After your sojourn to the ends of the Multiverse, you have perfected your planeswalking abilities and developed powerful spells to protect yourself against interplanar dangers. You now take an active role in planar affairs, traveling to many well-known locales and formulating plans that span the planes. Depending on your strengths, you may recruit assistants, stockpile resources, or form friendships with other powerful beings. What plans will you lay in order to achieve your goals?
Players: Ninja Caterpie
Savia
drewdagreek
Prophylaxis
KoolKoal
Maokun
queensauce
Rithaniel
Challenge:
Design a vertical cycle (common, uncommon, rare) of planeswalker themed cards, like Jace's Erasure, Jace's Ingenuity, and Jace's Archivist. At least one of these cards must be a permanent and at least one must be a nonpermanent. These cards should all combo with your planeswalker from last round somehow (so include or link to your walker).
The Card Creation League is a monthly contest in which players compete over seven rounds. Each month has an overall theme and/or story, determined by that month's host.
Each round, the host will assign a card creation task to the players. This task may vary between teams or players.
The first three rounds are open to everyone who joined in the sign-up thread, which will be posted near the end of the previous month. After these rounds, the Top 8 players will move on to three 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 suggested scoring method is for each player to critique all remaining players in the same Top 3 style as the first three rounds, with the top half advancing each round, so Top 8, then Top 4, then Finals.
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.
Ontra, Heart of the Wild3G
Planeswalker - Ontra (M)
+0: Until the beginning of your next upkeep, whenever a creature enters the battlefield, put a loyalty counter on Ontra.
-3: Until the beginning of your next upkeep, whenever a nontoken creature enters the battlefield, put a 1/1 green Saproling creature token onto the battlefield.
-8: Put X +1/+1 counters on each creature you control, where X is the number of creatures you control.
<4>
Ontra's Sentinel1G
Creature - Treefolk Warrior (C)
When Ontra's Sentinel enters the battlefield, you may pay G. If you do, search your library for a card named Ontra's Sentinel and put that card onto the battlefield. Then shuffle your library.
1/2
Ontra's Wolfhound1GG
Creature - Wolf (U)
At the beginning of the end step, if Ontra's Wolfhound dealt combat damage to an opponent, put a 2/2 green Wolf creature token onto the battlefield.
3/3
Ontra's SummoningsXG
Sorcery (R)
Multikicker 1G(You may pay an additional 1G any number of times as you cast this spell.)
Search your library for a creature card with converted mana cost X, then search your library for another creature card with converted mana cost X for each time Ontra's Summonings was kicked. Put those creatures onto the battlefield. Then shuffle your library.
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////
Sangrell Par was a Esper Vedalken metallurgeon, but after being crushed by a Nayan godbeast, he came to value the power of nature. He is a specialist in splicing and transmogrification of creatures.
+1: Destroy target creature. Its controller puts a 3/3 green Ape creature token onto the battlefield.
-2: Put a 2/4 green Spider creature token with reach onto the battlefield.
-7: You get an emblem with "Creatures you control are 6/6 and have flying and trample."
4
I am working on the assumption that Sangrell is included in Magic 2014, and designing core set cards to fit. The "returning" mechanic for that set is just multicolour, to fit in with the recently completed Return to Ravnica block and show off some non-guilded, Core Set-appropriate multicolour designs.
Sangrell's Experimentation 1U
Instant (C)
Draw a card. If you control a token creature, draw an additional card.
"It takes a sharp eye to see down the lines of generations and spot which species will come to be useful at a later stage. Thankfully, I grew three such eyes in a thaumavat this morning." - Sangrell Par, biomancer
Flying
When Par's Mycodrake dies, put three 1/1 green Saproling creature tokens onto the battlefield.
3/3
"With fungal muscles and mushroom wings, it is hard to tell if it is a single entity or a mushroom colony. Either way, it is a beautiful specimen." - Sangrell Par, biomancer
Sangrell's Predator 2G
Creature - Lizard (R)
Whenever another creature enters the battlefield under your control, if Sangrell's Predator's power is less than that creature's power, put +1/+1 counters on Sangrell's Predator equal to the difference.
Sangrell's Predator has trample as long as its power is 6 or greater.
1/1
"Since creating it, it has consistently evolved to match the perfection of everything I have made since. I do not know whether to be frustrated or delighted." - Sangrell Par, biomancer
Emus's Gleaning2U
Instant (C)
Draw three cards, then discard two cards. Sometimes, Emus learns irrelevant information and accidentally forgets the really important stuff.
Izmagus's Familar1UR
Creature - Elemental (U)
Whenever you draw a card, you may pay 2. If you do, Izmagus's Familiar deals 1 damage to target creature. Tap that creature.
2/2
Emus's Hellkite4UR
Creature - Dragon (R)
Flying
Whenever Emus's Hellkite deals combat damage to a player, you may cast an instant or sorcery card from your graveyard without paying its mana cost. If you do, exile it as it resolves.
4/4 "I love them. Their breathing literally makes you smarter."
Emus, Master Izmagus
Emus, Master Izmagnus3UR
Planeswalker - Emus (M)
+1: Draw two cards, then discard a card.
-2: Return target instant or sorcery card from your graveyard to your hand.
-7: Search your library for up to three instant or sorcery cards and cast them without paying their mana costs. Then shuffle your library.
4
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.
Rise of the Dreamwalker
Planeswalker...
That's what he was. He was a planeswalker. He had to be. It was the only explanation he had found that had made any sense. It had taken him a long time to even find a mind that knew the word. Two years, it had taken him, until he found the dreams of an artificer. Dreams of an organization called "The Infinite Consortium".
From there he had been able to follow a trail of clues to other individuals who knew of the organization. He learned how Planeswalkers worked, how they traveled from world to world, and he figured out that the space between worlds was known as "The Blind Eternities". Once he had gotten to this point, and discerned that this was where he was, he began to wonder how it was that he was stuck in The Blind Eternities, when no other planeswalker had this problem. He began asking questions of the powerful minds in Esper, the leaders in Bant, demon prince's in Grixis, even one planeswalker who was taking a nap on a bed of leaves in Naya. None thought it possible to even stop in The Blind Eternities, it was too destructive, too raw. They couldn't even begin to fathom the amount of power you would have to sustain in order to be survive there.
Yet, here he was. It was the only explanation that made any sense. Though, clearly, the answer to why this was possible was not in Alara. He would have to look elsewhere. So, he found another planeswalker and looped a bit of his dream self around her mind. As that planeswalker left the plane, a new thread of Nihoh's dream self trailed out behind her. Nihoh had been practicing his control over his dream self over these two years as well, and now, unlike when he first found Alara, the threads of his mind were sound and stable, even across the endless abyss of The Blind Eternities. Though, even with this practiced stability, he was not prepared for what came next, as the planeswalker touched down on a strange world, and Nihoh's sight was suddenly pulled away from her mind.
He was standing in a green field, morning mists still rolling through the air. Before him were three towering figures made of wood and grass, each one's head lost in the fog, each with two glowing, green, eye-shaped patches glaring down at him through the mist. Crackling words he did not understand flitted through the air. This was a dream, he could tell, it was too empty, too muted, but he was not in control of it, and that meant danger for him. He had to get his bearings, he had to take control of the dream. Though, before he could think to act, the foremost tree-man moved...
Nihoh opened his eyes, instantly realizing how incredibly stiff he was. He had been in a dreaming trance for years now, not moving. Though, he couldn't take a moment to work out that unbelievable stitch in his back, else his grip on other planes would wink out forever. Whatever those things had been, they had knocked him out of his dream self. They were clearly hostile, and would not give him the time to get a grip on the dream, so he had to come back in with brute force...
Closing his eyes, he forced a surge of his mind and his power back into the dream. As his fading dream self redoubled, white flashed out, and the tree-men began collapsing around him.
As he left the dream and began to look about the plane for the first time, he realized it was not a dream of a creature, but of the land itself... a grove of tress that slept. He had been forcibly drawn into the dream as his mind passed over it. As he quested out, now, he found more locations like this: oceans, fields, and cliffs that slumbered and woke from time to time. He'd have to be careful where he went while he was in Shandalar...
Wardens of Kalonia3GG
Creature - Elemental U Lifeforce — 3GG: Put a 3/3 green Elemental creature token onto the battlefield. Activate this ability only if you have less life an opponent. "These forests are the original source of your strength. How can one lay siege against the source of all strength itself?"
—Aloako, human philosopher
3/3
[+1]: Any player may sacrifice a creature. If no player does, put a 2/2 black Bat creature token with flying and lifelink onto the battlefield. [-3]: Target player chooses a number of creatures he or she controls equal to the number of creatures you control, then sacrifices the rest.
The Story Continues
His web was growing quite complex. About twenty five years it had been now, and he had strings of his mind trailing from his bubble in The Blind Eternities to sixty eight different worlds. A long time he'd had to practice his ability and grow stronger. When he had first developed a string of his mind into Alara, it had been all of his strength just to keep it together. Now, even with over five dozen threads of his mind connecting him to different worlds, not counting the dozens upon dozens of back up threads he had going from world to world in case some powerful being decided to try and cut one, he wasn't even breaking a sweat.
His ability to keep his web up wasn't the only thing that was improving either. After as much time he had had to practice, not only could he stand within multiple minds at once, but these minds could be entire planes apart. It was no more difficult than juggling. He just had to get the rhythm figured out and then he could do it as long as he want. Though, with nothing but time to practice that rhythm, he was easily up to over three thousand minds at once, and his mind able to articulate and organize itself within each one separately without confusing itself. He was even toying with the process of giving a waking creature a dream or nightmare. He had always been able to give the occasional creature a heart attack with a nightmare, he just had to know what to show in the nightmare. Though, for all his power, he was still vulnerable. He still had to link his mind with another in order to walk among their dreams, and, while there, powerful or clever minds could harm him. Enough force, and it might actually knock him out of the plane entirely. That's why he had backup threads.
Not to mention, for all his ability at controlling dreams, he was no closer to actually escaping his prison. Those few who he had found who were not only knowledgeable enough to know what The Blind Eternities were, but who also seemed intelligent enough to figure out a way out, were convinced that a creature could not be trapped there without also being erased from reality. Many thought that Nihoh was simply a man who broke into their house and cast a spell to enter their dreams. He was actually wanted in some nations, as word got around of a man doing this to dozens of high ranking magi night after night. They would never catch him, of course, and it was giving him practice to both break through mental wards and to see how long he could keep a mind asleep against it's will. In fact, the only thing the hundreds of minds he had interviewed had managed to agree on was that it would take enormous amounts of power to pull off that stunt. So, Nihoh figured he was extremely powerful. A lot of good it was doing him.
He would not be discouraged. He was always finding new places to look. Just recently, in fact, he had an encounter with an ogre planeswalker by the name of Loguh. While the encounter hadn't ended on the best of terms, in Nihoh's opinion, it had given him a new place to seek out: Iquatana. It took him some time of searching across the minds of the multiverse, but he eventually managed to find a planeswalker who intended to go to the world. All Nihoh had to do was wrap a thread of his mind around the planeswalker's mind, and wait. It wasn't all that long, either.
