Legend - Oh wow, that is a great card, and exactly the power level to be expected from a Mythic card, though I would expect it to get all enchanted permanents maybe, though I guess you did it right. The flavor is slightly lost on me, since controlling several people doesn't seem very much like interrogating... but I still like it as a card!
Noatz - Dreamstealer Mannequin is absolutely beautiful, both mechanically and flavorfully. It reminds me of cards of a similar venue that have a cheaper okay ability, and a more expensive great ability!
queensauce - N/A I suppose
herbert west - I love the concept behind your card, I just think it has some templating issues mostly, and the Random at the end throws it off too honestly, also, if I am understanding it right... then that means even the revealed hand goes on top of the library, I am sure that wasn't your intention, but if it was, it is insanely overpowered for shutting a player down for its cost... even if it didn't do that, a discard effect for XU is just very undercosted as well.
Big_Cal - Torturous Persuasion is a beautifully flavorful card, getting whatever you need out of someone no matter the costs, and then getting the exact information you need too, I love it. Even if mechanically it doesn't seem as solid.
Random_Nation - That is absolutely amazing card, maybe a bit... undercosted, but I do love it honestly, it seems like it would be amazing.
kill-joy - First off, it seems to be missing its rarity, and it also seems to be not very focused and just... too much for a single card I think, the abilities don't even seem to work together to well.
DRey - Sees simple, effective, and well costed. Missing Rarity, but I see it even working at a common due to the slight limitation, its still a single selective discard, I like it.
Lordshadow - Inquisition Cells seems WAY to powerful for its cost, and you didn't even add the Rarity.
Reminiscence U
Enchantment
When Reminiscence enters the battlefield, put your graveyard on top of your library in any order.
You can’t search or shuffle your library. 1U, Sacrifice Reminiscence: Shuffle your library. “Like all fiction, memories should be enjoyed in moderation.” - Soya Sen
Originality 6/10:Reminisce is the name of a card that has an effect for 2U that is nearly identical to what Reminiscence can do for 1UU. It's otherwise relatively original as far as I'm aware in that it implements existing effects in a new way. The most original aspect is putting your entire graveyard on top of your library. No existing card does that. Flavor 6/10: The name works within the context of the challenge but comes across as weak in relation to the rather big (and unique) effect of putting your entire graveyard on top of your library. "Total Recall" or something would fit the mechanical impact better. The flavor text jives with the mechanic in that you only get to draw one card per turn (unassisted) but doesn't jive with the massive stacking of the entire graveyard all at once. Printability 5/10: I imagine this card as a U sorcery that just says "Put your graveyard on top of your library" and then consider that it's much more than that. It's printable, but not at U. I suspect 2UU would be okay. Playability 6/10: The primary effect alone seems like innocuous in a vacuum, like a late game limited life-saver or the type of thing that casual Johnny would toy, but I suspect that at this cost it would wind up being some kind of weapon for Spike. Add on the "can't search or shuffle" clause and a way out of it all and it becomes even more appealing. Timmy would rather use Elixir of Immortality. It could inspire a deck design.
Auto-Hypnosis (Rare) 1UUU
Enchantment
At the beginning of your end step you may scry X, where X is the converted mana cost of the last spell you cast this turn. It is in my mind...somewhere.
Originality 6/10:Eyes of the Watcher exists so there is already an enchantment that allows you to scry, but not in the same way Auto-Hypnosis does. Flavor 4/10: The name and flavor text work well together but don't mesh with the mechanic very well. There isn't a total disconnect, but there's a weak connection between being hypnotized by the casting of your own Unsummon (for example). Printability 8/10: It's simple and balanced. Outside of the so-so flavor, it's totally printable. Playability: 5/10 It's a modest design, playable but not exciting, and certainly not an auto-include or build-around.
Spellplunder Field (Rare) GUB
Enchantment 1, Exile a spell you control: Choose target card in a graveyard with converted mana cost less than or equal to that of the exiled spell. Until end of turn, you may play the chosen card without paying its mana cost. "Some are lost in these fields forever, each seed of new thought consumed by the deep roots of memory." -Khaym, Grave Oracle
Originality 9/10: As far as I know, Nivmagus Elemental is the only existing card that exiles a spell you control, but the concept has been around fantasy forums quite a while. More often than not, it's poorly implemented. Not so here. This is an original use of a rare contingency that activates a unique mechanic. Flavor 6/10: "Spellplunder" goes well with the mechanic and works well with the challenge. Even though "Field" is a familiar term used in many Magic card names, it doesn’t help here outside of connecting it to the flavor text, which itself is superfluously flowery to the point of being contrived. (Kind of like what you just read. :)) Printability 6/10: It’s printable in a multicolor set, but would possibly need some tweaking due to the infinite possibilities this thing poses in the eternal cardpool. Playtesting is in order. Playability 6/10: It's a unique, potentially powerful puzzle piece, yet it's not for everyone. Timmy doesn’t know why you would ever want to exile your own spell, but Johnny-Spike could probably break this.
Reminisce (Rare) 2U
Instant
Search your library for a card with the same name as a card in any graveyard, reveal it, and put it into your hand. Then shuffle your library. "The answer to any mystery can be found in the past." - Neville, Library Keeper
Originality 2/10:Reminisce is the name of an existing card. This looks an awful lot like Rudyard’s card, which was the 2nd card of the thread and hasn’t been edited. Otherwise, the effect is original as far as I know. I have no doubts that you conceived of it yourself. It's a good idea to look at previous card entries before posting your own though. Flavor 3/10: The overall flavor is excellent, but that’s a lot easier to achieve when using the name of an existing card. Get into the habit of checking existing cardnames when posting. The flavor text is excellent and sounds just like something Neville would say. Printability 2/10: You got the rarity right and probably the converted mana cost, too. Not the card type though. It should be a sorcery. A card that utilized the graveyard to tutor for a card is thoroughly black though. If it targeted an instant or sorcery, then I could see it being blue. It should probably also target the card in the graveyard and possibly only target a card in your graveyard, but those are minor issues. Playability 9/10: It’s an awesome tutor effect. If it were printable, it would be an auto-include in every toolbox with an island.
Dread Recall (Uncommon) B
Sorcery
Kicker 3G
Return target creature card from your graveyard to your hand. If Dread Recall was kicked, return target noncreature card from your graveyard to your hand.
Exile Dread Recall.
Originality 1/10: Raise Dead has been around since Alpha, and there have been many set filler takes on it but never one with Kicker. Flavor 8/10: The flavor is excellent. I'm always a sucker for old school references. Your story was too cool. Printability 9/10: Totally printable. The rarity and colors are right. It might need to be reworded to prevent confusion as to what exactly is being returned if it's kicked. Playability 2/10: It's strength lies in limited. Outside of limited, it's a slightly more playable than most other Raise Dead cards. And the only thing that makes them playable is the fact that they have a mana cost.
Retrogress 3UU
Instant
Return all permanents that entered the battlefield this turn to their owners' hands, then draw a card for each permanent returned this way. The surest way to jog one's memory? Run back time itself.
Originality 7/10: There are few cards that look for "entered the battlefield this turn", so it's not strictly entirely original in that regard, but it is a rare contingency and none of the existing cards that have it are blue. Flavor 8/10: Nearly perfect. The card drawing feels tagged on. Printability 8/10: It's printable but not perfectly so. Not only does the card drawing feel tagged on, it seems like too much. Playability 5/10: Outside of limited, it's a bit weak even for casual and there are cards that easily trump it.
Nostalgia (Common) B
Sorcery
Search your library for a card with the same name as a card in your graveyard and put it into your hand, then shuffle your library.
Originality 9/10: It's an original way to tutor. Flavor 8/10: If it cost 1B, it would be even more nostalgic. You'da had 10/10 here if your comment was your flavor text. Printability 5/10: Printability at this cost and rarity is unlikely but not impossible. Sorcery was the right call If it cost 1B and was rare, it would be perfect. Playability 8/10: It's as playable as any sub-Demonic Tutor tutor card and even more than most, especially at B.
Second Thoughts (Uncommon) U
Enchantment
Whenever you draw a card, put a charge counter on Second Thoughts.
Remove four charge counters from Second Thoughts: Draw a card. Engrammatic duplication is essential for deep cover agents - their employers can consult with the copied brain without needing to pull the agent from cover.
