We now have a little bit of information about what there is roaming around Segovia. As we know from Australia, though, tiny things can be deadly to things at normal scale.
This is especially true when magic is available. Yes, you should be worried - or at least taking the time to learn the techniques of the natives...
The Round 2 challenge: Each pair needs to come up with an instant or sorcery card, and an enchantment or artifact card. These should have the same converted mana cost; one should be usable as creature removal, and the other one should be usable to improve performance in combat.
To clarify: This means one of your cards is a permanent, and the other is not.
Entries are due by 11:59am Pacific time, Thursday, October 11th.
Critiques are due by 11:59pm Pacific time, Saturday, October 13th.
Scores are finalized for Round 1; people who didn't post cards when they should have are flagged as dropped.
East Division
PenguinTod/willows (82/82)
queensauce/Socrates (73/64)
Cythare/The Angel Of Elysium (36/36)
North Division
MagicProfessor28/Maokun (82/91)
Gerrard's Mom/Solesticio (73/64)
ced395/Noatz (64/64)
West Division
Big_Cal/Savia (100/100)
Arcel/Keltainen (45/55)
Ninja Caterpie/Polendino (73/55)
South Division
Cardz5000/Prophylaxis (100/91)
Saagn/void_nothing (55/64) CrustaceanCrusader*/Small Child* (45/36) Dropped.
East critiques South
South critiques West
West critiques North
North critiques East
If your name appears before the slash, critique the three people in the division you're critiquing whose name appears after the slash. Likewise, if your name appears after the slash, critique the three people whose name is before the slash.
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.
Though I am already saddened by my performance this month.
Diplomatic Diversion1WW
Enchantment {R}
Whenever an opponent attacks you or a planeswalker you control, exile target attacking creature, return that creature to the battlefield under its owners control at the end of combat.
Veil of the Beyond :2mana::symw:
Enchantment (U)
Echo
Flash
When Veil of the Beyond enters the battlefield, exile another target nonland permanent.
When Veil of the Beyond leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Spider's Venom2B
Enchantment - Aura (U)
Enchant creature
Enchanted creature has "2B,T: Destroy target creature with power equal to this creature's power."
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////
Ancient's Godsend2G
Instant (U)
Kicker :SymGR: and/or :SymGW:
Target creature you control gets +3/+3 until end of turn. If it was kicked by it's :SymGW: kicker, then that creature gains lifelink until end of turn. If it was kicked by it's :SymGR: kicker, then that creature fights target creature an opponent controls.
War-God's Fortitude1RG
Sorcery (U)
Target creature gets +0/+3 until end of turn, then it fights any number of creatures. Mindlessly tearing through flesh, Skizzle never noticed that it wasn't just his allies'.
War-God's Altar1BR
Enchantment (R)
:symbr:, Sacrifice a creature: Creatures you control get +2/+0 and gain haste until end of turn. Blood from these rites are endowed with a magic that induces a frenzied rage.
When Spider Bite enters the battlefield, put a 1/1 green Spider creature token with deathtouch onto the battlefield.
Enchanted creature has deathtouch and is a Spider in addition to its other types.
Danger in Numbers2W
Instant (U)
Cast Danger in Numbers only if you control two or more Humans.
Exile target creature.
“I stepped on one once. Now I watch my step.” — Gideon Jura
Segovian Shackles 3
Artifact - Equipment (U)
Equipped creature gets -2/-2, gains hexproof and is unblockable.
Equip 1 Strength can only get you so far in the arenas.
Have not received a response from partner, so here is my tentative half in one spoiler, with my tentative other half in a second spoiler. If Angel shows up, disregard the second half.
Æther Inspiration3UU
Instant (U)
Return target creature to its owner's hand. That player shuffles his or her hand into his or her library, then draws that many cards.
Mantle of the Ghostly King3WW
Enchantment - Aura (U)
Enchant creature
Flash
Enchanted creature has flying and gets +1/+1 for each token permanent you control.
Sizzling ShacklesR
Enchantment - Aura (U)
Enchant creature
Sizzling Shackles enters the battlefield with one heat counter on it.
Whenever enchanted creature becomes tapped, Sizzling Shackles deals damage to it equal to the number of heat counters on Sizzling Shackles. R: Put a heat counter on Sizzling Shackles.
PenguinTod's card:
Unleash the Beast
Instant (C)
Target creature loses all abilities and becomes a 3/3 green Beast creature until end of turn.