However, as soon as Nihoh sent his mind out into the world, he knew there was something different about this world. Where, in most worlds, he could find individual beings dreaming or awake. In this one, there was no discerning one sleeping creature from another. It all bled, seamlessly, from one place, one creature, into another. It was as though the plane was nothing but a dream formed of Æther. Memory, imagination, even hallucinations had physical form here. There were locations where it was more dense than in others, schools of memories taken the form of jellyfish and hallucinations taken the form of whatever horror they had been born as. Though, Nihoh was enthralled. As he came into these dreams, set foot upon them to explore the dreamscape, he was actually setting foot on the surface of the world. It was still a dream, but this world, he was experiencing it the same way others did. It gave him a small sense of normalcy.
He stayed there for a time, ignoring the rest of the multiverse he had connections to, learning ways of mind magic he had not known before. Though, he knew he couldn't stay here. He had a goal to achieve. Though, over the next few years, he would keep a presence on the plane, in the hope that something like the means for him to create a new body for himself would be there...
Dreams of Hardship2WB
Enchantment R 2W: Creatures you control get +1/+1 until end of turn. 2B: Creatures you don't control get -1/-1 until end of turn. The battles of Iquatana are forever powerful. Even memories of them change the landscape.
Nihoh Sann4WB
Planeswalker - Nihoh M [+1]: Any player may sacrifice a creature. If no player does, put a 2/2 black Spirit creature token with flying and lifelink onto the battlefield. [-3]: Target player chooses a number of creatures he or she controls equal to the number of creatures you control, then sacrifices the rest. [-3]: Target player loses X life and you gain X life, where X is the number of creatures you control. [[5]]
Ambition
Fifty eight years it had been now...
Nihoh looked down at his hand through half-lidded eyes, barely aware of it through the labyrinth of planes he had his mind connected to. There were no wrinkles on the back of his hand, no stiffness, except for the stiffness of staying in one place for too long. He was close to eighty years old at this point, yet had the body of an young man still. Would he ever grow old here? Would he ever die?
Then again, maybe he was already dead, and this was his afterlife. Maybe he was stuck in his own private hell, and the hundreds of worlds he had contacted, all this potential he supposedly had, all this power, were just constructions of his deluded mind.
The Kalashtar closed his eyes again, sending his aged mind back out through the thousands of planes he had anchors in. No sense dwelling on possibilities. All he had was the potential that what he was experiencing was real. That was enough. Though, it had been a few years now that he'd given up on making it out of this prison of his. He had grown too accustomed to it. He had spent two thirds of all the time he had ever known in this place, in a dream, wandering from one world to another. If he were to break out, would he even remember how to walk? No, he had realized, if he were to achieve his freedom, he would likely just sit down and return to the dream state. It was all that he knew.
So, he had decided that, if this was his world, he would aspire to something within it. He became the adviser to a series of rulers across the multiverse, slowly persuading them to develop their nations in the directions he wanted them to go. He emulated god by giving people prophecies in the form of dreams, and manipulating others to make his predictions comes true. With a few skills he had picked up, namely making a person sleepwalk, and the ability to enter multiple minds at once, he raised entire armies in the night. He sat within the minds of magi and discussed their research for hours. He even wooed some women while appearing as a suave version of himself in their dreams.
He was beginning to come into his own...
Nihoh's Summons3WB
Sorcery C
Put a 2/2 black Spirit creature token with flying and lifelink onto the battlefield. Target player sacrifices a creature. "The dreamwalker can bring tidings of joy or of pain. Join us that you might be found with joy."
—Garrun Toh, prophet of the dreamwalker
Nihoh's Ambition1WB
Enchantment U
Whenever a player sacrifices a creature, you may draw a card.
Whenever a creature enters the battlefield under your control, target player discards a card. “One man’s dream is another man’s nightmare.”
—Nihoh Sann
Nihoh's Prince3WB
Creature - Spirit R
Whenever Nihoh's Prince deals combat damage to a creature, that creature's controller sacrifices it.
Whenever a player sacrifices a creature, return it to the battlefield under your control.
1/4
Nihoh Sann4WB
Planeswalker - Nihoh M [+1]: Any player may sacrifice a creature. If no player does, put a 2/2 black Spirit creature token with flying and lifelink onto the battlefield. [-3]: Target player loses X life and you gain X life, where X is the number of creatures you control. [-3]: Target player chooses a number of creatures he or she controls equal to the number of creatures you control, then sacrifices the rest. [[5]]
Arph Ullob, Reluctant Wayfarer 3GU
Planeswalker - Arph
+1: Return up to one creature you own to your hand. If you do, add mana to your mana pool equal to its mana cost.
-X: Exile target creature with X time counters on it. If it doesn't have suspend, it gains suspend. (X can't be 0)
-7: You gain an emblem with "Cards you own can't be the target of spells or abilities your opponents control in any zone."
[5]
Arph's Disciple1GU
Creature - Rhino Monk (C)
Hexproof
When Arph's Disciple enters the battlefield, if it wasn't cast from your hand put two +1/+1 counters on it.
2/3
Arph's Unvocation1U
Instant (U)
Until end of turn if a creature would enter the battlefield under target player's control and it wasn't cast from his or her hand, put it on the bottom of that player's library instead.
Arph's SummonsXG
Sorcery (R)
As an additional cost to cast Arph's Summons discard a creature card with converted mana cost X.
Search your library for a creature card with converted mana cost X+1 and put it onto the battlefield.
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.
Kerick's Analyst2UR
Creature - Human Wizard (C)
When Kerick's Analyst enters the battlefield, search your library for an instant or sorcery card, reveal it, then shuffle your library and put that card on top of it.
1/3
Kerick's Experimentation2U
Instant (U)
Draw a card for each instant or sorcery spell you cast this turn.
Kerick's Trickery1UR
Instant (R)
You may copy, counter or change the targets of target instant or sorcery spell.
Kerick, the Spelltwiner2UR
Planeswalker - Kerick (M)
/+1\ Until the beginning of your next upkeep, you may cast sorcery spells as if they had flash.
\-2/ Kerick, the Spelltwiner deals 1 damage to each of any number of target creatures.
\-6/ You may cast any number of instants or sorceries from your hand without paying their mana costs.
<3>
Venge, Burning Tinkerer1RR
Planeswalker - Venge (M)
[+2] Up to one target artifact is indestructible this turn.
[-1] Artifacts you control gain ":symtap:, Discard a card: Draw a card." until end of turn.
[-7] Sacrifice any number of artifacts. For each artifact sacrificed in this way, Venge, Burning Tinkerer deals damage equal to twice that artifact's converted mana cost to target creature or player.
{2}
Venge's Shockroller4
Artifact Creature - Construct (C)
Whenever Venge's Shockroller becomes blocked, it deals damage equal to its power to defending player. "My machine's are fragile, you say? That reminds me of the Loxodon that called me fat... I killed him too."
—Venge, Burning Tinkerer
3/1
Venge's CharmR
Sorcery (U)
As an additional cost to cast Venge's Charm, sacrifice an artifact.
Choose one — Deal damage to target creature equal to the sacrificed artifact's converted mana cost; or return target artifact card from your graveyard to your hand; or draw two cards, then discard a card at random.
Venge's Hydraskelion7
Artifact Creature - Hydra Construct (R)
Venge's Hydraskelion enters the battlefield with four +1/+1 counters.
Sacrifice an artifact: Put a +1/+1 counter on Venge's Hydraskelion.
Remove two +1/+1 counters from Venge's Hydraskelion: Return another target artifact card from your graveyard to your hand.
0/0
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
maybe later I can link to my old stuff (work's killing me). I've moved Unique into red... I knwo red is thematically the artist's color.. but that's quite a difficult task in such a battle heavy game. Note I did use entwine in round one.
Seshaka's Contempt2R
Instant (C)
Seshaka's Contempt deals damage equal to twice number of unique permanents you control to target creature. (A unique card shares no name with another face up card)
Nothing is more worthy of scorn than banality.
Seshaka's Dreamform1GG
Creature - Avatar (U)
Seshaka's Dreamform's power and toughness are equal to the number of unique permanents you control. (A unique card shares no name with another face up card)
Creatures with a power less that Seshaka's Dreamform cannot block it. Let less minds cower for the visions of the inspired.
*/* <------- Added in an edit before other crits... cosider it if you wish, or not.
Seshaka's Exuberance2RG
Sorcery (R)
Choose one - Draw cards equal to the number of unique permanents you control; or reveal your hand. You may play any number of unique cards with converted mana cost X or less without paying their mana cost, where X is the number of unique permanents you control. (A unique card shares no name with another face up card)
Entwine 1RG (If you paid the entwine cost, do both)
I didn't have time to paste before the deadline, work has been hell. Here's a reminder of my PW
Seshaka, Singular Blossom :3mana::symr::symg:
Planeswalker - Seshaka (MR)
[+2] : Unique creatures you control get +2/+2 and haste until end of turn. (A unique object does not share a name with another face up object)
[-3] : Put an X/X colorless creature token into play with no name and no type. X is equal to target creature's power.
[-6]: You gain an emblem with "Planeswalkers you control may activate one additional ability per turn"
[5]
Ok, so I haven't seen your planeswalker before. They have a strong instant / sorcery theme and an Izzet feel.
Your common card is a sort of Mwonvuli Beast Tracker for instants and sorceries. This seems like a fine card and will probably be printed some day. The stats and CMC are about right (in line with Archaeomancer) and the flavour is spot on. However, I think the card is fine in monoblue and don't see the effect of the red here other than to strengthen the tie to your planeswalker. It is also probably (like the Tracker) better suited to uncommon. Still, little to critique here.
Your uncommon is a spin on Storm, essentially, which is a dangerous playground to be in. Although it only counts instants and sorceries, many storm combo decks live and die by these and High Tide in particular would get a real boost from having access to the card. Design wise the card is fine but the power level in combo decks is a real concern.
Your rare card has a neat concept - a Swiss Army Knife Cancel, Reverberate, and Redirect. I'd love to see this spell printed at some point. Your execution is a little hazy however; getting a spell this much better than Cancel should mean a cost increase, not just shifting a mana symbol. Also, hard counters should always have double U in their costs. The card really wants to be modal, so that you have to announce which you're going to do up front. Finally, the copy option should allow you to change targets for the copy, otherwise it doesn't work the way that most people want and expect.
Overall: Some strong ideas with some execution flaws. Also, no flavour text on even the shortest cards gives up the opportunity for some added resonance.
Your planeswalker's central concept is an interesting one, with an artistic feel. However, the central "unique" mechanic has some problems, which I'll address in a moment.
Your common card is a sort of Flame Slash variant, dealing a scaling amount of damage to a creature. I think that counting my unique permanents isn't a very straightforward operation, as I have to care about my opponent's board as well as mine. Furthermore I have to examine each and every permanent in turn to see if it counts. Finally, I double that number - meaning that this spell can kill most creatures with little trouble. It doesn't feel common to me; I think not doubling would have been more interesting, but I'd prefer something that was the simplest possible execution of the idea, like "~ deals [large] damage to target non-unique creature." The flavour of your name and flavour text are good but the card mechanic doesn't fit - I am not punishing someone for being unoriginal, but instead hurting them with how unique I am.
Your uncommon takes the complex operation of your common and makes it constantly in flux and constantly relevant. The kinds of games I'd be worried about would be ones where my opponent and I have the same cards in our decks. So for example, playing a Centaur Courser would make this guy bigger. But my opponent playing one now makes it smaller. If one dies, my guy gets bigger - unless they trade with one another, in which case he stays the same. All this adds up to there not being a quick mental shortcut for counting "uniqueness" - I have to laboriously check it every time. I think this makes the card too frustrating to play with. That being said, I do like the use of the AVR "lesser-power" evasion clause here, as it nicely incentivises making my guy as big as I can.
