Choose two guilds that share a color, then design a common mono-colored card of that shared color which shows synergy between at least one of each guild's mechanics.
Necrogenic Scion (Common) G
Creature - Elf Druid
1/1
If an effect would place one or more +1/+1 counters on Necrogenic Scion, it places twice as many on it instead.
A one-creature Corpsejack Menance. Solid, but not really innovative. Both guilds use counters so this does fit that requirement, but I don't think you'd see it at common.
Azorio-Orzhov
Trusted Advokist1W
Creature - Human Wizard
Whenever a permanent becomes the target of a spell or ability, add W to your mana pool.
2/2
So the white mana is designed to pay for extort costs, and I guess technically detain does target. Problems are A) the mana can be used for anything and mana production isn't white, B) open ended target triggers like this are relatively easy to abuse, e.g. this plus Shuko gives infinite mana on turn two.
Dimir and Rakdos. I always knew those crazy kids would get together
Callous Slayer 3B
Creature - Human Assassin {C}
Callous Slayer can’t block and is
unblockable.
Callous Slayer gets -1/-1 for each
card in your hand. Unthinking. Unfeeling. Unconcerned
with the sanctity of life.
7/7
Unblockable to serve as a Cipher target and it wants (ideally) zero cards in hand to play with Hellbent.
Putting "{C}" on a card doesn't make in common. This is just too large and complex for a black common creature, and if I'm getting in for 4-7 unblockable damage, I'm not going to care much about adding cipher spells to it as well.
Pair of Thugs2RR [C]
Sorcery
Put two 1/1 red Human Berserker creature tokens with unleash onto the battlefield. "You can buy anything on Tin Street Alley. Weapons, drugs, even men. When you're here, everything has a price and a catch."
—Arrester Lavinia, Tenth Precinct
Unleash for Rakdos, tokens for Batallion.
Counters on tokens are a necessary evil, but imo ought not be forced to happen like this. I do like the design, how it works with the guilds, and how you refrained from giving the tokens haste as well,
Let's go with Selesnya + Boros.
Recruitment Officer2W
Creature - Human Soldier {C} Battalion - Whenever Recruitment Officer and at least two other creatures attack, put a 1/1 white Soldier creature token onto the battlefield tapped and attacking. 2/2 Even the Selesnya have their need for cops. They're just more subtle in their methods of selection.
Solid card and an ability I'm surprised didn't see print, though I'd expect to see it at uncommon. Doesn't really work with Selesnya, though, as you really want to be populate something more than a 1/1 non-flyer.
Gruul/Simic
Inspirational Infusion1G
Instant (C)
Target creature gets +X/+X until end of turn where X is the total amount of +1/+1 counters on permanents you control. When you are truly part of a group, you can feel their strength pushing you into greatness.
Nice card, fits both guilds pretty well and I can see it at common. Possibly should be 2G, and the link to Gruul could be a bit stronger.
+
Cephalovortex2U
Creature — Octopus Weird
Graft 1
Whenever an instant or sorcery spell you control resolves, put a +1/+1 counter on Cephalovortex.
0/0
Interesting card. I think I like it. Might have too much going on for common, but I can see it just getting under that bar. You definitely found a nice sweet spot between Izzet and Simic.
I'm surprised no one is going Dimir-Izzet
Chemister's Informant2U Creature - Human Rogue (C)
Whenever you cast an instant or sorcery spell, Chemister's Informant is unblockable this turn.
2/2
Cool card. Feels a lot more Dimir than Izzet. With this guy around, a cipher spell is almost guaranteed to hit twice. Still, well costed and simple enough for common.
Legend - A bit hard to judge, since the only other apperance of this ability was on a splashy rare. It isn't so complicated that it is necessarily beyond common, and it requires other cards to get good value from so it isn't necessarily too powerful. The synergy is strong and straightfoward.
Gideon_Jura - I'll assume it should be common. The ability is fairly off-color, and dangerous in older formats which might have more ways to abuse it. The fact that it works off anything being targeted is very broad, and makes it so it is very, very easy to abuse in all sorts of ways.
VikingIrishman - The only similar cards are rare, so this should be too, especially with unblockability added into the mix.
arbitraryarmor - Simple, straightforward, elegant. Very solid design.
Raikou Rider - Repeatable token generation is a bit scary at common, but not too bad. Synergies are very clear, cost is right.
schtingah - Commons are generally always useful, with more conditional things being uncommon or rare. And this is quite conditional because you have to have at least one counter out to get any effect at all.
willows - Assuming common again, but I won't do that in future challenges this month. "Resolves" isn't used much, and really there isn't enough for a nerf effect to justify using it instead of just "cast". I understand you lose replicate synergy, but better to just take a different approach.
Small Child - Simple and effective. Dimir could use it more, but Izzet is very happy to have an extra unblockable critter.
Top 3:
3: Small Child
2: Raiku Rider
1: arbitraryarmor
Critique Complete (will get to them tonight when I'm more awake, at the moment just feel like responding to Critiques)
Jimmy Groove - Greying Indrick fits the challenge, and is pretty much a perfect example of a standard Common that would see use, nothing I can really fault with.
Random_Nation - Hybrid Infiltrator is rather interesting, maybe a bit to aggressively costed for what it can do, but it is rather nice and I will not fault it simply because it has a mechanic that was a bane to me in the Pre-release
Big_Cal - Excellent for use with both Evolve and Populate, though the Vigilance seems a bit off to me, it is not as cheap as if you had given it trample which I am thankful for, but still, Vigilance feels strange to me.
jwanders - Oh man, that almost feels too good to be common after going up against Extort and how good that ability is, and in the right deck, could be absolutely devastating... but outside that, it seems pretty useless... I think that works rather well for a Common, useful in the right situation, but outside of it, it is rather underwhelming.
Socrates - Alright, this really feels too good for common, since it is almost guaranteed to go off once, even if you have to discard to do it, it seems like that level of token making is a bit too good for Common.
herbert west - The intimidate seems a bit out of place on a 1/1 common, but I guess I can understand that logic. And I am not positive, and correct me if I am wrong, but I am not seeing how this applies to Haunt, since to Haunt something, a card must be exiled.... it just seems off to me.