Originality 5/10: Conceptually, this sort of thing has been around since Living Artifact and has taken many forms. These days they're typically thought of as "quests." This one is a good design but an obvious design and closely resembles others I've seen. However, the closest existing card to compare it to is Ior Ruin Expedition, which really isn't that close. Flavor 6/10: "Five turns" to get a "second thought" isn't adding up. A name implying knowledge gathered over time would have been fitting. Even though the given name doesn't mesh well with the mechanics, it meshes very nicely with the flavor text. I love that flavor text. Printability 10/10: Totally printable. Playability 3/10: Without assistance (such as Howling Mine), it takes five turns to draw one card. If you draw this on turn five it's a wasted draw in all but the longest games. And there are far better options to fill slots of a deck that relies on drawing cards. Basically, it's limited material at best.
Scarlet Thread 1
Artifact T: Put target card from a graveyard onto the bottom of its owner's library. G,T, Sacrifice Scarlet Thread: put target card from a graveyard on top of its owner's library. I take a hair from each deadly beast I encounter as a memento. The most dangerous animal I've ever seen used to leave one of hers as a calling card. - Gerolf, Behemoth Poacher
Originality 0/10:Junktroller + Noxious Revival =/= Original Flavor 4/10: Oh how I want that G to be R. And it's even possible thanks to Fossil Find - then the return could've been to hand yet random, but it would have been worth it in terms of flavor. The name and flavortext are good for the challenge. Printability 8/10: It's printable. After all, a lack of originality or flavor never stops WotC. Playability 2/10: Totally dependant on a given metagame, which can be said of any card I know, but in the grand scheme, it's forgettable.
Deadline for submissions is Tuesday, December 4th @ 23:59, Pacific Time.
Bold red is reserved for modtext, I'll fix that for you
General comment: Please include your team name in your submission post for ease of critiquing. It is also strongly encouraged that you link to your avatar and other previous cards.
HatterofMad
Not clear as to why this doesn't grant landwalk, the established name for this ability. It is also basically "creatures you control are unblockable" except when you are splitting attacks in multiplayer formats, it's not like the types of basic lands any given player controls changes that much.
Small Child
Huh, ok, I suppose that works. Out of the box, and nice story!
Socrates
Seems fine I suppose, not sure I get how haste plays into the flavor though.
EtR
Interesting choice to go with the colors not used on your avatar, I would tend to stick to the same colors to develop a theme over the month. Furthermore, dealing combat damage as though not blocked is a solidly green ability, so I'm not sure why you made it red/white. You are also missing rarity, and the ability should only work until end of turn.
Prophylaxis
I don't recall seeing this effect granted before, nice effect for Equipment or Aura.
schtingah
4 mana to grant haste is not awesome, haste granting effects need to be as cheap as possible to actually work. I think you want to make the equipment cost more and the equip cost less. It's fine for a colored artifact and works well with your avatar.
Cythare
Yeah, I've been interested in this sort of thing before, seems to work reasonably well. I don't think I would use "Hot Rod" in a serious Magic name, it's a little too real-world. Mechanically, though, seems like it would work ok.
Icarael
Nice flavor. The enchantment could have worked well in Avacyn Restored, this is actually a great ability because it can let you push through slowly with one guy, but at the cost of being able to attack with the others. Works well with your avatar also.
Vexing Arcanix
This is flavorful, but works in a weird way, and doesn't specify whose control it comes back under, which seems relevant with your avatar. Seems pretty close to an enchantment granting "can't block and is unblockable" and hexproof.
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.
Fine card, power level is solid I suppose. It's a bit of a do-nothing enchantment though. I also really really want to hack your account to change the name of the card to Spy Network because spy net sounds stupid.
This is really underwhelming for having to two-for-zero myself. Also, it's an unwritten design rule that you can't do "put back in the same order" because it's to easy to screw up and in general it's just... Sticky.
I really love the idea, it's sort of Abundance junior. The big issue is it is so exceptionally easy to screw yourself for only one card of extra digging. You'd have to build your deck very heavily around one card type to have this work, and even then it'll still probably whiff very often and not offer enough advantage to justify it.
Most top of library cards work because you can manipulate or at least look at your top card. This is just wild guessing unless you're playing grixis relentless rates. It's fine I guess, but it's just too unpredictable. (And will swing against you far more often than not.)
Graft here is less exciting than it is on actual graft creatures. Mainly because with graft creatures there was a benefit to moving around counters, but here it doesn't matter what you're removing them from. Also worth note is that U and a counter is a steep cost for only scrying one.
I'm holderin' you closer but I still get no cards.
Interesting card. I'd play it, it does plenty and doesn't cost to much. It reminds me of Lim-Dul's Vault. (Not linked because it won't show you since the name has stupid accents.) The 5 life seems steeper than necessary, but I can dig it.
I'm not sure how consistent you can make this. If you can get it to get you three cards reliably, it's very good. But blue decks usually require a mix of card types so unless it's a splash I'm not sure how good this is in blue. I'm very on the fence.
This is very much a do-nothing enchantment, emphasized by the fact that you have to really build it up. There's nothing really wrong with it I guess, it's just not the best design.
The major strike against the card is that the green kicker returns non-creatures. Green is the creature colour and I don't think it makes sense to have that ability with that colour kicker.
Think of the kicked version as a Recollect that gives you a little extra.
Team Protege:
HatterofMad - Magnigoth Treefolk has the wording you want. This basically makes all your creatures unblockable unless your opponent has no basic lands - extremely strong for 6, but probably still in the realm of printable. Doesn't quite feel legendary though, and the flavor of this being an artifact is questionable.
Small Child - Interesting. Giving yourself hexproof is not a bad thing, and it stops things like Memoricide and Inquisition of Kozilek from picking apart your hand. There might be some rules issues around this, and given this is generally more useful than Witchbane Orb, 4 might be an appropriate cost.
Socrates - A nice card, and the flavor is well executed. Messing around with abilities like that is not something I'd want at common though.
EtR - I'm scratching my head a little at this. Predatory Focus is a strictly green ability. The flavor is somewhat difficult to extract here. I imagine it would be fine in practise, and could even be costed lower.
Prophylaxis - Sure. Bad unblockable, but a minor power boost and cheap costs. Woeful that equipment are so bad nowadays, but this is probably about right.
schtingah - Colored artifacts bother me. Is there a reason you didn't want other colors to have access to this? Given that the creature doesn't get any power/toughness boosts, two marginal, one irrelevant and one negative ability, I'd say this is way overcosted.
Cythare - I'm...hm. Is this meant to be a serious card? Intimidate is okay, but paying more than one mana to give a creature haste is bad. It's certainly not rare material (even at uncommon it's marginal), and the costs are way too high to justify those effects.
Icarael - I totally dig it. It could maybe afford to be costed U, but it's still good as it stands. Love the flavor.
Vexing Arcanix - Heh, cool twist on Synod Sanctum. Makes sure your attackers can't be messed with. Unblockable might be pushing it a little, but I think the card is a nice package.
HatterofMad: Nice flavor, fits your avatar, might have better wording, giving your guys landwalk isn't that original, but is a nice way to meet the challenge. I really like your avatar.
Small Child: Great flavor, great story, good top-down design, fits your avatar, it even references Doctor Who. You get a gold star.
Socrates: I like the design. Grants a bonus, and if part of it is redundant, it replaces it with a better one. It even fits well with your avatar. A very nice card. I would like to see a little more flavor on your post next time.
EtR: Mechanically it works because it lets you get a creature in unblocked, but flavorfully, you're missing a little. I don't think you should rely on your enemy failing to move around fast. If you mean that you are causing their failure with espionage, you could do a little more to emphasize this.
Prophylaxis: Good mechanical interpretation of the challenge, could use a little more flavor.
schtingah: Fits your avatar well and moves you very fast. Not very spy-like, and equip 4 is bad with haste.
Cythare: Fits your avatar, moves you around fast, not very rogueish or spy-like as I see it.
Icarael: Great story. Well designed card. I just wish there was a little more connection between the two. Anyway, good entry.
Vexing Arcanix: That's pretty interesting. Good mechanical interpretation of using the sewers as a series of hidden passageways.
Thelas: Entering a card in secret is a nice interpretation of the spy games, but I'm afraid I can only give you a ranking in secret.
Side note that doesn't affect my judging of you, but it's interesting to see your avatar as being BGU rather than RGW as it feels like a poacher that might live on Naya. With the power 5 or greater and the general jungle/behemoth hunting abilities it really screams the Alaran world of Naya.