Your rare card takes this all to another level of complexity, giving a great deal of options. Strike one for me is that the card allows mass card drawing in straight red-green, which is not on-pie. Strike two is that the second option is very difficult to evaluate. For example, I have a single Centaur Courser on the battlefield - he's unique, so he counts towards my "X". But the Courser in my hand is not unique, so I can't cast him. This is not the kind of thing I'd want to try and figure out.
Finally, although mechanically linked to your planeswalker, none of your cards really combo with it.
Overall, you had an original idea but it is dragged down by a poor mechanical concept.
Your card is a directly Izzet character. I like that well enough, so let's see what your cards do.
Your common is a sort of Sift / Catalog variant, which hasn't been printed yet and seems decent. I think you're underestimating the power of instant speed card filtering here; although this card doesn't net you card advantage, the effect is very strong and a strictly-better Catalog is probably a bit too much. 1UU or 3U might have been wiser. Your flavour is a little mixed - the flavour text would have worked better with a red-style card that discarded cards first, or discarded at random.
Your uncommon is a little engine card, kind of like a Stun Sniper variant. Most of the time he'll just trigger once each turn as you draw for the turn; of course with your planeswalker he could go into overdrive. I like this little guy.
Your rare is an awesome Dragon with a cool flashback saboteur ability. I love it and have nothing bad to say about it.
Overall: Strong submission with only a couple of minor tweaks.
Ah, the red Bant Rhox artificer. Let's see what he's been tinkering with lately
Your common card has a neat variation on supertrample (the Rhox ability) that I don't think has been seen before. On his own, he is pretty weak, as an overcosted 3/1; however his interaction with your planeswalker is great, creating a genuine threat. I like the red feel to the card, despite being an acceptable artifact in the vein of Juggernaut.
Your uncommon is a Charm with an additional cost. The first ability made me hope that all the modes would key off of what I sacrificed somehow, but that's more of a missed opportunity than a genuine flaw. The first mode is great, operating as a sort of cheap (and fair) Shrapnel Blast. The second mode is fine, but is likely to cause confusion on whether you can return the artifact you just sacrificed (you can't). The third ability is very poor, giving me two cards in exchange for three (Charm, an artifact, and a random discard). As a charm the third ability certainly should be worse than Faithless Looting, but I'm not sure it needs to be this much worse. The overall charm shows a good bit of what Venge is all about, though, and the flavour feels good.
Your rare has a really cool feel to it, combining Arcbound Ravager and Arcbound Reclaimer. The final card is probably a bit strong, because without any many requirements for its abilities, it likely enables an infinite combo somewhere (Mox Opal is probably involved). I do like the ability to regrow artifacts that were looted away by your planeswalker also.
Overall: Decent cards with good ties to your planeswalker, but a few power level splotches.
Your planeswalker has an odd sort of blinking theme and a hexproof ultimate. Let's see what cards go with that
Your common card is a decently sized hexproof creature at base, with an unusual trigger to make it a stomping 4/5. The combo with your planeswalker is very loud, rather than the subtletly of something like Garruk's Companion, but its an exciting bonus. It'll probably combo from reanimation as much as from flickering, but the overall impression is decent. A card with such an unusual trigger would probably be better suited to uncommon. The flavour is simple and effective.
I really enjoy the word "Unvocation", and the flavour of your next card seems good as a result of that. The card itself is an odd kind of hoser, as it combos with flickering, but also shuts down reanimation, token production, and Tooth and Nail. This is actually a well-designed and novel hoser in the spirit of Grafdigger's Cage, but not as heavy-handed. I think the cost is about right as well.
Your rare is a very interesting Green Sun's Zenith variant, and the combination with your +1 is straightforward and appealing. Thinking about the card as a whole, it seems to be fair to weak - it is card disadvantage after all. Of course it gains a little flexibility over GSZ as a result. Overall a neat and interesting rare. It is missing an instruction to shuffle the library, though - proofreading is important
Overall: Solid designs with a good connection to the planeswalker.
I really liked your Treefolk swarming planeswalker last round. Looking forward to what you have cooked up to go with them.
Your common is a straight-up Llanowar Sentinel variant (and the name implies that you knew that). This obviously doesn't score you any originality points, but with a 1 mana reduction both to cast and to use the ability, the play experience will probably be a fair bit different. It could also be read as a sort of multikicker card that makes 1/2s. I like 2/3s more than 1/2s, as they tend to have more of an effect on the board in Limited, but the combo with your planeswalker is clean and it even works with all three of their abilities. Overall a clean but unexciting design.
Your Wolfhound also plays into the token swarm strategy, with a potential stream of tokens. The wording is really odd here - why not just trigger on combat damage? Why wait until the end step? Combined with that, I find the decision to have the card be a 3/3 Wolf that makes 2/2 Wolves aesthetically unpleasing. It would feel better if either the card was a 2/2 Wolf, or a 3/3 that represented a hunter or similar character (think Turntimber Ranger). Also, a wolfhound is a dog that hunts wolves, not a wolf. All that being said, a creature that makes tokens as a saboteur ability is relatively untapped design space, and I think this card has some potential.
Unfortunately, the submission really comes off the rails at the rare. Green Sun's Zenith can only get green creatures at this cost, and is good enough to be a Standard staple and banned in Modern. Your card has access to all creatures, and has multikicker for a very cheap cost, which makes it unprintable. Furthermore, whilst multikicker is a decent mechanic, it makes little sense to have it here but a variant on your common. They should both just have multikicker.
Overall: Two solid designs and a very overpowered rare, but a strong flavourful theme.
Your dreambound BW planeswalker was the most intriguing character from the first 3 rounds for me, so let's see what they have to go with them.
Your common has a really neat idea - producing the same characteristic token creature as your planeswalker. I like this idea and making a token also helps bring the power level down a bit, as it's harder to recur than a Bloodhunter Bat. A 2/2 lifelink flier with a built in Edict is still very, very strong at 5 mana and certainly too strong in Limited for common - Vampire Nighthawk comfortably outfights most rares in Limited and is the best uncommon in the set; this card is probably comparable in power level and would be happier at uncommon. The flavour is however strong, the tie to Nihoh is there, and the flavour text is fine.
Your uncommon starts to read like an odd build-around me enchantment in the vein of Furnace Celebration, with a hard to do trigger that brings a big benefit along. The second trigger however is much easier, and is pretty strong at 3 mana - I guess Dire Undercurrents is the closest comparison. The card as a whole just doesn't really gel for me, as the two triggers don't have any relation to each other except if you've also got the planeswalker there. It doesn't stand on its own legs.
Your rare has a really neat first ability, a kind of stronger deathtouch that can also take care of indestructible creatures and so on. However, the second ability is flat-out unprintable - It That Betrays is a fine card because it only returns things sacrificed by your opponents. Nihoh's Prince makes Death Cultist into an infinite combo.
Overall: Serious power level issues drag down an otherwise interesting and varied set of designs.
3. Ninja Caterpie
2. Maokun
1. Prophylaxis
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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////
... getting a spell this much better than Cancel should mean a cost increase, not just shifting a mana symbol. Also, hard counters should always have double U in their costs. The card really wants to be modal, so that you have to announce which you're going to do up front. Finally, the copy option should allow you to change targets for the copy, otherwise it doesn't work the way that most people want and expect.
It's not a cancel though. It's "counter target instant or sorcery spell" which is like a 'bad' Negate. I Didn't make it modal because then it would take up like 5 lines and be a lot uglier lol. Good point on the copy thing though, I forgot about that.
queensauce:
The Sentinal seems a bit complicated and efficient with tutoring for a common (yeah, okay, same problem with mine trolo) and actually seems really powerful. Being about to grab more for less than its normal mana cost is pretty good. Even in constructed you can spend 5 mana to get four 1/2s; that's hardly shabby. In limited if you manage to grab a few it's crazy how good it can be. I'd rather have the payment be equal to its mana cost, or just make it smaller (a 1/1 would be fine)
The wolfhound is cool, but the trigger is strange. Why end step and not just as a damage trigger? It has to be combat damage anyway. The wolf shouldn't really do anything super amazing on your turn (it works the same with the planeswalker too) so what gives?
Summonings once again seems like it has potential to be really, powerful. Not only is it a much better Green Sun's Zenith (honestly, shuffling is an downside with things like Snapcaster Mage around) which is already efficient enough to be banned in Modern because of Dryad Arbor, this can be kicked to get more copies out! For 7 mana, this thing can get you two four mana guys, or, uh, three Tarmogoyfs. Nope.
The planeswalker itself is fine, and the abilities are cool. I dislike the +0 and -3 going until your next upkeep because it's a weird stretch of a mechanic which makes a green card discourage opponents playing creatures. IDK.
Savia:
Experimentation is nice and simple. It's probably a bit terrible in limited unless you have a hardcore token theme (which is unlikely when the returning mechanic is multicolor) and even in constructed, blue isn't exactly the king of tokens. Maybe it could work of having any creature and just cost a bit more?
Mycodrake is fine and fun. A cool limited filler uncommon that does what it does with good flavour. Might see play in constructed, but that's fairly unlikely I reckon even if it doesn't die to removal.
Predator seems pretty cool. It'll always be the biggest creature you control and all you have to do is play a Primeval Titan or something to make it pretty big. That said, it could probably start at like 2/2 or something considering it's going to grow anyway and its starting power isn't that big of a deal. Not letting it die to removal might make a 3 mana 1/1 more playable.
The planeswalker is interesting, and I like the callback to Simic Sky Swallower. The -2 seems a bit random though (i'm also guilty of this in my need to shut down a creature lols)
Prophylaxis:
Gleaning is a solid common filtering spell. I'm actually surprised it doesn't exist; it's got all its variants like Compulsive Research and even Probe, but not this base card.
Familiar has a funny name but I guess Flames of the Firebrand exists so lolpe. The ability is pretty good, but it seems a bit expensive to really get much out of and one damage usually means it'll just end up tapping the creature and making it unable to block. Still, being able to get rid of X/1s is good.
Hellkite is sweet. It's a fatty, it's like a dragon except there's a Snapcaster Mage riding the dragon and every time he punches someone he snapcasts. Sweeet.
The planeswalker is just a UR planeswalker. Pretty default stuff; filtering cards and caring about instants or sorcery. I have to say, I do like the synergy between all the abilities, but I reckon your signature spells draw too much from the planeswalker; your common is just a filtering spell like the +1, and your dragon just gets stuff out of the graveyard like your -2.
Rithaniel:
Summons is pretty simple, although it feels weird worded like this. Swap around the sacrifice and the spirit and it still makes perfect sense. The token should probably also be white and black. The power level should be okay, but I don't know. Vampire Nighthak is pretty powerful and while this isn't exactly a... wait, this is really, really powerful as a common. It's partial removal that also gives you a body. 2-for-1s at common are rather rare and this is really good.
Ambitions is a cool mirror but it does't really seem like an uncommon. It's got a weird trigger and some meh abilities and I think is just trying to be too clever with Nihoh. Really parasitic in that regard because sacrifice is not something that happens often.