Eskimo_Rage - Interesting card, the surprise casting is rather unique, but I'm just not feeling it for some reason...
1) Big_Cal
2) Random_Nation
3) Jimmy Groove
*sigh* I thought it would be alright for my Common, mostly due to the recent power creep and another common from an older set, namely Gorehorn Minotaurs, which is a 5/5 for 4 if you deal damage first. So my guy is slightly weaker with a tacked on ability to make it work with Izzit too, and with some things being gotten away with in Common now a days, I didn't think this was to great an ability.
Also, Rhand... it is too good to be common yet to expensive to make it a good card to play? That sounds pretty Common to me, though this point is a matter of opinion I realize.
... *sigh* I should have stuck with my earlier concepts apparently, tried to be clever and change it(several times in fact), and just stuck with a dud... oh well, live and learn =)
It isn't a power issue that makes me think it shouldn't be common (I think, on a separate note that the card is too strong for its cost). It's a complexity and rarity issue of the effect. Gilder Bairn, Evolution Vat, Primordial Hydra, Doubling Season, Corpsejack Menace are the only cards that double +1/+1 counters and they are Uncommon, Rare, Mythic Rare, Rare and Rare respectively. Your tone is very offensive to state that I am 'wrong' (and implicitly that you are 'right'). If you can cite any precedent for this kind of effect being even remotely acceptable at common then I'd be very interested to hear it.
The effect isn't complex. It's simple and grockable even by New World Order standards. True, all existing cards with counter-doubling effects are uncommon, rare, or mythic, but that is because they are also proactive, versatile, mass-effecting, and/or self-reliant. Necrogenic Scion is none of those. It's a completely self contained ability that depends on other cards to function beyond being a 1/1. Sounds like a perfect example of common material to me. *shrugs*
EDIT: Also, I could have made a card with Evolve and/or Graft, but decided to design a card that fulfills the criteria of the challenge instead.
So you're basing the fact that I'm "wrong" on something with no proof. Next time, please don't use such provocative statements on a subjective issue just because you feel your opinion is right. Doubling has an inherent rules complexity and is incredibly rare in this game. Just because a card is self contained doesn't make it non-complex either (A 1/1 with hellbent, unearth, first strike, R: +1/+0, each time its power would increase it increases twice as much would be a completely self contained card that is too complex for common, or print but it's an extreme example)
True, but as even you seem to have implied, my card isn't an extreme example. And the proof you speak of lies in existing design conventions (aka WotC's opinion) rather than our opinions or even the frequency of the mechanic or the rarity at which it has been implemented.
Necrogenic Scion clearly isn't rare or mythic so that only leaves uncommon or common, and personally I can't imagine an environment in which it could exist at uncommon. It's just too conditional and otherwise weak to be anything but common.
Ok, Legend, please understand that there is a large degree of subjectivity in the custom card creation process. Judges have raised some reasonable concerns based on previously printed cards. I know it can be hard if people don't understand what you were trying to achieve with your card, but the best approach is just to think about these comments when designing in the future, not much can be achieved by arguing about a difference in opinion. If you want to continue to discuss the rarity of counter doubling effects, please start a thread in the main forum for that purpose.
In other news, DeusofCalamity is joining Keyhole Downs as a late addition, since he has already prepared a card and critiques. If you are on Tin Street and have already finished critiquing, you are not required to add his card, but we would appreciate it if you could.
Midnight Stalker BB
Creature - Human Rogue {C}
Intimidate
Extort
"If you travel in the night, make sure not to bring any cash." - Nightguard warning.
2/1
Ok, so I kind of see where you are going with this. Trample is very good evasion for both guilds due to P/T increases. The connection is a little thin, in my opinion. Overall, though, the card is fine. 7.5/10
So a 1/3 Evolve for 3 is on par with common level, but I feel the second ability is too forced. 7/10
Tokens for Selesnya, and the different P/T for evolve. Not bad, but the choice might put this into uncommon range, even though each individual choice is subpar for 3 mana. 9/10
Not sure how powerful this could be. With something like Heroes Remembered or Martyr of sands, this could be pretty big. Its similar to Miming Slime, though more likely to be smaller. It works with both guilds, which is a plus, but requires a lot more work. 8/10
This is too powerful to be a common, in my opinion. Does work with both mechanics, though. 6/10
The haunt connection is weak at best, but the cipher connection is there. Overall, the power level is fine, but the sacrifice ability could be more powerful (Gravedigger was a common) 8/10
As underpowered this effect is, a Panglacial Wurm effect shouldn't appear at common, I feel. The synergies are there, though. 7/10
1) Big Cal
2) Jwanders
3) Herbert West
Private Mod Note
():
Rollback Post to RevisionRollBack
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Legend (Necrogen Scion): This card is a day ruiner. No matter when you drop this thing, it’s going to ruin someone’s day. With the guilds and mechanics you are synergizing with, this will be a 1/1 for all of a turn I suspect, maybe two if you get a really bad hand draw. The only thing that prevents it from being an immediate rare is the fact that it’s a 1/1 therefore easy to kill/burn/get rid of. Don’t get wrong I like the card, but it’s a very very good uncommon at best and an underpowered rare at worst
Gideon_Jura (Trusted Advokist): So by how I understand your card if you were to play a creature with let’s say a detain ETB effect, this card would then give you an extra white to pay an extort cost. Seem decent at What is, is that once a few turns go by this starts to first in the early game, but then gets into ridiculous territory, surprisingly quickly especially if you got a Court Street Denizen on your field. Interesting card, but not quite at common territory.
VikingIrishman(Callous Slayer): This is not a common. Anyway you slice it it’s too big, to impressive and if you luck out, on having nothing in your hand when you play it and land the next three turns, your opponents done like dinner in three round max. Adding cipher spells is just adding insult to injury.