This card was originally designed to be from Naya when I didn't know what plane we would be on. He was lured by the game and strayed from Naya's teachings. Now instead of worshiping behemoths, he hunts them and sells their bodies for money and power. This shift is represented by going from RGW to the enemy color wedge BGU.
Simple easy to use, not sure how you'd use this in a draft, but that's part of the fun.
aurorasparrow
I don't think this card fits blue's part of the color pie. Feels more like a green card. Is interesting, maybe too much for standard, but really cool for Eternal formats and Modern.
Oculus
I really like this one, though I feel one could come off the kicker cost.
Gallus
This seems out of place next to your avatar, and I have concerns about its power level. It seems to set up your deck way too well. If it wasn't scry, I think it'd be fine.
TacticalCelebrant
Interesting card, can counter one of your avatar's abilities. Can mess with tunnel vision, and reanimator decks. Not a card who's every application is understood at first glace. Love it.
Gerrard's Mom
Ohhh. I love this card. Nothing like it, crazy effect, build around me type. Though being able to repeat the chosen card does give me concerns about it's power level.
lgmhorus
This one seems to be good at uncommon. Seems like a great sideboard card.
Savia
Very cool get four on the field draw infinite cards. Close to perfect.
Phyrexian Editor
Hmm a tempo card that hoses tokens, perhaps a little over costed.With some set up could be hilarious.
Metamorphic Credentials3 Artifact (R)
If a spell or ability would have you reveal any number of cards from your hand, you may reveal Metamorphic Credentials from your hand instead.
You have hexproof. T: Return Metamorphic Credentials to it's owner's hand. No questions asked.
Very clever concept. Makes a lot of flavorsense and creates interesting play situations where you have to make yourself vulnerable to protect your information. Sadly, i don't expect the reveal trick will be revelvant that often.
Precarious Accelerator1UR
Artifact - Equipment (R)
Equipped creature has haste, flying and attacks every turn if able.
Whenever you cast an instant or sorcery spell, untap equipped creature.
Equip 4 (4: Attach to target creature you control. Equip only as a sorcery.) The incredible speed almost makes up for the complete lack of safety features.
I like the little combat trick with the threat of instant untappping. It might be kinda minimal though. Might have been more interesting if casting an instant or sorcery triggered a free equip. It also works like sometimes-vigilance which makes up for the attack required, so i can see the thought that went into this
and the flavor is nice, easy and fun to imagine being caught up in this thing
Oculus stated in his review he doesn't like colored artifacts, and i can see that position, but i think it's a better alternative than the weird color bleed that happens with so many colorless equipment. So i support your choice to make this colored
Sidestep Slippers2
Artifact - Equipment (U)
Equipped creature gets +1/+0 and has "You may have equipped creature assign its combat damage as though it weren't blocked."
Equip 2
Fun name. Fairly costed? Solid overall. A tad uninteresting.
Weird that the equipped creature gains an ability that refers to itself as the "equipped creature." Should be "this creature" not "equipped creature" in the text, right? instead of granting that ability to the creature you could have the ability on a second line as an ability the equipment had
i made a template error with my submission as well, forget to put "reveal that card" as part of the conditional tutor i designed
Hidden Highways 6 (R)
Legendary Artifact
At the begining of your upkeep, choose a Basic Land type. Creatures you control are unblockable if the defending player controls a land of that type.
that'll help ya get around.
why didn't you choose to word this as "creatures you control gain landwalk of the chosen type until end of turn?" like Traveler's Cloak
is more interesting in multiplayer where the choice of basic type and the ability to change your choice every turn will matter more
good flavor on this, makes a lot of sense and is a smart choice for the challenge
Infiltrator's Guile1U
Enchantment- Aura (U)
Enchant creature
Whenever enchanted creature attacks alone, it gets +1/+0 until end of turn and is unblockable this combat. "The best spies are often unseen even to their own side."
-- Telberik, Logophage Hegemon
Failed Tactics2WR
Enchantment - Aura
Enchant Player
Whenever the enchanted player or a Planeswalker that player controls is attacked, the attacking player chooses one attacking creature. That creature deals combat damage as though it wasn't blocked.
the triggered ability is hard to word for sure and you did a good job trying to tackle that difficulty.
the Thorn Elemental is green, but i could see it being conditional in the combination of white/red.
not sure if i understand the flavor.
i'd suggest trying to find ways of simplifying this or doing it similarly but differently. it's interesting enough but parts of it could be taken out for use
like maybe just make it a non-Aura enchantment saying,
"Whenever one or more creatures you control attack, you may choose one. That creature assigns combat damage this phase as though it were unblocked."
might be somewhat clearer, though the "enchant player" method is more interesting for multiplayer
ShadowburstB
Instant (C)
Target creature gets +1/+0 and gains intimidate until end of turn. If it already has intimidate, it gets +3/+0 and gains haste until end of turn instead. "I can teach you to walk the shadows, but if you already know how, I can teach you something a little more flashy."
—Darryn, Shadowslider
very nice. i like that it encourages building an intimidate deck.
only quibble would be that i kinda want to see this as a sorcery.
Oberas' Hot-Rod4(B/R)
Artifact - Vehicle (R)
Board 1BR(1BR: Attach target creature you control to Oberas' Hot-Rod. Board only as a sorcery.)
Boarded creatures have haste and intimidate.
[2]
i guess i have to wonder about possible problems that "mount" mechanics might have interacting with auras and equipment. not mechanical problems but for awkwardness for players to arrange them on the table, especially if multiple enchanted or equipped creatures are boarded into one vehicle
idea for an un-set vehicle: Clown Car
i do like the potential of the mechanic a lot though, and the flavor of the card is very fun
The Underflow2
Artifact (R)
At the beginning of your end step, you may exile target creature you control.
At the beginning of your combat step you may return a creature exiled by The Underflow to the battlefield, that creature gains haste, hexproof and is unblockable until end of turn.
seems risky, but of course that must be the point. slipping your agent into the sewers to sneak in is a dangerous mission and they can certainly be trapped and killed in the process
nice flavor, probably a better delivery of the same concept as HatterofMad's Hidden Highways, though HoM's was less complicated
the cost of 2 could be right considering the risk involved and the delay for the results
Team Nemesis:Make a non-creature, non planeswalker card will help you "interrogate" people
Legend
Mass Hypnosis (Mythic)
:4mana::symu::symu:
Enchantment - Aura
Enchant creature
You control all enchanted creatures. If politics was a game of chess, I would be making all the moves. - Lord Salamancer
Interesting card. Mechanically I think you could have made it a little cheaper as creature enchantments don't ever see a lot of use and even competitively you'd have to be investing other cards to even get make use out of it. As a mythic you could have made this strictly better than persuasion or mind control. Flavorwise...it feels more like convincing people to join you as opposed to actual interrogation.
Lordshadow
Inquisition cells :1mana::symb::symb:
Enchantment
At the beginning of each opponent's upkeep that player discards a card,
if your opponent has no cards in hand put a broken counter on Inquisition cells. Sacrifice Inquisition cells: Search your opponent's deck for a card for each broken counter on Inquisition cells, exile those cards face down you may play those cards by paying their converted mana cost.
Flavorwise, this is spot on. Wearing down your quarry until you can take what you want from them. Good Interrogation. However mechanically there are some problems. Do you put a broken counter on if they discard their last card or only if they can't discard? Also, is there a limit as to how long you can play those exiled cards? Missing the rarity also.
Noatz
Dreamstealer Mannequin
Artifact (R)
:1mana:, :symtap:: Look at target opponent's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card, shuffles it into his or her library, then draws a card.
:7mana:, :symtap:, Sacrifice Dreamstealer Mannequin: Search target opponent's library for a nonland card and exile it. Until end of turn, you may cast the exiled card without paying it's mana cost. (If it has X in its mana cost, X is 0.)
Holy lots of words, batman. Mechanically the card's abilities are simple enough on their own, but I think it might be too much to fit on one card. Flavorwise I do like the idea though. Picking through what your enemy knows and eventually chosing what you want.
Big_Cal
Torturous Persuasion :2mana::symb:
Instant (U)
Put two -1/-1 counters on target creature. If that creature has 1 or less toughness, search its controller’s library for a card and exile it. If you do, that player shuffles his or her library. "You show amazing resistance. Let's see what happens when we bring in those closest to you.” - Marta of the Vendilion
Now here is some spot on flavor! Real interrogation and then if you've beaten them down enough, they give you even more. MEchanically this is nice. Creature kill with possible deck manipulation. Not too over-powered but almost always useful.
kill-joy
Interrogation Manual :4mana::symu::symb:
Artifact
:xmana::2mana::symb::symtap: Target creature gets -X/-X until end of turn.