Nihoh's Prince is, just like Ambitions too clever with Nihoh to be a good card. It doesn't need a weird deathtouch or that reanimation from sacrifice and would in fact be perfectly fine if it just had deathtouch and 'whenever a creature you don't control dies". You're trying to make it synergise too much and it just ends up a) looking like you tried to be clever with sacrifice as an effect and as a trigger, and b) a trigger too cute to use outside of itself.
Nihoh seems really underwhelming for a 6 mana planeswalker. If you need him to stabilise, there's probably something wrong. It could probably cost 5 with the exact same abilities because the +1 will always be the one they want. That said, a planeswalker with no ulti and two normal minus abilities is interesting.
Maokun:
Disciple is a fair common, but I don't like weird esoteric abilities on commons. This doesn't do anything special unless you get it from like a Green Sun's Zenith or something (although if you do, it is crazy) and a half-useless ability like that doesn't deserve to really go on a common, I don't think. Tries too hard to synergise with the planeswalker.
Uncovation (what kind of word is that, even? A play on invocation?) is way too clever for its own good. It literally does nothing 90% of the time and is a blue (?!?) hate card for tutors. What even. Should cantrip or something with that kind of cost.
Summons is fair because of the very strict card disadvantage and it reminds me of Birthing Pod. Actually, it is the Pod, just one-time only. It's kinda like you cast the creature, then podded it immediately to get something bigger. Should be fair like that, actually.
The planeswalker doesn't really seem to have synergy or cohesion as a card and is kinda... meh. The ult is lame and doesn't do anything, the +1 is an interesting tempo-for-mana trade (although cool with guys that cost less than 1 mana) and the -X is really the only good ability. This is all on a 5 mana walker? ._.
KoolKoal:
Shockroller seems rather crappy as a 4 mana 3/1 which just goes over the top once. Could probably be three mana considering it will die on the block and just ends up bolting their face.
Charm is interesting, but the last ability is just strange. Draw and discard? That's weird. Also it's still card disadvantage, might as well just make it draw three and discard, or something. And I'd rather also have it as red looting (ie. "discard a card, then draw two cards" or something)
Hydraskelion is an interesting card. It seems a bit weak to be honest, and could probably cost 6. While it is quite useful, the sacrifice is imo too expensive to use often and, obviously, trying to chain it into the partially-reanimation ability is going to result in card disadvantage.
Venge is rather strange in that the abilities, while they all kind care about artifacts, are a bit random together. The cards in general also have little synergy with the walker, except in that the +2 makes your Shockroller less likely to be blocked or something. I dunno, the cards are everywhere - you even had to add looting to the charm and the walker.
drewdagreek:
I have no idea how to judge the power level of cards that care about unique cards. I haven't played enough magic lately to be able to tell and it's especially hard in mirror matches and stuff. That entire portion of the critiques goes out the window.
Seshaka's Contempt seems like fair removal. To be fair, even if you only controlled a single unique permanent (which I guess is fairly likely in limited) it'd be good deal any damage because removal.
Dreamform is very weird. Most of the time your permanents will be creatures (ie. probably a bad Scion of the Wild, which isn't exactly amazing in the first place) but it gets buffed if you have some weird enchantments or artifacts nobody runs or you cracked a dual land in your limited pool. It might also get legend-rule'd by another Dreamform if you're unlucky.
Seshaka's Exuberance is also weird. Unique might be interesting in limited where people play different cards, but in constructed where only 10% of the cards in a pool are playable, you're very likely to be running the same stuff and a rare just doesn't do anything. That said, probably broken with Eldrazi if you just run a lot of crappy dual lands.
I strongly believe your planeswalker's abilities should trigger only from creatures you control. It's already easy to pump his loyalty with token producers to have your opponent helping you. More often than not, he will be able to shoot his ultimate the turn after he comes to play. Admittedly is not the most powerful ultimate out there, but in a dedicated deck could be quite mortal.
Anyhow. The common is good and combos well with your PW if not very original. I worry a bit that the low "replication" cost means that you can put 4 creatures into play for 2GGG while thinning your deck and giving the PW 4 loyalty, but I guess that being vanilla 1/2s they aren't too dangerous... until you fire the ultimate and they all become 5/6 at worst.
The uncommon... feels way too generic and disconnected from your PW. Sure, it puts a creature into the battlefield which (again) helps its first ability, but any token producer can do that. Your common is much more efficient at that and does it in a more interesting way.
The rare suffers of a power problem: It's strictly better than Green Sun's Zenith (which already pushes the envelope quite a bit) -even without the multikicker- by allowing you to grab any creature in any color. The multikicker is just the cream on top of a broken cake. Too bad, I liked the multikicker in a creature tutor like that.
I like your PW even though I find the second ability kind of random and bland (though I do understand that its his "defend himself" ability.
The common is interesting. It's a card that without a single mention or hint of other colors in its cost or rules text is clearly created to be played in a multicolored deck as blue is the far last color in token production. It obviously plays well with Sangrell.
The uncommon is a flying Sprouting Thrinax! Hard not to love even if its cost most likely puts it out of competitive play regardless of its flying. Ridiculous with Sangrell's first ability specially if he can pop his ultimate the turn after, though.
The rare is a bit disappointing after the 2 stellar lower rarity cards. It's very poorly worded and though it has an interesting and original ability, it hardly comboes at all with Sangrell. The only way he can contribute to the lizard growth is with a spider, to put it at 3/3 and afterwards he's no longer able to help it until he fires the ultimate and those counters make it even more massive, but the connection is kind of tenuous and uninspiring. There are a ton of other cards that I can think of to go in the three mana slot and that interact much better with Sangrell than this guy.
I've said it before and I'll say it again: your PW's ultimate is broken, being able to win the spot in a myriad of different ways.
While the common is not bad, I'd much have preferred if it interacted at all with your PW rather than being a kind of a copy of one of his abilities. As it is it feels derivative and lazy.
The uncommon is a much better affair. Interesting, properly balanced, and reasonably powerful it's a perfect Johnny-Spike card that reminds me of good times with Searing Meditation.
The rare is again a sort of repeat of one of the PW's abilities but it's in itself a fun build-around-me creature (which unfortunately, will tend not to be able to untap alive as most of these "cast free stuff upon dealing combat damage cards" have done even being more aggressively costed.) It has some minor wording problems.
: Your PW is very weird. Expensive, with too irrelevant effects for the point it enters the game and his last two abilities push you to do very different things (playing lots of creatures or playing as few as possible.) Surprisingly bad for what I've come to expect from you.
The common seems overcosted and with two very disconnected effects tacked together just to vaguely resemble something that your PW do. Like with Prophilaxis' cards, I'd much rather see something that interacts with your PW or advances his plans, rather than something that apes him. Also, why does this card have white in its cost at all?
The power and complexity of your uncommon is that of a rare and definitely undercosted. It also needs the "nontoken" clause or your opponent will be left without a hand (while you filled yours) really easily. Also it relates only in a vague thematic way to your PW.
The rare is another card that could have been monoblack. It's the best of the bunch, though. Oh wait, it says "a player" meaning that you yourself can exploit it in engines of pure broke and hatred for balance and the living. :/
The Planeswalker is fun and interesting, but like Prophilaxis' its ultimate is super broken, perhaps more than his as yours doesn't have a limit, so as long as you have enough draw spells and a few game enders (like Cruel Ultimatums) you can draw your deck in the spot and finish it before even passing priority to your opponent.
Your common feels really powerful, but in truth, this kind of tutoring is uncharted territory. Make it go on top of the library seemed like a good safeguard against brokeness but now I worry it easily breaks cards that care for the top of your library. Nevertheless, interesting and helpful to your PW.
I really like your uncommon. Its cost make it difficult to break, but in the right deck it can reap great dividends. More times than not it will be an instant-speed Divination, which is perfectly fine.
Your rare is cool and I have come up with something similar myself in the past. From such attempts I strongly believe that the wording should be something like "Choose a target spell, then choose one-". Also (and this is just personal preference) I'd have liked it better if it costed a little more and allowed you to "choose two". Nevertheless, this is the card of your bunch that's most disconnected from your PW and for that it loses a few points.
I have a number of complaints about your planeswalker, but this is not the time to judge him.
Your common is neat and properly costed/balanced and obviously superb with your PW's +1 (which should belong to a white PW, but that's neither here or there). I almost wish that ability was worded to last until your next turn and the golem to deal his damage when blocking too, but that may be just me.
The uncommon has rather bland effects (one of which is -again- white) and could have been a common. Not bad but rather disconnected from your PW and a bit random.
Your rare is fine and versatile, but again disconnected from your PW. "hey, it's an artifact and that guy likes artifacts" is a very tenuous link.
I have already praised your "unique" mechanic, even if i don't particularly like your planeswalker that much.
The common is neat but I really believe it should say "non land" as you can build your deck full of non-basic lands and deal really outrageously big amounts of damage. Then again, 3 mana is not particularly broken for a removal spell, but it's more the principle of the matter.
Your uncommon is another card where the fact that it counts lands can net you a really huge (and most likely evasive) creative for very little. This one more than the common needs that fix.
Your rare is a very interesting design but once again, the matter of the lands makes it grotesquely broken! I'm surprised you didn't consider this!
Top 3:
1. Ninja_Caterpie
2. Prophylaxis
3. Savia
HN to dewdagreek, to whom I'd have given first place if his mechanic wasn't broken by a slight oversight
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.
Ninja Caterpie - Tutors shouldn't be common, especially not tutors attached to creatures. It's bad for limited environments. The uncommon seems precariously balanced, depending on what other cards are in the environment with it, I could see 3 mana being too cheap. Your rare is pretty cool, though I'd prefer it to cost UUR because it can hard counter.
Savia - Even though it matches your planeswalker, I don't see blue ever getting a card that cares about tokens. Especially not an instant speed draw two for 2. The drake is really powerful and pretty fun. Your rare is odd, in that it both benefits and gets hurt by your ultimate. It gets trample, but can never grow any larger.
drewdagreek - C/P my feelings from last round on the unique keyword. The common is very nice limited removal, possibly too good. Strangely, counting unique permanents pushes players toward having multicolored decks so they can have one of each basic land. The dreamform probably couldn't stay at uncommon, it would wreck limited. Your rare calls cards in your hand unique which just opens a whole can of worms. If those can be unique, does that mean "face up cards" counts the graveyard as well? Suddenly this mechanic got a whole lot more complicated that it should be. In a deck built around this uniques (or in commander) this will often be pay 7, draw 8 cards and play your entire hand for free.
Prophylaxis - So a strictly worse thirst for knowledge. I can't say that makes the card bad :p. The uncommon is interesting, I wonder if making the ability cost 2 rather than 1 is necessary, since it's only a threat in limited and the odds of building a deck to really abuse it in that environment are terrible. The hellkite sort of interferes with the -2 ability of your walker, but that's it. I think the dragon is probably too powerful for a 6 drop.
Maokun - Hexproof and the ability to be a 4/5 on a 3 mana card is too much for common. Your uncommon is a bit too corner case for my liking. I can't imagine it ever being printed, its so niche. The rare is good, it feels slightly boring to me though. The combo with your walker's + ability is cute.
queensauce - It says something bad about your planeswalker that the only way you can interact with his abilities is by playing a lot of creatures. The common is pretty awful, but useful enough in certain decks. The uncommon needs to say this turn on it, but is a pretty good card. The rare is very interesting, but it's usability takes a big hit for not saying X or less.