Raikou Rider (Recruitment Officer): I like it, it’s decently costed, and synergy is obvious. It skirts the boundary between common and uncommon a little bit, but still a nice card card with good synergy over all.
schtingah (Inspirational Infusion): assuming that the mechanics your synergzing are bloodthirst and evolve/graft, then this card works quite well. I like it, as it works along the same vein as Giagantic growth and other such green cards, while not being a ultimate card, it can swing the battle in your favor if used at the right time
willows (Cephalovortex): Solid card, though with an ability like replicate it can turn into a behemoth in a blink of an eye. I like it though, it definitely falls on the uncommon side.
Small Child (Chemister's Informant): I’m going to make a deck with four of those and nothing else but cipher sorceries and instants lol. This one that’s really good, if it had any more things on it,or a higher power and toughness it’d probably be a rare, but with that alone it definitely is higher than a common in my opinion. Nice card though.
I might be missing something but it doesn't seem to actually synergize with evolve or graft.
Dude....
Aside from it having the evolve keyword on it, it's p/t would trigger evolve on several creatures (Elusive Krasis/cloudfin raptor/clinging anemones/and shambleshark to name a few) and also any of those mentioned cards would also trigger evolve on my card as well.... at least the first time.
So yes, you did miss something.
The other major critique I've seen thus far is that the other ability seems weir. I get that, but i wanted to do something a little different with cipher than just the obvious. So I suppose it may seem off to those critiquing it, but that's the price I pay for experimenting I guess lol.
I think this would have been a lot more credibly Boros if it made two tokens; as written, it comes across as a bleached version of Seize the Soul.
I like this a ton, it has positive synergy with both Boros mechanics and with Bloodrush, and hews close to their aggressive spirits. Nice work.
A designer after my own heart. This is so elegant it’s staggering. Good show.
I like your sig. I like this effect, although at first glance it wasn’t obvious why it doesn’t care about sorceries. It’s a little tough to read because you don’t get the reason for that (when all the Izzet spellcast triggers prime you for “or sorcery”) until you see “attacking” later on.
Sure, this is cool. Should say, “until end of turn,” or double the number of counters. I assume the former since the latter should cost more.
This is too complicated to be common, I think. At common you could really warp limited with a couple of these guys and some scalable spells.
This is a great fusion of flavor and mechanics. I like how it’s free if you can tap two dudes to do it. I’d have liked to see more than two guild mechanics put together, though.
Link: I'm not too sure how this links to either Boros mechanic, besides the rather poor synergy of "it's a creature therefore good with battalion". Boros' mechanic isn't Lightning Helix, no matter how much I wish it was The card itself is fairly solid, but the ability seems like a rather narrow one considering the usual amount of lifegain in a set, and feels more like an uncommon at which point you could make it tougher.
aurorasparrow: Nice and simple, working with Hellbent and both Golgari mechanics. Power level is easily fine given the existence of Highborn Ghoul and Blind Zealot.
Arcel: Technically this doesn't "synergise" with Izzet's mechanics due to the fact that the mechanics don't let you cast more spells (and, in fact, due to their mana sinky nature, will encourage you to cast less individual spells), and merely uses Gruul's mechanic. I think it's trying to do too many things as a common. While the power level is fine - Gorehorn Minotaur - it's stapling two effects together which is (usually) not done on a common, related or, as is the case here, not. It's a bit blunt, I think, in attempting to show synergy.
Asrama: The synergy with Rakdos is a bit tenuous, I feel. Unleash makes you attack and this rewards you for attacking? The card itself is fine and looks pretty good in aggressive decks. That said, I think as a one-drop that I'd prefer it at uncommon. It's probably fine though.
Solesticio: Yeah this is pretty blunt. I guess the two mechanics do synergise quite well but this really feels like little thought went into it besides the costing (which is good). It's a massive value creature though, and I think it does too much to be a common.
Maokun: Like Solesticio's, this is a pretty blunt interpretation of the challenge, literally just jamming two abilities together. They do have decent synergy, though, I'll give you that. Just a note that, in RTR at least, detain on mono-coloured spells only hit creatures, and none of them hit lands.
KoolKoal: Mmm, sudden Battalion + Hellbent enabler. I think the mass-haste thing stuck on a creature seems a bit too good to be common - it's practically turning any card into a 0-mana Burst of Speed. The synergy is good and flavour is there though.
DeusofCalamity: Another blunt execution, although this one is really pushing the power given Highborn Ghoul. Extort has been costed fairly aggressively though (most of the creatures have been costed at a fair price for a [french] vanilla), so I guess I could see it happen.
1. aurorasparrow
2. Asrama
3. KoolKoal
Private Mod Note
():
Rollback Post to RevisionRollBack
If you're having creature problems I feel bad for you son
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Jimmy Groove - UG GR Greying Indrick 3G
Creature - Beast (C)
Trample
The old ones are more docile and less likely to charge than the young bucks, but pity the poor soul of the person foolish enough to get in one's way.
2/4
I'm not totally sure either Simic or Gruul would want to play this card in limited. Perhaps 5/1 would be better.
Big Cal - UG GW Garden Chittering 2G
Sorcery (C)
Choose one — Put a 1/3 green Spider creature token with Reach onto the battlefield; or put a 3/1 green Beast creature token with Vigilance onto the battlefield.
Trostani’s work to create a verdant network of beauty lent itself as the home of any number of creatures.
Really nice card. A creature type other than Beast might be more appropriate for a card called Garden Chittering, and perhaps the 3/1 should have trample rather than vigilance (its a more green ability, and a 3/1 vigilance is way better than a 1/3 reach generally speaking).
rwand - GW WB Might of the Righteous 2W
Sorcery (C)
Put an X/X white soldier creature token onto the battlefield, where X is equal to the life you gained this turn.
It could cost as little a :symw:. Good idea though.
Socrates - BR RW Warren Rioter 3R
Creature - Goblin Warrior (C)
At the beginning of your upkeep, you may discard a card. If you do, put two 1/1 red Goblin creature tokens with haste onto the battlefield. Those tokens and Warren Rioter must attack this turn if able. Put too many angry goblins in one place and a riot is unavoidable.
2/2
I really like this card. Strategic, flavorful, unique. 10/10
Herbert West - UB BW
Mortuary Ambler BB
Creature - Thrull Cleric {C}
Intimidate.
