Cardz5000: No rarity. DQ'd. Global protection effects are often at Rare.
Raikou Rider: It might be considered a little overpowered, given how effective of a board sweeper it is. But, being a Burn player, I approve. Also, we need more efficient global damage spells in Red.
aurorasparrow: Rare. DQ'd.
Rithaniel: Rare. DQ'd.
Zoomba: Interesting, but it doesn't "answer" the threat of Patrician's Scorn.
herbert_west: It somewhat answers the idea of not being able to search your library, but not really. To begin to overcome the limitation from Aven Mindcensor, you'd have to invest six mana or more, and you'd still only be able to do it once as a response to a static effect. Employing an effect similar to Lim-Dûl's Vault might have been a better answer.
drewdagreek: The card feels slapdash, and it does nothing to protect you from Bitter Ordeal.
void_nothing: The mirroring P/T is a nice touch, but Blue rarely gets vigilance, and the protection shouldn't be available in mono Blue. This would have worked better as a mono White creature with a activation.
Emocakes: Rare. DQ'd.
1. Raikou Rider
To those that think the card should be Red, you're thinking of Seismic Spike, which is a fair comparison, except for one thing: Red rituals (excluding Manamorphose) only produce Red mana. If you want a color other than Red (which this card can do), the spell needs to be Green.
Haberion Mystic :3mana::symw:
Creature - Rhino Cleric
Other creatures you control have protection from colorless. The invisible assault blackened the grass and turned the surrounding forest to charcoal, but the army marched on unscathed, and with ultimate faith.
I like it. it subtly answers the threat and does more than that. It has its uses in a variety of situations while not being too over the top. Maybe it could be rare, but definitely not common.
Spirit of Renewal :3mana::symg::symg:
Creature - Elemental Spirit [R]
At the beginning of each end step, if Spirit of Renewal is in your graveyard, you may put it on the top of your library. If you do, put a 1/1 green Saproling creature token onto the battlefield.
Unfortunately, If the Jailer is already out, as it might be because it costs less, this card will not have any effect in your graveyard. It would just be a generic 4/3 against it in combat so I guess it could stand up to it in that way, but it's also a rare so that kinda disqualifies it anyway.
Creature - Specter R
Whenever Ozfoe's Specter deals combat damage to a player, that player discards a card.
Whenever an opponent discards a card, that player loses 1 life and you gain 1 life.
Variation on a specter. Not bad. Compared to the classic hypnotic specter it's about on par. Trading in the random discard for an extort like effect is fine. Unfortunately it is also a rare so you won't make it into the top 3.
My card's set would likely include tutoring and tucking a lot, with cards like Mindcensor to limit the ability. It would likely see a reprint of Shadow of Doubt and/or Stranglehold. On this submission, you would get the chance to really peel back the top of your deck to dodge the restriction imposed upon tutoring.
Flashback - B, Pay X life.
"How could we ignore the screams echoing in the darkness? They provide far too much inspiration."
I like it. It's a creative answer to a likely problem implied by the card you chose. It's kind of a hoser for a hoser and it does the job while also looking like fun to play.
As an additional cost to cast Dynamo Champion, sacrifice three contraptions.
Whenever Dynamo Champion attacks or blocks, you may untap any number of target artifacts.
Uh oh, another rare. Sorry you won't be making it to the top 3, but this card feels kinda slapdash anyway with no specific answer to what the steamflogger boss does. As far as I know anyway. Tough challenge, good try.
Creature - Crab (U)
Vigilance X(W/U): Neapwind Scuttler gains protection from converted mana cost X until end of turn. Dashing sideways faster than the waves and sharper than the cliffs.
Like white knight and black knight these two can get protection from each other and not really answer each other. The hybrid seems unnecessary, but the vigilance is fine. Feels fine at uncommon, but still nothing really wowing me.
Creature - Beast (U)
Leyhide Rakken enters the battlefield with a +1/+1 counter for each non-green spell cast this turn As the hierarchs spread mana-nets throughout Veras, the wild learned to dine on a new type of meal.
Cool. Not a direct answer to patricians scorn in that it does not interact with the enchantments being destroyed, but it does provide what could be a substantially large beater for a good price at uncommon. Nicely done.
Ink-Treader - An interesting design. The costs are fair, even a little high. But do Auras really need hosing?
Arcel - This causes problems with variable power and toughness. A fine card for the situation, if uninspired-feeling.
Gerrard's Mom - Cool. If you must do Aura hosing make it like this which offers interesting choices. Feels very old-school.
