate; why she's suddenly a support card for other 'walkers is beyond me. Heart of Azgol feels really weird. I don't get the my-team-gets-to-cantrip thing; it feels stapled on to the token-hosing ability, which would have been fine on its own with the artifact itself being cheaper to compensate.
willows - Your 'walker probably focuses too narrowly on Equipment; in other words, he has a milder version of Nissa Revane's problem. The ultimate is very poor unless you have enough creatures for it to be win-more or are playing a ton of equipment, although I will grant that the Korhook ability is clever and synergistic. Mistbelch Engine is just grieferish whether it's being used in a Turbofog way or to make your opponent discard a bunch of cards in a control deck.
Prophylaxis - The Izmagnus is a collective name for Niv-Mizzet's strongest mages, not a singular term for one. Your 'walker's +1 ability is totally insane, and his ultimate feels derivative of the new Jace, Architect of Thought's. Master Necromancy probably doesn't need to cost quite so much mana to cast seeing as you need a very full 'yard to make any good use of it in the first place and you can just get an Army of the Damned for more.
Polendino - I hate "up to one" stuff in planeswalkers' plus abilities, but that is acceptable. I do really like the subsequent two abilities; an indestructible 1/1 is fair for that cost and ten-per-creature makes for gamewinning amounts of lifegain. Throes of Necromancy somehow manages to raise more rules questions than Humility, which may or may not be a good thing. It's flavorful and resonant, but still problematic.
3. MagicProfessor28
2. drewdagreek
1. Polendino
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
queensauce: Your rare fits the theme of the plane but in my opinion the card is not very blue. Your planes walker is really good, you could even put it at 1GG and it would still be fine I think.
Rithaniel: Sweet sweet rare. I don't see the relation with the plane though. I love the planeswalker too. Really well costed, the abilities synergies with each other. Perfect.
Random_nation: I hope your second choice is Return X creature cards. Otherwise, I think the card is too powerful. After the early game, it's like drawing the best spells you want to draw. I like the planeswalker.
Krey: Isn't this too powerful? I get that skipping a turn is really huge but even then you could search three of the same card. Also, you should reveal the cards. Your planeswalker's second ability could be useless. The ultimate is good though.
foo_intherain: I think it's too aggressively costed. I really like the card though. Planeswalker's good and all of its abilities are decent.
Cythare: ?
Top 3
1. Rithaniel
2. foo_intherain
3. queensauce
drewdagreek: I like your theme and the dedication you put in it to make it appear a true rule inclusion in real Magic. Your artifact for this round is interesting if somewhat niche since most of the times you want to activate when a token enters your opponent's control which may not even happen; in other words is not a maindeck-able alternative and a very narrow use of a sideboard slot. If only for that, I'd reduce its casting cost. Your Planeswalker is interesting and displays well your theme. Its second ability kind of rubs me the wrong way because it's so alien to the current rules but I guess that could be fixed. Nevertheless, being an "unique" token I dislike that it copies its p/t from other creatures: I think that the ability cost should be -X and X the token's power and toughness. The last ability is very interesting and though I get the feeling that such ability has no place in either green or red I can't help to like how well it plays with itself.
Prophylaxis: The enchantment may be very powerful but its costed correctly. The Planeswalker is interesting and balanced and thematically tight. My only complain is that I'm pretty sure that there must be a combo of 3 spells that can win the game right away. As such, I'd raise the cost of the ultimate at least by 1.
MagicProfessor28: Your card for this round is the weakest of your cards in this contest. Its strong Zendikar flavor and no connection whatsoever with your given plane makes it a requirement fail. It's also kind of vague and uninteresting. Then you went and made your Planeswalker's third ability basically identical to that card despite your planeswalker being just a visitor to that plane. And once put together, all abilities don't seem tight and coherent like other contestants' in this round.
Polendino: Your enchantment is very interesting but hard to measure. I'm not really sure that such a massive effect can cost only 4 mana, especially taking in account that 2 colors (red and black) can do absolutely nothing to remove the enchantment. I still give it high marks for originality. Your PW's first ability should have been worded not to target but I have to wonder if you consciously made it target as a downside to try to keep the -frankly insane- ultimate from going off. I still believe the ultimate should cost at least 1 more loyalty, given how well it can protect itself.
willows: Your Artifact is very interesting but I'm afraid it can be too powerful in a dedicated deck, which is made worse by its colorless mana cost and activation cost. I'd have costed it at least 1WBB with activation cost of WB The ultimate of your planeswalker is kind of bad and too situational taking in account that it takes you at least 5 turns to fire it and you might not even have enough creatures to make it count.
Top 3
1. Prophylaxis
2. drewdagreek
3. Polendino