Rithaniel - I'm not seeing any reason for the common to be white, at the very least the token could have been multicolored. The uncommon should be a rare: card advantage from any player sacrificing a creature plus turning all of your creatures into Ravenous Rats? I can't help but compare the prince to necroskitter, which I think is just a better design. Even if you fixed it to only stealing opponent's creatures so you can't have a thousand infinite combos in your deck from sacrificing the same creature as many times as you want.
Top:
1. Ninja Caterpie
2. Savia
3. Maokun
Private Mod Note
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
I can extend the deadline if necessary, but everyone needs to provide a Top 3, regardless of whether you think you will be advancing or not. The deadline is ostensibly 3.5 hours from this post, I'll evaluate what we have later but it doesn't look good atm.
Also, I prefer to continue critique discussion in the relevant round thread, not in the general CCL Discussion thread. That's not an ultimatum or anything, I just think the discussion makes more sense here, and lots of posts in the discussion thread make it harder to maintain the hosting schedule.
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.
Players:
Ninja Caterpie
Savia
drewdagreek
Prophylaxis
KoolKoal
Maokun
queensauce
Rithaniel
Challenge:
Design a vertical cycle (common, uncommon, rare) of planeswalker themed cards, like Jace's Erasure, Jace's Ingenuity, and Jace's Archivist. At least one of these cards must be a permanent and at least one must be a nonpermanent. These cards should all combo with your planeswalker from last round somehow (so include or link to your walker).
Previous Rounds:
Signup Thread
Round 1
Round 2
Round 3
Deadlines:
Submissions are due by 9PM Pacific Time, Wednesday, September 19th
Critiques will be due by 9PM Pacific Time, Friday, September 21st
Critique all of the other 7 players and provide a Top 3. The four highest scorers will advance.
Socrates 92 + (2 2 = 4/6 =) 67 = 159
charut 122 + (2 = 2/6 =) 33 = 155
Cardz5000 16 + (1 = 1/6 =) 17 = 33
Ninja Caterpie 122 + (3 2 1 = 6/6 =) 100 = 222
Savia 92 + (1 2 3 = 6/6 =) 100 = 192
Æthermage 67 + 0 = 67
South
MagicProfessor28 75 + (1 1 3 1 = 6/15 =) 40 = 115
drewdagreek 97 + (2 2 = 4/15 =) 27 = 124
willows 50 + (2 2 2 = 6/15 =) 40 = 90
Prophylaxis 173 + (3 3 1 = 7/15 =) 47 = 220
Polendino 81 + (1 3 = 4/15 =) 27 = 108
East
void_nothing 77 + (3 2 = 5/12 =) 42 = 119
yewlas 134 + (1/12 = 8 =) 8 = 142
KoolKoal 125 + (1 2 2 3 2 = 10/12 =) 83 = 208
Arcel 57 + (2 2 1 2 = 7/12 =) 58 = 115
Chadly Whiplash 70 + (1 1 = 2/12 =) 17 = 87
Maokun 84 + (3 3 2 = 8/12 =) 67 = 151
West
Cythare 35 + 0 = 35
Random_Nation 88 + (1 1 2 = 4/12 =) 33 = 121
Krey 77 + (2/12 =) 17 = 94
queensauce 100 + (1 3 2 1 3 = 10/12 =) 83 = 183
Rithaniel 121 + (1 3 2 3 1 = 10/12 =) 83 = 204
foo_intherain 90 + (2 2 = 4/12 =) 33 = 123
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
Ontra, Heart of the Wild 3G
Planeswalker - Ontra (M)
+0: Until the beginning of your next upkeep, whenever a creature enters the battlefield, put a loyalty counter on Ontra.
-3: Until the beginning of your next upkeep, whenever a nontoken creature enters the battlefield, put a 1/1 green Saproling creature token onto the battlefield.
-8: Put X +1/+1 counters on each creature you control, where X is the number of creatures you control.
<4>
Ontra's Sentinel 1G
Creature - Treefolk Warrior (C)
When Ontra's Sentinel enters the battlefield, you may pay G. If you do, search your library for a card named Ontra's Sentinel and put that card onto the battlefield. Then shuffle your library.
1/2
Ontra's Wolfhound 1GG
Creature - Wolf (U)
At the beginning of the end step, if Ontra's Wolfhound dealt combat damage to an opponent, put a 2/2 green Wolf creature token onto the battlefield.
3/3
Ontra's SummoningsXG
Sorcery (R)
Multikicker 1G (You may pay an additional 1G any number of times as you cast this spell.)
Search your library for a creature card with converted mana cost X, then search your library for another creature card with converted mana cost X for each time Ontra's Summonings was kicked. Put those creatures onto the battlefield. Then shuffle your library.
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////
:3mana::symg::symu:
Planeswalker - Sangrell (M)
+1: Destroy target creature. Its controller puts a 3/3 green Ape creature token onto the battlefield.
-2: Put a 2/4 green Spider creature token with reach onto the battlefield.
-7: You get an emblem with "Creatures you control are 6/6 and have flying and trample."
4
I am working on the assumption that Sangrell is included in Magic 2014, and designing core set cards to fit. The "returning" mechanic for that set is just multicolour, to fit in with the recently completed Return to Ravnica block and show off some non-guilded, Core Set-appropriate multicolour designs.
Sangrell's Experimentation
1U
Instant (C)
Draw a card. If you control a token creature, draw an additional card.
"It takes a sharp eye to see down the lines of generations and spot which species will come to be useful at a later stage. Thankfully, I grew three such eyes in a thaumavat this morning." - Sangrell Par, biomancer
Sangrell's Mycodrake
3GU
Creature - Drake Fungus (U)
Flying
When Par's Mycodrake dies, put three 1/1 green Saproling creature tokens onto the battlefield.
3/3
"With fungal muscles and mushroom wings, it is hard to tell if it is a single entity or a mushroom colony. Either way, it is a beautiful specimen." - Sangrell Par, biomancer
Sangrell's Predator
2G
Creature - Lizard (R)
Whenever another creature enters the battlefield under your control, if Sangrell's Predator's power is less than that creature's power, put +1/+1 counters on Sangrell's Predator equal to the difference.
Sangrell's Predator has trample as long as its power is 6 or greater.
1/1
"Since creating it, it has consistently evolved to match the perfection of everything I have made since. I do not know whether to be frustrated or delighted." - Sangrell Par, biomancer
I run a Tumblr for Magic-related statistics, graphs, and quizzes. Come check it out!
Instant (C)
Draw three cards, then discard two cards.
Sometimes, Emus learns irrelevant information and accidentally forgets the really important stuff.
Izmagus's Familar 1UR
Creature - Elemental (U)
Whenever you draw a card, you may pay 2. If you do, Izmagus's Familiar deals 1 damage to target creature. Tap that creature.
2/2
Emus's Hellkite 4UR
Creature - Dragon (R)
Flying
Whenever Emus's Hellkite deals combat damage to a player, you may cast an instant or sorcery card from your graveyard without paying its mana cost. If you do, exile it as it resolves.
4/4
"I love them. Their breathing literally makes you smarter."
Emus, Master Izmagus
Emus, Master Izmagnus 3UR
Planeswalker - Emus (M)
+1: Draw two cards, then discard a card.
-2: Return target instant or sorcery card from your graveyard to your hand.
-7: Search your library for up to three instant or sorcery cards and cast them without paying their mana costs. Then shuffle your library.
4
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
Planeswalker...
That's what he was. He was a planeswalker. He had to be. It was the only explanation he had found that had made any sense. It had taken him a long time to even find a mind that knew the word. Two years, it had taken him, until he found the dreams of an artificer. Dreams of an organization called "The Infinite Consortium".
From there he had been able to follow a trail of clues to other individuals who knew of the organization. He learned how Planeswalkers worked, how they traveled from world to world, and he figured out that the space between worlds was known as "The Blind Eternities". Once he had gotten to this point, and discerned that this was where he was, he began to wonder how it was that he was stuck in The Blind Eternities, when no other planeswalker had this problem. He began asking questions of the powerful minds in Esper, the leaders in Bant, demon prince's in Grixis, even one planeswalker who was taking a nap on a bed of leaves in Naya. None thought it possible to even stop in The Blind Eternities, it was too destructive, too raw. They couldn't even begin to fathom the amount of power you would have to sustain in order to be survive there.
Yet, here he was. It was the only explanation that made any sense. Though, clearly, the answer to why this was possible was not in Alara. He would have to look elsewhere. So, he found another planeswalker and looped a bit of his dream self around her mind. As that planeswalker left the plane, a new thread of Nihoh's dream self trailed out behind her. Nihoh had been practicing his control over his dream self over these two years as well, and now, unlike when he first found Alara, the threads of his mind were sound and stable, even across the endless abyss of The Blind Eternities. Though, even with this practiced stability, he was not prepared for what came next, as the planeswalker touched down on a strange world, and Nihoh's sight was suddenly pulled away from her mind.
He was standing in a green field, morning mists still rolling through the air. Before him were three towering figures made of wood and grass, each one's head lost in the fog, each with two glowing, green, eye-shaped patches glaring down at him through the mist. Crackling words he did not understand flitted through the air. This was a dream, he could tell, it was too empty, too muted, but he was not in control of it, and that meant danger for him. He had to get his bearings, he had to take control of the dream. Though, before he could think to act, the foremost tree-man moved...
Nihoh opened his eyes, instantly realizing how incredibly stiff he was. He had been in a dreaming trance for years now, not moving. Though, he couldn't take a moment to work out that unbelievable stitch in his back, else his grip on other planes would wink out forever. Whatever those things had been, they had knocked him out of his dream self. They were clearly hostile, and would not give him the time to get a grip on the dream, so he had to come back in with brute force...
Closing his eyes, he forced a surge of his mind and his power back into the dream. As his fading dream self redoubled, white flashed out, and the tree-men began collapsing around him.
As he left the dream and began to look about the plane for the first time, he realized it was not a dream of a creature, but of the land itself... a grove of tress that slept. He had been forcibly drawn into the dream as his mind passed over it. As he quested out, now, he found more locations like this: oceans, fields, and cliffs that slumbered and woke from time to time. He'd have to be careful where he went while he was in Shandalar...
Wardens of Kalonia 3GG
Creature - Elemental U
Lifeforce — 3GG: Put a 3/3 green Elemental creature token onto the battlefield. Activate this ability only if you have less life an opponent.
"These forests are the original source of your strength. How can one lay siege against the source of all strength itself?"
—Aloako, human philosopher
3/3
[-3]: Target player chooses a number of creatures he or she controls equal to the number of creatures you control, then sacrifices the rest.
His web was growing quite complex. About twenty five years it had been now, and he had strings of his mind trailing from his bubble in The Blind Eternities to sixty eight different worlds. A long time he'd had to practice his ability and grow stronger. When he had first developed a string of his mind into Alara, it had been all of his strength just to keep it together. Now, even with over five dozen threads of his mind connecting him to different worlds, not counting the dozens upon dozens of back up threads he had going from world to world in case some powerful being decided to try and cut one, he wasn't even breaking a sweat.
His ability to keep his web up wasn't the only thing that was improving either. After as much time he had had to practice, not only could he stand within multiple minds at once, but these minds could be entire planes apart. It was no more difficult than juggling. He just had to get the rhythm figured out and then he could do it as long as he want. Though, with nothing but time to practice that rhythm, he was easily up to over three thousand minds at once, and his mind able to articulate and organize itself within each one separately without confusing itself. He was even toying with the process of giving a waking creature a dream or nightmare. He had always been able to give the occasional creature a heart attack with a nightmare, he just had to know what to show in the nightmare. Though, for all his power, he was still vulnerable. He still had to link his mind with another in order to walk among their dreams, and, while there, powerful or clever minds could harm him. Enough force, and it might actually knock him out of the plane entirely. That's why he had backup threads.