Unleash the Beast
Instant (C)
Target creature loses all abilities and becomes a 3/3 green Beast creature until end of turn.
willows's card:
Sizzling ShacklesR
Enchantment - Aura (U)
Enchant creature
Sizzling Shackles enters the battlefield with one heat counter on it.
Whenever enchanted creature becomes tapped, Sizzling Shackles deals damage to it equal to the number of heat counters on Sizzling Shackles. R: Put a heat counter on Sizzling Shackles.
I'll PM reminders later, but turnout is somewhat disappointing right now, so I may give another 12-hour extension if it hasn't improved in the next 4-5 hours.
Silent-Sun Sphinx1WU
Creature — Sphinx (R)
Flying
When Silent-Sun Sphinx enters the battlefield, exile target nonland card from an opponent's graveyard.
Opponents can't cast spells with the same name as the exiled card.
2/3
(Solesticio's Round 1 Card) Shadowspeak Sphinx :1mana::symu::symb:
Creature — Sphinx (R)
Flying
When Shadowspeak Sphinx enters the battlefield, exile target nonland card from an opponent's graveyard. You may cast that card for as long as it remains exiled and Shadowspeak Sphinx is on the battlefield.
3/2
Answered Prayer3WW
Instant (R)
Choose target creature you control. Search your library for an Aura card that could enchant that creature or an Equipment card. Put that card onto the battlefield attached to that creature, then shuffle your library.
(GM's Round 1 Card) Silent-Sun Sphinx1WU
Creature — Sphinx (R)
Flying
When Silent-Sun Sphinx enters the battlefield, exile target nonland card from an opponent's graveyard.
Opponents can't cast spells with the same name as the exiled card.
2/3
Shadowspeak Sphinx :1mana::symu::symb:
Creature — Sphinx (R)
Flying
When Shadowspeak Sphinx enters the battlefield, exile target nonland card from an opponent's graveyard. You may cast that card for as long as it remains exiled and Shadowspeak Sphinx is on the battlefield.
3/2
(GM's card in previous post)
Lost in Riddles :symu::symb:
Enchantment - Aura (U)
Enchant creature
At the beginning of enchanted creature's controller's upkeep, that player puts the top four cards of his or her library into his or her graveyard. If a card that shares a name with a permanent that player controls is put into the graveyard this way, that player sacrifices enchanted creature.
Dance of Dread 2UB
Enchantment (R)
At the beginning of your upkeep, gain control of target creature you don't control. It gains haste. Sacrifice it at the beginning of the next end step.
When each opponent controls no creatures, sacrifice Dance of Dread.
Turn to Memento1WU
Instant (U)
The owner of target nonland permanent shuffles it into his or her library, then puts an X/X white and blue Wall creature token with defender onto the battlefield, where X is that permanent's converted mana cost. "It's a very pretty sentiment, but what am I to do with a glass juggernaut?" - Heront Scarletspokes
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.
Dance of Dread 2UB
Enchantment (R)
At the beginning of your upkeep, gain control of target creature you don't control. It gains haste. Sacrifice it at the beginning of the next end step.
When each opponent controls no creatures, sacrifice Dance of Dread.
Card's fine; here's mine! Still up for a bit if you think I should do something different, Ninja.
Might of the Meek
X2GG
Sorcery
{R}
Creatures you control get +X/+X and gain trample until end of turn.
In a miniature world, the normal-sized man is king.
Private Mod Note
():
Rollback Post to RevisionRollBack
Official DCI Rules Advisor
Level 1 Judge
[box][box][size=3][b]CARDNAME[/b][/size] [float=right][mana]MANACOST[/mana][/float][/box]
[box][b]TYPE — SUBTYPE [float=right][color="RARITYCOLOUR"]{RARITY}[/color][/b][/float][/box][box]RULES TEXT
[i]FLAVOUR TEXT[/i][/box][float=right][box=50][b][SIZE="3"]P/T[/SIZE][/b][/box][/float][/box]
Well, my three 'targets' have all posted cards, so I'm gonna get to critiquing
Segovian Combat is an interesting little card, making use of some really awesome flavour ideas. Segovia is small, so a shrinking spell feels appropriate, and your use of the gladiator / arena trope in the fight ability and the flavour text works well, too. The entwine is natural and obviously good as it can just make one easy target, or work double time as a double removal spell mid-combat.
Mechanically, the card works well, but the colours are probably off. White doesn't really get much of this P/T setting any more and it is probably more of a blue card. The name is functional but hardly exciting.
