If not for your just-in-time arrival, they'd be calling this day "Armageddon."
But you were there to shut off the meltdown before it could turn the city to dust, or perhaps it was you who prevented the tempest rushing in from the wilderness from reaching the capital. Your body served as a container for the disasters, and as you leapt to action and shielded your companions you felt yourself on the brink of death... only to come out the other side infused with powerful magic.
You've done enough. More than anyone could ask.
A shimmering warrior stands before you - you can't see their face but immediately you're aware that this is one of the head Consuls, and they're pinning a medal of authority to your chest. You've been inducted. Time to innovate.
Final Challenge: First, make a planeswalker card representing you after the disaster was averted. It should somehow reference one of your cards from last round. Then, make a legendary artifact card representing your new medal. Third, make a legendary enchantment card in the same colors as, and with a higher converted mana cost than, your planeswalker. Finally, make a card of any type with a kind of ability that's never been seen in (black-bordered) Magic before.
GratienLasare 2WU
Planeswalker - Gratien (M)
+1: Return target nonland permanent to its owner's hand. Its owner gains 3 life.
-2: Target nonland permanent gains hexproof until end of turn.
-8: Reveal the top seven cards of your library. You gain life equal to the total converted mana cost of all cards revealed this way. Put those cards into your hand.
[4]
Gratien's Medallion 5
Legendary Artifact (M) W,t: If you would draw a card this turn, you may gain 5 life instead. 4U,t: If you would gain life this turn, you may draw that many cards instead.
Celestial Tax 3WU
Legendary Enchantment (M)
Whenever an opponent casts a spell, counter that spell unless its controller has you gain 3 life.
When Celestial Tax is put into a graveyard from anywhere, its owner shuffles it into his or her library.
Nephalia Shapestealer3U
Creature - Spirit Shapeshifter (R) 2U: Exchange Nephalia Shapestealer's power and toughness with another target creature's power and toughness.
1/1 "What happened to my body?"
Blessing of VigorG
Enchantment (C)
At the beginning of each combat, choose target creature you control. That creature gets +1/+1 until end of turn. The elves of the Carrelwood have a god for every hour of the day, and each picks a god to follow in the hopes that they will be blessed during that hour.
Harabel Lifeweaver2GW
Legendary Creature - Elf Shaman (R)
Whenever Harabel Lifeweaver or another creature enters the battlefield under your control, add mana equal to that creature's mana cost to your mana pool. Spend this mana only to cast enchantment spells. (Mana cost includes color. If a mana symbol has multiple colors, choose one.)
2/3
Rynd TaravonWW
Planeswalker - Rynd (M)
+1: Until your next turn, permanents you control have "W: Prevent the next 1 damage that would be dealt to this permanent this turn."
-2: Exile target creature if it has the greatest power or is tied for greatest power among creatures on the battlefield.
-6: Until your second turn from now, opponents can't cast spells and creatures you don't control can't attack.
{3}
Survival Instinct2GG
Enchantment (R)
At end of combat, put a +1/+1 counter on each creature you control that attacked or blocked this combat. While their cousins in the Carrelwood pray to their deities for strength, the wild elves of the Tyrnon Crags believe that strength must come from within.
Mystic Mantra1GW
Enchantment (R)
Each creature you control with deathtouch, first strike, lifelink, reach, trample, or vigilance has all of those abilities.
Hallowed Paths4GW
Enchantment (R)
Exile a creature card from your hand or a creature you control: You gain 1 life.
At the beginning of the end step, you may return X creature cards exiled with Hallowed Paths to the battlefield, where X is the number of creatures exiled this way from the battlefield this turn. Then return all other cards exiled with Hallowed Paths to their owner's hands.
Yesterday's Delusions3UBR
Sorcery (R)
For each player, choose an instant or sorcery card at random in that player's graveyard and cast that card without paying its mana cost. Yesterday's Delusions deals damage to each player equal to the converted mana cost of each card he or she owns cast this way. The Half-Ruby Cabal is more than willing to take ownership of any nefarious deeds you may wish to forget.
Harabel of the Thousand Leaves1GW
Planeswalker - Harabel (M)
+1: Until end of turn, whenever you cast an enchantment spell, gain 1 life and draw a card.
-1: You get an emblem with "Lose this emblem: Exile target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step."
-6: Exile all creatures that aren't enchanted.
(3)
Sigil of the Steel Leaf4
Legendary Artifact (M)
At the beginning of your upkeep, put a charge counter on Sigil of the Steel Leaf.