Jimmy Groove - Good thing it ETBs from the graveyard tapped, or else it'd be hella annoying. The "always gets removaled to the graveyard" thing is strange but grokkable.
Eskimo_Rage - Black Flagbearers? Crazy, but I think this is really cool. The minor graveyard-exiling trigger is quite nice too; it's a good situational trick.
Savia - An interesting and flavorful combat trick; no particular complaints with this one.
VikingIrishman - Perfect flavor with the name, flavor text, and effect. I wish it weren't so narrow and affected all types of counters instead of just spore counters.
BlackBull - Pretty interesting flavor and cute effects, but I don't get why it's Innistrad-themed, and to be honest, again, Auras don't need more hosing, especially not blatant stuff like this (although it does work with your own negative Auras).
Destroy target artifact. Hellwave Implosion deals X damage to each creature and each player, where X is the converted mana cost of the destroyed artifact. The devastation left from the citadel's eradication struck fear into some of the enemy's troops. The rest were too dead to care.
Critique: No rarity, which is troublesome, but I'll assume uncommon. This card isn't bad, but instant speed damage all plus a shatter feels rare to me, especially if you hit something of CMC 3 or more. I'm also having issues with the flavortext; it specifically calls out the enemy's troops, yet the card affects your troops as well.
Defender of the Meek5WW
Creature - Angel (U)
Delve (You may exile any number of cards from your graveyard as you cast this spell. It costs 1 less to cast for each card exiled this way.)
This feels rare to me as well. Every uncommon creature of this size or bigger has only 1 ability, and every angel of this size or bigger is a rare or mythic rare. Dropping a creature this big at instant speed for WW can be a pretty big game, and if Tombstalker is a rare I think this should be one as well.
Enchantment - Aura (U)
Enchanted creature can't attack or block. When Lumithread Cuffs is put into a graveyard from the battlefield, you may destroy target enchantment.
Critique: Clever. If they unmorph the Field while the Cuffs are attached, you can nab the Field with the ETG ability. However, could you really destroy a Lumithread Field with Lumithread Cuffs? Since they're made of the same thing, wouldn't they combine sooner than they'd destroy each other? Also, you forgot the "Enchant creature" text.
Return the Favor1WW
The next time a source of your choice would deal damage to you this turn, prevent that damage. If that source is a creature, Return the Favor deals damage to that creature equal to the damage prevented this way. "Insult repaid with insult, injury with injury."
—Reidmar Suran, Alkast hieromancer
Critique: Great name, and a good answer to Storm Entity, I just wish it Returned the Favor for the noncreature source in some way. It also doesn't really have a strong tie to Storm Entity's "set", which would presumably have a lot to do with Storm.
At the beginning of each end step, gain control of each enchanted creature for as long as you control Dominion Trance and for as long as that creature is enchanted. Conquering the throne wins you the castle, but conquering its people wins you the kingdom.
Critique: Even if mythics were okay for this challenge, this doesn't really feel like it's from the same set as the Initiation. The standout part of Snake Cult Initiation is poisonous, not the fact that it's an Aura.
Cards in graveyards lose all types until end of turn. Gravesites have turned to nothing, memorials have lost meaning, and ancient chants are forgotten.
Critique: Cool, an innovative answer to Tarmogoyf, and has other fun uses as well. I think blue is the right place for this ability, and I think this is a well-designed card. Kinda narrow though, maybe U would have been better.
Tap target creature, then destroy all enchantments attached to that creature.
Critique: Not breaking new ground, but a solid card that's a good answer to the Emblem and feels at home in a set that's doing new things with enchantments. I'm also chuckling over the flavor: "Hey, he's got an Aura! Grab 'im, and get the hose!"
Note: In this scenario I count as a "defending creature." thus my card produces one attacking token
Destroy target token creature, then put X -1/-1 counters on target non-token creature, where X is the destroyed creatures power. The prides bond is it's strength, but under the right condition that bond can also be it's undoing.
Critique: Hmmm...not sure you get to dictate how many tokens the War-Pride makes for card eval purposes, but since its token making is the most interesting thing about the card, I'm okay assuming it made at least one token when it attacked. Assuming the opponent has the War-Pride makes this an okay card, but if they have no tokens, it's just dead in your hand. Maybe if you had switched the token and non-token qualifiers? Or kept them off altogether, since I don't see why a Communicable Contagion would affect tokens in one way and non-tokens in a different way.
void_nothing: Neapwind Scuttler: So does it gain protection from all things with the converted mana cost of what you pay? Abilites? Creatures? Instants? While it does beat the challenge, the wording just leaves me with…too many questions.