Not to mention, for all his ability at controlling dreams, he was no closer to actually escaping his prison. Those few who he had found who were not only knowledgeable enough to know what The Blind Eternities were, but who also seemed intelligent enough to figure out a way out, were convinced that a creature could not be trapped there without also being erased from reality. Many thought that Nihoh was simply a man who broke into their house and cast a spell to enter their dreams. He was actually wanted in some nations, as word got around of a man doing this to dozens of high ranking magi night after night. They would never catch him, of course, and it was giving him practice to both break through mental wards and to see how long he could keep a mind asleep against it's will. In fact, the only thing the hundreds of minds he had interviewed had managed to agree on was that it would take enormous amounts of power to pull off that stunt. So, Nihoh figured he was extremely powerful. A lot of good it was doing him.
He would not be discouraged. He was always finding new places to look. Just recently, in fact, he had an encounter with an ogre planeswalker by the name of Loguh. While the encounter hadn't ended on the best of terms, in Nihoh's opinion, it had given him a new place to seek out: Iquatana. It took him some time of searching across the minds of the multiverse, but he eventually managed to find a planeswalker who intended to go to the world. All Nihoh had to do was wrap a thread of his mind around the planeswalker's mind, and wait. It wasn't all that long, either.
However, as soon as Nihoh sent his mind out into the world, he knew there was something different about this world. Where, in most worlds, he could find individual beings dreaming or awake. In this one, there was no discerning one sleeping creature from another. It all bled, seamlessly, from one place, one creature, into another. It was as though the plane was nothing but a dream formed of Æther. Memory, imagination, even hallucinations had physical form here. There were locations where it was more dense than in others, schools of memories taken the form of jellyfish and hallucinations taken the form of whatever horror they had been born as. Though, Nihoh was enthralled. As he came into these dreams, set foot upon them to explore the dreamscape, he was actually setting foot on the surface of the world. It was still a dream, but this world, he was experiencing it the same way others did. It gave him a small sense of normalcy.
He stayed there for a time, ignoring the rest of the multiverse he had connections to, learning ways of mind magic he had not known before. Though, he knew he couldn't stay here. He had a goal to achieve. Though, over the next few years, he would keep a presence on the plane, in the hope that something like the means for him to create a new body for himself would be there...
Dreams of Hardship 2WB
Enchantment R
2W: Creatures you control get +1/+1 until end of turn.
2B: Creatures you don't control get -1/-1 until end of turn.
The battles of Iquatana are forever powerful. Even memories of them change the landscape.
Planeswalker - Nihoh M
[+1]: Any player may sacrifice a creature. If no player does, put a 2/2 black Spirit creature token with flying and lifelink onto the battlefield.
[-3]: Target player chooses a number of creatures he or she controls equal to the number of creatures you control, then sacrifices the rest.
[-3]: Target player loses X life and you gain X life, where X is the number of creatures you control.
[[5]]
Fifty eight years it had been now...
Nihoh looked down at his hand through half-lidded eyes, barely aware of it through the labyrinth of planes he had his mind connected to. There were no wrinkles on the back of his hand, no stiffness, except for the stiffness of staying in one place for too long. He was close to eighty years old at this point, yet had the body of an young man still. Would he ever grow old here? Would he ever die?
Then again, maybe he was already dead, and this was his afterlife. Maybe he was stuck in his own private hell, and the hundreds of worlds he had contacted, all this potential he supposedly had, all this power, were just constructions of his deluded mind.
The Kalashtar closed his eyes again, sending his aged mind back out through the thousands of planes he had anchors in. No sense dwelling on possibilities. All he had was the potential that what he was experiencing was real. That was enough. Though, it had been a few years now that he'd given up on making it out of this prison of his. He had grown too accustomed to it. He had spent two thirds of all the time he had ever known in this place, in a dream, wandering from one world to another. If he were to break out, would he even remember how to walk? No, he had realized, if he were to achieve his freedom, he would likely just sit down and return to the dream state. It was all that he knew.
So, he had decided that, if this was his world, he would aspire to something within it. He became the adviser to a series of rulers across the multiverse, slowly persuading them to develop their nations in the directions he wanted them to go. He emulated god by giving people prophecies in the form of dreams, and manipulating others to make his predictions comes true. With a few skills he had picked up, namely making a person sleepwalk, and the ability to enter multiple minds at once, he raised entire armies in the night. He sat within the minds of magi and discussed their research for hours. He even wooed some women while appearing as a suave version of himself in their dreams.
He was beginning to come into his own...
Nihoh's Summons 3WB
Sorcery C
Put a 2/2 black Spirit creature token with flying and lifelink onto the battlefield. Target player sacrifices a creature.
"The dreamwalker can bring tidings of joy or of pain. Join us that you might be found with joy."
—Garrun Toh, prophet of the dreamwalker
Nihoh's Ambition 1WB
Enchantment U
Whenever a player sacrifices a creature, you may draw a card.
Whenever a creature enters the battlefield under your control, target player discards a card.
“One man’s dream is another man’s nightmare.”
—Nihoh Sann
Nihoh's Prince 3WB
Creature - Spirit R
Whenever Nihoh's Prince deals combat damage to a creature, that creature's controller sacrifices it.
Whenever a player sacrifices a creature, return it to the battlefield under your control.
1/4
Planeswalker - Nihoh M
[+1]: Any player may sacrifice a creature. If no player does, put a 2/2 black Spirit creature token with flying and lifelink onto the battlefield.
[-3]: Target player loses X life and you gain X life, where X is the number of creatures you control.
[-3]: Target player chooses a number of creatures he or she controls equal to the number of creatures you control, then sacrifices the rest.
[[5]]
Planeswalker - Arph
+1: Return up to one creature you own to your hand. If you do, add mana to your mana pool equal to its mana cost.
-X: Exile target creature with X time counters on it. If it doesn't have suspend, it gains suspend. (X can't be 0)
-7: You gain an emblem with "Cards you own can't be the target of spells or abilities your opponents control in any zone."
[5]
------------------------------------------------------------------------------------
Arph's Disciple 1GU
Creature - Rhino Monk (C)
Hexproof
When Arph's Disciple enters the battlefield, if it wasn't cast from your hand put two +1/+1 counters on it.
2/3
Arph's Unvocation 1U
Instant (U)
Until end of turn if a creature would enter the battlefield under target player's control and it wasn't cast from his or her hand, put it on the bottom of that player's library instead.
Arph's Summons XG
Sorcery (R)
As an additional cost to cast Arph's Summons discard a creature card with converted mana cost X.
Search your library for a creature card with converted mana cost X+1 and put it onto the battlefield.
Creature - Human Wizard (C)
When Kerick's Analyst enters the battlefield, search your library for an instant or sorcery card, reveal it, then shuffle your library and put that card on top of it.
1/3
Kerick's Experimentation 2U
Instant (U)
Draw a card for each instant or sorcery spell you cast this turn.
Kerick's Trickery 1UR
Instant (R)
You may copy, counter or change the targets of target instant or sorcery spell.
Kerick, the Spelltwiner 2UR
Planeswalker - Kerick (M)
/+1\ Until the beginning of your next upkeep, you may cast sorcery spells as if they had flash.
\-2/ Kerick, the Spelltwiner deals 1 damage to each of any number of target creatures.
\-6/ You may cast any number of instants or sorceries from your hand without paying their mana costs.
<3>
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Round 1
Round 2
Round 3
Planeswalker - Venge (M)
[+2] Up to one target artifact is indestructible this turn.
[-1] Artifacts you control gain ":symtap:, Discard a card: Draw a card." until end of turn.
[-7] Sacrifice any number of artifacts. For each artifact sacrificed in this way, Venge, Burning Tinkerer deals damage equal to twice that artifact's converted mana cost to target creature or player.
{2}
Artifact Creature - Construct (C)
Whenever Venge's Shockroller becomes blocked, it deals damage equal to its power to defending player.
"My machine's are fragile, you say? That reminds me of the Loxodon that called me fat... I killed him too."
—Venge, Burning Tinkerer
3/1
Venge's Charm R
Sorcery (U)
As an additional cost to cast Venge's Charm, sacrifice an artifact.
Choose one — Deal damage to target creature equal to the sacrificed artifact's converted mana cost; or return target artifact card from your graveyard to your hand; or draw two cards, then discard a card at random.
Venge's Hydraskelion 7
Artifact Creature - Hydra Construct (R)
Venge's Hydraskelion enters the battlefield with four +1/+1 counters.
Sacrifice an artifact: Put a +1/+1 counter on Venge's Hydraskelion.
Remove two +1/+1 counters from Venge's Hydraskelion: Return another target artifact card from your graveyard to your hand.
0/0
maybe later I can link to my old stuff (work's killing me). I've moved Unique into red... I knwo red is thematically the artist's color.. but that's quite a difficult task in such a battle heavy game. Note I did use entwine in round one.
Seshaka's Contempt 2R
Instant (C)
Seshaka's Contempt deals damage equal to twice number of unique permanents you control to target creature. (A unique card shares no name with another face up card)
Nothing is more worthy of scorn than banality.
Seshaka's Dreamform 1GG
Creature - Avatar (U)
Seshaka's Dreamform's power and toughness are equal to the number of unique permanents you control. (A unique card shares no name with another face up card)
Creatures with a power less that Seshaka's Dreamform cannot block it.
Let less minds cower for the visions of the inspired.
*/* <------- Added in an edit before other crits... cosider it if you wish, or not.
Seshaka's Exuberance 2RG
Sorcery (R)
Choose one - Draw cards equal to the number of unique permanents you control; or reveal your hand. You may play any number of unique cards with converted mana cost X or less without paying their mana cost, where X is the number of unique permanents you control. (A unique card shares no name with another face up card)
Entwine 1RG (If you paid the entwine cost, do both)
Seshaka, Singular Blossom :3mana::symr::symg:
Planeswalker - Seshaka (MR)
[+2] : Unique creatures you control get +2/+2 and haste until end of turn. (A unique object does not share a name with another face up object)
[-3] : Put an X/X colorless creature token into play with no name and no type. X is equal to target creature's power.
[-6]: You gain an emblem with "Planeswalkers you control may activate one additional ability per turn"
[5]
Your common card is a sort of Mwonvuli Beast Tracker for instants and sorceries. This seems like a fine card and will probably be printed some day. The stats and CMC are about right (in line with Archaeomancer) and the flavour is spot on. However, I think the card is fine in monoblue and don't see the effect of the red here other than to strengthen the tie to your planeswalker. It is also probably (like the Tracker) better suited to uncommon. Still, little to critique here.
Your uncommon is a spin on Storm, essentially, which is a dangerous playground to be in. Although it only counts instants and sorceries, many storm combo decks live and die by these and High Tide in particular would get a real boost from having access to the card. Design wise the card is fine but the power level in combo decks is a real concern.
Your rare card has a neat concept - a Swiss Army Knife Cancel, Reverberate, and Redirect. I'd love to see this spell printed at some point. Your execution is a little hazy however; getting a spell this much better than Cancel should mean a cost increase, not just shifting a mana symbol. Also, hard counters should always have double U in their costs. The card really wants to be modal, so that you have to announce which you're going to do up front. Finally, the copy option should allow you to change targets for the copy, otherwise it doesn't work the way that most people want and expect.