Permanents you control with converted mana cost less than or equal to the number of charge counters on Sigil of the Steel Leaf have indestructible.
Hymn of Harabel5GW
Legendary Enchantment (M)
Tap an untapped nonenchantment land you control: That land becomes an Aura enchantment with "Enchant creature" and "Enchanted creature gets +1/+1 for each land you control." It's still a land. Attach it to target creature. Activate this ability only as a sorcery.
Wreathkeeper Angel4WW
Creature - Angel (R)
Flying, vigilance T: Exile target Aura you control.
Treat each creature you control as though it is enchanted by each Aura exiled with Wreathkeeper Angel that could enchant that creature.
4/4
The Card Creation League is a monthly contest in which players compete over seven rounds. Each month has an overall theme and/or story, determined by that month's host.
Each round, the host will assign a card creation task to the players. This task may vary between teams or players.
The first three rounds are open to everyone who joined in the sign-up thread, which will be posted near the end of the previous month. After these rounds, the Top 8 players will move on to three single elimination rounds to determine a winner.
Rounds usually last three to four days for submissions and about two days for critiques, but the host has final say in making the schedule.
For the first three rounds, players are divided into teams. Four teams is standard, but there may be more or less depending on the number of players. Each team will review another team's cards during the critique period of that round.
Each player must submit a Top 3 ranking for the team he or she critiques at the end of each round. Each 1st place is worth 3 points, 2nd place 2 points, and 3rd place 1 point.
Additionally, each player can receive 2 bonus points per round. One point is awarded for posting a Top 3, and one point for providing critiques for that team's cards.
Suggested areas to critique include creativity, balance, printability, and relation to the overall theme or that player's previous cards.
Players who do not post a card or a Top 3 will be put on "probation." Top 3 violations for a round can be removed by posting or PMing the host with your Top 3 before the end of the next round. Any player that would receive a second violation is disqualified from further competition that month.
At the end of the first three rounds, the Top 8 players will be selected by points (usually the top 2 from each team). In the case of ties, there may be more than 8 players advancing. The host will determine matchups for single elimination. At the end of each elimination round, remaining players not in that matchup will choose a winner to advance. The host will break any ties.
The final round is determined by public poll.
Prior to Top 8, players have a chance of getting a total of 100 points toward their score each Scoring Round. Scores for each Round are determined by the following equation:
Total points of Player A in round N = 100 * X/Y, where:
X = Total number of Scoring Points (Judge Points + Additional Points from Top 3 & Critiques)
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
3 points are given for a First Place Top 3 finish, 2 points for a Second Place, and 1 point for a Third Place. 1 additional point is awarded if a Top 3 is submitted. 1 additional point is awarded if Critiques are given for all entries to be judged.
This way the grading is more streamlined in the fact that all rounds prior to Top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player accumulates points from each Scoring Round until the end of Round 3.
Gratien Lasare: The +1 is incredibly oppressive. The -2 is rather weak, as opponents can generally just cast in response to the ability.
Medallion: Fairly weak, but I do like the infinite combo with a Voltaic Key and lifegain.
Celestial Tax: I think you can just say "whenever an opponent casts a spell, you gain 3 life." Doesn't feel very legendary, and the shuffle clause seems unnecessary (generally reserved for when reanimation would be a problem).
Shapestealer: Pretty cool. could get very confusing.
Harabel: The -1 can be used on Harabel, which makes her completely overpowered.
Sigil: Is making all your tokens indestructible for overpowered? I'm inclined to say yes.
Hymn of Harabel: This card is strange. On the one hand, giving 7 creatures +7/+7 seems pretty good; on the other hand, it costs you 14 mana and carries a huge risk of being blown out.
Wreathkeeper Angel: How does this interact with Totem Armor?
Gratien Lasare: The +1 is incredibly oppressive. The -2 is rather weak, as opponents can generally just cast in response to the ability.
Medallion: Fairly weak, but I do like the infinite combo with a Voltaic Key and lifegain.
Celestial Tax: I think you can just say "whenever an opponent casts a spell, you gain 3 life." Doesn't feel very legendary, and the shuffle clause seems unnecessary (generally reserved for when reanimation would be a problem).
Shapestealer: Pretty cool. could get very confusing.
Harabel: The -1 can be used on Harabel, which makes her completely overpowered.
Sigil: Is making all your tokens indestructible for overpowered? I'm inclined to say yes.