Sacrifice Mortuary Ambler: Return target creature from your graveyard to your hand. If you do, put a card from your hand on top of your library.
1/1
This card synergizes with both guilds, but it doesn't make much story-sense. It's also a bit more complicated than the average common.
"If only they could carry a corpse like they carry a curse." - Circu
Eskimo_Rage - UB BG Morbid Fascination 4G
sorcery [c]
While you're searching your library, you may cast Morbid Fascination from your library.
You gain life equal to the number of creature cards in all graveyards.
"Confront the inevitability of your death and feel truly at peace."
The chance of casting this off a transmute is pretty slim (8 mana, plus holding onto a transmute for that long). Also, this card being green makes it tough for dimir to use.
Random_Nation - BU UG Hybrid Infiltrator 2U
Creature- Mutant Rogue (C)
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever Hybrid Infiltrator is encoded with a spell, Hybrid Infiltrator is unblockable until end of turn. The perfect operative, he is both adaptable and subtle.
1/3
This feels a bit too "easy" to me from a designer's standpoint; I have no way of telling if you're good at card design based on this submission. I would also add that this is a bit complex for a common, and I might be missing something but it doesn't seem to actually synergize with evolve or graft.
Infiltrator Remains: I believe transmute is meant to cost 1CC. Regardless, a tutor spell and a buff spell, both at a rather fair investment of mana, sounds like a good combo for Limited, although honestly, this felt obvious
Really? Cycling was also supposed to be :2mana:, but guess what, it has seen print with other costs. I really don't understand why can't we have transmute more expensive. If I had reduced its cost, ok you could say that for power level. But I increased its cost...
Printability: 0/2: That's a lot of power for a common. Searching a card for 3 mana is definately not common and after you did that, you get 2 +1/+1 counters.
What do you call all transmute cards at common then? Btw, "for 3 mana"?
It's card advantage, but is not that powerful. It is really mana intensive and it's 2 turns you do nothing.
Agyrem RecruitmentW
Sorcery (C)
Put a 1/1 white Spirit Soldier token with flying on the battlefield
Haunt
When the creature Agyrem Recruitment haunts dies, put a 1/1 white Spirit Soldier token with flying on the battlefield "Our streets are no less chaotic, our soldiers are no less trained"
-Agrus Kos, Agyrem Officer
This feels like a Doomed Traveler to me, yet slightly better. It's a good design and I have no real flaws with it, other than it might be slightly too good for one mana at common. However, that's a little nitpicky, and it's a solid card regardless.
Powerclaim Militant3R
Creature - Ogre Warrior (C)
Whenever Powerclaim Militant becomes the target of a spell or ability, if it's attacking, it gets +2/+0 until end of turn.
3/3
Hmm. This card feels a little too tailored to this challenge; it's generally going to be a Hill Giant. However, if you can use it, it quickly becomes very ahead of the curve. Giving it trample will be a little overwhelming in draft. I'm also not sure where the Boros part of him is; is there synnergy with Radiance? Regardless, it's not my favorite design.
Intimidating Bulk1G
Enchantment - Aura (C)
Enchant creature
Creatures with power less than enchanted creature's power can't block it.
Gruul/Simic. Synergy with ALL of the mechanics.
This feels a little like Alpha Authority to me. The ability is somewhat unique, although it was seen quite a bit in Avacyn Restored. It does have synnergy, however, and its design is clean enough.
Chant of Stride2R
Enchantment - aura (c)
Enchant creature.
Whenever you cast an instant spell that targets enchanted creature, copy it for each other attacking creature you control. Each copy targets a different one of those creatures.
United we battle. United we Stride. The Angels and Dragons are on our side. In numbers we strengthen. In numbers we thrive. Our time will lengthen by taking your life. ~ The chant of Stride
This is definitely not a common. The effect is large and splashy and far, far too strong to be seen at common. This feels squarely in the rare slot.
Rush of StrengthG
Instant (C)
Target creature gets +X/+X, where X is the number of +1/+1 counters on it. Sometimes, even with all the rage and with all the adaptations, you still need more.
I'm guessing this is an until end of turn effect? This is a very limited pump spell that will seldom be better than Giant Growth, but will be too good in the cases that it is. I feel like this should do other things than what it does.
Omnimagus :3mana::symu:
Creature - Elf Wizard (C)
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Instant and sorcery spells you cast cost less to cast for each +1/+1 counter on Omnimagus. The Izzet and the Simic each probe at different frontiers of magic. I am fortunate enough to witness both.
0/3
Hmm. I like the design, although this feels slightly more uncommon than common. Gyre Sage was a rare, after all. The effect fits both guilds and feels pretty good. This was a tough combination and you did it pretty well. I would change the cost to be 2UU if I were you, but otherwise it seems good.
Arrest Warrant1W
Instant (C)
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature's color.)
Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Hmm. This is a pretty blatant combination. The only Selesnya part about this is Convoke. It's not a bad design, but you could have done more. You could've at least put a line of flavor text on there.
Hesitance
Enchantment - Aura (C)
Enchant creature
At the beginning of your upkeep, if enchanted creature didn’t attack last turn, tap it.
Detain ensures that the creature will not attack, and Cipher wants to be able to swing unblocked.
Hmm. Interesting design idea, but unless you stick it on something with vigilance this will be half a Narcolepsy. There was a lot of space for flavor text on there, too. I like the simplicity of the design, however, even if I would have changed it to make it tap during the end step. Well done.
Hmm. This is a pretty blatant combination. The only Selesnya part about this is Convoke. It's not a bad design, but you could have done more. You could've at least put a line of flavor text on there.
I don't think there'd be room for flavour text and reminder text.
Private Mod Note
():
Rollback Post to RevisionRollBack
"The only thing necessary for the triumph of evil is for good men to do nothing."
KoolKoal: Mmm, sudden Battalion + Hellbent enabler. I think the mass-haste thing stuck on a creature seems a bit too good to be common - it's practically turning any card into a 0-mana Burst of Speed. The synergy is good and flavour is there though.
You think a 0-mana Burst of Speed would actually be good :p? Generally, this is only going to be spending a card to give itself haste, so I think it's fine in most sets.
but a global haste buff only loosely supports Batallion.