:xmana::1mana::symu::symb::symtap: Return target creature with converted mana cost X or less to it's controllers hand. That player then discards a card from his or her hand.
:xmana::2mana::symu::symtap: Put the top X cards of target player's library into his or her graveyard.
I like that it attacks all aspects of the enemy flavorwise. However, it seems like there is too much going on. This is almost never going to see play and that's a lot of stuff going on when printed on a card. Also you're missing all commas and colons in the cost of the abilities; no rarity either.
DRey
Swamp's Toll
Sorcery
Target player reveals a number of cards from his or her hand equal to double the number of Swamps you control. You choose a nonland from them. That player discards that card.
Simple to the point discard. Obvious interrogation connection, but definitely still light on flavor, a different name would have helped. I see this as playable, but you are also missing your rarity.
herbert west
Vituperative Peregrination :xmana::symu:
Sorcery
Name a card. Target player reveals his or her hand and discards all cards of the chosen name. Then that player reveals the top X cards of their library and puts all cards with the chosen name revealed in this way into their graveyard. Put all other revealed cards on the top of their owner's library in a random order.
Flashback - :symu:, Tap X untapped creatures you control.
"Tell me what you know, or I'll choose what you forget!" - Olt, Guttercrawler
I see what you're going for with the name for the flavor, but definitely too complicated. Mechanically, this needs to be "Name a nonland card." We do not want to see someone on turn one force a player to discard all their basic lands from their hand because they have a mono colored deck. Also, the line "Put all other revealed cards on the top of their owner's library in a random order." doesn't read right. You don't get to put them on top. The owner of them should be doing the randomizing and putting them on top. Missing the rarity also.
Random_Nation
Agony Extraction :2mana::symw::symb:
Sorcery (R)
Search target opponent's library for a card and exile it.That player loses life equal to it's converted mana cost.Then that player shuffles his or her library. If your secrets are worth your life, then it's a price I'll gladly pay.
-Kiron,Extortion Operative
Flavor oozes from this card, but the only thing that confuses me is the quote....it makes me think you should possibly be losing something too..... I guess the biggest thing bugging me is why white as the second color other than your creature is those colors. I can see it working in the right setting, but white really doesn't bring anything to the table that this card does.
Probing the Signs UU
Enchantment (R)
Whenever you play a noncreature spell, put an enlightenment counter on Probing the Signs and scry X. Where X is the number of counters on Probing the Signs.
At the beginning of each end step, remove all counters from Probing the Signs. Nothing was ever solved by sitting idly by.
At first, I thought "why remove the counters at the end step? Weak!" Then I realized that this rewards you for casting multiple small cantrips outside your turn, helping you set up your next draw. Pretty clever design.
NecrovestigationUB
Sorcery (U)
Exile target creature card from your graveyard. Scry X, where X is the exiled card's converted mana cost, then draw a card. You lose 5 life. Only the complexity of a corpse can unravel the complexity of a great secret.
Potentially very strong, but the 5 life cost hurts it a lot and makes it much less potent than it should be. Especially when you have to exile a card as well.
Informant's Deal(U/B)
Sorcery {U}
As an additional cost to play Informants Deal, sacrifice a non-creature permanent.
Look at the top 5 cards of your library, you may exile any number of them, then put the rest back on top in the same order. You can learn anything, if you are willing to pay the price.
Very fitting in terms of the whole "get information even if it means breaking stuff" deal. Exiling cards is a great way to get the flavor of weeding out wrong answers. Maybe you could even make it a cantrip, although that might mean an increase in cost.
Careful Cataloguing3U
Sorcery (U)
Name a card type. Reveal the top five cards of your library and put all cards of that type into your hand and the rest on top of your library in any order.
Functional, solid card. Gets across the idea of "pondering" well. That said, this costs too much. Best to bump it down to 2U.
Skim the Archives1UR
Sorcery (U)
Name a card other than a basic land, then shuffle your library. Reveal the top two cards from your library and put them in your hand. If the named card was revealed this way, draw two cards.
"Finding relevant clues would be so much easier if her damn name wasn't plastered all over the place!" - Whispering Snaketongue
Rather convoluted way of doing things, but it is undeniable that the chance of drawing four cards for 1UR is very strong.
Dreamweaver's Blessing2GG [R]
Enchantment
Graft 3 U, Remove a +1/+1 counter from a permanent you control: Scry 1
Kind of weird to use +1/+1 counters as ways to scry. While I love finding new ways to use counters, I honestly don't get the flavor of this one at all.
Spy NetGU
Enchantment (U)
Whenever a creature enters the battlefield under your control, scry 2. In Mrakdor, it is common knowledge that your brothers, neighbors, neighbors of your neighbors and their dogs are all spying on you.
Ah, this one caught my eye the moment I saw it. I like how it represents hidden informants appearing to give you their information. Scry 2 is certainly very useful, as Preordain has proven. This is a little strong for uncommon though: either bump its cost up by 1 or make it a rare.
Unfolding ImprovisationXUU
Sorcery (R)
X can't be less than 2.
Look at the top X cards of your library. Put one of them into your hand and exile one of them. Until end of turn, if the exiled card is nonland, you may cast it by paying its mana cost reduced by up to :3mana:. Put the rest back in any order. "Nine-tenths of planning is knowing when to deviate from the plan." - Follutt
This is really convoluted. Though I can see the advantage it can give, it makes me think there's a more elegant way to word this.
Team Colleague Mind Filter2
Artifact (R)
Whenever you would draw a card, instead choose a card type. Then look at the top two cards of your library, you may reveal a card of the chosen type from among them and put it into your hand. Put the rest on the bottom of your library in any order. (The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal.)
This one is very strong, and very simple in its execution. There's little to say because it's a fine-tuned piece.
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////
First of all, damn you Rudyard for having the same idea as me and implementing it better Honestly guys, I didn't see his card before making mine... That being said, I wish I stuck with my first instincts that it was to restrict it to only instants and sorceries (and cost less), but hey, live and learn
Critique for Team Protege
Hidden Highways (R)
Legendary Artifact
At the begining of your upkeep, choose a Basic Land type. Creatures you control are unblockable if the defending player controls a land of that type.
The design of this card is not very exciting, because in most cases an opponent will always have at least a basic land, and as you choose in the beginning of your upkeep, you can change it freely. With this, your creatures will be almost always unblockable. I would like it better either if it was a creature for each land or something like that.
Metamorphic Credentials Artifact (R)
If a spell or ability would have you reveal any number of cards from your hand, you may reveal Metamorphic Credentials from your hand instead.
You have hexproof.
: Return Metamorphic Credentials to it's owner's hand. No questions asked.
Oh, man, I wanted to give you first spot just for the Doctor Who reference, but I have to be fair and critique as the others. It's a pretty cool card, and I like that it has a brand new effect. I would cost it at because of the added abilities, based on Witchbane Orb. The flavor is really interesting and it fits very well with the requirements. Overall, I would say this was
(Just had to go there)
Shadowburst
Instant (C)
Target creature gets +1/+0 and gains intimidate until end of turn. If it already has intimidate, it gets +3/+0 and gains haste until end of turn instead. "I can teach you to walk the shadows, but if you already know how, I can teach you something a little more flashy."
—Darryn, Shadowslider
Neat little combat trick. It's cool to give some relevance to intimidate and it becomes quite good for it. The main problem that I have with this card that it feels so much red to me. Big power only bonus, haste. Now that intimidate is no longer a black-only card, I would made more sense in a red card. I understood the flavor though, and it almost justifies it.
Failed Tactics :2mana::symw::symr:
Enchantment - Aura
Enchant Player
Whenever the enchanted player or a Planeswalker that player controls is attacked, the attacking player chooses one attacking creature. That creature deals combat damage as though it wasn't blocked.
The effect is nice, and can be very helpful. Two issues I see though. First is with the flavor of a failure on the part of the opponent, I don't see this as white. Red yes, maybe blue if the failure is a trick, but not really white. If it were inversed, this was an enchantment that let one of your creatures go through, it would be perfectly white for me. The second issue is that I don't see this feeting the requirement at all. Again, if it was an enchantment for your creatures, it would probably be ok.
Sidestep Slippers
Artifact - Equipment (U)
Equipped creature gets +1/+0 and has "You may have equipped creature assign its combat damage as though it weren't blocked."