Overall: Some strong ideas with some execution flaws. Also, no flavour text on even the shortest cards gives up the opportunity for some added resonance.
Your common card is a sort of Flame Slash variant, dealing a scaling amount of damage to a creature. I think that counting my unique permanents isn't a very straightforward operation, as I have to care about my opponent's board as well as mine. Furthermore I have to examine each and every permanent in turn to see if it counts. Finally, I double that number - meaning that this spell can kill most creatures with little trouble. It doesn't feel common to me; I think not doubling would have been more interesting, but I'd prefer something that was the simplest possible execution of the idea, like "~ deals [large] damage to target non-unique creature." The flavour of your name and flavour text are good but the card mechanic doesn't fit - I am not punishing someone for being unoriginal, but instead hurting them with how unique I am.
Your uncommon takes the complex operation of your common and makes it constantly in flux and constantly relevant. The kinds of games I'd be worried about would be ones where my opponent and I have the same cards in our decks. So for example, playing a Centaur Courser would make this guy bigger. But my opponent playing one now makes it smaller. If one dies, my guy gets bigger - unless they trade with one another, in which case he stays the same. All this adds up to there not being a quick mental shortcut for counting "uniqueness" - I have to laboriously check it every time. I think this makes the card too frustrating to play with. That being said, I do like the use of the AVR "lesser-power" evasion clause here, as it nicely incentivises making my guy as big as I can.
Your rare card takes this all to another level of complexity, giving a great deal of options. Strike one for me is that the card allows mass card drawing in straight red-green, which is not on-pie. Strike two is that the second option is very difficult to evaluate. For example, I have a single Centaur Courser on the battlefield - he's unique, so he counts towards my "X". But the Courser in my hand is not unique, so I can't cast him. This is not the kind of thing I'd want to try and figure out.
Finally, although mechanically linked to your planeswalker, none of your cards really combo with it.
Overall, you had an original idea but it is dragged down by a poor mechanical concept.
Your common is a sort of Sift / Catalog variant, which hasn't been printed yet and seems decent. I think you're underestimating the power of instant speed card filtering here; although this card doesn't net you card advantage, the effect is very strong and a strictly-better Catalog is probably a bit too much. 1UU or 3U might have been wiser. Your flavour is a little mixed - the flavour text would have worked better with a red-style card that discarded cards first, or discarded at random.
Your uncommon is a little engine card, kind of like a Stun Sniper variant. Most of the time he'll just trigger once each turn as you draw for the turn; of course with your planeswalker he could go into overdrive. I like this little guy.
Your rare is an awesome Dragon with a cool flashback saboteur ability. I love it and have nothing bad to say about it.
Overall: Strong submission with only a couple of minor tweaks.
Your common card has a neat variation on supertrample (the Rhox ability) that I don't think has been seen before. On his own, he is pretty weak, as an overcosted 3/1; however his interaction with your planeswalker is great, creating a genuine threat. I like the red feel to the card, despite being an acceptable artifact in the vein of Juggernaut.
Your uncommon is a Charm with an additional cost. The first ability made me hope that all the modes would key off of what I sacrificed somehow, but that's more of a missed opportunity than a genuine flaw. The first mode is great, operating as a sort of cheap (and fair) Shrapnel Blast. The second mode is fine, but is likely to cause confusion on whether you can return the artifact you just sacrificed (you can't). The third ability is very poor, giving me two cards in exchange for three (Charm, an artifact, and a random discard). As a charm the third ability certainly should be worse than Faithless Looting, but I'm not sure it needs to be this much worse. The overall charm shows a good bit of what Venge is all about, though, and the flavour feels good.
Your rare has a really cool feel to it, combining Arcbound Ravager and Arcbound Reclaimer. The final card is probably a bit strong, because without any many requirements for its abilities, it likely enables an infinite combo somewhere (Mox Opal is probably involved). I do like the ability to regrow artifacts that were looted away by your planeswalker also.
Overall: Decent cards with good ties to your planeswalker, but a few power level splotches.
Your common card is a decently sized hexproof creature at base, with an unusual trigger to make it a stomping 4/5. The combo with your planeswalker is very loud, rather than the subtletly of something like Garruk's Companion, but its an exciting bonus. It'll probably combo from reanimation as much as from flickering, but the overall impression is decent. A card with such an unusual trigger would probably be better suited to uncommon. The flavour is simple and effective.
I really enjoy the word "Unvocation", and the flavour of your next card seems good as a result of that. The card itself is an odd kind of hoser, as it combos with flickering, but also shuts down reanimation, token production, and Tooth and Nail. This is actually a well-designed and novel hoser in the spirit of Grafdigger's Cage, but not as heavy-handed. I think the cost is about right as well.
Your rare is a very interesting Green Sun's Zenith variant, and the combination with your +1 is straightforward and appealing. Thinking about the card as a whole, it seems to be fair to weak - it is card disadvantage after all. Of course it gains a little flexibility over GSZ as a result. Overall a neat and interesting rare. It is missing an instruction to shuffle the library, though - proofreading is important
Overall: Solid designs with a good connection to the planeswalker.
Your common is a straight-up Llanowar Sentinel variant (and the name implies that you knew that). This obviously doesn't score you any originality points, but with a 1 mana reduction both to cast and to use the ability, the play experience will probably be a fair bit different. It could also be read as a sort of multikicker card that makes 1/2s. I like 2/3s more than 1/2s, as they tend to have more of an effect on the board in Limited, but the combo with your planeswalker is clean and it even works with all three of their abilities. Overall a clean but unexciting design.
Your Wolfhound also plays into the token swarm strategy, with a potential stream of tokens. The wording is really odd here - why not just trigger on combat damage? Why wait until the end step? Combined with that, I find the decision to have the card be a 3/3 Wolf that makes 2/2 Wolves aesthetically unpleasing. It would feel better if either the card was a 2/2 Wolf, or a 3/3 that represented a hunter or similar character (think Turntimber Ranger). Also, a wolfhound is a dog that hunts wolves, not a wolf. All that being said, a creature that makes tokens as a saboteur ability is relatively untapped design space, and I think this card has some potential.
Unfortunately, the submission really comes off the rails at the rare. Green Sun's Zenith can only get green creatures at this cost, and is good enough to be a Standard staple and banned in Modern. Your card has access to all creatures, and has multikicker for a very cheap cost, which makes it unprintable. Furthermore, whilst multikicker is a decent mechanic, it makes little sense to have it here but a variant on your common. They should both just have multikicker.
Overall: Two solid designs and a very overpowered rare, but a strong flavourful theme.
Your common has a really neat idea - producing the same characteristic token creature as your planeswalker. I like this idea and making a token also helps bring the power level down a bit, as it's harder to recur than a Bloodhunter Bat. A 2/2 lifelink flier with a built in Edict is still very, very strong at 5 mana and certainly too strong in Limited for common - Vampire Nighthawk comfortably outfights most rares in Limited and is the best uncommon in the set; this card is probably comparable in power level and would be happier at uncommon. The flavour is however strong, the tie to Nihoh is there, and the flavour text is fine.
Your uncommon starts to read like an odd build-around me enchantment in the vein of Furnace Celebration, with a hard to do trigger that brings a big benefit along. The second trigger however is much easier, and is pretty strong at 3 mana - I guess Dire Undercurrents is the closest comparison. The card as a whole just doesn't really gel for me, as the two triggers don't have any relation to each other except if you've also got the planeswalker there. It doesn't stand on its own legs.
Your rare has a really neat first ability, a kind of stronger deathtouch that can also take care of indestructible creatures and so on. However, the second ability is flat-out unprintable - It That Betrays is a fine card because it only returns things sacrificed by your opponents. Nihoh's Prince makes Death Cultist into an infinite combo.
Overall: Serious power level issues drag down an otherwise interesting and varied set of designs.
2. Maokun
1. Prophylaxis
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Top 3
1. drewdagreek
2. KoolKoal
3. Prophylaxis
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////
It's not a cancel though. It's "counter target instant or sorcery spell" which is like a 'bad' Negate. I Didn't make it modal because then it would take up like 5 lines and be a lot uglier lol. Good point on the copy thing though, I forgot about that.
The Sentinal seems a bit complicated and efficient with tutoring for a common (yeah, okay, same problem with mine trolo) and actually seems really powerful. Being about to grab more for less than its normal mana cost is pretty good. Even in constructed you can spend 5 mana to get four 1/2s; that's hardly shabby. In limited if you manage to grab a few it's crazy how good it can be. I'd rather have the payment be equal to its mana cost, or just make it smaller (a 1/1 would be fine)
The wolfhound is cool, but the trigger is strange. Why end step and not just as a damage trigger? It has to be combat damage anyway. The wolf shouldn't really do anything super amazing on your turn (it works the same with the planeswalker too) so what gives?
Summonings once again seems like it has potential to be really, powerful. Not only is it a much better Green Sun's Zenith (honestly, shuffling is an downside with things like Snapcaster Mage around) which is already efficient enough to be banned in Modern because of Dryad Arbor, this can be kicked to get more copies out! For 7 mana, this thing can get you two four mana guys, or, uh, three Tarmogoyfs. Nope.
The planeswalker itself is fine, and the abilities are cool. I dislike the +0 and -3 going until your next upkeep because it's a weird stretch of a mechanic which makes a green card discourage opponents playing creatures. IDK.
Savia:
Experimentation is nice and simple. It's probably a bit terrible in limited unless you have a hardcore token theme (which is unlikely when the returning mechanic is multicolor) and even in constructed, blue isn't exactly the king of tokens. Maybe it could work of having any creature and just cost a bit more?
Mycodrake is fine and fun. A cool limited filler uncommon that does what it does with good flavour. Might see play in constructed, but that's fairly unlikely I reckon even if it doesn't die to removal.
Predator seems pretty cool. It'll always be the biggest creature you control and all you have to do is play a Primeval Titan or something to make it pretty big. That said, it could probably start at like 2/2 or something considering it's going to grow anyway and its starting power isn't that big of a deal. Not letting it die to removal might make a 3 mana 1/1 more playable.
The planeswalker is interesting, and I like the callback to Simic Sky Swallower. The -2 seems a bit random though (i'm also guilty of this in my need to shut down a creature lols)
Prophylaxis:
Gleaning is a solid common filtering spell. I'm actually surprised it doesn't exist; it's got all its variants like Compulsive Research and even Probe, but not this base card.
Familiar has a funny name but I guess Flames of the Firebrand exists so lolpe. The ability is pretty good, but it seems a bit expensive to really get much out of and one damage usually means it'll just end up tapping the creature and making it unable to block. Still, being able to get rid of X/1s is good.
Hellkite is sweet. It's a fatty, it's like a dragon except there's a Snapcaster Mage riding the dragon and every time he punches someone he snapcasts. Sweeet.
The planeswalker is just a UR planeswalker. Pretty default stuff; filtering cards and caring about instants or sorcery. I have to say, I do like the synergy between all the abilities, but I reckon your signature spells draw too much from the planeswalker; your common is just a filtering spell like the +1, and your dragon just gets stuff out of the graveyard like your -2.