You haven't played with or against Boros in gatecrash limited very much, have you? The boros deck getting battalion off a haste creature when the opponent doesn't expect it can be devastating.
Agyrem RecruitmentW
Sorcery (C)
Put a 1/1 white Spirit Soldier token with flying on the battlefield
Haunt
When the creature Agyrem Recruitment haunts dies, put a 1/1 white Spirit Soldier token with flying on the battlefield "Our streets are no less chaotic, our soldiers are no less trained"
-Agrus Kos, Agyrem Officer
I feel a 1/1 flying for 1 with added stuff is a bit powerful. Other than that, good synergy, cool mental image.
Boros and Gruul
Powerclaim Militant3R
Creature - Ogre Warrior (C)
Whenever Powerclaim Militant becomes the target of a spell or ability, if it's attacking, it gets +2/+0 until end of turn.
3/3
Pretty spiffy mechanic, with good synergy with its guilds. Love it.
Gruul/Simic.
Intimidating Bulk1G
Enchantment - Aura (C)
Enchant creature
Creatures with power less than enchanted creature's power can't block it.
Nice card, but it doesn't feel green at all. Greens block manipulation tends to make them block :).
Boros and Izzet.
Chant of Stride2R
Enchantment - aura (c)
Enchant creature.
Whenever you cast an instant spell that targets enchanted creature, copy it for each other attacking creature you control. Each copy targets a different one of those creatures. United we battle. United we Stride. The Angels and Dragons are on our side. In numbers we strengthen. In numbers we thrive. Our time will lengthen by taking your life. ~ The chant of Stride
Doesn't really feel like a common, a bit too complex for that imo. Other than that, pretty cool card.
Gruul and Simic
Rush of StrengthG
Instant (C)
Target creature gets +X/+X, where X is the number of +1/+1 counters on it. Sometimes, even with all the rage and with all the adaptations, you still need more.
Elegant and simple.
Izzet x Simic
Omnimagus :3mana::symu:
Creature - Elf Wizard (C)
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Instant and sorcery spells you cast cost less to cast for each +1/+1 counter on Omnimagus. The Izzet and the Simic each probe at different frontiers of magic. I am fortunate enough to witness both.
0/3
Doesn't feel like a common to me. Takes a little while to set up, but its pretty good after that.
+
Arrest Warrant1W
Instant (C)
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature's color.)
Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
A bit boring imo. Doesn't really bring anything new to the detaining table.
+ :dimir:, Detain and Cipher.
Hesitance
Enchantment - Aura (C)
Enchant creature
At the beginning of your upkeep, if enchanted creature didn’t attack last turn, tap it.
Cool card, I like that it can be used in multiple ways to create interesting scenarios.
Bloody hell. I completely spaced on this and left up my first draft card. T_T
I'll have critiques up later today.
I suppose it gives Boros another attacker to trigger Battalion, but the main synergy with Boros here is in the flavor of the card, which is fantastic. Actually using one of the guild keywords feels like laziness to me, though.
Beefmaster Ogre. Awesome. It dovetails really well with both of the guilds' current mechanics and ignores the monstrous failures that were the previous mechanics.
Synergy with all of the mechanics indeed. Many thumbs up. It does kind of take the combat trickiness of Bloodrush away for that particular creature though.
I see what you were getting at here, but it feels kind of forced. It isn't bad, but I don't think it's as good as you wanted it to be.
Bloodthirst/Graft/Evolve. 3/4 ain't bad. I love me some counters.
This is an awesome card. I like it a whole damn lot, but as I said above, using one of the guild keywords just seems like laziness to me, even if it is an amazing design. Also, this probably isn't Common.
Solid printable common design? Hell yes. Creativity? Approaching zero. I like it, but it's just too cut and paste.
I get what you were trying to do here, but this enchantment doesn't actually detain anything. It just removes a blocker on your turn. Useful against defenders, I suppose.
I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, correct spelling, and good sentence structure, then copy this into your signature.
To post a comment, please login or register a new account.
Choose two guilds that share a color, then design a common mono-colored card of that shared color which shows synergy between at least one of each guild's mechanics.
Golgari BG //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[Scavenge">&set=[%22Return%20to%20Ravnica%22]&color=+[G]"]Scavenge
Simic UG //gatherer.wizards.com/Pages/Search/Default.aspx?text=+[graft">&set=[%22Dissension%22]"]Graft]
Necrogenic Scion (Common)
G
Creature - Elf Druid
1/1
If an effect would place one or more +1/+1 counters on Necrogenic Scion, it places twice as many on it instead.
A one-creature Corpsejack Menance. Solid, but not really innovative. Both guilds use counters so this does fit that requirement, but I don't think you'd see it at common.
Trusted Advokist 1W
Creature - Human Wizard
Whenever a permanent becomes the target of a spell or ability, add W to your mana pool.
2/2
So the white mana is designed to pay for extort costs, and I guess technically detain does target. Problems are A) the mana can be used for anything and mana production isn't white, B) open ended target triggers like this are relatively easy to abuse, e.g. this plus Shuko gives infinite mana on turn two.
Dimir and Rakdos. I always knew those crazy kids would get together
Callous Slayer 3B
Creature - Human Assassin {C}
Callous Slayer can’t block and is
unblockable.
Callous Slayer gets -1/-1 for each
card in your hand.
Unthinking. Unfeeling. Unconcerned
with the sanctity of life.
7/7
Unblockable to serve as a Cipher target and it wants (ideally) zero cards in hand to play with Hellbent.
Putting "{C}" on a card doesn't make in common. This is just too large and complex for a black common creature, and if I'm getting in for 4-7 unblockable damage, I'm not going to care much about adding cipher spells to it as well.
Pair of Thugs 2RR [C]
Sorcery
Put two 1/1 red Human Berserker creature tokens with unleash onto the battlefield.
"You can buy anything on Tin Street Alley. Weapons, drugs, even men. When you're here, everything has a price and a catch."
—Arrester Lavinia, Tenth Precinct
Unleash for Rakdos, tokens for Batallion.