Equip
I like this. It's a pretty straightforward design, fits the theme very well. The costs are ok, though maybe I could see either the cost or equip go up to :3mana:. The flavor is where this is a little weak. You could easily fit a flavor text there, and Sidestep makes me thing more of unblockable than damage going through. Nothing major, but it could be better. But bonus for creating slippers
Precarious Accelerator :1mana::symu::symr:
Artifact - Equipment (R)
Equipped creature has haste, flying and attacks every turn if able.
Whenever you cast an instant or sorcery spell, untap equipped creature.
Equip (:4mana:: Attach to target creature you control. Equip only as a sorcery.) The incredible speed almost makes up for the complete lack of safety features.
Basically, the flavor makes this card. It's a very fun design, the abilities given work well together. The untap part feels a little tacked on, though. Also, it is potentially dangerous, but nothing much. I would rather see this down to uncommon without the untap part (and a cheaper equip cost), but very solid design overall.
Oberas' Hot-Rod :4mana::symbr:
Artifact - Vehicle (R)
Board :1mana::symb::symr: (:1mana::symb::symr:: Attach target creature you control to Oberas' Hot-Rod. Board only as a sorcery.)
Boarded creatures have haste and intimidate.
[2]
For reference, the [2] at the bottom is the number of creatures that can be attached to the Hot-Rod at any given time. If a vehicle is already at capacity, then the only way for another creature to board is for one of the currently attached creatures to board another vehicle.
Interesting new type. I think a lot of people tried to design vehicles and you just went the simplest way: a multi-creature equipment. And let me say it works pretty well. Kudos on that! Although the design is new, and thus hard to cost, I think this could be cheaper. Also, as the cost of the board is multicolored, I think it would fit better if the mana cost was also multicolored instead of hybrid. The name was also a little too much, but it is too fun for me to bump any points for that.
Infiltrator's Guile :1mana::symu:
Enchantment- Aura (U)
Enchant creature
Whenever enchanted creature attacks alone, it gets +1/+0 until end of turn and is unblockable this combat. "The best spies are often unseen even to their own side."
-- Telberik, Logophage Hegemon
Pretty cool card, very straight and clean design. Nothing much to say here, I'm a fan of direct ideas, and this was implemented well.
The Underflow
Artifact (R)
At the beginning of your end step, you may exile target creature you control.
At the beginning of your combat step you may return a creature exiled by The Underflow to the battlefield, that creature gains haste, hexproof and is unblockable until end of turn.
12,412,689 sewer entrances dot the city of Ravnica, forming a vast network of assassination and illegal trafficing.
Man, that is one cool design. The flavor is incredible, and the effect both cool and very useful. Some issues though. First, the name seems too much like a legendary card. Also, this is too powerful for its cost, as it basically protects your creature during your opponent's turn and as it only comes back in the attack phase, you could even Wrath everything up and have your guys come back attacking. So I can see this at or even :4mana:. Also, it would be cooler to have it come back attacking, but that's not a problem, just an opinion.
Just to say: During the edit of this T3, I swapped Small Child and Icarael about 4236482734682 times. I wish I could give top spot to both. Congratulations guys!
Private Mod Note
():
Rollback Post to RevisionRollBack
Winner is Judge and Club Flaming IIW (get the one on top)
Guild ability being used by another guild
Graveyard effects
Legend: Very Interesting. At first I thought it overpowered, but then i realized that it's a very big effect that relies in a single creature staying on the board, so it's fair. A bit of flavour fail, though.
Lordshadow: Lots of wording and formatting mistakes. The idea starts well and fair but the ability to cast the exiled card gives potential to way too much card advantage. Good flavour though.
Noatz: I like it. I somehow wish it were a creature.
Big_Cal: Flavourfully I can see what you were aiming for. however, mechanically the two abilities seem really disconnected and random.
kill-joy: Hmm, a lot of disconnected mechanics and not a really good flavour connection.
DRey: Scalable, cheap targeted discard is hard to do and this card is a good one. However, loses points for a big flavour miss and wording mistakes. EDIT: Whoops it's so good that Wizards already made it.
herbert west: This card is so NOT blue that is not funny.
Random_Nation: I like it but I don't see why it needs to be white at all. I'd actually do this card with triple black.
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.
Oculus
Solid flavor although for the kicker seems a little high especially for what it does. However a good card nonetheless
Savia
The cards mechanics aren’t bad, but the flavor is lost on me. Is supposed to be some sort of brain that agents pour their thoughts into, if so why does need charging? It boggles me a little. Also, apparently the name’s already a card, but that’s neither here nor there.
Gallus
So your telling me, that if I play think twice, then flash it back before my end step I’ll have just drawn 2 cards and scy’d for 3, all for 3 blue and 1 extra? Don’t get me wrong I love sneaky in blue but this is a mythic level at best, and straight up deck manipulation at worst. Ir’s casting cost seems off…and the flavor is a little odd ( are you searching through your own mind for the memory?)Bottom line, I like the card but I think it’s undercosted/undervalued for the amount of shenanigans that can be done with it in any deck running blue.
Phyrexian Editor
Speaking of blue shenanigans… This card does hilarious things normally and is an outright killer against populate decks. But it does take some amount of strategy to use this card at the right time. The flavors decent, and the cost is pushing the envelope but decently costed giving the …timing needed for this card.
TacticalCelebrant
The flavor is awesome, but the card it self is…okay. It’s fun trick against grave heavy decks, and a decent emergency return if a key card of your goes to the grave, but nothing really stands out despite the (once again mentioned) awesome flavor.
Gerrard's Mom
I almost thought this was Knowledge Pool light. Then I took another looked an realized that you can’t get the exiled spells back, so you’d better be sure before you exile the spells willy-nilly. Not bad.
Rudyard
It’s common much like it’s rarity, but a good common, that’d probably be a deck staple like Ponder. Flavors kind of meh, though
aurorasparrow
The flavor’s nice and the design is pretty sleek, but the can’t search or shuffle clause, seems really clunky, especially for a blue deck.
Igmhorus
While the card render is nice, and the flavors not bad, this does not feel like a blue rare at all, which causes a screeching halt in my mind. It feels like a black card, and a uncommon one at that.
@Saagn The way I think it works (with my understanding of the rules so bar with me) is Inquisition cells First ability triggers upon resolving it checks the number of cards in the opponents hand If the number is greater then zero when it starts to revolve the player discards. If the player cannot discard to Inquisition cells only then should a counter be put on. Both should never happen in the same resolution. No time limit is set on playing the cards you exile.(supposed to be using the information you gathered when it is tactically relevant.) I could have sworn I listed the card as a rare, oh well it'll teach me to double check.
[QUOTE=Maokun;/comments/7859294] Lordshadow: Lots of wording and formatting mistakes. The idea starts well and fair but the moment when you are able to cast what you exile for free it quickly drops into the realm of the laughably broken. Good flavour though.
I'm not sure how you can cast the found cards for free with Inquisition cells, it should only allow you to cast them with colorless mana. Can you explain?
Noatz - Dreamstealer Mannequin is absolutely beautiful, both mechanically and flavorfully. It reminds me of cards of a similar venue that have a cheaper okay ability, and a more expensive great ability!
queensauce - N/A I suppose
herbert west - I love the concept behind your card, I just think it has some templating issues mostly, and the Random at the end throws it off too honestly, also, if I am understanding it right... then that means even the revealed hand goes on top of the library, I am sure that wasn't your intention, but if it was, it is insanely overpowered for shutting a player down for its cost... even if it didn't do that, a discard effect for XU is just very undercosted as well.
Big_Cal - Torturous Persuasion is a beautifully flavorful card, getting whatever you need out of someone no matter the costs, and then getting the exact information you need too, I love it. Even if mechanically it doesn't seem as solid.
Random_Nation - That is absolutely amazing card, maybe a bit... undercosted, but I do love it honestly, it seems like it would be amazing.
kill-joy - First off, it seems to be missing its rarity, and it also seems to be not very focused and just... too much for a single card I think, the abilities don't even seem to work together to well.
DRey - Sees simple, effective, and well costed. Missing Rarity, but I see it even working at a common due to the slight limitation, its still a single selective discard, I like it.
Lordshadow - Inquisition Cells seems WAY to powerful for its cost, and you didn't even add the Rarity.