Raikou Rider: Immolate: It kills the cat...and everything else too. Don’t know if you didn’t want targeted damage because it was too much like Skullcrack but this kitchen sink burn seems a little too broad just to get one cat.
Rithaniel: Ozfoes’ Specter: Gets over the defender with flyin and punishes an opponent by making him lose life whenever he activates your threat cards ability. It’s great…except for the fact that it’s a rare, there for fails a key part of the initial challenge.
aurorasparrow: Spirit of Renewal: Once again not a bad answer to your threat, but it once again ails the challenge to it’s rarity.
herbert west: Gloaming Echoes: I’m always a fan of deck stacking tricks, this one’s not bad as it let’s you order the cards in your deck however you choose for however much you can pay, so if you have to only search the first four cards then you can manipulate what those cards will be. However flavorfully it doesn’t end the threat, just makes it useless for a bit. Still a decent card
Emocakes: Dynamo Champion: Yeah it handles the threat, although flavorfully it’s a little bland. Also another rare in an uncommon or common round.
drewdagreek: Crow's Wisdom: Okay so in order to prevent the exiling of an important card you can hope to draw it, and if you’ve had a lot of stuff die you can hopefully prevent any other important cards from being taken…I think. Decent card and the right rarity too. A little weak on flavor but that’s my personal opinion.
Cardz5000 : Haberion Mystic: Meh not bad, but despite lacking a rarity the blanket protection feels like rare territory.
Zoomba: Leyhide Rakken: it gets bigger for every non green spell cast that’s…really powerful against anything that isn’t green. This feels almost like its arare even at it’s cost (maybe because it’s green who’s notorious mana ramp abilities make this things cost far less of a challenge in another color), but to me it still lands very lightly on the Uncommon side. Seeing as your threats an instant I guess it answers it.
Arcel - At first glance, I didn't see how this answered the threat. Then I realized it does say all creatures. So what you'd have here is a boon to be able to outblock dudes buffed by Petroglyphs and with no abilities, it becomes more of a shoving match that your guy would have the advantage in. I like this card and I wish you luck working with this card in future rounds.
Ink-Treader - Interesting thievery mechanic. Luckily the idea is to make cards for a set that may be saturated with aura swapping, because I can't imagine people clamoring over a card that gets to pay 2UU to redirect creature enchantments. However, in your hypothetical set, I'm sure this would be a lot of fun in drafting.
VikingIrishman - I like this card and how well it fits in your set, presuming it'd be a fungus type of set. That being said, this card faces the same problem Ink-Treader faces. Though it'd be fun in the set/block/draft, it would become borderline useless otherwise.
BlackBull - Although creature enchantments are rare enough to make this one viable outside your set as well, the benefit of gaining life off of this removal is nice. Plus, in the right deck, you could enchant an opponent's creature if your deck aimed to do so. Otherwise, this card would have trouble pulling its own weight.
Jimmy Groove - Now this one is really fun. A card destined for a zone that can also recast itself from that zone. I hope that your set wouldn't overuse this ability, a graveyard that could never be exiled or shuffled back. But maybe that's a good thing? Still, I think cards that stick like this can be messy, I think you handled it quite well.
Gerrard's Mom - Is the correct wording "object"? I guess so, I can't imagine what else it would be. This card is fascinating, though. The ultimate say-so in enchantment targeting and replacement. An interesting card, hilariously narrow.
Savia - So I guess if you can't beat Quagnoth, tap him in some fashion? I feel like either you or me doesn't understand this challenge too well. Nevertheless, I do like your approach with more flavor. The snaring ability, the drawback (which is less a drawback since there are plenty of great ETB creatures to block with and reuse) balances it out well.
Eskimo_Rage - Interesting. If the opponent casts the spell, they have to kill your Outriders. If they don't deal with them, then they lose the spell in the yard. I also like that you didn't go overboard and make these two mechanics tied in. You give your opponent options and at the same time, limit them. Good job.
Private Mod Note
Rollback Post to RevisionRollBack
BInfect BWDeath & Taxes UBRAffinity
RBurn UBRSac Land Tendrils UBRGOops, All Spells
WUGPhelddagrif GGGOmnath, Locus of Mana BBBXiahou Dun, the One-Eyed RRRAshling, the Pilgrim BBWTeysa, Scion of Orzhov UUUTalrand, Sky Summoner UUBVela the Night-Clad GGBVhati il-Dal RUWRuhan of the Fomori