Counters on tokens are a necessary evil, but imo ought not be forced to happen like this. I do like the design, how it works with the guilds, and how you refrained from giving the tokens haste as well,
Creature - Human Soldier {C}
Battalion - Whenever Recruitment Officer and at least two other creatures attack, put a 1/1 white Soldier creature token onto the battlefield tapped and attacking.
2/2
Even the Selesnya have their need for cops. They're just more subtle in their methods of selection.
Solid card and an ability I'm surprised didn't see print, though I'd expect to see it at uncommon. Doesn't really work with Selesnya, though, as you really want to be populate something more than a 1/1 non-flyer.
Inspirational Infusion 1G
Instant (C)
Target creature gets +X/+X until end of turn where X is the total amount of +1/+1 counters on permanents you control.
When you are truly part of a group, you can feel their strength pushing you into greatness.
Nice card, fits both guilds pretty well and I can see it at common. Possibly should be 2G, and the link to Gruul could be a bit stronger.
Cephalovortex 2U
Creature — Octopus Weird
Graft 1
Whenever an instant or sorcery spell you control resolves, put a +1/+1 counter on Cephalovortex.
0/0
Interesting card. I think I like it. Might have too much going on for common, but I can see it just getting under that bar. You definitely found a nice sweet spot between Izzet and Simic.
Creature - Human Rogue (C)
Whenever you cast an instant or sorcery spell, Chemister's Informant is unblockable this turn.
Let's see...
arbitraryarmor's card - easily a dozen existing red instants/sorceries that put 1/1 tokens onto the battlefield, nevermind permanents
Raikou Rider's card - easily a dozen existing white permanents that put 1/1 tokens onto the battlefield, nevermind instants/sorceries
Small Child's and Willows' cards - easily two dozen existing permanents abilities that trigger from instant/sorceries.
Legend's card - two existing cards with the mechanic
You and Big Cal are both wrong here. Just because a card is potentially strong doesn't mean it can't be common.
Gideon_Jura - I'll assume it should be common. The ability is fairly off-color, and dangerous in older formats which might have more ways to abuse it. The fact that it works off anything being targeted is very broad, and makes it so it is very, very easy to abuse in all sorts of ways.
VikingIrishman - The only similar cards are rare, so this should be too, especially with unblockability added into the mix.
arbitraryarmor - Simple, straightforward, elegant. Very solid design.
Raikou Rider - Repeatable token generation is a bit scary at common, but not too bad. Synergies are very clear, cost is right.
schtingah - Commons are generally always useful, with more conditional things being uncommon or rare. And this is quite conditional because you have to have at least one counter out to get any effect at all.
willows - Assuming common again, but I won't do that in future challenges this month. "Resolves" isn't used much, and really there isn't enough for a nerf effect to justify using it instead of just "cast". I understand you lose replicate synergy, but better to just take a different approach.
Small Child - Simple and effective. Dimir could use it more, but Izzet is very happy to have an extra unblockable critter.
Top 3:
3: Small Child
2: Raiku Rider
1: arbitraryarmor
will get to them tonight when I'm more awake, at the moment just feel like responding to Critiques)Random_Nation - Hybrid Infiltrator is rather interesting, maybe a bit to aggressively costed for what it can do, but it is rather nice and I will not fault it simply because it has a mechanic that was a bane to me in the Pre-release
Big_Cal - Excellent for use with both Evolve and Populate, though the Vigilance seems a bit off to me, it is not as cheap as if you had given it trample which I am thankful for, but still, Vigilance feels strange to me.
jwanders - Oh man, that almost feels too good to be common after going up against Extort and how good that ability is, and in the right deck, could be absolutely devastating... but outside that, it seems pretty useless... I think that works rather well for a Common, useful in the right situation, but outside of it, it is rather underwhelming.
Socrates - Alright, this really feels too good for common, since it is almost guaranteed to go off once, even if you have to discard to do it, it seems like that level of token making is a bit too good for Common.
herbert west - The intimidate seems a bit out of place on a 1/1 common, but I guess I can understand that logic. And I am not positive, and correct me if I am wrong, but I am not seeing how this applies to Haunt, since to Haunt something, a card must be exiled.... it just seems off to me.
Eskimo_Rage - Interesting card, the surprise casting is rather unique, but I'm just not feeling it for some reason...
2) Random_Nation
3) Jimmy Groove
Also, Rhand... it is too good to be common yet to expensive to make it a good card to play? That sounds pretty Common to me, though this point is a matter of opinion I realize.
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
The effect isn't complex. It's simple and grockable even by New World Order standards. True, all existing cards with counter-doubling effects are uncommon, rare, or mythic, but that is because they are also proactive, versatile, mass-effecting, and/or self-reliant. Necrogenic Scion is none of those. It's a completely self contained ability that depends on other cards to function beyond being a 1/1. Sounds like a perfect example of common material to me. *shrugs*
EDIT: Also, I could have made a card with Evolve and/or Graft, but decided to design a card that fulfills the criteria of the challenge instead.
True, but as even you seem to have implied, my card isn't an extreme example. And the proof you speak of lies in existing design conventions (aka WotC's opinion) rather than our opinions or even the frequency of the mechanic or the rarity at which it has been implemented.
Necrogenic Scion clearly isn't rare or mythic so that only leaves uncommon or common, and personally I can't imagine an environment in which it could exist at uncommon. It's just too conditional and otherwise weak to be anything but common.
In other news, DeusofCalamity is joining Keyhole Downs as a late addition, since he has already prepared a card and critiques. If you are on Tin Street and have already finished critiquing, you are not required to add his card, but we would appreciate it if you could.
Good idea.
Sorry for coming so late. :\
(cipher) + (extort)
Midnight Stalker BB
Creature - Human Rogue {C}
Intimidate
Extort
"If you travel in the night, make sure not to bring any cash." - Nightguard warning.
2/1
Ok, so I kind of see where you are going with this. Trample is very good evasion for both guilds due to P/T increases. The connection is a little thin, in my opinion. Overall, though, the card is fine.
7.5/10
So a 1/3 Evolve for 3 is on par with common level, but I feel the second ability is too forced.