Lost in Riddles is an oddball little card. It sets up a milling effect, which looks to be repeatable. It then will kill the creature if you ever mill a duplicate card - which as people play basics and this mills 4 a turn, will usually be pretty soon. The fair cost for "kill this on next upkeep" is probably 2B, so adding a second colour and a condition to that is probably about right. That being said, it's hard to know if this is a milling card or a kill card, and something about the whole package just feels a little odd.
The name is fine in a vacuum, but doesn't really sell the flavour concept to me. The card as a whole also has 0 Segovian feel to it.
A neat little card, here. It feels like it may well be very powerful, and certainly a swarming aggressive deck would be happy to have this, but I can't say that it's unfair at the price. I think of Dark Triumph when I read it. The overall feel is very (B/R), too. I like it a lot.
The flavour text is fairly bland, but functional. The name is great and evokes a good image of what the card is trying to do. There isn't much of a Segovian feel, but the use of a war god in your interpretation of the setting would solve that handily.
3. Solesticio
2. Maokun
1. Noatz
Pretty close call this week! Thanks for the submissions
Private Mod Note
():
Rollback Post to RevisionRollBack
DCI L3 Judge; Regional Coordinator, British Isles & South Africa
I run a Tumblr for Magic-related statistics, graphs, and quizzes. Come check it out!
To post a comment, please login or register a new account.
Please watch your step.
We now have a little bit of information about what there is roaming around Segovia. As we know from Australia, though, tiny things can be deadly to things at normal scale.
This is especially true when magic is available. Yes, you should be worried - or at least taking the time to learn the techniques of the natives...
The Round 2 challenge: Each pair needs to come up with an instant or sorcery card, and an enchantment or artifact card. These should have the same converted mana cost; one should be usable as creature removal, and the other one should be usable to improve performance in combat.
To clarify: This means one of your cards is a permanent, and the other is not.
Entries are due by 11:59am Pacific time, Thursday, October 11th.
Critiques are due by 11:59pm Pacific time, Saturday, October 13th.
East Division
PenguinTod/willows (82/82)
queensauce/
Socrates(73/64)Cythare/
The Angel Of Elysium(36/36)North Division
MagicProfessor28/Maokun (82/91)
Gerrard's Mom/Solesticio (73/64)
ced395/Noatz (64/64)
West Division
Big_Cal/Savia (100/100)
Arcel/Keltainen (45/55)
Ninja Caterpie/Polendino (73/55)
South Division
Cardz5000/Prophylaxis (100/91)
Saagn/void_nothing (55/64)
CrustaceanCrusader*/Small Child* (45/36)Dropped.East critiques South
South critiques West
West critiques North
North critiques East
If your name appears before the slash, critique the three people in the division you're critiquing whose name appears after the slash. Likewise, if your name appears after the slash, critique the three people whose name is before the slash.
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Though I am already saddened by my performance this month.
Diplomatic Diversion 1WW
Enchantment {R}
Whenever an opponent attacks you or a planeswalker you control, exile target attacking creature, return that creature to the battlefield under its owners control at the end of combat.
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
Enchantment (U)
Echo
Flash
When Veil of the Beyond enters the battlefield, exile another target nonland permanent.
When Veil of the Beyond leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Enchantment - Aura (U)
Enchant creature
Enchanted creature has "2B,T: Destroy target creature with power equal to this creature's power."
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////
Instant (U)
Kicker :SymGR: and/or :SymGW:
Target creature you control gets +3/+3 until end of turn. If it was kicked by it's :SymGW: kicker, then that creature gains lifelink until end of turn. If it was kicked by it's :SymGR: kicker, then that creature fights target creature an opponent controls.
War-God's Fortitude 1RG
Sorcery (U)
Target creature gets +0/+3 until end of turn, then it fights any number of creatures.
Mindlessly tearing through flesh, Skizzle never noticed that it wasn't just his allies'.
War-God's Altar 1BR
Enchantment (R)
:symbr:, Sacrifice a creature: Creatures you control get +2/+0 and gain haste until end of turn.
Blood from these rites are endowed with a magic that induces a frenzied rage.
Enchantment - Aura (U)
Enchant creature
When Spider Bite enters the battlefield, put a 1/1 green Spider creature token with deathtouch onto the battlefield.
Enchanted creature has deathtouch and is a Spider in addition to its other types.
Instant (U)
Cast Danger in Numbers only if you control two or more Humans.
Exile target creature.