Hymn of Harabel: This card is strange. On the one hand, giving 7 creatures +7/+7 seems pretty good; on the other hand, it costs you 14 mana and carries a huge risk of being blown out.
Wreathkeeper Angel: How does this interact with Totem Armor?
How does using Harabel's -1 on herself do anything good for you? She doesn't come back until the end step, which is too late to activate her again.
It appears that the Angel and totem armor would make your guys effectively indestructible, at the cost of playing and activating a 6 cost creature and exiling another card that costs at least 1 mana. Is that somehow more powerful than just casting Avacyn?
How does using Harabel's -1 on herself do anything good for you? She doesn't come back until the end step, which is too late to activate her again.
I bet he means that the -1 hab makes her practically immortal. The first thing you do, is to gain an emblem, then start playing with the +1 hab until you need to save her. Once you spend the emblem, just make another. This strategy isn't infallible, but with a regularly good board presence, it almost guarantees to virtually keep her safe for ever.
EDIT: You have Venser, the Sojourner who could do a similar thing, but the really dangerous thing is to be able to do it at instant speed. Also, you could just cummulate many emblems, wich seems just crazy.
And congratulations to Moss_Elemental for that last automatic qualifier slot!
Meanwhile, void_nothing needs to send the Top 8 in already, and our resident small child statistician needs to fix the spreadsheet like real soon now. :ria::devo::ria::gonk:
Meanwhile, void_nothing needs to send the Top 8 in already, and our resident small child statistician needs to fix the spreadsheet like real soon now. :ria::devo::ria::gonk:
Final Round - A Masterful Orbit - Poll
If not for your just-in-time arrival, they'd be calling this day "Armageddon."
But you were there to shut off the meltdown before it could turn the city to dust, or perhaps it was you who prevented the tempest rushing in from the wilderness from reaching the capital. Your body served as a container for the disasters, and as you leapt to action and shielded your companions you felt yourself on the brink of death... only to come out the other side infused with powerful magic.
You've done enough. More than anyone could ask.
A shimmering warrior stands before you - you can't see their face but immediately you're aware that this is one of the head Consuls, and they're pinning a medal of authority to your chest. You've been inducted. Time to innovate.
Final Challenge: First, make a planeswalker card representing you after the disaster was averted. It should somehow reference one of your cards from last round. Then, make a legendary artifact card representing your new medal. Third, make a legendary enchantment card in the same colors as, and with a higher converted mana cost than, your planeswalker. Finally, make a card of any type with a kind of ability that's never been seen in (black-bordered) Magic before.
Past Rounds:
Signups/Round 1 - Invention Exchange
Round 2 - The Threat of Sabotage
Round 3 - You Got Moxie, Kid
Quarterfinal - Dusty Old Relics
Semifinal - Trouble in Toolbox Town
Moss_Elemental
Gerrard's Mom
Gerrard's Mom's Entries
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Medallion: Fairly weak, but I do like the infinite combo with a Voltaic Key and lifegain.
Celestial Tax: I think you can just say "whenever an opponent casts a spell, you gain 3 life." Doesn't feel very legendary, and the shuffle clause seems unnecessary (generally reserved for when reanimation would be a problem).
Shapestealer: Pretty cool. could get very confusing.
Harabel: The -1 can be used on Harabel, which makes her completely overpowered.
Sigil: Is making all your tokens indestructible for overpowered? I'm inclined to say yes.
Hymn of Harabel: This card is strange. On the one hand, giving 7 creatures +7/+7 seems pretty good; on the other hand, it costs you 14 mana and carries a huge risk of being blown out.
Wreathkeeper Angel: How does this interact with Totem Armor?
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%
How does using Harabel's -1 on herself do anything good for you? She doesn't come back until the end step, which is too late to activate her again.
It appears that the Angel and totem armor would make your guys effectively indestructible, at the cost of playing and activating a 6 cost creature and exiling another card that costs at least 1 mana. Is that somehow more powerful than just casting Avacyn?
Thanks for the comments!
EDIT: You have Venser, the Sojourner who could do a similar thing, but the really dangerous thing is to be able to do it at instant speed. Also, you could just cummulate many emblems, wich seems just crazy.
Congratulations Mossy and thanks for running void!
Meanwhile, void_nothing needs to send the Top 8 in already, and our resident
small childstatistician needs to fix the spreadsheet like real soon now. :ria::devo::ria::gonk:(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Already done. Check the CCC&G Pro Tour inbox.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