Rithaniel:
Summons is pretty simple, although it feels weird worded like this. Swap around the sacrifice and the spirit and it still makes perfect sense. The token should probably also be white and black. The power level should be okay, but I don't know. Vampire Nighthak is pretty powerful and while this isn't exactly a... wait, this is really, really powerful as a common. It's partial removal that also gives you a body. 2-for-1s at common are rather rare and this is really good.
Ambitions is a cool mirror but it does't really seem like an uncommon. It's got a weird trigger and some meh abilities and I think is just trying to be too clever with Nihoh. Really parasitic in that regard because sacrifice is not something that happens often.
Nihoh's Prince is, just like Ambitions too clever with Nihoh to be a good card. It doesn't need a weird deathtouch or that reanimation from sacrifice and would in fact be perfectly fine if it just had deathtouch and 'whenever a creature you don't control dies". You're trying to make it synergise too much and it just ends up a) looking like you tried to be clever with sacrifice as an effect and as a trigger, and b) a trigger too cute to use outside of itself.
Nihoh seems really underwhelming for a 6 mana planeswalker. If you need him to stabilise, there's probably something wrong. It could probably cost 5 with the exact same abilities because the +1 will always be the one they want. That said, a planeswalker with no ulti and two normal minus abilities is interesting.
Maokun:
Disciple is a fair common, but I don't like weird esoteric abilities on commons. This doesn't do anything special unless you get it from like a Green Sun's Zenith or something (although if you do, it is crazy) and a half-useless ability like that doesn't deserve to really go on a common, I don't think. Tries too hard to synergise with the planeswalker.
Uncovation (what kind of word is that, even? A play on invocation?) is way too clever for its own good. It literally does nothing 90% of the time and is a blue (?!?) hate card for tutors. What even. Should cantrip or something with that kind of cost.
Summons is fair because of the very strict card disadvantage and it reminds me of Birthing Pod. Actually, it is the Pod, just one-time only. It's kinda like you cast the creature, then podded it immediately to get something bigger. Should be fair like that, actually.
The planeswalker doesn't really seem to have synergy or cohesion as a card and is kinda... meh. The ult is lame and doesn't do anything, the +1 is an interesting tempo-for-mana trade (although cool with guys that cost less than 1 mana) and the -X is really the only good ability. This is all on a 5 mana walker? ._.
KoolKoal:
Shockroller seems rather crappy as a 4 mana 3/1 which just goes over the top once. Could probably be three mana considering it will die on the block and just ends up bolting their face.
Charm is interesting, but the last ability is just strange. Draw and discard? That's weird. Also it's still card disadvantage, might as well just make it draw three and discard, or something. And I'd rather also have it as red looting (ie. "discard a card, then draw two cards" or something)
Hydraskelion is an interesting card. It seems a bit weak to be honest, and could probably cost 6. While it is quite useful, the sacrifice is imo too expensive to use often and, obviously, trying to chain it into the partially-reanimation ability is going to result in card disadvantage.
Venge is rather strange in that the abilities, while they all kind care about artifacts, are a bit random together. The cards in general also have little synergy with the walker, except in that the +2 makes your Shockroller less likely to be blocked or something. I dunno, the cards are everywhere - you even had to add looting to the charm and the walker.
drewdagreek:
I have no idea how to judge the power level of cards that care about unique cards. I haven't played enough magic lately to be able to tell and it's especially hard in mirror matches and stuff. That entire portion of the critiques goes out the window.
Seshaka's Contempt seems like fair removal. To be fair, even if you only controlled a single unique permanent (which I guess is fairly likely in limited) it'd be good deal any damage because removal.
Dreamform is very weird. Most of the time your permanents will be creatures (ie. probably a bad Scion of the Wild, which isn't exactly amazing in the first place) but it gets buffed if you have some weird enchantments or artifacts nobody runs or you cracked a dual land in your limited pool. It might also get legend-rule'd by another Dreamform if you're unlucky.
Seshaka's Exuberance is also weird. Unique might be interesting in limited where people play different cards, but in constructed where only 10% of the cards in a pool are playable, you're very likely to be running the same stuff and a rare just doesn't do anything. That said, probably broken with Eldrazi if you just run a lot of crappy dual lands.
#2 Savia
#3 queensauce
ITT: nobody costs tutors correctly
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
1. Ninja Caterpie
2. KoolyKoala
3. Savia
Anyhow. The common is good and combos well with your PW if not very original. I worry a bit that the low "replication" cost means that you can put 4 creatures into play for 2GGG while thinning your deck and giving the PW 4 loyalty, but I guess that being vanilla 1/2s they aren't too dangerous... until you fire the ultimate and they all become 5/6 at worst.
The uncommon... feels way too generic and disconnected from your PW. Sure, it puts a creature into the battlefield which (again) helps its first ability, but any token producer can do that. Your common is much more efficient at that and does it in a more interesting way.
The rare suffers of a power problem: It's strictly better than Green Sun's Zenith (which already pushes the envelope quite a bit) -even without the multikicker- by allowing you to grab any creature in any color. The multikicker is just the cream on top of a broken cake. Too bad, I liked the multikicker in a creature tutor like that.
The common is interesting. It's a card that without a single mention or hint of other colors in its cost or rules text is clearly created to be played in a multicolored deck as blue is the far last color in token production. It obviously plays well with Sangrell.
The uncommon is a flying Sprouting Thrinax! Hard not to love even if its cost most likely puts it out of competitive play regardless of its flying. Ridiculous with Sangrell's first ability specially if he can pop his ultimate the turn after, though.
The rare is a bit disappointing after the 2 stellar lower rarity cards. It's very poorly worded and though it has an interesting and original ability, it hardly comboes at all with Sangrell. The only way he can contribute to the lizard growth is with a spider, to put it at 3/3 and afterwards he's no longer able to help it until he fires the ultimate and those counters make it even more massive, but the connection is kind of tenuous and uninspiring. There are a ton of other cards that I can think of to go in the three mana slot and that interact much better with Sangrell than this guy.
While the common is not bad, I'd much have preferred if it interacted at all with your PW rather than being a kind of a copy of one of his abilities. As it is it feels derivative and lazy.
The uncommon is a much better affair. Interesting, properly balanced, and reasonably powerful it's a perfect Johnny-Spike card that reminds me of good times with Searing Meditation.
The rare is again a sort of repeat of one of the PW's abilities but it's in itself a fun build-around-me creature (which unfortunately, will tend not to be able to untap alive as most of these "cast free stuff upon dealing combat damage cards" have done even being more aggressively costed.) It has some minor wording problems.
The common seems overcosted and with two very disconnected effects tacked together just to vaguely resemble something that your PW do. Like with Prophilaxis' cards, I'd much rather see something that interacts with your PW or advances his plans, rather than something that apes him. Also, why does this card have white in its cost at all?
The power and complexity of your uncommon is that of a rare and definitely undercosted. It also needs the "nontoken" clause or your opponent will be left without a hand (while you filled yours) really easily. Also it relates only in a vague thematic way to your PW.
The rare is another card that could have been monoblack. It's the best of the bunch, though. Oh wait, it says "a player" meaning that you yourself can exploit it in engines of pure broke and hatred for balance and the living. :/
Your common feels really powerful, but in truth, this kind of tutoring is uncharted territory. Make it go on top of the library seemed like a good safeguard against brokeness but now I worry it easily breaks cards that care for the top of your library. Nevertheless, interesting and helpful to your PW.
I really like your uncommon. Its cost make it difficult to break, but in the right deck it can reap great dividends. More times than not it will be an instant-speed Divination, which is perfectly fine.
Your rare is cool and I have come up with something similar myself in the past. From such attempts I strongly believe that the wording should be something like "Choose a target spell, then choose one-". Also (and this is just personal preference) I'd have liked it better if it costed a little more and allowed you to "choose two". Nevertheless, this is the card of your bunch that's most disconnected from your PW and for that it loses a few points.
Your common is neat and properly costed/balanced and obviously superb with your PW's +1 (which should belong to a white PW, but that's neither here or there). I almost wish that ability was worded to last until your next turn and the golem to deal his damage when blocking too, but that may be just me.
The uncommon has rather bland effects (one of which is -again- white) and could have been a common. Not bad but rather disconnected from your PW and a bit random.
Your rare is fine and versatile, but again disconnected from your PW. "hey, it's an artifact and that guy likes artifacts" is a very tenuous link.
The common is neat but I really believe it should say "non land" as you can build your deck full of non-basic lands and deal really outrageously big amounts of damage. Then again, 3 mana is not particularly broken for a removal spell, but it's more the principle of the matter.
Your uncommon is another card where the fact that it counts lands can net you a really huge (and most likely evasive) creative for very little. This one more than the common needs that fix.
Your rare is a very interesting design but once again, the matter of the lands makes it grotesquely broken! I'm surprised you didn't consider this!
Top 3:
1. Ninja_Caterpie
2. Prophylaxis
3. Savia
HN to dewdagreek, to whom I'd have given first place if his mechanic wasn't broken by a slight oversight
Savia - Even though it matches your planeswalker, I don't see blue ever getting a card that cares about tokens. Especially not an instant speed draw two for 2. The drake is really powerful and pretty fun. Your rare is odd, in that it both benefits and gets hurt by your ultimate. It gets trample, but can never grow any larger.
drewdagreek - C/P my feelings from last round on the unique keyword. The common is very nice limited removal, possibly too good. Strangely, counting unique permanents pushes players toward having multicolored decks so they can have one of each basic land. The dreamform probably couldn't stay at uncommon, it would wreck limited. Your rare calls cards in your hand unique which just opens a whole can of worms. If those can be unique, does that mean "face up cards" counts the graveyard as well? Suddenly this mechanic got a whole lot more complicated that it should be. In a deck built around this uniques (or in commander) this will often be pay 7, draw 8 cards and play your entire hand for free.
Prophylaxis - So a strictly worse thirst for knowledge. I can't say that makes the card bad :p. The uncommon is interesting, I wonder if making the ability cost 2 rather than 1 is necessary, since it's only a threat in limited and the odds of building a deck to really abuse it in that environment are terrible. The hellkite sort of interferes with the -2 ability of your walker, but that's it. I think the dragon is probably too powerful for a 6 drop.
Maokun - Hexproof and the ability to be a 4/5 on a 3 mana card is too much for common. Your uncommon is a bit too corner case for my liking. I can't imagine it ever being printed, its so niche. The rare is good, it feels slightly boring to me though. The combo with your walker's + ability is cute.
queensauce - It says something bad about your planeswalker that the only way you can interact with his abilities is by playing a lot of creatures. The common is pretty awful, but useful enough in certain decks. The uncommon needs to say this turn on it, but is a pretty good card. The rare is very interesting, but it's usability takes a big hit for not saying X or less.
Rithaniel - I'm not seeing any reason for the common to be white, at the very least the token could have been multicolored. The uncommon should be a rare: card advantage from any player sacrificing a creature plus turning all of your creatures into Ravenous Rats? I can't help but compare the prince to necroskitter, which I think is just a better design. Even if you fixed it to only stealing opponent's creatures so you can't have a thousand infinite combos in your deck from sacrificing the same creature as many times as you want.
Top:
1. Ninja Caterpie
2. Savia
3. Maokun
Also, I prefer to continue critique discussion in the relevant round thread, not in the general CCL Discussion thread. That's not an ultimatum or anything, I just think the discussion makes more sense here, and lots of posts in the discussion thread make it harder to maintain the hosting schedule.
1. Savia
2. KoolKoal
3. Ninja Caterpie