“I stepped on one once. Now I watch my step.” — Gideon Jura
I run a Tumblr for Magic-related statistics, graphs, and quizzes. Come check it out!
Artifact - Equipment (U)
Equipped creature gets -2/-2, gains hexproof and is unblockable.
Equip 1
Strength can only get you so far in the arenas.
Instant (U)
Return target creature to its owner's hand. That player shuffles his or her hand into his or her library, then draws that many cards.
Enchantment - Aura (U)
Enchant creature
Flash
Enchanted creature has flying and gets +1/+1 for each token permanent you control.
Draft my cube! (630 cards)
Enchantment - Aura (U)
Enchant creature
Sizzling Shackles enters the battlefield with one heat counter on it.
Whenever enchanted creature becomes tapped, Sizzling Shackles deals damage to it equal to the number of heat counters on Sizzling Shackles.
R: Put a heat counter on Sizzling Shackles.
PenguinTod's card:
Instant (C)
Target creature loses all abilities and becomes a 3/3 green Beast creature until end of turn.
Instant (C)
Target creature loses all abilities and becomes a 3/3 green Beast creature until end of turn.
willows's card:
Enchantment - Aura (U)
Enchant creature
Sizzling Shackles enters the battlefield with one heat counter on it.
Whenever enchanted creature becomes tapped, Sizzling Shackles deals damage to it equal to the number of heat counters on Sizzling Shackles.
R: Put a heat counter on Sizzling Shackles.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Creature — Sphinx (R)
Flying
When Silent-Sun Sphinx enters the battlefield, exile target nonland card from an opponent's graveyard.
Opponents can't cast spells with the same name as the exiled card.
2/3
(Solesticio's Round 1 Card)
Shadowspeak Sphinx :1mana::symu::symb:
Creature — Sphinx (R)
Flying
When Shadowspeak Sphinx enters the battlefield, exile target nonland card from an opponent's graveyard. You may cast that card for as long as it remains exiled and Shadowspeak Sphinx is on the battlefield.
3/2
Answered Prayer 3WW
Instant (R)
Choose target creature you control. Search your library for an Aura card that could enchant that creature or an Equipment card. Put that card onto the battlefield attached to that creature, then shuffle your library.
(See next post for Solesticio's card)
(GM's Round 1 Card)
Silent-Sun Sphinx 1WU
Creature — Sphinx (R)
Flying
When Silent-Sun Sphinx enters the battlefield, exile target nonland card from an opponent's graveyard.
Opponents can't cast spells with the same name as the exiled card.
2/3
Shadowspeak Sphinx :1mana::symu::symb:
Creature — Sphinx (R)
Flying
When Shadowspeak Sphinx enters the battlefield, exile target nonland card from an opponent's graveyard. You may cast that card for as long as it remains exiled and Shadowspeak Sphinx is on the battlefield.
3/2
(GM's card in previous post)
Lost in Riddles :symu::symb:
Enchantment - Aura (U)
Enchant creature
At the beginning of enchanted creature's controller's upkeep, that player puts the top four cards of his or her library into his or her graveyard. If a card that shares a name with a permanent that player controls is put into the graveyard this way, that player sacrifices enchanted creature.
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Dance of Dread 2UB
Enchantment (R)
At the beginning of your upkeep, gain control of target creature you don't control. It gains haste. Sacrifice it at the beginning of the next end step.
When each opponent controls no creatures, sacrifice Dance of Dread.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Turn to Memento 1WU
Instant (U)
The owner of target nonland permanent shuffles it into his or her library, then puts an X/X white and blue Wall creature token with defender onto the battlefield, where X is that permanent's converted mana cost.
"It's a very pretty sentiment, but what am I to do with a glass juggernaut?" - Heront Scarletspokes
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Card's fine; here's mine! Still up for a bit if you think I should do something different, Ninja.
In a miniature world, the normal-sized man is king.
Level 1 Judge
Mechanically, the card works well, but the colours are probably off. White doesn't really get much of this P/T setting any more and it is probably more of a blue card. The name is functional but hardly exciting.
The name is fine in a vacuum, but doesn't really sell the flavour concept to me. The card as a whole also has 0 Segovian feel to it.
The flavour text is fairly bland, but functional. The name is great and evokes a good image of what the card is trying to do. There isn't much of a Segovian feel, but the use of a war god in your interpretation of the setting would solve that handily.
2. Maokun
1. Noatz
Pretty close call this week! Thanks for the submissions
I run a Tumblr for Magic-related statistics, graphs, and quizzes. Come check it out!