2) Big_Cal
3) DRey
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
Draft my cube! (630 cards)
Feel free to comment.
aurorasparrow
Originality 6/10: Reminisce is the name of a card that has an effect for 2U that is nearly identical to what Reminiscence can do for 1UU. It's otherwise relatively original as far as I'm aware in that it implements existing effects in a new way. The most original aspect is putting your entire graveyard on top of your library. No existing card does that.
Flavor 6/10: The name works within the context of the challenge but comes across as weak in relation to the rather big (and unique) effect of putting your entire graveyard on top of your library. "Total Recall" or something would fit the mechanical impact better. The flavor text jives with the mechanic in that you only get to draw one card per turn (unassisted) but doesn't jive with the massive stacking of the entire graveyard all at once.
Printability 5/10: I imagine this card as a U sorcery that just says "Put your graveyard on top of your library" and then consider that it's much more than that. It's printable, but not at U. I suspect 2UU would be okay.
Playability 6/10: The primary effect alone seems like innocuous in a vacuum, like a late game limited life-saver or the type of thing that casual Johnny would toy, but I suspect that at this cost it would wind up being some kind of weapon for Spike. Add on the "can't search or shuffle" clause and a way out of it all and it becomes even more appealing. Timmy would rather use Elixir of Immortality. It could inspire a deck design.
TOTAL 23/40
Gallus
Originality 6/10: Eyes of the Watcher exists so there is already an enchantment that allows you to scry, but not in the same way Auto-Hypnosis does.
Flavor 4/10: The name and flavor text work well together but don't mesh with the mechanic very well. There isn't a total disconnect, but there's a weak connection between being hypnotized by the casting of your own Unsummon (for example).
Printability 8/10: It's simple and balanced. Outside of the so-so flavor, it's totally printable.
Playability: 5/10 It's a modest design, playable but not exciting, and certainly not an auto-include or build-around.
TOTAL 23/40
Gerrard's Mom
Originality 9/10: As far as I know, Nivmagus Elemental is the only existing card that exiles a spell you control, but the concept has been around fantasy forums quite a while. More often than not, it's poorly implemented. Not so here. This is an original use of a rare contingency that activates a unique mechanic.
Flavor 6/10: "Spellplunder" goes well with the mechanic and works well with the challenge. Even though "Field" is a familiar term used in many Magic card names, it doesn’t help here outside of connecting it to the flavor text, which itself is superfluously flowery to the point of being contrived. (Kind of like what you just read. :))
Printability 6/10: It’s printable in a multicolor set, but would possibly need some tweaking due to the infinite possibilities this thing poses in the eternal cardpool. Playtesting is in order.
Playability 6/10: It's a unique, potentially powerful puzzle piece, yet it's not for everyone. Timmy doesn’t know why you would ever want to exile your own spell, but Johnny-Spike could probably break this.
TOTAL 27/40
lgmhorus
Originality 2/10:Reminisce is the name of an existing card. This looks an awful lot like Rudyard’s card, which was the 2nd card of the thread and hasn’t been edited. Otherwise, the effect is original as far as I know. I have no doubts that you conceived of it yourself. It's a good idea to look at previous card entries before posting your own though.
Flavor 3/10: The overall flavor is excellent, but that’s a lot easier to achieve when using the name of an existing card. Get into the habit of checking existing cardnames when posting. The flavor text is excellent and sounds just like something Neville would say.
Printability 2/10: You got the rarity right and probably the converted mana cost, too. Not the card type though. It should be a sorcery. A card that utilized the graveyard to tutor for a card is thoroughly black though. If it targeted an instant or sorcery, then I could see it being blue. It should probably also target the card in the graveyard and possibly only target a card in your graveyard, but those are minor issues.
Playability 9/10: It’s an awesome tutor effect. If it were printable, it would be an auto-include in every toolbox with an island.
TOTAL 16/40
Oculus
Originality 1/10: Raise Dead has been around since Alpha, and there have been many set filler takes on it but never one with Kicker.
Flavor 8/10: The flavor is excellent. I'm always a sucker for old school references. Your story was too cool.
Printability 9/10: Totally printable. The rarity and colors are right. It might need to be reworded to prevent confusion as to what exactly is being returned if it's kicked.
Playability 2/10: It's strength lies in limited. Outside of limited, it's a slightly more playable than most other Raise Dead cards. And the only thing that makes them playable is the fact that they have a mana cost.
TOTAL 20/40
Phyrexian Editor
Originality 7/10: There are few cards that look for "entered the battlefield this turn", so it's not strictly entirely original in that regard, but it is a rare contingency and none of the existing cards that have it are blue.
Flavor 8/10: Nearly perfect. The card drawing feels tagged on.
Printability 8/10: It's printable but not perfectly so. Not only does the card drawing feel tagged on, it seems like too much.
Playability 5/10: Outside of limited, it's a bit weak even for casual and there are cards that easily trump it.
TOTAL 28
Rudyard
TOTAL 30/40
Savia
TOTAL 24/40
TacticalCelebrant
Originality 0/10: Junktroller + Noxious Revival =/= Original
Flavor 4/10: Oh how I want that G to be R. And it's even possible thanks to Fossil Find - then the return could've been to hand yet random, but it would have been worth it in terms of flavor. The name and flavortext are good for the challenge.
Printability 8/10: It's printable. After all, a lack of originality or flavor never stops WotC.
Playability 2/10: Totally dependant on a given metagame, which can be said of any card I know, but in the grand scheme, it's forgettable.
TOTAL 14/40
Top 3
1st Place: Rudyard
2nd Place: Phyrexian Editor
3rd Place: Gerrard's Mom
Bold red is reserved for modtext, I'll fix that for you
HatterofMad
Not clear as to why this doesn't grant landwalk, the established name for this ability. It is also basically "creatures you control are unblockable" except when you are splitting attacks in multiplayer formats, it's not like the types of basic lands any given player controls changes that much.
Small Child
Huh, ok, I suppose that works. Out of the box, and nice story!
Socrates
Seems fine I suppose, not sure I get how haste plays into the flavor though.
EtR
Interesting choice to go with the colors not used on your avatar, I would tend to stick to the same colors to develop a theme over the month. Furthermore, dealing combat damage as though not blocked is a solidly green ability, so I'm not sure why you made it red/white. You are also missing rarity, and the ability should only work until end of turn.
Prophylaxis
I don't recall seeing this effect granted before, nice effect for Equipment or Aura.
schtingah
4 mana to grant haste is not awesome, haste granting effects need to be as cheap as possible to actually work. I think you want to make the equipment cost more and the equip cost less. It's fine for a colored artifact and works well with your avatar.
Cythare
Yeah, I've been interested in this sort of thing before, seems to work reasonably well. I don't think I would use "Hot Rod" in a serious Magic name, it's a little too real-world. Mechanically, though, seems like it would work ok.
Icarael
Nice flavor. The enchantment could have worked well in Avacyn Restored, this is actually a great ability because it can let you push through slowly with one guy, but at the cost of being able to attack with the others. Works well with your avatar also.
Vexing Arcanix
This is flavorful, but works in a weird way, and doesn't specify whose control it comes back under, which seems relevant with your avatar. Seems pretty close to an enchantment granting "can't block and is unblockable" and hexproof.
Thelas
No entry
2. Icarael
3. Prophylaxis
Whoops, sorry for that.
It's amazing how easy it is to make these sort of mistakes. Thanks for understanding and fixing it.
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Top 3
1. Mirror Entity
2. Ninja Caterpie
3. Ryder
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Think of the kicked version as a Recollect that gives you a little extra.
Team Protege:
HatterofMad - Magnigoth Treefolk has the wording you want. This basically makes all your creatures unblockable unless your opponent has no basic lands - extremely strong for 6, but probably still in the realm of printable. Doesn't quite feel legendary though, and the flavor of this being an artifact is questionable.
Small Child - Interesting. Giving yourself hexproof is not a bad thing, and it stops things like Memoricide and Inquisition of Kozilek from picking apart your hand. There might be some rules issues around this, and given this is generally more useful than Witchbane Orb, 4 might be an appropriate cost.
Socrates - A nice card, and the flavor is well executed. Messing around with abilities like that is not something I'd want at common though.
EtR - I'm scratching my head a little at this. Predatory Focus is a strictly green ability. The flavor is somewhat difficult to extract here. I imagine it would be fine in practise, and could even be costed lower.