7/10
9/10
Not sure how powerful this could be. With something like Heroes Remembered or Martyr of sands, this could be pretty big. Its similar to Miming Slime, though more likely to be smaller. It works with both guilds, which is a plus, but requires a lot more work.
8/10
This is too powerful to be a common, in my opinion. Does work with both mechanics, though.
6/10
The haunt connection is weak at best, but the cipher connection is there. Overall, the power level is fine, but the sacrifice ability could be more powerful (Gravedigger was a common)
8/10
7/10
1) Big Cal
2) Jwanders
3) Herbert West
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Critiques
Legend (Necrogen Scion): This card is a day ruiner. No matter when you drop this thing, it’s going to ruin someone’s day. With the guilds and mechanics you are synergizing with, this will be a 1/1 for all of a turn I suspect, maybe two if you get a really bad hand draw. The only thing that prevents it from being an immediate rare is the fact that it’s a 1/1 therefore easy to kill/burn/get rid of. Don’t get wrong I like the card, but it’s a very very good uncommon at best and an underpowered rare at worst
Gideon_Jura (Trusted Advokist): So by how I understand your card if you were to play a creature with let’s say a detain ETB effect, this card would then give you an extra white to pay an extort cost. Seem decent at What is, is that once a few turns go by this starts to first in the early game, but then gets into ridiculous territory, surprisingly quickly especially if you got a Court Street Denizen on your field. Interesting card, but not quite at common territory.
VikingIrishman(Callous Slayer): This is not a common. Anyway you slice it it’s too big, to impressive and if you luck out, on having nothing in your hand when you play it and land the next three turns, your opponents done like dinner in three round max. Adding cipher spells is just adding insult to injury.
Raikou Rider (Recruitment Officer): I like it, it’s decently costed, and synergy is obvious. It skirts the boundary between common and uncommon a little bit, but still a nice card card with good synergy over all.
schtingah (Inspirational Infusion): assuming that the mechanics your synergzing are bloodthirst and evolve/graft, then this card works quite well. I like it, as it works along the same vein as Giagantic growth and other such green cards, while not being a ultimate card, it can swing the battle in your favor if used at the right time
willows (Cephalovortex): Solid card, though with an ability like replicate it can turn into a behemoth in a blink of an eye. I like it though, it definitely falls on the uncommon side.
Small Child (Chemister's Informant): I’m going to make a deck with four of those and nothing else but cipher sorceries and instants lol. This one that’s really good, if it had any more things on it,or a higher power and toughness it’d probably be a rare, but with that alone it definitely is higher than a common in my opinion. Nice card though.
Top 3
. shtingah
. Raikou Rider
. willows
Crit reponses:
Dude....
Aside from it having the evolve keyword on it, it's p/t would trigger evolve on several creatures (Elusive Krasis/cloudfin raptor/clinging anemones/and shambleshark to name a few) and also any of those mentioned cards would also trigger evolve on my card as well.... at least the first time.
So yes, you did miss something.
The other major critique I've seen thus far is that the other ability seems weir. I get that, but i wanted to do something a little different with cipher than just the obvious. So I suppose it may seem off to those critiquing it, but that's the price I pay for experimenting I guess lol.
The Anabyn
Stay Hungry My Friends....
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
2. void_nothing
3. foo_intherain
aurorasparrow: Nice and simple, working with Hellbent and both Golgari mechanics. Power level is easily fine given the existence of Highborn Ghoul and Blind Zealot.
Arcel: Technically this doesn't "synergise" with Izzet's mechanics due to the fact that the mechanics don't let you cast more spells (and, in fact, due to their mana sinky nature, will encourage you to cast less individual spells), and merely uses Gruul's mechanic. I think it's trying to do too many things as a common. While the power level is fine - Gorehorn Minotaur - it's stapling two effects together which is (usually) not done on a common, related or, as is the case here, not. It's a bit blunt, I think, in attempting to show synergy.
Asrama: The synergy with Rakdos is a bit tenuous, I feel. Unleash makes you attack and this rewards you for attacking? The card itself is fine and looks pretty good in aggressive decks. That said, I think as a one-drop that I'd prefer it at uncommon. It's probably fine though.
Solesticio: Yeah this is pretty blunt. I guess the two mechanics do synergise quite well but this really feels like little thought went into it besides the costing (which is good). It's a massive value creature though, and I think it does too much to be a common.
Maokun: Like Solesticio's, this is a pretty blunt interpretation of the challenge, literally just jamming two abilities together. They do have decent synergy, though, I'll give you that. Just a note that, in RTR at least, detain on mono-coloured spells only hit creatures, and none of them hit lands.
KoolKoal: Mmm, sudden Battalion + Hellbent enabler. I think the mass-haste thing stuck on a creature seems a bit too good to be common - it's practically turning any card into a 0-mana Burst of Speed. The synergy is good and flavour is there though.
DeusofCalamity: Another blunt execution, although this one is really pushing the power given Highborn Ghoul. Extort has been costed fairly aggressively though (most of the creatures have been costed at a fair price for a [french] vanilla), so I guess I could see it happen.
2. Asrama
3. KoolKoal
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Greying Indrick 3G
Creature - Beast (C)
Trample
The old ones are more docile and less likely to charge than the young bucks, but pity the poor soul of the person foolish enough to get in one's way.
2/4
I'm not totally sure either Simic or Gruul would want to play this card in limited. Perhaps 5/1 would be better.
Big Cal - UG GW
Garden Chittering 2G
Sorcery (C)
Choose one — Put a 1/3 green Spider creature token with Reach onto the battlefield; or put a 3/1 green Beast creature token with Vigilance onto the battlefield.
Trostani’s work to create a verdant network of beauty lent itself as the home of any number of creatures.
Really nice card. A creature type other than Beast might be more appropriate for a card called Garden Chittering, and perhaps the 3/1 should have trample rather than vigilance (its a more green ability, and a 3/1 vigilance is way better than a 1/3 reach generally speaking).
rwand - GW WB
Might of the Righteous 2W
Sorcery (C)
Put an X/X white soldier creature token onto the battlefield, where X is equal to the life you gained this turn.
It could cost as little a :symw:. Good idea though.