Prophylaxis - Sure. Bad unblockable, but a minor power boost and cheap costs. Woeful that equipment are so bad nowadays, but this is probably about right.
schtingah - Colored artifacts bother me. Is there a reason you didn't want other colors to have access to this? Given that the creature doesn't get any power/toughness boosts, two marginal, one irrelevant and one negative ability, I'd say this is way overcosted.
Cythare - I'm...hm. Is this meant to be a serious card? Intimidate is okay, but paying more than one mana to give a creature haste is bad. It's certainly not rare material (even at uncommon it's marginal), and the costs are way too high to justify those effects.
Icarael - I totally dig it. It could maybe afford to be costed U, but it's still good as it stands. Love the flavor.
Vexing Arcanix - Heh, cool twist on Synod Sanctum. Makes sure your attackers can't be messed with. Unblockable might be pushing it a little, but I think the card is a nice package.
Thelas - First casualty of the spy games?
Top 3:
1 - Icarael
2 - Vexing Arcanix
3 - Prophylaxis
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
HatterofMad: Nice flavor, fits your avatar, might have better wording, giving your guys landwalk isn't that original, but is a nice way to meet the challenge. I really like your avatar.
Small Child: Great flavor, great story, good top-down design, fits your avatar, it even references Doctor Who. You get a gold star.
Socrates: I like the design. Grants a bonus, and if part of it is redundant, it replaces it with a better one. It even fits well with your avatar. A very nice card. I would like to see a little more flavor on your post next time.
EtR: Mechanically it works because it lets you get a creature in unblocked, but flavorfully, you're missing a little. I don't think you should rely on your enemy failing to move around fast. If you mean that you are causing their failure with espionage, you could do a little more to emphasize this.
Prophylaxis: Good mechanical interpretation of the challenge, could use a little more flavor.
schtingah: Fits your avatar well and moves you very fast. Not very spy-like, and equip 4 is bad with haste.
Cythare: Fits your avatar, moves you around fast, not very rogueish or spy-like as I see it.
Icarael: Great story. Well designed card. I just wish there was a little more connection between the two. Anyway, good entry.
Vexing Arcanix: That's pretty interesting. Good mechanical interpretation of using the sewers as a series of hidden passageways.
Thelas: Entering a card in secret is a nice interpretation of the spy games, but I'm afraid I can only give you a ranking in secret.
1st: Small Child
2nd: Icareal
3rd: Socrates
Backstory @Big_Cal
This card was originally designed to be from Naya when I didn't know what plane we would be on. He was lured by the game and strayed from Naya's teachings. Now instead of worshiping behemoths, he hunts them and sells their bodies for money and power. This shift is represented by going from RGW to the enemy color wedge BGU.
Rudyard
aurorasparrow
Oculus
Gallus
TacticalCelebrant
Gerrard's Mom
lgmhorus
Savia
Phyrexian Editor
Top 3
1. Gerrard's Mom
2. Savia
3. TacticalCelebrant
Very clever concept. Makes a lot of flavorsense and creates interesting play situations where you have to make yourself vulnerable to protect your information. Sadly, i don't expect the reveal trick will be revelvant that often.
I like the little combat trick with the threat of instant untappping. It might be kinda minimal though. Might have been more interesting if casting an instant or sorcery triggered a free equip. It also works like sometimes-vigilance which makes up for the attack required, so i can see the thought that went into this
and the flavor is nice, easy and fun to imagine being caught up in this thing
Oculus stated in his review he doesn't like colored artifacts, and i can see that position, but i think it's a better alternative than the weird color bleed that happens with so many colorless equipment. So i support your choice to make this colored
Fun name. Fairly costed? Solid overall. A tad uninteresting.
Weird that the equipped creature gains an ability that refers to itself as the "equipped creature." Should be "this creature" not "equipped creature" in the text, right? instead of granting that ability to the creature you could have the ability on a second line as an ability the equipment had
i made a template error with my submission as well, forget to put "reveal that card" as part of the conditional tutor i designed
i do like the name and flavor of your card a lot.
that'll help ya get around.
why didn't you choose to word this as "creatures you control gain landwalk of the chosen type until end of turn?" like Traveler's Cloak
is more interesting in multiplayer where the choice of basic type and the ability to change your choice every turn will matter more
good flavor on this, makes a lot of sense and is a smart choice for the challenge
going rogue. flavor's fine. straight forward design, doesn't wow
the triggered ability is hard to word for sure and you did a good job trying to tackle that difficulty.
the Thorn Elemental is green, but i could see it being conditional in the combination of white/red.
not sure if i understand the flavor.
i'd suggest trying to find ways of simplifying this or doing it similarly but differently. it's interesting enough but parts of it could be taken out for use
like maybe just make it a non-Aura enchantment saying,
"Whenever one or more creatures you control attack, you may choose one. That creature assigns combat damage this phase as though it were unblocked."
might be somewhat clearer, though the "enchant player" method is more interesting for multiplayer
very nice. i like that it encourages building an intimidate deck.
only quibble would be that i kinda want to see this as a sorcery.
i guess i have to wonder about possible problems that "mount" mechanics might have interacting with auras and equipment. not mechanical problems but for awkwardness for players to arrange them on the table, especially if multiple enchanted or equipped creatures are boarded into one vehicle
idea for an un-set vehicle: Clown Car
i do like the potential of the mechanic a lot though, and the flavor of the card is very fun
seems risky, but of course that must be the point. slipping your agent into the sewers to sneak in is a dangerous mission and they can certainly be trapped and killed in the process
nice flavor, probably a better delivery of the same concept as HatterofMad's Hidden Highways, though HoM's was less complicated
the cost of 2 could be right considering the risk involved and the delay for the results
1. Vexing Arcanix
2. Socrates
3. Small Child
Legend
Mass Hypnosis (Mythic)
:4mana::symu::symu:
Enchantment - Aura
Enchant creature
You control all enchanted creatures.
If politics was a game of chess, I would be making all the moves. - Lord Salamancer
Lordshadow
Enchantment
At the beginning of each opponent's upkeep that player discards a card,
if your opponent has no cards in hand put a broken counter on Inquisition cells. Sacrifice Inquisition cells: Search your opponent's deck for a card for each broken counter on Inquisition cells, exile those cards face down you may play those cards by paying their converted mana cost.
Noatz
Artifact (R)
:1mana:, :symtap:: Look at target opponent's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card, shuffles it into his or her library, then draws a card.
:7mana:, :symtap:, Sacrifice Dreamstealer Mannequin: Search target opponent's library for a nonland card and exile it. Until end of turn, you may cast the exiled card without paying it's mana cost. (If it has X in its mana cost, X is 0.)
Holy lots of words, batman. Mechanically the card's abilities are simple enough on their own, but I think it might be too much to fit on one card. Flavorwise I do like the idea though. Picking through what your enemy knows and eventually chosing what you want.
Big_Cal
Torturous Persuasion :2mana::symb:
Instant (U)
Put two -1/-1 counters on target creature. If that creature has 1 or less toughness, search its controller’s library for a card and exile it. If you do, that player shuffles his or her library.
"You show amazing resistance. Let's see what happens when we bring in those closest to you.” - Marta of the Vendilion
kill-joy
Artifact
:xmana::2mana::symb::symtap: Target creature gets -X/-X until end of turn.
:xmana::1mana::symu::symb::symtap: Return target creature with converted mana cost X or less to it's controllers hand. That player then discards a card from his or her hand.
:xmana::2mana::symu::symtap: Put the top X cards of target player's library into his or her graveyard.
I like that it attacks all aspects of the enemy flavorwise. However, it seems like there is too much going on. This is almost never going to see play and that's a lot of stuff going on when printed on a card. Also you're missing all commas and colons in the cost of the abilities; no rarity either.
DRey
Swamp's Toll
Sorcery
Target player reveals a number of cards from his or her hand equal to double the number of Swamps you control. You choose a nonland from them. That player discards that card.
Simple to the point discard. Obvious interrogation connection, but definitely still light on flavor, a different name would have helped. I see this as playable, but you are also missing your rarity.
herbert west
Sorcery
Name a card. Target player reveals his or her hand and discards all cards of the chosen name. Then that player reveals the top X cards of their library and puts all cards with the chosen name revealed in this way into their graveyard. Put all other revealed cards on the top of their owner's library in a random order.
Flashback - :symu:, Tap X untapped creatures you control.
"Tell me what you know, or I'll choose what you forget!" - Olt, Guttercrawler
Random_Nation
Agony Extraction :2mana::symw::symb:
Sorcery (R)
Search target opponent's library for a card and exile it.That player loses life equal to it's converted mana cost.Then that player shuffles his or her library.
If your secrets are worth your life, then it's a price I'll gladly pay.
-Kiron,Extortion Operative
Flavor oozes from this card, but the only thing that confuses me is the quote....it makes me think you should possibly be losing something too..... I guess the biggest thing bugging me is why white as the second color other than your creature is those colors. I can see it working in the right setting, but white really doesn't bring anything to the table that this card does.
queensauce - no entry
Top 3
1)Big_Cal
2)Random_Nation
3)DRey
At first, I thought "why remove the counters at the end step? Weak!" Then I realized that this rewards you for casting multiple small cantrips outside your turn, helping you set up your next draw. Pretty clever design.
Potentially very strong, but the 5 life cost hurts it a lot and makes it much less potent than it should be. Especially when you have to exile a card as well.
Very fitting in terms of the whole "get information even if it means breaking stuff" deal. Exiling cards is a great way to get the flavor of weeding out wrong answers. Maybe you could even make it a cantrip, although that might mean an increase in cost.
Functional, solid card. Gets across the idea of "pondering" well. That said, this costs too much. Best to bump it down to 2U.
Rather convoluted way of doing things, but it is undeniable that the chance of drawing four cards for 1UR is very strong.
Kind of weird to use +1/+1 counters as ways to scry. While I love finding new ways to use counters, I honestly don't get the flavor of this one at all.
Ah, this one caught my eye the moment I saw it. I like how it represents hidden informants appearing to give you their information. Scry 2 is certainly very useful, as Preordain has proven. This is a little strong for uncommon though: either bump its cost up by 1 or make it a rare.
This is really convoluted. Though I can see the advantage it can give, it makes me think there's a more elegant way to word this.
This one is very strong, and very simple in its execution. There's little to say because it's a fine-tuned piece.
Top 3:
1. KoolKoal
2. Ryder052
3. Arcel
----------------------------
Club Flamingo Wins: 10
----------------------------
EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
----------------------------
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////
Critique for Team Protege
Hidden Highways (R)
Legendary Artifact
At the begining of your upkeep, choose a Basic Land type. Creatures you control are unblockable if the defending player controls a land of that type.
Metamorphic Credentials
Artifact (R)
If a spell or ability would have you reveal any number of cards from your hand, you may reveal Metamorphic Credentials from your hand instead.
You have hexproof.
: Return Metamorphic Credentials to it's owner's hand.
No questions asked.
(Just had to go there)
Shadowburst
Instant (C)
Target creature gets +1/+0 and gains intimidate until end of turn. If it already has intimidate, it gets +3/+0 and gains haste until end of turn instead.
"I can teach you to walk the shadows, but if you already know how, I can teach you something a little more flashy."
—Darryn, Shadowslider
Failed Tactics :2mana::symw::symr:
Enchantment - Aura
Enchant Player
Whenever the enchanted player or a Planeswalker that player controls is attacked, the attacking player chooses one attacking creature. That creature deals combat damage as though it wasn't blocked.
Sidestep Slippers
Artifact - Equipment (U)
Equipped creature gets +1/+0 and has "You may have equipped creature assign its combat damage as though it weren't blocked."
Equip
Precarious Accelerator :1mana::symu::symr:
Artifact - Equipment (R)
Equipped creature has haste, flying and attacks every turn if able.
Whenever you cast an instant or sorcery spell, untap equipped creature.
Equip (:4mana:: Attach to target creature you control. Equip only as a sorcery.)
The incredible speed almost makes up for the complete lack of safety features.
Oberas' Hot-Rod :4mana::symbr:
Artifact - Vehicle (R)
Board :1mana::symb::symr: (:1mana::symb::symr:: Attach target creature you control to Oberas' Hot-Rod. Board only as a sorcery.)
Boarded creatures have haste and intimidate.
[2]
For reference, the [2] at the bottom is the number of creatures that can be attached to the Hot-Rod at any given time. If a vehicle is already at capacity, then the only way for another creature to board is for one of the currently attached creatures to board another vehicle.
Infiltrator's Guile :1mana::symu:
Enchantment- Aura (U)
Enchant creature
Whenever enchanted creature attacks alone, it gets +1/+0 until end of turn and is unblockable this combat.
"The best spies are often unseen even to their own side."
-- Telberik, Logophage Hegemon
The Underflow
Artifact (R)
At the beginning of your end step, you may exile target creature you control.
At the beginning of your combat step you may return a creature exiled by The Underflow to the battlefield, that creature gains haste, hexproof and is unblockable until end of turn.
12,412,689 sewer entrances dot the city of Ravnica, forming a vast network of assassination and illegal trafficing.
1.Small Child
2.Icarael
3.Prophylaxis
H.M: Vexing Arcanix,Socrates
Just to say: During the edit of this T3, I swapped Small Child and Icarael about 4236482734682 times. I wish I could give top spot to both. Congratulations guys!
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done
Legend: Very Interesting. At first I thought it overpowered, but then i realized that it's a very big effect that relies in a single creature staying on the board, so it's fair. A bit of flavour fail, though.
Lordshadow: Lots of wording and formatting mistakes. The idea starts well and fair but the ability to cast the exiled card gives potential to way too much card advantage. Good flavour though.
Noatz: I like it. I somehow wish it were a creature.
Big_Cal: Flavourfully I can see what you were aiming for. however, mechanically the two abilities seem really disconnected and random.
kill-joy: Hmm, a lot of disconnected mechanics and not a really good flavour connection.
DRey: Scalable, cheap targeted discard is hard to do and this card is a good one. However, loses points for a big flavour miss and wording mistakes. EDIT: Whoops it's so good that Wizards already made it.
herbert west: This card is so NOT blue that is not funny.
Random_Nation: I like it but I don't see why it needs to be white at all. I'd actually do this card with triple black.
Top 3
1)Noatz
2)Legend
3)RN
HM:Lordshadow
Oculus
Solid flavor although for the kicker seems a little high especially for what it does. However a good card nonetheless
Savia
The cards mechanics aren’t bad, but the flavor is lost on me. Is supposed to be some sort of brain that agents pour their thoughts into, if so why does need charging? It boggles me a little. Also, apparently the name’s already a card, but that’s neither here nor there.
Gallus
So your telling me, that if I play think twice, then flash it back before my end step I’ll have just drawn 2 cards and scy’d for 3, all for 3 blue and 1 extra? Don’t get me wrong I love sneaky in blue but this is a mythic level at best, and straight up deck manipulation at worst. Ir’s casting cost seems off…and the flavor is a little odd ( are you searching through your own mind for the memory?)Bottom line, I like the card but I think it’s undercosted/undervalued for the amount of shenanigans that can be done with it in any deck running blue.
Phyrexian Editor
Speaking of blue shenanigans… This card does hilarious things normally and is an outright killer against populate decks. But it does take some amount of strategy to use this card at the right time. The flavors decent, and the cost is pushing the envelope but decently costed giving the …timing needed for this card.
TacticalCelebrant
The flavor is awesome, but the card it self is…okay. It’s fun trick against grave heavy decks, and a decent emergency return if a key card of your goes to the grave, but nothing really stands out despite the (once again mentioned) awesome flavor.
Gerrard's Mom
I almost thought this was Knowledge Pool light. Then I took another looked an realized that you can’t get the exiled spells back, so you’d better be sure before you exile the spells willy-nilly. Not bad.
Rudyard
It’s common much like it’s rarity, but a good common, that’d probably be a deck staple like Ponder. Flavors kind of meh, though
aurorasparrow
The flavor’s nice and the design is pretty sleek, but the can’t search or shuffle clause, seems really clunky, especially for a blue deck.
Igmhorus
While the card render is nice, and the flavors not bad, this does not feel like a blue rare at all, which causes a screeching halt in my mind. It feels like a black card, and a uncommon one at that.
1 Rudyard
2 TacticalCelebrant
3. Phyrexian Editor
The Anabyn
Stay Hungry My Friends....
[QUOTE=Maokun;/comments/7859294]
Lordshadow: Lots of wording and formatting mistakes. The idea starts well and fair but the moment when you are able to cast what you exile for free it quickly drops into the realm of the laughably broken. Good flavour though.
I'm not sure how you can cast the found cards for free with Inquisition cells, it should only allow you to cast them with colorless mana. Can you explain?
1. KoolKoal
2. Ryder052
3. Arcel
1. Ninja Caterpie
2. Ryder052
3. arbitraryarmor