Socrates - BR RW
Warren Rioter 3R
Creature - Goblin Warrior (C)
At the beginning of your upkeep, you may discard a card. If you do, put two 1/1 red Goblin creature tokens with haste onto the battlefield. Those tokens and Warren Rioter must attack this turn if able.
Put too many angry goblins in one place and a riot is unavoidable.
2/2
I really like this card. Strategic, flavorful, unique. 10/10
Herbert West - UB BW
Mortuary Ambler BB
Creature - Thrull Cleric {C}
Intimidate.
Sacrifice Mortuary Ambler: Return target creature from your graveyard to your hand. If you do, put a card from your hand on top of your library.
1/1
This card synergizes with both guilds, but it doesn't make much story-sense. It's also a bit more complicated than the average common.
"If only they could carry a corpse like they carry a curse." - Circu
Eskimo_Rage - UB BG
Morbid Fascination 4G
sorcery [c]
While you're searching your library, you may cast Morbid Fascination from your library.
You gain life equal to the number of creature cards in all graveyards.
"Confront the inevitability of your death and feel truly at peace."
The chance of casting this off a transmute is pretty slim (8 mana, plus holding onto a transmute for that long). Also, this card being green makes it tough for dimir to use.
Random_Nation - BU UG
Hybrid Infiltrator 2U
Creature- Mutant Rogue (C)
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever Hybrid Infiltrator is encoded with a spell, Hybrid Infiltrator is unblockable until end of turn.
The perfect operative, he is both adaptable and subtle.
1/3
This feels a bit too "easy" to me from a designer's standpoint; I have no way of telling if you're good at card design based on this submission. I would also add that this is a bit complex for a common, and I might be missing something but it doesn't seem to actually synergize with evolve or graft.
Top 3:
1. Socrates
2. Big_Cal
3. Rhand
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%
Really? Cycling was also supposed to be :2mana:, but guess what, it has seen print with other costs. I really don't understand why can't we have transmute more expensive. If I had reduced its cost, ok you could say that for power level. But I increased its cost...
What do you call all transmute cards at common then? Btw, "for 3 mana"?
It's card advantage, but is not that powerful. It is really mana intensive and it's 2 turns you do nothing.
Critiques coming later today.
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
This feels like a Doomed Traveler to me, yet slightly better. It's a good design and I have no real flaws with it, other than it might be slightly too good for one mana at common. However, that's a little nitpicky, and it's a solid card regardless.
Hmm. This card feels a little too tailored to this challenge; it's generally going to be a Hill Giant. However, if you can use it, it quickly becomes very ahead of the curve. Giving it trample will be a little overwhelming in draft. I'm also not sure where the Boros part of him is; is there synnergy with Radiance? Regardless, it's not my favorite design.
This feels a little like Alpha Authority to me. The ability is somewhat unique, although it was seen quite a bit in Avacyn Restored. It does have synnergy, however, and its design is clean enough.
This is definitely not a common. The effect is large and splashy and far, far too strong to be seen at common. This feels squarely in the rare slot.
I'm guessing this is an until end of turn effect? This is a very limited pump spell that will seldom be better than Giant Growth, but will be too good in the cases that it is. I feel like this should do other things than what it does.
Hmm. I like the design, although this feels slightly more uncommon than common. Gyre Sage was a rare, after all. The effect fits both guilds and feels pretty good. This was a tough combination and you did it pretty well. I would change the cost to be 2UU if I were you, but otherwise it seems good.
Hmm. This is a pretty blatant combination. The only Selesnya part about this is Convoke. It's not a bad design, but you could have done more. You could've at least put a line of flavor text on there.
Hmm. Interesting design idea, but unless you stick it on something with vigilance this will be half a Narcolepsy. There was a lot of space for flavor text on there, too. I like the simplicity of the design, however, even if I would have changed it to make it tap during the end step. Well done.
2. Noatz
3. GregarFalzar
I don't think there'd be room for flavour text and reminder text.
For those broken rocks you wear on your waist:
1. Jimmy Groove
2. Big_Cal
3. herbert west
Agyrem Recruitment W
Sorcery (C)
Put a 1/1 white Spirit Soldier token with flying on the battlefield
Haunt
When the creature Agyrem Recruitment haunts dies, put a 1/1 white Spirit Soldier token with flying on the battlefield
"Our streets are no less chaotic, our soldiers are no less trained"
-Agrus Kos, Agyrem Officer
Powerclaim Militant 3R
Creature - Ogre Warrior (C)
Whenever Powerclaim Militant becomes the target of a spell or ability, if it's attacking, it gets +2/+0 until end of turn.
3/3
Intimidating Bulk 1G
Enchantment - Aura (C)
Enchant creature
Creatures with power less than enchanted creature's power can't block it.
Chant of Stride 2R
Enchantment - aura (c)
Enchant creature.
Whenever you cast an instant spell that targets enchanted creature, copy it for each other attacking creature you control. Each copy targets a different one of those creatures.
United we battle. United we Stride. The Angels and Dragons are on our side. In numbers we strengthen. In numbers we thrive. Our time will lengthen by taking your life. ~ The chant of Stride
Rush of Strength G
Instant (C)
Target creature gets +X/+X, where X is the number of +1/+1 counters on it.
Sometimes, even with all the rage and with all the adaptations, you still need more.
Omnimagus :3mana::symu:
Creature - Elf Wizard (C)
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Instant and sorcery spells you cast cost less to cast for each +1/+1 counter on Omnimagus.
The Izzet and the Simic each probe at different frontiers of magic. I am fortunate enough to witness both.
0/3
Arrest Warrant 1W
Instant (C)
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature's color.)
Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Hesitance
Enchantment - Aura (C)
Enchant creature
At the beginning of your upkeep, if enchanted creature didn’t attack last turn, tap it.
2. Foo_Intherain
3. Koopa
I'll have critiques up later today.
2nd. void_nothing
3rd. Koopa
Glorious avatar and signature done by Rivenor at Miraculous Recovery Signatures.
***Former MCC Organizer***
Come join us! Show us your creative side.
I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, correct spelling, and good sentence structure, then copy this into your signature.